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(Generate patch)

Comparing deliantra/server/server/skills.C (file contents):
Revision 1.37 by root, Mon Jun 4 13:04:00 2007 UTC vs.
Revision 1.83 by root, Mon Apr 5 16:24:59 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * 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 Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <sproto.h> 27#include <sproto.h>
42 /* Only prohibit stealing if the player does not have a free 42 /* Only prohibit stealing if the player does not have a free
43 * hand available and in fact does have hands. 43 * hand available and in fact does have hands.
44 */ 44 */
45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) 45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
46 { 46 {
47 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! "
48 "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>");
48 return -1; 49 return -1;
49 } 50 }
50 51
51 /* ADJUSTMENTS */ 52 /* ADJUSTMENTS */
52 53
53 /* Its harder to steal from hostile beings! */ 54 /* It's harder to steal from hostile beings! */
54 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 55 if (!victim->flag [FLAG_UNAGGRESSIVE])
55 roll = roll / 2; 56 roll = roll / 2;
56 57
57 /* Easier to steal from sleeping beings, or if the thief is 58 /* Easier to steal from sleeping beings, or if the thief is
58 * unseen */ 59 * unseen */
59 if (QUERY_FLAG (victim, FLAG_SLEEP)) 60 if (victim->flag [FLAG_SLEEP])
60 roll = roll * 3; 61 roll = roll * 3;
61 else if (op->invisible) 62 else if (op->invisible)
62 roll = roll * 2; 63 roll = roll * 2;
63 64
64 /* check stealing 'encumberance'. Having this equipment applied makes 65 /* check stealing 'encumberance'. Having this equipment applied makes
65 * it quite a bit harder to steal. 66 * it quite a bit harder to steal.
66 */ 67 */
67 for (equip = op->inv; equip; equip = equip->below) 68 for (equip = op->inv; equip; equip = equip->below)
68 { 69 {
69 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) 70 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
70 {
71 roll -= equip->weight / 10000; 71 roll -= equip->weight / 10000;
72 } 72
73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
74 roll -= equip->weight / 5000; 74 roll -= equip->weight / 5000;
75
75 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
76 {
77 roll -= equip->weight / 2000; 77 roll -= equip->weight / 2000;
78 } 78
79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
80 roll -= equip->weight / 5000; 80 roll -= equip->weight / 5000;
81
81 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
82 roll -= equip->weight / 100; 83 roll -= equip->weight / 100;
83 } 84 }
85
84 if (roll < 0) 86 if (roll < 0)
85 roll = 0; 87 roll = 0;
88
86 return roll; 89 return roll;
87} 90}
88 91
89/* 92/*
90 * When stealing: dependent on the intelligence/wisdom of whom you're 93 * When stealing: dependent on the intelligence/wisdom of whom you're
100{ 103{
101 object *success = NULL, *tmp = NULL, *next; 104 object *success = NULL, *tmp = NULL, *next;
102 int roll = 0, chance = 0, stats_value; 105 int roll = 0, chance = 0, stats_value;
103 rv_vector rv; 106 rv_vector rv;
104 107
105 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; 108 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
106 109
107 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) 110 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
108 * they will try to prevent stealing if they can. Only unseen theives will 111 * they will try to prevent stealing if they can. Only unseen theives will
109 * have much chance of success. 112 * have much chance of success.
110 */ 113 */
111 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) 114 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
112 { 115 {
113 if (can_detect_enemy (op, who, &rv)) 116 if (can_detect_enemy (op, who, &rv))
114 { 117 {
115 npc_call_help (op); 118 npc_call_help (op);
116 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 119 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
117 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); 120 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
118 return 0; 121 return 0;
119 } 122 }
120 else /* help npc to detect thief next time by raising its wisdom */ 123 else /* help npc to detect thief next time by raising its wisdom */
121 op->stats.Wis += (op->stats.Int / 5) + 1; 124 op->stats.Wis += (op->stats.Int / 5) + 1;
125
122 if (op->stats.Wis > MAX_STAT) 126 if (op->stats.Wis > MAX_STAT)
123 op->stats.Wis = MAX_STAT; 127 op->stats.Wis = MAX_STAT;
124 } 128 }
125 129
126 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) 130 if (op->is_player () && op->flag [FLAG_WIZ])
127 { 131 {
128 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); 132 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
129 return 0; 133 return 0;
130 } 134 }
131 135
132 // only allow stealing between hostile players (TODO: probably should change) 136 // only allow stealing between hostile players (TODO: probably should change)
133 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) 137 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful))
134 { 138 {
135 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); 139 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
136 return 0; 140 return 0;
137 } 141 }
138 142
139 /* Ok then, go thru their inventory, stealing */ 143 /* Ok then, go through their inventory, stealing */
140 for (tmp = op->inv; tmp; tmp = next) 144 for (tmp = op->inv; tmp; tmp = next)
141 { 145 {
142 next = tmp->below; 146 next = tmp->below;
143 147
144 /* you can't steal worn items, starting items, wiz stuff, 148 /* you can't steal worn items, starting items, wiz stuff,
178 if (tmp->destroyed () || tmp->env != op) 182 if (tmp->destroyed () || tmp->env != op)
179 { 183 {
180 /* for players, play_sound: steals item */ 184 /* for players, play_sound: steals item */
181 success = tmp; 185 success = tmp;
182 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 186 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 } 187 }
188
191 break; 189 break;
192 } 190 }
193 } /* for loop looking for an item */ 191 } /* for loop looking for an item */
194 192
195 if (!tmp) 193 if (!tmp)
204 */ 202 */
205 203
206 if ((roll >= skill->level) || !chance 204 if ((roll >= skill->level) || !chance
207 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) 205 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
208 { 206 {
209
210 /* victim figures out where the thief is! */ 207 /* victim figures out where the thief is! */
211 if (who->hide) 208 if (who->flag [FLAG_HIDDEN])
212 make_visible (who); 209 make_visible (who);
213 210
214 if (op->type != PLAYER) 211 if (op->type != PLAYER)
215 { 212 {
216 /* The unaggressives look after themselves 8) */ 213 /* The unaggressives look after themselves 8) */
217 if (who->type == PLAYER) 214 if (who->type == PLAYER)
218 { 215 {
219 npc_call_help (op); 216 npc_call_help (op);
220 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); 217 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
221 } 218 }
219
222 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 220 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
223 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
224 * on the victim. 222 * on the victim.
