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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.64 by root, Tue May 5 04:51:56 2009 UTC vs.
Revision 1.107 by root, Mon Nov 26 15:12:16 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
41 /* Only prohibit stealing if the player does not have a free 42 /* Only prohibit stealing if the player does not have a free
42 * hand available and in fact does have hands. 43 * hand available and in fact does have hands.
43 */ 44 */
44 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)
45 { 46 {
46 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with! " 47 op->failmsg ("But you have no free hands to steal with! "
47 "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>"); 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 && equip->flag [FLAG_APPLIED])
70 roll -= equip->weight / 10000; 71 roll -= equip->weight / 10000;
71 72
72 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 73 if (equip->type == BOW && equip->flag [FLAG_APPLIED])
73 roll -= equip->weight / 5000; 74 roll -= equip->weight / 5000;
74 75
75 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 76 if (equip->type == SHIELD && equip->flag [FLAG_APPLIED])
76 roll -= equip->weight / 2000; 77 roll -= equip->weight / 2000;
77 78
78 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 79 if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED])
79 roll -= equip->weight / 5000; 80 roll -= equip->weight / 5000;
80 81
81 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 82 if (equip->type == GLOVES && equip->flag [FLAG_APPLIED])
82 roll -= equip->weight / 100; 83 roll -= equip->weight / 100;
83 } 84 }
84 85
85 if (roll < 0) 86 if (roll < 0)
86 roll = 0; 87 roll = 0;
113 if (!op->is_player () && op->flag [FLAG_NO_STEAL]) 114 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
114 { 115 {
115 if (can_detect_enemy (op, who, &rv)) 116 if (can_detect_enemy (op, who, &rv))
116 { 117 {
117 npc_call_help (op); 118 npc_call_help (op);
118 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 119 op->clr_flag (FLAG_UNAGGRESSIVE);
119 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); 120 who->failmsg ("Your attempt is prevented!");
120 return 0; 121 return 0;
121 } 122 }
122 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 */
123 op->stats.Wis += (op->stats.Int / 5) + 1; 124 op->stats.Wis += (op->stats.Int / 5) + 1;
124 125
126 op->stats.Wis = MAX_STAT; 127 op->stats.Wis = MAX_STAT;
127 } 128 }
128 129
129 if (op->is_player () && op->flag [FLAG_WIZ]) 130 if (op->is_player () && op->flag [FLAG_WIZ])
130 { 131 {
131 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); 132 who->failmsg ("You can't steal from the dungeon master!\n");
132 return 0; 133 return 0;
133 } 134 }
134 135
135 // only allow stealing between hostile players (TODO: probably should change) 136 // only allow stealing between hostile players (TODO: probably should change)
136 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful)) 137 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful))
137 { 138 {
138 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); 139 who->failmsg ("You can't steal from other players!\n");
139 return 0; 140 return 0;
140 } 141 }
141 142
142 /* Ok then, go through their inventory, stealing */ 143 /* Ok then, go through their inventory, stealing */
143 for (tmp = op->inv; tmp; tmp = next) 144 for (tmp = op->inv; tmp; tmp = next)
152 * future possible problems. -b.t. 153 * future possible problems. -b.t.
153 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL 154 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
154 * already -b.t. 155 * already -b.t.
155 */ 156 */
156 157
157 if (QUERY_FLAG (tmp, FLAG_APPLIED) 158 if (tmp->flag [FLAG_APPLIED]
158 || !tmp->type 159 || !tmp->type
159 || tmp->type == SPELL 160 || tmp->type == SPELL
160 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) 161 || tmp->flag [FLAG_STARTEQUIP]
161 || QUERY_FLAG (tmp, FLAG_NO_STEAL) 162 || tmp->flag [FLAG_NO_STEAL]
162 || tmp->invisible) 163 || tmp->invisible)
163 continue; 164 continue;
164 165
165 /* Okay, try stealing this item. Dependent on dexterity of thief, 166 /* Okay, try stealing this item. Dependent on dexterity of thief,
166 * skill level, see the adj_stealroll fctn for more detail. 167 * skill level, see the adj_stealroll fctn for more detail.
180 */ 181 */
181 if (tmp->destroyed () || tmp->env != op) 182 if (tmp->destroyed () || tmp->env != op)
182 { 183 {
183 /* for players, play_sound: steals item */ 184 /* for players, play_sound: steals item */
184 success = tmp; 185 success = tmp;
185 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 186 tmp->clr_flag (FLAG_INV_LOCKED);
186 } 187 }
187 188
188 break; 189 break;
189 } 190 }
190 } /* for loop looking for an item */ 191 } /* for loop looking for an item */
214 { 215 {
215 npc_call_help (op); 216 npc_call_help (op);
216 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));
217 } 218 }
218 219
219 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 220 op->clr_flag (FLAG_UNAGGRESSIVE);
220 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
221 * on the victim. 222 * on the victim.
222 */ 223 */
223 SET_FLAG (op, FLAG_NO_STEAL); 224 op->set_flag (FLAG_NO_STEAL);
224 } 225 }
225 else 226 else
226 { /* stealing from another player */ 227 { /* stealing from another player */
227 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
228 229
259 260
260 x = op->x + freearr_x[dir]; 261 x = op->x + freearr_x[dir];
261 y = op->y + freearr_y[dir]; 262 y = op->y + freearr_y[dir];
262 263
263 if (dir == 0) 264 if (dir == 0)
264 { 265 return 0; // you can't steal from ourself!
265 /* Can't steal from ourself! */
266 return 0;
267 }
268 266
269 m = op->map; 267 m = op->map;
270 mflags = get_map_flags (m, &m, x, y, &x, &y); 268 mflags = get_map_flags (m, &m, x, y, &x, &y);
271 /* 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,
272 * don't need to look any further. 270 * don't need to look any further.
280 278
281 /* Find the topmost object at this spot */ 279 /* Find the topmost object at this spot */
282 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);
283 281
284 /* For all the stacked objects at this point, attempt a steal */ 282 /* For all the stacked objects at this point, attempt a steal */
285 for (; tmp != NULL; tmp = next) 283 for (; tmp; tmp = next)
286 { 284 {
287 next = tmp->below; 285 next = tmp->below;
288 /* Minor hack--for multi square beings - make sure we get 286 /* Minor hack--for multi square beings - make sure we get
289 * the 'head' coz 'tail' objects have no inventory! - b.t. 287 * the 'head' coz 'tail' objects have no inventory! - b.t.
290 */ 288 */
291 if (tmp->head) 289 if (tmp->head)
292 tmp = tmp->head; 290 tmp = tmp->head;
293 291
294 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 292 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
295 continue; 293 continue;
296 294
297 /* do not reveal hidden DMs */
298 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
299 continue;
300 if (attempt_steal (tmp, op, skill)) 295 if (attempt_steal (tmp, op, skill))
301 { 296 {
302 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 297 if (tmp->type == PLAYER) /* no xp for stealing from another player */
303 return 0; 298 return 0;
304 299
305 /* no xp for stealing from pets (of players) */ 300 /* no xp for stealing from pets (of players) */
306 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 301 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
307 { 302 {
308 object *owner = tmp->owner; 303 object *owner = tmp->owner;
309 304
310 if (owner != NULL && owner->type == PLAYER) 305 if (owner && owner->type == PLAYER)
311 return 0; 306 return 0;
312 } 307 }
313 308
314 // reduce monster experience by experience we gained, as to 309 // reduce monster experience by experience we gained, as to
315 // limit the amount of exp that can be gained by stealing from monsters 310 // limit the amount of exp that can be gained by stealing from monsters
316 // (jessies gave ~20,000,000 exp otherwise. 311 // (jessies gave ~20,000,000 exp otherwise.
