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(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 1.90 by root, Wed Apr 14 22:35:41 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 it under 8 * 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 9 * 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 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
42 /* Only prohibit stealing if the player does not have a free 42 /* Only prohibit stealing if the player does not have a free
43 * hand available and in fact does have hands. 43 * hand available and in fact does have hands.
44 */ 44 */
45 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)
46 { 46 {
47 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! "
48 "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.>");
49 return -1; 49 return -1;
50 } 50 }
51 51
52 /* ADJUSTMENTS */ 52 /* ADJUSTMENTS */
53 53
54 /* Its harder to steal from hostile beings! */ 54 /* It's harder to steal from hostile beings! */
55 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 55 if (!victim->flag [FLAG_UNAGGRESSIVE])
56 roll = roll / 2; 56 roll = roll / 2;
57 57
58 /* Easier to steal from sleeping beings, or if the thief is 58 /* Easier to steal from sleeping beings, or if the thief is
59 * unseen */ 59 * unseen */
60 if (QUERY_FLAG (victim, FLAG_SLEEP)) 60 if (victim->flag [FLAG_SLEEP])
61 roll = roll * 3; 61 roll = roll * 3;
62 else if (op->invisible) 62 else if (op->invisible)
63 roll = roll * 2; 63 roll = roll * 2;
64 64
65 /* check stealing 'encumberance'. Having this equipment applied makes 65 /* check stealing 'encumberance'. Having this equipment applied makes
66 * it quite a bit harder to steal. 66 * it quite a bit harder to steal.
67 */ 67 */
68 for (equip = op->inv; equip; equip = equip->below) 68 for (equip = op->inv; equip; equip = equip->below)
69 { 69 {
70 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) 70 if (equip->type == WEAPON && equip->flag [FLAG_APPLIED])
71 roll -= equip->weight / 10000; 71 roll -= equip->weight / 10000;
72 72
73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 73 if (equip->type == BOW && equip->flag [FLAG_APPLIED])
74 roll -= equip->weight / 5000; 74 roll -= equip->weight / 5000;
75 75
76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 76 if (equip->type == SHIELD && equip->flag [FLAG_APPLIED])
77 roll -= equip->weight / 2000; 77 roll -= equip->weight / 2000;
78 78
79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 79 if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED])
80 roll -= equip->weight / 5000; 80 roll -= equip->weight / 5000;
81 81
82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 82 if (equip->type == GLOVES && equip->flag [FLAG_APPLIED])
83 roll -= equip->weight / 100; 83 roll -= equip->weight / 100;
84 } 84 }
85 85
86 if (roll < 0) 86 if (roll < 0)
87 roll = 0; 87 roll = 0;
114 if (!op->is_player () && op->flag [FLAG_NO_STEAL]) 114 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
115 { 115 {
116 if (can_detect_enemy (op, who, &rv)) 116 if (can_detect_enemy (op, who, &rv))
117 { 117 {
118 npc_call_help (op); 118 npc_call_help (op);
119 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 119 op->clr_flag (FLAG_UNAGGRESSIVE);
120 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); 120 who->failmsg ("Your attempt is prevented!");
121 return 0; 121 return 0;
122 } 122 }
123 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 */
124 op->stats.Wis += (op->stats.Int / 5) + 1; 124 op->stats.Wis += (op->stats.Int / 5) + 1;
125 125
127 op->stats.Wis = MAX_STAT; 127 op->stats.Wis = MAX_STAT;
128 } 128 }
129 129
130 if (op->is_player () && op->flag [FLAG_WIZ]) 130 if (op->is_player () && op->flag [FLAG_WIZ])
131 { 131 {
132 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");
133 return 0; 133 return 0;
134 } 134 }
135 135
136 // only allow stealing between hostile players (TODO: probably should change) 136 // only allow stealing between hostile players (TODO: probably should change)
137 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))
138 { 138 {
139 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");
140 return 0; 140 return 0;
141 } 141 }
142 142
143 /* Ok then, go through their inventory, stealing */ 143 /* Ok then, go through their inventory, stealing */
144 for (tmp = op->inv; tmp; tmp = next) 144 for (tmp = op->inv; tmp; tmp = next)
153 * future possible problems. -b.t. 153 * future possible problems. -b.t.
154 * 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
155 * already -b.t. 155 * already -b.t.
156 */ 156 */
157 157
158 if (QUERY_FLAG (tmp, FLAG_APPLIED) 158 if (tmp->flag [FLAG_APPLIED]
159 || !tmp->type 159 || !tmp->type
160 || tmp->type == SPELL 160 || tmp->type == SPELL
161 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) 161 || tmp->flag [FLAG_STARTEQUIP]
162 || QUERY_FLAG (tmp, FLAG_NO_STEAL) 162 || tmp->flag [FLAG_NO_STEAL]
163 || tmp->invisible) 163 || tmp->invisible)
164 continue; 164 continue;
165 165
166 /* Okay, try stealing this item. Dependent on dexterity of thief, 166 /* Okay, try stealing this item. Dependent on dexterity of thief,
167 * skill level, see the adj_stealroll fctn for more detail. 167 * skill level, see the adj_stealroll fctn for more detail.
181 */ 181 */
182 if (tmp->destroyed () || tmp->env != op) 182 if (tmp->destroyed () || tmp->env != op)
183 { 183 {
184 /* for players, play_sound: steals item */ 184 /* for players, play_sound: steals item */
185 success = tmp; 185 success = tmp;
186 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 186 tmp->clr_flag (FLAG_INV_LOCKED);
187 } 187 }
188 188
189 break; 189 break;
190 } 190 }
191 } /* for loop looking for an item */ 191 } /* for loop looking for an item */
215 { 215 {
216 npc_call_help (op); 216 npc_call_help (op);
217 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));
218 } 218 }
219 219
220 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 220 op->clr_flag (FLAG_UNAGGRESSIVE);
221 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
222 * on the victim. 222 * on the victim.
223 */ 223 */
224 SET_FLAG (op, FLAG_NO_STEAL); 224 op->set_flag (FLAG_NO_STEAL);
225 } 225 }
226 else 226 else
227 { /* stealing from another player */ 227 { /* stealing from another player */
228 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
229 229
260 260
261 x = op->x + freearr_x[dir]; 261 x = op->x + freearr_x[dir];
262 y = op->y + freearr_y[dir]; 262 y = op->y + freearr_y[dir];
263 263
264 if (dir == 0) 264 if (dir == 0)
265 { 265 return 0; // you can't steal from ourself!