225 */ 223 */
226 SET_FLAG (op, FLAG_NO_STEAL); 224 SET_FLAG (op, FLAG_NO_STEAL);
229 { /* stealing from another player */ 227 { /* stealing from another player */
230 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
231 229
232 /* Notify the other player */ 230 /* Notify the other player */
233 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) 231 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
234 {
235 sprintf (buf, "Your %s is missing!", query_name (success)); 232 sprintf (buf, "Your %s is missing!", query_name (success));
236 }
237 else 233 else
238 {
239 sprintf (buf, "Your pack feels strangely lighter."); 234 sprintf (buf, "Your pack feels strangely lighter.");
240 } 235
241 new_draw_info (NDI_UNIQUE, 0, op, buf); 236 new_draw_info (NDI_UNIQUE, 0, op, buf);
242 if (!success) 237 if (!success)
243 { 238 {
244 if (who->invisible) 239 if (who->invisible)
245 {
246 sprintf (buf, "you feel itchy fingers getting at your pack."); 240 sprintf (buf, "you feel itchy fingers getting at your pack.");
247 }
248 else 241 else
249 {
250 sprintf (buf, "%s looks very shifty.", query_name (who)); 242 sprintf (buf, "%s looks very shifty.", query_name (who));
251 } 243
252 new_draw_info (NDI_UNIQUE, 0, op, buf); 244 new_draw_info (NDI_UNIQUE, 0, op, buf);
253 } 245 }
254 } /* else stealing from another player */ 246 } /* else stealing from another player */
255 /* play_sound("stop! thief!"); kindofthing */ 247 /* play_sound("stop! thief!"); kindofthing */
256 } /* if you weren't 100% successful */ 248 } /* if you weren't 100% successful */
249
257 return success ? 1 : 0; 250 return success ? 1 : 0;
258} 251}
259 252
260int 253int
261steal (object *op, int dir, object *skill) 254steal (object *op, int dir, object *skill)
267 260
268 x = op->x + freearr_x[dir]; 261 x = op->x + freearr_x[dir];
269 y = op->y + freearr_y[dir]; 262 y = op->y + freearr_y[dir];
270 263
271 if (dir == 0) 264 if (dir == 0)
272 { 265 return 0; // you can't steal from ourself!
273 /* Can't steal from ourself! */
274 return 0;
275 }
276 266
277 m = op->map; 267 m = op->map;
278 mflags = get_map_flags (m, &m, x, y, &x, &y); 268 mflags = get_map_flags (m, &m, x, y, &x, &y);
279 /* Out of map - can't do it. If nothing alive on this space, 269 /* Out of map - can't do it. If nothing alive on this space,
280 * don't need to look any further. 270 * don't need to look any further.
288 278
289 /* Find the topmost object at this spot */ 279 /* Find the topmost object at this spot */
290 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); 280 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
291 281
292 /* For all the stacked objects at this point, attempt a steal */ 282 /* For all the stacked objects at this point, attempt a steal */
293 for (; tmp != NULL; tmp = next) 283 for (; tmp; tmp = next)
294 { 284 {
295 next = tmp->below; 285 next = tmp->below;
296 /* Minor hack--for multi square beings - make sure we get 286 /* Minor hack--for multi square beings - make sure we get
297 * the 'head' coz 'tail' objects have no inventory! - b.t. 287 * the 'head' coz 'tail' objects have no inventory! - b.t.
298 */ 288 */
303 continue; 293 continue;
304 294
305 /* do not reveal hidden DMs */ 295 /* do not reveal hidden DMs */
306 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden) 296 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
307 continue; 297 continue;
298
308 if (attempt_steal (tmp, op, skill)) 299 if (attempt_steal (tmp, op, skill))
309 { 300 {
310 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 301 if (tmp->type == PLAYER) /* no xp for stealing from another player */
311 return 0; 302 return 0;
312 303
313 /* no xp for stealing from pets (of players) */ 304 /* no xp for stealing from pets (of players) */
314 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 305 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
315 { 306 {
316 object *owner = tmp->owner; 307 object *owner = tmp->owner;
317 308
318 if (owner != NULL && owner->type == PLAYER) 309 if (owner && owner->type == PLAYER)
319 return 0; 310 return 0;
320 } 311 }
321 312
322 // reduce monster experience by experience we gained, as to 313 // reduce monster experience by experience we gained, as to
323 // limit the amount of exp that can be gained by stealing from monsters 314 // limit the amount of exp that can be gained by stealing from monsters
324 // (jessies gave ~20,000,000 exp otherwise. 315 // (jessies gave ~20,000,000 exp otherwise.
325 int exp = calc_skill_exp (op, tmp, skill); 316 int exp = calc_skill_exp (op, tmp, skill);
326 317
327 exp = MIN (tmp->stats.exp, exp); 318 exp = min (tmp->stats.exp, exp);
328 tmp->stats.exp -= exp; 319 tmp->stats.exp -= exp;
329 return exp; 320 return exp;
330 } 321 }
331 } 322 }
323
332 return 0; 324 return 0;
333} 325}
334 326
335static int 327static int
336attempt_pick_lock (object *door, object *pl, object *skill) 328attempt_pick_lock (object *door, object *pl, object *skill)
438 op->invisible += 100; /* set the level of 'hiddeness' */ 430 op->invisible += 100; /* set the level of 'hiddeness' */
439 431
440 if (op->type == PLAYER) 432 if (op->type == PLAYER)
441 op->contr->tmp_invis = 1; 433 op->contr->tmp_invis = 1;
442 434
443 op->hide = 1; 435 op->flag [FLAG_HIDDEN] = 1;
444 return 1; 436 return 1;
445 } 437 }
446 438
447 return 0; 439 return 0;
448} 440}
457 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
458 { 450 {
459 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); 451 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
460 return 0; 452 return 0;
461 } 453 }
462 else if (!op->hide && op->invisible > 0 && op->type == PLAYER) 454 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
463 { 455 {
464 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); 456 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
465 make_visible (op); 457 make_visible (op);
466 } 458 }
467 459
489static void 481static void
490stop_jump (object *pl, int dist, int spaces) 482stop_jump (object *pl, int dist, int spaces)
491{ 483{
492 pl->update_stats (); 484 pl->update_stats ();
493 pl->map->insert (pl, pl->x, pl->y, pl); 485 pl->map->insert (pl, pl->x, pl->y, pl);
486 pl->speed_left -= pl->speed * 8.;
494} 487}
495 488
496static int 489static int
497attempt_jump (object *pl, int dir, int spaces, object *skill) 490attempt_jump (object *pl, int dir, int spaces, object *skill)
498{ 491{
499 object *tmp; 492 object *tmp;
500 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; 493 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
501 sint16 x, y; 494 sint16 x, y;
502 maptile *m; 495 maptile *m;
503 496
504 /* Jump loop. Go through spaces opject wants to jump. Halt the 497 /* Jump loop. Go through spaces object wants to jump. Halt the
505 * jump if a wall or creature is in the way. We set FLAG_FLYING 498 * jump if a wall or creature is in the way. We set FLAG_FLYING
506 * temporarily to allow player to aviod exits/archs that are not 499 * temporarily to allow player to aviod exits/archs that are not
507 * fly_on, fly_off. This will also prevent pickup of objects 500 * fly_on, fly_off. This will also prevent pickup of objects
508 * while jumping over them. 501 * while jumping over them.
509 */ 502 */
510
511 pl->remove (); 503 pl->remove ();
512
513 /*
514 * I don't think this is actually needed - all the movement
515 * code is handled in this function, and I don't see anyplace
516 * that cares about the move_type being flying.
