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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.9 by root, Thu Sep 14 22:34:04 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 */
173 171
174 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1) 172 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
175 return 0; 173 return 0;
176 else if (roll < chance) 174 else if (roll < chance)
177 { 175 {
178 tag_t tmp_count = tmp->count;
179
180 pick_up (who, tmp); 176 pick_up (who, tmp);
181 /* need to see if the player actually stole this item - 177 /* need to see if the player actually stole this item -
182 * if it is in the players inv, assume it is. This prevents 178 * if it is in the players inv, assume it is. This prevents
183 * abuses where the player can not carry the item, so just 179 * abuses where the player can not carry the item, so just
184 * keeps stealing it over and over. 180 * keeps stealing it over and over.
185 */ 181 */
186 if (was_destroyed (tmp, tmp_count) || tmp->env != op) 182 if (tmp->destroyed () || tmp->env != op)
187 { 183 {
188 /* for players, play_sound: steals item */ 184 /* for players, play_sound: steals item */
189 success = tmp; 185 success = tmp;
190 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 186 CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
191
192 /* Don't delete it from target player until we know
193 * the thief has picked it up. can't just look at tmp->count,
194 * as it's possible that it got merged when picked up.
195 */
196 if (op->type == PLAYER)
197 esrv_del_item (op->contr, tmp_count);
198 } 187 }
188
199 break; 189 break;
200 } 190 }
201 } /* for loop looking for an item */ 191 } /* for loop looking for an item */
202 192
203 if (!tmp) 193 if (!tmp)
212 */ 202 */
213 203
214 if ((roll >= skill->level) || !chance 204 if ((roll >= skill->level) || !chance
215 || (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)))))
216 { 206 {
217
218 /* victim figures out where the thief is! */ 207 /* victim figures out where the thief is! */
219 if (who->hide) 208 if (who->flag [FLAG_HIDDEN])
220 make_visible (who); 209 make_visible (who);
221 210
222 if (op->type != PLAYER) 211 if (op->type != PLAYER)
223 { 212 {
224 /* The unaggressives look after themselves 8) */ 213 /* The unaggressives look after themselves 8) */
225 if (who->type == PLAYER) 214 if (who->type == PLAYER)
226 { 215 {
227 npc_call_help (op); 216 npc_call_help (op);
228 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));
229 } 218 }
219
230 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 220 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
231 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
232 * on the victim. 222 * on the victim.
233 */ 223 */
234 SET_FLAG (op, FLAG_NO_STEAL); 224 SET_FLAG (op, FLAG_NO_STEAL);
237 { /* stealing from another player */ 227 { /* stealing from another player */
238 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
239 229
240 /* Notify the other player */ 230 /* Notify the other player */
241 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))
242 {
243 sprintf (buf, "Your %s is missing!", query_name (success)); 232 sprintf (buf, "Your %s is missing!", query_name (success));
244 }
245 else 233 else
246 {
247 sprintf (buf, "Your pack feels strangely lighter."); 234 sprintf (buf, "Your pack feels strangely lighter.");
248 } 235
249 new_draw_info (NDI_UNIQUE, 0, op, buf); 236 new_draw_info (NDI_UNIQUE, 0, op, buf);
250 if (!success) 237 if (!success)
251 { 238 {
252 if (who->invisible) 239 if (who->invisible)
253 {
254 sprintf (buf, "you feel itchy fingers getting at your pack."); 240 sprintf (buf, "you feel itchy fingers getting at your pack.");
255 }
256 else 241 else
257 {
258 sprintf (buf, "%s looks very shifty.", query_name (who)); 242 sprintf (buf, "%s looks very shifty.", query_name (who));
259 } 243
260 new_draw_info (NDI_UNIQUE, 0, op, buf); 244 new_draw_info (NDI_UNIQUE, 0, op, buf);
261 } 245 }
262 } /* else stealing from another player */ 246 } /* else stealing from another player */
263 /* play_sound("stop! thief!"); kindofthing */ 247 /* play_sound("stop! thief!"); kindofthing */
264 } /* if you weren't 100% successful */ 248 } /* if you weren't 100% successful */
249
265 return success ? 1 : 0; 250 return success ? 1 : 0;
266} 251}
267
268 252
269int 253int
270steal (object *op, int dir, object *skill) 254steal (object *op, int dir, object *skill)
271{ 255{
272 object *tmp, *next; 256 object *tmp, *next;
273 sint16 x, y; 257 sint16 x, y;
274 mapstruct *m; 258 maptile *m;
275 int mflags; 259 int mflags;
276 260
277 x = op->x + freearr_x[dir]; 261 x = op->x + freearr_x[dir];
278 y = op->y + freearr_y[dir]; 262 y = op->y + freearr_y[dir];
279 263
294 /* 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. */
295 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)))
296 return 0; 280 return 0;
297 281
298 /* Find the topmost object at this spot */ 282 /* Find the topmost object at this spot */
299 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);
300 284
301 /* For all the stacked objects at this point, attempt a steal */ 285 /* For all the stacked objects at this point, attempt a steal */
302 for (; tmp != NULL; tmp = next) 286 for (; tmp != NULL; tmp = next)
303 { 287 {
304 next = tmp->below; 288 next = tmp->below;
320 return 0; 304 return 0;
321 305
322 /* no xp for stealing from pets (of players) */ 306 /* no xp for stealing from pets (of players) */
323 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 307 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
324 { 308 {
325 object *owner = get_owner (tmp); 309 object *owner = tmp->owner;
326 310
327 if (owner != NULL && owner->type == PLAYER) 311 if (owner != NULL && owner->type == PLAYER)
328 return 0; 312 return 0;
329 } 313 }
330 314
385 { 369 {
386 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.");
387 return 0; 371 return 0;
388 } 372 }
389 373
390 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)
391 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 375 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
392 break; 376 break;
393 377
394 if (!tmp) 378 if (!tmp)
395 { 379 {
417 { 401 {
418 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.");
419 return 0; 403 return 0;
420 } 404 }
421} 405}
422
423 406
424/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 407/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
425 * a short while (success and duration dependant on player SK_level, 408 * a short while (success and duration dependant on player SK_level,
426 * dexterity, charisma, and map difficulty). 409 * dexterity, charisma, and map difficulty).
427 * Players have a good chance of becoming 'unhidden' if they move 410 * Players have a good chance of becoming 'unhidden' if they move
428 * and like invisiblity will be come visible if they attack 411 * and like invisiblity will be come visible if they attack
429 * Implemented by b.t. (thomas@astro.psu.edu) 412 * Implemented by b.t. (thomas@astro.psu.edu)
430 * July 7, 1995 - made hiding possible for monsters. -b.t. 413 * July 7, 1995 - made hiding possible for monsters. -b.t.
431 */ 414 */
432
433static int 415static int
434attempt_hide (object *op, object *skill) 416attempt_hide (object *op, object *skill)
435{ 417{
436 int number, difficulty = op->map->difficulty; 418 int number, difficulty = op->map->difficulty;
437 int terrain = hideability (op); 419 int terrain = hideability (op);
440 return 0; 422 return 0;
441 423
442 /* Hiding success and duration dependant on skill level, 424 /* Hiding success and duration dependant on skill level,
443 * op->stats.Dex, map difficulty and terrain. 425 * op->stats.Dex, map difficulty and terrain.