317 int exp = calc_skill_exp (op, tmp, skill); 312 int exp = calc_skill_exp (op, tmp, skill);
318 313
319 exp = MIN (tmp->stats.exp, exp); 314 exp = min (tmp->stats.exp, exp);
320 tmp->stats.exp -= exp; 315 tmp->stats.exp -= exp;
321 return exp; 316 return exp;
322 } 317 }
323 } 318 }
319
324 return 0; 320 return 0;
325} 321}
326 322
327static int 323static int
328attempt_pick_lock (object *door, object *pl, object *skill) 324attempt_pick_lock (object *door, object *pl, object *skill)
355 351
356int 352int
357pick_lock (object *pl, int dir, object *skill) 353pick_lock (object *pl, int dir, object *skill)
358{ 354{
359 object *tmp; 355 object *tmp;
360 int x = pl->x + freearr_x[dir];
361 int y = pl->y + freearr_y[dir];
362 356
363 if (!dir) 357 if (!dir)
364 dir = pl->facing; 358 dir = pl->facing;
365 359
360 mapxy pos (pl); pos.move (dir);
361
366 /* For all the stacked objects at this point find a door */ 362 /* For all the stacked objects at this point find a door */
367 if (out_of_map (pl->map, x, y)) 363 if (!pos.normalise ())
368 {
369 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
370 return 0;
371 } 364 {
365 pl->failmsg ("There is no lock there.");
366 return 0;
367 }
372 368
373 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) 369 for (tmp = pos->bot; tmp; tmp = tmp->above)
374 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 370 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
375 break; 371 break;
376 372
377 if (!tmp) 373 if (!tmp)
378 { 374 {
379 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 375 pl->failmsg ("There is no lock there.");
380 return 0; 376 return 0;
381 } 377 }
378
382 if (tmp->type == LOCKED_DOOR) 379 if (tmp->type == LOCKED_DOOR)
383 { 380 {
384 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!"); 381 pl->failmsg ("You can't pick that lock! H<You need the right key, no matter how skilled you might be.>");
385 return 0; 382 return 0;
386 } 383 }
387 384
388 if (!tmp->move_block) 385 if (!tmp->move_block)
389 { 386 {
390 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); 387 pl->failmsg ("The door has no lock!");
391 return 0; 388 return 0;
392 } 389 }
393 390
394 if (attempt_pick_lock (tmp, pl, skill)) 391 if (attempt_pick_lock (tmp, pl, skill))
395 { 392 {
444hide (object *op, object *skill) 441hide (object *op, object *skill)
445{ 442{
446 /* the preliminaries -- Can we really hide now? */ 443 /* the preliminaries -- Can we really hide now? */
447 /* this keeps monsters from using invisibilty spells and hiding */ 444 /* this keeps monsters from using invisibilty spells and hiding */
448 445
449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 446 if (op->flag [FLAG_MAKE_INVIS])
450 { 447 {
451 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); 448 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
452 return 0; 449 return 0;
453 } 450 }
454 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) 451 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
481static void 478static void
482stop_jump (object *pl, int dist, int spaces) 479stop_jump (object *pl, int dist, int spaces)
483{ 480{
484 pl->update_stats (); 481 pl->update_stats ();
485 pl->map->insert (pl, pl->x, pl->y, pl); 482 pl->map->insert (pl, pl->x, pl->y, pl);
486 pl->speed_left -= fabs (pl->speed * 8); 483 pl->speed_left -= pl->speed * 8.;
487} 484}
488 485
489static int 486static int
490attempt_jump (object *pl, int dir, int spaces, object *skill) 487attempt_jump (object *pl, int dir, int spaces, object *skill)
491{ 488{
518 } 515 }
519 516
520 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
521 { 518 {
522 /* Jump into creature */ 519 /* Jump into creature */
523 if (QUERY_FLAG (tmp, FLAG_MONSTER) 520 if (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
524 || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
525 { 521 {
526 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); 522 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
527 523
528 stop_jump (pl, i, spaces); 524 stop_jump (pl, i, spaces);
529 525
579 int stats = str * str * str * dex * skill->level; 575 int stats = str * str * str * dex * skill->level;
580 int spaces = min (3, skill->level, stats / (pl->carrying + 1)); 576 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
581 577
582 if (spaces == 0) 578 if (spaces == 0)
583 { 579 {
584 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); 580 pl->failmsg ("You are carrying too much weight to jump.");
585 return 0; 581 return 0;
586 } 582 }
587 583
588 return attempt_jump (pl, dir, spaces, skill); 584 return attempt_jump (pl, dir, spaces, skill);
589} 585}
590 586
591/* skill_ident() - this code is supposed to allow players to identify 587/* skill_ident() - this code is supposed to allow players to identify
592 * classes of objects with the various "auto-ident" skills. Player must 588 * classes of objects with the various "auto-ident" skills. Player must
593 * have unidentified objects of the right type in order for the skill 589 * have unidentified objects of the right type in order for the skill
594 * to work. While multiple classes of objects may be identified, 590 * to work. While multiple classes of objects may be identified,
595 * this code is kind of yucky -- it would be nice to make it a bit 591 * this code is kind of yucky -- it would be nice to make it a bit
596 * more generalized. Right now, skill indices are embedded in this routine. 592 * more generalized. Right now, skill indices are embedded in this routine.
597 * Returns amount of experience gained (on successful ident). 593 * Returns amount of experience gained (on successful ident).