517 */
518 pl->move_type |= MOVE_FLY_LOW; 504 pl->move_type |= MOVE_FLY_LOW;
519 505
520 for (i = 0; i <= spaces; i++) 506 for (i = 0; i <= spaces; i++)
521 { 507 {
522 x = pl->x + dx; 508 x = pl->x + dx;
525 511
526 mflags = get_map_flags (m, &m, x, y, &x, &y); 512 mflags = get_map_flags (m, &m, x, y, &x, &y);
527 513
528 if (mflags & P_OUT_OF_MAP) 514 if (mflags & P_OUT_OF_MAP)
529 { 515 {
530 (void) stop_jump (pl, i, spaces); 516 stop_jump (pl, i, spaces);
531 return 0; 517 return 0;
532 } 518 }
519
520 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
521 {
522 /* Jump into creature */
523 if (QUERY_FLAG (tmp, FLAG_MONSTER)
524 || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
525 {
526 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
527
528 stop_jump (pl, i, spaces);
529
530 int exp = 0;
531
532 if (tmp->type != PLAYER
533 || (pl->type == PLAYER && !pl->contr->party)
534 || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
535 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
536
537 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
538 }
539 }
540
533 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) 541 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
534 { 542 {
535 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 543 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
536 stop_jump (pl, i, spaces); 544 stop_jump (pl, i, spaces);
537 return 0; 545 return 0;
538 } 546 }
539 547
540 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
541 {
542 /* Jump into creature */
543 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
544 {
545 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
546 if (tmp->type != PLAYER ||
547 (pl->type == PLAYER && pl->contr->party == NULL) ||
548 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
549 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
550 stop_jump (pl, i, spaces);
551 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
552 }
553 /* If the space has fly on set (no matter what the space is),
554 * we should get the effects - after all, the player is
555 * effectively flying.
556 */
557 if (tmp->move_on & MOVE_FLY_LOW)
558 {
559 pl->x = x;
560 pl->y = y;
561 pl->map = m;
562 stop_jump (pl, i, spaces);
563 return calc_skill_exp (pl, NULL, skill);
564 }
565 }
566 pl->x = x; 548 pl->x = x;
567 pl->y = y; 549 pl->y = y;
568 pl->map = m; 550 pl->map = m;
551
552 if (m->at (x, y).move_on & pl->move_type)
553 {
554 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
555 stop_jump (pl, i, spaces);
556 return 0;
557 }
569 } 558 }
559
570 stop_jump (pl, i, spaces); 560 stop_jump (pl, i, spaces);
561
571 return calc_skill_exp (pl, NULL, skill); 562 return calc_skill_exp (pl, NULL, skill);
572} 563}
573 564
574/* jump() - this is both a new type of movement for player/monsters and 565/* jump() - this is both a new type of movement for player/monsters and
575 * an attack as well. 566 * an attack as well.
576 * Perhaps we should allow more spaces based on level, eg, level 50 567 * Perhaps we should allow more spaces based on level, eg, level 50
577 * jumper can jump several spaces? 568 * jumper can jump several spaces?
578 */ 569 */
579
580int 570int
581jump (object *pl, int dir, object *skill) 571jump (object *pl, int dir, object *skill)
582{ 572{
583 int spaces = 0, stats;
584 int str = pl->stats.Str; 573 int str = pl->stats.Str;
585 int dex = pl->stats.Dex; 574 int dex = pl->stats.Dex;
586 575
587 dex = dex ? dex : 15; 576 dex = dex ? dex : 15;
588 str = str ? str : 10; 577 str = str ? str : 10;
589 578
590 stats = str * str * str * dex * skill->level; 579 int stats = str * str * str * dex * skill->level;
580 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
591 581
592 if (pl->carrying != 0) /* don't want div by zero !! */
593 spaces = (int) (stats / pl->carrying);
594 else
595 spaces = 2; /* pl has no objects - gets the far jump */
596
597 if (spaces > 2)
598 spaces = 2;
599 else if (spaces == 0) 582 if (spaces == 0)
600 { 583 {
601 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); 584 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
602 return 0; 585 return 0;
603 } 586 }
587
604 return attempt_jump (pl, dir, spaces, skill); 588 return attempt_jump (pl, dir, spaces, skill);
605} 589}
606
607 590
608/* skill_ident() - this code is supposed to allow players to identify 591/* skill_ident() - this code is supposed to allow players to identify
609 * classes of objects with the various "auto-ident" skills. Player must 592 * classes of objects with the various "auto-ident" skills. Player must
610 * have unidentified objects of the right type in order for the skill 593 * have unidentified objects of the right type in order for the skill
611 * to work. While multiple classes of objects may be identified, 594 * to work. While multiple classes of objects may be identified,
612 * this code is kind of yucky -- it would be nice to make it a bit 595 * this code is kind of yucky -- it would be nice to make it a bit
613 * more generalized. Right now, skill indices are embedded in this routine. 596 * more generalized. Right now, skill indices are embedded in this routine.
614 * Returns amount of experience gained (on successful ident). 597 * Returns amount of experience gained (on successful ident).
615 * - b.t. (thomas@astro.psu.edu) 598 * - b.t. (thomas@astro.psu.edu)
616 */ 599 */
617
618static int 600static int
619do_skill_detect_curse (object *pl, object *skill) 601do_skill_detect_curse (object *pl, object *skill)
620{ 602{
621 object *tmp; 603 object *tmp;
622 int success = 0; 604 int success = 0;
676} 658}
677 659
678/* Helper function for do_skill_ident, so that we can loop 660/* Helper function for do_skill_ident, so that we can loop
679 * over inventory AND objects on the ground conveniently. 661 * over inventory AND objects on the ground conveniently.
680 */ 662 */
681int 663static int
682do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 664do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
683{ 665{
684 int success = 0, chance; 666 int success = 0, chance;
685 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; 667 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
686 668
700 if (tmp->msg) 682 if (tmp->msg)
701 { 683 {
702 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 684 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
703 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 685 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
704 } 686 }
705
706 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
707 if (tmp->map)
708 esrv_send_item (pl, tmp);
709 } 687 }
688
710 success += calc_skill_exp (pl, tmp, skill); 689 success += calc_skill_exp (pl, tmp, skill);
711 } 690 }
712 else 691 else
713 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 692 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
714 } 693 }
719/* do_skill_ident() - workhorse for skill_ident() -b.t. 698/* do_skill_ident() - workhorse for skill_ident() -b.t.
