ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skills.C
(Generate patch)

Comparing deliantra/server/server/skills.C (file contents):
Revision 1.68 by root, Sat Oct 17 21:40:38 2009 UTC vs.
Revision 1.113 by root, Sat Nov 17 23:40:04 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 10 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <object.h> 27#include <object.h>
42 /* Only prohibit stealing if the player does not have a free 43 /* Only prohibit stealing if the player does not have a free
43 * hand available and in fact does have hands. 44 * hand available and in fact does have hands.
44 */ 45 */
45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) 46 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
46 { 47 {
47 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with! " 48 op->failmsg ("But you have no free hands to steal with! "
48 "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>"); 49 "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>");
49 return -1; 50 return -1;
50 } 51 }
51 52
52 /* ADJUSTMENTS */ 53 /* ADJUSTMENTS */
53 54
54 /* Its harder to steal from hostile beings! */ 55 /* It's harder to steal from hostile beings! */
55 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 56 if (!victim->flag [FLAG_UNAGGRESSIVE])
56 roll = roll / 2; 57 roll = roll / 2;
57 58
58 /* Easier to steal from sleeping beings, or if the thief is 59 /* Easier to steal from sleeping beings, or if the thief is
59 * unseen */ 60 * unseen */
60 if (QUERY_FLAG (victim, FLAG_SLEEP)) 61 if (victim->flag [FLAG_SLEEP])
61 roll = roll * 3; 62 roll = roll * 3;
62 else if (op->invisible) 63 else if (op->invisible)
63 roll = roll * 2; 64 roll = roll * 2;
64 65
65 /* check stealing 'encumberance'. Having this equipment applied makes 66 /* check stealing 'encumberance'. Having this equipment applied makes
66 * it quite a bit harder to steal. 67 * it quite a bit harder to steal.
67 */ 68 */
68 for (equip = op->inv; equip; equip = equip->below) 69 for (equip = op->inv; equip; equip = equip->below)
69 { 70 {
70 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) 71 if (equip->type == WEAPON && equip->flag [FLAG_APPLIED])
71 roll -= equip->weight / 10000; 72 roll -= equip->weight / 10000;
72 73
73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 74 if (equip->type == BOW && equip->flag [FLAG_APPLIED])
74 roll -= equip->weight / 5000; 75 roll -= equip->weight / 5000;
75 76
76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 77 if (equip->type == SHIELD && equip->flag [FLAG_APPLIED])
77 roll -= equip->weight / 2000; 78 roll -= equip->weight / 2000;
78 79
79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 80 if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED])
80 roll -= equip->weight / 5000; 81 roll -= equip->weight / 5000;
81 82
82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 83 if (equip->type == GLOVES && equip->flag [FLAG_APPLIED])
83 roll -= equip->weight / 100; 84 roll -= equip->weight / 100;
84 } 85 }
85 86
86 if (roll < 0) 87 if (roll < 0)
87 roll = 0; 88 roll = 0;
88 89
89 return roll; 90 return roll;
90} 91}
91 92
92/* 93/*
93 * When stealing: dependent on the intelligence/wisdom of whom you're 94 * When stealing: dependent on the intelligence/wisdom of whom you're
94 * stealing from (op in attempt_steal), offset by your dexterity and 95 * stealing from (op in attempt_steal), offset by your dexterity and
95 * skill at stealing. They may notice your attempt, whether successful 96 * skill at stealing. They may notice your attempt, whether successful
96 * or not. 97 * or not.
97 * op is the target (person being pilfered) 98 * op is the target (person being pilfered)
98 * who is the person doing the stealing. 99 * who is the person doing the stealing.
99 * skill is the skill object (stealing). 100 * skill is the skill object (stealing).
100 */ 101 */
101static int 102static int
107 108
108 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2; 109 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
109 110
110 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) 111 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
111 * they will try to prevent stealing if they can. Only unseen theives will 112 * they will try to prevent stealing if they can. Only unseen theives will
112 * have much chance of success. 113 * have much chance of success.
113 */ 114 */
114 if (!op->is_player () && op->flag [FLAG_NO_STEAL]) 115 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
115 { 116 {
116 if (can_detect_enemy (op, who, &rv)) 117 if (can_detect_enemy (op, who, &rv))
117 { 118 {
118 npc_call_help (op); 119 npc_call_help (op);
119 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 120 op->clr_flag (FLAG_UNAGGRESSIVE);
120 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); 121 who->failmsg ("Your attempt is prevented!");
121 return 0; 122 return 0;
122 } 123 }
123 else /* help npc to detect thief next time by raising its wisdom */ 124 else /* help npc to detect thief next time by raising its wisdom */
124 op->stats.Wis += (op->stats.Int / 5) + 1; 125 op->stats.Wis += (op->stats.Int / 5) + 1;
125 126
127 op->stats.Wis = MAX_STAT; 128 op->stats.Wis = MAX_STAT;
128 } 129 }
129 130
130 if (op->is_player () && op->flag [FLAG_WIZ]) 131 if (op->is_player () && op->flag [FLAG_WIZ])
131 { 132 {
132 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); 133 who->failmsg ("You can't steal from the dungeon master!\n");
133 return 0; 134 return 0;
134 } 135 }
135 136
136 // only allow stealing between hostile players (TODO: probably should change) 137 // only allow stealing between hostile players (TODO: probably should change)
137 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful)) 138 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful))
138 { 139 {
139 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); 140 who->failmsg ("You can't steal from other players!\n");
140 return 0; 141 return 0;
141 } 142 }
142 143
143 /* Ok then, go through their inventory, stealing */ 144 /* Ok then, go through their inventory, stealing */
144 for (tmp = op->inv; tmp; tmp = next) 145 for (tmp = op->inv; tmp; tmp = next)
145 { 146 {
146 next = tmp->below; 147 next = tmp->below;
147 148
148 /* you can't steal worn items, starting items, wiz stuff, 149 /* you can't steal worn items, starting items, wiz stuff,
149 * innate abilities, or items w/o a type. Generally 150 * innate abilities, or items w/o a type. Generally
150 * speaking, the invisibility flag prevents experience or 151 * speaking, the invisibility flag prevents experience or
151 * abilities from being stolen since these types are currently 152 * abilities from being stolen since these types are currently
152 * always invisible objects. I was implicit here so as to prevent 153 * always invisible objects. I was implicit here so as to prevent
153 * future possible problems. -b.t. 154 * future possible problems. -b.t.
154 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL 155 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
155 * already -b.t. 156 * already -b.t.
156 */ 157 */
157 158
158 if (QUERY_FLAG (tmp, FLAG_APPLIED) 159 if (tmp->flag [FLAG_APPLIED]
159 || !tmp->type 160 || !tmp->type
160 || tmp->type == SPELL 161 || tmp->type == SPELL
161 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) 162 || tmp->flag [FLAG_STARTEQUIP]
162 || QUERY_FLAG (tmp, FLAG_NO_STEAL) 163 || tmp->flag [FLAG_NO_STEAL]
163 || tmp->invisible) 164 || tmp->invisible)
164 continue; 165 continue;
165 166
166 /* Okay, try stealing this item. Dependent on dexterity of thief, 167 /* Okay, try stealing this item. Dependent on dexterity of thief,
167 * skill level, see the adj_stealroll fctn for more detail. 168 * skill level, see the adj_stealroll fctn for more detail.
168 */ 169 */
169 170
170 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */ 171 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
171 172
172 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1) 173 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
181 */ 182 */
182 if (tmp->destroyed () || tmp->env != op) 183 if (tmp->destroyed () || tmp->env != op)
183 { 184 {
184 /* for players, play_sound: steals item */ 185 /* for players, play_sound: steals item */
185 success = tmp; 186 success = tmp;
186 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 187 tmp->clr_flag (FLAG_INV_LOCKED);
187 } 188 }
188 189
189 break; 190 break;
190 } 191 }
191 } /* for loop looking for an item */ 192 } /* for loop looking for an item */
196 return 0; 197 return 0;
197 } 198 }
198 199
199 /* If you arent high enough level, you might get something BUT 200 /* If you arent high enough level, you might get something BUT
200 * the victim will notice your stealing attempt. Ditto if you 201 * the victim will notice your stealing attempt. Ditto if you
201 * attempt to steal something heavy off them, they're bound to notice 202 * attempt to steal something heavy off them, they're bound to notice
202 */ 203 */
203 204
204 if ((roll >= skill->level) || !chance 205 if ((roll >= skill->level) || !chance
205 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) 206 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
206 { 207 {
215 { 216 {
216 npc_call_help (op); 217 npc_call_help (op);
217 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); 218 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
218 } 219 }
219 220
220 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 221 op->clr_flag (FLAG_UNAGGRESSIVE);
221 /* all remaining npc items are guarded now. Set flag NO_STEAL 222 /* all remaining npc items are guarded now. Set flag NO_STEAL
222 * on the victim. 223 * on the victim.