598 * - b.t. (thomas@astro.psu.edu) 594 * - b.t. (thomas@astro.psu.edu)
599 */ 595 */
600static int 596static int
601do_skill_detect_curse (object *pl, object *skill) 597do_skill_detect_curse (object *pl, object *skill)
602{ 598{
603 object *tmp;
604 int success = 0; 599 int success = 0;
605 600
606 for (tmp = pl->inv; tmp; tmp = tmp->below) 601 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
607 if (!tmp->invisible 602 if (!tmp->invisible
608 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 603 && tmp->need_identify ()
609 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 604 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
605 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
606 && tmp->item_power < skill->level)
610 { 607 {
611 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 608 tmp->set_flag (FLAG_KNOWN_CURSED);
612 esrv_update_item (UPD_FLAGS, pl, tmp); 609 esrv_update_item (UPD_FLAGS, pl, tmp);
613 success += calc_skill_exp (pl, tmp, skill); 610 success += calc_skill_exp (pl, tmp, skill);
614 } 611 }
615 612
616 /* Check ground, too, but only objects the player could pick up */ 613 /* Check ground, too, but only objects the player could pick up */
617 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 614 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
618 if (can_pick (pl, tmp) && 615 if (can_pick (pl, tmp)
619 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 616 && tmp->need_identify ()
620 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 617 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
621 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 618 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
619 && tmp->item_power < skill->level)
622 { 620 {
623 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 621 tmp->set_flag (FLAG_KNOWN_CURSED);
624 esrv_update_item (UPD_FLAGS, pl, tmp); 622 esrv_update_item (UPD_FLAGS, pl, tmp);
625 success += calc_skill_exp (pl, tmp, skill); 623 success += calc_skill_exp (pl, tmp, skill);
626 } 624 }
627 625
628 return success; 626 return success;
629} 627}
630 628
631static int 629static int
632do_skill_detect_magic (object *pl, object *skill) 630do_skill_detect_magic (object *pl, object *skill)
633{ 631{
634 object *tmp;
635 int success = 0; 632 int success = 0;
636 633
637 for (tmp = pl->inv; tmp; tmp = tmp->below) 634 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
638 if (!tmp->invisible 635 if (!tmp->invisible
639 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 636 && tmp->need_identify ()
637 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
638 && is_magical (tmp)
640 && (is_magical (tmp)) && tmp->item_power < skill->level) 639 && tmp->item_power < skill->level)
641 { 640 {
642 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 641 tmp->set_flag (FLAG_KNOWN_MAGICAL);
643 esrv_update_item (UPD_FLAGS, pl, tmp); 642 esrv_update_item (UPD_FLAGS, pl, tmp);
644 success += calc_skill_exp (pl, tmp, skill); 643 success += calc_skill_exp (pl, tmp, skill);
645 } 644 }
646 645
647 /* Check ground, too, but like above, only if the object can be picked up */ 646 /* Check ground, too, but like above, only if the object can be picked up */
648 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 647 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
649 if (can_pick (pl, tmp) && 648 if (can_pick (pl, tmp)
650 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level) 649 && tmp->need_identify ()
650 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
651 && is_magical (tmp)
652 && tmp->item_power < skill->level)
651 { 653 {
652 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 654 tmp->set_flag (FLAG_KNOWN_MAGICAL);
653 esrv_update_item (UPD_FLAGS, pl, tmp); 655 esrv_update_item (UPD_FLAGS, pl, tmp);
654 success += calc_skill_exp (pl, tmp, skill); 656 success += calc_skill_exp (pl, tmp, skill);
655 } 657 }
656 658
657 return success; 659 return success;
658} 660}
659 661
660/* Helper function for do_skill_ident, so that we can loop 662/* Helper function for do_skill_ident, so that we can loop
661 * over inventory AND objects on the ground conveniently. 663 * over inventory AND objects on the ground conveniently.
662 */ 664 */
663int 665static int
664do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 666do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
665{ 667{
666 int success = 0, chance; 668 int success = 0, chance;
667 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; 669 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
668 670
669 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) 671 if (!tmp->flag [FLAG_IDENTIFIED]
670 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) 672 && !tmp->flag [FLAG_NO_SKILL_IDENT]
673 && tmp->need_identify ()
674 && !tmp->invisible
675 && tmp->type == obj_class)
671 { 676 {
672 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); 677 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
673 678
674 if (skill_value >= chance) 679 if (skill_value >= chance)
675 { 680 {
687 } 692 }
688 693
689 success += calc_skill_exp (pl, tmp, skill); 694 success += calc_skill_exp (pl, tmp, skill);
690 } 695 }
691 else 696 else
692 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 697 tmp->set_flag (FLAG_NO_SKILL_IDENT);
693 } 698 }
694 699
695 return success; 700 return success;
696} 701}
697 702
757 break; 762 break;
758 763
759 case SK_DET_CURSE: 764 case SK_DET_CURSE:
760 success = do_skill_detect_curse (pl, skill); 765 success = do_skill_detect_curse (pl, skill);
761 if (success) 766 if (success)
762 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 767 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!");
763 break; 768 break;
764 769
765 case SK_DET_MAGIC: 770 case SK_DET_MAGIC:
766 success = do_skill_detect_magic (pl, skill); 771 success = do_skill_detect_magic (pl, skill);
767 if (success) 772 if (success)
768 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); 773 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover items imbued with mystic forces!");
769 break; 774 break;
770 775
771 default: 776 default:
772 LOG (llevError, "Error: bad call to skill_ident()\n"); 777 LOG (llevError, "Error: bad call to skill_ident()\n");
773 return 0; 778 return 0;
774 break;
775 } 779 }
776 780
777 if (!success) 781 if (!success)
778 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 782 new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more.");
779 783
780 return success; 784 return success;
781} 785}
782 786
783/* players using this skill can 'charm' a monster -- 787/* players using this skill can 'charm' a monster --
789use_oratory (object *pl, int dir, object *skill) 793use_oratory (object *pl, int dir, object *skill)
790{ 794{
791 if (pl->type != PLAYER) 795 if (pl->type != PLAYER)
792 return 0; /* only players use this skill */ 796 return 0; /* only players use this skill */
793 797
798 if (!dir)
799 {
800 pl->failmsg ("In what direction?");
801 return 0;
802 }
803
794 sint16 x = pl->x + freearr_x[dir], 804 sint16 x = pl->x + freearr_x[dir],
795 y = pl->y + freearr_y[dir]; 805 y = pl->y + freearr_y[dir];
796 maptile *m = pl->map; 806 maptile *m = pl->map;
797 807
798 int mflags = get_map_flags (m, &m, x, y, &x, &y); 808 int mflags = get_map_flags (m, &m, x, y, &x, &y);
801 811
802 /* Save some processing - we have the flag already anyways 812 /* Save some processing - we have the flag already anyways
803 */ 813 */
804 if (!(mflags & P_IS_ALIVE)) 814 if (!(mflags & P_IS_ALIVE))
805 { 815 {
806 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 816 pl->failmsg ("There is nothing to orate to.");
807 return 0; 817 return 0;
808 } 818 }
809 819
810 object *tmp; 820 object *tmp;
811 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 821 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
819 if (tmp->type == PLAYER 829 if (tmp->type == PLAYER
820 || tmp->more || tmp->head_ () != tmp 830 || tmp->more || tmp->head_ () != tmp
821 || tmp->msg) 831 || tmp->msg)
822 return 0; 832 return 0;
823 833
824 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 834 if (tmp->flag [FLAG_MONSTER])
825 break; 835 break;
826 } 836 }
827 837
828 if (!tmp) 838 if (!tmp)
829 { 839 {
830 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 840 pl->failmsg ("There is nothing to orate to.");
831 return 0; 841 return 0;
832 } 842 }
833 843
834 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); 844 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
835 845
836 /* the following conditions limit who may be 'charmed' */ 846 /* the following conditions limit who may be 'charmed' */
837 847
838 /* it's hostile! */ 848 /* it's hostile! */
839 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 849 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
840 { 850 {
841 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 851 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
842 return 0; 852 return 0;
843 } 853 }
844 854
845 /* it's already allied! */ 855 /* it's already allied! */
846 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 856 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
847 { 857 {
848 if (tmp->owner == pl) 858 if (tmp->owner == pl)
849 { 859 {
850 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); 860 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
851 return 0; 861 return 0;
882 tmp->set_owner (pl); 892 tmp->set_owner (pl);
883 tmp->skill = skill->skill; 893 tmp->skill = skill->skill;
884 tmp->stats.exp = 0; 894 tmp->stats.exp = 0;
885 tmp->attack_movement = PETMOVE; 895 tmp->attack_movement = PETMOVE;
886 896
887 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 897 if (!tmp->flag [FLAG_FRIENDLY])
888 add_friendly_object (tmp); 898 add_friendly_object (tmp);
889 899
890 return calc_skill_exp (pl, tmp, skill); 900 return calc_skill_exp (pl, tmp, skill);
891 } 901 }
892 /* Charm failed. Creature may be angry now */ 902 /* Charm failed. Creature may be angry now */
893 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) 903 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
894 { 904 {
895 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 905 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
896 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 906 if (tmp->flag [FLAG_FRIENDLY])
897 { 907 {
898 remove_friendly_object (tmp); 908 remove_friendly_object (tmp);
899 tmp->attack_movement = 0; /* needed? */ 909 tmp->attack_movement = 0; /* needed? */
900 } 910 }
901 911
902 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 912 tmp->clr_flag (FLAG_UNAGGRESSIVE);
903 } 913 }
904 914
905 return 0; /* Fall through - if we get here, we didn't charm anything */ 915 return 0; /* Fall through - if we get here, we didn't charm anything */
906} 916}
907 917
915 * of anything better! -b.t. 925 * of anything better! -b.t.