444 */ 426 */
445
446 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; 427 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
428
447 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)))
448 { 430 {
449 op->invisible += 100; /* set the level of 'hiddeness' */ 431 op->invisible += 100; /* set the level of 'hiddeness' */
432
450 if (op->type == PLAYER) 433 if (op->type == PLAYER)
451 op->contr->tmp_invis = 1; 434 op->contr->tmp_invis = 1;
452 op->hide = 1; 435
436 op->flag [FLAG_HIDDEN] = 1;
453 return 1; 437 return 1;
454 } 438 }
439
455 return 0; 440 return 0;
456} 441}
457 442
458/* patched this to take terrain into consideration */ 443/* patched this to take terrain into consideration */
459
460int 444int
461hide (object *op, object *skill) 445hide (object *op, object *skill)
462{ 446{
463
464 /* the preliminaries -- Can we really hide now? */ 447 /* the preliminaries -- Can we really hide now? */
465 /* this keeps monsters from using invisibilty spells and hiding */ 448 /* this keeps monsters from using invisibilty spells and hiding */
466 449
467 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 450 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
468 { 451 {
469 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!");
470 return 0; 453 return 0;
471 } 454 }
472 else if (!op->hide && op->invisible > 0 && op->type == PLAYER) 455 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
473 { 456 {
474 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!");
475 make_visible (op); 458 make_visible (op);
476 } 459 }
477 460
478 if (op->invisible > (50 * skill->level)) 461 if (op->invisible > 50 * skill->level)
479 { 462 {
480 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.");
481 return 0; 464 return 0;
482 } 465 }
483 466
485 { 468 {
486 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.");
487 update_object (op, UP_OBJ_FACE); 470 update_object (op, UP_OBJ_FACE);
488 return calc_skill_exp (op, NULL, skill); 471 return calc_skill_exp (op, NULL, skill);
489 } 472 }
473
490 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.");
491 return 0; 475 return 0;
492} 476}
493
494 477
495/* stop_jump() - End of jump. Clear flags, restore the map, and 478/* stop_jump() - End of jump. Clear flags, restore the map, and
496 * freeze the jumper a while to simulate the exhaustion 479 * freeze the jumper a while to simulate the exhaustion
497 * of jumping. 480 * of jumping.
498 */ 481 */
499static void 482static void
500stop_jump (object *pl, int dist, int spaces) 483stop_jump (object *pl, int dist, int spaces)
501{ 484{
502 fix_player (pl); 485 pl->update_stats ();
503 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);
504} 488}
505
506 489
507static int 490static int
508attempt_jump (object *pl, int dir, int spaces, object *skill) 491attempt_jump (object *pl, int dir, int spaces, object *skill)
509{ 492{
510 object *tmp; 493 object *tmp;
511 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;
512 sint16 x, y; 495 sint16 x, y;
513 mapstruct *m; 496 maptile *m;
514 497
515 /* Jump loop. Go through spaces opject wants to jump. Halt the 498 /* Jump loop. Go through spaces object wants to jump. Halt the
516 * 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
517 * temporarily to allow player to aviod exits/archs that are not 500 * temporarily to allow player to aviod exits/archs that are not
518 * fly_on, fly_off. This will also prevent pickup of objects 501 * fly_on, fly_off. This will also prevent pickup of objects
519 * while jumping over them. 502 * while jumping over them.
520 */ 503 */
521 504 pl->remove ();
522 remove_ob (pl);
523
524 /*
525 * I don't think this is actually needed - all the movement
526 * code is handled in this function, and I don't see anyplace
527 * that cares about the move_type being flying.
528 */
529 pl->move_type |= MOVE_FLY_LOW; 505 pl->move_type |= MOVE_FLY_LOW;
530 506
531 for (i = 0; i <= spaces; i++) 507 for (i = 0; i <= spaces; i++)
532 { 508 {
533 x = pl->x + dx; 509 x = pl->x + dx;
536 512
537 mflags = get_map_flags (m, &m, x, y, &x, &y); 513 mflags = get_map_flags (m, &m, x, y, &x, &y);
538 514
539 if (mflags & P_OUT_OF_MAP) 515 if (mflags & P_OUT_OF_MAP)
540 { 516 {
541 (void) stop_jump (pl, i, spaces); 517 stop_jump (pl, i, spaces);
542 return 0; 518 return 0;
543 } 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
544 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)))
545 { 543 {
546 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 544 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
547 stop_jump (pl, i, spaces); 545 stop_jump (pl, i, spaces);
548 return 0; 546 return 0;
549 } 547 }
550 548
551 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
552 {
553 /* Jump into creature */
554 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
555 {
556 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
557 if (tmp->type != PLAYER ||
558 (pl->type == PLAYER && pl->contr->party == NULL) ||
559 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
560 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
561 stop_jump (pl, i, spaces);
562 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
563 }
564 /* If the space has fly on set (no matter what the space is),
565 * we should get the effects - after all, the player is
566 * effectively flying.
567 */
568 if (tmp->move_on & MOVE_FLY_LOW)
569 {
570 pl->x = x;
571 pl->y = y;
572 pl->map = m;
573 stop_jump (pl, i, spaces);
574 return calc_skill_exp (pl, NULL, skill);
575 }
576 }
577 pl->x = x; 549 pl->x = x;
578 pl->y = y; 550 pl->y = y;
579 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 }
580 } 559 }
560
581 stop_jump (pl, i, spaces); 561 stop_jump (pl, i, spaces);
562
582 return calc_skill_exp (pl, NULL, skill); 563 return calc_skill_exp (pl, NULL, skill);
583} 564}
584 565
585/* 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
586 * an attack as well. 567 * an attack as well.
587 * 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
588 * jumper can jump several spaces? 569 * jumper can jump several spaces?
589 */ 570 */
590
591int 571int
592jump (object *pl, int dir, object *skill) 572jump (object *pl, int dir, object *skill)
593{ 573{
594 int spaces = 0, stats;
595 int str = pl->stats.Str; 574 int str = pl->stats.Str;
596 int dex = pl->stats.Dex; 575 int dex = pl->stats.Dex;
597 576
598 dex = dex ? dex : 15; 577 dex = dex ? dex : 15;
599 str = str ? str : 10; 578 str = str ? str : 10;
600 579
601 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));
602 582
603 if (pl->carrying != 0) /* don't want div by zero !! */
604 spaces = (int) (stats / pl->carrying);
605 else
606 spaces = 2; /* pl has no objects - gets the far jump */
607
608 if (spaces > 2)
609 spaces = 2;
610 else if (spaces == 0) 583 if (spaces == 0)
611 { 584 {
612 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.");
613 return 0; 586 return 0;
614 } 587 }
588
615 return attempt_jump (pl, dir, spaces, skill); 589 return attempt_jump (pl, dir, spaces, skill);
616} 590}
617
618 591
619/* skill_ident() - this code is supposed to allow players to identify 592/* skill_ident() - this code is supposed to allow players to identify
620 * classes of objects with the various "auto-ident" skills. Player must 593 * classes of objects with the various "auto-ident" skills. Player must
621 * 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
622 * to work. While multiple classes of objects may be identified, 595 * to work. While multiple classes of objects may be identified,
623 * 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
624 * more generalized. Right now, skill indices are embedded in this routine. 597 * more generalized. Right now, skill indices are embedded in this routine.
625 * Returns amount of experience gained (on successful ident). 598 * Returns amount of experience gained (on successful ident).