266 /* Can't steal from ourself! */
267 return 0;
268 }
269 266
270 m = op->map; 267 m = op->map;
271 mflags = get_map_flags (m, &m, x, y, &x, &y); 268 mflags = get_map_flags (m, &m, x, y, &x, &y);
272 /* 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,
273 * don't need to look any further. 270 * don't need to look any further.
281 278
282 /* Find the topmost object at this spot */ 279 /* Find the topmost object at this spot */
283 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);
284 281
285 /* For all the stacked objects at this point, attempt a steal */ 282 /* For all the stacked objects at this point, attempt a steal */
286 for (; tmp != NULL; tmp = next) 283 for (; tmp; tmp = next)
287 { 284 {
288 next = tmp->below; 285 next = tmp->below;
289 /* Minor hack--for multi square beings - make sure we get 286 /* Minor hack--for multi square beings - make sure we get
290 * the 'head' coz 'tail' objects have no inventory! - b.t. 287 * the 'head' coz 'tail' objects have no inventory! - b.t.
291 */ 288 */
292 if (tmp->head) 289 if (tmp->head)
293 tmp = tmp->head; 290 tmp = tmp->head;
294 291
295 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 292 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
296 continue; 293 continue;
297 294
298 /* do not reveal hidden DMs */ 295 /* do not reveal hidden DMs */
299 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden) 296 if (tmp->type == PLAYER && tmp->flag [FLAG_WIZ] && tmp->contr->hidden)
300 continue; 297 continue;
298
301 if (attempt_steal (tmp, op, skill)) 299 if (attempt_steal (tmp, op, skill))
302 { 300 {
303 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 301 if (tmp->type == PLAYER) /* no xp for stealing from another player */
304 return 0; 302 return 0;
305 303
306 /* no xp for stealing from pets (of players) */ 304 /* no xp for stealing from pets (of players) */
307 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 305 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
308 { 306 {
309 object *owner = tmp->owner; 307 object *owner = tmp->owner;
310 308
311 if (owner != NULL && owner->type == PLAYER) 309 if (owner && owner->type == PLAYER)
312 return 0; 310 return 0;
313 } 311 }
314 312
315 // reduce monster experience by experience we gained, as to 313 // reduce monster experience by experience we gained, as to
316 // 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
317 // (jessies gave ~20,000,000 exp otherwise. 315 // (jessies gave ~20,000,000 exp otherwise.
318 int exp = calc_skill_exp (op, tmp, skill); 316 int exp = calc_skill_exp (op, tmp, skill);
319 317
320 exp = MIN (tmp->stats.exp, exp); 318 exp = min (tmp->stats.exp, exp);
321 tmp->stats.exp -= exp; 319 tmp->stats.exp -= exp;
322 return exp; 320 return exp;
323 } 321 }
324 } 322 }
323
325 return 0; 324 return 0;
326} 325}
327 326
328static int 327static int
329attempt_pick_lock (object *door, object *pl, object *skill) 328attempt_pick_lock (object *door, object *pl, object *skill)
365 dir = pl->facing; 364 dir = pl->facing;
366 365
367 /* For all the stacked objects at this point find a door */ 366 /* For all the stacked objects at this point find a door */
368 if (out_of_map (pl->map, x, y)) 367 if (out_of_map (pl->map, x, y))
369 { 368 {
370 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 369 pl->failmsg ("There is no lock there.");
371 return 0; 370 return 0;
372 } 371 }
373 372
374 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)
375 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 374 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
376 break; 375 break;
377 376
378 if (!tmp) 377 if (!tmp)
379 { 378 {
380 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 379 pl->failmsg ("There is no lock there.");
381 return 0; 380 return 0;
382 } 381 }
382
383 if (tmp->type == LOCKED_DOOR) 383 if (tmp->type == LOCKED_DOOR)
384 { 384 {
385 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.>");
386 return 0; 386 return 0;
387 } 387 }
388 388
389 if (!tmp->move_block) 389 if (!tmp->move_block)
390 { 390 {
391 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); 391 pl->failmsg ("The door has no lock!");
392 return 0; 392 return 0;
393 } 393 }
394 394
395 if (attempt_pick_lock (tmp, pl, skill)) 395 if (attempt_pick_lock (tmp, pl, skill))
396 { 396 {
445hide (object *op, object *skill) 445hide (object *op, object *skill)
446{ 446{
447 /* the preliminaries -- Can we really hide now? */ 447 /* the preliminaries -- Can we really hide now? */
448 /* this keeps monsters from using invisibilty spells and hiding */ 448 /* this keeps monsters from using invisibilty spells and hiding */
449 449
450 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 450 if (op->flag [FLAG_MAKE_INVIS])
451 { 451 {
452 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!");
453 return 0; 453 return 0;
454 } 454 }
455 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)
482static void 482static void
483stop_jump (object *pl, int dist, int spaces) 483stop_jump (object *pl, int dist, int spaces)
484{ 484{
485 pl->update_stats (); 485 pl->update_stats ();
486 pl->map->insert (pl, pl->x, pl->y, pl); 486 pl->map->insert (pl, pl->x, pl->y, pl);
487 pl->speed_left -= fabs (pl->speed * 8); 487 pl->speed_left -= pl->speed * 8.;
488} 488}
489 489
490static int 490static int
491attempt_jump (object *pl, int dir, int spaces, object *skill) 491attempt_jump (object *pl, int dir, int spaces, object *skill)
492{ 492{
519 } 519 }
520 520
521 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)
522 { 522 {
523 /* Jump into creature */ 523 /* Jump into creature */
524 if (QUERY_FLAG (tmp, FLAG_MONSTER) 524 if (tmp->flag [FLAG_MONSTER]
525 || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) 525 || (tmp->type == PLAYER && (!tmp->flag [FLAG_WIZ] || !tmp->contr->hidden)))
526 { 526 {
527 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);
528 528
529 stop_jump (pl, i, spaces); 529 stop_jump (pl, i, spaces);
530 530
580 int stats = str * str * str * dex * skill->level; 580 int stats = str * str * str * dex * skill->level;
581 int spaces = min (3, skill->level, stats / (pl->carrying + 1)); 581 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
582 582
583 if (spaces == 0) 583 if (spaces == 0)
584 { 584 {
585 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.");