223 */ 224 */
224 SET_FLAG (op, FLAG_NO_STEAL); 225 op->set_flag (FLAG_NO_STEAL);
225 } 226 }
226 else 227 else
227 { /* stealing from another player */ 228 { /* stealing from another player */
228 char buf[MAX_BUF]; 229 char buf[MAX_BUF];
229 230
256 object *tmp, *next; 257 object *tmp, *next;
257 sint16 x, y; 258 sint16 x, y;
258 maptile *m; 259 maptile *m;
259 int mflags; 260 int mflags;
260 261
261 x = op->x + freearr_x[dir]; 262 x = op->x + DIRX (dir);
262 y = op->y + freearr_y[dir]; 263 y = op->y + DIRY (dir);
263 264
264 if (dir == 0) 265 if (dir == 0)
265 { 266 return 0; // you can't steal from ourself!
266 /* Can't steal from ourself! */
267 return 0;
268 }
269 267
270 m = op->map; 268 m = op->map;
271 mflags = get_map_flags (m, &m, x, y, &x, &y); 269 mflags = get_map_flags (m, &m, x, y, &x, &y);
272 /* Out of map - can't do it. If nothing alive on this space, 270 /* Out of map - can't do it. If nothing alive on this space,
273 * don't need to look any further. 271 * don't need to look any further.
281 279
282 /* Find the topmost object at this spot */ 280 /* Find the topmost object at this spot */
283 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); 281 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
284 282
285 /* For all the stacked objects at this point, attempt a steal */ 283 /* For all the stacked objects at this point, attempt a steal */
286 for (; tmp != NULL; tmp = next) 284 for (; tmp; tmp = next)
287 { 285 {
288 next = tmp->below; 286 next = tmp->below;
289 /* Minor hack--for multi square beings - make sure we get 287 /* Minor hack--for multi square beings - make sure we get
290 * the 'head' coz 'tail' objects have no inventory! - b.t. 288 * the 'head' coz 'tail' objects have no inventory! - b.t.
291 */ 289 */
292 if (tmp->head) 290 if (tmp->head)
293 tmp = tmp->head; 291 tmp = tmp->head;
294 292
295 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 293 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
296 continue; 294 continue;
297 295
298 /* do not reveal hidden DMs */
299 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
300 continue;
301 if (attempt_steal (tmp, op, skill)) 296 if (attempt_steal (tmp, op, skill))
302 { 297 {
303 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 298 if (tmp->type == PLAYER) /* no xp for stealing from another player */
304 return 0; 299 return 0;
305 300
306 /* no xp for stealing from pets (of players) */ 301 /* no xp for stealing from pets (of players) */
307 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 302 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
308 { 303 {
309 object *owner = tmp->owner; 304 object *owner = tmp->owner;
310 305
311 if (owner != NULL && owner->type == PLAYER) 306 if (owner && owner->type == PLAYER)
312 return 0; 307 return 0;
313 } 308 }
314 309
315 // reduce monster experience by experience we gained, as to 310 // reduce monster experience by experience we gained, as to
316 // limit the amount of exp that can be gained by stealing from monsters 311 // limit the amount of exp that can be gained by stealing from monsters
317 // (jessies gave ~20,000,000 exp otherwise. 312 // (jessies gave ~20,000,000 exp otherwise.
318 int exp = calc_skill_exp (op, tmp, skill); 313 int exp = calc_skill_exp (op, tmp, skill);
319 314
320 exp = MIN (tmp->stats.exp, exp); 315 exp = min (tmp->stats.exp, exp);
321 tmp->stats.exp -= exp; 316 tmp->stats.exp -= exp;
322 return exp; 317 return exp;
323 } 318 }
324 } 319 }
320
325 return 0; 321 return 0;
326} 322}
327 323
328static int 324static int
329attempt_pick_lock (object *door, object *pl, object *skill) 325attempt_pick_lock (object *door, object *pl, object *skill)
330{ 326{
331 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0; 327 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
332 int success = 0, number; /* did we get anything? */ 328 int success = 0, number; /* did we get anything? */
333 329
334 330
335 /* Try to pick the lock on this item (doors only for now). 331 /* Try to pick the lock on this item (doors only for now).
336 * Dependent on dexterity/skill SK_level of the player and 332 * Dependent on dexterity/skill SK_level of the player and
337 * the map level difficulty. 333 * the map level difficulty.
338 */ 334 */
339 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2; 335 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
340 if (number < (pl->stats.Dex + skill->level - difficulty)) 336 if (number < (pl->stats.Dex + skill->level - difficulty))
341 { 337 {
342 remove_door (door); 338 remove_door (door);
356 352
357int 353int
358pick_lock (object *pl, int dir, object *skill) 354pick_lock (object *pl, int dir, object *skill)
359{ 355{
360 object *tmp; 356 object *tmp;
361 int x = pl->x + freearr_x[dir];
362 int y = pl->y + freearr_y[dir];
363 357
364 if (!dir) 358 if (!dir)
365 dir = pl->facing; 359 dir = pl->facing;
366 360
361 mapxy pos (pl); pos.move (dir);
362
367 /* For all the stacked objects at this point find a door */ 363 /* For all the stacked objects at this point find a door */
368 if (out_of_map (pl->map, x, y)) 364 if (!pos.normalise ())
369 {
370 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
371 return 0;
372 } 365 {
366 pl->failmsg ("There is no lock there.");
367 return 0;
368 }
373 369
374 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) 370 for (tmp = pos->bot; tmp; tmp = tmp->above)
375 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 371 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
376 break; 372 break;
377 373
378 if (!tmp) 374 if (!tmp)
379 { 375 {
380 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 376 pl->failmsg ("There is no lock there.");
381 return 0; 377 return 0;
382 } 378 }
379
383 if (tmp->type == LOCKED_DOOR) 380 if (tmp->type == LOCKED_DOOR)
384 { 381 {
385 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!"); 382 pl->failmsg ("You can't pick that lock! H<You need the right key, no matter how skilled you might be.>");
386 return 0; 383 return 0;
387 } 384 }
388 385
389 if (!tmp->move_block) 386 if (!tmp->move_block)
390 { 387 {
391 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); 388 pl->failmsg ("The door has no lock!");
392 return 0; 389 return 0;
393 } 390 }
394 391
395 if (attempt_pick_lock (tmp, pl, skill)) 392 if (attempt_pick_lock (tmp, pl, skill))
396 { 393 {
404 } 401 }
405} 402}
406 403
407/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 404/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
408 * a short while (success and duration dependant on player SK_level, 405 * a short while (success and duration dependant on player SK_level,
409 * dexterity, charisma, and map difficulty). 406 * dexterity, charisma, and map difficulty).
410 * Players have a good chance of becoming 'unhidden' if they move 407 * Players have a good chance of becoming 'unhidden' if they move
411 * and like invisiblity will be come visible if they attack 408 * and like invisiblity will be come visible if they attack
412 * Implemented by b.t. (thomas@astro.psu.edu) 409 * Implemented by b.t. (thomas@astro.psu.edu)
413 * July 7, 1995 - made hiding possible for monsters. -b.t. 410 * July 7, 1995 - made hiding possible for monsters. -b.t.
414 */ 411 */
420 417
421 if (terrain < -10) /* not enough cover here */ 418 if (terrain < -10) /* not enough cover here */
422 return 0; 419 return 0;
423 420
424 /* Hiding success and duration dependant on skill level, 421 /* Hiding success and duration dependant on skill level,
425 * op->stats.Dex, map difficulty and terrain. 422 * op->stats.Dex, map difficulty and terrain.
426 */ 423 */
427 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; 424 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
428 425
429 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) 426 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
430 { 427 {
445hide (object *op, object *skill) 442hide (object *op, object *skill)
446{ 443{
447 /* the preliminaries -- Can we really hide now? */ 444 /* the preliminaries -- Can we really hide now? */
448 /* this keeps monsters from using invisibilty spells and hiding */ 445 /* this keeps monsters from using invisibilty spells and hiding */
449 446
450 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 447 if (op->flag [FLAG_MAKE_INVIS])
451 { 448 {
452 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); 449 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
453 return 0; 450 return 0;
454 } 451 }
455 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) 452 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
473 470
474 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); 471 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
475 return 0; 472 return 0;
476} 473}
477 474
478/* stop_jump() - End of jump. Clear flags, restore the map, and 475/* stop_jump() - End of jump. Clear flags, restore the map, and
479 * freeze the jumper a while to simulate the exhaustion 476 * freeze the jumper a while to simulate the exhaustion
480 * of jumping. 477 * of jumping.
