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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.30 by root, Mon May 7 06:01:48 2007 UTC vs.
Revision 1.71 by root, Sat Nov 7 13:58:01 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * 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
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <sproto.h> 27#include <sproto.h>
42 /* Only prohibit stealing if the player does not have a free 42 /* Only prohibit stealing if the player does not have a free
43 * hand available and in fact does have hands. 43 * hand available and in fact does have hands.
44 */ 44 */
45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) 45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
46 { 46 {
47 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); 47 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.>");
48 return -1; 49 return -1;
49 } 50 }
50 51
51 /* ADJUSTMENTS */ 52 /* ADJUSTMENTS */
52 53
53 /* Its harder to steal from hostile beings! */ 54 /* It's harder to steal from hostile beings! */
54 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 55 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
55 roll = roll / 2; 56 roll = roll / 2;
56 57
57 /* Easier to steal from sleeping beings, or if the thief is 58 /* Easier to steal from sleeping beings, or if the thief is
58 * unseen */ 59 * unseen */
65 * it quite a bit harder to steal. 66 * it quite a bit harder to steal.
66 */ 67 */
67 for (equip = op->inv; equip; equip = equip->below) 68 for (equip = op->inv; equip; equip = equip->below)
68 { 69 {
69 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) 70 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
70 {
71 roll -= equip->weight / 10000; 71 roll -= equip->weight / 10000;
72 } 72
73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
74 roll -= equip->weight / 5000; 74 roll -= equip->weight / 5000;
75
75 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
76 {
77 roll -= equip->weight / 2000; 77 roll -= equip->weight / 2000;
78 } 78
79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
80 roll -= equip->weight / 5000; 80 roll -= equip->weight / 5000;
81
81 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
82 roll -= equip->weight / 100; 83 roll -= equip->weight / 100;
83 } 84 }
85
84 if (roll < 0) 86 if (roll < 0)
85 roll = 0; 87 roll = 0;
88
86 return roll; 89 return roll;
87} 90}
88 91
89/* 92/*
90 * When stealing: dependent on the intelligence/wisdom of whom you're 93 * When stealing: dependent on the intelligence/wisdom of whom you're
93 * or not. 96 * or not.
94 * op is the target (person being pilfered) 97 * op is the target (person being pilfered)
95 * who is the person doing the stealing. 98 * who is the person doing the stealing.
96 * skill is the skill object (stealing). 99 * skill is the skill object (stealing).
97 */ 100 */
98
99static int 101static int
100attempt_steal (object *op, object *who, object *skill) 102attempt_steal (object *op, object *who, object *skill)
101{ 103{
102 object *success = NULL, *tmp = NULL, *next; 104 object *success = NULL, *tmp = NULL, *next;
103 int roll = 0, chance = 0, stats_value; 105 int roll = 0, chance = 0, stats_value;
104 rv_vector rv; 106 rv_vector rv;
105 107
106 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; 108 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
107 109
108 /* 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)
109 * 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
110 * have much chance of success. 112 * have much chance of success.
111 */ 113 */
112 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) 114 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
113 { 115 {
114 if (can_detect_enemy (op, who, &rv)) 116 if (can_detect_enemy (op, who, &rv))
115 { 117 {
116 npc_call_help (op); 118 npc_call_help (op);
117 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 119 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
118 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); 120 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
119 return 0; 121 return 0;
120 } 122 }
121 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 */
122 op->stats.Wis += (op->stats.Int / 5) + 1; 124 op->stats.Wis += (op->stats.Int / 5) + 1;
125
123 if (op->stats.Wis > MAX_STAT) 126 if (op->stats.Wis > MAX_STAT)
124 op->stats.Wis = MAX_STAT; 127 op->stats.Wis = MAX_STAT;
125 } 128 }
126 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) 129
130 if (op->is_player () && op->flag [FLAG_WIZ])
127 { 131 {
128 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");
129 return 0; 133 return 0;
130 } 134 }
131#ifdef PROHIBIT_PLAYERKILL 135
136 // only allow stealing between hostile players (TODO: probably should change)
132 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))
133 { 138 {
134 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");
135 return 0; 140 return 0;
136 } 141 }
137#else
138 if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing)
139 {
140 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
141 return 0;
142 }
143#endif
144 142
145
146 /* Ok then, go thru their inventory, stealing */ 143 /* Ok then, go through their inventory, stealing */
147 for (tmp = op->inv; tmp != NULL; tmp = next) 144 for (tmp = op->inv; tmp; tmp = next)
148 { 145 {
149 next = tmp->below; 146 next = tmp->below;
150 147
151 /* you can't steal worn items, starting items, wiz stuff, 148 /* you can't steal worn items, starting items, wiz stuff,
152 * innate abilities, or items w/o a type. Generally 149 * innate abilities, or items w/o a type. Generally
156 * future possible problems. -b.t. 153 * future possible problems. -b.t.
157 * 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
158 * already -b.t. 155 * already -b.t.
159 */ 156 */
160 157
161 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED) 158 if (QUERY_FLAG (tmp, FLAG_APPLIED)
162 || !(tmp->type) 159 || !tmp->type
163 || tmp->type == SPELL 160 || tmp->type == SPELL
164 || 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)
165 continue; 164 continue;
166 165
167 /* Okay, try stealing this item. Dependent on dexterity of thief, 166 /* Okay, try stealing this item. Dependent on dexterity of thief,
168 * skill level, see the adj_stealroll fctn for more detail. 167 * skill level, see the adj_stealroll fctn for more detail.
