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(Generate patch)

Comparing deliantra/server/server/skills.C (file contents):
Revision 1.64 by root, Tue May 5 04:51:56 2009 UTC vs.
Revision 1.86 by root, Sun Apr 11 00:34:06 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 (!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 new_draw_info (NDI_UNIQUE, 0, who, "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;
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 */ 295 /* do not reveal hidden DMs */
298 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden) 296 if (tmp->type == PLAYER && tmp->flag [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 (tmp->flag [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)
444hide (object *op, object *skill) 444hide (object *op, object *skill)
445{ 445{
446 /* the preliminaries -- Can we really hide now? */ 446 /* the preliminaries -- Can we really hide now? */
447 /* this keeps monsters from using invisibilty spells and hiding */ 447 /* this keeps monsters from using invisibilty spells and hiding */
448 448
449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 449 if (op->flag [FLAG_MAKE_INVIS])
450 { 450 {
451 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); 451 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
452 return 0; 452 return 0;
453 } 453 }
454 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) 454 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
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{
518 } 518 }
519 519
520 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 520 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
521 { 521 {
522 /* Jump into creature */ 522 /* Jump into creature */
523 if (QUERY_FLAG (tmp, FLAG_MONSTER) 523 if (tmp->flag [FLAG_MONSTER]
524 || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) 524 || (tmp->type == PLAYER && (!tmp->flag [FLAG_WIZ] || !tmp->contr->hidden)))
525 { 525 {
526 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); 526 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
527 527
528 stop_jump (pl, i, spaces); 528 stop_jump (pl, i, spaces);
529 529
603 object *tmp; 603 object *tmp;
604 int success = 0; 604 int success = 0;
605 605
606 for (tmp = pl->inv; tmp; tmp = tmp->below) 606 for (tmp = pl->inv; tmp; tmp = tmp->below)
607 if (!tmp->invisible 607 if (!tmp->invisible
608 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 608 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
609 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 609 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) && tmp->item_power < skill->level)
610 { 610 {
611 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 611 tmp->set_flag (FLAG_KNOWN_CURSED);
612 esrv_update_item (UPD_FLAGS, pl, tmp); 612 esrv_update_item (UPD_FLAGS, pl, tmp);
613 success += calc_skill_exp (pl, tmp, skill); 613 success += calc_skill_exp (pl, tmp, skill);
614 } 614 }
615 615
616 /* Check ground, too, but only objects the player could pick up */ 616 /* 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) 617 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
618 if (can_pick (pl, tmp) && 618 if (can_pick (pl, tmp) &&
619 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 619 !tmp->flag [FLAG_IDENTIFIED] &&
620 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 620 !tmp->flag [FLAG_KNOWN_CURSED]
621 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 621 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) && tmp->item_power < skill->level)
622 { 622 {
623 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 623 tmp->set_flag (FLAG_KNOWN_CURSED);
624 esrv_update_item (UPD_FLAGS, pl, tmp); 624 esrv_update_item (UPD_FLAGS, pl, tmp);
625 success += calc_skill_exp (pl, tmp, skill); 625 success += calc_skill_exp (pl, tmp, skill);
626 } 626 }
627 627
628 return success; 628 return success;
634 object *tmp; 634 object *tmp;
635 int success = 0; 635 int success = 0;
636 636
637 for (tmp = pl->inv; tmp; tmp = tmp->below) 637 for (tmp = pl->inv; tmp; tmp = tmp->below)
638 if (!tmp->invisible 638 if (!tmp->invisible
639 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 639 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
640 && (is_magical (tmp)) && tmp->item_power < skill->level) 640 && (is_magical (tmp)) && tmp->item_power < skill->level)
641 { 641 {
642 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 642 tmp->set_flag (FLAG_KNOWN_MAGICAL);
643 esrv_update_item (UPD_FLAGS, pl, tmp); 643 esrv_update_item (UPD_FLAGS, pl, tmp);
644 success += calc_skill_exp (pl, tmp, skill); 644 success += calc_skill_exp (pl, tmp, skill);
645 } 645 }
646 646
647 /* Check ground, too, but like above, only if the object can be picked up */ 647 /* 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) 648 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