481 */ 478 */
482static void 479static void
483stop_jump (object *pl, int dist, int spaces) 480stop_jump (object *pl, int dist, int spaces)
484{ 481{
485 pl->update_stats (); 482 pl->update_stats ();
486 pl->map->insert (pl, pl->x, pl->y, pl); 483 pl->map->insert (pl, pl->x, pl->y, pl);
487 pl->speed_left -= fabs (pl->speed * 8); 484 pl->speed_left -= pl->speed * 8.;
488} 485}
489 486
490static int 487static int
491attempt_jump (object *pl, int dir, int spaces, object *skill) 488attempt_jump (object *pl, int dir, int spaces, object *skill)
492{ 489{
493 object *tmp; 490 object *tmp;
494 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags; 491 int i, dx = DIRX (dir), dy = DIRY (dir), mflags;
495 sint16 x, y; 492 sint16 x, y;
496 maptile *m; 493 maptile *m;
497 494
498 /* Jump loop. Go through spaces object wants to jump. Halt the 495 /* Jump loop. Go through spaces object wants to jump. Halt the
499 * jump if a wall or creature is in the way. We set FLAG_FLYING 496 * jump if a wall or creature is in the way. We set FLAG_FLYING
500 * temporarily to allow player to aviod exits/archs that are not 497 * temporarily to allow player to aviod exits/archs that are not
501 * fly_on, fly_off. This will also prevent pickup of objects 498 * fly_on, fly_off. This will also prevent pickup of objects
502 * while jumping over them. 499 * while jumping over them.
503 */ 500 */
504 pl->remove (); 501 pl->remove ();
505 pl->move_type |= MOVE_FLY_LOW; 502 pl->move_type |= MOVE_FLY_LOW;
506 503
507 for (i = 0; i <= spaces; i++) 504 for (i = 0; i <= spaces; i++)
519 } 516 }
520 517
521 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 518 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
522 { 519 {
523 /* Jump into creature */ 520 /* Jump into creature */
524 if (QUERY_FLAG (tmp, FLAG_MONSTER) 521 if (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
525 || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
526 { 522 {
527 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); 523 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
528 524
529 stop_jump (pl, i, spaces); 525 stop_jump (pl, i, spaces);
530 526
580 int stats = str * str * str * dex * skill->level; 576 int stats = str * str * str * dex * skill->level;
581 int spaces = min (3, skill->level, stats / (pl->carrying + 1)); 577 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
582 578
583 if (spaces == 0) 579 if (spaces == 0)
584 { 580 {
585 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); 581 pl->failmsg ("You are carrying too much weight to jump.");
586 return 0; 582 return 0;
587 } 583 }
588 584
589 return attempt_jump (pl, dir, spaces, skill); 585 return attempt_jump (pl, dir, spaces, skill);
590} 586}
591 587
592/* skill_ident() - this code is supposed to allow players to identify 588/* skill_ident() - this code is supposed to allow players to identify
593 * classes of objects with the various "auto-ident" skills. Player must 589 * classes of objects with the various "auto-ident" skills. Player must
594 * have unidentified objects of the right type in order for the skill 590 * have unidentified objects of the right type in order for the skill
595 * to work. While multiple classes of objects may be identified, 591 * to work. While multiple classes of objects may be identified,
596 * this code is kind of yucky -- it would be nice to make it a bit 592 * this code is kind of yucky -- it would be nice to make it a bit
597 * more generalized. Right now, skill indices are embedded in this routine. 593 * more generalized. Right now, skill indices are embedded in this routine.
598 * Returns amount of experience gained (on successful ident). 594 * Returns amount of experience gained (on successful ident).
599 * - b.t. (thomas@astro.psu.edu) 595 * - b.t. (thomas@astro.psu.edu)
600 */ 596 */
601static int 597static int
602do_skill_detect_curse (object *pl, object *skill) 598do_skill_detect_curse (object *pl, object *skill)
603{ 599{
604 object *tmp;
605 int success = 0; 600 int success = 0;
606 601
607 for (tmp = pl->inv; tmp; tmp = tmp->below) 602 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
608 if (!tmp->invisible 603 if (!tmp->invisible
609 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 604 && tmp->need_identify ()
610 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 605 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
606 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
607 && tmp->item_power < skill->level)
611 { 608 {
612 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 609 tmp->set_flag (FLAG_KNOWN_CURSED);
613 esrv_update_item (UPD_FLAGS, pl, tmp); 610 esrv_update_item (UPD_FLAGS, pl, tmp);
614 success += calc_skill_exp (pl, tmp, skill); 611 success += calc_skill_exp (pl, tmp, skill);
615 } 612 }
616 613
617 /* Check ground, too, but only objects the player could pick up */ 614 /* Check ground, too, but only objects the player could pick up */
618 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 615 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
619 if (can_pick (pl, tmp) && 616 if (can_pick (pl, tmp)
620 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 617 && tmp->need_identify ()
621 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 618 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
622 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 619 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
620 && tmp->item_power < skill->level)
623 { 621 {
624 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 622 tmp->set_flag (FLAG_KNOWN_CURSED);
625 esrv_update_item (UPD_FLAGS, pl, tmp); 623 esrv_update_item (UPD_FLAGS, pl, tmp);
626 success += calc_skill_exp (pl, tmp, skill); 624 success += calc_skill_exp (pl, tmp, skill);
627 } 625 }
628 626
629 return success; 627 return success;
630} 628}
631 629
632static int 630static int
633do_skill_detect_magic (object *pl, object *skill) 631do_skill_detect_magic (object *pl, object *skill)
634{ 632{
635 object *tmp;
636 int success = 0; 633 int success = 0;
637 634
638 for (tmp = pl->inv; tmp; tmp = tmp->below) 635 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
639 if (!tmp->invisible 636 if (!tmp->invisible
640 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 637 && tmp->need_identify ()
638 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
639 && is_magical (tmp)
641 && (is_magical (tmp)) && tmp->item_power < skill->level) 640 && tmp->item_power < skill->level)
642 { 641 {
643 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 642 tmp->set_flag (FLAG_KNOWN_MAGICAL);
644 esrv_update_item (UPD_FLAGS, pl, tmp); 643 esrv_update_item (UPD_FLAGS, pl, tmp);
645 success += calc_skill_exp (pl, tmp, skill); 644 success += calc_skill_exp (pl, tmp, skill);
646 } 645 }
647 646
648 /* 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 */
649 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 648 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
650 if (can_pick (pl, tmp) && 649 if (can_pick (pl, tmp)
651 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level) 650 && tmp->need_identify ()
651 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
652 && is_magical (tmp)
653 && tmp->item_power < skill->level)
652 { 654 {
653 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 655 tmp->set_flag (FLAG_KNOWN_MAGICAL);
654 esrv_update_item (UPD_FLAGS, pl, tmp); 656 esrv_update_item (UPD_FLAGS, pl, tmp);
655 success += calc_skill_exp (pl, tmp, skill); 657 success += calc_skill_exp (pl, tmp, skill);
656 } 658 }
657 659
658 return success; 660 return success;
659} 661}
660 662
661/* Helper function for do_skill_ident, so that we can loop 663/* Helper function for do_skill_ident, so that we can loop
662 * over inventory AND objects on the ground conveniently. 664 * over inventory AND objects on the ground conveniently.
663 */ 665 */
664int 666static int
665do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 667do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
666{ 668{
667 int success = 0, chance; 669 int success = 0, chance;
668 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; 670 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
669 671
670 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) 672 if (!tmp->flag [FLAG_IDENTIFIED]
671 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) 673 && !tmp->flag [FLAG_NO_SKILL_IDENT]
674 && tmp->need_identify ()
675 && !tmp->invisible
676 && tmp->type == obj_class)
672 { 677 {
673 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); 678 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
674 679
675 if (skill_value >= chance) 680 if (skill_value >= chance)
676 { 681 {
688 } 693 }
689 694
690 success += calc_skill_exp (pl, tmp, skill); 695 success += calc_skill_exp (pl, tmp, skill);
691 } 696 }
692 else 697 else
693 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 698 tmp->set_flag (FLAG_NO_SKILL_IDENT);
694 } 699 }
695 700
696 return success; 701 return success;
697} 702}
698 703
758 break; 763 break;
759 764
760 case SK_DET_CURSE: 765 case SK_DET_CURSE:
761 success = do_skill_detect_curse (pl, skill); 766 success = do_skill_detect_curse (pl, skill);
762 if (success) 767 if (success)
763 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 768 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!");
764 break; 769 break;
765 770
766 case SK_DET_MAGIC: 771 case SK_DET_MAGIC:
767 success = do_skill_detect_magic (pl, skill); 772 success = do_skill_detect_magic (pl, skill);
768 if (success) 773 if (success)
769 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); 774 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover items imbued with mystic forces!");
770 break; 775 break;
771 776
772 default: 777 default:
773 LOG (llevError, "Error: bad call to skill_ident()\n"); 778 LOG (llevError, "Error: bad call to skill_ident()\n");
774 return 0; 779 return 0;
775 break;
776 } 780 }
777 781
778 if (!success) 782 if (!success)
779 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 783 new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more.");
780 784
781 return success; 785 return success;
782} 786}
783 787
784/* players using this skill can 'charm' a monster -- 788/* players using this skill can 'charm' a monster --
785 * into working for them. It can only be used on 789 * into working for them. It can only be used on
786 * non-special (see below) 'neutral' creatures. 790 * non-special (see below) 'neutral' creatures.