720 */ 699 */
721static int 700static int
722do_skill_ident (object *pl, int obj_class, object *skill) 701do_skill_ident (object *pl, int obj_class, object *skill)
723{ 702{
724 object *tmp;
725 int success = 0; 703 int success = 0;
726 704
727 for (tmp = pl->inv; tmp; tmp = tmp->below) 705 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
728 success += do_skill_ident2 (tmp, pl, obj_class, skill); 706 success += do_skill_ident2 (tmp, pl, obj_class, skill);
729 /* check the ground */ 707 /* check the ground */
730 708
731 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 709 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
732 success += do_skill_ident2 (tmp, pl, obj_class, skill); 710 success += do_skill_ident2 (tmp, pl, obj_class, skill);
733 711
734 return success; 712 return success;
735} 713}
736 714
744 722
745 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); 723 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
746 724
747 switch (skill->subtype) 725 switch (skill->subtype)
748 { 726 {
749 case SK_SMITHERY: 727 case SK_SMITHERY:
750 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) 728 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) 729 + 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) 730 + 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); 731 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
754 break; 732 break;
755 733
756 case SK_BOWYER: 734 case SK_BOWYER:
757 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); 735 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
758 break; 736 break;
759 737
760 case SK_ALCHEMY: 738 case SK_ALCHEMY:
761 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) 739 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); 740 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
763 break; 741 break;
764 742
765 case SK_WOODSMAN: 743 case SK_WOODSMAN:
766 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); 744 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
767 break; 745 break;
768 746
769 case SK_JEWELER: 747 case SK_JEWELER:
770 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); 748 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
771 break; 749 break;
772 750
773 case SK_LITERACY: 751 case SK_LITERACY:
774 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); 752 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
775 break; 753 break;
776 754
777 case SK_THAUMATURGY: 755 case SK_THAUMATURGY:
778 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); 756 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
779 break; 757 break;
780 758
781 case SK_DET_CURSE: 759 case SK_DET_CURSE:
782 success = do_skill_detect_curse (pl, skill); 760 success = do_skill_detect_curse (pl, skill);
783 if (success) 761 if (success)
784 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 762 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
785 break; 763 break;
786 764
787 case SK_DET_MAGIC: 765 case SK_DET_MAGIC:
788 success = do_skill_detect_magic (pl, skill); 766 success = do_skill_detect_magic (pl, skill);
789 if (success) 767 if (success)
790 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); 768 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
791 break; 769 break;
792 770
793 default: 771 default:
794 LOG (llevError, "Error: bad call to skill_ident()\n"); 772 LOG (llevError, "Error: bad call to skill_ident()\n");
795 return 0; 773 return 0;
796 break; 774 break;
797 } 775 }
776
798 if (!success) 777 if (!success)
799 {
800 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 778 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
801 } 779
802 return success; 780 return success;
803} 781}
804 782
805/* players using this skill can 'charm' a monster -- 783/* players using this skill can 'charm' a monster --
806 * into working for them. It can only be used on 784 * into working for them. It can only be used on
810int 788int
811use_oratory (object *pl, int dir, object *skill) 789use_oratory (object *pl, int dir, object *skill)
812{ 790{
813 if (pl->type != PLAYER) 791 if (pl->type != PLAYER)
814 return 0; /* only players use this skill */ 792 return 0; /* only players use this skill */
793
794 if (!dir)
795 {
796 pl->failmsg ("In what direction?");
797 return 0;
798 }
815 799
816 sint16 x = pl->x + freearr_x[dir], 800 sint16 x = pl->x + freearr_x[dir],
817 y = pl->y + freearr_y[dir]; 801 y = pl->y + freearr_y[dir];
818 maptile *m = pl->map; 802 maptile *m = pl->map;
819 803
898 /* Ok, got a 'sucker' lets try to make them a follower */ 882 /* Ok, got a 'sucker' lets try to make them a follower */
899 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) 883 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
900 { 884 {
901 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); 885 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
902 886
887 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
903 tmp->set_owner (pl); 888 tmp->set_owner (pl);
904 tmp->skill = skill->skill; 889 tmp->skill = skill->skill;
905 tmp->stats.exp = 0; 890 tmp->stats.exp = 0;
906 add_friendly_object (tmp);
907 tmp->attack_movement = PETMOVE; 891 tmp->attack_movement = PETMOVE;
892
893 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
894 add_friendly_object (tmp);
895
908 return calc_skill_exp (pl, tmp, skill); 896 return calc_skill_exp (pl, tmp, skill);
909 } 897 }
910 /* Charm failed. Creature may be angry now */ 898 /* 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)) 899 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
912 { 900 {
913 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 901 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
914 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 902 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
915 { 903 {
916 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
917 remove_friendly_object (tmp); 904 remove_friendly_object (tmp);
918 tmp->attack_movement = 0; /* needed? */ 905 tmp->attack_movement = 0; /* needed? */
919 } 906 }
920 907
921 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 908 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
942 sint16 x, y; 929 sint16 x, y;
943 930
944 if (pl->type != PLAYER) 931 if (pl->type != PLAYER)
945 return 0; /* only players use this skill */ 932 return 0; /* only players use this skill */
946 933
934 if (!dir)
935 {
936 pl->failmsg ("In what direction?");
937 return 0;
938 }
939
947 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 940 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
948 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) 941 for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir;
942 i < min (skill->level, SIZEOFFREE);
943 i++)
949 { 944 {
950 x = pl->x + freearr_x[i]; 945 x = pl->x + freearr_x[i];
951 y = pl->y + freearr_y[i]; 946 y = pl->y + freearr_y[i];
952 m = pl->map; 947 m = pl->map;
953 948
1004} 999}
1005 1000
1006/* The find_traps skill (aka, search). Checks for traps 1001/* The find_traps skill (aka, search). Checks for traps
1007 * on the spaces or in certain objects 1002 * on the spaces or in certain objects
1008 */ 1003 */
1009
1010int 1004int
1011find_traps (object *pl, object *skill) 1005find_traps (object *pl, object *skill)
1012{ 1006{
1013 object *tmp, *tmp2; 1007 object *tmp, *tmp2;
1014 int i, expsum = 0, mflags; 1008 int i, expsum = 0, mflags;
1016 maptile *m; 1010 maptile *m;
1017 1011
1018 /* First we search all around us for runes and traps, which are 1012 /* First we search all around us for runes and traps, which are
1019 * all type RUNE 1013 * all type RUNE
1020 */ 1014 */
1021
1022 for (i = 0; i < 9; i++) 1015 for (i = 0; i < 9; i++)
1023 { 1016 {
1024 x = pl->x + freearr_x[i]; 1017 x = pl->x + freearr_x[i];
1025 y = pl->y + freearr_y[i]; 1018 y = pl->y + freearr_y[i];
1026 m = pl->map; 1019 m = pl->map;
1028 mflags = get_map_flags (m, &m, x, y, &x, &y); 1021 mflags = get_map_flags (m, &m, x, y, &x, &y);
1029 if (mflags & P_OUT_OF_MAP) 1022 if (mflags & P_OUT_OF_MAP)
1030 continue; 1023 continue;
1031 1024
1032 /* Check everything in the square for trapness */ 1025 /* Check everything in the square for trapness */
1033 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1026 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1034 { 1027 {
1035
1036 /* And now we'd better do an inventory traversal of each 1028 /* And now we'd better do an inventory traversal of each
1037 * of these objects' inventory 1029 * of these objects' inventory
1038 * We can narrow this down a bit - no reason to search through 1030 * We can narrow this down a bit - no reason to search through
1039 * the players inventory or monsters for that matter. 1031 * the players inventory or monsters for that matter.
1040 */ 1032 */
1041 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1033 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1042 {
1043 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1034 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1044 if (tmp2->type == RUNE || tmp2->type == TRAP) 1035 if (tmp2->type == RUNE || tmp2->type == TRAP)
1045 if (trap_see (pl, tmp2)) 1036 if (trap_see (pl, tmp2))
1046 { 1037 {
1047 trap_show (tmp2, tmp); 1038 trap_show (tmp2, tmp);
1048 if (tmp2->stats.Cha > 1) 1039 if (tmp2->stats.Cha > 1)
1049 { 1040 {
1050 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1041 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1051 expsum += calc_skill_exp (pl, tmp2, skill); 1042 expsum += calc_skill_exp (pl, tmp2, skill);
1052 1043
1053 tmp2->stats.Cha = 1; /* unhide the trap */ 1044 tmp2->stats.Cha = 1; /* unhide the trap */
1054 } 1045 }
1055 } 1046 }
1056 } 1047
1057 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1048 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1058 { 1049 {
1059 trap_show (tmp, tmp); 1050 trap_show (tmp, tmp);
1060 if (tmp->stats.Cha > 1) 1051 if (tmp->stats.Cha > 1)
1061 { 1052 {
1064 tmp->stats.Cha = 1; /* unhide the trap */ 1055 tmp->stats.Cha = 1; /* unhide the trap */
1065 } 1056 }
1066 } 1057 }
1067 } 1058 }
1068 } 1059 }
1060
1069 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1061 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1070 return expsum; 1062 return expsum;
1071} 1063}
1072 1064
1073/* remove_trap() - This skill will disarm any previously discovered trap 1065/* remove_trap() - This skill will disarm any previously discovered trap
1074 * the algorithm is based (almost totally) on the old command_disarm() - b.t. 1066 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1075 */ 1067 */
1076
1077int 1068int
1078remove_trap (object *op, int dir, object *skill) 1069remove_trap (object *op, int dir, object *skill)
1079{ 1070{
1080 object *tmp, *tmp2; 1071 object *tmp, *tmp2;
1081 int i, success = 0, mflags; 1072 int i, success = 0, mflags;
1091 mflags = get_map_flags (m, &m, x, y, &x, &y); 1082 mflags = get_map_flags (m, &m, x, y, &x, &y);
1092 if (mflags & P_OUT_OF_MAP) 1083 if (mflags & P_OUT_OF_MAP)
1093 continue; 1084 continue;
1094 1085
1095 /* Check everything in the square for trapness */ 1086 /* Check everything in the square for trapness */
1096 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1087 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1097 { 1088 {
1098 /* And now we'd better do an inventory traversal of each 1089 /* And now we'd better do an inventory traversal of each
1099 * of these objects inventory. Like above, only 1090 * of these objects inventory. Like above, only
1100 * do this for interesting objects. 1091 * do this for interesting objects.