649 if (can_pick (pl, tmp) && 649 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) 650 !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL] && (is_magical (tmp)) && tmp->item_power < skill->level)
651 { 651 {
652 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 652 tmp->set_flag (FLAG_KNOWN_MAGICAL);
653 esrv_update_item (UPD_FLAGS, pl, tmp); 653 esrv_update_item (UPD_FLAGS, pl, tmp);
654 success += calc_skill_exp (pl, tmp, skill); 654 success += calc_skill_exp (pl, tmp, skill);
655 } 655 }
656 656
657 return success; 657 return success;
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
669 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) 669 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_NO_SKILL_IDENT]
670 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) 670 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
671 { 671 {
672 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); 672 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
673 673
674 if (skill_value >= chance) 674 if (skill_value >= chance)
687 } 687 }
688 688
689 success += calc_skill_exp (pl, tmp, skill); 689 success += calc_skill_exp (pl, tmp, skill);
690 } 690 }
691 else 691 else
692 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 692 tmp->set_flag (FLAG_NO_SKILL_IDENT);
693 } 693 }
694 694
695 return success; 695 return success;
696} 696}
697 697
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
819 if (tmp->type == PLAYER 825 if (tmp->type == PLAYER
820 || tmp->more || tmp->head_ () != tmp 826 || tmp->more || tmp->head_ () != tmp
821 || tmp->msg) 827 || tmp->msg)
822 return 0; 828 return 0;
823 829
824 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 830 if (tmp->flag [FLAG_MONSTER])
825 break; 831 break;
826 } 832 }
827 833
828 if (!tmp) 834 if (!tmp)
829 { 835 {
834 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); 840 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
835 841
836 /* the following conditions limit who may be 'charmed' */ 842 /* the following conditions limit who may be 'charmed' */
837 843
838 /* it's hostile! */ 844 /* it's hostile! */
839 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 845 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
840 { 846 {
841 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 847 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
842 return 0; 848 return 0;
843 } 849 }
844 850
845 /* it's already allied! */ 851 /* it's already allied! */
846 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 852 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
847 { 853 {
848 if (tmp->owner == pl) 854 if (tmp->owner == pl)
849 { 855 {
850 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); 856 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
851 return 0; 857 return 0;
882 tmp->set_owner (pl); 888 tmp->set_owner (pl);
883 tmp->skill = skill->skill; 889 tmp->skill = skill->skill;
884 tmp->stats.exp = 0; 890 tmp->stats.exp = 0;
885 tmp->attack_movement = PETMOVE; 891 tmp->attack_movement = PETMOVE;
886 892
887 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 893 if (!tmp->flag [FLAG_FRIENDLY])
888 add_friendly_object (tmp); 894 add_friendly_object (tmp);
889 895
890 return calc_skill_exp (pl, tmp, skill); 896 return calc_skill_exp (pl, tmp, skill);
891 } 897 }
892 /* Charm failed. Creature may be angry now */ 898 /* 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)) 899 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
894 { 900 {
895 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 901 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
896 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 902 if (tmp->flag [FLAG_FRIENDLY])
897 { 903 {
898 remove_friendly_object (tmp); 904 remove_friendly_object (tmp);
899 tmp->attack_movement = 0; /* needed? */ 905 tmp->attack_movement = 0; /* needed? */
900 } 906 }
901 907
902 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 908 tmp->clr_flag (FLAG_UNAGGRESSIVE);
903 } 909 }
904 910
905 return 0; /* Fall through - if we get here, we didn't charm anything */ 911 return 0; /* Fall through - if we get here, we didn't charm anything */
906} 912}
907 913
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
938 if (!(mflags & P_IS_ALIVE)) 952 if (!(mflags & P_IS_ALIVE))
939 continue; 953 continue;
940 954
941 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 955 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
942 { 956 {
943 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 957 if (tmp->flag [FLAG_MONSTER])
944 break; 958 break;
945 /* can't affect players */ 959 /* can't affect players */
946 if (tmp->type == PLAYER) 960 if (tmp->type == PLAYER)
947 break; 961 break;
948 } 962 }
949 963
950 /* Whole bunch of checks to see if this is a type of monster that would 964 /* Whole bunch of checks to see if this is a type of monster that would
951 * listen to singing. 965 * listen to singing.
