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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 1.94 by root, Sun May 2 20:57:53 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>
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 */ 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)
364 dir = pl->facing; 364 dir = pl->facing;
365 365
366 /* For all the stacked objects at this point find a door */ 366 /* For all the stacked objects at this point find a door */
367 if (out_of_map (pl->map, x, y)) 367 if (out_of_map (pl->map, x, y))
368 { 368 {
369 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 369 pl->failmsg ("There is no lock there.");
370 return 0; 370 return 0;
371 } 371 }
372 372
373 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) 373 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
374 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 374 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
375 break; 375 break;
376 376
377 if (!tmp) 377 if (!tmp)
378 { 378 {
379 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 379 pl->failmsg ("There is no lock there.");
380 return 0; 380 return 0;
381 } 381 }
382
382 if (tmp->type == LOCKED_DOOR) 383 if (tmp->type == LOCKED_DOOR)
383 { 384 {
384 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!"); 385 pl->failmsg ("You can't pick that lock! H<You need the right key, no matter how skilled you might be.>");
385 return 0; 386 return 0;
386 } 387 }
387 388
388 if (!tmp->move_block) 389 if (!tmp->move_block)
389 { 390 {
390 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); 391 pl->failmsg ("The door has no lock!");
391 return 0; 392 return 0;
392 } 393 }
393 394
394 if (attempt_pick_lock (tmp, pl, skill)) 395 if (attempt_pick_lock (tmp, pl, skill))
395 { 396 {
444hide (object *op, object *skill) 445hide (object *op, object *skill)
445{ 446{
446 /* the preliminaries -- Can we really hide now? */ 447 /* the preliminaries -- Can we really hide now? */
447 /* this keeps monsters from using invisibilty spells and hiding */ 448 /* this keeps monsters from using invisibilty spells and hiding */
448 449
449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 450 if (op->flag [FLAG_MAKE_INVIS])
450 { 451 {
451 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); 452 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
452 return 0; 453 return 0;
453 } 454 }
454 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) 455 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
481static void 482static void
482stop_jump (object *pl, int dist, int spaces) 483stop_jump (object *pl, int dist, int spaces)
483{ 484{
484 pl->update_stats (); 485 pl->update_stats ();
485 pl->map->insert (pl, pl->x, pl->y, pl); 486 pl->map->insert (pl, pl->x, pl->y, pl);
486 pl->speed_left -= fabs (pl->speed * 8); 487 pl->speed_left -= pl->speed * 8.;
487} 488}
488 489
489static int 490static int
490attempt_jump (object *pl, int dir, int spaces, object *skill) 491attempt_jump (object *pl, int dir, int spaces, object *skill)
491{ 492{
518 } 519 }
519 520
520 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 521 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
521 { 522 {
522 /* Jump into creature */ 523 /* Jump into creature */
523 if (QUERY_FLAG (tmp, FLAG_MONSTER) 524 if (tmp->flag [FLAG_MONSTER]
524 || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) 525 || (tmp->type == PLAYER && (!tmp->flag [FLAG_WIZ] || !tmp->contr->hidden)))
525 { 526 {
526 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); 527 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
527 528
528 stop_jump (pl, i, spaces); 529 stop_jump (pl, i, spaces);
529 530
579 int stats = str * str * str * dex * skill->level; 580 int stats = str * str * str * dex * skill->level;
580 int spaces = min (3, skill->level, stats / (pl->carrying + 1)); 581 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
581 582
582 if (spaces == 0) 583 if (spaces == 0)
583 { 584 {
584 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); 585 pl->failmsg ("You are carrying too much weight to jump.");
585 return 0; 586 return 0;
586 } 587 }
587 588
588 return attempt_jump (pl, dir, spaces, skill); 589 return attempt_jump (pl, dir, spaces, skill);
589} 590}
598 * - b.t. (thomas@astro.psu.edu) 599 * - b.t. (thomas@astro.psu.edu)
599 */ 600 */
600static int 601static int
601do_skill_detect_curse (object *pl, object *skill) 602do_skill_detect_curse (object *pl, object *skill)
602{ 603{
603 object *tmp;
604 int success = 0; 604 int success = 0;
605 605
606 for (tmp = pl->inv; tmp; tmp = tmp->below) 606 for (object *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->need_identify ()
609 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 609 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
610 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
611 && tmp->item_power < skill->level)
610 { 612 {
611 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 613 tmp->set_flag (FLAG_KNOWN_CURSED);
612 esrv_update_item (UPD_FLAGS, pl, tmp); 614 esrv_update_item (UPD_FLAGS, pl, tmp);
613 success += calc_skill_exp (pl, tmp, skill); 615 success += calc_skill_exp (pl, tmp, skill);
614 } 616 }
615 617
616 /* Check ground, too, but only objects the player could pick up */ 618 /* 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) 619 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
618 if (can_pick (pl, tmp) && 620 if (can_pick (pl, tmp)
619 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 621 && tmp->need_identify ()
620 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 622 && !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) 623 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