916 */ 926 */
917int 927int
918singing (object *pl, int dir, object *skill) 928singing (object *pl, int dir, object *skill)
919{ 929{
920 int i, exp = 0; 930 int exp = 0;
921 object *tmp; 931 object *tmp;
922 maptile *m; 932 maptile *m;
923 sint16 x, y; 933 sint16 x, y;
924 934
925 if (pl->type != PLAYER) 935 if (pl->type != PLAYER)
926 return 0; /* only players use this skill */ 936 return 0; /* only players use this skill */
927 937
938 if (!dir)
939 {
940 pl->failmsg ("In what direction?");
941 return 0;
942 }
943
928 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 944 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
929 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) 945 for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir;
946 i < min (skill->level, SIZEOFFREE);
947 i++)
930 { 948 {
931 x = pl->x + freearr_x[i]; 949 x = pl->x + freearr_x[i];
932 y = pl->y + freearr_y[i]; 950 y = pl->y + freearr_y[i];
933 m = pl->map; 951 m = pl->map;
934 952
938 if (!(mflags & P_IS_ALIVE)) 956 if (!(mflags & P_IS_ALIVE))
939 continue; 957 continue;
940 958
941 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 959 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
942 { 960 {
943 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 961 if (tmp->flag [FLAG_MONSTER])
944 break; 962 break;
945 /* can't affect players */ 963 /* can't affect players */
946 if (tmp->type == PLAYER) 964 if (tmp->type == PLAYER)
947 break; 965 break;
948 } 966 }
949 967
950 /* Whole bunch of checks to see if this is a type of monster that would 968 /* Whole bunch of checks to see if this is a type of monster that would
951 * listen to singing. 969 * listen to singing.
952 */ 970 */
953 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ 971 if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */
954 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ 972 !tmp->flag [FLAG_SPLITTING] && /* no ears */
955 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ 973 !tmp->flag [FLAG_HITBACK] && /* was here before */
956 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */ 974 (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */
957 !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 975 !tmp->flag [FLAG_FRIENDLY])
958 { /* already calm */ 976 { /* already calm */
959 977
960 /* stealing isn't really related (although, maybe it should 978 /* stealing isn't really related (although, maybe it should
961 * be). This is mainly to prevent singing to the same monster 979 * be). This is mainly to prevent singing to the same monster
962 * over and over again and getting exp for it. 980 * over and over again and getting exp for it.
963 */ 981 */
964 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; 982 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
965 983
966 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) 984 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
967 { 985 {
968 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 986 tmp->set_flag (FLAG_UNAGGRESSIVE);
969 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); 987 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
970 /* Give exp only if they are not aware */ 988 /* Give exp only if they are not aware */
971 989
972 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 990 if (!tmp->flag [FLAG_NO_STEAL])
973 exp += calc_skill_exp (pl, tmp, skill); 991 exp += calc_skill_exp (pl, tmp, skill);
974 992
975 SET_FLAG (tmp, FLAG_NO_STEAL); 993 tmp->set_flag (FLAG_NO_STEAL);
976 } 994 }
977 else 995 else
978 { 996 {
979 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 997 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
980 SET_FLAG (tmp, FLAG_NO_STEAL); 998 tmp->set_flag (FLAG_NO_STEAL);
981 } 999 }
982 } 1000 }
983 } 1001 }
984 return exp; 1002 return exp;
985} 1003}
986 1004
987/* The find_traps skill (aka, search). Checks for traps 1005/* The find_traps skill (aka, search). Checks for traps
988 * on the spaces or in certain objects 1006 * on the spaces or in certain objects
989 */ 1007 */
990
991int 1008int
992find_traps (object *pl, object *skill) 1009find_traps (object *pl, object *skill)
993{ 1010{
994 object *tmp, *tmp2; 1011 object *tmp, *tmp2;
995 int i, expsum = 0, mflags; 1012 int i, expsum = 0, mflags;
997 maptile *m; 1014 maptile *m;
998 1015
999 /* First we search all around us for runes and traps, which are 1016 /* First we search all around us for runes and traps, which are
1000 * all type RUNE 1017 * all type RUNE
1001 */ 1018 */
1002
1003 for (i = 0; i < 9; i++) 1019 for (i = 0; i < 9; i++)
1004 { 1020 {
1005 x = pl->x + freearr_x[i]; 1021 x = pl->x + freearr_x[i];
1006 y = pl->y + freearr_y[i]; 1022 y = pl->y + freearr_y[i];
1007 m = pl->map; 1023 m = pl->map;
1009 mflags = get_map_flags (m, &m, x, y, &x, &y); 1025 mflags = get_map_flags (m, &m, x, y, &x, &y);
1010 if (mflags & P_OUT_OF_MAP) 1026 if (mflags & P_OUT_OF_MAP)
1011 continue; 1027 continue;
1012 1028
1013 /* Check everything in the square for trapness */ 1029 /* Check everything in the square for trapness */
1014 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1030 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1015 { 1031 {
1016
1017 /* And now we'd better do an inventory traversal of each 1032 /* And now we'd better do an inventory traversal of each
1018 * of these objects' inventory 1033 * of these objects' inventory
1019 * We can narrow this down a bit - no reason to search through 1034 * We can narrow this down a bit - no reason to search through
1020 * the players inventory or monsters for that matter. 1035 * the players inventory or monsters for that matter.