1101 */ 1092 */
1102 1093
1103 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1094 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1104 { 1095 {
1105 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1096 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1106 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1097 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1107 { 1098 {
1108 trap_show (tmp2, tmp); 1099 trap_show (tmp2, tmp);
1100
1109 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) 1101 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1110 { 1102 {
1111 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1103 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1112 success += calc_skill_exp (op, tmp2, skill); 1104 success += calc_skill_exp (op, tmp2, skill);
1113 } 1105 }
1114 } 1106 }
1115 } 1107 }
1108
1116 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1109 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1117 { 1110 {
1118 trap_show (tmp, tmp); 1111 trap_show (tmp, tmp);
1112
1119 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) 1113 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1120 { 1114 {
1121 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1115 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1122 success += calc_skill_exp (op, tmp, skill); 1116 success += calc_skill_exp (op, tmp, skill);
1123 } 1117 }
1124 } 1118 }
1125 } 1119 }
1126 } 1120 }
1121
1127 return success; 1122 return success;
1128} 1123}
1129
1130 1124
1131/* pray() - when this skill is called from do_skill(), it allows 1125/* 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. 1126 * 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 1127 * 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 1128 * 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 1129 * the effect here can be done on demand, we probably don't want to
1136 * give infinite exp by returning true in any cases. 1130 * give infinite exp by returning true in any cases.
1137 */ 1131 */
1138
1139int 1132int
1140pray (object *pl, object *skill) 1133pray (object *pl, object *skill)
1141{ 1134{
1142 char buf[MAX_BUF]; 1135 char buf[MAX_BUF];
1143 object *tmp; 1136 object *tmp;
1150 /* Check all objects - we could stop at floor objects, 1143 /* Check all objects - we could stop at floor objects,
1151 * but if someone buries an altar, I don't see a problem with 1144 * 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 1145 * going through all the objects, and it shouldn't be much slower
1153 * than extra checks on object attributes. 1146 * than extra checks on object attributes.
1154 */ 1147 */
1155 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1148 for (tmp = pl->below; tmp; tmp = tmp->below)
1156 { 1149 {
1157 /* Only if the altar actually belongs to someone do you get special benefits */ 1150 /* Only if the altar actually belongs to someone do you get special benefits */
1158 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1151 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1159 { 1152 {
1160 sprintf (buf, "You pray over the %s.", &tmp->name); 1153 sprintf (buf, "You pray over the %s.", &tmp->name);
1168 if (pl->stats.grace < pl->stats.maxgrace) 1161 if (pl->stats.grace < pl->stats.maxgrace)
1169 { 1162 {
1170 pl->stats.grace++; 1163 pl->stats.grace++;
1171 pl->last_grace = -1; 1164 pl->last_grace = -1;
1172 } 1165 }
1166
1173 return 0; 1167 return 0;
1174} 1168}
1175 1169
1176/* This skill allows the player to regain a few sp or hp for a 1170/* 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 1171 * brief period of concentration. No armour or weapons may be
1178 * wielded/applied for this to work. The amount of time needed 1172 * wielded/applied for this to work. The amount of time needed
1179 * to concentrate and the # of points regained is dependant on 1173 * to concentrate and the # of points regained is dependant on
1180 * the level of the user. - b.t. thomas@astro.psu.edu 1174 * the level of the user. - b.t. thomas@astro.psu.edu
1181 */ 1175 */
1182
1183void 1176void
1184meditate (object *pl, object *skill) 1177meditate (object *pl, object *skill)
1185{ 1178{
1186 object *tmp; 1179 object *tmp;
1187 1180
1230 pl->last_heal = -1; 1223 pl->last_heal = -1;
1231 } 1224 }
1232} 1225}
1233 1226
1234/* write_note() - this routine allows players to inscribe messages in 1227/* write_note() - this routine allows players to inscribe messages in
1235 * ordinary 'books' (anything that is type BOOK). b.t. 1228 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1236 */ 1229 */
1237static int 1230static int
1238write_note (object *pl, object *item, const char *msg, object *skill) 1231write_note (object *pl, object *item, const char *msg, object *skill)
1239{ 1232{
1240 char buf[1024]; 1233 if (!msg_is_safe (msg))
1241 object *newBook = NULL;
1242
1243 /* a pair of sanity checks */
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 }
1253
1254 if (strcasestr_local (msg, "endmsg"))
1255 { 1234 {
1256 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); 1235 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1236 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1237 return 0;
1238 }
1239
1240 int len = strlen (msg);
1241
1242 if (!is_utf8_string ((U8 *)msg, len))
1243 {
1244 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1257 return 0; 1245 return 0;
1258 } 1246 }
1259 1247
1260 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 1248 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1261 return strlen (msg); 1249 return RESULT_INT (0);
1262 1250
1263 buf[0] = 0; 1251 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
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 1252
1269 strcat (buf, msg); 1253 if (char_len <= item->weight_limit)
1270 strcat (buf, "\n"); /* new msg needs a LF */ 1254 {
1271 if (item->nrof > 1) 1255 object *newbook = item->other_arch->instance ();
1272 { 1256 item->decrease ();
1273 newBook = item->clone ();
1274 decrease_ob (item);
1275 esrv_send_item (pl, item);
1276 newBook->nrof = 1; 1257 newbook->nrof = 1;
1277 newBook->msg = buf; 1258 newbook->msg = shstr (msg);
1278 newBook = insert_ob_in_ob (newBook, pl); 1259 newbook->flag [FLAG_IDENTIFIED] = true;
1279 esrv_send_item (pl, newBook); 1260
1261 if (item->subtype == 1) // mailscrolls
1280 } 1262 {
1281 else 1263 newbook->name = item->name;
1264 newbook->name_pl = item->name_pl;
1282 { 1265 }
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 1266
1267 pl->insert (newbook);
1268
1269 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)); 1270 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1291 return strlen (msg); 1271 return char_len;
1292 } 1272 }
1293 else 1273 else
1294 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); 1274 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s! H<It is only big enough for %d characters, your message had %d characters.>",
1275 &item->name, item->weight_limit, char_len);
1295 1276
1296 return 0; 1277 return 0;
1297} 1278}
1298 1279
1299/* write_scroll() - this routine allows players to inscribe spell scrolls 1280/* write_scroll() - this routine allows players to inscribe spell scrolls
1300 * of spells which they know. Backfire effects are possible with the 1281 * of spells which they know. Backfire effects are possible with the
1301 * severity of the backlash correlated with the difficulty of the scroll 1282 * severity of the backlash correlated with the difficulty of the scroll
1302 * that is attempted. -b.t. thomas@astro.psu.edu 1283 * that is attempted. -b.t. thomas@astro.psu.edu
1303 */ 1284 */
1304
1305static int 1285static int
1306write_scroll (object *pl, object *scroll, object *skill) 1286write_scroll (object *pl, object *scroll, object *skill)
1307{ 1287{
1308 int success = 0, confused = 0; 1288 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 1289
1318 /* Check if we are ready to attempt inscription */ 1290 /* Check if we are ready to attempt inscription */
1319 chosen_spell = pl->contr->ranged_ob; 1291 object *chosen_spell = pl->contr->ranged_ob;
1292
1320 if (!chosen_spell || chosen_spell->type != SPELL) 1293 if (!chosen_spell || chosen_spell->type != SPELL)
1321 { 1294 {
1322 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1295 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1323 return 0; 1296 return 0;