169 */ 168 */
183 if (tmp->destroyed () || tmp->env != op) 182 if (tmp->destroyed () || tmp->env != op)
184 { 183 {
185 /* for players, play_sound: steals item */ 184 /* for players, play_sound: steals item */
186 success = tmp; 185 success = tmp;
187 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 186 CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
188
189 /* Don't delete it from target player until we know
190 * the thief has picked it up. can't just look at tmp->count,
191 * as it's possible that it got merged when picked up.
192 */
193 if (op->type == PLAYER)
194 esrv_del_item (op->contr, tmp->count);
195 } 187 }
188
196 break; 189 break;
197 } 190 }
198 } /* for loop looking for an item */ 191 } /* for loop looking for an item */
199 192
200 if (!tmp) 193 if (!tmp)
209 */ 202 */
210 203
211 if ((roll >= skill->level) || !chance 204 if ((roll >= skill->level) || !chance
212 || (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)))))
213 { 206 {
214
215 /* victim figures out where the thief is! */ 207 /* victim figures out where the thief is! */
216 if (who->hide) 208 if (who->flag [FLAG_HIDDEN])
217 make_visible (who); 209 make_visible (who);
218 210
219 if (op->type != PLAYER) 211 if (op->type != PLAYER)
220 { 212 {
221 /* The unaggressives look after themselves 8) */ 213 /* The unaggressives look after themselves 8) */
222 if (who->type == PLAYER) 214 if (who->type == PLAYER)
223 { 215 {
224 npc_call_help (op); 216 npc_call_help (op);
225 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));
226 } 218 }
219
227 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 220 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
228 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
229 * on the victim. 222 * on the victim.
230 */ 223 */
231 SET_FLAG (op, FLAG_NO_STEAL); 224 SET_FLAG (op, FLAG_NO_STEAL);
234 { /* stealing from another player */ 227 { /* stealing from another player */
235 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
236 229
237 /* Notify the other player */ 230 /* Notify the other player */
238 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))
239 {
240 sprintf (buf, "Your %s is missing!", query_name (success)); 232 sprintf (buf, "Your %s is missing!", query_name (success));
241 }
242 else 233 else
243 {
244 sprintf (buf, "Your pack feels strangely lighter."); 234 sprintf (buf, "Your pack feels strangely lighter.");
245 } 235
246 new_draw_info (NDI_UNIQUE, 0, op, buf); 236 new_draw_info (NDI_UNIQUE, 0, op, buf);
247 if (!success) 237 if (!success)
248 { 238 {
249 if (who->invisible) 239 if (who->invisible)
250 {
251 sprintf (buf, "you feel itchy fingers getting at your pack."); 240 sprintf (buf, "you feel itchy fingers getting at your pack.");
252 }
253 else 241 else
254 {
255 sprintf (buf, "%s looks very shifty.", query_name (who)); 242 sprintf (buf, "%s looks very shifty.", query_name (who));
256 } 243
257 new_draw_info (NDI_UNIQUE, 0, op, buf); 244 new_draw_info (NDI_UNIQUE, 0, op, buf);
258 } 245 }
259 } /* else stealing from another player */ 246 } /* else stealing from another player */
260 /* play_sound("stop! thief!"); kindofthing */ 247 /* play_sound("stop! thief!"); kindofthing */
261 } /* if you weren't 100% successful */ 248 } /* if you weren't 100% successful */
249
262 return success ? 1 : 0; 250 return success ? 1 : 0;
263} 251}
264 252
265int 253int
266steal (object *op, int dir, object *skill) 254steal (object *op, int dir, object *skill)
413 { 401 {
414 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.");
415 return 0; 403 return 0;
416 } 404 }
417} 405}
418
419 406
420/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 407/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
421 * a short while (success and duration dependant on player SK_level, 408 * a short while (success and duration dependant on player SK_level,
422 * dexterity, charisma, and map difficulty). 409 * dexterity, charisma, and map difficulty).
423 * Players have a good chance of becoming 'unhidden' if they move 410 * Players have a good chance of becoming 'unhidden' if they move
424 * and like invisiblity will be come visible if they attack 411 * and like invisiblity will be come visible if they attack
425 * Implemented by b.t. (thomas@astro.psu.edu) 412 * Implemented by b.t. (thomas@astro.psu.edu)
426 * July 7, 1995 - made hiding possible for monsters. -b.t. 413 * July 7, 1995 - made hiding possible for monsters. -b.t.
427 */ 414 */
428
429static int 415static int
430attempt_hide (object *op, object *skill) 416attempt_hide (object *op, object *skill)
431{ 417{
432 int number, difficulty = op->map->difficulty; 418 int number, difficulty = op->map->difficulty;
433 int terrain = hideability (op); 419 int terrain = hideability (op);
436 return 0; 422 return 0;
437 423
438 /* Hiding success and duration dependant on skill level, 424 /* Hiding success and duration dependant on skill level,
439 * op->stats.Dex, map difficulty and terrain. 425 * op->stats.Dex, map difficulty and terrain.
