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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 1.81 by root, Sun Apr 4 04:10:47 2010 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 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>
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 (!QUERY_FLAG (victim, 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 */
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 */
295 continue; 293 continue;
296 294
297 /* do not reveal hidden DMs */ 295 /* do not reveal hidden DMs */
298 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)
299 continue; 297 continue;
298
300 if (attempt_steal (tmp, op, skill)) 299 if (attempt_steal (tmp, op, skill))
301 { 300 {
302 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 301 if (tmp->type == PLAYER) /* no xp for stealing from another player */
303 return 0; 302 return 0;
304 303
305 /* no xp for stealing from pets (of players) */ 304 /* no xp for stealing from pets (of players) */
306 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 305 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
307 { 306 {
308 object *owner = tmp->owner; 307 object *owner = tmp->owner;
309 308
310 if (owner != NULL && owner->type == PLAYER) 309 if (owner && owner->type == PLAYER)
311 return 0; 310 return 0;
312 } 311 }
313 312
314 // reduce monster experience by experience we gained, as to 313 // reduce monster experience by experience we gained, as to
315 // 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
316 // (jessies gave ~20,000,000 exp otherwise. 315 // (jessies gave ~20,000,000 exp otherwise.
317 int exp = calc_skill_exp (op, tmp, skill); 316 int exp = calc_skill_exp (op, tmp, skill);
318 317
319 exp = MIN (tmp->stats.exp, exp); 318 exp = min (tmp->stats.exp, exp);
320 tmp->stats.exp -= exp; 319 tmp->stats.exp -= exp;
321 return exp; 320 return exp;
322 } 321 }
323 } 322 }
323
324 return 0; 324 return 0;
325} 325}
326 326
327static int 327static int
328attempt_pick_lock (object *door, object *pl, object *skill) 328attempt_pick_lock (object *door, object *pl, object *skill)
481static void 481static void
482stop_jump (object *pl, int dist, int spaces) 482stop_jump (object *pl, int dist, int spaces)
483{ 483{
484 pl->update_stats (); 484 pl->update_stats ();
485 pl->map->insert (pl, pl->x, pl->y, pl); 485 pl->map->insert (pl, pl->x, pl->y, pl);
486 pl->speed_left -= fabs (pl->speed * 8); 486 pl->speed_left -= pl->speed * 8.;
487} 487}
488 488
489static int 489static int
490attempt_jump (object *pl, int dir, int spaces, object *skill) 490attempt_jump (object *pl, int dir, int spaces, object *skill)
491{ 491{
658} 658}
659 659
660/* Helper function for do_skill_ident, so that we can loop 660/* Helper function for do_skill_ident, so that we can loop
661 * over inventory AND objects on the ground conveniently. 661 * over inventory AND objects on the ground conveniently.