624 && tmp->item_power < skill->level)
622 { 625 {
623 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 626 tmp->set_flag (FLAG_KNOWN_CURSED);
624 esrv_update_item (UPD_FLAGS, pl, tmp); 627 esrv_update_item (UPD_FLAGS, pl, tmp);
625 success += calc_skill_exp (pl, tmp, skill); 628 success += calc_skill_exp (pl, tmp, skill);
626 } 629 }
627 630
628 return success; 631 return success;
629} 632}
630 633
631static int 634static int
632do_skill_detect_magic (object *pl, object *skill) 635do_skill_detect_magic (object *pl, object *skill)
633{ 636{
634 object *tmp;
635 int success = 0; 637 int success = 0;
636 638
637 for (tmp = pl->inv; tmp; tmp = tmp->below) 639 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
638 if (!tmp->invisible 640 if (!tmp->invisible
639 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 641 && tmp->need_identify ()
642 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
643 && is_magical (tmp)
640 && (is_magical (tmp)) && tmp->item_power < skill->level) 644 && tmp->item_power < skill->level)
641 { 645 {
642 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 646 tmp->set_flag (FLAG_KNOWN_MAGICAL);
643 esrv_update_item (UPD_FLAGS, pl, tmp); 647 esrv_update_item (UPD_FLAGS, pl, tmp);
644 success += calc_skill_exp (pl, tmp, skill); 648 success += calc_skill_exp (pl, tmp, skill);
645 } 649 }
646 650
647 /* Check ground, too, but like above, only if the object can be picked up */ 651 /* 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) 652 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
649 if (can_pick (pl, tmp) && 653 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) 654 && tmp->need_identify ()
655 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
656 && is_magical (tmp)
657 && tmp->item_power < skill->level)
651 { 658 {
652 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 659 tmp->set_flag (FLAG_KNOWN_MAGICAL);
653 esrv_update_item (UPD_FLAGS, pl, tmp); 660 esrv_update_item (UPD_FLAGS, pl, tmp);
654 success += calc_skill_exp (pl, tmp, skill); 661 success += calc_skill_exp (pl, tmp, skill);
655 } 662 }
656 663
657 return success; 664 return success;
658} 665}
659 666
660/* Helper function for do_skill_ident, so that we can loop 667/* Helper function for do_skill_ident, so that we can loop
661 * over inventory AND objects on the ground conveniently. 668 * over inventory AND objects on the ground conveniently.
662 */ 669 */
663int 670static int
664do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 671do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
665{ 672{
666 int success = 0, chance; 673 int success = 0, chance;
667 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; 674 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
668 675
669 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) 676 if (!tmp->flag [FLAG_IDENTIFIED]
670 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) 677 && !tmp->flag [FLAG_NO_SKILL_IDENT]
678 && tmp->need_identify ()
679 && !tmp->invisible
680 && tmp->type == obj_class)
671 { 681 {
672 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); 682 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
673 683
674 if (skill_value >= chance) 684 if (skill_value >= chance)
675 { 685 {
687 } 697 }
688 698
689 success += calc_skill_exp (pl, tmp, skill); 699 success += calc_skill_exp (pl, tmp, skill);
690 } 700 }
691 else 701 else
692 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 702 tmp->set_flag (FLAG_NO_SKILL_IDENT);
693 } 703 }
694 704
695 return success; 705 return success;
696} 706}
697 707
757 break; 767 break;
758 768
759 case SK_DET_CURSE: 769 case SK_DET_CURSE:
760 success = do_skill_detect_curse (pl, skill); 770 success = do_skill_detect_curse (pl, skill);
761 if (success) 771 if (success)
762 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 772 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!");
763 break; 773 break;
764 774
765 case SK_DET_MAGIC: 775 case SK_DET_MAGIC:
766 success = do_skill_detect_magic (pl, skill); 776 success = do_skill_detect_magic (pl, skill);
767 if (success) 777 if (success)
768 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); 778 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover items imbued with mystic forces!");
769 break; 779 break;
770 780
771 default: 781 default:
772 LOG (llevError, "Error: bad call to skill_ident()\n"); 782 LOG (llevError, "Error: bad call to skill_ident()\n");
773 return 0; 783 return 0;
774 break;
775 } 784 }
776 785
777 if (!success) 786 if (!success)
778 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 787 new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more.");
779 788
780 return success; 789 return success;
781} 790}
782 791
783/* players using this skill can 'charm' a monster -- 792/* players using this skill can 'charm' a monster --
789use_oratory (object *pl, int dir, object *skill) 798use_oratory (object *pl, int dir, object *skill)
790{ 799{
791 if (pl->type != PLAYER) 800 if (pl->type != PLAYER)
792 return 0; /* only players use this skill */ 801 return 0; /* only players use this skill */
793 802
803 if (!dir)
804 {
805 pl->failmsg ("In what direction?");
806 return 0;
807 }
808
794 sint16 x = pl->x + freearr_x[dir], 809 sint16 x = pl->x + freearr_x[dir],
795 y = pl->y + freearr_y[dir]; 810 y = pl->y + freearr_y[dir];
796 maptile *m = pl->map; 811 maptile *m = pl->map;
797 812
798 int mflags = get_map_flags (m, &m, x, y, &x, &y); 813 int mflags = get_map_flags (m, &m, x, y, &x, &y);
801 816
802 /* Save some processing - we have the flag already anyways 817 /* Save some processing - we have the flag already anyways