440 */ 426 */
441
442 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; 427 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
428
443 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)))
444 { 430 {
445 op->invisible += 100; /* set the level of 'hiddeness' */ 431 op->invisible += 100; /* set the level of 'hiddeness' */
432
446 if (op->type == PLAYER) 433 if (op->type == PLAYER)
447 op->contr->tmp_invis = 1; 434 op->contr->tmp_invis = 1;
448 op->hide = 1; 435
436 op->flag [FLAG_HIDDEN] = 1;
449 return 1; 437 return 1;
450 } 438 }
439
451 return 0; 440 return 0;
452} 441}
453 442
454/* patched this to take terrain into consideration */ 443/* patched this to take terrain into consideration */
455int 444int
456hide (object *op, object *skill) 445hide (object *op, object *skill)
457{ 446{
458
459 /* the preliminaries -- Can we really hide now? */ 447 /* the preliminaries -- Can we really hide now? */
460 /* this keeps monsters from using invisibilty spells and hiding */ 448 /* this keeps monsters from using invisibilty spells and hiding */
461 449
462 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 450 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
463 { 451 {
464 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!");
465 return 0; 453 return 0;
466 } 454 }
467 else if (!op->hide && op->invisible > 0 && op->type == PLAYER) 455 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
468 { 456 {
469 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!");
470 make_visible (op); 458 make_visible (op);
471 } 459 }
472 460
473 if (op->invisible > (50 * skill->level)) 461 if (op->invisible > 50 * skill->level)
474 { 462 {
475 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.");
476 return 0; 464 return 0;
477 } 465 }
478 466
480 { 468 {
481 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.");
482 update_object (op, UP_OBJ_FACE); 470 update_object (op, UP_OBJ_FACE);
483 return calc_skill_exp (op, NULL, skill); 471 return calc_skill_exp (op, NULL, skill);
484 } 472 }
473
485 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.");
486 return 0; 475 return 0;
487} 476}
488
489 477
490/* stop_jump() - End of jump. Clear flags, restore the map, and 478/* stop_jump() - End of jump. Clear flags, restore the map, and
491 * freeze the jumper a while to simulate the exhaustion 479 * freeze the jumper a while to simulate the exhaustion
492 * of jumping. 480 * of jumping.
493 */ 481 */
494static void 482static void
495stop_jump (object *pl, int dist, int spaces) 483stop_jump (object *pl, int dist, int spaces)
496{ 484{
497 pl->update_stats (); 485 pl->update_stats ();
498 pl->map->insert (pl, pl->x, pl->y, pl); 486 pl->map->insert (pl, pl->x, pl->y, pl);
487 pl->speed_left -= fabs (pl->speed * 8);
499} 488}
500 489
501static int 490static int
502attempt_jump (object *pl, int dir, int spaces, object *skill) 491attempt_jump (object *pl, int dir, int spaces, object *skill)
503{ 492{
504 object *tmp; 493 object *tmp;
505 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;
506 sint16 x, y; 495 sint16 x, y;
507 maptile *m; 496 maptile *m;
508 497
509 /* Jump loop. Go through spaces opject wants to jump. Halt the 498 /* Jump loop. Go through spaces object wants to jump. Halt the
510 * 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
511 * temporarily to allow player to aviod exits/archs that are not 500 * temporarily to allow player to aviod exits/archs that are not
512 * fly_on, fly_off. This will also prevent pickup of objects 501 * fly_on, fly_off. This will also prevent pickup of objects
513 * while jumping over them. 502 * while jumping over them.
514 */ 503 */
515
516 pl->remove (); 504 pl->remove ();
517
518 /*
519 * I don't think this is actually needed - all the movement
520 * code is handled in this function, and I don't see anyplace
521 * that cares about the move_type being flying.
522 */
523 pl->move_type |= MOVE_FLY_LOW; 505 pl->move_type |= MOVE_FLY_LOW;
524 506
525 for (i = 0; i <= spaces; i++) 507 for (i = 0; i <= spaces; i++)
526 { 508 {
527 x = pl->x + dx; 509 x = pl->x + dx;
530 512
531 mflags = get_map_flags (m, &m, x, y, &x, &y); 513 mflags = get_map_flags (m, &m, x, y, &x, &y);
532 514
533 if (mflags & P_OUT_OF_MAP) 515 if (mflags & P_OUT_OF_MAP)
534 { 516 {
535 (void) stop_jump (pl, i, spaces); 517 stop_jump (pl, i, spaces);
536 return 0; 518 return 0;
537 } 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
538 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)))
539 { 543 {
540 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 544 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
541 stop_jump (pl, i, spaces); 545 stop_jump (pl, i, spaces);
542 return 0; 546 return 0;
543 } 547 }
544 548
545 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
546 {
547 /* Jump into creature */
548 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
549 {
550 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
551 if (tmp->type != PLAYER ||
552 (pl->type == PLAYER && pl->contr->party == NULL) ||
553 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
554 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
555 stop_jump (pl, i, spaces);
556 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
557 }
558 /* If the space has fly on set (no matter what the space is),
559 * we should get the effects - after all, the player is
560 * effectively flying.