1021 */ 1036 */
1022 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1037 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1023 {
1024 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1038 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1025 if (tmp2->type == RUNE || tmp2->type == TRAP) 1039 if (tmp2->type == RUNE || tmp2->type == TRAP)
1026 if (trap_see (pl, tmp2)) 1040 if (trap_see (pl, tmp2))
1027 { 1041 {
1028 trap_show (tmp2, tmp); 1042 trap_show (tmp2, tmp);
1029 if (tmp2->stats.Cha > 1) 1043 if (tmp2->stats.Cha > 1)
1030 { 1044 {
1031 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1045 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1032 expsum += calc_skill_exp (pl, tmp2, skill); 1046 expsum += calc_skill_exp (pl, tmp2, skill);
1033 1047
1034 tmp2->stats.Cha = 1; /* unhide the trap */ 1048 tmp2->stats.Cha = 1; /* unhide the trap */
1035 } 1049 }
1036 } 1050 }
1037 } 1051
1038 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1052 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1039 { 1053 {
1040 trap_show (tmp, tmp); 1054 trap_show (tmp, tmp);
1041 if (tmp->stats.Cha > 1) 1055 if (tmp->stats.Cha > 1)
1042 { 1056 {
1045 tmp->stats.Cha = 1; /* unhide the trap */ 1059 tmp->stats.Cha = 1; /* unhide the trap */
1046 } 1060 }
1047 } 1061 }
1048 } 1062 }
1049 } 1063 }
1064
1050 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1065 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1051 return expsum; 1066 return expsum;
1052} 1067}
1053 1068
1054/* remove_trap() - This skill will disarm any previously discovered trap 1069/* remove_trap() - This skill will disarm any previously discovered trap
1055 * the algorithm is based (almost totally) on the old command_disarm() - b.t. 1070 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1056 */ 1071 */
1057
1058int 1072int
1059remove_trap (object *op, int dir, object *skill) 1073remove_trap (object *op, int dir, object *skill)
1060{ 1074{
1061 object *tmp, *tmp2; 1075 object *tmp, *tmp2;
1062 int i, success = 0, mflags; 1076 int i, success = 0, mflags;
1072 mflags = get_map_flags (m, &m, x, y, &x, &y); 1086 mflags = get_map_flags (m, &m, x, y, &x, &y);
1073 if (mflags & P_OUT_OF_MAP) 1087 if (mflags & P_OUT_OF_MAP)
1074 continue; 1088 continue;
1075 1089
1076 /* Check everything in the square for trapness */ 1090 /* Check everything in the square for trapness */
1077 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1091 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1078 { 1092 {
1079 /* And now we'd better do an inventory traversal of each 1093 /* And now we'd better do an inventory traversal of each
1080 * of these objects inventory. Like above, only 1094 * of these objects inventory. Like above, only
1081 * do this for interesting objects. 1095 * do this for interesting objects.
1082 */ 1096 */
1083 1097
1084 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1098 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1085 { 1099 {
1086 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1100 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1087 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1101 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1088 { 1102 {
1089 trap_show (tmp2, tmp); 1103 trap_show (tmp2, tmp);
1104
1090 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) 1105 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1091 { 1106 {
1092 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1107 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1093 success += calc_skill_exp (op, tmp2, skill); 1108 success += calc_skill_exp (op, tmp2, skill);
1094 } 1109 }
1095 } 1110 }
1096 } 1111 }
1112
1097 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1113 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1098 { 1114 {
1099 trap_show (tmp, tmp); 1115 trap_show (tmp, tmp);
1116
1100 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) 1117 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1101 { 1118 {
1102 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1119 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1103 success += calc_skill_exp (op, tmp, skill); 1120 success += calc_skill_exp (op, tmp, skill);
1104 } 1121 }
1130 /* Check all objects - we could stop at floor objects, 1147 /* Check all objects - we could stop at floor objects,
1131 * but if someone buries an altar, I don't see a problem with 1148 * but if someone buries an altar, I don't see a problem with
1132 * going through all the objects, and it shouldn't be much slower 1149 * going through all the objects, and it shouldn't be much slower
1133 * than extra checks on object attributes. 1150 * than extra checks on object attributes.
1134 */ 1151 */
1135 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1152 for (tmp = pl->below; tmp; tmp = tmp->below)
1136 { 1153 {
1137 /* Only if the altar actually belongs to someone do you get special benefits */ 1154 /* Only if the altar actually belongs to someone do you get special benefits */
1138 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1155 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1139 { 1156 {
1140 sprintf (buf, "You pray over the %s.", &tmp->name); 1157 sprintf (buf, "You pray over the %s.", &tmp->name);
1167 1184
1168 if (pl->type != PLAYER) 1185 if (pl->type != PLAYER)
1169 return; /* players only */ 1186 return; /* players only */
1170 1187
1171 /* check if pl has removed encumbering armour and weapons */ 1188 /* check if pl has removed encumbering armour and weapons */
1172 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) 1189 if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6)
1173 { 1190 {
1174 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); 1191 pl->failmsg ("You can't concentrate while wielding a weapon!\n");
1175 return; 1192 return;
1176 } 1193 }
1177 else 1194 else
1178 { 1195 {
1179 for (tmp = pl->inv; tmp; tmp = tmp->below) 1196 for (tmp = pl->inv; tmp; tmp = tmp->below)
1180 if (((tmp->type == ARMOUR && skill->level < 12) 1197 if (((tmp->type == ARMOUR && skill->level < 12)
1181 || (tmp->type == HELMET && skill->level < 10) 1198 || (tmp->type == HELMET && skill->level < 10)
1182 || (tmp->type == SHIELD && skill->level < 6) 1199 || (tmp->type == SHIELD && skill->level < 6)
1183 || (tmp->type == BOOTS && skill->level < 4) 1200 || (tmp->type == BOOTS && skill->level < 4)
1184 || (tmp->type == GLOVES && skill->level < 2)) 1201 || (tmp->type == GLOVES && skill->level < 2))
1185 && QUERY_FLAG (tmp, FLAG_APPLIED)) 1202 && tmp->flag [FLAG_APPLIED])
1186 { 1203 {
1187 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); 1204 pl->failmsg ("You can't concentrate while wearing so much armour!\n");
1188 return; 1205 return;
1189 } 1206 }
1190 } 1207 }
1191 1208
1192 /* ok let's meditate! Spell points are regained first, then once 1209 /* ok let's meditate! Spell points are regained first, then once
1215 * ordinary inscribable 'books' (anything that is not a SPELL). b.t. 1232 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1216 */ 1233 */
1217static int 1234static int
1218write_note (object *pl, object *item, const char *msg, object *skill) 1235write_note (object *pl, object *item, const char *msg, object *skill)
1219{ 1236{
1220 if (strstr (msg, "\nendmsg")) 1237 if (!msg_is_safe (msg))
1221 { 1238 {
1222 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); 1239 pl->failmsg ("Trying to cheat now are we? H<@-signs are not allowed in notes.>");
1240 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1223 return 0; 1241 return 0;
1224 } 1242 }
1225 1243
1226 int len = strlen (msg); 1244 int len = strlen (msg);
1227 1245
1228 if (!is_utf8_string ((U8 *)msg, len)) 1246 if (!is_utf8_string ((U8 *)msg, len))
1229 { 1247 {
1230 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!"); 1248 pl->failmsg ("Your message is garbled (text must be UTF-8, client-bug)!");
1231 return 0; 1249 return 0;
1232 } 1250 }
1233 1251
1234 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 1252 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1235 return RESULT_INT (0); 1253 return RESULT_INT (0);
1236 1254
1237 char buf[1024]; 1255 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1238 1256
1239 if (len < sizeof (buf) - 2) 1257 if (char_len <= item->weight_limit)
1240 { 1258 {
1241 snprintf (buf, sizeof (buf), "%s\n", msg);
1242