586 return 0; 586 return 0;
587 } 587 }
588 588
589 return attempt_jump (pl, dir, spaces, skill); 589 return attempt_jump (pl, dir, spaces, skill);
590} 590}
604 object *tmp; 604 object *tmp;
605 int success = 0; 605 int success = 0;
606 606
607 for (tmp = pl->inv; tmp; tmp = tmp->below) 607 for (tmp = pl->inv; tmp; tmp = tmp->below)
608 if (!tmp->invisible 608 if (!tmp->invisible
609 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 609 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
610 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 610 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) && tmp->item_power < skill->level)
611 { 611 {
612 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 612 tmp->set_flag (FLAG_KNOWN_CURSED);
613 esrv_update_item (UPD_FLAGS, pl, tmp); 613 esrv_update_item (UPD_FLAGS, pl, tmp);
614 success += calc_skill_exp (pl, tmp, skill); 614 success += calc_skill_exp (pl, tmp, skill);
615 } 615 }
616 616
617 /* Check ground, too, but only objects the player could pick up */ 617 /* 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) 618 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
619 if (can_pick (pl, tmp) && 619 if (can_pick (pl, tmp) &&
620 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 620 !tmp->flag [FLAG_IDENTIFIED] &&
621 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 621 !tmp->flag [FLAG_KNOWN_CURSED]
622 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 622 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) && tmp->item_power < skill->level)
623 { 623 {
624 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 624 tmp->set_flag (FLAG_KNOWN_CURSED);
625 esrv_update_item (UPD_FLAGS, pl, tmp); 625 esrv_update_item (UPD_FLAGS, pl, tmp);
626 success += calc_skill_exp (pl, tmp, skill); 626 success += calc_skill_exp (pl, tmp, skill);
627 } 627 }
628 628
629 return success; 629 return success;
635 object *tmp; 635 object *tmp;
636 int success = 0; 636 int success = 0;
637 637
638 for (tmp = pl->inv; tmp; tmp = tmp->below) 638 for (tmp = pl->inv; tmp; tmp = tmp->below)
639 if (!tmp->invisible 639 if (!tmp->invisible
640 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 640 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
641 && (is_magical (tmp)) && tmp->item_power < skill->level) 641 && (is_magical (tmp)) && tmp->item_power < skill->level)
642 { 642 {
643 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 643 tmp->set_flag (FLAG_KNOWN_MAGICAL);
644 esrv_update_item (UPD_FLAGS, pl, tmp); 644 esrv_update_item (UPD_FLAGS, pl, tmp);
645 success += calc_skill_exp (pl, tmp, skill); 645 success += calc_skill_exp (pl, tmp, skill);
646 } 646 }
647 647
648 /* Check ground, too, but like above, only if the object can be picked up */ 648 /* 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) 649 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
650 if (can_pick (pl, tmp) && 650 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) 651 !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL] && (is_magical (tmp)) && tmp->item_power < skill->level)
652 { 652 {
653 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 653 tmp->set_flag (FLAG_KNOWN_MAGICAL);
654 esrv_update_item (UPD_FLAGS, pl, tmp); 654 esrv_update_item (UPD_FLAGS, pl, tmp);
655 success += calc_skill_exp (pl, tmp, skill); 655 success += calc_skill_exp (pl, tmp, skill);
656 } 656 }
657 657
658 return success; 658 return success;
659} 659}
660 660
661/* Helper function for do_skill_ident, so that we can loop 661/* Helper function for do_skill_ident, so that we can loop
662 * over inventory AND objects on the ground conveniently. 662 * over inventory AND objects on the ground conveniently.
663 */ 663 */
664int 664static int
665do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 665do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
666{ 666{
667 int success = 0, chance; 667 int success = 0, chance;
668 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; 668 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
669 669
670 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) 670 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_NO_SKILL_IDENT]
671 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) 671 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
672 { 672 {
673 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); 673 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
674 674
675 if (skill_value >= chance) 675 if (skill_value >= chance)
688 } 688 }
689 689
690 success += calc_skill_exp (pl, tmp, skill); 690 success += calc_skill_exp (pl, tmp, skill);
691 } 691 }
692 else 692 else
693 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 693 tmp->set_flag (FLAG_NO_SKILL_IDENT);
694 } 694 }
695 695
696 return success; 696 return success;
697} 697}
698 698
758 break; 758 break;
759 759
760 case SK_DET_CURSE: 760 case SK_DET_CURSE:
761 success = do_skill_detect_curse (pl, skill); 761 success = do_skill_detect_curse (pl, skill);
762 if (success) 762 if (success)
763 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 763 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!");
764 break; 764 break;
765 765
766 case SK_DET_MAGIC: 766 case SK_DET_MAGIC:
767 success = do_skill_detect_magic (pl, skill); 767 success = do_skill_detect_magic (pl, skill);
768 if (success) 768 if (success)
769 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); 769 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover items imbued with mystic forces!");
770 break; 770 break;
771 771
772 default: 772 default:
773 LOG (llevError, "Error: bad call to skill_ident()\n"); 773 LOG (llevError, "Error: bad call to skill_ident()\n");
774 return 0; 774 return 0;
775 break; 775 break;
776 } 776 }
777 777
778 if (!success) 778 if (!success)
779 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 779 new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more.");
780 780
781 return success; 781 return success;
782} 782}
783 783
784/* players using this skill can 'charm' a monster -- 784/* players using this skill can 'charm' a monster --
790use_oratory (object *pl, int dir, object *skill) 790use_oratory (object *pl, int dir, object *skill)
791{ 791{
792 if (pl->type != PLAYER) 792 if (pl->type != PLAYER)
793 return 0; /* only players use this skill */ 793 return 0; /* only players use this skill */
794 794
795 if (!dir)
796 {
797 pl->failmsg ("In what direction?");
798 return 0;
799 }
800
795 sint16 x = pl->x + freearr_x[dir], 801 sint16 x = pl->x + freearr_x[dir],
796 y = pl->y + freearr_y[dir]; 802 y = pl->y + freearr_y[dir];
797 maptile *m = pl->map; 803 maptile *m = pl->map;
798 804
799 int mflags = get_map_flags (m, &m, x, y, &x, &y); 805 int mflags = get_map_flags (m, &m, x, y, &x, &y);
802 808
803 /* Save some processing - we have the flag already anyways 809 /* Save some processing - we have the flag already anyways
804 */ 810 */
805 if (!(mflags & P_IS_ALIVE)) 811 if (!(mflags & P_IS_ALIVE))
806 { 812 {
807 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 813 pl->failmsg ("There is nothing to orate to.");
808 return 0; 814 return 0;
809 } 815 }
810 816
811 object *tmp; 817 object *tmp;
812 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 818 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
820 if (tmp->type == PLAYER 826 if (tmp->type == PLAYER
821 || tmp->more || tmp->head_ () != tmp 827 || tmp->more || tmp->head_ () != tmp
822 || tmp->msg) 828 || tmp->msg)
823 return 0; 829 return 0;
824 830
825 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 831 if (tmp->flag [FLAG_MONSTER])
826 break; 832 break;
827 } 833 }
828 834
829 if (!tmp) 835 if (!tmp)
830 { 836 {
831 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 837 pl->failmsg ("There is nothing to orate to.");
832 return 0; 838 return 0;
833 } 839 }
834 840
835 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); 841 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
836 842
837 /* the following conditions limit who may be 'charmed' */ 843 /* the following conditions limit who may be 'charmed' */
838 844
839 /* it's hostile! */ 845 /* it's hostile! */
840 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 846 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
841 { 847 {
842 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 848 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
843 return 0; 849 return 0;
844 } 850 }
845 851
846 /* it's already allied! */ 852 /* it's already allied! */
847 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 853 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
848 { 854 {
849 if (tmp->owner == pl) 855 if (tmp->owner == pl)
850 { 856 {
851 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); 857 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
852 return 0; 858 return 0;
883 tmp->set_owner (pl); 889 tmp->set_owner (pl);
884 tmp->skill = skill->skill; 890 tmp->skill = skill->skill;
885 tmp->stats.exp = 0; 891 tmp->stats.exp = 0;
886 tmp->attack_movement = PETMOVE; 892 tmp->attack_movement = PETMOVE;
887 893
888 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 894 if (!tmp->flag [FLAG_FRIENDLY])
889 add_friendly_object (tmp); 895 add_friendly_object (tmp);
890 896
891 return calc_skill_exp (pl, tmp, skill); 897 return calc_skill_exp (pl, tmp, skill);
892 } 898 }
893 /* Charm failed. Creature may be angry now */ 899 /* 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)) 900 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
895 { 901 {
896 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 902 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
897 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 903 if (tmp->flag [FLAG_FRIENDLY])
898 { 904 {
899 remove_friendly_object (tmp); 905 remove_friendly_object (tmp);
900 tmp->attack_movement = 0; /* needed? */ 906 tmp->attack_movement = 0; /* needed? */
901 } 907 }
902 908
903 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 909 tmp->clr_flag (FLAG_UNAGGRESSIVE);
904 } 910 }
905 911
906 return 0; /* Fall through - if we get here, we didn't charm anything */ 912 return 0; /* Fall through - if we get here, we didn't charm anything */
907} 913}
908 914
924 sint16 x, y; 930 sint16 x, y;
925 931
926 if (pl->type != PLAYER) 932 if (pl->type != PLAYER)
927 return 0; /* only players use this skill */ 933 return 0; /* only players use this skill */
928 934
935 if (!dir)
936 {
937 pl->failmsg ("In what direction?");
938 return 0;
939 }
940
929 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 941 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
930 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) 942 for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir;
943 i < min (skill->level, SIZEOFFREE);
944 i++)
931 { 945 {
932 x = pl->x + freearr_x[i]; 946 x = pl->x + freearr_x[i];
933 y = pl->y + freearr_y[i]; 947 y = pl->y + freearr_y[i];
934 m = pl->map; 948 m = pl->map;
935 949
939 if (!(mflags & P_IS_ALIVE)) 953 if (!(mflags & P_IS_ALIVE))
940 continue; 954 continue;
941 955
942 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 956 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
943 { 957 {
944 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 958 if (tmp->flag [FLAG_MONSTER])
945 break; 959 break;
946 /* can't affect players */ 960 /* can't affect players */
947 if (tmp->type == PLAYER) 961 if (tmp->type == PLAYER)
948 break; 962 break;
949 } 963 }
950 964
951 /* Whole bunch of checks to see if this is a type of monster that would 965 /* Whole bunch of checks to see if this is a type of monster that would
952 * listen to singing. 966 * listen to singing.
953 */ 967 */
954 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ 968 if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */
955 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ 969 !tmp->flag [FLAG_SPLITTING] && /* no ears */
956 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ 970 !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 */ 971 (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */
958 !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 972 !tmp->flag [FLAG_FRIENDLY])
959 { /* already calm */ 973 { /* already calm */
960 974
961 /* stealing isn't really related (although, maybe it should 975 /* stealing isn't really related (although, maybe it should
962 * be). This is mainly to prevent singing to the same monster 976 * be). This is mainly to prevent singing to the same monster
963 * over and over again and getting exp for it. 977 * over and over again and getting exp for it.
964 */ 978 */
965 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; 979 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
966 980
967 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) 981 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
968 { 982 {
969 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 983 tmp->set_flag (FLAG_UNAGGRESSIVE);
970 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); 984 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 */ 985 /* Give exp only if they are not aware */
972 986
973 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 987 if (!tmp->flag [FLAG_NO_STEAL])
974 exp += calc_skill_exp (pl, tmp, skill); 988 exp += calc_skill_exp (pl, tmp, skill);
975 989
976 SET_FLAG (tmp, FLAG_NO_STEAL); 990 tmp->set_flag (FLAG_NO_STEAL);
977 } 991 }
978 else 992 else
979 { 993 {
980 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 994 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); 995 tmp->set_flag (FLAG_NO_STEAL);
982 } 996 }
983 } 997 }
984 } 998 }
985 return exp; 999 return exp;
986} 1000}
987 1001
988/* The find_traps skill (aka, search). Checks for traps 1002/* The find_traps skill (aka, search). Checks for traps
989 * on the spaces or in certain objects 1003 * on the spaces or in certain objects
990 */ 1004 */
991
992int 1005int
993find_traps (object *pl, object *skill) 1006find_traps (object *pl, object *skill)
994{ 1007{
995 object *tmp, *tmp2; 1008 object *tmp, *tmp2;
996 int i, expsum = 0, mflags; 1009 int i, expsum = 0, mflags;
998 maptile *m; 1011 maptile *m;
999 1012
1000 /* First we search all around us for runes and traps, which are 1013 /* First we search all around us for runes and traps, which are
1001 * all type RUNE 1014 * all type RUNE
1002 */ 1015 */
1003
1004 for (i = 0; i < 9; i++) 1016 for (i = 0; i < 9; i++)
1005 { 1017 {
1006 x = pl->x + freearr_x[i]; 1018 x = pl->x + freearr_x[i];
1007 y = pl->y + freearr_y[i]; 1019 y = pl->y + freearr_y[i];
1008 m = pl->map; 1020 m = pl->map;
1010 mflags = get_map_flags (m, &m, x, y, &x, &y); 1022 mflags = get_map_flags (m, &m, x, y, &x, &y);
1011 if (mflags & P_OUT_OF_MAP) 1023 if (mflags & P_OUT_OF_MAP)
1012 continue; 1024 continue;
1013 1025
1014 /* Check everything in the square for trapness */ 1026 /* Check everything in the square for trapness */
1015 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1027 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1016 { 1028 {
1017
1018 /* And now we'd better do an inventory traversal of each 1029 /* And now we'd better do an inventory traversal of each
1019 * of these objects' inventory 1030 * of these objects' inventory
1020 * We can narrow this down a bit - no reason to search through 1031 * We can narrow this down a bit - no reason to search through
1021 * the players inventory or monsters for that matter. 1032 * the players inventory or monsters for that matter.
1022 */ 1033 */
1023 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1034 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1024 {
1025 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1035 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1026 if (tmp2->type == RUNE || tmp2->type == TRAP) 1036 if (tmp2->type == RUNE || tmp2->type == TRAP)
1027 if (trap_see (pl, tmp2)) 1037 if (trap_see (pl, tmp2))
1028 { 1038 {
1029 trap_show (tmp2, tmp); 1039 trap_show (tmp2, tmp);
1030 if (tmp2->stats.Cha > 1) 1040 if (tmp2->stats.Cha > 1)
1031 { 1041 {
1032 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1042 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1033 expsum += calc_skill_exp (pl, tmp2, skill); 1043 expsum += calc_skill_exp (pl, tmp2, skill);
1034 1044
1035 tmp2->stats.Cha = 1; /* unhide the trap */ 1045 tmp2->stats.Cha = 1; /* unhide the trap */
1036 } 1046 }
1037 } 1047 }
1038 } 1048
1039 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1049 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1040 { 1050 {
1041 trap_show (tmp, tmp); 1051 trap_show (tmp, tmp);
1042 if (tmp->stats.Cha > 1) 1052 if (tmp->stats.Cha > 1)
1043 { 1053 {
1046 tmp->stats.Cha = 1; /* unhide the trap */ 1056 tmp->stats.Cha = 1; /* unhide the trap */
1047 } 1057 }
1048 } 1058 }
1049 } 1059 }
1050 } 1060 }
1061
1051 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1062 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1052 return expsum; 1063 return expsum;
1053} 1064}
1054 1065
1055/* remove_trap() - This skill will disarm any previously discovered trap 1066/* remove_trap() - This skill will disarm any previously discovered trap
1072 mflags = get_map_flags (m, &m, x, y, &x, &y); 1083 mflags = get_map_flags (m, &m, x, y, &x, &y);
1073 if (mflags & P_OUT_OF_MAP) 1084 if (mflags & P_OUT_OF_MAP)
1074 continue; 1085 continue;
1075 1086
1076 /* Check everything in the square for trapness */ 1087 /* Check everything in the square for trapness */
1077 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1088 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1078 { 1089 {
1079 /* And now we'd better do an inventory traversal of each 1090 /* And now we'd better do an inventory traversal of each
1080 * of these objects inventory. Like above, only 1091 * of these objects inventory. Like above, only
1081 * do this for interesting objects. 1092 * do this for interesting objects.
1082 */ 1093 */
1083 1094
1084 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1095 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1085 { 1096 {
1086 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1097 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1087 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1098 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1088 { 1099 {
1089 trap_show (tmp2, tmp); 1100 trap_show (tmp2, tmp);
1101
1090 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) 1102 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1091 { 1103 {
1092 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1104 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1093 success += calc_skill_exp (op, tmp2, skill); 1105 success += calc_skill_exp (op, tmp2, skill);
1094 } 1106 }
1095 } 1107 }
1096 } 1108 }
1109
1097 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1110 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1098 { 1111 {
1099 trap_show (tmp, tmp); 1112 trap_show (tmp, tmp);
1100 1113
1101 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) 1114 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1168 1181
1169 if (pl->type != PLAYER) 1182 if (pl->type != PLAYER)
1170 return; /* players only */ 1183 return; /* players only */
1171 1184
1172 /* check if pl has removed encumbering armour and weapons */ 1185 /* check if pl has removed encumbering armour and weapons */
1173 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) 1186 if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6)
1174 { 1187 {
1175 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); 1188 pl->failmsg ("You can't concentrate while wielding a weapon!\n");
1176 return; 1189 return;
1177 } 1190 }
1178 else 1191 else
1179 { 1192 {
1180 for (tmp = pl->inv; tmp; tmp = tmp->below) 1193 for (tmp = pl->inv; tmp; tmp = tmp->below)
1181 if (((tmp->type == ARMOUR && skill->level < 12) 1194 if (((tmp->type == ARMOUR && skill->level < 12)
1182 || (tmp->type == HELMET && skill->level < 10) 1195 || (tmp->type == HELMET && skill->level < 10)
1183 || (tmp->type == SHIELD && skill->level < 6) 1196 || (tmp->type == SHIELD && skill->level < 6)
1184 || (tmp->type == BOOTS && skill->level < 4) 1197 || (tmp->type == BOOTS && skill->level < 4)
1185 || (tmp->type == GLOVES && skill->level < 2)) 1198 || (tmp->type == GLOVES && skill->level < 2))
1186 && QUERY_FLAG (tmp, FLAG_APPLIED)) 1199 && tmp->flag [FLAG_APPLIED])
1187 { 1200 {
1188 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); 1201 pl->failmsg ("You can't concentrate while wearing so much armour!\n");
1189 return; 1202 return;
1190 } 1203 }
1191 } 1204 }
1192 1205
1193 /* ok let's meditate! Spell points are regained first, then once 1206 /* ok let's meditate! Spell points are regained first, then once
1218static int 1231static int
1219write_note (object *pl, object *item, const char *msg, object *skill) 1232write_note (object *pl, object *item, const char *msg, object *skill)
1220{ 1233{
1221 if (!msg_is_safe (msg)) 1234 if (!msg_is_safe (msg))
1222 { 1235 {
1223 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); 1236 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); 1237 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1225 return 0; 1238 return 0;
1226 } 1239 }
1227 1240
1228 int len = strlen (msg); 1241 int len = strlen (msg);
1229 1242
1230 if (!is_utf8_string ((U8 *)msg, len)) 1243 if (!is_utf8_string ((U8 *)msg, len))
1231 { 1244 {
1232 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!"); 1245 pl->failmsg ("Your message is garbled (text must be UTF-8, client-bug)!");
1233 return 0; 1246 return 0;
1234 } 1247 }
1235 1248
1236 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 1249 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1237 return RESULT_INT (0); 1250 return RESULT_INT (0);
1238 1251
1239 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len)); 1252 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1240 1253
1241 if (char_len <= item->weight_limit) 1254 if (char_len <= item->weight_limit)
1242 { 1255 {
1243 object *newbook = arch_to_object (item->other_arch); 1256 object *newbook = item->other_arch->instance ();
1244 item->decrease (); 1257 item->decrease ();
1245 newbook->nrof = 1; 1258 newbook->nrof = 1;
1246 newbook->msg = shstr (msg); 1259 newbook->msg = shstr (msg);
1247 newbook->flag [FLAG_IDENTIFIED] = true; 1260 newbook->flag [FLAG_IDENTIFIED] = true;
1248 1261
1278 /* Check if we are ready to attempt inscription */ 1291 /* Check if we are ready to attempt inscription */
1279 object *chosen_spell = pl->contr->ranged_ob; 1292 object *chosen_spell = pl->contr->ranged_ob;
1280 1293
1281 if (!chosen_spell || chosen_spell->type != SPELL) 1294 if (!chosen_spell || chosen_spell->type != SPELL)
1282 { 1295 {
1283 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1296 pl->failmsg ("You need a spell readied in order to inscribe!");
1284 return 0; 1297 return 0;
1285 } 1298 }
1286 1299
1287 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) 1300 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1288 { 1301 {
1289 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); 1302 pl->failmsgf ("You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1290 return 0; 1303 return 0;
1291 } 1304 }
1292 1305
1293 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) 1306 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1294 { 1307 {
1295 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1308 pl->failmsgf ("You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1296 return 0; 1309 return 0;
1297 } 1310 }
1298 1311
1299 /* ok, we are ready to try inscription */ 1312 /* ok, we are ready to try inscription */
1300 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1313 if (pl->flag [FLAG_CONFUSED])
1301 confused = 1; 1314 confused = 1;
1302 1315
1303 /* Lost mana/grace no matter what */ 1316 /* Lost mana/grace no matter what */
1304 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); 1317 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); 1318 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1306 1319
1307 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) 1320 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1308 { 1321 {
1309 object *newscroll = arch_to_object (scroll->other_arch); 1322 object *newscroll = scroll->other_arch->instance ();
1310 scroll->decrease (); 1323 scroll->decrease ();
1311 newscroll->nrof = 1; 1324 newscroll->nrof = 1;
1312 1325
1313 pl->contr->play_sound (sound_find ("inscribe_success")); 1326 pl->contr->play_sound (sound_find ("inscribe_success"));
1314 1327
1315 if (!confused) 1328 if (!confused)
1316 { 1329 {
1317 newscroll->level = MAX (skill->level, chosen_spell->level); 1330 newscroll->level = max (skill->level, chosen_spell->level);
1318 newscroll->flag [FLAG_IDENTIFIED] = true; 1331 newscroll->flag [FLAG_IDENTIFIED] = true;
1319 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); 1332 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1320 } 1333 }
1321 else 1334 else
1322 { 1335 {
1323 chosen_spell = find_random_spell_in_ob (pl, NULL); 1336 chosen_spell = find_random_spell_in_ob (pl, NULL);
1324 if (!chosen_spell) 1337 if (!chosen_spell)
1325 return 0; 1338 return 0;
1326 1339
1327 newscroll->level = MAX (skill->level, chosen_spell->level); 1340 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."); 1341 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1329 } 1342 }
1330 1343
1331 object *tmp = chosen_spell->clone (); 1344 object *tmp = chosen_spell->clone ();
1332 insert_ob_in_ob (tmp, newscroll); 1345 insert_ob_in_ob (tmp, newscroll);
1350 { /* Inscription has failed */ 1363 { /* Inscription has failed */
1351 pl->contr->play_sound (sound_find ("inscribe_fail")); 1364 pl->contr->play_sound (sound_find ("inscribe_fail"));
1352 1365
1353 if (chosen_spell->level > skill->level || confused) 1366 if (chosen_spell->level > skill->level || confused)
1354 { /*backfire! */ 1367 { /*backfire! */
1355 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1368 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 1369
1357 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1370 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1358 pl->drain_specific_stat (4); 1371 pl->drain_specific_stat (4);
1359 else 1372 else
1360 { 1373 {
1393 { 1406 {
1394 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>"); 1407 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; 1408 return 0;
1396 } 1409 }
1397 1410
1398 object *item = find_marked_object (pl); 1411 object *item = pl->mark ();
1399 1412
1400 /* find an item of correct type to write on */ 1413 /* find an item of correct type to write on */
1401 if (!item) 1414 if (!item)
1402 { 1415 {
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.>"); 1416 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 { 1421 {
1409 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>"); 1422 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1410 return 0; 1423 return 0;
1411 } 1424 }
1412 1425
1413 if (QUERY_FLAG (item, FLAG_UNPAID)) 1426 if (item->flag [FLAG_UNPAID])
1414 { 1427 {
1415 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1428 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1416 return 0; 1429 return 0;
1417 } 1430 }
1418 1431
1419 if (item->other_arch->type == SCROLL) 1432 if (item->other_arch->type == SCROLL)
1420 { 1433 {
1421 if (*params) 1434 if (*params)
1422 { 1435 {
1423 // check readied scroll 1436 // 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" 1437 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); 1438 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1427 return 0; 1439 return 0;
1428 } 1440 }
1429 1441
1430 return write_scroll (pl, item, skill); 1442 return write_scroll (pl, item, skill);
1431 } 1443 }
1432 else 1444 else
1433 { 1445 {
1434 if (!*params) 1446 if (!*params)
1435 { 1447 {
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" 1448 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); 1449 "Usage: use_skill %s <message>", &skill->skill);
1439 return 0; 1450 return 0;
1440 } 1451 }
1441 1452
1442 return write_note (pl, item, params, skill); 1453 return write_note (pl, item, params, skill);
1443 } 1454 }
1454 * 'throwable' (ie not applied cursed obj, worn, etc). 1465 * 'throwable' (ie not applied cursed obj, worn, etc).
1455 */ 1466 */
1456static object * 1467static object *
1457find_throw_ob (object *op, const char *request) 1468find_throw_ob (object *op, const char *request)
1458{ 1469{
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 */ 1470 /* prefer marked item */
1468 tmp = find_marked_object (op); 1471 object *tmp = op->mark ();
1469 if (tmp != NULL) 1472
1470 {
1471 /* can't toss invisible or inv-locked items */ 1473 /* can't toss invisible or inv-locked items */
1472 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1474 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1473 { 1475 tmp = 0;
1474 tmp = NULL;
1475 }
1476 }
1477 1476
1478 /* look through the inventory */ 1477 /* look through the inventory */
1479 if (tmp == NULL) 1478 if (!tmp)
1480 {
1481 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1479 for (tmp = op->inv; tmp; tmp = tmp->below)
1482 { 1480 {
1483 /* can't toss invisible or inv-locked items */ 1481 /* can't toss invisible or inv-locked items */
1484 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1482 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1485 continue; 1483 continue;
1484
1486 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) 1485 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1487 break; 1486 break;
1488 } 1487 }
1489 }
1490 1488
1491 /* this should prevent us from throwing away 1489 /* this should prevent us from throwing away
1492 * cursed items, worn armour, etc. Only weapons 1490 * cursed items, worn armour, etc. Only weapons
1493 * can be thrown from 'hand'. 1491 * can be thrown from 'hand'.
1494 */ 1492 */
1495 if (!tmp) 1493 if (!tmp)
1496 return NULL; 1494 return 0;
1497 1495
1498 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1496 if (tmp->flag [FLAG_APPLIED])
1499 { 1497 {
1500 if (tmp->type != WEAPON) 1498 if (tmp->type != WEAPON)
1501 { 1499 {
1502 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); 1500 op->failmsgf ("You can't throw %s. H<Unapply it first.>", query_name (tmp));
1503 tmp = NULL; 1501 tmp = 0;
1504 }
1505 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1506 { 1502 }
1503 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1504 {
1507 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); 1505 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; 1506 tmp = 0;
1509 } 1507 }
1510 else 1508 else
1511 { 1509 {
1512 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 1510 if (!op->apply (tmp, AP_UNAPPLY))
1513 { 1511 {
1514 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1512 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1515 tmp = NULL; 1513 tmp = 0;
1516 } 1514 }
1517 } 1515 }
1518 } 1516 }
1519 else if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1517 else if (tmp->flag [FLAG_UNPAID])
1520 { 1518 {
1521 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); 1519 op->failmsgf ("You should pay for the %s first.", query_name (tmp));
1522 tmp = NULL; 1520 tmp = 0;
1523 } 1521 }
1524 1522
1525 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1523 //TODO: why not chekc first and give sensible message to player?
1524 if (tmp && tmp->flag [FLAG_INV_LOCKED])
1526 { 1525 {
1527 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1526 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1528 tmp = NULL; 1527 tmp = 0;
1529 } 1528 }
1529
1530 return tmp; 1530 return tmp;
1531} 1531}
1532 1532
1533/* make_throw_ob() We construct the 'carrier' object in 1533/* make_throw_ob() We construct the 'carrier' object in
1534 * which we will insert the object that is being thrown. 1534 * which we will insert the object that is being thrown.