561 */
562 if (tmp->move_on & MOVE_FLY_LOW)
563 {
564 pl->x = x;
565 pl->y = y;
566 pl->map = m;
567 stop_jump (pl, i, spaces);
568 return calc_skill_exp (pl, NULL, skill);
569 }
570 }
571 pl->x = x; 549 pl->x = x;
572 pl->y = y; 550 pl->y = y;
573 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 }
574 } 559 }
560
575 stop_jump (pl, i, spaces); 561 stop_jump (pl, i, spaces);
562
576 return calc_skill_exp (pl, NULL, skill); 563 return calc_skill_exp (pl, NULL, skill);
577} 564}
578 565
579/* 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
580 * an attack as well. 567 * an attack as well.
581 * 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
582 * jumper can jump several spaces? 569 * jumper can jump several spaces?
583 */ 570 */
584
585int 571int
586jump (object *pl, int dir, object *skill) 572jump (object *pl, int dir, object *skill)
587{ 573{
588 int spaces = 0, stats;
589 int str = pl->stats.Str; 574 int str = pl->stats.Str;
590 int dex = pl->stats.Dex; 575 int dex = pl->stats.Dex;
591 576
592 dex = dex ? dex : 15; 577 dex = dex ? dex : 15;
593 str = str ? str : 10; 578 str = str ? str : 10;
594 579
595 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));
596 582
597 if (pl->carrying != 0) /* don't want div by zero !! */
598 spaces = (int) (stats / pl->carrying);
599 else
600 spaces = 2; /* pl has no objects - gets the far jump */
601
602 if (spaces > 2)
603 spaces = 2;
604 else if (spaces == 0) 583 if (spaces == 0)
605 { 584 {
606 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.");
607 return 0; 586 return 0;
608 } 587 }
588
609 return attempt_jump (pl, dir, spaces, skill); 589 return attempt_jump (pl, dir, spaces, skill);
610} 590}
611
612 591
613/* skill_ident() - this code is supposed to allow players to identify 592/* skill_ident() - this code is supposed to allow players to identify
614 * classes of objects with the various "auto-ident" skills. Player must 593 * classes of objects with the various "auto-ident" skills. Player must
615 * 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
616 * to work. While multiple classes of objects may be identified, 595 * to work. While multiple classes of objects may be identified,
617 * 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
618 * more generalized. Right now, skill indices are embedded in this routine. 597 * more generalized. Right now, skill indices are embedded in this routine.
619 * Returns amount of experience gained (on successful ident). 598 * Returns amount of experience gained (on successful ident).
620 * - b.t. (thomas@astro.psu.edu) 599 * - b.t. (thomas@astro.psu.edu)
621 */ 600 */
622
623static int 601static int
624do_skill_detect_curse (object *pl, object *skill) 602do_skill_detect_curse (object *pl, object *skill)
625{ 603{
626 object *tmp; 604 object *tmp;
627 int success = 0; 605 int success = 0;
681} 659}
682 660
683/* Helper function for do_skill_ident, so that we can loop 661/* Helper function for do_skill_ident, so that we can loop
684 * over inventory AND objects on the ground conveniently. 662 * over inventory AND objects on the ground conveniently.
685 */ 663 */
686int 664static int
687do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 665do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
688{ 666{
689 int success = 0, chance; 667 int success = 0, chance;
690 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;
691 669
705 if (tmp->msg) 683 if (tmp->msg)
706 { 684 {
707 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:");
708 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 686 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
709 } 687 }
710
711 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
712 if (tmp->map)
713 esrv_send_item (pl, tmp);
714 } 688 }
689
715 success += calc_skill_exp (pl, tmp, skill); 690 success += calc_skill_exp (pl, tmp, skill);
716 } 691 }
717 else 692 else
718 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 693 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
719 } 694 }
724/* do_skill_ident() - workhorse for skill_ident() -b.t. 699/* do_skill_ident() - workhorse for skill_ident() -b.t.
725 */ 700 */
726static int 701static int
727do_skill_ident (object *pl, int obj_class, object *skill) 702do_skill_ident (object *pl, int obj_class, object *skill)
728{ 703{
729 object *tmp;
730 int success = 0; 704 int success = 0;
731 705
732 for (tmp = pl->inv; tmp; tmp = tmp->below) 706 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
733 success += do_skill_ident2 (tmp, pl, obj_class, skill); 707 success += do_skill_ident2 (tmp, pl, obj_class, skill);
734 /* check the ground */ 708 /* check the ground */
735 709
736 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)
737 success += do_skill_ident2 (tmp, pl, obj_class, skill); 711 success += do_skill_ident2 (tmp, pl, obj_class, skill);
738 712
739 return success; 713 return success;
740} 714}
741 715
749 723
750 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...");
751 725
752 switch (skill->subtype) 726 switch (skill->subtype)
753 { 727 {
754 case SK_SMITHERY: 728 case SK_SMITHERY:
755 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)
756 + 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)
757 + 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)
758 + 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);
759 break; 733 break;
760 734
761 case SK_BOWYER: 735 case SK_BOWYER:
762 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);
763 break; 737 break;
764 738
765 case SK_ALCHEMY: 739 case SK_ALCHEMY:
766 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)
767 + 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);
768 break; 742 break;
769 743
770 case SK_WOODSMAN: 744 case SK_WOODSMAN:
771 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);
772 break; 746 break;
773 747
774 case SK_JEWELER: 748 case SK_JEWELER:
775 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);
776 break; 750 break;
777 751
778 case SK_LITERACY: 752 case SK_LITERACY:
779 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);
780 break; 754 break;
781 755
782 case SK_THAUMATURGY: 756 case SK_THAUMATURGY:
783 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);
784 break; 758 break;
785 759