662 */ 662 */
663int 663static int
664do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 664do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
665{ 665{
666 int success = 0, chance; 666 int success = 0, chance;
667 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;
668 668
788int 788int
789use_oratory (object *pl, int dir, object *skill) 789use_oratory (object *pl, int dir, object *skill)
790{ 790{
791 if (pl->type != PLAYER) 791 if (pl->type != PLAYER)
792 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 }
793 799
794 sint16 x = pl->x + freearr_x[dir], 800 sint16 x = pl->x + freearr_x[dir],
795 y = pl->y + freearr_y[dir]; 801 y = pl->y + freearr_y[dir];
796 maptile *m = pl->map; 802 maptile *m = pl->map;
797 803
923 sint16 x, y; 929 sint16 x, y;
924 930
925 if (pl->type != PLAYER) 931 if (pl->type != PLAYER)
926 return 0; /* only players use this skill */ 932 return 0; /* only players use this skill */
927 933
934 if (!dir)
935 {
936 pl->failmsg ("In what direction?");
937 return 0;
938 }
939
928 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 940 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
929 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++)
930 { 944 {
931 x = pl->x + freearr_x[i]; 945 x = pl->x + freearr_x[i];
932 y = pl->y + freearr_y[i]; 946 y = pl->y + freearr_y[i];
933 m = pl->map; 947 m = pl->map;
934 948
985} 999}
986 1000
987/* The find_traps skill (aka, search). Checks for traps 1001/* The find_traps skill (aka, search). Checks for traps
988 * on the spaces or in certain objects 1002 * on the spaces or in certain objects
989 */ 1003 */
990
991int 1004int
992find_traps (object *pl, object *skill) 1005find_traps (object *pl, object *skill)
993{ 1006{
994 object *tmp, *tmp2; 1007 object *tmp, *tmp2;
995 int i, expsum = 0, mflags; 1008 int i, expsum = 0, mflags;
997 maptile *m; 1010 maptile *m;
998 1011
999 /* 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
1000 * all type RUNE 1013 * all type RUNE
1001 */ 1014 */
1002
1003 for (i = 0; i < 9; i++) 1015 for (i = 0; i < 9; i++)
1004 { 1016 {
1005 x = pl->x + freearr_x[i]; 1017 x = pl->x + freearr_x[i];
1006 y = pl->y + freearr_y[i]; 1018 y = pl->y + freearr_y[i];
1007 m = pl->map; 1019 m = pl->map;
1009 mflags = get_map_flags (m, &m, x, y, &x, &y); 1021 mflags = get_map_flags (m, &m, x, y, &x, &y);
1010 if (mflags & P_OUT_OF_MAP) 1022 if (mflags & P_OUT_OF_MAP)
1011 continue; 1023 continue;
1012 1024
1013 /* Check everything in the square for trapness */ 1025 /* Check everything in the square for trapness */
1014 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)
1015 { 1027 {
1016
1017 /* And now we'd better do an inventory traversal of each 1028 /* And now we'd better do an inventory traversal of each
1018 * of these objects' inventory 1029 * of these objects' inventory
1019 * 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
1020 * the players inventory or monsters for that matter. 1031 * the players inventory or monsters for that matter.
1021 */ 1032 */
1022 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1033 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1023 {
1024 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1034 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1025 if (tmp2->type == RUNE || tmp2->type == TRAP) 1035 if (tmp2->type == RUNE || tmp2->type == TRAP)
1026 if (trap_see (pl, tmp2)) 1036 if (trap_see (pl, tmp2))
1027 { 1037 {
1028 trap_show (tmp2, tmp); 1038 trap_show (tmp2, tmp);
1029 if (tmp2->stats.Cha > 1) 1039 if (tmp2->stats.Cha > 1)
1030 { 1040 {
1031 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1041 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1032 expsum += calc_skill_exp (pl, tmp2, skill); 1042 expsum += calc_skill_exp (pl, tmp2, skill);
1033 1043
1034 tmp2->stats.Cha = 1; /* unhide the trap */ 1044 tmp2->stats.Cha = 1; /* unhide the trap */
1035 } 1045 }
1036 } 1046 }
1037 } 1047
1038 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1048 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1039 { 1049 {
1040 trap_show (tmp, tmp); 1050 trap_show (tmp, tmp);
1041 if (tmp->stats.Cha > 1) 1051 if (tmp->stats.Cha > 1)
1042 { 1052 {
1045 tmp->stats.Cha = 1; /* unhide the trap */ 1055 tmp->stats.Cha = 1; /* unhide the trap */
1046 } 1056 }
1047 } 1057 }
1048 } 1058 }
1049 } 1059 }
1060
1050 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1061 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1051 return expsum; 1062 return expsum;
1052} 1063}
1053 1064
1054/* remove_trap() - This skill will disarm any previously discovered trap 1065/* remove_trap() - This skill will disarm any previously discovered trap
1055 * 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.