803 */ 818 */
804 if (!(mflags & P_IS_ALIVE)) 819 if (!(mflags & P_IS_ALIVE))
805 { 820 {
806 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 821 pl->failmsg ("There is nothing to orate to.");
807 return 0; 822 return 0;
808 } 823 }
809 824
810 object *tmp; 825 object *tmp;
811 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 826 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
819 if (tmp->type == PLAYER 834 if (tmp->type == PLAYER
820 || tmp->more || tmp->head_ () != tmp 835 || tmp->more || tmp->head_ () != tmp
821 || tmp->msg) 836 || tmp->msg)
822 return 0; 837 return 0;
823 838
824 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 839 if (tmp->flag [FLAG_MONSTER])
825 break; 840 break;
826 } 841 }
827 842
828 if (!tmp) 843 if (!tmp)
829 { 844 {
830 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 845 pl->failmsg ("There is nothing to orate to.");
831 return 0; 846 return 0;
832 } 847 }
833 848
834 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); 849 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
835 850
836 /* the following conditions limit who may be 'charmed' */ 851 /* the following conditions limit who may be 'charmed' */
837 852
838 /* it's hostile! */ 853 /* it's hostile! */
839 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 854 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
840 { 855 {
841 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 856 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
842 return 0; 857 return 0;
843 } 858 }
844 859
845 /* it's already allied! */ 860 /* it's already allied! */
846 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 861 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
847 { 862 {
848 if (tmp->owner == pl) 863 if (tmp->owner == pl)
849 { 864 {
850 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); 865 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
851 return 0; 866 return 0;
882 tmp->set_owner (pl); 897 tmp->set_owner (pl);
883 tmp->skill = skill->skill; 898 tmp->skill = skill->skill;
884 tmp->stats.exp = 0; 899 tmp->stats.exp = 0;
885 tmp->attack_movement = PETMOVE; 900 tmp->attack_movement = PETMOVE;
886 901
887 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 902 if (!tmp->flag [FLAG_FRIENDLY])
888 add_friendly_object (tmp); 903 add_friendly_object (tmp);
889 904
890 return calc_skill_exp (pl, tmp, skill); 905 return calc_skill_exp (pl, tmp, skill);
891 } 906 }
892 /* Charm failed. Creature may be angry now */ 907 /* 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)) 908 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
894 { 909 {
895 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 910 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
896 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 911 if (tmp->flag [FLAG_FRIENDLY])
897 { 912 {
898 remove_friendly_object (tmp); 913 remove_friendly_object (tmp);
899 tmp->attack_movement = 0; /* needed? */ 914 tmp->attack_movement = 0; /* needed? */
900 } 915 }
901 916
902 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 917 tmp->clr_flag (FLAG_UNAGGRESSIVE);
903 } 918 }
904 919
905 return 0; /* Fall through - if we get here, we didn't charm anything */ 920 return 0; /* Fall through - if we get here, we didn't charm anything */
906} 921}
907 922
923 sint16 x, y; 938 sint16 x, y;
924 939
925 if (pl->type != PLAYER) 940 if (pl->type != PLAYER)
926 return 0; /* only players use this skill */ 941 return 0; /* only players use this skill */
927 942
943 if (!dir)
944 {
945 pl->failmsg ("In what direction?");
946 return 0;
947 }
948
928 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 949 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
929 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) 950 for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir;
951 i < min (skill->level, SIZEOFFREE);
952 i++)
930 { 953 {
931 x = pl->x + freearr_x[i]; 954 x = pl->x + freearr_x[i];
932 y = pl->y + freearr_y[i]; 955 y = pl->y + freearr_y[i];
933 m = pl->map; 956 m = pl->map;
934 957
938 if (!(mflags & P_IS_ALIVE)) 961 if (!(mflags & P_IS_ALIVE))
939 continue; 962 continue;
940 963
941 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 964 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
942 { 965 {
943 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 966 if (tmp->flag [FLAG_MONSTER])
944 break; 967 break;
945 /* can't affect players */ 968 /* can't affect players */
946 if (tmp->type == PLAYER) 969 if (tmp->type == PLAYER)
947 break; 970 break;
948 } 971 }
949 972
950 /* Whole bunch of checks to see if this is a type of monster that would 973 /* Whole bunch of checks to see if this is a type of monster that would
951 * listen to singing. 974 * listen to singing.
952 */ 975 */
953 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ 976 if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */
954 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ 977 !tmp->flag [FLAG_SPLITTING] && /* no ears */
955 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ 978 !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 */ 979 (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */
957 !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 980 !tmp->flag [FLAG_FRIENDLY])
958 { /* already calm */ 981 { /* already calm */
959 982
960 /* stealing isn't really related (although, maybe it should 983 /* stealing isn't really related (although, maybe it should
961 * be). This is mainly to prevent singing to the same monster 984 * be). This is mainly to prevent singing to the same monster
962 * over and over again and getting exp for it. 985 * over and over again and getting exp for it.