1324 } 1297 }
1330 } 1303 }
1331 1304
1332 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) 1305 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1333 { 1306 {
1334 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1307 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; 1308 return 0;
1347 } 1309 }
1348 1310
1349 /* ok, we are ready to try inscription */ 1311 /* ok, we are ready to try inscription */
1350 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1312 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1354 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); 1316 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); 1317 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1356 1318
1357 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) 1319 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1358 { 1320 {
1359 if (scroll->nrof > 1) 1321 object *newscroll = scroll->other_arch->instance ();
1360 { 1322 scroll->decrease ();
1361 newscroll = scroll->clone ();
1362 decrease_ob (scroll);
1363 newscroll->nrof = 1; 1323 newscroll->nrof = 1;
1364 } 1324
1365 else 1325 pl->contr->play_sound (sound_find ("inscribe_success"));
1366 newscroll = scroll;
1367 1326
1368 if (!confused) 1327 if (!confused)
1369 { 1328 {
1370 newscroll->level = MAX (skill->level, chosen_spell->level); 1329 newscroll->level = max (skill->level, chosen_spell->level);
1330 newscroll->flag [FLAG_IDENTIFIED] = true;
1371 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); 1331 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1372 } 1332 }
1373 else 1333 else
1374 { 1334 {
1375 chosen_spell = find_random_spell_in_ob (pl, NULL); 1335 chosen_spell = find_random_spell_in_ob (pl, NULL);
1376 if (!chosen_spell) 1336 if (!chosen_spell)
1377 return 0; 1337 return 0;
1378 1338
1379 newscroll->level = MAX (skill->level, chosen_spell->level); 1339 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."); 1340 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1381 } 1341 }
1382 1342
1383 if (newscroll->inv)
1384 newscroll->inv->destroy ();
1385
1386 tmp = chosen_spell->clone (); 1343 object *tmp = chosen_spell->clone ();
1387 insert_ob_in_ob (tmp, newscroll); 1344 insert_ob_in_ob (tmp, newscroll);
1388 1345
1389 /* Same code as from treasure.c - so they can better merge. 1346 /* Same code as from treasure.C - so they can better merge.
1390 * if players want to sell them, so be it. 1347 * if players want to sell them, so be it.
1391 */ 1348 */
1392 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); 1349 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1393 newscroll->stats.exp = newscroll->value / 5; 1350 newscroll->stats.exp = newscroll->value / 5;
1394 1351
1395 /* wait until finished manipulating the scroll before inserting it */ 1352 pl->insert (newscroll);
1396 if (newscroll == scroll)
1397 {
1398 /* Remove to correctly merge with other items which may exist in inventory */
1399 newscroll->remove ();
1400 esrv_del_item (pl->contr, newscroll->count);
1401 }
1402 1353
1403 newscroll = insert_ob_in_ob (newscroll, pl);
1404 esrv_send_item (pl, newscroll);
1405 success = calc_skill_exp (pl, newscroll, skill); 1354 success = calc_skill_exp (pl, newscroll, skill);
1406 if (!confused) 1355 if (!confused)
1407 success *= 2; 1356 success *= 2;
1357
1408 success = success * skill->level; 1358 success = success * skill->level;
1409 return success; 1359 return success;
1410
1411 } 1360 }
1412 else 1361 else
1413 { /* Inscription has failed */ 1362 { /* Inscription has failed */
1363 pl->contr->play_sound (sound_find ("inscribe_fail"));
1414 1364
1415 if (chosen_spell->level > skill->level || confused) 1365 if (chosen_spell->level > skill->level || confused)
1416 { /*backfire! */ 1366 { /*backfire! */
1417 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1367 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind! H<The spell level is too high for your inscription skill.>");
1368
1418 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1369 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1419 pl->drain_specific_stat (4); 1370 pl->drain_specific_stat (4);
1420 else 1371 else
1421 { 1372 {
1422 confuse_player (pl, pl, 99); 1373 confuse_player (pl, pl, 99);
1423 return (-30 * chosen_spell->level); 1374 return -30 * chosen_spell->level;
1424 } 1375 }
1425 } 1376 }
1426 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) 1377 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1427 { 1378 {
1428 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); 1379 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); 1380 confuse_player (pl, pl, 99);
1430 } 1381 }
1431 else 1382 else
1432 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); 1383 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 } 1384 }
1434 1385
1435 return 0; 1386 return 0;
1436} 1387}
1437 1388
1438/* write_on_item() - wrapper for write_note and write_scroll */ 1389/* write_on_item() - wrapper for write_note and write_scroll */
1439int 1390int
1440write_on_item (object *pl, const char *params, object *skill) 1391write_on_item (object *pl, const char *params, object *skill)
1441{ 1392{
1442 object *item;
1443 const char *string = params;
1444 int msgtype;
1445 archetype *skat; 1393 archetype *skat;
1446 1394
1447 if (pl->type != PLAYER) 1395 if (pl->type != PLAYER)
1448 return 0; 1396 return 0;
1449 1397
1450 if (!params) 1398 if (!params)
1451 {
1452 params = ""; 1399 params = "";
1453 string = params;
1454 }
1455 1400
1456 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1401 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1457 1402
1458 /* Need to be able to read before we can write! */ 1403 /* Need to be able to read before we can write! */
1459 if (!find_skill_by_name (pl, skat->skill)) 1404 if (!find_skill_by_name (pl, skat->skill))
1460 { 1405 {
1461 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); 1406 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; 1407 return 0;
1463 } 1408 }
1464 1409
1465 /* if there is a message then it goes in a book and no message means 1410 object *item = find_marked_object (pl);
1466 * write active spell into the scroll
1467 */
1468 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1469 1411
1470 /* find an item of correct type to write on */ 1412 /* find an item of correct type to write on */
1471 if (!(item = find_marked_object (pl))) 1413 if (!item)
1414 {
1415 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on. H<Use the mark command or the popup menu to make an item.>");
1416 return 0;
1472 { 1417 }
1473 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on."); 1418
1419 if (item->type != INSCRIBABLE)
1420 {
1421 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1474 return 0; 1422 return 0;
1475 } 1423 }
1476 1424
1477 if (QUERY_FLAG (item, FLAG_UNPAID)) 1425 if (QUERY_FLAG (item, FLAG_UNPAID))
1478 { 1426 {
1479 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1427 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1480 return 0; 1428 return 0;
1481 } 1429 }
1482 if (msgtype != item->type) 1430
1431 if (item->other_arch->type == SCROLL)
1483 { 1432 {
1484 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); 1433 if (*params)
1434 {
1435 // check readied scroll
1436 new_draw_info_format (NDI_UNIQUE, 0, pl,
1437 "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1438 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1485 return 0; 1439 return 0;
1486 } 1440 }
1487 1441
1488 if (msgtype == SCROLL)
1489 return write_scroll (pl, item, skill); 1442 return write_scroll (pl, item, skill);
1490 else if (msgtype == BOOK) 1443 }
1444 else
1445 {
1446 if (!*params)
1447 {
1448 new_draw_info_format (NDI_UNIQUE, 0, pl,
1449 "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1450 "Usage: use_skill %s <message>", &skill->skill);
1451 return 0;
1452 }
1453
1491 return write_note (pl, item, string, skill); 1454 return write_note (pl, item, params, skill);
1455 }
1492 1456
1493 return 0; 1457 return 0;
1494} 1458}
1495 1459
1496/* find_throw_ob() - if we request an object, then 1460/* find_throw_ob() - if we request an object, then
1502 * 'throwable' (ie not applied cursed obj, worn, etc). 1466 * 'throwable' (ie not applied cursed obj, worn, etc).