787 * -b.t. (thomas@astro.psu.edu) 791 * -b.t. (thomas@astro.psu.edu)
788 */ 792 */
789int 793int
790use_oratory (object *pl, int dir, object *skill) 794use_oratory (object *pl, int dir, object *skill)
791{ 795{
792 if (pl->type != PLAYER) 796 if (pl->type != PLAYER)
793 return 0; /* only players use this skill */ 797 return 0; /* only players use this skill */
794 798
795 sint16 x = pl->x + freearr_x[dir], 799 if (!dir)
796 y = pl->y + freearr_y[dir]; 800 {
801 pl->failmsg ("In what direction?");
802 return 0;
803 }
804
805 sint16 x = pl->x + DIRX (dir),
806 y = pl->y + DIRY (dir);
797 maptile *m = pl->map; 807 maptile *m = pl->map;
798 808
799 int mflags = get_map_flags (m, &m, x, y, &x, &y); 809 int mflags = get_map_flags (m, &m, x, y, &x, &y);
800 if (mflags & P_OUT_OF_MAP) 810 if (mflags & P_OUT_OF_MAP)
801 return 0; 811 return 0;
802 812
803 /* Save some processing - we have the flag already anyways 813 /* Save some processing - we have the flag already anyways
804 */ 814 */
805 if (!(mflags & P_IS_ALIVE)) 815 if (!(mflags & P_IS_ALIVE))
806 { 816 {
807 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 817 pl->failmsg ("There is nothing to orate to.");
808 return 0; 818 return 0;
809 } 819 }
810 820
811 object *tmp; 821 object *tmp;
812 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 822 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
820 if (tmp->type == PLAYER 830 if (tmp->type == PLAYER
821 || tmp->more || tmp->head_ () != tmp 831 || tmp->more || tmp->head_ () != tmp
822 || tmp->msg) 832 || tmp->msg)
823 return 0; 833 return 0;
824 834
825 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 835 if (tmp->flag [FLAG_MONSTER])
826 break; 836 break;
827 } 837 }
828 838
829 if (!tmp) 839 if (!tmp)
830 { 840 {
831 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 841 pl->failmsg ("There is nothing to orate to.");
832 return 0; 842 return 0;
833 } 843 }
834 844
835 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); 845 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
836 846
837 /* the following conditions limit who may be 'charmed' */ 847 /* the following conditions limit who may be 'charmed' */
838 848
839 /* it's hostile! */ 849 /* it's hostile! */
840 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 850 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
841 { 851 {
842 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 852 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
843 return 0; 853 return 0;
844 } 854 }
845 855
846 /* it's already allied! */ 856 /* it's already allied! */
847 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 857 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
848 { 858 {
849 if (tmp->owner == pl) 859 if (tmp->owner == pl)
850 { 860 {
851 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); 861 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
852 return 0; 862 return 0;
883 tmp->set_owner (pl); 893 tmp->set_owner (pl);
884 tmp->skill = skill->skill; 894 tmp->skill = skill->skill;
885 tmp->stats.exp = 0; 895 tmp->stats.exp = 0;
886 tmp->attack_movement = PETMOVE; 896 tmp->attack_movement = PETMOVE;
887 897
888 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 898 if (!tmp->flag [FLAG_FRIENDLY])
889 add_friendly_object (tmp); 899 add_friendly_object (tmp);
890 900
891 return calc_skill_exp (pl, tmp, skill); 901 return calc_skill_exp (pl, tmp, skill);
892 } 902 }
893 /* Charm failed. Creature may be angry now */ 903 /* Charm failed. Creature may be angry now */
894 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) 904 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
895 { 905 {
896 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 906 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
897 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 907 if (tmp->flag [FLAG_FRIENDLY])
898 { 908 {
899 remove_friendly_object (tmp); 909 remove_friendly_object (tmp);
900 tmp->attack_movement = 0; /* needed? */ 910 tmp->attack_movement = 0; /* needed? */
901 } 911 }
902 912
903 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 913 tmp->clr_flag (FLAG_UNAGGRESSIVE);
904 } 914 }
905 915
906 return 0; /* Fall through - if we get here, we didn't charm anything */ 916 return 0; /* Fall through - if we get here, we didn't charm anything */
907} 917}
908 918
909/* Singing() -this skill allows the player to pacify nearby creatures. 919/* Singing() -this skill allows the player to pacify nearby creatures.
910 * There are few limitations on who/what kind of 920 * There are few limitations on who/what kind of
911 * non-player creatures that may be pacified. Right now, a player 921 * non-player creatures that may be pacified. Right now, a player
912 * may pacify creatures which have Int == 0. In this routine, once 922 * may pacify creatures which have Int == 0. In this routine, once
913 * successfully pacified the creature gets Int=1. Thus, a player 923 * successfully pacified the creature gets Int=1. Thus, a player
914 * may only pacify a creature once. 924 * may only pacify a creature once.
915 * BTW, I appologize for the naming of the skill, I couldnt think 925 * BTW, I appologize for the naming of the skill, I couldnt think
916 * of anything better! -b.t. 926 * of anything better! -b.t.
917 */ 927 */
918int 928int
919singing (object *pl, int dir, object *skill) 929singing (object *pl, int dir, object *skill)
920{ 930{
921 int i, exp = 0; 931 int exp = 0;
922 object *tmp; 932 object *tmp;
923 maptile *m; 933 maptile *m;
924 sint16 x, y; 934 sint16 x, y;
925 935
926 if (pl->type != PLAYER) 936 if (pl->type != PLAYER)
927 return 0; /* only players use this skill */ 937 return 0; /* only players use this skill */
928 938
939 if (!dir)
940 {
941 pl->failmsg ("In what direction?");
942 return 0;
943 }
944
929 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 945 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
930 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) 946 for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir;
947 i < min (skill->level, SIZEOFFREE);
948 i++)
931 { 949 {
932 x = pl->x + freearr_x[i]; 950 x = pl->x + DIRX (i);
933 y = pl->y + freearr_y[i]; 951 y = pl->y + DIRY (i);
934 m = pl->map; 952 m = pl->map;
935 953
936 int mflags = get_map_flags (m, &m, x, y, &x, &y); 954 int mflags = get_map_flags (m, &m, x, y, &x, &y);
937 if (mflags & P_OUT_OF_MAP) 955 if (mflags & P_OUT_OF_MAP)
938 continue; 956 continue;
939 if (!(mflags & P_IS_ALIVE)) 957 if (!(mflags & P_IS_ALIVE))
940 continue; 958 continue;
941 959
942 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 960 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
943 { 961 {
944 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 962 if (tmp->flag [FLAG_MONSTER])
945 break; 963 break;
946 /* can't affect players */ 964 /* can't affect players */
947 if (tmp->type == PLAYER) 965 if (tmp->type == PLAYER)
948 break; 966 break;
949 } 967 }
950 968
951 /* Whole bunch of checks to see if this is a type of monster that would 969 /* Whole bunch of checks to see if this is a type of monster that would
952 * listen to singing. 970 * listen to singing.
953 */ 971 */
954 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ 972 if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */
955 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ 973 !tmp->flag [FLAG_SPLITTING] && /* no ears */
956 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ 974 !tmp->flag [FLAG_HITBACK] && /* was here before */
957 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */ 975 (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */
958 !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 976 !tmp->flag [FLAG_FRIENDLY])
959 { /* already calm */ 977 { /* already calm */
960 978
961 /* stealing isn't really related (although, maybe it should 979 /* stealing isn't really related (although, maybe it should
962 * be). This is mainly to prevent singing to the same monster 980 * be). This is mainly to prevent singing to the same monster
963 * over and over again and getting exp for it. 981 * over and over again and getting exp for it.