963 */ 986 */
964 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; 987 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
965 988
966 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) 989 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
967 { 990 {
968 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 991 tmp->set_flag (FLAG_UNAGGRESSIVE);
969 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); 992 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 */ 993 /* Give exp only if they are not aware */
971 994
972 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 995 if (!tmp->flag [FLAG_NO_STEAL])
973 exp += calc_skill_exp (pl, tmp, skill); 996 exp += calc_skill_exp (pl, tmp, skill);
974 997
975 SET_FLAG (tmp, FLAG_NO_STEAL); 998 tmp->set_flag (FLAG_NO_STEAL);
976 } 999 }
977 else 1000 else
978 { 1001 {
979 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 1002 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); 1003 tmp->set_flag (FLAG_NO_STEAL);
981 } 1004 }
982 } 1005 }
983 } 1006 }
984 return exp; 1007 return exp;
985} 1008}
986 1009
987/* The find_traps skill (aka, search). Checks for traps 1010/* The find_traps skill (aka, search). Checks for traps
988 * on the spaces or in certain objects 1011 * on the spaces or in certain objects
989 */ 1012 */
990
991int 1013int
992find_traps (object *pl, object *skill) 1014find_traps (object *pl, object *skill)
993{ 1015{
994 object *tmp, *tmp2; 1016 object *tmp, *tmp2;
995 int i, expsum = 0, mflags; 1017 int i, expsum = 0, mflags;
997 maptile *m; 1019 maptile *m;
998 1020
999 /* First we search all around us for runes and traps, which are 1021 /* First we search all around us for runes and traps, which are
1000 * all type RUNE 1022 * all type RUNE
1001 */ 1023 */
1002
1003 for (i = 0; i < 9; i++) 1024 for (i = 0; i < 9; i++)
1004 { 1025 {
1005 x = pl->x + freearr_x[i]; 1026 x = pl->x + freearr_x[i];
1006 y = pl->y + freearr_y[i]; 1027 y = pl->y + freearr_y[i];
1007 m = pl->map; 1028 m = pl->map;
1009 mflags = get_map_flags (m, &m, x, y, &x, &y); 1030 mflags = get_map_flags (m, &m, x, y, &x, &y);
1010 if (mflags & P_OUT_OF_MAP) 1031 if (mflags & P_OUT_OF_MAP)
1011 continue; 1032 continue;
1012 1033
1013 /* Check everything in the square for trapness */ 1034 /* Check everything in the square for trapness */
1014 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1035 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1015 { 1036 {
1016
1017 /* And now we'd better do an inventory traversal of each 1037 /* And now we'd better do an inventory traversal of each
1018 * of these objects' inventory 1038 * of these objects' inventory
1019 * We can narrow this down a bit - no reason to search through 1039 * We can narrow this down a bit - no reason to search through
1020 * the players inventory or monsters for that matter. 1040 * the players inventory or monsters for that matter.
1021 */ 1041 */
1022 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1042 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1023 {
1024 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1043 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1025 if (tmp2->type == RUNE || tmp2->type == TRAP) 1044 if (tmp2->type == RUNE || tmp2->type == TRAP)
1026 if (trap_see (pl, tmp2)) 1045 if (trap_see (pl, tmp2))
1027 { 1046 {
1028 trap_show (tmp2, tmp); 1047 trap_show (tmp2, tmp);
1029 if (tmp2->stats.Cha > 1) 1048 if (tmp2->stats.Cha > 1)
1030 { 1049 {
1031 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1050 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1032 expsum += calc_skill_exp (pl, tmp2, skill); 1051 expsum += calc_skill_exp (pl, tmp2, skill);
1033 1052
1034 tmp2->stats.Cha = 1; /* unhide the trap */ 1053 tmp2->stats.Cha = 1; /* unhide the trap */
1035 } 1054 }
1036 } 1055 }
1037 } 1056
1038 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1057 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1039 { 1058 {
1040 trap_show (tmp, tmp); 1059 trap_show (tmp, tmp);
1041 if (tmp->stats.Cha > 1) 1060 if (tmp->stats.Cha > 1)
1042 { 1061 {
1045 tmp->stats.Cha = 1; /* unhide the trap */ 1064 tmp->stats.Cha = 1; /* unhide the trap */
1046 } 1065 }
1047 } 1066 }
1048 } 1067 }
1049 } 1068 }
1069
1050 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1070 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1051 return expsum; 1071 return expsum;
1052} 1072}
1053 1073
1054/* remove_trap() - This skill will disarm any previously discovered trap 1074/* remove_trap() - This skill will disarm any previously discovered trap
1055 * the algorithm is based (almost totally) on the old command_disarm() - b.t. 1075 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1056 */ 1076 */
1057
1058int 1077int
1059remove_trap (object *op, int dir, object *skill) 1078remove_trap (object *op, int dir, object *skill)
1060{ 1079{
1061 object *tmp, *tmp2; 1080 object *tmp, *tmp2;
1062 int i, success = 0, mflags; 1081 int i, success = 0, mflags;
1072 mflags = get_map_flags (m, &m, x, y, &x, &y); 1091 mflags = get_map_flags (m, &m, x, y, &x, &y);
1073 if (mflags & P_OUT_OF_MAP) 1092 if (mflags & P_OUT_OF_MAP)
1074 continue; 1093 continue;
1075 1094
1076 /* Check everything in the square for trapness */ 1095 /* Check everything in the square for trapness */
1077 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1096 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1078 { 1097 {
1079 /* And now we'd better do an inventory traversal of each 1098 /* And now we'd better do an inventory traversal of each
1080 * of these objects inventory. Like above, only 1099 * of these objects inventory. Like above, only
1081 * do this for interesting objects. 1100 * do this for interesting objects.
1082 */ 1101 */
1083 1102
1084 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1103 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1085 { 1104 {
1086 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1105 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1087 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1106 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1088 { 1107 {
1089 trap_show (tmp2, tmp); 1108 trap_show (tmp2, tmp);
1109
1090 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) 1110 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1091 { 1111 {
1092 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1112 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1093 success += calc_skill_exp (op, tmp2, skill); 1113 success += calc_skill_exp (op, tmp2, skill);
1094 } 1114 }
1095 } 1115 }
1096 } 1116 }
1117
1097 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1118 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1098 { 1119 {
1099 trap_show (tmp, tmp); 1120 trap_show (tmp, tmp);
1121
1100 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) 1122 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1101 { 1123 {
1102 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1124 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1103 success += calc_skill_exp (op, tmp, skill); 1125 success += calc_skill_exp (op, tmp, skill);
1104 } 1126 }
1130 /* Check all objects - we could stop at floor objects, 1152 /* Check all objects - we could stop at floor objects,
1131 * but if someone buries an altar, I don't see a problem with 1153 * 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 1154 * going through all the objects, and it shouldn't be much slower
1133 * than extra checks on object attributes. 1155 * than extra checks on object attributes.