1243 object *newbook = arch_to_object (item->other_arch); 1259 object *newbook = item->other_arch->instance ();
1244 item->decrease (); 1260 item->decrease ();
1245 newbook->nrof = 1; 1261 newbook->nrof = 1;
1246 newbook->msg = buf; 1262 newbook->msg = shstr (msg);
1247 newbook->flag [FLAG_IDENTIFIED] = true; 1263 newbook->flag [FLAG_IDENTIFIED] = true;
1248 1264
1249 if (item->subtype == 1) // mailscrolls 1265 if (item->subtype == 1) // mailscrolls
1250 { 1266 {
1251 newbook->name = item->name; 1267 newbook->name = item->name;
1254 1270
1255 pl->insert (newbook); 1271 pl->insert (newbook);
1256 1272
1257 pl->contr->play_sound (sound_find ("inscribe_success")); 1273 pl->contr->play_sound (sound_find ("inscribe_success"));
1258 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); 1274 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1259 return strlen (msg); 1275 return char_len;
1260 } 1276 }
1261 else 1277 else
1262 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name); 1278 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.>",
1279 &item->name, item->weight_limit, char_len);
1263 1280
1264 return 0; 1281 return 0;
1265} 1282}
1266 1283
1267/* write_scroll() - this routine allows players to inscribe spell scrolls 1284/* write_scroll() - this routine allows players to inscribe spell scrolls
1268 * of spells which they know. Backfire effects are possible with the 1285 * of spells which they know. Backfire effects are possible with the
1269 * severity of the backlash correlated with the difficulty of the scroll 1286 * severity of the backlash correlated with the difficulty of the scroll
1270 * that is attempted. -b.t. thomas@astro.psu.edu 1287 * that is attempted. -b.t. thomas@astro.psu.edu
1271 */ 1288 */
1272static int 1289static int
1273write_scroll (object *pl, object *scroll, object *skill) 1290write_scroll (object *pl, object *scroll, object *skill)
1274{ 1291{
1277 /* Check if we are ready to attempt inscription */ 1294 /* Check if we are ready to attempt inscription */
1278 object *chosen_spell = pl->contr->ranged_ob; 1295 object *chosen_spell = pl->contr->ranged_ob;
1279 1296
1280 if (!chosen_spell || chosen_spell->type != SPELL) 1297 if (!chosen_spell || chosen_spell->type != SPELL)
1281 { 1298 {
1282 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1299 pl->failmsg ("You need a spell readied in order to inscribe!");
1283 return 0; 1300 return 0;
1284 } 1301 }
1285 1302
1286 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) 1303 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1287 { 1304 {
1288 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); 1305 pl->failmsgf ("You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1289 return 0; 1306 return 0;
1290 } 1307 }
1291 1308
1292 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) 1309 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1293 { 1310 {
1294 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1311 pl->failmsgf ("You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1295 return 0; 1312 return 0;
1296 } 1313 }
1297 1314
1298 /* ok, we are ready to try inscription */ 1315 /* ok, we are ready to try inscription */
1299 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1316 if (pl->flag [FLAG_CONFUSED])
1300 confused = 1; 1317 confused = 1;
1301 1318
1302 /* Lost mana/grace no matter what */ 1319 /* Lost mana/grace no matter what */
1303 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); 1320 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1304 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); 1321 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1305 1322
1306 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) 1323 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1307 { 1324 {
1308 object *newscroll = arch_to_object (scroll->other_arch); 1325 object *newscroll = scroll->other_arch->instance ();
1309 scroll->decrease (); 1326 scroll->decrease ();
1310 newscroll->nrof = 1; 1327 newscroll->nrof = 1;
1328 newscroll->randomitems = 0; // make sure randomitems doesn't destroy the scroll
1311 1329
1312 pl->contr->play_sound (sound_find ("inscribe_success")); 1330 pl->contr->play_sound (sound_find ("inscribe_success"));
1313 1331
1314 if (!confused) 1332 if (!confused)
1315 { 1333 {
1316 newscroll->level = MAX (skill->level, chosen_spell->level); 1334 newscroll->level = max (skill->level, chosen_spell->level);
1317 newscroll->flag [FLAG_IDENTIFIED] = true; 1335 newscroll->flag [FLAG_IDENTIFIED] = true;
1318 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); 1336 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1319 } 1337 }
1320 else 1338 else
1321 { 1339 {
1322 chosen_spell = find_random_spell_in_ob (pl, NULL); 1340 chosen_spell = find_random_spell_in_ob (pl, NULL);
1323 if (!chosen_spell) 1341 if (!chosen_spell)
1324 return 0; 1342 return 0;
1325 1343
1326 newscroll->level = MAX (skill->level, chosen_spell->level); 1344 newscroll->level = max (skill->level, chosen_spell->level);
1327 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); 1345 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1328 } 1346 }
1329 1347
1330 object *tmp = chosen_spell->clone (); 1348 object *tmp = chosen_spell->clone ();
1331 insert_ob_in_ob (tmp, newscroll); 1349 insert_ob_in_ob (tmp, newscroll);
1349 { /* Inscription has failed */ 1367 { /* Inscription has failed */
1350 pl->contr->play_sound (sound_find ("inscribe_fail")); 1368 pl->contr->play_sound (sound_find ("inscribe_fail"));
1351 1369
1352 if (chosen_spell->level > skill->level || confused) 1370 if (chosen_spell->level > skill->level || confused)
1353 { /*backfire! */ 1371 { /*backfire! */
1354 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1372 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.>");
1355 1373
1356 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1374 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1357 pl->drain_specific_stat (4); 1375 pl->drain_specific_stat (4);
1358 else 1376 else
1359 { 1377 {
1392 { 1410 {
1393 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>"); 1411 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1394 return 0; 1412 return 0;
1395 } 1413 }
1396 1414
1397 object *item = find_marked_object (pl); 1415 object *item = pl->mark ();
1398 1416
1399 /* find an item of correct type to write on */ 1417 /* find an item of correct type to write on */
1400 if (!item) 1418 if (!item)
1401 { 1419 {
1402 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.>"); 1420 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.>");
1407 { 1425 {
1408 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>"); 1426 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1409 return 0; 1427 return 0;
1410 } 1428 }
1411 1429
1412 if (QUERY_FLAG (item, FLAG_UNPAID)) 1430 if (item->flag [FLAG_UNPAID])
1413 { 1431 {
1414 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1432 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1415 return 0; 1433 return 0;
1416 } 1434 }
1417 1435
1418 if (item->other_arch->type == SCROLL) 1436 if (item->other_arch->type == SCROLL)
1419 { 1437 {
1420 if (*params) 1438 if (*params)
1421 { 1439 {
1422 // check readied scroll 1440 // check readied scroll
1423 new_draw_info_format (NDI_UNIQUE, 0, pl,
1424 "When inscribing spells you need to ready a spell and do not specify a string argument.\n" 1441 pl->failmsgf ("When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1425 "Usage: cast [spell name]; use_skill %s", &skill->skill); 1442 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1426 return 0; 1443 return 0;
1427 } 1444 }
1428 1445
1429 return write_scroll (pl, item, skill); 1446 return write_scroll (pl, item, skill);
1430 } 1447 }
1431 else 1448 else
1432 { 1449 {
1433 if (!*params) 1450 if (!*params)
1434 { 1451 {
1435 new_draw_info_format (NDI_UNIQUE, 0, pl,
1436 "When inscribing books you need to specify the words you want to inscribe as command argument.\n" 1452 pl->failmsgf ("When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1437 "Usage: use_skill %s <message>", &skill->skill); 1453 "Usage: use_skill %s <message>", &skill->skill);
1438 return 0; 1454 return 0;
1439 } 1455 }
1440 1456
1441 return write_note (pl, item, params, skill); 1457 return write_note (pl, item, params, skill);
1442 } 1458 }
1453 * 'throwable' (ie not applied cursed obj, worn, etc). 1469 * 'throwable' (ie not applied cursed obj, worn, etc).