952 */ 966 */
953 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ 967 if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */
954 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ 968 !tmp->flag [FLAG_SPLITTING] && /* no ears */
955 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ 969 !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 */ 970 (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */
957 !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 971 !tmp->flag [FLAG_FRIENDLY])
958 { /* already calm */ 972 { /* already calm */
959 973
960 /* stealing isn't really related (although, maybe it should 974 /* stealing isn't really related (although, maybe it should
961 * be). This is mainly to prevent singing to the same monster 975 * be). This is mainly to prevent singing to the same monster
962 * over and over again and getting exp for it. 976 * over and over again and getting exp for it.
963 */ 977 */
964 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; 978 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
965 979
966 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) 980 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
967 { 981 {
968 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 982 tmp->set_flag (FLAG_UNAGGRESSIVE);
969 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); 983 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 */ 984 /* Give exp only if they are not aware */
971 985
972 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 986 if (!tmp->flag [FLAG_NO_STEAL])
973 exp += calc_skill_exp (pl, tmp, skill); 987 exp += calc_skill_exp (pl, tmp, skill);
974 988
975 SET_FLAG (tmp, FLAG_NO_STEAL); 989 tmp->set_flag (FLAG_NO_STEAL);
976 } 990 }
977 else 991 else
978 { 992 {
979 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 993 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); 994 tmp->set_flag (FLAG_NO_STEAL);
981 } 995 }
982 } 996 }
983 } 997 }
984 return exp; 998 return exp;
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 && !tmp->flag [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 && !tmp->flag [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);
1167 1180
1168 if (pl->type != PLAYER) 1181 if (pl->type != PLAYER)
1169 return; /* players only */ 1182 return; /* players only */
1170 1183
1171 /* check if pl has removed encumbering armour and weapons */ 1184 /* check if pl has removed encumbering armour and weapons */
1172 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) 1185 if (pl->flag [FLAG_READY_WEAPON] && (skill->level < 6))
1173 { 1186 {
1174 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); 1187 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1175 return; 1188 return;
1176 } 1189 }
1177 else 1190 else
1180 if (((tmp->type == ARMOUR && skill->level < 12) 1193 if (((tmp->type == ARMOUR && skill->level < 12)
1181 || (tmp->type == HELMET && skill->level < 10) 1194 || (tmp->type == HELMET && skill->level < 10)
1182 || (tmp->type == SHIELD && skill->level < 6) 1195 || (tmp->type == SHIELD && skill->level < 6)
1183 || (tmp->type == BOOTS && skill->level < 4) 1196 || (tmp->type == BOOTS && skill->level < 4)
1184 || (tmp->type == GLOVES && skill->level < 2)) 1197 || (tmp->type == GLOVES && skill->level < 2))
1185 && QUERY_FLAG (tmp, FLAG_APPLIED)) 1198 && tmp->flag [FLAG_APPLIED])
1186 { 1199 {
1187 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); 1200 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1188 return; 1201 return;
1189 } 1202 }
1190 } 1203 }
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
1294 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1307 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1295 return 0; 1308 return 0;
1296 } 1309 }
1297 1310
1298 /* ok, we are ready to try inscription */ 1311 /* ok, we are ready to try inscription */
1299 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1312 if (pl->flag [FLAG_CONFUSED])
1300 confused = 1; 1313 confused = 1;
1301 1314
1302 /* Lost mana/grace no matter what */ 1315 /* Lost mana/grace no matter what */
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 {
1407 { 1420 {
1408 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>"); 1421 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1409 return 0; 1422 return 0;
1410 } 1423 }
1411 1424
1412 if (QUERY_FLAG (item, FLAG_UNPAID)) 1425 if (item->flag [FLAG_UNPAID])
1413 { 1426 {
1414 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1427 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1415 return 0; 1428 return 0;
1416 } 1429 }
1417 1430
1453 * 'throwable' (ie not applied cursed obj, worn, etc). 1466 * 'throwable' (ie not applied cursed obj, worn, etc).