626 * - b.t. (thomas@astro.psu.edu) 599 * - b.t. (thomas@astro.psu.edu)
627 */ 600 */
628
629static int 601static int
630do_skill_detect_curse (object *pl, object *skill) 602do_skill_detect_curse (object *pl, object *skill)
631{ 603{
632 object *tmp; 604 object *tmp;
633 int success = 0; 605 int success = 0;
641 esrv_update_item (UPD_FLAGS, pl, tmp); 613 esrv_update_item (UPD_FLAGS, pl, tmp);
642 success += calc_skill_exp (pl, tmp, skill); 614 success += calc_skill_exp (pl, tmp, skill);
643 } 615 }
644 616
645 /* Check ground, too, but only objects the player could pick up */ 617 /* Check ground, too, but only objects the player could pick up */
646 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)
647 if (can_pick (pl, tmp) && 619 if (can_pick (pl, tmp) &&
648 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 620 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
649 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 621 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
650 && (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)
651 { 623 {
672 esrv_update_item (UPD_FLAGS, pl, tmp); 644 esrv_update_item (UPD_FLAGS, pl, tmp);
673 success += calc_skill_exp (pl, tmp, skill); 645 success += calc_skill_exp (pl, tmp, skill);
674 } 646 }
675 647
676 /* 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 */
677 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)
678 if (can_pick (pl, tmp) && 650 if (can_pick (pl, tmp) &&
679 !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)
680 { 652 {
681 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 653 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
682 esrv_update_item (UPD_FLAGS, pl, tmp); 654 esrv_update_item (UPD_FLAGS, pl, tmp);
687} 659}
688 660
689/* Helper function for do_skill_ident, so that we can loop 661/* Helper function for do_skill_ident, so that we can loop
690 * over inventory AND objects on the ground conveniently. 662 * over inventory AND objects on the ground conveniently.
691 */ 663 */
692int 664static int
693do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 665do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
694{ 666{
695 int success = 0, chance; 667 int success = 0, chance;
696 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;
697 669
711 if (tmp->msg) 683 if (tmp->msg)
712 { 684 {
713 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:");
714 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 686 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
715 } 687 }
716
717 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
718 if (tmp->map)
719 esrv_send_item (pl, tmp);
720 } 688 }
689
721 success += calc_skill_exp (pl, tmp, skill); 690 success += calc_skill_exp (pl, tmp, skill);
722 } 691 }
723 else 692 else
724 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 693 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
725 } 694 }
730/* do_skill_ident() - workhorse for skill_ident() -b.t. 699/* do_skill_ident() - workhorse for skill_ident() -b.t.
731 */ 700 */
732static int 701static int
733do_skill_ident (object *pl, int obj_class, object *skill) 702do_skill_ident (object *pl, int obj_class, object *skill)
734{ 703{
735 object *tmp;
736 int success = 0; 704 int success = 0;
737 705
738 for (tmp = pl->inv; tmp; tmp = tmp->below) 706 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
739 success += do_skill_ident2 (tmp, pl, obj_class, skill); 707 success += do_skill_ident2 (tmp, pl, obj_class, skill);
740 /* check the ground */ 708 /* check the ground */
741 709
742 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)
743 success += do_skill_ident2 (tmp, pl, obj_class, skill); 711 success += do_skill_ident2 (tmp, pl, obj_class, skill);
744 712
745 return success; 713 return success;
746} 714}
747 715
755 723
756 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...");
757 725
758 switch (skill->subtype) 726 switch (skill->subtype)
759 { 727 {
760 case SK_SMITHERY: 728 case SK_SMITHERY:
761 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)
762 + 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)
763 + 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)
764 + 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);
765 break; 733 break;
766 734
767 case SK_BOWYER: 735 case SK_BOWYER:
768 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);
769 break; 737 break;
770 738
771 case SK_ALCHEMY: 739 case SK_ALCHEMY:
772 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)
773 + 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);
774 break; 742 break;
775 743
776 case SK_WOODSMAN: 744 case SK_WOODSMAN:
777 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);
778 break; 746 break;
779 747
780 case SK_JEWELER: 748 case SK_JEWELER:
781 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);
782 break; 750 break;
783 751
784 case SK_LITERACY: 752 case SK_LITERACY:
785 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);
786 break; 754 break;
787 755
788 case SK_THAUMATURGY: 756 case SK_THAUMATURGY:
789 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);
790 break; 758 break;
791 759
792 case SK_DET_CURSE: 760 case SK_DET_CURSE:
793 success = do_skill_detect_curse (pl, skill); 761 success = do_skill_detect_curse (pl, skill);
794 if (success) 762 if (success)
795 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 763 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
796 break; 764 break;
797 765
798 case SK_DET_MAGIC: 766 case SK_DET_MAGIC:
799 success = do_skill_detect_magic (pl, skill); 767 success = do_skill_detect_magic (pl, skill);
800 if (success) 768 if (success)
801 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!");
802 break; 770 break;
803 771
804 default: 772 default:
805 LOG (llevError, "Error: bad call to skill_ident()\n"); 773 LOG (llevError, "Error: bad call to skill_ident()\n");
806 return 0; 774 return 0;
807 break; 775 break;
808 } 776 }
777
809 if (!success) 778 if (!success)
810 {
811 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 779 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
812 } 780
813 return success; 781 return success;
814} 782}
815
816 783
817/* players using this skill can 'charm' a monster -- 784/* players using this skill can 'charm' a monster --
818 * into working for them. It can only be used on 785 * into working for them. It can only be used on
819 * non-special (see below) 'neutral' creatures. 786 * non-special (see below) 'neutral' creatures.
820 * -b.t. (thomas@astro.psu.edu) 787 * -b.t. (thomas@astro.psu.edu)
821 */ 788 */
822
823int 789int
824use_oratory (object *pl, int dir, object *skill) 790use_oratory (object *pl, int dir, object *skill)
825{ 791{
826 sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir];
827 int mflags, chance;
828 object *tmp;
829 mapstruct *m;
830
831 if (pl->type != PLAYER) 792 if (pl->type != PLAYER)
832 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];
833 m = pl->map; 797 maptile *m = pl->map;
798
834 mflags = get_map_flags (m, &m, x, y, &x, &y); 799 int mflags = get_map_flags (m, &m, x, y, &x, &y);
835 if (mflags & P_OUT_OF_MAP) 800 if (mflags & P_OUT_OF_MAP)
836 return 0; 801 return 0;
837 802
838 /* Save some processing - we have the flag already anyways 803 /* Save some processing - we have the flag already anyways
839 */ 804 */
841 { 806 {
842 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.");
843 return 0; 808 return 0;
844 } 809 }
845 810
811 object *tmp;
846 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)
847 { 813 {
848 /* can't persuade players - return because there is nothing else 814 /* can't persuade players - return because there is nothing else
849 * on that space to charm. Same for multi space monsters and 815 * on that space to charm. Same for multi space monsters and
850 * 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
851 * 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
852 * only monster on the space. 818 * only monster on the space.
853 */ 819 */
854 if (tmp->type == PLAYER) 820 if (tmp->type == PLAYER
855 return 0; 821 || tmp->more || tmp->head_ () != tmp
856 if (tmp->more || tmp->head) 822 || tmp->msg)
857 return 0;
858 if (tmp->msg)
859 return 0; 823 return 0;
860 824
861 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 825 if (QUERY_FLAG (tmp, FLAG_MONSTER))
862 break; 826 break;
863 } 827 }
878 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));
879 return 0; 843 return 0;
880 } 844 }
881 845
882 /* it's already allied! */ 846 /* it's already allied! */
883 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) 847 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
884 { 848 {
885 if (get_owner (tmp) == pl) 849 if (tmp->owner == pl)
886 { 850 {
887 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");
888 return 0; 852 return 0;
889 } 853 }
890 else if (skill->level > tmp->level) 854 else if (skill->level > tmp->level)
891 { 855 {
892 /* you steal the follower. Perhaps we should really look at the 856 /* you steal the follower. Perhaps we should really look at the
893 * level of the owner above? 857 * level of the owner above?