1134 */ 1156 */
1135 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1157 for (tmp = pl->below; tmp; tmp = tmp->below)
1136 { 1158 {
1137 /* Only if the altar actually belongs to someone do you get special benefits */ 1159 /* Only if the altar actually belongs to someone do you get special benefits */
1138 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1160 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1139 { 1161 {
1140 sprintf (buf, "You pray over the %s.", &tmp->name); 1162 sprintf (buf, "You pray over the %s.", &tmp->name);
1167 1189
1168 if (pl->type != PLAYER) 1190 if (pl->type != PLAYER)
1169 return; /* players only */ 1191 return; /* players only */
1170 1192
1171 /* check if pl has removed encumbering armour and weapons */ 1193 /* check if pl has removed encumbering armour and weapons */
1172 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) 1194 if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6)
1173 { 1195 {
1174 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); 1196 pl->failmsg ("You can't concentrate while wielding a weapon!\n");
1175 return; 1197 return;
1176 } 1198 }
1177 else 1199 else
1178 { 1200 {
1179 for (tmp = pl->inv; tmp; tmp = tmp->below) 1201 for (tmp = pl->inv; tmp; tmp = tmp->below)
1180 if (((tmp->type == ARMOUR && skill->level < 12) 1202 if (((tmp->type == ARMOUR && skill->level < 12)
1181 || (tmp->type == HELMET && skill->level < 10) 1203 || (tmp->type == HELMET && skill->level < 10)
1182 || (tmp->type == SHIELD && skill->level < 6) 1204 || (tmp->type == SHIELD && skill->level < 6)
1183 || (tmp->type == BOOTS && skill->level < 4) 1205 || (tmp->type == BOOTS && skill->level < 4)
1184 || (tmp->type == GLOVES && skill->level < 2)) 1206 || (tmp->type == GLOVES && skill->level < 2))
1185 && QUERY_FLAG (tmp, FLAG_APPLIED)) 1207 && tmp->flag [FLAG_APPLIED])
1186 { 1208 {
1187 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); 1209 pl->failmsg ("You can't concentrate while wearing so much armour!\n");
1188 return; 1210 return;
1189 } 1211 }
1190 } 1212 }
1191 1213
1192 /* ok let's meditate! Spell points are regained first, then once 1214 /* ok let's meditate! Spell points are regained first, then once
1215 * ordinary inscribable 'books' (anything that is not a SPELL). b.t. 1237 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1216 */ 1238 */
1217static int 1239static int
1218write_note (object *pl, object *item, const char *msg, object *skill) 1240write_note (object *pl, object *item, const char *msg, object *skill)
1219{ 1241{
1220 if (strstr (msg, "\nendmsg")) 1242 if (!msg_is_safe (msg))
1221 { 1243 {
1222 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); 1244 pl->failmsg ("Trying to cheat now are we? H<@-signs are not allowed in notes.>");
1245 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1223 return 0; 1246 return 0;
1224 } 1247 }
1225 1248
1226 int len = strlen (msg); 1249 int len = strlen (msg);
1227 1250
1228 if (!is_utf8_string ((U8 *)msg, len)) 1251 if (!is_utf8_string ((U8 *)msg, len))
1229 { 1252 {
1230 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!"); 1253 pl->failmsg ("Your message is garbled (text must be UTF-8, client-bug)!");
1231 return 0; 1254 return 0;
1232 } 1255 }
1233 1256
1234 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 1257 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1235 return RESULT_INT (0); 1258 return RESULT_INT (0);
1236 1259
1237 char buf[1024]; 1260 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1238 1261
1239 if (len < sizeof (buf) - 2) 1262 if (char_len <= item->weight_limit)
1240 { 1263 {
1241 snprintf (buf, sizeof (buf), "%s\n", msg);
1242
1243 object *newbook = arch_to_object (item->other_arch); 1264 object *newbook = item->other_arch->instance ();
1244 item->decrease (); 1265 item->decrease ();
1245 newbook->nrof = 1; 1266 newbook->nrof = 1;
1246 newbook->msg = buf; 1267 newbook->msg = shstr (msg);
1247 newbook->flag [FLAG_IDENTIFIED] = true; 1268 newbook->flag [FLAG_IDENTIFIED] = true;
1248 1269
1249 if (item->subtype == 1) // mailscrolls 1270 if (item->subtype == 1) // mailscrolls
1250 { 1271 {
1251 newbook->name = item->name; 1272 newbook->name = item->name;
1254 1275
1255 pl->insert (newbook); 1276 pl->insert (newbook);
1256 1277
1257 pl->contr->play_sound (sound_find ("inscribe_success")); 1278 pl->contr->play_sound (sound_find ("inscribe_success"));
1258 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); 1279 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1259 return strlen (msg); 1280 return char_len;
1260 } 1281 }
1261 else 1282 else
1262 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name); 1283 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.>",
1284 &item->name, item->weight_limit, char_len);
1263 1285
1264 return 0; 1286 return 0;
1265} 1287}
1266 1288
1267/* write_scroll() - this routine allows players to inscribe spell scrolls 1289/* write_scroll() - this routine allows players to inscribe spell scrolls
1277 /* Check if we are ready to attempt inscription */ 1299 /* Check if we are ready to attempt inscription */
1278 object *chosen_spell = pl->contr->ranged_ob; 1300 object *chosen_spell = pl->contr->ranged_ob;
1279 1301
1280 if (!chosen_spell || chosen_spell->type != SPELL) 1302 if (!chosen_spell || chosen_spell->type != SPELL)
1281 { 1303 {
1282 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1304 pl->failmsg ("You need a spell readied in order to inscribe!");
1283 return 0; 1305 return 0;