964 */ 982 */
965 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; 983 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
966 984
967 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) 985 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
968 { 986 {
969 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 987 tmp->set_flag (FLAG_UNAGGRESSIVE);
970 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); 988 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
971 /* Give exp only if they are not aware */ 989 /* Give exp only if they are not aware */
972 990
973 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 991 if (!tmp->flag [FLAG_NO_STEAL])
974 exp += calc_skill_exp (pl, tmp, skill); 992 exp += calc_skill_exp (pl, tmp, skill);
975 993
976 SET_FLAG (tmp, FLAG_NO_STEAL); 994 tmp->set_flag (FLAG_NO_STEAL);
977 } 995 }
978 else 996 else
979 { 997 {
980 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 998 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
981 SET_FLAG (tmp, FLAG_NO_STEAL); 999 tmp->set_flag (FLAG_NO_STEAL);
982 } 1000 }
983 } 1001 }
984 } 1002 }
985 return exp; 1003 return exp;
986} 1004}
987 1005
988/* The find_traps skill (aka, search). Checks for traps 1006/* The find_traps skill (aka, search). Checks for traps
989 * on the spaces or in certain objects 1007 * on the spaces or in certain objects
990 */ 1008 */
991
992int 1009int
993find_traps (object *pl, object *skill) 1010find_traps (object *pl, object *skill)
994{ 1011{
995 object *tmp, *tmp2; 1012 object *tmp, *tmp2;
996 int i, expsum = 0, mflags; 1013 int i, expsum = 0, mflags;
997 sint16 x, y; 1014 sint16 x, y;
998 maptile *m; 1015 maptile *m;
999 1016
1000 /* First we search all around us for runes and traps, which are 1017 /* First we search all around us for runes and traps, which are
1001 * all type RUNE 1018 * all type RUNE
1002 */ 1019 */
1003
1004 for (i = 0; i < 9; i++) 1020 for (i = 0; i < 9; i++)
1005 { 1021 {
1006 x = pl->x + freearr_x[i]; 1022 x = pl->x + DIRX (i);
1007 y = pl->y + freearr_y[i]; 1023 y = pl->y + DIRY (i);
1008 m = pl->map; 1024 m = pl->map;
1009 1025
1010 mflags = get_map_flags (m, &m, x, y, &x, &y); 1026 mflags = get_map_flags (m, &m, x, y, &x, &y);
1011 if (mflags & P_OUT_OF_MAP) 1027 if (mflags & P_OUT_OF_MAP)
1012 continue; 1028 continue;
1013 1029
1014 /* Check everything in the square for trapness */ 1030 /* Check everything in the square for trapness */
1015 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1031 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1016 { 1032 {
1017
1018 /* And now we'd better do an inventory traversal of each 1033 /* And now we'd better do an inventory traversal of each
1019 * of these objects' inventory 1034 * of these objects' inventory
1020 * We can narrow this down a bit - no reason to search through 1035 * We can narrow this down a bit - no reason to search through
1021 * the players inventory or monsters for that matter. 1036 * the players inventory or monsters for that matter.
1022 */ 1037 */
1023 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1038 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1024 {
1025 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1039 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1026 if (tmp2->type == RUNE || tmp2->type == TRAP) 1040 if (tmp2->type == RUNE || tmp2->type == TRAP)
1027 if (trap_see (pl, tmp2)) 1041 if (trap_see (pl, tmp2))
1028 { 1042 {
1029 trap_show (tmp2, tmp); 1043 trap_show (tmp2, tmp);
1030 if (tmp2->stats.Cha > 1) 1044 if (tmp2->stats.Cha > 1)
1031 { 1045 {
1032 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1046 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1033 expsum += calc_skill_exp (pl, tmp2, skill); 1047 expsum += calc_skill_exp (pl, tmp2, skill);
1034 1048
1035 tmp2->stats.Cha = 1; /* unhide the trap */ 1049 tmp2->stats.Cha = 1; /* unhide the trap */
1036 } 1050 }
1037 } 1051 }
1038 } 1052
1039 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1053 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1040 { 1054 {
1041 trap_show (tmp, tmp); 1055 trap_show (tmp, tmp);
1042 if (tmp->stats.Cha > 1) 1056 if (tmp->stats.Cha > 1)
1043 { 1057 {
1046 tmp->stats.Cha = 1; /* unhide the trap */ 1060 tmp->stats.Cha = 1; /* unhide the trap */
1047 } 1061 }
1048 } 1062 }
1049 } 1063 }
1050 } 1064 }
1065
1051 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1066 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1052 return expsum; 1067 return expsum;
1053} 1068}
1054 1069
1055/* remove_trap() - This skill will disarm any previously discovered trap 1070/* remove_trap() - This skill will disarm any previously discovered trap
1056 * the algorithm is based (almost totally) on the old command_disarm() - b.t. 1071 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1057 */ 1072 */
1058int 1073int
1059remove_trap (object *op, int dir, object *skill) 1074remove_trap (object *op, int dir, object *skill)
1060{ 1075{
1061 object *tmp, *tmp2; 1076 object *tmp, *tmp2;
1063 maptile *m; 1078 maptile *m;
1064 sint16 x, y; 1079 sint16 x, y;
1065 1080
1066 for (i = 0; i < 9; i++) 1081 for (i = 0; i < 9; i++)
1067 { 1082 {
1068 x = op->x + freearr_x[i]; 1083 x = op->x + DIRX (i);
1069 y = op->y + freearr_y[i]; 1084 y = op->y + DIRY (i);
1070 m = op->map; 1085 m = op->map;
1071 1086
1072 mflags = get_map_flags (m, &m, x, y, &x, &y); 1087 mflags = get_map_flags (m, &m, x, y, &x, &y);
1073 if (mflags & P_OUT_OF_MAP) 1088 if (mflags & P_OUT_OF_MAP)
1074 continue; 1089 continue;
1075 1090
1076 /* Check everything in the square for trapness */ 1091 /* Check everything in the square for trapness */
1077 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1092 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1078 { 1093 {
1079 /* And now we'd better do an inventory traversal of each 1094 /* And now we'd better do an inventory traversal of each
1080 * of these objects inventory. Like above, only 1095 * of these objects inventory. Like above, only
1081 * do this for interesting objects. 1096 * do this for interesting objects.
1082 */ 1097 */
1083 1098
1084 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1099 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1085 { 1100 {
1086 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1101 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1087 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1102 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1088 { 1103 {
1089 trap_show (tmp2, tmp); 1104 trap_show (tmp2, tmp);
1105
1090 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) 1106 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1091 { 1107 {
1092 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1108 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1093 success += calc_skill_exp (op, tmp2, skill); 1109 success += calc_skill_exp (op, tmp2, skill);
1094 } 1110 }
1095 } 1111 }
1096 } 1112 }
1113
1097 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1114 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1098 { 1115 {
1099 trap_show (tmp, tmp); 1116 trap_show (tmp, tmp);
1100 1117
1101 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) 1118 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1153 } 1170 }
1154 1171
1155 return 0; 1172 return 0;
1156} 1173}
1157 1174
1158/* This skill allows the player to regain a few sp or hp for a 1175/* This skill allows the player to regain a few sp or hp for a
1159 * brief period of concentration. No armour or weapons may be 1176 * brief period of concentration. No armour or weapons may be
1160 * wielded/applied for this to work. The amount of time needed 1177 * wielded/applied for this to work. The amount of time needed
1161 * to concentrate and the # of points regained is dependant on 1178 * to concentrate and the # of points regained is dependant on
1162 * the level of the user. - b.t. thomas@astro.psu.edu 1179 * the level of the user. - b.t. thomas@astro.psu.edu
1163 */ 1180 */
1164void 1181void
1165meditate (object *pl, object *skill) 1182meditate (object *pl, object *skill)
1166{ 1183{
1167 object *tmp; 1184 object *tmp;
1168 1185
1169 if (pl->type != PLAYER) 1186 if (pl->type != PLAYER)
1170 return; /* players only */ 1187 return; /* players only */
1171 1188
1172 /* check if pl has removed encumbering armour and weapons */ 1189 /* check if pl has removed encumbering armour and weapons */
1173 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) 1190 if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6)
1174 { 1191 {
1175 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); 1192 pl->failmsg ("You can't concentrate while wielding a weapon!\n");
1176 return; 1193 return;
1177 } 1194 }
1178 else 1195 else
1179 { 1196 {
1180 for (tmp = pl->inv; tmp; tmp = tmp->below) 1197 for (tmp = pl->inv; tmp; tmp = tmp->below)
1181 if (((tmp->type == ARMOUR && skill->level < 12) 1198 if (((tmp->type == ARMOUR && skill->level < 12)
1182 || (tmp->type == HELMET && skill->level < 10) 1199 || (tmp->type == HELMET && skill->level < 10)
1183 || (tmp->type == SHIELD && skill->level < 6) 1200 || (tmp->type == SHIELD && skill->level < 6)
1184 || (tmp->type == BOOTS && skill->level < 4) 1201 || (tmp->type == BOOTS && skill->level < 4)
1185 || (tmp->type == GLOVES && skill->level < 2)) 1202 || (tmp->type == GLOVES && skill->level < 2))
1186 && QUERY_FLAG (tmp, FLAG_APPLIED)) 1203 && tmp->flag [FLAG_APPLIED])
1187 { 1204 {
1188 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); 1205 pl->failmsg ("You can't concentrate while wearing so much armour!\n");
1189 return; 1206 return;
1190 } 1207 }
1191 } 1208 }
1192 1209
1193 /* ok let's meditate! Spell points are regained first, then once 1210 /* ok let's meditate! Spell points are regained first, then once
1194 * they are maxed we get back hp. Actual incrementing of values 1211 * they are maxed we get back hp. Actual incrementing of values
1195 * is handled by the do_some_living() (in player.c). This way magical 1212 * is handled by the do_some_living() (in player.c). This way magical
1196 * bonuses for healing/sp regeneration are included properly 1213 * bonuses for healing/sp regeneration are included properly