786 case SK_DET_CURSE: 760 case SK_DET_CURSE:
787 success = do_skill_detect_curse (pl, skill); 761 success = do_skill_detect_curse (pl, skill);
788 if (success) 762 if (success)
789 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 763 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
790 break; 764 break;
791 765
792 case SK_DET_MAGIC: 766 case SK_DET_MAGIC:
793 success = do_skill_detect_magic (pl, skill); 767 success = do_skill_detect_magic (pl, skill);
794 if (success) 768 if (success)
795 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!");
796 break; 770 break;
797 771
798 default: 772 default:
799 LOG (llevError, "Error: bad call to skill_ident()\n"); 773 LOG (llevError, "Error: bad call to skill_ident()\n");
800 return 0; 774 return 0;
801 break; 775 break;
802 } 776 }
777
803 if (!success) 778 if (!success)
804 {
805 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 779 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
806 } 780
807 return success; 781 return success;
808} 782}
809 783
810/* players using this skill can 'charm' a monster -- 784/* players using this skill can 'charm' a monster --
811 * into working for them. It can only be used on 785 * into working for them. It can only be used on
813 * -b.t. (thomas@astro.psu.edu) 787 * -b.t. (thomas@astro.psu.edu)
814 */ 788 */
815int 789int
816use_oratory (object *pl, int dir, object *skill) 790use_oratory (object *pl, int dir, object *skill)
817{ 791{
818 sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir];
819 int mflags, chance;
820 object *tmp;
821 maptile *m;
822
823 if (pl->type != PLAYER) 792 if (pl->type != PLAYER)
824 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];
825 m = pl->map; 797 maptile *m = pl->map;
798
826 mflags = get_map_flags (m, &m, x, y, &x, &y); 799 int mflags = get_map_flags (m, &m, x, y, &x, &y);
827 if (mflags & P_OUT_OF_MAP) 800 if (mflags & P_OUT_OF_MAP)
828 return 0; 801 return 0;
829 802
830 /* Save some processing - we have the flag already anyways 803 /* Save some processing - we have the flag already anyways
831 */ 804 */
833 { 806 {
834 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.");
835 return 0; 808 return 0;
836 } 809 }
837 810
811 object *tmp;
838 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)
839 { 813 {
840 /* can't persuade players - return because there is nothing else 814 /* can't persuade players - return because there is nothing else
841 * on that space to charm. Same for multi space monsters and 815 * on that space to charm. Same for multi space monsters and
842 * 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
843 * 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
844 * only monster on the space. 818 * only monster on the space.
845 */ 819 */
846 if (tmp->type == PLAYER) 820 if (tmp->type == PLAYER
847 return 0; 821 || tmp->more || tmp->head_ () != tmp
848 if (tmp->more || tmp->head) 822 || tmp->msg)
849 return 0;
850 if (tmp->msg)
851 return 0; 823 return 0;
852 824
853 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 825 if (QUERY_FLAG (tmp, FLAG_MONSTER))
854 break; 826 break;
855 } 827 }
870 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));
871 return 0; 843 return 0;
872 } 844 }
873 845
874 /* it's already allied! */ 846 /* it's already allied! */
875 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) 847 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
876 { 848 {
877 if (tmp->owner == pl) 849 if (tmp->owner == pl)
878 { 850 {
879 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");
880 return 0; 852 return 0;
883 { 855 {
884 /* you steal the follower. Perhaps we should really look at the 856 /* you steal the follower. Perhaps we should really look at the
885 * level of the owner above? 857 * level of the owner above?
886 */ 858 */
887 tmp->set_owner (pl); 859 tmp->set_owner (pl);
860 tmp->skill = skill->skill;
861
888 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));
889 /* Abuse fix - don't give exp since this can otherwise 863 /* Abuse fix - don't give exp since this can otherwise
890 * be used by a couple players to gets lots of exp. 864 * be used by a couple players to gets lots of exp.
891 */ 865 */
892 return 0; 866 return 0;
896 /* 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 */
897 return 0; 871 return 0;
898 } 872 }
899 } /* Creature was already a pet of someone */ 873 } /* Creature was already a pet of someone */
900 874
901 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2; 875 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
902 876
903 /* Ok, got a 'sucker' lets try to make them a follower */ 877 /* Ok, got a 'sucker' lets try to make them a follower */
904 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))
905 { 879 {
906 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));
907 881
882 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
908 tmp->set_owner (pl); 883 tmp->set_owner (pl);
884 tmp->skill = skill->skill;
909 tmp->stats.exp = 0; 885 tmp->stats.exp = 0;
910 add_friendly_object (tmp);
911 tmp->attack_movement = PETMOVE; 886 tmp->attack_movement = PETMOVE;
887
888 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
889 add_friendly_object (tmp);
890
912 return calc_skill_exp (pl, tmp, skill); 891 return calc_skill_exp (pl, tmp, skill);
913 } 892 }
914
915 /* Charm failed. Creature may be angry now */ 893 /* Charm failed. Creature may be angry now */
916 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))
917 { 895 {
918 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));
919 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 897 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
920 { 898 {
921 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
922 remove_friendly_object (tmp); 899 remove_friendly_object (tmp);
923 tmp->attack_movement = 0; /* needed? */ 900 tmp->attack_movement = 0; /* needed? */
924 } 901 }
925 902
926 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 903 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
936 * successfully pacified the creature gets Int=1. Thus, a player 913 * successfully pacified the creature gets Int=1. Thus, a player
937 * may only pacify a creature once. 914 * may only pacify a creature once.