1454 */ 1467 */
1455static object * 1468static object *
1456find_throw_ob (object *op, const char *request) 1469find_throw_ob (object *op, const char *request)
1457{ 1470{
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 */ 1471 /* prefer marked item */
1467 tmp = find_marked_object (op); 1472 object *tmp = find_marked_object (op);
1468 if (tmp != NULL) 1473
1469 {
1470 /* can't toss invisible or inv-locked items */ 1474 /* can't toss invisible or inv-locked items */
1471 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1475 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1472 { 1476 tmp = 0;
1473 tmp = NULL;
1474 }
1475 }
1476 1477
1477 /* look through the inventory */ 1478 /* look through the inventory */
1478 if (tmp == NULL) 1479 if (tmp)
1479 {
1480 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1480 for (tmp = op->inv; tmp; tmp = tmp->below)
1481 { 1481 {
1482 /* can't toss invisible or inv-locked items */ 1482 /* can't toss invisible or inv-locked items */
1483 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1483 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1484 continue; 1484 continue;
1485
1485 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) 1486 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1486 break; 1487 break;
1487 } 1488 }
1488 }
1489 1489
1490 /* this should prevent us from throwing away 1490 /* this should prevent us from throwing away
1491 * cursed items, worn armour, etc. Only weapons 1491 * cursed items, worn armour, etc. Only weapons
1492 * can be thrown from 'hand'. 1492 * can be thrown from 'hand'.
1493 */ 1493 */
1494 if (!tmp) 1494 if (!tmp)
1495 return NULL; 1495 return 0;
1496 1496
1497 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1497 if (tmp->flag [FLAG_APPLIED])
1498 { 1498 {
1499 if (tmp->type != WEAPON) 1499 if (tmp->type != WEAPON)
1500 { 1500 {
1501 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); 1501 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s. H<Unapply it first.>", query_name (tmp));
1502 tmp = NULL; 1502 tmp = 0;
1503 }
1504 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1505 { 1503 }
1504 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1505 {
1506 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); 1506 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand! H<Cursed or damned items cannot be removed.>", query_name (tmp));
1507 tmp = NULL; 1507 tmp = 0;
1508 } 1508 }
1509 else 1509 else
1510 { 1510 {
1511 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 1511 if (!op->apply (tmp, AP_UNAPPLY))
1512 { 1512 {
1513 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1513 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1514 tmp = NULL; 1514 tmp = 0;
1515 } 1515 }
1516 } 1516 }
1517 } 1517 }
1518 else if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1518 else if (tmp->flag [FLAG_UNPAID])
1519 { 1519 {
1520 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); 1520 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1521 tmp = NULL; 1521 tmp = 0;
1522 } 1522 }
1523 1523
1524 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1524 //TODO: why not chekc first and give sensible message to player?
1525 if (tmp && tmp->flag [FLAG_INV_LOCKED])
1525 { 1526 {
1526 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1527 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1527 tmp = NULL; 1528 tmp = 0;
1528 } 1529 }
1530
1529 return tmp; 1531 return tmp;
1530} 1532}
1531 1533
1532/* make_throw_ob() We construct the 'carrier' object in 1534/* make_throw_ob() We construct the 'carrier' object in
1533 * which we will insert the object that is being thrown. 1535 * which we will insert the object that is being thrown.