894 */ 858 */
895 set_owner (tmp, pl); 859 tmp->set_owner (pl);
860 tmp->skill = skill->skill;
861
896 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));
897 /* Abuse fix - don't give exp since this can otherwise 863 /* Abuse fix - don't give exp since this can otherwise
898 * be used by a couple players to gets lots of exp. 864 * be used by a couple players to gets lots of exp.
899 */ 865 */
900 return 0; 866 return 0;
904 /* 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 */
905 return 0; 871 return 0;
906 } 872 }
907 } /* Creature was already a pet of someone */ 873 } /* Creature was already a pet of someone */
908 874
909 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2; 875 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
910 876
911 /* Ok, got a 'sucker' lets try to make them a follower */ 877 /* Ok, got a 'sucker' lets try to make them a follower */
912 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))
913 { 879 {
914 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));
915 881
882 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
916 set_owner (tmp, pl); 883 tmp->set_owner (pl);
884 tmp->skill = skill->skill;
917 tmp->stats.exp = 0; 885 tmp->stats.exp = 0;
918 add_friendly_object (tmp);
919 SET_FLAG (tmp, FLAG_FRIENDLY);
920 tmp->attack_movement = PETMOVE; 886 tmp->attack_movement = PETMOVE;
887
888 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
889 add_friendly_object (tmp);
890
921 return calc_skill_exp (pl, tmp, skill); 891 return calc_skill_exp (pl, tmp, skill);
922 } 892 }
923 /* Charm failed. Creature may be angry now */ 893 /* Charm failed. Creature may be angry now */
924 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))
925 { 895 {
926 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));
927 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 897 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
928 { 898 {
929 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
930 remove_friendly_object (tmp); 899 remove_friendly_object (tmp);
931 tmp->attack_movement = 0; /* needed? */ 900 tmp->attack_movement = 0; /* needed? */
932 } 901 }
902
933 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 903 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
934 } 904 }
905
935 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 */
936} 907}
937 908
938/* Singing() -this skill allows the player to pacify nearby creatures. 909/* Singing() -this skill allows the player to pacify nearby creatures.
939 * There are few limitations on who/what kind of 910 * There are few limitations on who/what kind of
942 * successfully pacified the creature gets Int=1. Thus, a player 913 * successfully pacified the creature gets Int=1. Thus, a player
943 * may only pacify a creature once. 914 * may only pacify a creature once.
944 * 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
945 * of anything better! -b.t. 916 * of anything better! -b.t.
946 */ 917 */
947
948int 918int
949singing (object *pl, int dir, object *skill) 919singing (object *pl, int dir, object *skill)
950{ 920{
951 int i, exp = 0, chance, mflags; 921 int i, exp = 0;
952 object *tmp; 922 object *tmp;
953 mapstruct *m; 923 maptile *m;
954 sint16 x, y; 924 sint16 x, y;
955 925
956 if (pl->type != PLAYER) 926 if (pl->type != PLAYER)
957 return 0; /* only players use this skill */ 927 return 0; /* only players use this skill */
958 928
961 { 931 {
962 x = pl->x + freearr_x[i]; 932 x = pl->x + freearr_x[i];
963 y = pl->y + freearr_y[i]; 933 y = pl->y + freearr_y[i];
964 m = pl->map; 934 m = pl->map;
965 935
966 mflags = get_map_flags (m, &m, x, y, &x, &y); 936 int mflags = get_map_flags (m, &m, x, y, &x, &y);
967 if (mflags & P_OUT_OF_MAP) 937 if (mflags & P_OUT_OF_MAP)
968 continue; 938 continue;
969 if (!(mflags & P_IS_ALIVE)) 939 if (!(mflags & P_IS_ALIVE))
970 continue; 940 continue;
971 941
972 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)
973 { 943 {
974 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 944 if (QUERY_FLAG (tmp, FLAG_MONSTER))
975 break; 945 break;
976 /* can't affect players */ 946 /* can't affect players */
977 if (tmp->type == PLAYER) 947 if (tmp->type == PLAYER)
990 960
991 /* stealing isn't really related (although, maybe it should 961 /* stealing isn't really related (although, maybe it should
992 * be). This is mainly to prevent singing to the same monster 962 * be). This is mainly to prevent singing to the same monster
993 * over and over again and getting exp for it. 963 * over and over again and getting exp for it.
994 */ 964 */
995 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
996 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))
997 { 968 {
998 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 969 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
999 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));
1000 /* Give exp only if they are not aware */ 971 /* Give exp only if they are not aware */
972
1001 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 973 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
1002 exp += calc_skill_exp (pl, tmp, skill); 974 exp += calc_skill_exp (pl, tmp, skill);
975
1003 SET_FLAG (tmp, FLAG_NO_STEAL); 976 SET_FLAG (tmp, FLAG_NO_STEAL);
1004 } 977 }
1005 else 978 else
1006 { 979 {
1007 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));
1020find_traps (object *pl, object *skill) 993find_traps (object *pl, object *skill)
1021{ 994{
1022 object *tmp, *tmp2; 995 object *tmp, *tmp2;
1023 int i, expsum = 0, mflags; 996 int i, expsum = 0, mflags;
1024 sint16 x, y; 997 sint16 x, y;
1025 mapstruct *m; 998 maptile *m;
1026 999
1027 /* First we search all around us for runes and traps, which are 1000 /* First we search all around us for runes and traps, which are
1028 * all type RUNE 1001 * all type RUNE
1029 */ 1002 */
1030 1003
1037 mflags = get_map_flags (m, &m, x, y, &x, &y); 1010 mflags = get_map_flags (m, &m, x, y, &x, &y);
1038 if (mflags & P_OUT_OF_MAP) 1011 if (mflags & P_OUT_OF_MAP)
1039 continue; 1012 continue;
1040 1013
1041 /* Check everything in the square for trapness */ 1014 /* Check everything in the square for trapness */
1042 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)
1043 { 1016 {
1044 1017
1045 /* And now we'd better do an inventory traversal of each 1018 /* And now we'd better do an inventory traversal of each
1046 * of these objects' inventory 1019 * of these objects' inventory
1047 * 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
1080} 1053}
1081 1054
1082/* remove_trap() - This skill will disarm any previously discovered trap 1055/* remove_trap() - This skill will disarm any previously discovered trap
1083 * 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.
1084 */ 1057 */
1085
1086int 1058int
1087remove_trap (object *op, int dir, object *skill) 1059remove_trap (object *op, int dir, object *skill)
1088{ 1060{
1089 object *tmp, *tmp2; 1061 object *tmp, *tmp2;
1090 int i, success = 0, mflags; 1062 int i, success = 0, mflags;
1091 mapstruct *m; 1063 maptile *m;
1092 sint16 x, y; 1064 sint16 x, y;
1093 1065
1094 for (i = 0; i < 9; i++) 1066 for (i = 0; i < 9; i++)
1095 { 1067 {
1096 x = op->x + freearr_x[i]; 1068 x = op->x + freearr_x[i];
1100 mflags = get_map_flags (m, &m, x, y, &x, &y); 1072 mflags = get_map_flags (m, &m, x, y, &x, &y);
1101 if (mflags & P_OUT_OF_MAP) 1073 if (mflags & P_OUT_OF_MAP)
1102 continue; 1074 continue;
1103 1075
1104 /* Check everything in the square for trapness */ 1076 /* Check everything in the square for trapness */
1105 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)
1106 { 1078 {
1107 /* And now we'd better do an inventory traversal of each 1079 /* And now we'd better do an inventory traversal of each
1108 * of these objects inventory. Like above, only 1080 * of these objects inventory. Like above, only
1109 * do this for interesting objects. 1081 * do this for interesting objects.