1538make_throw_ob (object *orig) 1538make_throw_ob (object *orig)
1539{ 1539{
1540 if (!orig) 1540 if (!orig)
1541 return 0; 1541 return 0;
1542 1542
1543 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1543 if (orig->flag [FLAG_APPLIED])
1544 { 1544 {
1545 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1545 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1546 /* insufficient workaround, but better than nothing */ 1546 /* insufficient workaround, but better than nothing */
1547 CLEAR_FLAG (orig, FLAG_APPLIED); 1547 orig->clr_flag (FLAG_APPLIED);
1548 } 1548 }
1549 1549
1550 object *toss_item = orig->clone (); 1550 object *toss_item = orig->clone ();
1551 1551
1552 toss_item->type = THROWN_OBJ; 1552 toss_item->type = THROWN_OBJ;
1553 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1553 toss_item->clr_flag (FLAG_CHANGING);
1554 toss_item->stats.dam = 0; /* default damage */ 1554 toss_item->stats.dam = 0; /* default damage */
1555 toss_item->insert (orig); 1555 toss_item->insert (orig);
1556 1556
1557 return toss_item; 1557 return toss_item;
1558} 1558}
1569 int pause_f, weight_f = 0, mflags; 1569 int pause_f, weight_f = 0, mflags;
1570 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; 1570 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1571 maptile *m; 1571 maptile *m;
1572 sint16 sx, sy; 1572 sint16 sx, sy;
1573 1573
1574 if (throw_ob == NULL) 1574 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 } 1575 {
1581 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) 1576 op->failmsg ("You have nothing to throw.");
1577 return 0;
1582 { 1578 }
1583 if (op->type == PLAYER) 1579
1584 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1580 if (throw_ob->flag [FLAG_STARTEQUIP])
1581 {
1582 op->failmsg ("The gods won't let you throw that. "
1583 "H<Well, they would, but they would retrieve it "
1584 "- you wouldn't want that, would you?>");
1585 1585
1586 return 0; 1586 return 0;
1587 } 1587 }
1588 1588
1589 /* Because throwing effectiveness must be reduced by the 1589 /* Because throwing effectiveness must be reduced by the
1606 /* lighter items are thrown harder, farther, faster */ 1606 /* lighter items are thrown harder, farther, faster */
1607 if (throw_ob->weight > 0) 1607 if (throw_ob->weight > 0)
1608 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); 1608 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1609 else 1609 else
1610 { /* 0 or negative weight?!? Odd object, can't throw it */ 1610 { /* 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)); 1611 op->failmsgf ("You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1612 return 0; 1612 return 0;
1613 } 1613 }
1614 1614
1615 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); 1615 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1616 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1616 * item_factor * str_factor;
1617 1617
1618 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to 1618 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1619 * account for super-strong throwers. */ 1619 * account for super-strong throwers. */
1620 if (eff_str > MAX_STAT) 1620 min_it (eff_str, MAX_STAT);
1621 eff_str = MAX_STAT;
1622 1621
1623#ifdef DEBUG_THROW 1622#ifdef DEBUG_THROW
1624 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); 1623 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); 1624 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); 1625 LOG (llevDebug, " str_factor=%f\n", str_factor);
1716 /* the properties of objects which are meant to be thrown (ie dart, 1715 /* the properties of objects which are meant to be thrown (ie dart,
1717 * throwing knife, etc) will differ from ordinary items. Lets tailor 1716 * throwing knife, etc) will differ from ordinary items. Lets tailor
1718 * this stuff in here. 1717 * this stuff in here.
1719 */ 1718 */
1720 1719
1721 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) 1720 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1722 { 1721 {
1723 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1722 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; 1723 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; 1724 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1726 /* only throw objects get directional faces */ 1725 /* only throw objects get directional faces */
1762 if (throw_ob->weight > 50) 1761 if (throw_ob->weight > 50)
1763 throw_ob->speed *= 0.5; 1762 throw_ob->speed *= 0.5;
1764 } /* else tailor thrown object */ 1763 } /* else tailor thrown object */
1765 1764
1766 /* some limits, and safeties (needed?) */ 1765 /* some limits, and safeties (needed?) */
1767 if (throw_ob->stats.dam < 0) 1766 max_it (throw_ob->stats.dam, 0);
1768 throw_ob->stats.dam = 0;
1769 if (throw_ob->last_sp > eff_str) 1767 min_it (throw_ob->last_sp, eff_str);
1770 throw_ob->last_sp = eff_str;
1771 if (throw_ob->stats.food < 0) 1768 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) 1769 min_it (throw_ob->stats.wc, 30);
1776 throw_ob->stats.wc = 30;
1777 1770
1778 /* how long to pause the thrower. Higher values mean less pause */ 1771 /* how long to pause the thrower. Higher values mean less pause */
1779 pause_f = ((2 * eff_str) / 3) + 20 + skill->level; 1772 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1780 1773
1781 /* Put a lower limit on this */ 1774 /* Put a lower limit on this */
1782 if (pause_f < 10) 1775 clamp_it (pause_f, 10, 100);
1783 pause_f = 10;
1784 if (pause_f > 100)
1785 pause_f = 100;
1786 1776
1787 /* Changed in 0.94.2 - the calculation before was really goofy. 1777 /* Changed in 0.94.2 - the calculation before was really goofy.
1788 * In short summary, a throw can take anywhere between speed 5 and 1778 * In short summary, a throw can take anywhere between speed 5 and
1789 * speed 0.5 1779 * speed 0.5
1790 */ 1780 */
1828 else 1818 else
1829 throw_ob = find_mon_throw_ob (op); 1819 throw_ob = find_mon_throw_ob (op);
1830 1820
1831 return do_throw (op, part, throw_ob, dir, skill); 1821 return do_throw (op, part, throw_ob, dir, skill);
1832} 1822}
1823
1824bool
1825skill_mining (object *who, object *tool, object *skill, int dir, const char *string)
1826{
1827 if (!who->is_player ())
1828 return 0;
1829
1830 if (!dir)
1831 {
1832 who->failmsg ("In what direction?");
1833 return 0;
1834 }
1835
1836 mapxy pos (who); pos.move (dir);
1837
1838 if (!pos.normalise ())
1839 {
1840 who->failmsgf (
1841 "You brandish your %s, with not so convincing results. "
1842 "H<There is nothing in this direction.>",
1843 &tool->name
1844 );
1845 return 0;
1846 }
1847
1848 mapspace &ms = pos.ms ();
1849
1850 for (object *vein = pos.ms ().top; vein; vein = vein->below)
1851 if (vein->type == VEIN)
1852 {
1853 who->speed_left -= who->speed / tool->speed;
1854
1855 who->play_sound (tool->sound);
1856
1857 if (rndm (100 - vein->stats.ac) > rndm (tool->stats.wc))
1858 who->failmsgf (
1859 "You use your %s.... nothing. "
1860 "H<Try again, perhaps?>",
1861 &tool->name
1862 );
1863 else if (vein->race != tool->race)
1864 who->failmsgf (
1865 "You use your %s.... but it doesn't work. "
1866 "H<Maybe you are using the wrong tool?>",
1867 &tool->name
1868 );
1869 else if (!vein->stats.food)
1870 who->failmsgf (
1871 "You use your %s.... but there is nothing. "
1872 "H<This space is exhausted, you should try somewhere else.>",
1873 &tool->name
1874 );
1875 else
1876 {
1877 --vein->stats.food;
1878
1879 object *ore = vein->other_arch->instance ();
1880
1881 who->statusmsg (format (
1882 "You use your %s.... and find some %s!",
1883 &tool->name, &ore->name
1884 ));
1885
1886 ore->insert_at (who);
1887
1888 return true;
1889 }
1890 }
1891
1892 return false;
1893}
1894

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