1197 * No matter what, we will eat up some playing time trying to 1214 * No matter what, we will eat up some playing time trying to
1198 * meditate. (see 'factor' variable for what sets the amount of time) 1215 * meditate. (see 'factor' variable for what sets the amount of time)
1199 */ 1216 */
1200 1217
1201 new_draw_info (NDI_BLACK, 0, pl, "You meditate."); 1218 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1202 1219
1203 if (pl->stats.sp < pl->stats.maxsp) 1220 if (pl->stats.sp < pl->stats.maxsp)
1210 pl->stats.hp++; 1227 pl->stats.hp++;
1211 pl->last_heal = -1; 1228 pl->last_heal = -1;
1212 } 1229 }
1213} 1230}
1214 1231
1215/* write_note() - this routine allows players to inscribe messages in 1232/* write_note() - this routine allows players to inscribe messages in
1216 * ordinary inscribable 'books' (anything that is not a SPELL). b.t. 1233 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1217 */ 1234 */
1218static int 1235static int
1219write_note (object *pl, object *item, const char *msg, object *skill) 1236write_note (object *pl, object *item, const char *msg, object *skill)
1220{ 1237{
1221 if (!msg_is_safe (msg)) 1238 if (!msg_is_safe (msg))
1222 { 1239 {
1223 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); 1240 pl->failmsg ("Trying to cheat now are we? H<@-signs are not allowed in notes.>");
1224 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg); 1241 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1225 return 0; 1242 return 0;
1226 } 1243 }
1227 1244
1228 int len = strlen (msg); 1245 int len = strlen (msg);
1229 1246
1230 if (!is_utf8_string ((U8 *)msg, len)) 1247 if (!is_utf8_string ((U8 *)msg, len))
1231 { 1248 {
1232 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!"); 1249 pl->failmsg ("Your message is garbled (text must be UTF-8, client-bug)!");
1233 return 0; 1250 return 0;
1234 } 1251 }
1235 1252
1236 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 1253 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1237 return RESULT_INT (0); 1254 return RESULT_INT (0);
1238 1255
1239 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len)); 1256 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1240 1257
1241 if (char_len <= item->weight_limit) 1258 if (char_len <= item->weight_limit)
1242 { 1259 {
1243 object *newbook = arch_to_object (item->other_arch); 1260 object *newbook = item->other_arch->instance ();
1244 item->decrease (); 1261 item->decrease ();
1245 newbook->nrof = 1; 1262 newbook->nrof = 1;
1246 newbook->msg = shstr (msg); 1263 newbook->msg = shstr (msg);
1247 newbook->flag [FLAG_IDENTIFIED] = true; 1264 newbook->flag [FLAG_IDENTIFIED] = true;
1248 1265
1265 return 0; 1282 return 0;
1266} 1283}
1267 1284
1268/* write_scroll() - this routine allows players to inscribe spell scrolls 1285/* write_scroll() - this routine allows players to inscribe spell scrolls
1269 * of spells which they know. Backfire effects are possible with the 1286 * of spells which they know. Backfire effects are possible with the
1270 * severity of the backlash correlated with the difficulty of the scroll 1287 * severity of the backlash correlated with the difficulty of the scroll
1271 * that is attempted. -b.t. thomas@astro.psu.edu 1288 * that is attempted. -b.t. thomas@astro.psu.edu
1272 */ 1289 */
1273static int 1290static int
1274write_scroll (object *pl, object *scroll, object *skill) 1291write_scroll (object *pl, object *scroll, object *skill)
1275{ 1292{
1278 /* Check if we are ready to attempt inscription */ 1295 /* Check if we are ready to attempt inscription */
1279 object *chosen_spell = pl->contr->ranged_ob; 1296 object *chosen_spell = pl->contr->ranged_ob;
1280 1297
1281 if (!chosen_spell || chosen_spell->type != SPELL) 1298 if (!chosen_spell || chosen_spell->type != SPELL)
1282 { 1299 {
1283 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1300 pl->failmsg ("You need a spell readied in order to inscribe!");
1284 return 0; 1301 return 0;
1285 } 1302 }
1286 1303
1287 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) 1304 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1288 { 1305 {
1289 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); 1306 pl->failmsgf ("You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1290 return 0; 1307 return 0;
1291 } 1308 }
1292 1309
1293 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) 1310 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1294 { 1311 {
1295 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1312 pl->failmsgf ("You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1296 return 0; 1313 return 0;
1297 } 1314 }
1298 1315
1299 /* ok, we are ready to try inscription */ 1316 /* ok, we are ready to try inscription */
1300 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1317 if (pl->flag [FLAG_CONFUSED])
1301 confused = 1; 1318 confused = 1;
1302 1319
1303 /* Lost mana/grace no matter what */ 1320 /* Lost mana/grace no matter what */
1304 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); 1321 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1305 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); 1322 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1306 1323
1307 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) 1324 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1308 { 1325 {
1309 object *newscroll = arch_to_object (scroll->other_arch); 1326 object *newscroll = scroll->other_arch->instance ();
1310 scroll->decrease (); 1327 scroll->decrease ();
1311 newscroll->nrof = 1; 1328 newscroll->nrof = 1;
1329 newscroll->randomitems = 0; // make sure randomitems doesn't destroy the scroll
1312 1330
1313 pl->contr->play_sound (sound_find ("inscribe_success")); 1331 pl->contr->play_sound (sound_find ("inscribe_success"));
1314 1332
1315 if (!confused) 1333 if (!confused)
1316 { 1334 {
1317 newscroll->level = MAX (skill->level, chosen_spell->level); 1335 newscroll->level = max (skill->level, chosen_spell->level);
1318 newscroll->flag [FLAG_IDENTIFIED] = true; 1336 newscroll->flag [FLAG_IDENTIFIED] = true;
1319 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); 1337 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1320 } 1338 }
1321 else 1339 else
1322 { 1340 {
1323 chosen_spell = find_random_spell_in_ob (pl, NULL); 1341 chosen_spell = find_random_spell_in_ob (pl, NULL);
1324 if (!chosen_spell) 1342 if (!chosen_spell)
1325 return 0; 1343 return 0;
1326 1344
1327 newscroll->level = MAX (skill->level, chosen_spell->level); 1345 newscroll->level = max (skill->level, chosen_spell->level);
1328 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); 1346 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1329 } 1347 }
1330 1348
1331 object *tmp = chosen_spell->clone (); 1349 object *tmp = chosen_spell->clone ();
1350 tmp->flag [FLAG_APPLIED] = false;
1332 insert_ob_in_ob (tmp, newscroll); 1351 insert_ob_in_ob (tmp, newscroll);
1333 1352
1334 /* Same code as from treasure.C - so they can better merge. 1353 /* Same code as from treasure.C - so they can better merge.
1335 * if players want to sell them, so be it. 1354 * if players want to sell them, so be it.
1336 */ 1355 */
1350 { /* Inscription has failed */ 1369 { /* Inscription has failed */
1351 pl->contr->play_sound (sound_find ("inscribe_fail")); 1370 pl->contr->play_sound (sound_find ("inscribe_fail"));
1352 1371
1353 if (chosen_spell->level > skill->level || confused) 1372 if (chosen_spell->level > skill->level || confused)
1354 { /*backfire! */ 1373 { /*backfire! */
1355 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1374 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.>");
1356 1375
1357 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1376 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1358 pl->drain_specific_stat (4); 1377 pl->drain_specific_stat (4);
1359 else 1378 else
1360 { 1379 {
1393 { 1412 {
1394 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>"); 1413 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1395 return 0; 1414 return 0;
1396 } 1415 }
1397 1416
1398 object *item = find_marked_object (pl); 1417 object *item = pl->mark ();
1399 1418
1400 /* find an item of correct type to write on */ 1419 /* find an item of correct type to write on */
1401 if (!item) 1420 if (!item)
1402 { 1421 {
1403 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.>"); 1422 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.>");
1408 { 1427 {
1409 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>"); 1428 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1410 return 0; 1429 return 0;
1411 } 1430 }
1412 1431
1413 if (QUERY_FLAG (item, FLAG_UNPAID)) 1432 if (item->flag [FLAG_UNPAID])
1414 { 1433 {
1415 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1434 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1416 return 0; 1435 return 0;
1417 } 1436 }
1418 1437
1419 if (item->other_arch->type == SCROLL) 1438 if (item->other_arch->type == SCROLL)
1420 { 1439 {
1421 if (*params) 1440 if (*params)
1422 { 1441 {
1423 // check readied scroll 1442 // check readied scroll
1424 new_draw_info_format (NDI_UNIQUE, 0, pl,
1425 "When inscribing spells you need to ready a spell and do not specify a string argument.\n" 1443 pl->failmsgf ("When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1426 "Usage: cast [spell name]; use_skill %s", &skill->skill); 1444 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1427 return 0; 1445 return 0;
1428 } 1446 }
1429 1447
1430 return write_scroll (pl, item, skill); 1448 return write_scroll (pl, item, skill);
1431 } 1449 }
1432 else 1450 else
1433 { 1451 {
1434 if (!*params) 1452 if (!*params)
1435 { 1453 {
1436 new_draw_info_format (NDI_UNIQUE, 0, pl,
1437 "When inscribing books you need to specify the words you want to inscribe as command argument.\n" 1454 pl->failmsgf ("When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1438 "Usage: use_skill %s <message>", &skill->skill); 1455 "Usage: use_skill %s <message>", &skill->skill);
1439 return 0; 1456 return 0;
1440 } 1457 }
1441 1458
1442 return write_note (pl, item, params, skill); 1459 return write_note (pl, item, params, skill);
1443 } 1460 }
1454 * 'throwable' (ie not applied cursed obj, worn, etc). 1471 * 'throwable' (ie not applied cursed obj, worn, etc).