1110 */ 1082 */
1111 1083
1112 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1084 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1113 { 1085 {
1114 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1086 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1115 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1087 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1116 { 1088 {
1117 trap_show (tmp2, tmp); 1089 trap_show (tmp2, tmp);
1090
1118 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))
1119 { 1092 {
1120 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1093 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1121 success += calc_skill_exp (op, tmp2, skill); 1094 success += calc_skill_exp (op, tmp2, skill);
1122 } 1095 }
1123 } 1096 }
1124 } 1097 }
1098
1125 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1099 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1126 { 1100 {
1127 trap_show (tmp, tmp); 1101 trap_show (tmp, tmp);
1102
1128 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))
1129 { 1104 {
1130 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1105 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1131 success += calc_skill_exp (op, tmp, skill); 1106 success += calc_skill_exp (op, tmp, skill);
1132 } 1107 }
1133 } 1108 }
1134 } 1109 }
1135 } 1110 }
1111
1136 return success; 1112 return success;
1137} 1113}
1138
1139 1114
1140/* pray() - when this skill is called from do_skill(), it allows 1115/* pray() - when this skill is called from do_skill(), it allows
1141 * 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.
1142 * This always returns 0 - return value is used by calling function 1117 * This always returns 0 - return value is used by calling function
1143 * 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
1144 * 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
1145 * give infinite exp by returning true in any cases. 1120 * give infinite exp by returning true in any cases.
1146 */ 1121 */
1147
1148int 1122int
1149pray (object *pl, object *skill) 1123pray (object *pl, object *skill)
1150{ 1124{
1151 char buf[MAX_BUF]; 1125 char buf[MAX_BUF];
1152 object *tmp; 1126 object *tmp;
1159 /* Check all objects - we could stop at floor objects, 1133 /* Check all objects - we could stop at floor objects,
1160 * 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
1161 * 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
1162 * than extra checks on object attributes. 1136 * than extra checks on object attributes.
1163 */ 1137 */
1164 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1138 for (tmp = pl->below; tmp; tmp = tmp->below)
1165 { 1139 {
1166 /* 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 */
1167 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1141 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1168 { 1142 {
1169 sprintf (buf, "You pray over the %s.", &tmp->name); 1143 sprintf (buf, "You pray over the %s.", &tmp->name);
1177 if (pl->stats.grace < pl->stats.maxgrace) 1151 if (pl->stats.grace < pl->stats.maxgrace)
1178 { 1152 {
1179 pl->stats.grace++; 1153 pl->stats.grace++;
1180 pl->last_grace = -1; 1154 pl->last_grace = -1;
1181 } 1155 }
1156
1182 return 0; 1157 return 0;
1183} 1158}
1184 1159
1185/* 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
1186 * brief period of concentration. No armour or weapons may be 1161 * brief period of concentration. No armour or weapons may be
1187 * wielded/applied for this to work. The amount of time needed 1162 * wielded/applied for this to work. The amount of time needed
1188 * to concentrate and the # of points regained is dependant on 1163 * to concentrate and the # of points regained is dependant on
1189 * the level of the user. - b.t. thomas@astro.psu.edu 1164 * the level of the user. - b.t. thomas@astro.psu.edu
1190 */ 1165 */
1191
1192void 1166void
1193meditate (object *pl, object *skill) 1167meditate (object *pl, object *skill)
1194{ 1168{
1195 object *tmp; 1169 object *tmp;
1196 1170
1204 return; 1178 return;
1205 } 1179 }
1206 else 1180 else
1207 { 1181 {
1208 for (tmp = pl->inv; tmp; tmp = tmp->below) 1182 for (tmp = pl->inv; tmp; tmp = tmp->below)
1209 if (((tmp->type == ARMOUR && skill->level < 12) 1183 if (((tmp->type == ARMOUR && skill->level < 12)
1210 || (tmp->type == HELMET && skill->level < 10) 1184 || (tmp->type == HELMET && skill->level < 10)
1211 || (tmp->type == SHIELD && skill->level < 6) 1185 || (tmp->type == SHIELD && skill->level < 6)
1212 || (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))
1213 { 1189 {
1214 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");
1215 return; 1191 return;
1216 } 1192 }
1217 } 1193 }
1237 pl->last_heal = -1; 1213 pl->last_heal = -1;
1238 } 1214 }
1239} 1215}
1240 1216
1241/* write_note() - this routine allows players to inscribe messages in 1217/* write_note() - this routine allows players to inscribe messages in
1242 * ordinary 'books' (anything that is type BOOK). b.t. 1218 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1243 */ 1219 */
1244
1245static int 1220static int
1246write_note (object *pl, object *item, const char *msg, object *skill) 1221write_note (object *pl, object *item, const char *msg, object *skill)
1247{ 1222{
1248 char buf[1024]; 1223 if (!msg_is_safe (msg))
1249 object *newBook = NULL;
1250
1251 /* a pair of sanity checks */
1252 if (!item || item->type != BOOK)
1253 return 0;
1254
1255 if (!msg)
1256 {
1257 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1258 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1259 return 0;
1260 }
1261 if (strcasestr_local (msg, "endmsg"))
1262 { 1224 {
1263 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)!");
1264 return 0; 1235 return 0;
1265 } 1236 }
1266 1237
1267 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)))
1268 return strlen (msg); 1239 return RESULT_INT (0);
1269 1240
1270 buf[0] = 0; 1241 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1271 if (!book_overflow (item->msg, msg, sizeof (buf)))
1272 { /* add msg string to book */
1273 if (item->msg)
1274 strcpy (buf, item->msg);
1275 1242
1276 strcat (buf, msg); 1243 if (char_len <= item->weight_limit)
1277 strcat (buf, "\n"); /* new msg needs a LF */ 1244 {
1278 if (item->nrof > 1) 1245 object *newbook = arch_to_object (item->other_arch);
1279 { 1246 item->decrease ();
1280 newBook = get_object ();
1281 copy_object (item, newBook);
1282 decrease_ob (item);
1283 esrv_send_item (pl, item);
1284 newBook->nrof = 1; 1247 newbook->nrof = 1;
1285 newBook->msg = buf; 1248 newbook->msg = shstr (msg);
1286 newBook = insert_ob_in_ob (newBook, pl); 1249 newbook->flag [FLAG_IDENTIFIED] = true;
1287 esrv_send_item (pl, newBook); 1250
1251 if (item->subtype == 1) // mailscrolls
1288 } 1252 {
1289 else 1253 newbook->name = item->name;
1254 newbook->name_pl = item->name_pl;
1290 { 1255 }
1291 item->msg = buf; 1256
1292 /* This shouldn't be necessary - the object hasn't changed in any 1257 pl->insert (newbook);
1293 * visible way 1258
1294 */ 1259 pl->contr->play_sound (sound_find ("inscribe_success"));
1295 /* esrv_send_item(pl, item); */
1296 }
1297 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);
1298 return strlen (msg); 1261 return char_len;
1299 } 1262 }
1300 else 1263 else
1301 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);
1302 1266
1303 return 0; 1267 return 0;
1304} 1268}
1305 1269
1306/* write_scroll() - this routine allows players to inscribe spell scrolls 1270/* write_scroll() - this routine allows players to inscribe spell scrolls
1307 * of spells which they know. Backfire effects are possible with the 1271 * of spells which they know. Backfire effects are possible with the
1308 * severity of the backlash correlated with the difficulty of the scroll 1272 * severity of the backlash correlated with the difficulty of the scroll
1309 * that is attempted. -b.t. thomas@astro.psu.edu 1273 * that is attempted. -b.t. thomas@astro.psu.edu
1310 */ 1274 */
1311
1312static int 1275static int
1313write_scroll (object *pl, object *scroll, object *skill) 1276write_scroll (object *pl, object *scroll, object *skill)
1314{ 1277{
1315 int success = 0, confused = 0; 1278 int success = 0, confused = 0;
1316 object *newscroll, *chosen_spell, *tmp;
1317
1318 /* this is a sanity check */