1454 */ 1470 */
1455static object * 1471static object *
1456find_throw_ob (object *op, const char *request) 1472find_throw_ob (object *op, const char *request)
1457{ 1473{
1458 object *tmp;
1459
1460 if (!op)
1461 { /* safety */
1462 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1463 return (object *) NULL;
1464 }
1465
1466 /* prefer marked item */ 1474 /* prefer marked item */
1467 tmp = find_marked_object (op); 1475 object *tmp = op->mark ();
1468 if (tmp != NULL) 1476
1469 {
1470 /* can't toss invisible or inv-locked items */ 1477 /* can't toss invisible or inv-locked items */
1471 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1478 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1472 { 1479 tmp = 0;
1473 tmp = NULL;
1474 }
1475 }
1476 1480
1477 /* look through the inventory */ 1481 /* look through the inventory */
1478 if (tmp == NULL) 1482 if (!tmp)
1479 {
1480 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1483 for (tmp = op->inv; tmp; tmp = tmp->below)
1481 { 1484 {
1482 /* can't toss invisible or inv-locked items */ 1485 /* can't toss invisible or inv-locked items */
1483 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1486 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1484 continue; 1487 continue;
1488
1485 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) 1489 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1486 break; 1490 break;
1487 } 1491 }
1488 }
1489 1492
1490 /* this should prevent us from throwing away 1493 /* this should prevent us from throwing away
1491 * cursed items, worn armour, etc. Only weapons 1494 * cursed items, worn armour, etc. Only weapons
1492 * can be thrown from 'hand'. 1495 * can be thrown from 'hand'.
1493 */ 1496 */
1494 if (!tmp) 1497 if (!tmp)
1495 return NULL; 1498 return 0;
1496 1499
1497 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1500 if (tmp->flag [FLAG_APPLIED])
1498 { 1501 {
1499 if (tmp->type != WEAPON) 1502 if (tmp->type != WEAPON)
1500 { 1503 {
1501 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); 1504 op->failmsgf ("You can't throw %s. H<Unapply it first.>", query_name (tmp));
1502 tmp = NULL; 1505 tmp = 0;
1503 }
1504 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1505 { 1506 }
1507 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1508 {
1506 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); 1509 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));
1507 tmp = NULL; 1510 tmp = 0;
1508 } 1511 }
1509 else 1512 else
1510 { 1513 {
1511 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 1514 if (!op->apply (tmp, AP_UNAPPLY))
1512 { 1515 {
1513 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1516 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1514 tmp = NULL; 1517 tmp = 0;
1515 } 1518 }
1516 } 1519 }
1517 } 1520 }
1518 else if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1521 else if (tmp->flag [FLAG_UNPAID])
1519 { 1522 {
1520 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); 1523 op->failmsgf ("You should pay for the %s first.", query_name (tmp));
1521 tmp = NULL; 1524 tmp = 0;
1522 } 1525 }
1523 1526
1524 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1527 //TODO: why not chekc first and give sensible message to player?
1528 if (tmp && tmp->flag [FLAG_INV_LOCKED])
1525 { 1529 {
1526 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1530 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1527 tmp = NULL; 1531 tmp = 0;
1528 } 1532 }
1533
1529 return tmp; 1534 return tmp;
1530} 1535}
1531 1536
1532/* make_throw_ob() We construct the 'carrier' object in 1537/* make_throw_ob() We construct the 'carrier' object in
1533 * which we will insert the object that is being thrown. 1538 * which we will insert the object that is being thrown.
1537make_throw_ob (object *orig) 1542make_throw_ob (object *orig)
1538{ 1543{
1539 if (!orig) 1544 if (!orig)
1540 return 0; 1545 return 0;
1541 1546
1542 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1547 if (orig->flag [FLAG_APPLIED])
1543 { 1548 {
1544 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1549 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1545 /* insufficient workaround, but better than nothing */ 1550 /* insufficient workaround, but better than nothing */
1546 CLEAR_FLAG (orig, FLAG_APPLIED); 1551 orig->clr_flag (FLAG_APPLIED);
1547 } 1552 }
1548 1553
1549 object *toss_item = orig->clone (); 1554 object *toss_item = orig->clone ();
1550 1555
1551 toss_item->type = THROWN_OBJ; 1556 toss_item->type = THROWN_OBJ;
1552 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1557 toss_item->clr_flag (FLAG_CHANGING);
1553 toss_item->stats.dam = 0; /* default damage */ 1558 toss_item->stats.dam = 0; /* default damage */
1554 toss_item->insert (orig); 1559 toss_item->insert (orig);
1555 1560
1556 return toss_item; 1561 return toss_item;
1557} 1562}
1568 int pause_f, weight_f = 0, mflags; 1573 int pause_f, weight_f = 0, mflags;
1569 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; 1574 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1570 maptile *m; 1575 maptile *m;
1571 sint16 sx, sy; 1576 sint16 sx, sy;
1572 1577
1573 if (throw_ob == NULL) 1578 if (!throw_ob)
1574 {
1575 if (op->type == PLAYER)
1576 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1577
1578 return 0;
1579 } 1579 {
1580 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) 1580 op->failmsg ("You have nothing to throw.");
1581 return 0;
1581 { 1582 }
1582 if (op->type == PLAYER) 1583
1583 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1584 if (throw_ob->flag [FLAG_STARTEQUIP])
1585 {
1586 op->failmsg ("The gods won't let you throw that. "
1587 "H<Well, they would, but they would retrieve it "
1588 "- you wouldn't want that, would you?>");
1584 1589
1585 return 0; 1590 return 0;
1586 } 1591 }
1587 1592
1588 /* Because throwing effectiveness must be reduced by the 1593 /* Because throwing effectiveness must be reduced by the
1605 /* lighter items are thrown harder, farther, faster */ 1610 /* lighter items are thrown harder, farther, faster */
1606 if (throw_ob->weight > 0) 1611 if (throw_ob->weight > 0)
1607 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); 1612 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1608 else 1613 else
1609 { /* 0 or negative weight?!? Odd object, can't throw it */ 1614 { /* 0 or negative weight?!? Odd object, can't throw it */
1610 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob)); 1615 op->failmsgf ("You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1611 return 0; 1616 return 0;
1612 } 1617 }
1613 1618
1614 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); 1619 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1615 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1620 * item_factor * str_factor;
1616 1621
1617 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to 1622 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1618 * account for super-strong throwers. */ 1623 * account for super-strong throwers. */
1619 if (eff_str > MAX_STAT) 1624 min_it (eff_str, MAX_STAT);
1620 eff_str = MAX_STAT;
1621 1625
1622#ifdef DEBUG_THROW 1626#ifdef DEBUG_THROW
1623 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); 1627 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1624 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); 1628 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1625 LOG (llevDebug, " str_factor=%f\n", str_factor); 1629 LOG (llevDebug, " str_factor=%f\n", str_factor);
1715 /* the properties of objects which are meant to be thrown (ie dart, 1719 /* the properties of objects which are meant to be thrown (ie dart,
1716 * throwing knife, etc) will differ from ordinary items. Lets tailor 1720 * throwing knife, etc) will differ from ordinary items. Lets tailor
1717 * this stuff in here. 1721 * this stuff in here.