1455 */ 1472 */
1456static object * 1473static object *
1457find_throw_ob (object *op, const char *request) 1474find_throw_ob (object *op, const char *request)
1458{ 1475{
1459 object *tmp;
1460
1461 if (!op)
1462 { /* safety */
1463 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1464 return (object *) NULL;
1465 }
1466
1467 /* prefer marked item */ 1476 /* prefer marked item */
1468 tmp = find_marked_object (op); 1477 object *tmp = op->mark ();
1469 if (tmp != NULL) 1478
1470 {
1471 /* can't toss invisible or inv-locked items */ 1479 /* can't toss invisible or inv-locked items */
1472 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1480 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1473 { 1481 tmp = 0;
1474 tmp = NULL;
1475 }
1476 }
1477 1482
1478 /* look through the inventory */ 1483 /* look through the inventory */
1479 if (tmp == NULL) 1484 if (!tmp)
1480 {
1481 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1485 for (tmp = op->inv; tmp; tmp = tmp->below)
1482 { 1486 {
1483 /* can't toss invisible or inv-locked items */ 1487 /* can't toss invisible or inv-locked items */
1484 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1488 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1485 continue; 1489 continue;
1490
1486 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) 1491 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1487 break; 1492 break;
1488 } 1493 }
1489 }
1490 1494
1491 /* this should prevent us from throwing away 1495 /* this should prevent us from throwing away
1492 * cursed items, worn armour, etc. Only weapons 1496 * cursed items, worn armour, etc. Only weapons
1493 * can be thrown from 'hand'. 1497 * can be thrown from 'hand'.
1494 */ 1498 */
1495 if (!tmp) 1499 if (!tmp)
1496 return NULL; 1500 return 0;
1497 1501
1498 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1502 if (tmp->flag [FLAG_APPLIED])
1499 { 1503 {
1500 if (tmp->type != WEAPON) 1504 if (tmp->type != WEAPON)
1501 { 1505 {
1502 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); 1506 op->failmsgf ("You can't throw %s. H<Unapply it first.>", query_name (tmp));
1503 tmp = NULL; 1507 tmp = 0;
1504 }
1505 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1506 { 1508 }
1509 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1510 {
1507 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); 1511 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));
1508 tmp = NULL; 1512 tmp = 0;
1509 } 1513 }
1510 else 1514 else
1511 { 1515 {
1512 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 1516 if (!op->apply (tmp, AP_UNAPPLY))
1513 { 1517 {
1514 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1518 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1515 tmp = NULL; 1519 tmp = 0;
1516 } 1520 }
1517 } 1521 }
1518 } 1522 }
1519 else if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1523 else if (tmp->flag [FLAG_UNPAID])
1520 { 1524 {
1521 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); 1525 op->failmsgf ("You should pay for the %s first.", query_name (tmp));
1522 tmp = NULL; 1526 tmp = 0;
1523 } 1527 }
1524 1528
1525 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1529 //TODO: why not chekc first and give sensible message to player?
1530 if (tmp && tmp->flag [FLAG_INV_LOCKED])
1526 { 1531 {
1527 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1532 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1528 tmp = NULL; 1533 tmp = 0;
1529 } 1534 }
1535
1530 return tmp; 1536 return tmp;
1531} 1537}
1532 1538
1533/* make_throw_ob() We construct the 'carrier' object in 1539/* make_throw_ob() We construct the 'carrier' object in
1534 * which we will insert the object that is being thrown. 1540 * which we will insert the object that is being thrown.
1538make_throw_ob (object *orig) 1544make_throw_ob (object *orig)
1539{ 1545{
1540 if (!orig) 1546 if (!orig)
1541 return 0; 1547 return 0;
1542 1548
1543 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1549 if (orig->flag [FLAG_APPLIED])
1544 { 1550 {
1545 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1551 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1546 /* insufficient workaround, but better than nothing */ 1552 /* insufficient workaround, but better than nothing */
1547 CLEAR_FLAG (orig, FLAG_APPLIED); 1553 orig->clr_flag (FLAG_APPLIED);
1548 } 1554 }
1549 1555
1550 object *toss_item = orig->clone (); 1556 object *toss_item = orig->clone ();
1551 1557
1552 toss_item->type = THROWN_OBJ; 1558 toss_item->type = THROWN_OBJ;
1553 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1559 toss_item->clr_flag (FLAG_CHANGING);
1560 toss_item->set_flag (FLAG_NO_PICK);
1554 toss_item->stats.dam = 0; /* default damage */ 1561 toss_item->stats.dam = 0; /* default damage */
1555 toss_item->insert (orig); 1562 toss_item->insert (orig);
1556 1563
1557 return toss_item; 1564 return toss_item;
1558} 1565}
1569 int pause_f, weight_f = 0, mflags; 1576 int pause_f, weight_f = 0, mflags;
1570 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; 1577 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1571 maptile *m; 1578 maptile *m;
1572 sint16 sx, sy; 1579 sint16 sx, sy;
1573 1580
1574 if (throw_ob == NULL) 1581 if (!throw_ob)
1575 {
1576 if (op->type == PLAYER)
1577 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1578
1579 return 0;
1580 } 1582 {
1581 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) 1583 op->failmsg ("You have nothing to throw.");
1584 return 0;
1582 { 1585 }
1583 if (op->type == PLAYER) 1586
1584 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1587 if (throw_ob->flag [FLAG_STARTEQUIP])
1588 {
1589 op->failmsg ("The gods won't let you throw that. "
1590 "H<Well, they would, but they would retrieve it "
1591 "- you wouldn't want that, would you?>");
1585 1592
1586 return 0; 1593 return 0;
1587 } 1594 }
1588 1595
1589 /* Because throwing effectiveness must be reduced by the 1596 /* Because throwing effectiveness must be reduced by the
1590 * encumbrance of the thrower and weight of the object. THus, 1597 * encumbrance of the thrower and weight of the object. THus,
1591 * we use the concept of 'effective strength' as defined below. 1598 * we use the concept of 'effective strength' as defined below.
1592 */ 1599 */
1593 1600
1594 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ 1601 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1595 if (str > MAX_STAT) 1602 if (str > MAX_STAT)
1596 { 1603 {
1606 /* lighter items are thrown harder, farther, faster */ 1613 /* lighter items are thrown harder, farther, faster */
1607 if (throw_ob->weight > 0) 1614 if (throw_ob->weight > 0)
1608 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); 1615 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1609 else 1616 else
1610 { /* 0 or negative weight?!? Odd object, can't throw it */ 1617 { /* 0 or negative weight?!? Odd object, can't throw it */
1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob)); 1618 op->failmsgf ("You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1612 return 0; 1619 return 0;
1613 } 1620 }
1614 1621
1615 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); 1622 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1616 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1623 * item_factor * str_factor;
1617 1624
1618 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to 1625 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1619 * account for super-strong throwers. */ 1626 * account for super-strong throwers. */
1620 if (eff_str > MAX_STAT) 1627 min_it (eff_str, MAX_STAT);
1621 eff_str = MAX_STAT;
1622 1628
1623#ifdef DEBUG_THROW 1629#ifdef DEBUG_THROW
1624 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); 1630 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1625 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); 1631 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1626 LOG (llevDebug, " str_factor=%f\n", str_factor); 1632 LOG (llevDebug, " str_factor=%f\n", str_factor);
1629 1635
1630 /* 3 things here prevent a throw, you aimed at your feet, you 1636 /* 3 things here prevent a throw, you aimed at your feet, you
1631 * have no effective throwing strength, or you threw at something 1637 * have no effective throwing strength, or you threw at something
1632 * that flying objects can't get through. 1638 * that flying objects can't get through.