1056 */ 1067 */
1057
1058int 1068int
1059remove_trap (object *op, int dir, object *skill) 1069remove_trap (object *op, int dir, object *skill)
1060{ 1070{
1061 object *tmp, *tmp2; 1071 object *tmp, *tmp2;
1062 int i, success = 0, mflags; 1072 int i, success = 0, mflags;
1072 mflags = get_map_flags (m, &m, x, y, &x, &y); 1082 mflags = get_map_flags (m, &m, x, y, &x, &y);
1073 if (mflags & P_OUT_OF_MAP) 1083 if (mflags & P_OUT_OF_MAP)
1074 continue; 1084 continue;
1075 1085
1076 /* Check everything in the square for trapness */ 1086 /* Check everything in the square for trapness */
1077 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)
1078 { 1088 {
1079 /* And now we'd better do an inventory traversal of each 1089 /* And now we'd better do an inventory traversal of each
1080 * of these objects inventory. Like above, only 1090 * of these objects inventory. Like above, only
1081 * do this for interesting objects. 1091 * do this for interesting objects.
1082 */ 1092 */
1083 1093
1084 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1094 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1085 { 1095 {
1086 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1096 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1087 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1097 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1088 { 1098 {
1089 trap_show (tmp2, tmp); 1099 trap_show (tmp2, tmp);
1100
1090 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))
1091 { 1102 {
1092 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1103 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1093 success += calc_skill_exp (op, tmp2, skill); 1104 success += calc_skill_exp (op, tmp2, skill);
1094 } 1105 }
1095 } 1106 }
1096 } 1107 }
1108
1097 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1109 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1098 { 1110 {
1099 trap_show (tmp, tmp); 1111 trap_show (tmp, tmp);
1112
1100 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))
1101 { 1114 {
1102 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1115 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1103 success += calc_skill_exp (op, tmp, skill); 1116 success += calc_skill_exp (op, tmp, skill);
1104 } 1117 }
1130 /* Check all objects - we could stop at floor objects, 1143 /* Check all objects - we could stop at floor objects,
1131 * 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
1132 * 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
1133 * than extra checks on object attributes. 1146 * than extra checks on object attributes.
1134 */ 1147 */
1135 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1148 for (tmp = pl->below; tmp; tmp = tmp->below)
1136 { 1149 {
1137 /* 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 */
1138 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1151 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1139 { 1152 {
1140 sprintf (buf, "You pray over the %s.", &tmp->name); 1153 sprintf (buf, "You pray over the %s.", &tmp->name);
1215 * ordinary inscribable 'books' (anything that is not a SPELL). b.t. 1228 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1216 */ 1229 */
1217static int 1230static int
1218write_note (object *pl, object *item, const char *msg, object *skill) 1231write_note (object *pl, object *item, const char *msg, object *skill)
1219{ 1232{
1220 if (strstr (msg, "\nendmsg")) 1233 if (!msg_is_safe (msg))
1221 { 1234 {
1222 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);
1223 return 0; 1237 return 0;
1224 } 1238 }
1225 1239
1226 int len = strlen (msg); 1240 int len = strlen (msg);
1227 1241
1232 } 1246 }
1233 1247
1234 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)))
1235 return RESULT_INT (0); 1249 return RESULT_INT (0);
1236 1250
1237 char buf[1024]; 1251 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1238 1252
1239 if (len < sizeof (buf) - 2) 1253 if (char_len <= item->weight_limit)
1240 { 1254 {
1241 snprintf (buf, sizeof (buf), "%s\n", msg);
1242
1243 object *newbook = arch_to_object (item->other_arch); 1255 object *newbook = item->other_arch->instance ();