1718 */ 1722 */
1719 1723
1720 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) 1724 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1721 { 1725 {
1722 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1726 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1723 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; 1727 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1724 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; 1728 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1725 /* only throw objects get directional faces */ 1729 /* only throw objects get directional faces */
1761 if (throw_ob->weight > 50) 1765 if (throw_ob->weight > 50)
1762 throw_ob->speed *= 0.5; 1766 throw_ob->speed *= 0.5;
1763 } /* else tailor thrown object */ 1767 } /* else tailor thrown object */
1764 1768
1765 /* some limits, and safeties (needed?) */ 1769 /* some limits, and safeties (needed?) */
1766 if (throw_ob->stats.dam < 0) 1770 max_it (throw_ob->stats.dam, 0);
1767 throw_ob->stats.dam = 0;
1768 if (throw_ob->last_sp > eff_str) 1771 min_it (throw_ob->last_sp, eff_str);
1769 throw_ob->last_sp = eff_str;
1770 if (throw_ob->stats.food < 0) 1772 max_it (throw_ob->stats.food, 0);
1771 throw_ob->stats.food = 0;
1772 if (throw_ob->stats.food > 100)
1773 throw_ob->stats.food = 100;
1774 if (throw_ob->stats.wc > 30) 1773 min_it (throw_ob->stats.wc, 30);
1775 throw_ob->stats.wc = 30;
1776 1774
1777 /* how long to pause the thrower. Higher values mean less pause */ 1775 /* how long to pause the thrower. Higher values mean less pause */
1778 pause_f = ((2 * eff_str) / 3) + 20 + skill->level; 1776 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1779 1777
1780 /* Put a lower limit on this */ 1778 /* Put a lower limit on this */
1781 if (pause_f < 10) 1779 clamp_it (pause_f, 10, 100);
1782 pause_f = 10;
1783 if (pause_f > 100)
1784 pause_f = 100;
1785 1780
1786 /* Changed in 0.94.2 - the calculation before was really goofy. 1781 /* Changed in 0.94.2 - the calculation before was really goofy.
1787 * In short summary, a throw can take anywhere between speed 5 and 1782 * In short summary, a throw can take anywhere between speed 5 and
1788 * speed 0.5 1783 * speed 0.5
1789 */ 1784 */
1792 throw_ob->speed_left = 0; 1787 throw_ob->speed_left = 0;
1793 throw_ob->map = part->map; 1788 throw_ob->map = part->map;
1794 1789
1795 throw_ob->move_type = MOVE_FLY_LOW; 1790 throw_ob->move_type = MOVE_FLY_LOW;
1796 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; 1791 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1792
1793 throw_ob->set_speed (throw_ob->speed);
1797 1794
1798#if 0 1795#if 0
1799 /* need to put in a good sound for this */ 1796 /* need to put in a good sound for this */
1800 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); 1797 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1801#endif 1798#endif
1827 else 1824 else
1828 throw_ob = find_mon_throw_ob (op); 1825 throw_ob = find_mon_throw_ob (op);
1829 1826
1830 return do_throw (op, part, throw_ob, dir, skill); 1827 return do_throw (op, part, throw_ob, dir, skill);
1831} 1828}
1829
1830static void
1831give_player_quad_material_for (object *pl, object *ob)
1832{
1833 if (!ob->flag [FLAG_IS_QUAD] || !ob->other_arch)
1834 return;
1835
1836 object *t = ob->other_arch->instance ();
1837 pl->insert (t);
1838}
1839
1840bool
1841skill_mining (object *who, object *tool, object *skill, int dir, const char *string)
1842{
1843 if (!who->is_player ())
1844 return 0;
1845
1846 if (!dir)
1847 {
1848 who->failmsg ("In what direction?");
1849 return 0;
1850 }
1851
1852 mapxy pos (who); pos.move (dir);
1853
1854 if (!pos.normalise ())
1855 {
1856 who->failmsgf (
1857 "You brandish your %s, with not so convincing results. "
1858 "H<There is nothing in this direction.>",
1859 &tool->name
1860 );
1861 return 0;
1862 }
1863
1864 mapspace &ms = pos.ms ();
1865
1866 for (object *mine_obj = pos.ms ().top; mine_obj; mine_obj = mine_obj->below)
1867 if (mine_obj->type == VEIN)
1868 {
1869 who->speed_left -= who->speed / tool->speed;
1870
1871 who->play_sound (tool->sound);
1872
1873 if (rndm (100 - mine_obj->stats.ac) > rndm (tool->stats.wc))
1874 who->failmsgf (
1875 "You use your %s.... nothing. "
1876 "H<Try again, perhaps?>",
1877 &tool->name
1878 );
1879 else if (mine_obj->race != tool->race)
1880 who->failmsgf (
1881 "You use your %s.... but it doesn't work. "
1882 "H<Maybe you are using the wrong tool?>",
1883 &tool->name
1884 );
1885 else if (!mine_obj->stats.food)
1886 who->failmsgf (
1887 "You use your %s.... but there is nothing. "
1888 "H<This space is exhausted, you should try somewhere else.>",
1889 &tool->name
1890 );
1891 else
1892 {
1893 --mine_obj->stats.food;
1894
1895 object *ore = mine_obj->other_arch->instance ();
1896
1897 who->statusmsg (format (
1898 "You use your %s.... and find some %s!",
1899 &tool->name, &ore->name
1900 ));
1901
1902 ore->insert_at (who);
1903
1904 return true;
1905 }
1906 }
1907 else if (mine_obj->flag [FLAG_IS_QUAD])
1908 {
1909 if (mine_obj->flag [FLAG_IS_FLOOR])
1910 {
1911 maptile *lower_floor = pos.m->tile_available (TILE_DOWN);
1912
1913 if (!lower_floor)
1914 {
1915 who->failmsgf (
1916 "Whoops, you failed to remove the %s. H<You may try again.>",
1917 &mine_obj->name
1918 );
1919 return false;
1920 }
1921
1922 mapxy below_pos (lower_floor, pos.x, pos.y);
1923
1924 if (!below_pos.normalise ())
1925 {
1926 who->failmsgf (
1927 "Whoops, you failed to remove the %s. H<You may try again.>",
1928 &mine_obj->name
1929 );
1930 return false;
1931 }
1932
1933 // first insert open space here:
1934 object *open_space_floor = archetype::get (shstr_quad_open_space);
1935 open_space_floor->stats.hp = pos.x;
1936 open_space_floor->stats.sp = pos.y;
1937 insert_ob_in_map_at (open_space_floor, pos.m, mine_obj,
1938 INS_BELOW_ORIGINATOR, pos.x, pos.y);
1939
1940 // next we will remove the wall in the lower layer:
1941 mapspace &below_ms = below_pos.ms ();
1942 for (object *quad_obj = below_ms.top; quad_obj; quad_obj = quad_obj->below)
1943 {
1944 if (quad_obj->flag [FLAG_IS_FLOOR])
1945 break;
1946
1947 if (quad_obj->flag [FLAG_IS_QUAD])
1948 {
1949 quad_obj->map->queue_physics_at (quad_obj->x, quad_obj->y);
1950 give_player_quad_material_for (who, quad_obj);
1951 quad_obj->destroy ();
1952 break;
1953 }
1954 }
1955 }
1956
1957 mine_obj->map->queue_physics_at (mine_obj->x, mine_obj->y);
1958
1959 // FIXME: there should be chance assigned, like above with veins!
1960 who->play_sound (tool->sound);
1961 give_player_quad_material_for (who, mine_obj);
1962 mine_obj->destroy ();
1963 who->contr->fire_on = 0; // TODO: stopgap, do not remove more than one per keypress
1964 return true;
1965 }
1966
1967 return false;
1968}
1969

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