1633 */ 1639 */
1634 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); 1640 mflags = get_map_flags (part->map, &m, part->x + DIRX (dir), part->y + DIRY (dir), &sx, &sy);
1635 1641
1636 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) 1642 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1637 { 1643 {
1638 /* bounces off 'wall', and drops to feet */ 1644 /* bounces off 'wall', and drops to feet */
1639 throw_ob->insert_at (part, op); 1645 throw_ob->insert_at (part, op);
1652 } /* if object can't be thrown */ 1658 } /* if object can't be thrown */
1653 1659
1654 left = throw_ob; /* these are throwing objects left to the player */ 1660 left = throw_ob; /* these are throwing objects left to the player */
1655 1661
1656 /* sometimes get_split_ob can't split an object (because op->nrof==0?) 1662 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1657 * and returns NULL. We must use 'left' then 1663 * and returns NULL. We must use 'left' then
1658 */ 1664 */
1659 if (!(throw_ob = throw_ob->split ())) 1665 if (!(throw_ob = throw_ob->split ()))
1660 { 1666 {
1661 throw_ob = left; 1667 throw_ob = left;
1662 left->remove (); 1668 left->remove ();
1713 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ 1719 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1714 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level; 1720 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1715 1721
1716 /* the properties of objects which are meant to be thrown (ie dart, 1722 /* the properties of objects which are meant to be thrown (ie dart,
1717 * throwing knife, etc) will differ from ordinary items. Lets tailor 1723 * throwing knife, etc) will differ from ordinary items. Lets tailor
1718 * this stuff in here. 1724 * this stuff in here.
1719 */ 1725 */
1720 1726
1721 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) 1727 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1722 { 1728 {
1723 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1729 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1724 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; 1730 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1725 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; 1731 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1726 /* only throw objects get directional faces */ 1732 /* only throw objects get directional faces */
1762 if (throw_ob->weight > 50) 1768 if (throw_ob->weight > 50)
1763 throw_ob->speed *= 0.5; 1769 throw_ob->speed *= 0.5;
1764 } /* else tailor thrown object */ 1770 } /* else tailor thrown object */
1765 1771
1766 /* some limits, and safeties (needed?) */ 1772 /* some limits, and safeties (needed?) */
1767 if (throw_ob->stats.dam < 0) 1773 max_it (throw_ob->stats.dam, 0);
1768 throw_ob->stats.dam = 0;
1769 if (throw_ob->last_sp > eff_str) 1774 min_it (throw_ob->last_sp, eff_str);
1770 throw_ob->last_sp = eff_str;
1771 if (throw_ob->stats.food < 0) 1775 max_it (throw_ob->stats.food, 0);
1772 throw_ob->stats.food = 0;
1773 if (throw_ob->stats.food > 100)
1774 throw_ob->stats.food = 100;
1775 if (throw_ob->stats.wc > 30) 1776 min_it (throw_ob->stats.wc, 30);
1776 throw_ob->stats.wc = 30;
1777 1777
1778 /* how long to pause the thrower. Higher values mean less pause */ 1778 /* how long to pause the thrower. Higher values mean less pause */
1779 pause_f = ((2 * eff_str) / 3) + 20 + skill->level; 1779 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1780 1780
1781 /* Put a lower limit on this */ 1781 /* Put a lower limit on this */
1782 if (pause_f < 10) 1782 clamp_it (pause_f, 10, 100);
1783 pause_f = 10;
1784 if (pause_f > 100)
1785 pause_f = 100;
1786 1783
1787 /* Changed in 0.94.2 - the calculation before was really goofy. 1784 /* Changed in 0.94.2 - the calculation before was really goofy.
1788 * In short summary, a throw can take anywhere between speed 5 and 1785 * In short summary, a throw can take anywhere between speed 5 and
1789 * speed 0.5 1786 * speed 0.5
1790 */ 1787 */
1793 throw_ob->speed_left = 0; 1790 throw_ob->speed_left = 0;
1794 throw_ob->map = part->map; 1791 throw_ob->map = part->map;
1795 1792
1796 throw_ob->move_type = MOVE_FLY_LOW; 1793 throw_ob->move_type = MOVE_FLY_LOW;
1797 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; 1794 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1795
1796 throw_ob->set_speed (throw_ob->speed);
1798 1797
1799#if 0 1798#if 0
1800 /* need to put in a good sound for this */ 1799 /* need to put in a good sound for this */
1801 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); 1800 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1802#endif 1801#endif
1828 else 1827 else
1829 throw_ob = find_mon_throw_ob (op); 1828 throw_ob = find_mon_throw_ob (op);
1830 1829
1831 return do_throw (op, part, throw_ob, dir, skill); 1830 return do_throw (op, part, throw_ob, dir, skill);
1832} 1831}
1832
1833static void
1834give_player_quad_material_for (object *pl, object *ob)
1835{
1836 if (!ob->flag [FLAG_IS_QUAD] || !ob->other_arch)
1837 return;
1838
1839 object *t = ob->other_arch->instance ();
1840 pl->insert (t);
1841}
1842
1843bool
1844skill_mining (object *who, object *tool, object *skill, int dir, const char *string)
1845{
1846 if (!who->is_player ())
1847 return 0;
1848
1849 if (!dir)
1850 {
1851 who->failmsg ("In what direction?");
1852 return 0;
1853 }
1854
1855 mapxy pos (who); pos.move (dir);
1856
1857 if (!pos.normalise ())
1858 {
1859 who->failmsgf (
1860 "You brandish your %s, with not so convincing results. "
1861 "H<There is nothing in this direction.>",
1862 &tool->name
1863 );
1864 return 0;
1865 }
1866
1867 mapspace &ms = pos.ms ();
1868
1869 for (object *mine_obj = pos.ms ().top; mine_obj; mine_obj = mine_obj->below)
1870 if (mine_obj->type == VEIN)
1871 {
1872 who->speed_left -= who->speed / tool->speed;
1873
1874 who->play_sound (tool->sound);
1875
1876 if (rndm (100 - mine_obj->stats.ac) > rndm (tool->stats.wc))
1877 who->failmsgf (
1878 "You use your %s.... nothing. "
1879 "H<Try again, perhaps?>",
1880 &tool->name
1881 );
1882 else if (mine_obj->race != tool->race)
1883 who->failmsgf (
1884 "You use your %s.... but it doesn't work. "
1885 "H<Maybe you are using the wrong tool?>",
1886 &tool->name
1887 );
1888 else if (!mine_obj->stats.food)
1889 who->failmsgf (
1890 "You use your %s.... but there is nothing. "
1891 "H<This space is exhausted, you should try somewhere else.>",
1892 &tool->name
1893 );
1894 else
1895 {
1896 --mine_obj->stats.food;
1897
1898 object *ore = mine_obj->other_arch->instance ();
1899
1900 who->statusmsg (format (
1901 "You use your %s.... and find some %s!",
1902 &tool->name, &ore->name
1903 ));
1904
1905 ore->insert_at (who);
1906
1907 return true;
1908 }
1909 }
1910 else if (mine_obj->flag [FLAG_IS_QUAD])
1911 {
1912 if (mine_obj->flag [FLAG_IS_FLOOR])
1913 {
1914 maptile *lower_floor = pos.m->tile_available (TILE_DOWN);
1915
1916 if (!lower_floor)
1917 {
1918 who->failmsgf (
1919 "Whoops, you failed to remove the %s. H<You may try again.>",
1920 &mine_obj->name
1921 );
1922 return false;
1923 }
1924
1925 mapxy below_pos (lower_floor, pos.x, pos.y);
1926
1927 if (!below_pos.normalise ())
1928 {
1929 who->failmsgf (
1930 "Whoops, you failed to remove the %s. H<You may try again.>",
1931 &mine_obj->name
1932 );
1933 return false;
1934 }
1935
1936 // first insert open space here:
1937 object *open_space_floor = archetype::get (shstr_quad_open_space);
1938 open_space_floor->stats.hp = pos.x;
1939 open_space_floor->stats.sp = pos.y;
1940 insert_ob_in_map_at (open_space_floor, pos.m, mine_obj,
1941 INS_BELOW_ORIGINATOR, pos.x, pos.y);
1942
1943 // next we will remove the wall in the lower layer:
1944 mapspace &below_ms = below_pos.ms ();
1945 for (object *quad_obj = below_ms.top; quad_obj; quad_obj = quad_obj->below)
1946 {
1947 if (quad_obj->flag [FLAG_IS_FLOOR])
1948 break;
1949
1950 if (quad_obj->flag [FLAG_IS_QUAD])
1951 {
1952 quad_obj->map->queue_physics_at (quad_obj->x, quad_obj->y);
1953 give_player_quad_material_for (who, quad_obj);
1954 quad_obj->destroy ();
1955 break;
1956 }
1957 }
1958 }
1959
1960 mine_obj->map->queue_physics_at (mine_obj->x, mine_obj->y);
1961
1962 // FIXME: there should be chance assigned, like above with veins!
1963 who->play_sound (tool->sound);
1964 give_player_quad_material_for (who, mine_obj);
1965 mine_obj->destroy ();
1966 who->contr->fire_on = 0; // TODO: stopgap, do not remove more than one per keypress
1967 return true;
1968 }
1969
1970 return false;
1971}
1972

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines