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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.15 by root, Wed Dec 13 03:28:42 2006 UTC vs.
Revision 1.70 by root, Fri Nov 6 12:49:19 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 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 (C) 2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 27#include <sproto.h>
28#endif
29#include <living.h> 28#include <living.h>
30#include <skills.h> 29#include <skills.h>
31#include <spells.h> 30#include <spells.h>
32#include <book.h> 31#include <book.h>
33 32
41 return -1; 40 return -1;
42 41
43 /* Only prohibit stealing if the player does not have a free 42 /* Only prohibit stealing if the player does not have a free
44 * hand available and in fact does have hands. 43 * hand available and in fact does have hands.
45 */ 44 */
46 if (op->type == PLAYER && op->body_used[BODY_ARMS] <= 0 && op->body_info[BODY_ARMS]) 45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
47 { 46 {
48 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); 47 new_draw_info (NDI_UNIQUE, 0, op, "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 return -1; 49 return -1;
50 } 50 }
51 51
52 /* ADJUSTMENTS */ 52 /* ADJUSTMENTS */
53 53
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 && QUERY_FLAG (equip, FLAG_APPLIED))
71 {
72 roll -= equip->weight / 10000; 71 roll -= equip->weight / 10000;
73 } 72
74 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
75 roll -= equip->weight / 5000; 74 roll -= equip->weight / 5000;
75
76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
77 {
78 roll -= equip->weight / 2000; 77 roll -= equip->weight / 2000;
79 } 78
80 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
81 roll -= equip->weight / 5000; 80 roll -= equip->weight / 5000;
81
82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
83 roll -= equip->weight / 100; 83 roll -= equip->weight / 100;
84 } 84 }
85
85 if (roll < 0) 86 if (roll < 0)
86 roll = 0; 87 roll = 0;
88
87 return roll; 89 return roll;
88} 90}
89 91
90/* 92/*
91 * When stealing: dependent on the intelligence/wisdom of whom you're 93 * When stealing: dependent on the intelligence/wisdom of whom you're
94 * or not. 96 * or not.
95 * op is the target (person being pilfered) 97 * op is the target (person being pilfered)
96 * who is the person doing the stealing. 98 * who is the person doing the stealing.
97 * skill is the skill object (stealing). 99 * skill is the skill object (stealing).
98 */ 100 */
99
100static int 101static int
101attempt_steal (object *op, object *who, object *skill) 102attempt_steal (object *op, object *who, object *skill)
102{ 103{
103 object *success = NULL, *tmp = NULL, *next; 104 object *success = NULL, *tmp = NULL, *next;
104 int roll = 0, chance = 0, stats_value; 105 int roll = 0, chance = 0, stats_value;
105 rv_vector rv; 106 rv_vector rv;
106 107
107 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; 108 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
108 109
109 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) 110 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
110 * they will try to prevent stealing if they can. Only unseen theives will 111 * they will try to prevent stealing if they can. Only unseen theives will
111 * have much chance of success. 112 * have much chance of success.
112 */ 113 */
113 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) 114 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
114 { 115 {
115 if (can_detect_enemy (op, who, &rv)) 116 if (can_detect_enemy (op, who, &rv))
116 { 117 {
117 npc_call_help (op); 118 npc_call_help (op);
118 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 119 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
119 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); 120 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
120 return 0; 121 return 0;
121 } 122 }
122 else /* help npc to detect thief next time by raising its wisdom */ 123 else /* help npc to detect thief next time by raising its wisdom */
123 op->stats.Wis += (op->stats.Int / 5) + 1; 124 op->stats.Wis += (op->stats.Int / 5) + 1;
125
124 if (op->stats.Wis > MAX_STAT) 126 if (op->stats.Wis > MAX_STAT)
125 op->stats.Wis = MAX_STAT; 127 op->stats.Wis = MAX_STAT;
126 } 128 }
127 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) 129
130 if (op->is_player () && op->flag [FLAG_WIZ])
128 { 131 {
129 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); 132 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
130 return 0; 133 return 0;
131 } 134 }
132#ifdef PROHIBIT_PLAYERKILL 135
136 // only allow stealing between hostile players (TODO: probably should change)
133 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) 137 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful))
134 { 138 {
135 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); 139 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
136 return 0; 140 return 0;
137 } 141 }
138#else
139 if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing)
140 {
141 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
142 return 0;
143 }
144#endif
145 142
146
147 /* Ok then, go thru their inventory, stealing */ 143 /* Ok then, go through their inventory, stealing */
148 for (tmp = op->inv; tmp != NULL; tmp = next) 144 for (tmp = op->inv; tmp; tmp = next)
149 { 145 {
150 next = tmp->below; 146 next = tmp->below;
151 147
152 /* you can't steal worn items, starting items, wiz stuff, 148 /* you can't steal worn items, starting items, wiz stuff,
153 * innate abilities, or items w/o a type. Generally 149 * innate abilities, or items w/o a type. Generally
157 * future possible problems. -b.t. 153 * future possible problems. -b.t.
158 * 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
159 * already -b.t. 155 * already -b.t.
160 */ 156 */
161 157
162 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED) 158 if (QUERY_FLAG (tmp, FLAG_APPLIED)
163 || !(tmp->type) 159 || !tmp->type
164 || tmp->type == EXPERIENCE || tmp->type == SPELL 160 || tmp->type == SPELL
165 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible) 161 || QUERY_FLAG (tmp, FLAG_STARTEQUIP)
162 || QUERY_FLAG (tmp, FLAG_NO_STEAL)
163 || tmp->invisible)
166 continue; 164 continue;
167 165
168 /* Okay, try stealing this item. Dependent on dexterity of thief, 166 /* Okay, try stealing this item. Dependent on dexterity of thief,
169 * skill level, see the adj_stealroll fctn for more detail. 167 * skill level, see the adj_stealroll fctn for more detail.
170 */ 168 */
184 if (tmp->destroyed () || tmp->env != op) 182 if (tmp->destroyed () || tmp->env != op)
185 { 183 {
186 /* for players, play_sound: steals item */ 184 /* for players, play_sound: steals item */
187 success = tmp; 185 success = tmp;
188 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 186 CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
189
190 /* Don't delete it from target player until we know
191 * the thief has picked it up. can't just look at tmp->count,
192 * as it's possible that it got merged when picked up.
193 */
194 if (op->type == PLAYER)
195 esrv_del_item (op->contr, tmp->count);
196 } 187 }
188
197 break; 189 break;
198 } 190 }
199 } /* for loop looking for an item */ 191 } /* for loop looking for an item */
200 192
201 if (!tmp) 193 if (!tmp)
210 */ 202 */
211 203
212 if ((roll >= skill->level) || !chance 204 if ((roll >= skill->level) || !chance
213 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) 205 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
214 { 206 {
215
216 /* victim figures out where the thief is! */ 207 /* victim figures out where the thief is! */
217 if (who->hide) 208 if (who->flag [FLAG_HIDDEN])
218 make_visible (who); 209 make_visible (who);
219 210
220 if (op->type != PLAYER) 211 if (op->type != PLAYER)
221 { 212 {
222 /* The unaggressives look after themselves 8) */ 213 /* The unaggressives look after themselves 8) */
223 if (who->type == PLAYER) 214 if (who->type == PLAYER)
224 { 215 {
225 npc_call_help (op); 216 npc_call_help (op);
226 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));
227 } 218 }
219
228 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 220 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
229 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
230 * on the victim. 222 * on the victim.
231 */ 223 */
232 SET_FLAG (op, FLAG_NO_STEAL); 224 SET_FLAG (op, FLAG_NO_STEAL);
235 { /* stealing from another player */ 227 { /* stealing from another player */
236 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
237 229
238 /* Notify the other player */ 230 /* Notify the other player */
239 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) 231 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
240 {
241 sprintf (buf, "Your %s is missing!", query_name (success)); 232 sprintf (buf, "Your %s is missing!", query_name (success));
242 }
243 else 233 else
244 {
245 sprintf (buf, "Your pack feels strangely lighter."); 234 sprintf (buf, "Your pack feels strangely lighter.");
246 } 235
247 new_draw_info (NDI_UNIQUE, 0, op, buf); 236 new_draw_info (NDI_UNIQUE, 0, op, buf);
248 if (!success) 237 if (!success)
249 { 238 {
250 if (who->invisible) 239 if (who->invisible)
251 {
252 sprintf (buf, "you feel itchy fingers getting at your pack."); 240 sprintf (buf, "you feel itchy fingers getting at your pack.");
253 }
254 else 241 else
255 {
256 sprintf (buf, "%s looks very shifty.", query_name (who)); 242 sprintf (buf, "%s looks very shifty.", query_name (who));
257 } 243
258 new_draw_info (NDI_UNIQUE, 0, op, buf); 244 new_draw_info (NDI_UNIQUE, 0, op, buf);
259 } 245 }
260 } /* else stealing from another player */ 246 } /* else stealing from another player */
261 /* play_sound("stop! thief!"); kindofthing */ 247 /* play_sound("stop! thief!"); kindofthing */
262 } /* if you weren't 100% successful */ 248 } /* if you weren't 100% successful */
249
263 return success ? 1 : 0; 250 return success ? 1 : 0;
264} 251}
265
266 252
267int 253int
268steal (object *op, int dir, object *skill) 254steal (object *op, int dir, object *skill)
269{ 255{
270 object *tmp, *next; 256 object *tmp, *next;
292 /* If player can't move onto the space, can't steal from it. */ 278 /* If player can't move onto the space, can't steal from it. */
293 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 279 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
294 return 0; 280 return 0;
295 281
296 /* Find the topmost object at this spot */ 282 /* Find the topmost object at this spot */
297 for (tmp = get_map_ob (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); 283 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
298 284
299 /* For all the stacked objects at this point, attempt a steal */ 285 /* For all the stacked objects at this point, attempt a steal */
300 for (; tmp != NULL; tmp = next) 286 for (; tmp != NULL; tmp = next)
301 { 287 {
302 next = tmp->below; 288 next = tmp->below;
383 { 369 {
384 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 370 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
385 return 0; 371 return 0;
386 } 372 }
387 373
388 for (tmp = get_map_ob (pl->map, x, y); tmp; tmp = tmp->above) 374 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
389 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 375 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
390 break; 376 break;
391 377
392 if (!tmp) 378 if (!tmp)
393 { 379 {
415 { 401 {
416 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock."); 402 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
417 return 0; 403 return 0;
418 } 404 }
419} 405}
420
421 406
422/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 407/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
423 * a short while (success and duration dependant on player SK_level, 408 * a short while (success and duration dependant on player SK_level,
424 * dexterity, charisma, and map difficulty). 409 * dexterity, charisma, and map difficulty).
425 * Players have a good chance of becoming 'unhidden' if they move 410 * Players have a good chance of becoming 'unhidden' if they move
426 * and like invisiblity will be come visible if they attack 411 * and like invisiblity will be come visible if they attack
427 * Implemented by b.t. (thomas@astro.psu.edu) 412 * Implemented by b.t. (thomas@astro.psu.edu)
428 * July 7, 1995 - made hiding possible for monsters. -b.t. 413 * July 7, 1995 - made hiding possible for monsters. -b.t.
429 */ 414 */
430
431static int 415static int
432attempt_hide (object *op, object *skill) 416attempt_hide (object *op, object *skill)
433{ 417{
434 int number, difficulty = op->map->difficulty; 418 int number, difficulty = op->map->difficulty;
435 int terrain = hideability (op); 419 int terrain = hideability (op);
438 return 0; 422 return 0;
439 423
440 /* Hiding success and duration dependant on skill level, 424 /* Hiding success and duration dependant on skill level,
441 * op->stats.Dex, map difficulty and terrain. 425 * op->stats.Dex, map difficulty and terrain.
442 */ 426 */
443
444 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; 427 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
428
445 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) 429 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
446 { 430 {
447 op->invisible += 100; /* set the level of 'hiddeness' */ 431 op->invisible += 100; /* set the level of 'hiddeness' */
432
448 if (op->type == PLAYER) 433 if (op->type == PLAYER)
449 op->contr->tmp_invis = 1; 434 op->contr->tmp_invis = 1;
450 op->hide = 1; 435
436 op->flag [FLAG_HIDDEN] = 1;
451 return 1; 437 return 1;
452 } 438 }
439
453 return 0; 440 return 0;
454} 441}
455 442
456/* patched this to take terrain into consideration */ 443/* patched this to take terrain into consideration */
457int 444int
458hide (object *op, object *skill) 445hide (object *op, object *skill)
459{ 446{
460
461 /* the preliminaries -- Can we really hide now? */ 447 /* the preliminaries -- Can we really hide now? */
462 /* this keeps monsters from using invisibilty spells and hiding */ 448 /* this keeps monsters from using invisibilty spells and hiding */
463 449
464 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 450 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
465 { 451 {
466 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!");
467 return 0; 453 return 0;
468 } 454 }
469 else if (!op->hide && op->invisible > 0 && op->type == PLAYER) 455 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
470 { 456 {
471 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!"); 457 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
472 make_visible (op); 458 make_visible (op);
473 } 459 }
474 460
475 if (op->invisible > (50 * skill->level)) 461 if (op->invisible > 50 * skill->level)
476 { 462 {
477 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
478 return 0; 464 return 0;
479 } 465 }
480 466
482 { 468 {
483 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows."); 469 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
484 update_object (op, UP_OBJ_FACE); 470 update_object (op, UP_OBJ_FACE);
485 return calc_skill_exp (op, NULL, skill); 471 return calc_skill_exp (op, NULL, skill);
486 } 472 }
473
487 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); 474 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
488 return 0; 475 return 0;
489} 476}
490
491 477
492/* stop_jump() - End of jump. Clear flags, restore the map, and 478/* stop_jump() - End of jump. Clear flags, restore the map, and
493 * freeze the jumper a while to simulate the exhaustion 479 * freeze the jumper a while to simulate the exhaustion
494 * of jumping. 480 * of jumping.
495 */ 481 */
496static void 482static void
497stop_jump (object *pl, int dist, int spaces) 483stop_jump (object *pl, int dist, int spaces)
498{ 484{
499 fix_player (pl); 485 pl->update_stats ();
500 insert_ob_in_map (pl, pl->map, pl, 0); 486 pl->map->insert (pl, pl->x, pl->y, pl);
487 pl->speed_left -= fabs (pl->speed * 8);
501} 488}
502
503 489
504static int 490static int
505attempt_jump (object *pl, int dir, int spaces, object *skill) 491attempt_jump (object *pl, int dir, int spaces, object *skill)
506{ 492{
507 object *tmp; 493 object *tmp;
508 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; 494 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
509 sint16 x, y; 495 sint16 x, y;
510 maptile *m; 496 maptile *m;
511 497
512 /* Jump loop. Go through spaces opject wants to jump. Halt the 498 /* Jump loop. Go through spaces object wants to jump. Halt the
513 * jump if a wall or creature is in the way. We set FLAG_FLYING 499 * jump if a wall or creature is in the way. We set FLAG_FLYING
514 * temporarily to allow player to aviod exits/archs that are not 500 * temporarily to allow player to aviod exits/archs that are not
515 * fly_on, fly_off. This will also prevent pickup of objects 501 * fly_on, fly_off. This will also prevent pickup of objects
516 * while jumping over them. 502 * while jumping over them.
517 */ 503 */
518
519 pl->remove (); 504 pl->remove ();
520
521 /*
522 * I don't think this is actually needed - all the movement
523 * code is handled in this function, and I don't see anyplace
524 * that cares about the move_type being flying.
525 */
526 pl->move_type |= MOVE_FLY_LOW; 505 pl->move_type |= MOVE_FLY_LOW;
527 506
528 for (i = 0; i <= spaces; i++) 507 for (i = 0; i <= spaces; i++)
529 { 508 {
530 x = pl->x + dx; 509 x = pl->x + dx;
533 512
534 mflags = get_map_flags (m, &m, x, y, &x, &y); 513 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 514
536 if (mflags & P_OUT_OF_MAP) 515 if (mflags & P_OUT_OF_MAP)
537 { 516 {
538 (void) stop_jump (pl, i, spaces); 517 stop_jump (pl, i, spaces);
539 return 0; 518 return 0;
540 } 519 }
520
521 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
522 {
523 /* Jump into creature */
524 if (QUERY_FLAG (tmp, FLAG_MONSTER)
525 || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
526 {
527 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
528
529 stop_jump (pl, i, spaces);
530
531 int exp = 0;
532
533 if (tmp->type != PLAYER
534 || (pl->type == PLAYER && !pl->contr->party)
535 || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
536 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
537
538 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
539 }
540 }
541
541 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) 542 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
542 { 543 {
543 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 544 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
544 stop_jump (pl, i, spaces); 545 stop_jump (pl, i, spaces);
545 return 0; 546 return 0;
546 } 547 }
547 548
548 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
549 {
550 /* Jump into creature */
551 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
552 {
553 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
554 if (tmp->type != PLAYER ||
555 (pl->type == PLAYER && pl->contr->party == NULL) ||
556 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
557 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
558 stop_jump (pl, i, spaces);
559 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
560 }
561 /* If the space has fly on set (no matter what the space is),
562 * we should get the effects - after all, the player is
563 * effectively flying.
564 */
565 if (tmp->move_on & MOVE_FLY_LOW)
566 {
567 pl->x = x;
568 pl->y = y;
569 pl->map = m;
570 stop_jump (pl, i, spaces);
571 return calc_skill_exp (pl, NULL, skill);
572 }
573 }
574 pl->x = x; 549 pl->x = x;
575 pl->y = y; 550 pl->y = y;
576 pl->map = m; 551 pl->map = m;
552
553 if (m->at (x, y).move_on & pl->move_type)
554 {
555 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
556 stop_jump (pl, i, spaces);
557 return 0;
558 }
577 } 559 }
560
578 stop_jump (pl, i, spaces); 561 stop_jump (pl, i, spaces);
562
579 return calc_skill_exp (pl, NULL, skill); 563 return calc_skill_exp (pl, NULL, skill);
580} 564}
581 565
582/* jump() - this is both a new type of movement for player/monsters and 566/* jump() - this is both a new type of movement for player/monsters and
583 * an attack as well. 567 * an attack as well.
584 * Perhaps we should allow more spaces based on level, eg, level 50 568 * Perhaps we should allow more spaces based on level, eg, level 50
585 * jumper can jump several spaces? 569 * jumper can jump several spaces?
586 */ 570 */
587
588int 571int
589jump (object *pl, int dir, object *skill) 572jump (object *pl, int dir, object *skill)
590{ 573{
591 int spaces = 0, stats;
592 int str = pl->stats.Str; 574 int str = pl->stats.Str;
593 int dex = pl->stats.Dex; 575 int dex = pl->stats.Dex;
594 576
595 dex = dex ? dex : 15; 577 dex = dex ? dex : 15;
596 str = str ? str : 10; 578 str = str ? str : 10;
597 579
598 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));
599 582
600 if (pl->carrying != 0) /* don't want div by zero !! */
601 spaces = (int) (stats / pl->carrying);
602 else
603 spaces = 2; /* pl has no objects - gets the far jump */
604
605 if (spaces > 2)
606 spaces = 2;
607 else if (spaces == 0) 583 if (spaces == 0)
608 { 584 {
609 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); 585 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
610 return 0; 586 return 0;
611 } 587 }
588
612 return attempt_jump (pl, dir, spaces, skill); 589 return attempt_jump (pl, dir, spaces, skill);
613} 590}
614
615 591
616/* skill_ident() - this code is supposed to allow players to identify 592/* skill_ident() - this code is supposed to allow players to identify
617 * classes of objects with the various "auto-ident" skills. Player must 593 * classes of objects with the various "auto-ident" skills. Player must
618 * have unidentified objects of the right type in order for the skill 594 * have unidentified objects of the right type in order for the skill
619 * to work. While multiple classes of objects may be identified, 595 * to work. While multiple classes of objects may be identified,
620 * this code is kind of yucky -- it would be nice to make it a bit 596 * this code is kind of yucky -- it would be nice to make it a bit
621 * more generalized. Right now, skill indices are embedded in this routine. 597 * more generalized. Right now, skill indices are embedded in this routine.
622 * Returns amount of experience gained (on successful ident). 598 * Returns amount of experience gained (on successful ident).
623 * - b.t. (thomas@astro.psu.edu) 599 * - b.t. (thomas@astro.psu.edu)
624 */ 600 */
625
626static int 601static int
627do_skill_detect_curse (object *pl, object *skill) 602do_skill_detect_curse (object *pl, object *skill)
628{ 603{
629 object *tmp; 604 object *tmp;
630 int success = 0; 605 int success = 0;
638 esrv_update_item (UPD_FLAGS, pl, tmp); 613 esrv_update_item (UPD_FLAGS, pl, tmp);
639 success += calc_skill_exp (pl, tmp, skill); 614 success += calc_skill_exp (pl, tmp, skill);
640 } 615 }
641 616
642 /* Check ground, too, but only objects the player could pick up */ 617 /* Check ground, too, but only objects the player could pick up */
643 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)
644 if (can_pick (pl, tmp) && 619 if (can_pick (pl, tmp) &&
645 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 620 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
646 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 621 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
647 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 622 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
648 { 623 {
669 esrv_update_item (UPD_FLAGS, pl, tmp); 644 esrv_update_item (UPD_FLAGS, pl, tmp);
670 success += calc_skill_exp (pl, tmp, skill); 645 success += calc_skill_exp (pl, tmp, skill);
671 } 646 }
672 647
673 /* 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 */
674 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)
675 if (can_pick (pl, tmp) && 650 if (can_pick (pl, tmp) &&
676 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level) 651 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
677 { 652 {
678 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 653 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
679 esrv_update_item (UPD_FLAGS, pl, tmp); 654 esrv_update_item (UPD_FLAGS, pl, tmp);
684} 659}
685 660
686/* Helper function for do_skill_ident, so that we can loop 661/* Helper function for do_skill_ident, so that we can loop
687 * over inventory AND objects on the ground conveniently. 662 * over inventory AND objects on the ground conveniently.
688 */ 663 */
689int 664static int
690do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 665do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
691{ 666{
692 int success = 0, chance; 667 int success = 0, chance;
693 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;
694 669
708 if (tmp->msg) 683 if (tmp->msg)
709 { 684 {
710 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 685 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
711 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 686 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
712 } 687 }
713
714 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
715 if (tmp->map)
716 esrv_send_item (pl, tmp);
717 } 688 }
689
718 success += calc_skill_exp (pl, tmp, skill); 690 success += calc_skill_exp (pl, tmp, skill);
719 } 691 }
720 else 692 else
721 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 693 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
722 } 694 }
727/* do_skill_ident() - workhorse for skill_ident() -b.t. 699/* do_skill_ident() - workhorse for skill_ident() -b.t.
728 */ 700 */
729static int 701static int
730do_skill_ident (object *pl, int obj_class, object *skill) 702do_skill_ident (object *pl, int obj_class, object *skill)
731{ 703{
732 object *tmp;
733 int success = 0; 704 int success = 0;
734 705
735 for (tmp = pl->inv; tmp; tmp = tmp->below) 706 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
736 success += do_skill_ident2 (tmp, pl, obj_class, skill); 707 success += do_skill_ident2 (tmp, pl, obj_class, skill);
737 /* check the ground */ 708 /* check the ground */
738 709
739 for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 710 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
740 success += do_skill_ident2 (tmp, pl, obj_class, skill); 711 success += do_skill_ident2 (tmp, pl, obj_class, skill);
741 712
742 return success; 713 return success;
743} 714}
744 715
752 723
753 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); 724 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
754 725
755 switch (skill->subtype) 726 switch (skill->subtype)
756 { 727 {
757 case SK_SMITHERY: 728 case SK_SMITHERY:
758 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) 729 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
759 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) 730 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
760 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) 731 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
761 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); 732 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
762 break; 733 break;
763 734
764 case SK_BOWYER: 735 case SK_BOWYER:
765 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); 736 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
766 break; 737 break;
767 738
768 case SK_ALCHEMY: 739 case SK_ALCHEMY:
769 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) 740 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
770 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); 741 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
771 break; 742 break;
772 743
773 case SK_WOODSMAN: 744 case SK_WOODSMAN:
774 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); 745 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
775 break; 746 break;
776 747
777 case SK_JEWELER: 748 case SK_JEWELER:
778 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); 749 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
779 break; 750 break;
780 751
781 case SK_LITERACY: 752 case SK_LITERACY:
782 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); 753 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
783 break; 754 break;
784 755
785 case SK_THAUMATURGY: 756 case SK_THAUMATURGY:
786 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); 757 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
787 break; 758 break;
788 759
789 case SK_DET_CURSE: 760 case SK_DET_CURSE:
790 success = do_skill_detect_curse (pl, skill); 761 success = do_skill_detect_curse (pl, skill);
791 if (success) 762 if (success)
792 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 763 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
793 break; 764 break;
794 765
795 case SK_DET_MAGIC: 766 case SK_DET_MAGIC:
796 success = do_skill_detect_magic (pl, skill); 767 success = do_skill_detect_magic (pl, skill);
797 if (success) 768 if (success)
798 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!");
799 break; 770 break;
800 771
801 default: 772 default:
802 LOG (llevError, "Error: bad call to skill_ident()\n"); 773 LOG (llevError, "Error: bad call to skill_ident()\n");
803 return 0; 774 return 0;
804 break; 775 break;
805 } 776 }
777
806 if (!success) 778 if (!success)
807 {
808 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 779 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
809 } 780
810 return success; 781 return success;
811} 782}
812
813 783
814/* players using this skill can 'charm' a monster -- 784/* players using this skill can 'charm' a monster --
815 * into working for them. It can only be used on 785 * into working for them. It can only be used on
816 * non-special (see below) 'neutral' creatures. 786 * non-special (see below) 'neutral' creatures.
817 * -b.t. (thomas@astro.psu.edu) 787 * -b.t. (thomas@astro.psu.edu)
818 */ 788 */
819
820int 789int
821use_oratory (object *pl, int dir, object *skill) 790use_oratory (object *pl, int dir, object *skill)
822{ 791{
823 sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir];
824 int mflags, chance;
825 object *tmp;
826 maptile *m;
827
828 if (pl->type != PLAYER) 792 if (pl->type != PLAYER)
829 return 0; /* only players use this skill */ 793 return 0; /* only players use this skill */
794
795 sint16 x = pl->x + freearr_x[dir],
796 y = pl->y + freearr_y[dir];
830 m = pl->map; 797 maptile *m = pl->map;
798
831 mflags = get_map_flags (m, &m, x, y, &x, &y); 799 int mflags = get_map_flags (m, &m, x, y, &x, &y);
832 if (mflags & P_OUT_OF_MAP) 800 if (mflags & P_OUT_OF_MAP)
833 return 0; 801 return 0;
834 802
835 /* Save some processing - we have the flag already anyways 803 /* Save some processing - we have the flag already anyways
836 */ 804 */
838 { 806 {
839 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 807 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
840 return 0; 808 return 0;
841 } 809 }
842 810
811 object *tmp;
843 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 812 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
844 { 813 {
845 /* can't persuade players - return because there is nothing else 814 /* can't persuade players - return because there is nothing else
846 * on that space to charm. Same for multi space monsters and 815 * on that space to charm. Same for multi space monsters and
847 * special monsters - we don't allow them to be charmed, and there 816 * special monsters - we don't allow them to be charmed, and there
848 * is no reason to do further processing since they should be the 817 * is no reason to do further processing since they should be the
849 * only monster on the space. 818 * only monster on the space.
850 */ 819 */
851 if (tmp->type == PLAYER) 820 if (tmp->type == PLAYER
852 return 0; 821 || tmp->more || tmp->head_ () != tmp
853 if (tmp->more || tmp->head) 822 || tmp->msg)
854 return 0;
855 if (tmp->msg)
856 return 0; 823 return 0;
857 824
858 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 825 if (QUERY_FLAG (tmp, FLAG_MONSTER))
859 break; 826 break;
860 } 827 }
875 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 842 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
876 return 0; 843 return 0;
877 } 844 }
878 845
879 /* it's already allied! */ 846 /* it's already allied! */
880 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) 847 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
881 { 848 {
882 if (tmp->owner == pl) 849 if (tmp->owner == pl)
883 { 850 {
884 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); 851 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
885 return 0; 852 return 0;
888 { 855 {
889 /* you steal the follower. Perhaps we should really look at the 856 /* you steal the follower. Perhaps we should really look at the
890 * level of the owner above? 857 * level of the owner above?
891 */ 858 */
892 tmp->set_owner (pl); 859 tmp->set_owner (pl);
860 tmp->skill = skill->skill;
861
893 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); 862 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
894 /* Abuse fix - don't give exp since this can otherwise 863 /* Abuse fix - don't give exp since this can otherwise
895 * be used by a couple players to gets lots of exp. 864 * be used by a couple players to gets lots of exp.
896 */ 865 */
897 return 0; 866 return 0;
901 /* In this case, you can't steal it from the other player */ 870 /* In this case, you can't steal it from the other player */
902 return 0; 871 return 0;
903 } 872 }
904 } /* Creature was already a pet of someone */ 873 } /* Creature was already a pet of someone */
905 874
906 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2; 875 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
907 876
908 /* Ok, got a 'sucker' lets try to make them a follower */ 877 /* Ok, got a 'sucker' lets try to make them a follower */
909 if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1)) 878 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
910 { 879 {
911 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); 880 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
912 881
882 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
913 tmp->set_owner (pl); 883 tmp->set_owner (pl);
884 tmp->skill = skill->skill;
914 tmp->stats.exp = 0; 885 tmp->stats.exp = 0;
915 add_friendly_object (tmp);
916 SET_FLAG (tmp, FLAG_FRIENDLY);
917 tmp->attack_movement = PETMOVE; 886 tmp->attack_movement = PETMOVE;
887
888 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
889 add_friendly_object (tmp);
890
918 return calc_skill_exp (pl, tmp, skill); 891 return calc_skill_exp (pl, tmp, skill);
919 } 892 }
920 /* Charm failed. Creature may be angry now */ 893 /* Charm failed. Creature may be angry now */
921 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) 894 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
922 { 895 {
923 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 896 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
924 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 897 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
925 { 898 {
926 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
927 remove_friendly_object (tmp); 899 remove_friendly_object (tmp);
928 tmp->attack_movement = 0; /* needed? */ 900 tmp->attack_movement = 0; /* needed? */
929 } 901 }
902
930 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 903 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
931 } 904 }
905
932 return 0; /* Fall through - if we get here, we didn't charm anything */ 906 return 0; /* Fall through - if we get here, we didn't charm anything */
933} 907}
934 908
935/* Singing() -this skill allows the player to pacify nearby creatures. 909/* Singing() -this skill allows the player to pacify nearby creatures.
936 * There are few limitations on who/what kind of 910 * There are few limitations on who/what kind of
939 * successfully pacified the creature gets Int=1. Thus, a player 913 * successfully pacified the creature gets Int=1. Thus, a player
940 * may only pacify a creature once. 914 * may only pacify a creature once.
941 * BTW, I appologize for the naming of the skill, I couldnt think 915 * BTW, I appologize for the naming of the skill, I couldnt think
942 * of anything better! -b.t. 916 * of anything better! -b.t.
943 */ 917 */
944
945int 918int
946singing (object *pl, int dir, object *skill) 919singing (object *pl, int dir, object *skill)
947{ 920{
948 int i, exp = 0, chance, mflags; 921 int i, exp = 0;
949 object *tmp; 922 object *tmp;
950 maptile *m; 923 maptile *m;
951 sint16 x, y; 924 sint16 x, y;
952 925
953 if (pl->type != PLAYER) 926 if (pl->type != PLAYER)
958 { 931 {
959 x = pl->x + freearr_x[i]; 932 x = pl->x + freearr_x[i];
960 y = pl->y + freearr_y[i]; 933 y = pl->y + freearr_y[i];
961 m = pl->map; 934 m = pl->map;
962 935
963 mflags = get_map_flags (m, &m, x, y, &x, &y); 936 int mflags = get_map_flags (m, &m, x, y, &x, &y);
964 if (mflags & P_OUT_OF_MAP) 937 if (mflags & P_OUT_OF_MAP)
965 continue; 938 continue;
966 if (!(mflags & P_IS_ALIVE)) 939 if (!(mflags & P_IS_ALIVE))
967 continue; 940 continue;
968 941
969 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 942 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
970 { 943 {
971 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 944 if (QUERY_FLAG (tmp, FLAG_MONSTER))
972 break; 945 break;
973 /* can't affect players */ 946 /* can't affect players */
974 if (tmp->type == PLAYER) 947 if (tmp->type == PLAYER)
987 960
988 /* stealing isn't really related (although, maybe it should 961 /* stealing isn't really related (although, maybe it should
989 * be). This is mainly to prevent singing to the same monster 962 * be). This is mainly to prevent singing to the same monster
990 * over and over again and getting exp for it. 963 * over and over again and getting exp for it.
991 */ 964 */
992 chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; 965 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
966
993 if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH)) 967 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
994 { 968 {
995 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 969 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
996 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); 970 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
997 /* Give exp only if they are not aware */ 971 /* Give exp only if they are not aware */
972
998 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 973 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
999 exp += calc_skill_exp (pl, tmp, skill); 974 exp += calc_skill_exp (pl, tmp, skill);
975
1000 SET_FLAG (tmp, FLAG_NO_STEAL); 976 SET_FLAG (tmp, FLAG_NO_STEAL);
1001 } 977 }
1002 else 978 else
1003 { 979 {
1004 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 980 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
1034 mflags = get_map_flags (m, &m, x, y, &x, &y); 1010 mflags = get_map_flags (m, &m, x, y, &x, &y);
1035 if (mflags & P_OUT_OF_MAP) 1011 if (mflags & P_OUT_OF_MAP)
1036 continue; 1012 continue;
1037 1013
1038 /* Check everything in the square for trapness */ 1014 /* Check everything in the square for trapness */
1039 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 1015 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1040 { 1016 {
1041 1017
1042 /* And now we'd better do an inventory traversal of each 1018 /* And now we'd better do an inventory traversal of each
1043 * of these objects' inventory 1019 * of these objects' inventory
1044 * We can narrow this down a bit - no reason to search through 1020 * We can narrow this down a bit - no reason to search through
1077} 1053}
1078 1054
1079/* remove_trap() - This skill will disarm any previously discovered trap 1055/* remove_trap() - This skill will disarm any previously discovered trap
1080 * the algorithm is based (almost totally) on the old command_disarm() - b.t. 1056 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1081 */ 1057 */
1082
1083int 1058int
1084remove_trap (object *op, int dir, object *skill) 1059remove_trap (object *op, int dir, object *skill)
1085{ 1060{
1086 object *tmp, *tmp2; 1061 object *tmp, *tmp2;
1087 int i, success = 0, mflags; 1062 int i, success = 0, mflags;
1097 mflags = get_map_flags (m, &m, x, y, &x, &y); 1072 mflags = get_map_flags (m, &m, x, y, &x, &y);
1098 if (mflags & P_OUT_OF_MAP) 1073 if (mflags & P_OUT_OF_MAP)
1099 continue; 1074 continue;
1100 1075
1101 /* Check everything in the square for trapness */ 1076 /* Check everything in the square for trapness */
1102 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) 1077 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1103 { 1078 {
1104 /* And now we'd better do an inventory traversal of each 1079 /* And now we'd better do an inventory traversal of each
1105 * of these objects inventory. Like above, only 1080 * of these objects inventory. Like above, only
1106 * do this for interesting objects. 1081 * do this for interesting objects.
1107 */ 1082 */
1108 1083
1109 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1084 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1110 { 1085 {
1111 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1086 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1112 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1087 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1113 { 1088 {
1114 trap_show (tmp2, tmp); 1089 trap_show (tmp2, tmp);
1090
1115 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) 1091 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1116 { 1092 {
1117 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1093 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1118 success += calc_skill_exp (op, tmp2, skill); 1094 success += calc_skill_exp (op, tmp2, skill);
1119 } 1095 }
1120 } 1096 }
1121 } 1097 }
1098
1122 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1099 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1123 { 1100 {
1124 trap_show (tmp, tmp); 1101 trap_show (tmp, tmp);
1102
1125 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) 1103 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1126 { 1104 {
1127 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1105 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1128 success += calc_skill_exp (op, tmp, skill); 1106 success += calc_skill_exp (op, tmp, skill);
1129 } 1107 }
1130 } 1108 }
1131 } 1109 }
1132 } 1110 }
1111
1133 return success; 1112 return success;
1134} 1113}
1135
1136 1114
1137/* pray() - when this skill is called from do_skill(), it allows 1115/* pray() - when this skill is called from do_skill(), it allows
1138 * the player to regain lost grace points at a faster rate. -b.t. 1116 * the player to regain lost grace points at a faster rate. -b.t.
1139 * This always returns 0 - return value is used by calling function 1117 * This always returns 0 - return value is used by calling function
1140 * such that if it returns true, player gets exp in that skill. This 1118 * such that if it returns true, player gets exp in that skill. This
1141 * the effect here can be done on demand, we probably don't want to 1119 * the effect here can be done on demand, we probably don't want to
1142 * give infinite exp by returning true in any cases. 1120 * give infinite exp by returning true in any cases.
1143 */ 1121 */
1144
1145int 1122int
1146pray (object *pl, object *skill) 1123pray (object *pl, object *skill)
1147{ 1124{
1148 char buf[MAX_BUF]; 1125 char buf[MAX_BUF];
1149 object *tmp; 1126 object *tmp;
1156 /* Check all objects - we could stop at floor objects, 1133 /* Check all objects - we could stop at floor objects,
1157 * but if someone buries an altar, I don't see a problem with 1134 * but if someone buries an altar, I don't see a problem with
1158 * going through all the objects, and it shouldn't be much slower 1135 * going through all the objects, and it shouldn't be much slower
1159 * than extra checks on object attributes. 1136 * than extra checks on object attributes.
1160 */ 1137 */
1161 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1138 for (tmp = pl->below; tmp; tmp = tmp->below)
1162 { 1139 {
1163 /* Only if the altar actually belongs to someone do you get special benefits */ 1140 /* Only if the altar actually belongs to someone do you get special benefits */
1164 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1141 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1165 { 1142 {
1166 sprintf (buf, "You pray over the %s.", &tmp->name); 1143 sprintf (buf, "You pray over the %s.", &tmp->name);
1174 if (pl->stats.grace < pl->stats.maxgrace) 1151 if (pl->stats.grace < pl->stats.maxgrace)
1175 { 1152 {
1176 pl->stats.grace++; 1153 pl->stats.grace++;
1177 pl->last_grace = -1; 1154 pl->last_grace = -1;
1178 } 1155 }
1156
1179 return 0; 1157 return 0;
1180} 1158}
1181 1159
1182/* This skill allows the player to regain a few sp or hp for a 1160/* This skill allows the player to regain a few sp or hp for a
1183 * brief period of concentration. No armour or weapons may be 1161 * brief period of concentration. No armour or weapons may be
1184 * wielded/applied for this to work. The amount of time needed 1162 * wielded/applied for this to work. The amount of time needed
1185 * to concentrate and the # of points regained is dependant on 1163 * to concentrate and the # of points regained is dependant on
1186 * the level of the user. - b.t. thomas@astro.psu.edu 1164 * the level of the user. - b.t. thomas@astro.psu.edu
1187 */ 1165 */
1188
1189void 1166void
1190meditate (object *pl, object *skill) 1167meditate (object *pl, object *skill)
1191{ 1168{
1192 object *tmp; 1169 object *tmp;
1193 1170
1201 return; 1178 return;
1202 } 1179 }
1203 else 1180 else
1204 { 1181 {
1205 for (tmp = pl->inv; tmp; tmp = tmp->below) 1182 for (tmp = pl->inv; tmp; tmp = tmp->below)
1206 if (((tmp->type == ARMOUR && skill->level < 12) 1183 if (((tmp->type == ARMOUR && skill->level < 12)
1207 || (tmp->type == HELMET && skill->level < 10) 1184 || (tmp->type == HELMET && skill->level < 10)
1208 || (tmp->type == SHIELD && skill->level < 6) 1185 || (tmp->type == SHIELD && skill->level < 6)
1209 || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED)) 1186 || (tmp->type == BOOTS && skill->level < 4)
1187 || (tmp->type == GLOVES && skill->level < 2))
1188 && QUERY_FLAG (tmp, FLAG_APPLIED))
1210 { 1189 {
1211 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); 1190 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1212 return; 1191 return;
1213 } 1192 }
1214 } 1193 }
1234 pl->last_heal = -1; 1213 pl->last_heal = -1;
1235 } 1214 }
1236} 1215}
1237 1216
1238/* write_note() - this routine allows players to inscribe messages in 1217/* write_note() - this routine allows players to inscribe messages in
1239 * ordinary 'books' (anything that is type BOOK). b.t. 1218 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1240 */ 1219 */
1241
1242static int 1220static int
1243write_note (object *pl, object *item, const char *msg, object *skill) 1221write_note (object *pl, object *item, const char *msg, object *skill)
1244{ 1222{
1245 char buf[1024]; 1223 if (!msg_is_safe (msg))
1246 object *newBook = NULL;
1247
1248 /* a pair of sanity checks */
1249 if (!item || item->type != BOOK)
1250 return 0;
1251
1252 if (!msg)
1253 {
1254 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1255 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1256 return 0;
1257 }
1258 if (strcasestr_local (msg, "endmsg"))
1259 { 1224 {
1260 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); 1225 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1226 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1227 return 0;
1228 }
1229
1230 int len = strlen (msg);
1231
1232 if (!is_utf8_string ((U8 *)msg, len))
1233 {
1234 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1261 return 0; 1235 return 0;
1262 } 1236 }
1263 1237
1264 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 1238 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1265 return strlen (msg); 1239 return RESULT_INT (0);
1266 1240
1267 buf[0] = 0; 1241 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1268 if (!book_overflow (item->msg, msg, sizeof (buf)))
1269 { /* add msg string to book */
1270 if (item->msg)
1271 strcpy (buf, item->msg);
1272 1242
1273 strcat (buf, msg); 1243 if (char_len <= item->weight_limit)
1274 strcat (buf, "\n"); /* new msg needs a LF */ 1244 {
1275 if (item->nrof > 1) 1245 object *newbook = arch_to_object (item->other_arch);
1276 { 1246 item->decrease ();
1277 newBook = item->clone ();
1278 decrease_ob (item);
1279 esrv_send_item (pl, item);
1280 newBook->nrof = 1; 1247 newbook->nrof = 1;
1281 newBook->msg = buf; 1248 newbook->msg = shstr (msg);
1282 newBook = insert_ob_in_ob (newBook, pl); 1249 newbook->flag [FLAG_IDENTIFIED] = true;
1283 esrv_send_item (pl, newBook); 1250
1251 if (item->subtype == 1) // mailscrolls
1284 } 1252 {
1285 else 1253 newbook->name = item->name;
1254 newbook->name_pl = item->name_pl;
1286 { 1255 }
1287 item->msg = buf; 1256
1288 /* This shouldn't be necessary - the object hasn't changed in any 1257 pl->insert (newbook);
1289 * visible way 1258
1290 */ 1259 pl->contr->play_sound (sound_find ("inscribe_success"));
1291 /* esrv_send_item(pl, item); */
1292 }
1293 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item)); 1260 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1294 return strlen (msg); 1261 return char_len;
1295 } 1262 }
1296 else 1263 else
1297 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); 1264 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s! H<It is only big enough for %d characters, your message had %d characters.>",
1265 &item->name, item->weight_limit, char_len);
1298 1266
1299 return 0; 1267 return 0;
1300} 1268}
1301 1269
1302/* write_scroll() - this routine allows players to inscribe spell scrolls 1270/* write_scroll() - this routine allows players to inscribe spell scrolls
1303 * of spells which they know. Backfire effects are possible with the 1271 * of spells which they know. Backfire effects are possible with the
1304 * severity of the backlash correlated with the difficulty of the scroll 1272 * severity of the backlash correlated with the difficulty of the scroll
1305 * that is attempted. -b.t. thomas@astro.psu.edu 1273 * that is attempted. -b.t. thomas@astro.psu.edu
1306 */ 1274 */
1307
1308static int 1275static int
1309write_scroll (object *pl, object *scroll, object *skill) 1276write_scroll (object *pl, object *scroll, object *skill)
1310{ 1277{
1311 int success = 0, confused = 0; 1278 int success = 0, confused = 0;
1312 object *newscroll, *chosen_spell, *tmp;
1313
1314 /* this is a sanity check */
1315 if (scroll->type != SCROLL)
1316 {
1317 new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1318 return 0;
1319 }
1320 1279
1321 /* Check if we are ready to attempt inscription */ 1280 /* Check if we are ready to attempt inscription */
1322 chosen_spell = pl->contr->ranges[range_magic]; 1281 object *chosen_spell = pl->contr->ranged_ob;
1323 if (!chosen_spell) 1282
1283 if (!chosen_spell || chosen_spell->type != SPELL)
1324 { 1284 {
1325 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1285 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1326 return 0; 1286 return 0;
1327 } 1287 }
1288
1328 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) 1289 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1329 { 1290 {
1330 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); 1291 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1331 return 0; 1292 return 0;
1332 } 1293 }
1294
1333 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) 1295 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1334 { 1296 {
1335 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1297 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1336 return 0;
1337 }
1338
1339 /* if there is a spell already on the scroll then player could easily
1340 * accidently read it while trying to write the new one. give player
1341 * a 50% chance to overwrite spell at their own level
1342 */
1343 if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1344 {
1345 new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1346 manual_apply (pl, scroll, 0);
1347 return 0; 1298 return 0;
1348 } 1299 }
1349 1300
1350 /* ok, we are ready to try inscription */ 1301 /* ok, we are ready to try inscription */
1351 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1302 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1355 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); 1306 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1356 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); 1307 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1357 1308
1358 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) 1309 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1359 { 1310 {
1360 if (scroll->nrof > 1) 1311 object *newscroll = arch_to_object (scroll->other_arch);
1361 { 1312 scroll->decrease ();
1362 newscroll = scroll->clone ();
1363 decrease_ob (scroll);
1364 newscroll->nrof = 1; 1313 newscroll->nrof = 1;
1365 } 1314
1366 else 1315 pl->contr->play_sound (sound_find ("inscribe_success"));
1367 {
1368 newscroll = scroll;
1369 }
1370 1316
1371 if (!confused) 1317 if (!confused)
1372 { 1318 {
1373 newscroll->level = MAX (skill->level, chosen_spell->level); 1319 newscroll->level = MAX (skill->level, chosen_spell->level);
1320 newscroll->flag [FLAG_IDENTIFIED] = true;
1374 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); 1321 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1375 } 1322 }
1376 else 1323 else
1377 { 1324 {
1378 chosen_spell = find_random_spell_in_ob (pl, NULL); 1325 chosen_spell = find_random_spell_in_ob (pl, NULL);
1379 if (!chosen_spell) 1326 if (!chosen_spell)
1381 1328
1382 newscroll->level = MAX (skill->level, chosen_spell->level); 1329 newscroll->level = MAX (skill->level, chosen_spell->level);
1383 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); 1330 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1384 } 1331 }
1385 1332
1386 if (newscroll->inv)
1387 newscroll->inv->destroy ();
1388
1389 tmp = chosen_spell->clone (); 1333 object *tmp = chosen_spell->clone ();
1390 insert_ob_in_ob (tmp, newscroll); 1334 insert_ob_in_ob (tmp, newscroll);
1391 1335
1392 /* Same code as from treasure.c - so they can better merge. 1336 /* Same code as from treasure.C - so they can better merge.
1393 * if players want to sell them, so be it. 1337 * if players want to sell them, so be it.
1394 */ 1338 */
1395 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); 1339 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1396 newscroll->stats.exp = newscroll->value / 5; 1340 newscroll->stats.exp = newscroll->value / 5;
1397 1341
1398 /* wait until finished manipulating the scroll before inserting it */ 1342 pl->insert (newscroll);
1399 if (newscroll == scroll) 1343
1400 {
1401 /* Remove to correctly merge with other items which may exist in inventory */
1402 newscroll->remove ();
1403 esrv_del_item (pl->contr, newscroll->count);
1404 }
1405 newscroll = insert_ob_in_ob (newscroll, pl);
1406 esrv_send_item (pl, newscroll);
1407 success = calc_skill_exp (pl, newscroll, skill); 1344 success = calc_skill_exp (pl, newscroll, skill);
1408 if (!confused) 1345 if (!confused)
1409 success *= 2; 1346 success *= 2;
1347
1410 success = success * skill->level; 1348 success = success * skill->level;
1411 return success; 1349 return success;
1412
1413 } 1350 }
1414 else 1351 else
1415 { /* Inscription has failed */ 1352 { /* Inscription has failed */
1353 pl->contr->play_sound (sound_find ("inscribe_fail"));
1416 1354
1417 if (chosen_spell->level > skill->level || confused) 1355 if (chosen_spell->level > skill->level || confused)
1418 { /*backfire! */ 1356 { /*backfire! */
1419 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1357 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1358
1420 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1359 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1421 drain_specific_stat (pl, 4); 1360 pl->drain_specific_stat (4);
1422 else 1361 else
1423 { 1362 {
1424 confuse_player (pl, pl, 99); 1363 confuse_player (pl, pl, 99);
1425 return (-30 * chosen_spell->level); 1364 return -30 * chosen_spell->level;
1426 } 1365 }
1427 } 1366 }
1428 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) 1367 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1429 { 1368 {
1430 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); 1369 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind! H<Frankly spoken, you were too dumb and unlucky.>");
1431 confuse_player (pl, pl, 99); 1370 confuse_player (pl, pl, 99);
1432 } 1371 }
1433 else 1372 else
1434 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); 1373 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>");
1435 } 1374 }
1375
1436 return 0; 1376 return 0;
1437} 1377}
1438 1378
1439/* write_on_item() - wrapper for write_note and write_scroll */ 1379/* write_on_item() - wrapper for write_note and write_scroll */
1440int 1380int
1441write_on_item (object *pl, const char *params, object *skill) 1381write_on_item (object *pl, const char *params, object *skill)
1442{ 1382{
1443 object *item;
1444 const char *string = params;
1445 int msgtype;
1446 archetype *skat; 1383 archetype *skat;
1447 1384
1448 if (pl->type != PLAYER) 1385 if (pl->type != PLAYER)
1449 return 0; 1386 return 0;
1450 1387
1451 if (!params) 1388 if (!params)
1452 {
1453 params = ""; 1389 params = "";
1454 string = params; 1390
1455 }
1456 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1391 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1457 1392
1458 /* Need to be able to read before we can write! */ 1393 /* Need to be able to read before we can write! */
1459 if (!find_skill_by_name (pl, skat->clone.skill)) 1394 if (!find_skill_by_name (pl, skat->skill))
1460 { 1395 {
1461 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); 1396 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1462 return 0; 1397 return 0;
1463 } 1398 }
1464 1399
1465 /* if there is a message then it goes in a book and no message means 1400 object *item = find_marked_object (pl);
1466 * write active spell into the scroll
1467 */
1468 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1469 1401
1470 /* find an item of correct type to write on */ 1402 /* find an item of correct type to write on */
1471 if (!(item = find_marked_object (pl))) 1403 if (!item)
1404 {
1405 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.>");
1406 return 0;
1472 { 1407 }
1473 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on."); 1408
1409 if (item->type != INSCRIBABLE)
1410 {
1411 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1474 return 0; 1412 return 0;
1475 } 1413 }
1476 1414
1477 if (QUERY_FLAG (item, FLAG_UNPAID)) 1415 if (QUERY_FLAG (item, FLAG_UNPAID))
1478 { 1416 {
1479 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1417 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1480 return 0; 1418 return 0;
1481 } 1419 }
1482 if (msgtype != item->type) 1420
1421 if (item->other_arch->type == SCROLL)
1483 { 1422 {
1484 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); 1423 if (*params)
1424 {
1425 // check readied scroll
1426 new_draw_info_format (NDI_UNIQUE, 0, pl,
1427 "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1428 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1485 return 0; 1429 return 0;
1486 } 1430 }
1487 1431
1488 if (msgtype == SCROLL)
1489 {
1490 return write_scroll (pl, item, skill); 1432 return write_scroll (pl, item, skill);
1491 } 1433 }
1492 else if (msgtype == BOOK) 1434 else
1493 { 1435 {
1436 if (!*params)
1437 {
1438 new_draw_info_format (NDI_UNIQUE, 0, pl,
1439 "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1440 "Usage: use_skill %s <message>", &skill->skill);
1441 return 0;
1442 }
1443
1494 return write_note (pl, item, string, skill); 1444 return write_note (pl, item, params, skill);
1495 } 1445 }
1446
1496 return 0; 1447 return 0;
1497} 1448}
1498
1499
1500 1449
1501/* find_throw_ob() - if we request an object, then 1450/* find_throw_ob() - if we request an object, then
1502 * we search for it in the inventory of the owner (you've 1451 * we search for it in the inventory of the owner (you've
1503 * got to be carrying something in order to throw it!). 1452 * got to be carrying something in order to throw it!).
1504 * If we didnt request an object, then the top object in inventory 1453 * If we didnt request an object, then the top object in inventory
1505 * (that is "throwable", ie no throwing your skills away!) 1454 * (that is "throwable", ie no throwing your skills away!)
1506 * is the object of choice. Also check to see if object is 1455 * is the object of choice. Also check to see if object is
1507 * 'throwable' (ie not applied cursed obj, worn, etc). 1456 * 'throwable' (ie not applied cursed obj, worn, etc).
1508 */ 1457 */
1509
1510static object * 1458static object *
1511find_throw_ob (object *op, const char *request) 1459find_throw_ob (object *op, const char *request)
1512{ 1460{
1513 object *tmp; 1461 object *tmp;
1514 1462
1535 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1483 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1536 { 1484 {
1537 /* can't toss invisible or inv-locked items */ 1485 /* can't toss invisible or inv-locked items */
1538 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1486 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1539 continue; 1487 continue;
1540 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1488 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1541 break; 1489 break;
1542 } 1490 }
1543 } 1491 }
1544 1492
1545 /* this should prevent us from throwing away 1493 /* this should prevent us from throwing away
1584 return tmp; 1532 return tmp;
1585} 1533}
1586 1534
1587/* make_throw_ob() We construct the 'carrier' object in 1535/* make_throw_ob() We construct the 'carrier' object in
1588 * which we will insert the object that is being thrown. 1536 * which we will insert the object that is being thrown.
1589 * This combination becomes the 'thrown object'. -b.t. 1537 * This combination becomes the 'thrown object'. -b.t.
1590 */ 1538 */
1591
1592static object * 1539static object *
1593make_throw_ob (object *orig) 1540make_throw_ob (object *orig)
1594{ 1541{
1595 if (!orig) 1542 if (!orig)
1596 return NULL; 1543 return 0;
1597 1544
1598 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1545 if (QUERY_FLAG (orig, FLAG_APPLIED))
1599 { 1546 {
1600 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1547 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1601 /* insufficient workaround, but better than nothing */ 1548 /* insufficient workaround, but better than nothing */
1605 object *toss_item = orig->clone (); 1552 object *toss_item = orig->clone ();
1606 1553
1607 toss_item->type = THROWN_OBJ; 1554 toss_item->type = THROWN_OBJ;
1608 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1555 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1609 toss_item->stats.dam = 0; /* default damage */ 1556 toss_item->stats.dam = 0; /* default damage */
1610 insert_ob_in_ob (orig, toss_item); 1557 toss_item->insert (orig);
1558
1611 return toss_item; 1559 return toss_item;
1612} 1560}
1613
1614 1561
1615/* do_throw() - op throws any object toss_item. This code 1562/* do_throw() - op throws any object toss_item. This code
1616 * was borrowed from fire_bow. 1563 * was borrowed from fire_bow.
1617 * Returns 1 if skill was successfully used, 0 if not 1564 * Returns 1 if skill was successfully used, 0 if not
1618 */ 1565 */
1619
1620static int 1566static int
1621do_throw (object *op, object *part, object *toss_item, int dir, object *skill) 1567do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1622{ 1568{
1623 object *throw_ob = toss_item, *left = NULL; 1569 object *throw_ob = toss_item, *left = NULL;
1624 int eff_str = 0, maxc, str = op->stats.Str, dam = 0; 1570 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1689 */ 1635 */
1690 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); 1636 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1691 1637
1692 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) 1638 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1693 { 1639 {
1694
1695 /* bounces off 'wall', and drops to feet */ 1640 /* bounces off 'wall', and drops to feet */
1696 throw_ob->remove (); 1641 throw_ob->insert_at (part, op);
1697 throw_ob->x = part->x; 1642
1698 throw_ob->y = part->y;
1699 insert_ob_in_map (throw_ob, part->map, op, 0);
1700 if (op->type == PLAYER) 1643 if (op->type == PLAYER)
1701 { 1644 {
1702 if (eff_str <= 1) 1645 if (eff_str <= 1)
1703 {
1704 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob)); 1646 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1705 }
1706 else if (!dir) 1647 else if (!dir)
1707 {
1708 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob)); 1648 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1709 }
1710 else 1649 else
1711 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1650 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1712 } 1651 }
1652
1713 return 0; 1653 return 0;
1714 } /* if object can't be thrown */ 1654 } /* if object can't be thrown */
1715 1655
1716 left = throw_ob; /* these are throwing objects left to the player */ 1656 left = throw_ob; /* these are throwing objects left to the player */
1717 1657
1718 /* sometimes get_split_ob can't split an object (because op->nrof==0?) 1658 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1719 * and returns NULL. We must use 'left' then 1659 * and returns NULL. We must use 'left' then
1720 */ 1660 */
1721 1661 if (!(throw_ob = throw_ob->split ()))
1722 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1723 { 1662 {
1724 throw_ob = left; 1663 throw_ob = left;
1725 left->remove (); 1664 left->remove ();
1726 if (op->type == PLAYER)
1727 esrv_del_item (op->contr, left->count);
1728 }
1729 else if (op->type == PLAYER)
1730 {
1731 if (left->destroyed ())
1732 esrv_del_item (op->contr, left->count);
1733 else
1734 esrv_update_item (UPD_NROF, op, left);
1735 } 1665 }
1736 1666
1737 /* special case: throwing powdery substances like dust, dirt */ 1667 /* special case: throwing powdery substances like dust, dirt */
1738 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1668 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1739 { 1669 {
1761 * becomes the hitter. As such, we need to make sure that has a proper 1691 * becomes the hitter. As such, we need to make sure that has a proper
1762 * owner value so exp goes to the right place. 1692 * owner value so exp goes to the right place.
1763 */ 1693 */
1764 throw_ob->inv->set_owner (op); 1694 throw_ob->inv->set_owner (op);
1765 throw_ob->direction = dir; 1695 throw_ob->direction = dir;
1766 throw_ob->x = part->x;
1767 throw_ob->y = part->y;
1768 1696
1769 /* the damage bonus from the force of the throw */ 1697 /* the damage bonus from the force of the throw */
1770 dam = (int) (str_factor * dam_bonus[eff_str]); 1698 dam = int (str_factor * dam_bonus[eff_str]);
1771 1699
1772 /* Now, lets adjust the properties of the thrown_ob. */ 1700 /* Now, lets adjust the properties of the thrown_ob. */
1773 1701
1774 /* how far to fly */ 1702 /* how far to fly */
1775 throw_ob->last_sp = (eff_str * 3) / 5; 1703 throw_ob->last_sp = (eff_str * 3) / 5;
1776 1704
1777 /* speed */ 1705 /* speed */
1778 throw_ob->speed = (speed_bonus[eff_str] + 1.0) / 1.5; 1706 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1779 throw_ob->speed = MIN (1.0, throw_ob->speed); /* no faster than an arrow! */
1780 1707
1781 /* item damage. Eff_str and item weight influence damage done */ 1708 /* item damage. Eff_str and item weight influence damage done */
1782 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000); 1709 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1783 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2; 1710 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1784 1711
1785 /* chance of breaking. Proportional to force used and weight of item */ 1712 /* chance of breaking. Proportional to force used and weight of item */
1786 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000); 1713 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1787 1714
1788 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ 1715 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1789 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level; 1716 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1790
1791 1717
1792 /* the properties of objects which are meant to be thrown (ie dart, 1718 /* the properties of objects which are meant to be thrown (ie dart,
1793 * throwing knife, etc) will differ from ordinary items. Lets tailor 1719 * throwing knife, etc) will differ from ordinary items. Lets tailor
1794 * this stuff in here. 1720 * this stuff in here.
1795 */ 1721 */
1798 { 1724 {
1799 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1725 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1800 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; 1726 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1801 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; 1727 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1802 /* only throw objects get directional faces */ 1728 /* only throw objects get directional faces */
1803 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1729 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1804 SET_ANIMATION (throw_ob, dir); 1730 throw_ob->set_anim_frame (dir);
1805 } 1731 }
1806 else 1732 else
1807 { 1733 {
1734 uint16 mat = throw_ob->materials;
1735
1808 /* some materials will adjust properties.. */ 1736 /* some materials will adjust properties.. */
1809 if (throw_ob->material & M_LEATHER) 1737 if (mat & M_LEATHER)
1810 { 1738 {
1811 throw_ob->stats.dam -= 1; 1739 throw_ob->stats.dam -= 1;
1812 throw_ob->stats.food -= 10; 1740 throw_ob->stats.food -= 10;
1813 } 1741 }
1742
1814 if (throw_ob->material & M_GLASS) 1743 if (mat & M_GLASS)
1815 throw_ob->stats.food += 60; 1744 throw_ob->stats.food += 60;
1816 1745
1817 if (throw_ob->material & M_ORGANIC) 1746 if (mat & M_ORGANIC)
1818 { 1747 {
1819 throw_ob->stats.dam -= 3; 1748 throw_ob->stats.dam -= 3;
1820 throw_ob->stats.food += 55; 1749 throw_ob->stats.food += 55;
1821 } 1750 }
1822 if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH) 1751
1752 if (mat & M_PAPER || mat & M_CLOTH)
1823 { 1753 {
1824 throw_ob->stats.dam -= 5; 1754 throw_ob->stats.dam -= 5;
1825 throw_ob->speed *= 0.8; 1755 throw_ob->speed *= 0.8;
1826 throw_ob->stats.wc += 3; 1756 throw_ob->stats.wc += 3;
1827 throw_ob->stats.food -= 30; 1757 throw_ob->stats.food -= 30;
1828 } 1758 }
1759
1829 /* light obj have more wind resistance, fly slower */ 1760 /* light obj have more wind resistance, fly slower */
1830 if (throw_ob->weight > 500) 1761 if (throw_ob->weight > 500)
1831 throw_ob->speed *= 0.8; 1762 throw_ob->speed *= 0.8;
1763
1832 if (throw_ob->weight > 50) 1764 if (throw_ob->weight > 50)
1833 throw_ob->speed *= 0.5; 1765 throw_ob->speed *= 0.5;
1834
1835 } /* else tailor thrown object */ 1766 } /* else tailor thrown object */
1836 1767
1837 /* some limits, and safeties (needed?) */ 1768 /* some limits, and safeties (needed?) */
1838 if (throw_ob->stats.dam < 0) 1769 if (throw_ob->stats.dam < 0)
1839 throw_ob->stats.dam = 0; 1770 throw_ob->stats.dam = 0;
1859 * In short summary, a throw can take anywhere between speed 5 and 1790 * In short summary, a throw can take anywhere between speed 5 and
1860 * speed 0.5 1791 * speed 0.5
1861 */ 1792 */
1862 op->speed_left -= 50 / pause_f; 1793 op->speed_left -= 50 / pause_f;
1863 1794
1864 update_ob_speed (throw_ob);
1865 throw_ob->speed_left = 0; 1795 throw_ob->speed_left = 0;
1866 throw_ob->map = part->map; 1796 throw_ob->map = part->map;
1867 1797
1868 throw_ob->move_type = MOVE_FLY_LOW; 1798 throw_ob->move_type = MOVE_FLY_LOW;
1869 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; 1799 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1879 LOG (llevDebug, " pause_f=%d \n", pause_f); 1809 LOG (llevDebug, " pause_f=%d \n", pause_f);
1880 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", 1810 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1881 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food); 1811 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1882 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count); 1812 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1883#endif 1813#endif
1884 insert_ob_in_map (throw_ob, part->map, op, 0); 1814
1815 throw_ob->insert_at (part, op);
1885 1816
1886 if (!throw_ob->destroyed ()) 1817 if (!throw_ob->destroyed ())
1887 move_arrow (throw_ob); 1818 move_arrow (throw_ob);
1888 1819
1889 return 1; 1820 return 1;

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