1319 if (scroll->type != SCROLL)
1320 {
1321 new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1322 return 0;
1323 }
1324 1279
1325 /* Check if we are ready to attempt inscription */ 1280 /* Check if we are ready to attempt inscription */
1326 chosen_spell = pl->contr->ranges[range_magic]; 1281 object *chosen_spell = pl->contr->ranged_ob;
1327 if (!chosen_spell) 1282
1283 if (!chosen_spell || chosen_spell->type != SPELL)
1328 { 1284 {
1329 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!");
1330 return 0; 1286 return 0;
1331 } 1287 }
1288
1332 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)
1333 { 1290 {
1334 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);
1335 return 0; 1292 return 0;
1336 } 1293 }
1294
1337 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)
1338 { 1296 {
1339 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);
1340 return 0;
1341 }
1342
1343 /* if there is a spell already on the scroll then player could easily
1344 * accidently read it while trying to write the new one. give player
1345 * a 50% chance to overwrite spell at their own level
1346 */
1347 if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1348 {
1349 new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1350 manual_apply (pl, scroll, 0);
1351 return 0; 1298 return 0;
1352 } 1299 }
1353 1300
1354 /* ok, we are ready to try inscription */ 1301 /* ok, we are ready to try inscription */
1355 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1302 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1359 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);
1360 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);
1361 1308
1362 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)
1363 { 1310 {
1364 if (scroll->nrof > 1) 1311 object *newscroll = arch_to_object (scroll->other_arch);
1365 { 1312 scroll->decrease ();
1366 newscroll = get_object ();
1367 copy_object (scroll, newscroll);
1368 decrease_ob (scroll);
1369 newscroll->nrof = 1; 1313 newscroll->nrof = 1;
1370 } 1314
1371 else 1315 pl->contr->play_sound (sound_find ("inscribe_success"));
1372 {
1373 newscroll = scroll;
1374 }
1375 1316
1376 if (!confused) 1317 if (!confused)
1377 { 1318 {
1378 newscroll->level = MAX (skill->level, chosen_spell->level); 1319 newscroll->level = MAX (skill->level, chosen_spell->level);
1320 newscroll->flag [FLAG_IDENTIFIED] = true;
1379 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.");
1380 } 1322 }
1381 else 1323 else
1382 { 1324 {
1383 chosen_spell = find_random_spell_in_ob (pl, NULL); 1325 chosen_spell = find_random_spell_in_ob (pl, NULL);
1384 if (!chosen_spell) 1326 if (!chosen_spell)
1386 1328
1387 newscroll->level = MAX (skill->level, chosen_spell->level); 1329 newscroll->level = MAX (skill->level, chosen_spell->level);
1388 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.");
1389 } 1331 }
1390 1332
1391 if (newscroll->inv) 1333 object *tmp = chosen_spell->clone ();
1392 {
1393 object *ninv;
1394
1395 ninv = newscroll->inv;
1396 remove_ob (ninv);
1397 free_object (ninv);
1398 }
1399 tmp = get_object ();
1400 copy_object (chosen_spell, tmp);
1401 insert_ob_in_ob (tmp, newscroll); 1334 insert_ob_in_ob (tmp, newscroll);
1402 1335
1403 /* Same code as from treasure.c - so they can better merge. 1336 /* Same code as from treasure.C - so they can better merge.
1404 * if players want to sell them, so be it. 1337 * if players want to sell them, so be it.
1405 */ 1338 */
1406 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);
1407 newscroll->stats.exp = newscroll->value / 5; 1340 newscroll->stats.exp = newscroll->value / 5;
1408 1341
1409 /* wait until finished manipulating the scroll before inserting it */ 1342 pl->insert (newscroll);
1410 if (newscroll == scroll) 1343
1411 {
1412 /* Remove to correctly merge with other items which may exist in inventory */
1413 remove_ob (newscroll);
1414 esrv_del_item (pl->contr, newscroll->count);
1415 }
1416 newscroll = insert_ob_in_ob (newscroll, pl);
1417 esrv_send_item (pl, newscroll);
1418 success = calc_skill_exp (pl, newscroll, skill); 1344 success = calc_skill_exp (pl, newscroll, skill);
1419 if (!confused) 1345 if (!confused)
1420 success *= 2; 1346 success *= 2;
1347
1421 success = success * skill->level; 1348 success = success * skill->level;
1422 return success; 1349 return success;
1423
1424 } 1350 }
1425 else 1351 else
1426 { /* Inscription has failed */ 1352 { /* Inscription has failed */
1353 pl->contr->play_sound (sound_find ("inscribe_fail"));
1427 1354
1428 if (chosen_spell->level > skill->level || confused) 1355 if (chosen_spell->level > skill->level || confused)
1429 { /*backfire! */ 1356 { /*backfire! */
1430 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
1431 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1359 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1432 drain_specific_stat (pl, 4); 1360 pl->drain_specific_stat (4);
1433 else 1361 else
1434 { 1362 {
1435 confuse_player (pl, pl, 99); 1363 confuse_player (pl, pl, 99);
1436 return (-30 * chosen_spell->level); 1364 return -30 * chosen_spell->level;
1437 } 1365 }
1438 } 1366 }
1439 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)
1440 { 1368 {
1441 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.>");
1442 confuse_player (pl, pl, 99); 1370 confuse_player (pl, pl, 99);
1443 } 1371 }
1444 else 1372 else
1445 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.>");
1446 } 1374 }
1375
1447 return 0; 1376 return 0;
1448} 1377}
1449 1378
1450/* write_on_item() - wrapper for write_note and write_scroll */ 1379/* write_on_item() - wrapper for write_note and write_scroll */
1451int 1380int
1452write_on_item (object *pl, const char *params, object *skill) 1381write_on_item (object *pl, const char *params, object *skill)
1453{ 1382{
1454 object *item;
1455 const char *string = params;
1456 int msgtype;
1457 archetype *skat; 1383 archetype *skat;
1458 1384
1459 if (pl->type != PLAYER) 1385 if (pl->type != PLAYER)
1460 return 0; 1386 return 0;
1461 1387
1462 if (!params) 1388 if (!params)
1463 {
1464 params = ""; 1389 params = "";
1465 string = params; 1390
1466 }
1467 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1391 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1468 1392
1469 /* Need to be able to read before we can write! */ 1393 /* Need to be able to read before we can write! */
1470 if (!find_skill_by_name (pl, skat->clone.skill)) 1394 if (!find_skill_by_name (pl, skat->skill))
1471 { 1395 {
1472 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.>");
1473 return 0; 1397 return 0;
1474 } 1398 }
1475 1399
1476 /* if there is a message then it goes in a book and no message means 1400 object *item = find_marked_object (pl);
1477 * write active spell into the scroll
1478 */
1479 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1480 1401
1481 /* find an item of correct type to write on */ 1402 /* find an item of correct type to write on */
1482 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;
1483 { 1407 }
1484 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.>");
1485 return 0; 1412 return 0;
1486 } 1413 }
1487 1414
1488 if (QUERY_FLAG (item, FLAG_UNPAID)) 1415 if (QUERY_FLAG (item, FLAG_UNPAID))
1489 { 1416 {
1490 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.");
1491 return 0; 1418 return 0;
1492 } 1419 }
1493 if (msgtype != item->type) 1420
1421 if (item->other_arch->type == SCROLL)
1494 { 1422 {
1495 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);
1496 return 0; 1429 return 0;
1497 } 1430 }
1498 1431
1499 if (msgtype == SCROLL)
1500 {
1501 return write_scroll (pl, item, skill); 1432 return write_scroll (pl, item, skill);
1502 } 1433 }
1503 else if (msgtype == BOOK) 1434 else
1504 { 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
1505 return write_note (pl, item, string, skill); 1444 return write_note (pl, item, params, skill);
1506 } 1445 }
1446
1507 return 0; 1447 return 0;
1508} 1448}
1509
1510
1511 1449
1512/* find_throw_ob() - if we request an object, then 1450/* find_throw_ob() - if we request an object, then
1513 * 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
1514 * got to be carrying something in order to throw it!). 1452 * got to be carrying something in order to throw it!).
1515 * 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
1516 * (that is "throwable", ie no throwing your skills away!) 1454 * (that is "throwable", ie no throwing your skills away!)
1517 * 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
1518 * 'throwable' (ie not applied cursed obj, worn, etc). 1456 * 'throwable' (ie not applied cursed obj, worn, etc).
1519 */ 1457 */
1520
1521static object * 1458static object *
1522find_throw_ob (object *op, const char *request) 1459find_throw_ob (object *op, const char *request)
1523{ 1460{
1524 object *tmp; 1461 object *tmp;
1525 1462
1546 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1483 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1547 { 1484 {
1548 /* can't toss invisible or inv-locked items */ 1485 /* can't toss invisible or inv-locked items */
1549 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1486 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1550 continue; 1487 continue;
1551 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1488 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1552 break; 1489 break;
1553 } 1490 }
1554 } 1491 }
1555 1492
1556 /* this should prevent us from throwing away 1493 /* this should prevent us from throwing away
1595 return tmp; 1532 return tmp;
1596} 1533}
1597 1534
1598/* make_throw_ob() We construct the 'carrier' object in 1535/* make_throw_ob() We construct the 'carrier' object in
1599 * which we will insert the object that is being thrown. 1536 * which we will insert the object that is being thrown.
1600 * This combination becomes the 'thrown object'. -b.t. 1537 * This combination becomes the 'thrown object'. -b.t.
1601 */ 1538 */
1602
1603static object * 1539static object *
1604make_throw_ob (object *orig) 1540make_throw_ob (object *orig)
1605{ 1541{
1606 object *toss_item;
1607
1608 if (!orig) 1542 if (!orig)
1609 return NULL; 1543 return 0;
1610 1544
1611 toss_item = get_object ();
1612 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1545 if (QUERY_FLAG (orig, FLAG_APPLIED))
1613 { 1546 {
1614 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1547 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1615 /* insufficient workaround, but better than nothing */ 1548 /* insufficient workaround, but better than nothing */
1616 CLEAR_FLAG (orig, FLAG_APPLIED); 1549 CLEAR_FLAG (orig, FLAG_APPLIED);
1617 } 1550 }
1618 copy_object (orig, toss_item); 1551
1552 object *toss_item = orig->clone ();
1553
1619 toss_item->type = THROWN_OBJ; 1554 toss_item->type = THROWN_OBJ;
1620 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1555 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1621 toss_item->stats.dam = 0; /* default damage */ 1556 toss_item->stats.dam = 0; /* default damage */
1622 insert_ob_in_ob (orig, toss_item); 1557 toss_item->insert (orig);
1558
1623 return toss_item; 1559 return toss_item;
1624} 1560}
1625
1626 1561
1627/* do_throw() - op throws any object toss_item. This code 1562/* do_throw() - op throws any object toss_item. This code
1628 * was borrowed from fire_bow. 1563 * was borrowed from fire_bow.
1629 * Returns 1 if skill was successfully used, 0 if not 1564 * Returns 1 if skill was successfully used, 0 if not
1630 */ 1565 */
1631
1632static int 1566static int
1633do_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)
1634{ 1568{
1635 object *throw_ob = toss_item, *left = NULL; 1569 object *throw_ob = toss_item, *left = NULL;
1636 tag_t left_tag;
1637 int eff_str = 0, maxc, str = op->stats.Str, dam = 0; 1570 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1638 int pause_f, weight_f = 0, mflags; 1571 int pause_f, weight_f = 0, mflags;
1639 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; 1572 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1640 mapstruct *m; 1573 maptile *m;
1641 sint16 sx, sy; 1574 sint16 sx, sy;
1642 tag_t tag;
1643 1575
1644 if (throw_ob == NULL) 1576 if (throw_ob == NULL)
1645 { 1577 {
1646 if (op->type == PLAYER) 1578 if (op->type == PLAYER)
1647 {
1648 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw."); 1579 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1649 } 1580
1650 return 0; 1581 return 0;
1651 } 1582 }
1652 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) 1583 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1653 { 1584 {
1654 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1655 {
1656 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1586 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1657 } 1587
1658 return 0; 1588 return 0;
1659 } 1589 }
1660 1590
1661 /* Because throwing effectiveness must be reduced by the 1591 /* Because throwing effectiveness must be reduced by the
1662 * encumbrance of the thrower and weight of the object. THus, 1592 * encumbrance of the thrower and weight of the object. THus,
1705 */ 1635 */
1706 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);
1707 1637
1708 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))
1709 { 1639 {
1710
1711 /* bounces off 'wall', and drops to feet */ 1640 /* bounces off 'wall', and drops to feet */
1712 remove_ob (throw_ob); 1641 throw_ob->insert_at (part, op);
1713 throw_ob->x = part->x; 1642
1714 throw_ob->y = part->y;
1715 insert_ob_in_map (throw_ob, part->map, op, 0);
1716 if (op->type == PLAYER) 1643 if (op->type == PLAYER)
1717 { 1644 {
1718 if (eff_str <= 1) 1645 if (eff_str <= 1)
1719 {
1720 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));
1721 }
1722 else if (!dir) 1647 else if (!dir)
1723 {
1724 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));
1725 }
1726 else 1649 else
1727 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.");
1728 } 1651 }
1652
1729 return 0; 1653 return 0;
1730 } /* if object can't be thrown */ 1654 } /* if object can't be thrown */
1731 1655
1732 left = throw_ob; /* these are throwing objects left to the player */ 1656 left = throw_ob; /* these are throwing objects left to the player */
1733 left_tag = left->count;
1734 1657
1735 /* 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?)
1736 * and returns NULL. We must use 'left' then 1659 * and returns NULL. We must use 'left' then
1737 */ 1660 */
1738 1661 if (!(throw_ob = throw_ob->split ()))
1739 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1740 { 1662 {
1741 throw_ob = left; 1663 throw_ob = left;
1742 remove_ob (left); 1664 left->remove ();
1743 if (op->type == PLAYER)
1744 esrv_del_item (op->contr, left->count);
1745 }
1746 else if (op->type == PLAYER)
1747 {
1748 if (was_destroyed (left, left_tag))
1749 esrv_del_item (op->contr, left_tag);
1750 else
1751 esrv_update_item (UPD_NROF, op, left);
1752 } 1665 }
1753 1666
1754 /* special case: throwing powdery substances like dust, dirt */ 1667 /* special case: throwing powdery substances like dust, dirt */
1755 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1668 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1756 { 1669 {
1771 { 1684 {
1772 insert_ob_in_ob (throw_ob, op); 1685 insert_ob_in_ob (throw_ob, op);
1773 return 0; 1686 return 0;
1774 } 1687 }
1775 1688
1776 set_owner (throw_ob, op); 1689 throw_ob->set_owner (op);
1777 /* At some point in the attack code, the actual real object (op->inv) 1690 /* At some point in the attack code, the actual real object (op->inv)
1778 * 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
1779 * owner value so exp goes to the right place. 1692 * owner value so exp goes to the right place.
1780 */ 1693 */
1781 set_owner (throw_ob->inv, op); 1694 throw_ob->inv->set_owner (op);
1782 throw_ob->direction = dir; 1695 throw_ob->direction = dir;
1783 throw_ob->x = part->x;
1784 throw_ob->y = part->y;
1785 1696
1786 /* the damage bonus from the force of the throw */ 1697 /* the damage bonus from the force of the throw */
1787 dam = (int) (str_factor * dam_bonus[eff_str]); 1698 dam = int (str_factor * dam_bonus[eff_str]);
1788 1699
1789 /* Now, lets adjust the properties of the thrown_ob. */ 1700 /* Now, lets adjust the properties of the thrown_ob. */
1790 1701
1791 /* how far to fly */ 1702 /* how far to fly */
1792 throw_ob->last_sp = (eff_str * 3) / 5; 1703 throw_ob->last_sp = (eff_str * 3) / 5;
1793 1704
1794 /* speed */ 1705 /* speed */
1795 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! */
1796 throw_ob->speed = MIN (1.0, throw_ob->speed); /* no faster than an arrow! */
1797 1707
1798 /* item damage. Eff_str and item weight influence damage done */ 1708 /* item damage. Eff_str and item weight influence damage done */
1799 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);
1800 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;
1801 1711
1802 /* chance of breaking. Proportional to force used and weight of item */ 1712 /* chance of breaking. Proportional to force used and weight of item */
1803 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000); 1713 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1804 1714
1805 /* 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 */
1806 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;
1807
1808 1717
1809 /* 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,
1810 * throwing knife, etc) will differ from ordinary items. Lets tailor 1719 * throwing knife, etc) will differ from ordinary items. Lets tailor
1811 * this stuff in here. 1720 * this stuff in here.
1812 */ 1721 */
1815 { 1724 {
1816 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1725 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1817 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;
1818 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;
1819 /* only throw objects get directional faces */ 1728 /* only throw objects get directional faces */
1820 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1729 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1821 SET_ANIMATION (throw_ob, dir); 1730 throw_ob->set_anim_frame (dir);
1822 } 1731 }
1823 else 1732 else
1824 { 1733 {
1734 uint16 mat = throw_ob->materials;
1735
1825 /* some materials will adjust properties.. */ 1736 /* some materials will adjust properties.. */
1826 if (throw_ob->material & M_LEATHER) 1737 if (mat & M_LEATHER)
1827 { 1738 {
1828 throw_ob->stats.dam -= 1; 1739 throw_ob->stats.dam -= 1;
1829 throw_ob->stats.food -= 10; 1740 throw_ob->stats.food -= 10;
1830 } 1741 }
1742
1831 if (throw_ob->material & M_GLASS) 1743 if (mat & M_GLASS)
1832 throw_ob->stats.food += 60; 1744 throw_ob->stats.food += 60;
1833 1745
1834 if (throw_ob->material & M_ORGANIC) 1746 if (mat & M_ORGANIC)
1835 { 1747 {
1836 throw_ob->stats.dam -= 3; 1748 throw_ob->stats.dam -= 3;
1837 throw_ob->stats.food += 55; 1749 throw_ob->stats.food += 55;
1838 } 1750 }
1839 if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH) 1751
1752 if (mat & M_PAPER || mat & M_CLOTH)
1840 { 1753 {
1841 throw_ob->stats.dam -= 5; 1754 throw_ob->stats.dam -= 5;
1842 throw_ob->speed *= 0.8; 1755 throw_ob->speed *= 0.8;
1843 throw_ob->stats.wc += 3; 1756 throw_ob->stats.wc += 3;
1844 throw_ob->stats.food -= 30; 1757 throw_ob->stats.food -= 30;
1845 } 1758 }
1759
1846 /* light obj have more wind resistance, fly slower */ 1760 /* light obj have more wind resistance, fly slower */
1847 if (throw_ob->weight > 500) 1761 if (throw_ob->weight > 500)
1848 throw_ob->speed *= 0.8; 1762 throw_ob->speed *= 0.8;
1763
1849 if (throw_ob->weight > 50) 1764 if (throw_ob->weight > 50)
1850 throw_ob->speed *= 0.5; 1765 throw_ob->speed *= 0.5;
1851
1852 } /* else tailor thrown object */ 1766 } /* else tailor thrown object */
1853 1767
1854 /* some limits, and safeties (needed?) */ 1768 /* some limits, and safeties (needed?) */
1855 if (throw_ob->stats.dam < 0) 1769 if (throw_ob->stats.dam < 0)
1856 throw_ob->stats.dam = 0; 1770 throw_ob->stats.dam = 0;
1876 * 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
1877 * speed 0.5 1791 * speed 0.5
1878 */ 1792 */
1879 op->speed_left -= 50 / pause_f; 1793 op->speed_left -= 50 / pause_f;
1880 1794
1881 update_ob_speed (throw_ob);
1882 throw_ob->speed_left = 0; 1795 throw_ob->speed_left = 0;
1883 throw_ob->map = part->map; 1796 throw_ob->map = part->map;
1884 1797
1885 throw_ob->move_type = MOVE_FLY_LOW; 1798 throw_ob->move_type = MOVE_FLY_LOW;
1886 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; 1799 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1896 LOG (llevDebug, " pause_f=%d \n", pause_f); 1809 LOG (llevDebug, " pause_f=%d \n", pause_f);
1897 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",
1898 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);
1899 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count); 1812 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1900#endif 1813#endif
1901 tag = throw_ob->count; 1814
1902 insert_ob_in_map (throw_ob, part->map, op, 0); 1815 throw_ob->insert_at (part, op);
1903 if (!was_destroyed (throw_ob, tag)) 1816
1817 if (!throw_ob->destroyed ())
1904 move_arrow (throw_ob); 1818 move_arrow (throw_ob);
1819
1905 return 1; 1820 return 1;
1906} 1821}
1907 1822
1908int 1823int
1909skill_throw (object *op, object *part, int dir, const char *params, object *skill) 1824skill_throw (object *op, object *part, int dir, const char *params, object *skill)

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