1244 item->decrease (); 1256 item->decrease ();
1245 newbook->nrof = 1; 1257 newbook->nrof = 1;
1246 newbook->msg = buf; 1258 newbook->msg = shstr (msg);
1247 newbook->flag [FLAG_IDENTIFIED] = true; 1259 newbook->flag [FLAG_IDENTIFIED] = true;
1248 1260
1249 if (item->subtype == 1) // mailscrolls 1261 if (item->subtype == 1) // mailscrolls
1250 { 1262 {
1251 newbook->name = item->name; 1263 newbook->name = item->name;
1254 1266
1255 pl->insert (newbook); 1267 pl->insert (newbook);
1256 1268
1257 pl->contr->play_sound (sound_find ("inscribe_success")); 1269 pl->contr->play_sound (sound_find ("inscribe_success"));
1258 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); 1270 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1259 return strlen (msg); 1271 return char_len;
1260 } 1272 }
1261 else 1273 else
1262 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name); 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);
1263 1276
1264 return 0; 1277 return 0;
1265} 1278}
1266 1279
1267/* write_scroll() - this routine allows players to inscribe spell scrolls 1280/* write_scroll() - this routine allows players to inscribe spell scrolls
1303 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);
1304 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);
1305 1318
1306 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)
1307 { 1320 {
1308 object *newscroll = arch_to_object (scroll->other_arch); 1321 object *newscroll = scroll->other_arch->instance ();
1309 scroll->decrease (); 1322 scroll->decrease ();
1310 newscroll->nrof = 1; 1323 newscroll->nrof = 1;
1311 1324
1312 pl->contr->play_sound (sound_find ("inscribe_success")); 1325 pl->contr->play_sound (sound_find ("inscribe_success"));
1313 1326
1314 if (!confused) 1327 if (!confused)
1315 { 1328 {
1316 newscroll->level = MAX (skill->level, chosen_spell->level); 1329 newscroll->level = max (skill->level, chosen_spell->level);
1317 newscroll->flag [FLAG_IDENTIFIED] = true; 1330 newscroll->flag [FLAG_IDENTIFIED] = true;
1318 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); 1331 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1319 } 1332 }
1320 else 1333 else
1321 { 1334 {
1322 chosen_spell = find_random_spell_in_ob (pl, NULL); 1335 chosen_spell = find_random_spell_in_ob (pl, NULL);
1323 if (!chosen_spell) 1336 if (!chosen_spell)
1324 return 0; 1337 return 0;
1325 1338
1326 newscroll->level = MAX (skill->level, chosen_spell->level); 1339 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."); 1340 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1328 } 1341 }
1329 1342
1330 object *tmp = chosen_spell->clone (); 1343 object *tmp = chosen_spell->clone ();
1331 insert_ob_in_ob (tmp, newscroll); 1344 insert_ob_in_ob (tmp, newscroll);
1349 { /* Inscription has failed */ 1362 { /* Inscription has failed */
1350 pl->contr->play_sound (sound_find ("inscribe_fail")); 1363 pl->contr->play_sound (sound_find ("inscribe_fail"));
1351 1364
1352 if (chosen_spell->level > skill->level || confused) 1365 if (chosen_spell->level > skill->level || confused)
1353 { /*backfire! */ 1366 { /*backfire! */
1354 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.>");
1355 1368
1356 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1369 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1357 pl->drain_specific_stat (4); 1370 pl->drain_specific_stat (4);
1358 else 1371 else
1359 { 1372 {
1827 else 1840 else
1828 throw_ob = find_mon_throw_ob (op); 1841 throw_ob = find_mon_throw_ob (op);
1829 1842
1830 return do_throw (op, part, throw_ob, dir, skill); 1843 return do_throw (op, part, throw_ob, dir, skill);
1831} 1844}
1845
1846bool
1847skill_mining (object *who, object *tool, object *skill, int dir, const char *string)
1848{
1849 printf ("******** mining\n");
1850 return false;
1851}
1852
1853bool
1854skill_fishing (object *who, object *tool, object *skill, int dir, const char *string)
1855{
1856 printf ("******** fishing\n");
1857 return false;
1858}

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