1284 } 1306 }
1285 1307
1286 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) 1308 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1287 { 1309 {
1288 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); 1310 pl->failmsgf ("You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1289 return 0; 1311 return 0;
1290 } 1312 }
1291 1313
1292 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) 1314 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1293 { 1315 {
1294 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1316 pl->failmsgf ("You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1295 return 0; 1317 return 0;
1296 } 1318 }
1297 1319
1298 /* ok, we are ready to try inscription */ 1320 /* ok, we are ready to try inscription */
1299 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1321 if (pl->flag [FLAG_CONFUSED])
1300 confused = 1; 1322 confused = 1;
1301 1323
1302 /* Lost mana/grace no matter what */ 1324 /* Lost mana/grace no matter what */
1303 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); 1325 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1304 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); 1326 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1305 1327
1306 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) 1328 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1307 { 1329 {
1308 object *newscroll = arch_to_object (scroll->other_arch); 1330 object *newscroll = scroll->other_arch->instance ();
1309 scroll->decrease (); 1331 scroll->decrease ();
1310 newscroll->nrof = 1; 1332 newscroll->nrof = 1;
1311 1333
1312 pl->contr->play_sound (sound_find ("inscribe_success")); 1334 pl->contr->play_sound (sound_find ("inscribe_success"));
1313 1335
1314 if (!confused) 1336 if (!confused)
1315 { 1337 {
1316 newscroll->level = MAX (skill->level, chosen_spell->level); 1338 newscroll->level = max (skill->level, chosen_spell->level);
1317 newscroll->flag [FLAG_IDENTIFIED] = true; 1339 newscroll->flag [FLAG_IDENTIFIED] = true;
1318 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); 1340 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1319 } 1341 }
1320 else 1342 else
1321 { 1343 {
1322 chosen_spell = find_random_spell_in_ob (pl, NULL); 1344 chosen_spell = find_random_spell_in_ob (pl, NULL);
1323 if (!chosen_spell) 1345 if (!chosen_spell)
1324 return 0; 1346 return 0;
1325 1347
1326 newscroll->level = MAX (skill->level, chosen_spell->level); 1348 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."); 1349 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1328 } 1350 }
1329 1351
1330 object *tmp = chosen_spell->clone (); 1352 object *tmp = chosen_spell->clone ();
1331 insert_ob_in_ob (tmp, newscroll); 1353 insert_ob_in_ob (tmp, newscroll);
1349 { /* Inscription has failed */ 1371 { /* Inscription has failed */
1350 pl->contr->play_sound (sound_find ("inscribe_fail")); 1372 pl->contr->play_sound (sound_find ("inscribe_fail"));
1351 1373
1352 if (chosen_spell->level > skill->level || confused) 1374 if (chosen_spell->level > skill->level || confused)
1353 { /*backfire! */ 1375 { /*backfire! */
1354 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1376 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 1377
1356 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1378 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1357 pl->drain_specific_stat (4); 1379 pl->drain_specific_stat (4);
1358 else 1380 else
1359 { 1381 {
1392 { 1414 {
1393 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>"); 1415 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; 1416 return 0;
1395 } 1417 }
1396 1418
1397 object *item = find_marked_object (pl); 1419 object *item = pl->mark ();
1398 1420
1399 /* find an item of correct type to write on */ 1421 /* find an item of correct type to write on */
1400 if (!item) 1422 if (!item)
1401 { 1423 {
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.>"); 1424 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 { 1429 {
1408 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>"); 1430 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1409 return 0; 1431 return 0;
1410 } 1432 }
1411 1433
1412 if (QUERY_FLAG (item, FLAG_UNPAID)) 1434 if (item->flag [FLAG_UNPAID])
1413 { 1435 {
1414 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1436 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1415 return 0; 1437 return 0;
1416 } 1438 }
1417 1439
1418 if (item->other_arch->type == SCROLL) 1440 if (item->other_arch->type == SCROLL)
1419 { 1441 {
1420 if (*params) 1442 if (*params)
1421 { 1443 {
1422 // check readied scroll 1444 // 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" 1445 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); 1446 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1426 return 0; 1447 return 0;
1427 } 1448 }
1428 1449
1429 return write_scroll (pl, item, skill); 1450 return write_scroll (pl, item, skill);
1430 } 1451 }
1431 else 1452 else
1432 { 1453 {
1433 if (!*params) 1454 if (!*params)
1434 { 1455 {
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" 1456 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); 1457 "Usage: use_skill %s <message>", &skill->skill);
1438 return 0; 1458 return 0;
1439 } 1459 }
1440 1460
1441 return write_note (pl, item, params, skill); 1461 return write_note (pl, item, params, skill);
1442 } 1462 }
1453 * 'throwable' (ie not applied cursed obj, worn, etc). 1473 * 'throwable' (ie not applied cursed obj, worn, etc).