1503 */ 1467 */
1504static object * 1468static object *
1505find_throw_ob (object *op, const char *request) 1469find_throw_ob (object *op, const char *request)
1506{ 1470{
1507 object *tmp;
1508
1509 if (!op)
1510 { /* safety */
1511 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1512 return (object *) NULL;
1513 }
1514
1515 /* prefer marked item */ 1471 /* prefer marked item */
1516 tmp = find_marked_object (op); 1472 object *tmp = find_marked_object (op);
1517 if (tmp != NULL) 1473
1518 {
1519 /* can't toss invisible or inv-locked items */ 1474 /* can't toss invisible or inv-locked items */
1520 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1475 if (tmp && (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)))
1521 { 1476 tmp = 0;
1522 tmp = NULL;
1523 }
1524 }
1525 1477
1526 /* look through the inventory */ 1478 /* look through the inventory */
1527 if (tmp == NULL) 1479 if (tmp)
1528 {
1529 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1480 for (tmp = op->inv; tmp; tmp = tmp->below)
1530 { 1481 {
1531 /* can't toss invisible or inv-locked items */ 1482 /* can't toss invisible or inv-locked items */
1532 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1483 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1533 continue; 1484 continue;
1485
1534 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1486 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1535 break; 1487 break;
1536 } 1488 }
1537 }
1538 1489
1539 /* this should prevent us from throwing away 1490 /* this should prevent us from throwing away
1540 * cursed items, worn armour, etc. Only weapons 1491 * cursed items, worn armour, etc. Only weapons
1541 * can be thrown from 'hand'. 1492 * can be thrown from 'hand'.
1542 */ 1493 */
1543 if (!tmp) 1494 if (!tmp)
1544 return NULL; 1495 return 0;
1545 1496
1546 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1497 if (tmp->flag [FLAG_APPLIED])
1547 { 1498 {
1548 if (tmp->type != WEAPON) 1499 if (tmp->type != WEAPON)
1549 { 1500 {
1550 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); 1501 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s. H<Unapply it first.>", query_name (tmp));
1551 tmp = NULL; 1502 tmp = 0;
1552 } 1503 }
1553 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 1504 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1554 { 1505 {
1555 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); 1506 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand! H<Cursed or damned items cannot be removed.>", query_name (tmp));
1556 tmp = NULL; 1507 tmp = 0;
1557 } 1508 }
1558 else 1509 else
1559 { 1510 {
1560 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 1511 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1561 { 1512 {
1562 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1513 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1563 tmp = NULL; 1514 tmp = 0;
1564 } 1515 }
1565 } 1516 }
1566 } 1517 }
1567 else if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1518 else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1568 { 1519 {
1569 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); 1520 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1570 tmp = NULL; 1521 tmp = 0;
1571 } 1522 }
1572 1523
1524 //TODO: why not chekc first and give sensible message to player?
1573 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1525 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1574 { 1526 {
1575 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1527 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1576 tmp = NULL; 1528 tmp = 0;
1577 } 1529 }
1530
1578 return tmp; 1531 return tmp;
1579} 1532}
1580 1533
1581/* make_throw_ob() We construct the 'carrier' object in 1534/* make_throw_ob() We construct the 'carrier' object in
1582 * which we will insert the object that is being thrown. 1535 * which we will insert the object that is being thrown.
1583 * This combination becomes the 'thrown object'. -b.t. 1536 * This combination becomes the 'thrown object'. -b.t.
1584 */ 1537 */
1585static object * 1538static object *
1586make_throw_ob (object *orig) 1539make_throw_ob (object *orig)
1587{ 1540{
1588 if (!orig) 1541 if (!orig)
1589 return NULL; 1542 return 0;
1590 1543
1591 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1544 if (QUERY_FLAG (orig, FLAG_APPLIED))
1592 { 1545 {
1593 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1546 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1594 /* insufficient workaround, but better than nothing */ 1547 /* insufficient workaround, but better than nothing */
1598 object *toss_item = orig->clone (); 1551 object *toss_item = orig->clone ();
1599 1552
1600 toss_item->type = THROWN_OBJ; 1553 toss_item->type = THROWN_OBJ;
1601 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1554 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1602 toss_item->stats.dam = 0; /* default damage */ 1555 toss_item->stats.dam = 0; /* default damage */
1603 insert_ob_in_ob (orig, toss_item); 1556 toss_item->insert (orig);
1557
1604 return toss_item; 1558 return toss_item;
1605} 1559}
1606 1560
1607/* do_throw() - op throws any object toss_item. This code 1561/* do_throw() - op throws any object toss_item. This code
1608 * was borrowed from fire_bow. 1562 * was borrowed from fire_bow.