938 * 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
939 * of anything better! -b.t. 916 * of anything better! -b.t.
940 */ 917 */
941
942int 918int
943singing (object *pl, int dir, object *skill) 919singing (object *pl, int dir, object *skill)
944{ 920{
945 int i, exp = 0, chance, mflags; 921 int i, exp = 0;
946 object *tmp; 922 object *tmp;
947 maptile *m; 923 maptile *m;
948 sint16 x, y; 924 sint16 x, y;
949 925
950 if (pl->type != PLAYER) 926 if (pl->type != PLAYER)
955 { 931 {
956 x = pl->x + freearr_x[i]; 932 x = pl->x + freearr_x[i];
957 y = pl->y + freearr_y[i]; 933 y = pl->y + freearr_y[i];
958 m = pl->map; 934 m = pl->map;
959 935
960 mflags = get_map_flags (m, &m, x, y, &x, &y); 936 int mflags = get_map_flags (m, &m, x, y, &x, &y);
961 if (mflags & P_OUT_OF_MAP) 937 if (mflags & P_OUT_OF_MAP)
962 continue; 938 continue;
963 if (!(mflags & P_IS_ALIVE)) 939 if (!(mflags & P_IS_ALIVE))
964 continue; 940 continue;
965 941
984 960
985 /* stealing isn't really related (although, maybe it should 961 /* stealing isn't really related (although, maybe it should
986 * be). This is mainly to prevent singing to the same monster 962 * be). This is mainly to prevent singing to the same monster
987 * over and over again and getting exp for it. 963 * over and over again and getting exp for it.
988 */ 964 */
989 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
990 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))
991 { 968 {
992 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 969 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
993 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));
994 /* Give exp only if they are not aware */ 971 /* Give exp only if they are not aware */
972
995 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 973 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
996 exp += calc_skill_exp (pl, tmp, skill); 974 exp += calc_skill_exp (pl, tmp, skill);
975
997 SET_FLAG (tmp, FLAG_NO_STEAL); 976 SET_FLAG (tmp, FLAG_NO_STEAL);
998 } 977 }
999 else 978 else
1000 { 979 {
1001 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));
1074} 1053}
1075 1054
1076/* remove_trap() - This skill will disarm any previously discovered trap 1055/* remove_trap() - This skill will disarm any previously discovered trap
1077 * 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.
1078 */ 1057 */
1079
1080int 1058int
1081remove_trap (object *op, int dir, object *skill) 1059remove_trap (object *op, int dir, object *skill)
1082{ 1060{
1083 object *tmp, *tmp2; 1061 object *tmp, *tmp2;
1084 int i, success = 0, mflags; 1062 int i, success = 0, mflags;
1094 mflags = get_map_flags (m, &m, x, y, &x, &y); 1072 mflags = get_map_flags (m, &m, x, y, &x, &y);
1095 if (mflags & P_OUT_OF_MAP) 1073 if (mflags & P_OUT_OF_MAP)
1096 continue; 1074 continue;
1097 1075
1098 /* Check everything in the square for trapness */ 1076 /* Check everything in the square for trapness */
1099 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)
1100 { 1078 {
1101 /* And now we'd better do an inventory traversal of each 1079 /* And now we'd better do an inventory traversal of each
1102 * of these objects inventory. Like above, only 1080 * of these objects inventory. Like above, only
1103 * do this for interesting objects. 1081 * do this for interesting objects.
1104 */ 1082 */
1105 1083
1106 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1084 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1107 { 1085 {
1108 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1086 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1109 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1087 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1110 { 1088 {
1111 trap_show (tmp2, tmp); 1089 trap_show (tmp2, tmp);
1090
1112 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))
1113 { 1092 {
1114 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1093 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1115 success += calc_skill_exp (op, tmp2, skill); 1094 success += calc_skill_exp (op, tmp2, skill);
1116 } 1095 }
1117 } 1096 }
1118 } 1097 }
1098
1119 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1099 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1120 { 1100 {
1121 trap_show (tmp, tmp); 1101 trap_show (tmp, tmp);
1102
1122 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))
1123 { 1104 {
1124 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1105 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1125 success += calc_skill_exp (op, tmp, skill); 1106 success += calc_skill_exp (op, tmp, skill);
1126 } 1107 }
1127 } 1108 }
1128 } 1109 }
1129 } 1110 }
1111
1130 return success; 1112 return success;
1131} 1113}
1132
1133 1114
1134/* pray() - when this skill is called from do_skill(), it allows 1115/* pray() - when this skill is called from do_skill(), it allows
1135 * 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.
1136 * This always returns 0 - return value is used by calling function 1117 * This always returns 0 - return value is used by calling function
1137 * 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
1138 * 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
1139 * give infinite exp by returning true in any cases. 1120 * give infinite exp by returning true in any cases.