1454 */ 1474 */
1455static object * 1475static object *
1456find_throw_ob (object *op, const char *request) 1476find_throw_ob (object *op, const char *request)
1457{ 1477{
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 */ 1478 /* prefer marked item */
1467 tmp = find_marked_object (op); 1479 object *tmp = op->mark ();
1468 if (tmp != NULL) 1480
1469 {
1470 /* can't toss invisible or inv-locked items */ 1481 /* can't toss invisible or inv-locked items */
1471 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1482 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1472 { 1483 tmp = 0;
1473 tmp = NULL;
1474 }
1475 }
1476 1484
1477 /* look through the inventory */ 1485 /* look through the inventory */
1478 if (tmp == NULL) 1486 if (!tmp)
1479 {
1480 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1487 for (tmp = op->inv; tmp; tmp = tmp->below)
1481 { 1488 {
1482 /* can't toss invisible or inv-locked items */ 1489 /* can't toss invisible or inv-locked items */
1483 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1490 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1484 continue; 1491 continue;
1492
1485 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) 1493 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1486 break; 1494 break;
1487 } 1495 }
1488 }
1489 1496
1490 /* this should prevent us from throwing away 1497 /* this should prevent us from throwing away
1491 * cursed items, worn armour, etc. Only weapons 1498 * cursed items, worn armour, etc. Only weapons
1492 * can be thrown from 'hand'. 1499 * can be thrown from 'hand'.
1493 */ 1500 */
1494 if (!tmp) 1501 if (!tmp)
1495 return NULL; 1502 return 0;
1496 1503
1497 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1504 if (tmp->flag [FLAG_APPLIED])
1498 { 1505 {
1499 if (tmp->type != WEAPON) 1506 if (tmp->type != WEAPON)
1500 { 1507 {
1501 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); 1508 op->failmsgf ("You can't throw %s. H<Unapply it first.>", query_name (tmp));
1502 tmp = NULL; 1509 tmp = 0;
1503 }
1504 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1505 { 1510 }
1511 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1512 {
1506 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); 1513 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; 1514 tmp = 0;
1508 } 1515 }
1509 else 1516 else
1510 { 1517 {
1511 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 1518 if (!op->apply (tmp, AP_UNAPPLY))
1512 { 1519 {
1513 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1520 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1514 tmp = NULL; 1521 tmp = 0;
1515 } 1522 }
1516 } 1523 }
1517 } 1524 }
1518 else if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1525 else if (tmp->flag [FLAG_UNPAID])
1519 { 1526 {
1520 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); 1527 op->failmsgf ("You should pay for the %s first.", query_name (tmp));
1521 tmp = NULL; 1528 tmp = 0;
1522 } 1529 }
1523 1530
1524 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1531 //TODO: why not chekc first and give sensible message to player?
1532 if (tmp && tmp->flag [FLAG_INV_LOCKED])
1525 { 1533 {
1526 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1534 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1527 tmp = NULL; 1535 tmp = 0;
1528 } 1536 }
1537
1529 return tmp; 1538 return tmp;
1530} 1539}
1531 1540
1532/* make_throw_ob() We construct the 'carrier' object in 1541/* make_throw_ob() We construct the 'carrier' object in
1533 * which we will insert the object that is being thrown. 1542 * which we will insert the object that is being thrown.
1537make_throw_ob (object *orig) 1546make_throw_ob (object *orig)
1538{ 1547{
1539 if (!orig) 1548 if (!orig)
1540 return 0; 1549 return 0;
1541 1550
1542 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1551 if (orig->flag [FLAG_APPLIED])
1543 { 1552 {
1544 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1553 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1545 /* insufficient workaround, but better than nothing */ 1554 /* insufficient workaround, but better than nothing */
1546 CLEAR_FLAG (orig, FLAG_APPLIED); 1555 orig->clr_flag (FLAG_APPLIED);
1547 } 1556 }
1548 1557
1549 object *toss_item = orig->clone (); 1558 object *toss_item = orig->clone ();
1550 1559
1551 toss_item->type = THROWN_OBJ; 1560 toss_item->type = THROWN_OBJ;
1552 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1561 toss_item->clr_flag (FLAG_CHANGING);
1553 toss_item->stats.dam = 0; /* default damage */ 1562 toss_item->stats.dam = 0; /* default damage */
1554 toss_item->insert (orig); 1563 toss_item->insert (orig);
1555 1564
1556 return toss_item; 1565 return toss_item;
1557} 1566}
1568 int pause_f, weight_f = 0, mflags; 1577 int pause_f, weight_f = 0, mflags;
1569 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; 1578 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1570 maptile *m; 1579 maptile *m;
1571 sint16 sx, sy; 1580 sint16 sx, sy;
1572 1581
1573 if (throw_ob == NULL) 1582 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 } 1583 {
1580 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) 1584 op->failmsg ("You have nothing to throw.");
1585 return 0;
1581 { 1586 }
1582 if (op->type == PLAYER) 1587
1583 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1588 if (throw_ob->flag [FLAG_STARTEQUIP])
1589 {
1590 op->failmsg ("The gods won't let you throw that. "
1591 "H<Well, they would, but they would retrieve it "
1592 "- you wouldn't want that, would you?>");
1584 1593
1585 return 0; 1594 return 0;
1586 } 1595 }
1587 1596
1588 /* Because throwing effectiveness must be reduced by the 1597 /* Because throwing effectiveness must be reduced by the
1605 /* lighter items are thrown harder, farther, faster */ 1614 /* lighter items are thrown harder, farther, faster */
1606 if (throw_ob->weight > 0) 1615 if (throw_ob->weight > 0)
1607 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); 1616 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1608 else 1617 else
1609 { /* 0 or negative weight?!? Odd object, can't throw it */ 1618 { /* 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)); 1619 op->failmsgf ("You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1611 return 0; 1620 return 0;
1612 } 1621 }
1613 1622
1614 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); 1623 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1615 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1624 * item_factor * str_factor;
1616 1625
1617 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to 1626 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1618 * account for super-strong throwers. */ 1627 * account for super-strong throwers. */
1619 if (eff_str > MAX_STAT) 1628 min_it (eff_str, MAX_STAT);
1620 eff_str = MAX_STAT;
1621 1629
1622#ifdef DEBUG_THROW 1630#ifdef DEBUG_THROW
1623 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); 1631 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); 1632 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); 1633 LOG (llevDebug, " str_factor=%f\n", str_factor);
1715 /* the properties of objects which are meant to be thrown (ie dart, 1723 /* the properties of objects which are meant to be thrown (ie dart,
1716 * throwing knife, etc) will differ from ordinary items. Lets tailor 1724 * throwing knife, etc) will differ from ordinary items. Lets tailor
1717 * this stuff in here. 1725 * this stuff in here.
1718 */ 1726 */
1719 1727
1720 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) 1728 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1721 { 1729 {
1722 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1730 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; 1731 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; 1732 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1725 /* only throw objects get directional faces */ 1733 /* only throw objects get directional faces */
1761 if (throw_ob->weight > 50) 1769 if (throw_ob->weight > 50)
1762 throw_ob->speed *= 0.5; 1770 throw_ob->speed *= 0.5;
1763 } /* else tailor thrown object */ 1771 } /* else tailor thrown object */
1764 1772
1765 /* some limits, and safeties (needed?) */ 1773 /* some limits, and safeties (needed?) */
1766 if (throw_ob->stats.dam < 0) 1774 max_it (throw_ob->stats.dam, 0);
1767 throw_ob->stats.dam = 0;
1768 if (throw_ob->last_sp > eff_str) 1775 min_it (throw_ob->last_sp, eff_str);
1769 throw_ob->last_sp = eff_str;
1770 if (throw_ob->stats.food < 0) 1776 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) 1777 min_it (throw_ob->stats.wc, 30);
1775 throw_ob->stats.wc = 30;
1776 1778
1777 /* how long to pause the thrower. Higher values mean less pause */ 1779 /* how long to pause the thrower. Higher values mean less pause */
1778 pause_f = ((2 * eff_str) / 3) + 20 + skill->level; 1780 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1779 1781
1780 /* Put a lower limit on this */ 1782 /* Put a lower limit on this */
1781 if (pause_f < 10) 1783 clamp_it (pause_f, 10, 100);
1782 pause_f = 10;
1783 if (pause_f > 100)
1784 pause_f = 100;
1785 1784
1786 /* Changed in 0.94.2 - the calculation before was really goofy. 1785 /* Changed in 0.94.2 - the calculation before was really goofy.
1787 * In short summary, a throw can take anywhere between speed 5 and 1786 * In short summary, a throw can take anywhere between speed 5 and
1788 * speed 0.5 1787 * speed 0.5
1789 */ 1788 */
1792 throw_ob->speed_left = 0; 1791 throw_ob->speed_left = 0;
1793 throw_ob->map = part->map; 1792 throw_ob->map = part->map;
1794 1793
1795 throw_ob->move_type = MOVE_FLY_LOW; 1794 throw_ob->move_type = MOVE_FLY_LOW;
1796 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; 1795 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1796
1797 throw_ob->set_speed (throw_ob->speed);
1797 1798
1798#if 0 1799#if 0
1799 /* need to put in a good sound for this */ 1800 /* need to put in a good sound for this */
1800 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); 1801 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1801#endif 1802#endif
1827 else 1828 else
1828 throw_ob = find_mon_throw_ob (op); 1829 throw_ob = find_mon_throw_ob (op);
1829 1830
1830 return do_throw (op, part, throw_ob, dir, skill); 1831 return do_throw (op, part, throw_ob, dir, skill);
1831} 1832}
1833
1834bool
1835skill_mining (object *who, object *tool, object *skill, int dir, const char *string)
1836{
1837 if (!who->is_player ())
1838 return 0;
1839
1840 if (!dir)
1841 {
1842 who->failmsg ("In what direction?");
1843 return 0;
1844 }
1845
1846 mapxy pos (who); pos.move (dir);
1847
1848 if (!pos.normalise ())
1849 {
1850 who->failmsgf (
1851 "You brandish your %s, with not so convincing results. "
1852 "H<There is nothing in this direction.>",
1853 &tool->name
1854 );
1855 return 0;
1856 }
1857
1858 mapspace &ms = pos.ms ();
1859
1860 for (object *vein = pos.ms ().top; vein; vein = vein->below)
1861 if (vein->type == VEIN)
1862 {
1863 who->speed_left -= who->speed / tool->speed;
1864
1865 who->play_sound (tool->sound);
1866
1867 if (rndm (100 - vein->stats.ac) > rndm (tool->stats.wc))
1868 who->failmsgf (
1869 "You use your %s.... nothing. "
1870 "H<Try again, perhaps?>",
1871 &tool->name
1872 );
1873 else if (vein->race != tool->race)
1874 who->failmsgf (
1875 "You use your %s.... but it doesn't work. "
1876 "H<Maybe you are using the wrong tool?>",
1877 &tool->name
1878 );
1879 else if (!vein->stats.food)
1880 who->failmsgf (
1881 "You use your %s.... but there is nothing. "
1882 "H<This space is exhausted, you should try somewhere else.>",
1883 &tool->name
1884 );
1885 else
1886 {
1887 --vein->stats.food;
1888
1889 object *ore = vein->other_arch->instance ();
1890
1891 who->statusmsg (format (
1892 "You use your %s.... and find some %s!",
1893 &tool->name, &ore->name
1894 ));
1895
1896 ore->insert_at (who);
1897
1898 return true;
1899 }
1900 }
1901
1902 return false;
1903}
1904

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