1537make_throw_ob (object *orig) 1539make_throw_ob (object *orig)
1538{ 1540{
1539 if (!orig) 1541 if (!orig)
1540 return 0; 1542 return 0;
1541 1543
1542 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1544 if (orig->flag [FLAG_APPLIED])
1543 { 1545 {
1544 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1546 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1545 /* insufficient workaround, but better than nothing */ 1547 /* insufficient workaround, but better than nothing */
1546 CLEAR_FLAG (orig, FLAG_APPLIED); 1548 orig->clr_flag (FLAG_APPLIED);
1547 } 1549 }
1548 1550
1549 object *toss_item = orig->clone (); 1551 object *toss_item = orig->clone ();
1550 1552
1551 toss_item->type = THROWN_OBJ; 1553 toss_item->type = THROWN_OBJ;
1552 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1554 toss_item->clr_flag (FLAG_CHANGING);
1553 toss_item->stats.dam = 0; /* default damage */ 1555 toss_item->stats.dam = 0; /* default damage */
1554 toss_item->insert (orig); 1556 toss_item->insert (orig);
1555 1557
1556 return toss_item; 1558 return toss_item;
1557} 1559}
1568 int pause_f, weight_f = 0, mflags; 1570 int pause_f, weight_f = 0, mflags;
1569 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; 1571 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1570 maptile *m; 1572 maptile *m;
1571 sint16 sx, sy; 1573 sint16 sx, sy;
1572 1574
1573 if (throw_ob == NULL) 1575 if (!throw_ob)
1574 { 1576 {
1575 if (op->type == PLAYER) 1577 if (op->type == PLAYER)
1576 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw."); 1578 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1577 1579
1578 return 0; 1580 return 0;
1579 } 1581 }
1580 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) 1582
1583 if (throw_ob->flag [FLAG_STARTEQUIP])
1581 { 1584 {
1582 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1583 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1586 new_draw_info (NDI_UNIQUE, 0, op,
1587 "The gods won't let you throw that. "
1588 "H<Well, they would, but they would retrieve it "
1589 "- you wouldn't want that, would you?>");
1584 1590
1585 return 0; 1591 return 0;
1586 } 1592 }
1587 1593
1588 /* Because throwing effectiveness must be reduced by the 1594 /* Because throwing effectiveness must be reduced by the
1605 /* lighter items are thrown harder, farther, faster */ 1611 /* lighter items are thrown harder, farther, faster */
1606 if (throw_ob->weight > 0) 1612 if (throw_ob->weight > 0)
1607 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); 1613 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1608 else 1614 else
1609 { /* 0 or negative weight?!? Odd object, can't throw it */ 1615 { /* 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)); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1611 return 0; 1617 return 0;
1612 } 1618 }
1613 1619
1614 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); 1620 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1615 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1621 * item_factor * str_factor;
1616 1622
1617 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to 1623 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1618 * account for super-strong throwers. */ 1624 * account for super-strong throwers. */
1619 if (eff_str > MAX_STAT) 1625 min_it (eff_str, MAX_STAT);
1620 eff_str = MAX_STAT;
1621 1626
1622#ifdef DEBUG_THROW 1627#ifdef DEBUG_THROW
1623 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); 1628 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1624 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); 1629 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1625 LOG (llevDebug, " str_factor=%f\n", str_factor); 1630 LOG (llevDebug, " str_factor=%f\n", str_factor);
1715 /* the properties of objects which are meant to be thrown (ie dart, 1720 /* the properties of objects which are meant to be thrown (ie dart,
1716 * throwing knife, etc) will differ from ordinary items. Lets tailor 1721 * throwing knife, etc) will differ from ordinary items. Lets tailor
1717 * this stuff in here. 1722 * this stuff in here.
1718 */ 1723 */
1719 1724
1720 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) 1725 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1721 { 1726 {
1722 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1727 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; 1728 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; 1729 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1725 /* only throw objects get directional faces */ 1730 /* only throw objects get directional faces */
1761 if (throw_ob->weight > 50) 1766 if (throw_ob->weight > 50)
1762 throw_ob->speed *= 0.5; 1767 throw_ob->speed *= 0.5;
1763 } /* else tailor thrown object */ 1768 } /* else tailor thrown object */
1764 1769
1765 /* some limits, and safeties (needed?) */ 1770 /* some limits, and safeties (needed?) */
1766 if (throw_ob->stats.dam < 0) 1771 max_it (throw_ob->stats.dam, 0);
1767 throw_ob->stats.dam = 0;
1768 if (throw_ob->last_sp > eff_str) 1772 min_it (throw_ob->last_sp, eff_str);
1769 throw_ob->last_sp = eff_str;
1770 if (throw_ob->stats.food < 0) 1773 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) 1774 min_it (throw_ob->stats.wc, 30);
1775 throw_ob->stats.wc = 30;
1776 1775
1777 /* how long to pause the thrower. Higher values mean less pause */ 1776 /* how long to pause the thrower. Higher values mean less pause */
1778 pause_f = ((2 * eff_str) / 3) + 20 + skill->level; 1777 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1779 1778
1780 /* Put a lower limit on this */ 1779 /* Put a lower limit on this */
1781 if (pause_f < 10) 1780 clamp_it (pause_f, 10, 100);
1782 pause_f = 10;
1783 if (pause_f > 100)
1784 pause_f = 100;
1785 1781
1786 /* Changed in 0.94.2 - the calculation before was really goofy. 1782 /* Changed in 0.94.2 - the calculation before was really goofy.
1787 * In short summary, a throw can take anywhere between speed 5 and 1783 * In short summary, a throw can take anywhere between speed 5 and
1788 * speed 0.5 1784 * speed 0.5
1789 */ 1785 */
1827 else 1823 else
1828 throw_ob = find_mon_throw_ob (op); 1824 throw_ob = find_mon_throw_ob (op);
1829 1825
1830 return do_throw (op, part, throw_ob, dir, skill); 1826 return do_throw (op, part, throw_ob, dir, skill);
1831} 1827}
1828
1829bool
1830skill_mining (object *who, object *tool, object *skill, int dir, const char *string)
1831{
1832 if (!who->is_player ())
1833 return 0;
1834
1835 if (!dir)
1836 {
1837 who->failmsg ("In what direction?");
1838 return 0;
1839 }
1840
1841 mapxy pos (who); pos.move (dir);
1842
1843 if (!pos.normalise ())
1844 {
1845 who->failmsgf (
1846 "You brandish your %s, with not so convincing results. "
1847 "H<There is nothing in this direction.>",
1848 &tool->name
1849 );
1850 return 0;
1851 }
1852
1853 mapspace &ms = pos.ms ();
1854
1855 for (object *vein = pos.ms ().top; vein; vein = vein->below)
1856 if (vein->type == VEIN)
1857 {
1858 who->speed_left -= who->speed / tool->speed;
1859
1860 who->play_sound (tool->sound);
1861
1862 if (rndm (100 - vein->stats.ac) > rndm (tool->stats.wc))
1863 who->failmsgf (
1864 "You use your %s.... nothing. "
1865 "H<Try again, perhaps?>",
1866 &tool->name
1867 );
1868 else if (vein->race != tool->race)
1869 who->failmsgf (
1870 "You use your %s.... but it doesn't work. "
1871 "H<Maybe you are using the wrong tool?>",
1872 &tool->name
1873 );
1874 else if (!vein->stats.food)
1875 who->failmsgf (
1876 "You use your %s.... but there is nothing. "
1877 "H<This space is exhausted, you should try somewhere else.>",
1878 &tool->name
1879 );
1880 else
1881 {
1882 --vein->stats.food;
1883
1884 object *ore = vein->other_arch->instance ();
1885
1886 who->statusmsg (format (
1887 "You use your %s.... and find some %s!",
1888 &tool->name, &ore->name
1889 ));
1890
1891 ore->insert_at (who);
1892
1893 return true;
1894 }
1895 }
1896
1897 return false;
1898}
1899
1900bool
1901skill_fishing (object *who, object *tool, object *skill, int dir, const char *string)
1902{
1903 printf ("******** fishing\n");
1904 return false;
1905}

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