1140 */ 1121 */
1141
1142int 1122int
1143pray (object *pl, object *skill) 1123pray (object *pl, object *skill)
1144{ 1124{
1145 char buf[MAX_BUF]; 1125 char buf[MAX_BUF];
1146 object *tmp; 1126 object *tmp;
1153 /* Check all objects - we could stop at floor objects, 1133 /* Check all objects - we could stop at floor objects,
1154 * 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
1155 * 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
1156 * than extra checks on object attributes. 1136 * than extra checks on object attributes.
1157 */ 1137 */
1158 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1138 for (tmp = pl->below; tmp; tmp = tmp->below)
1159 { 1139 {
1160 /* 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 */
1161 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1141 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1162 { 1142 {
1163 sprintf (buf, "You pray over the %s.", &tmp->name); 1143 sprintf (buf, "You pray over the %s.", &tmp->name);
1171 if (pl->stats.grace < pl->stats.maxgrace) 1151 if (pl->stats.grace < pl->stats.maxgrace)
1172 { 1152 {
1173 pl->stats.grace++; 1153 pl->stats.grace++;
1174 pl->last_grace = -1; 1154 pl->last_grace = -1;
1175 } 1155 }
1156
1176 return 0; 1157 return 0;
1177} 1158}
1178 1159
1179/* 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
1180 * brief period of concentration. No armour or weapons may be 1161 * brief period of concentration. No armour or weapons may be
1181 * wielded/applied for this to work. The amount of time needed 1162 * wielded/applied for this to work. The amount of time needed
1182 * to concentrate and the # of points regained is dependant on 1163 * to concentrate and the # of points regained is dependant on
1183 * the level of the user. - b.t. thomas@astro.psu.edu 1164 * the level of the user. - b.t. thomas@astro.psu.edu
1184 */ 1165 */
1185
1186void 1166void
1187meditate (object *pl, object *skill) 1167meditate (object *pl, object *skill)
1188{ 1168{
1189 object *tmp; 1169 object *tmp;
1190 1170
1198 return; 1178 return;
1199 } 1179 }
1200 else 1180 else
1201 { 1181 {
1202 for (tmp = pl->inv; tmp; tmp = tmp->below) 1182 for (tmp = pl->inv; tmp; tmp = tmp->below)
1203 if (((tmp->type == ARMOUR && skill->level < 12) 1183 if (((tmp->type == ARMOUR && skill->level < 12)
1204 || (tmp->type == HELMET && skill->level < 10) 1184 || (tmp->type == HELMET && skill->level < 10)
1205 || (tmp->type == SHIELD && skill->level < 6) 1185 || (tmp->type == SHIELD && skill->level < 6)
1206 || (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))
1207 { 1189 {
1208 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");
1209 return; 1191 return;
1210 } 1192 }
1211 } 1193 }
1231 pl->last_heal = -1; 1213 pl->last_heal = -1;
1232 } 1214 }
1233} 1215}
1234 1216
1235/* write_note() - this routine allows players to inscribe messages in 1217/* write_note() - this routine allows players to inscribe messages in
1236 * ordinary 'books' (anything that is type BOOK). b.t. 1218 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1237 */ 1219 */
1238static int 1220static int
1239write_note (object *pl, object *item, const char *msg, object *skill) 1221write_note (object *pl, object *item, const char *msg, object *skill)
1240{ 1222{
1241 char buf[1024]; 1223 if (!msg_is_safe (msg))
1242 object *newBook = NULL;
1243
1244 /* a pair of sanity checks */
1245 if (!item || item->type != BOOK)
1246 return 0;
1247
1248 if (!msg)
1249 {
1250 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1251 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1252 return 0;
1253 }
1254
1255 if (strcasestr_local (msg, "endmsg"))
1256 { 1224 {
1257 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)!");
1258 return 0; 1235 return 0;
1259 } 1236 }
1260 1237
1261 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)))
1262 return strlen (msg); 1239 return RESULT_INT (0);
1263 1240
1264 buf[0] = 0; 1241 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1265 if (!book_overflow (item->msg, msg, sizeof (buf)))
1266 { /* add msg string to book */
1267 if (item->msg)
1268 strcpy (buf, item->msg);
1269 1242
1270 strcat (buf, msg); 1243 if (char_len <= item->weight_limit)
1271 strcat (buf, "\n"); /* new msg needs a LF */ 1244 {
1272 if (item->nrof > 1) 1245 object *newbook = arch_to_object (item->other_arch);
1273 { 1246 item->decrease ();
1274 newBook = item->clone ();
1275 decrease_ob (item);
1276 esrv_send_item (pl, item);
1277 newBook->nrof = 1; 1247 newbook->nrof = 1;
1278 newBook->msg = buf; 1248 newbook->msg = shstr (msg);
1279 newBook = insert_ob_in_ob (newBook, pl); 1249 newbook->flag [FLAG_IDENTIFIED] = true;
1280 esrv_send_item (pl, newBook); 1250
1251 if (item->subtype == 1) // mailscrolls
1281 } 1252 {
1282 else 1253 newbook->name = item->name;
1254 newbook->name_pl = item->name_pl;
1283 { 1255 }
1284 item->msg = buf;
1285 /* This shouldn't be necessary - the object hasn't changed in any
1286 * visible way
1287 */
1288 /* esrv_send_item(pl, item); */
1289 }
1290 1256
1257 pl->insert (newbook);
1258