1616 int pause_f, weight_f = 0, mflags; 1570 int pause_f, weight_f = 0, mflags;
1617 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; 1571 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1618 maptile *m; 1572 maptile *m;
1619 sint16 sx, sy; 1573 sint16 sx, sy;
1620 1574
1621 if (throw_ob == NULL) 1575 if (!throw_ob)
1622 { 1576 {
1623 if (op->type == PLAYER) 1577 if (op->type == PLAYER)
1624 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw."); 1578 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1625 1579
1626 return 0; 1580 return 0;
1627 } 1581 }
1582
1628 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) 1583 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1629 { 1584 {
1630 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1631 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1586 new_draw_info (NDI_UNIQUE, 0, op,
1587 "The gods won't let you throw that. "
1588 "H<Well, they would, but they would retrieve it "
1589 "- you wouldn't want that, would you?>");
1632 1590
1633 return 0; 1591 return 0;
1634 } 1592 }
1635 1593
1636 /* Because throwing effectiveness must be reduced by the 1594 /* Because throwing effectiveness must be reduced by the
1653 /* lighter items are thrown harder, farther, faster */ 1611 /* lighter items are thrown harder, farther, faster */
1654 if (throw_ob->weight > 0) 1612 if (throw_ob->weight > 0)
1655 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); 1613 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1656 else 1614 else
1657 { /* 0 or negative weight?!? Odd object, can't throw it */ 1615 { /* 0 or negative weight?!? Odd object, can't throw it */
1658 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob)); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1659 return 0; 1617 return 0;
1660 } 1618 }
1661 1619
1662 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); 1620 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1663 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1621 * item_factor * str_factor;
1664 1622
1665 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to 1623 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1666 * account for super-strong throwers. */ 1624 * account for super-strong throwers. */
1667 if (eff_str > MAX_STAT) 1625 min_it (eff_str, MAX_STAT);
1668 eff_str = MAX_STAT;
1669 1626
1670#ifdef DEBUG_THROW 1627#ifdef DEBUG_THROW
1671 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); 1628 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1672 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); 1629 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1673 LOG (llevDebug, " str_factor=%f\n", str_factor); 1630 LOG (llevDebug, " str_factor=%f\n", str_factor);
1701 left = throw_ob; /* these are throwing objects left to the player */ 1658 left = throw_ob; /* these are throwing objects left to the player */
1702 1659
1703 /* sometimes get_split_ob can't split an object (because op->nrof==0?) 1660 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1704 * and returns NULL. We must use 'left' then 1661 * and returns NULL. We must use 'left' then
1705 */ 1662 */
1706 1663 if (!(throw_ob = throw_ob->split ()))
1707 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1708 { 1664 {
1709 throw_ob = left; 1665 throw_ob = left;
1710 left->remove (); 1666 left->remove ();
1711 if (op->type == PLAYER)
1712 esrv_del_item (op->contr, left->count);
1713 }
1714 else if (op->type == PLAYER)
1715 {
1716 if (left->destroyed ())
1717 esrv_del_item (op->contr, left->count);
1718 else
1719 esrv_update_item (UPD_NROF, op, left);
1720 } 1667 }
1721 1668
1722 /* special case: throwing powdery substances like dust, dirt */ 1669 /* special case: throwing powdery substances like dust, dirt */
1723 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1670 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1724 { 1671 {
1748 */ 1695 */
1749 throw_ob->inv->set_owner (op); 1696 throw_ob->inv->set_owner (op);
1750 throw_ob->direction = dir; 1697 throw_ob->direction = dir;
1751 1698
1752 /* the damage bonus from the force of the throw */ 1699 /* the damage bonus from the force of the throw */
1753 dam = (int) (str_factor * dam_bonus[eff_str]); 1700 dam = int (str_factor * dam_bonus[eff_str]);
1754 1701
1755 /* Now, lets adjust the properties of the thrown_ob. */ 1702 /* Now, lets adjust the properties of the thrown_ob. */
1756 1703
1757 /* how far to fly */ 1704 /* how far to fly */
1758 throw_ob->last_sp = (eff_str * 3) / 5; 1705 throw_ob->last_sp = (eff_str * 3) / 5;
1779 { 1726 {
1780 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1727 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1781 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; 1728 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1782 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; 1729 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1783 /* only throw objects get directional faces */ 1730 /* only throw objects get directional faces */
1784 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1731 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1785 SET_ANIMATION (throw_ob, dir); 1732 throw_ob->set_anim_frame (dir);
1786 } 1733 }
1787 else 1734 else
1788 { 1735 {
1789 uint16 mat = throw_ob->materials; 1736 uint16 mat = throw_ob->materials;
1790 1737
1819 if (throw_ob->weight > 50) 1766 if (throw_ob->weight > 50)
1820 throw_ob->speed *= 0.5; 1767 throw_ob->speed *= 0.5;
1821 } /* else tailor thrown object */ 1768 } /* else tailor thrown object */
1822 1769
1823 /* some limits, and safeties (needed?) */ 1770 /* some limits, and safeties (needed?) */
1824 if (throw_ob->stats.dam < 0) 1771 max_it (throw_ob->stats.dam, 0);
1825 throw_ob->stats.dam = 0;
1826 if (throw_ob->last_sp > eff_str) 1772 min_it (throw_ob->last_sp, eff_str);
1827 throw_ob->last_sp = eff_str;
1828 if (throw_ob->stats.food < 0) 1773 max_it (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) 1774 min_it (throw_ob->stats.wc, 30);
1833 throw_ob->stats.wc = 30;
1834 1775
1835 /* how long to pause the thrower. Higher values mean less pause */ 1776 /* how long to pause the thrower. Higher values mean less pause */
1836 pause_f = ((2 * eff_str) / 3) + 20 + skill->level; 1777 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1837 1778
1838 /* Put a lower limit on this */ 1779 /* Put a lower limit on this */
1839 if (pause_f < 10) 1780 clamp_it (pause_f, 10, 100);
1840 pause_f = 10;
1841 if (pause_f > 100)
1842 pause_f = 100;
1843 1781
1844 /* Changed in 0.94.2 - the calculation before was really goofy. 1782 /* Changed in 0.94.2 - the calculation before was really goofy.
1845 * In short summary, a throw can take anywhere between speed 5 and 1783 * In short summary, a throw can take anywhere between speed 5 and
1846 * speed 0.5 1784 * speed 0.5
1847 */ 1785 */
1885 else 1823 else
1886 throw_ob = find_mon_throw_ob (op); 1824 throw_ob = find_mon_throw_ob (op);
1887 1825
1888 return do_throw (op, part, throw_ob, dir, skill); 1826 return do_throw (op, part, throw_ob, dir, skill);
1889} 1827}
1828
1829bool
1830skill_mining (object *who, object *tool, object *skill, int dir, const char *string)
1831{
1832 if (!who->is_player ())
1833 return 0;
1834
1835 if (!dir)
1836 {
1837 who->failmsg ("In what direction?");
1838 return 0;
1839 }
1840
1841 mapxy pos (who); pos.move (dir);
1842
1843 if (!pos.normalise ())
1844 {
1845 who->failmsg (format (
1846 "You brandish your %s, with not so convincing results. "
1847 "H<There is nothing in this direction.>",
1848 &tool->name
1849 ));
1850 return 0;
1851 }
1852
1853 mapspace &ms = pos.ms ();
1854
1855 for (object *vein = pos.ms ().top; vein; vein = vein->below)
1856 if (vein->type == VEIN)
1857 {
1858 who->speed_left -= who->speed / tool->speed;
1859
1860 who->play_sound (tool->sound);
1861
1862 if (rndm (100 - vein->stats.ac) > rndm (tool->stats.wc))
1863 who->failmsg (format (
1864 "You use your %s.... nothing. "
1865 "H<Try again, perhaps?>",
1866 &tool->name
1867 ));
1868 else if (vein->race != tool->race)
1869 who->failmsg (format (
1870 "You use your %s.... but it doesn't work. "
1871 "H<Maybe you are using the wrong tool?>",
1872 &tool->name
1873 ));
1874 else if (!vein->stats.food)
1875 who->failmsg (format (
1876 "You use your %s.... but there is nothing. "
1877 "H<This space is exhausted, you should try somewhere else.>",
1878 &tool->name
1879 ));
1880 else
1881 {
1882 --vein->stats.food;
1883
1884 object *ore = vein->other_arch->instance ();
1885
1886 who->statusmsg (format (
1887 "You use your %s.... and find some %s!",
1888 &tool->name, &ore->name
1889 ));
1890
1891 ore->insert_at (who);
1892
1893 return true;
1894 }
1895 }
1896
1897 return false;
1898}
1899
1900bool
1901skill_fishing (object *who, object *tool, object *skill, int dir, const char *string)
1902{
1903 printf ("******** fishing\n");
1904 return false;
1905}

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