1259 pl->contr->play_sound (sound_find ("inscribe_success"));
1291 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);
1292 return strlen (msg); 1261 return char_len;
1293 } 1262 }
1294 else 1263 else
1295 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);
1296 1266
1297 return 0; 1267 return 0;
1298} 1268}
1299 1269
1300/* write_scroll() - this routine allows players to inscribe spell scrolls 1270/* write_scroll() - this routine allows players to inscribe spell scrolls
1301 * of spells which they know. Backfire effects are possible with the 1271 * of spells which they know. Backfire effects are possible with the
1302 * severity of the backlash correlated with the difficulty of the scroll 1272 * severity of the backlash correlated with the difficulty of the scroll
1303 * that is attempted. -b.t. thomas@astro.psu.edu 1273 * that is attempted. -b.t. thomas@astro.psu.edu
1304 */ 1274 */
1305
1306static int 1275static int
1307write_scroll (object *pl, object *scroll, object *skill) 1276write_scroll (object *pl, object *scroll, object *skill)
1308{ 1277{
1309 int success = 0, confused = 0; 1278 int success = 0, confused = 0;
1310 object *newscroll, *chosen_spell, *tmp;
1311
1312 /* this is a sanity check */
1313 if (scroll->type != SCROLL)
1314 {
1315 new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1316 return 0;
1317 }
1318 1279
1319 /* Check if we are ready to attempt inscription */ 1280 /* Check if we are ready to attempt inscription */
1320 chosen_spell = pl->contr->ranged_ob; 1281 object *chosen_spell = pl->contr->ranged_ob;
1282
1321 if (!chosen_spell || chosen_spell->type != SPELL) 1283 if (!chosen_spell || chosen_spell->type != SPELL)
1322 { 1284 {
1323 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!");
1324 return 0; 1286 return 0;
1325 } 1287 }
1331 } 1293 }
1332 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 newscroll = scroll;
1368 1316
1369 if (!confused) 1317 if (!confused)
1370 { 1318 {
1371 newscroll->level = MAX (skill->level, chosen_spell->level); 1319 newscroll->level = MAX (skill->level, chosen_spell->level);
1320 newscroll->flag [FLAG_IDENTIFIED] = true;
1372 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.");
1373 } 1322 }
1374 else 1323 else
1375 { 1324 {
1376 chosen_spell = find_random_spell_in_ob (pl, NULL); 1325 chosen_spell = find_random_spell_in_ob (pl, NULL);
1377 if (!chosen_spell) 1326 if (!chosen_spell)
1379 1328
1380 newscroll->level = MAX (skill->level, chosen_spell->level); 1329 newscroll->level = MAX (skill->level, chosen_spell->level);
1381 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.");
1382 } 1331 }
1383 1332
1384 if (newscroll->inv)
1385 newscroll->inv->destroy ();
1386
1387 tmp = chosen_spell->clone (); 1333 object *tmp = chosen_spell->clone ();
1388 insert_ob_in_ob (tmp, newscroll); 1334 insert_ob_in_ob (tmp, newscroll);
1389 1335
1390 /* Same code as from treasure.c - so they can better merge. 1336 /* Same code as from treasure.C - so they can better merge.
1391 * if players want to sell them, so be it. 1337 * if players want to sell them, so be it.
1392 */ 1338 */
1393 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);
1394 newscroll->stats.exp = newscroll->value / 5; 1340 newscroll->stats.exp = newscroll->value / 5;
1395 1341
1396 /* wait until finished manipulating the scroll before inserting it */ 1342 pl->insert (newscroll);
1397 if (newscroll == scroll)
1398 {
1399 /* Remove to correctly merge with other items which may exist in inventory */
1400 newscroll->remove ();
1401 esrv_del_item (pl->contr, newscroll->count);
1402 }
1403 1343
1404 newscroll = insert_ob_in_ob (newscroll, pl);
1405 esrv_send_item (pl, newscroll);
1406 success = calc_skill_exp (pl, newscroll, skill); 1344 success = calc_skill_exp (pl, newscroll, skill);
1407 if (!confused) 1345 if (!confused)
1408 success *= 2; 1346 success *= 2;
1347
1409 success = success * skill->level; 1348 success = success * skill->level;
1410 return success; 1349 return success;
1411
1412 } 1350 }
1413 else 1351 else
1414 { /* Inscription has failed */ 1352 { /* Inscription has failed */
1353 pl->contr->play_sound (sound_find ("inscribe_fail"));
1415 1354
1416 if (chosen_spell->level > skill->level || confused) 1355 if (chosen_spell->level > skill->level || confused)
1417 { /*backfire! */ 1356 { /*backfire! */
1418 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
1419 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1359 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1420 pl->drain_specific_stat (4); 1360 pl->drain_specific_stat (4);
1421 else 1361 else
1422 { 1362 {
1423 confuse_player (pl, pl, 99); 1363 confuse_player (pl, pl, 99);
1424 return (-30 * chosen_spell->level); 1364 return -30 * chosen_spell->level;
1425 } 1365 }
1426 } 1366 }
1427 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)
1428 { 1368 {
1429 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.>");
1430 confuse_player (pl, pl, 99); 1370 confuse_player (pl, pl, 99);
1431 } 1371 }
1432 else 1372 else
1433 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.>");
1434 } 1374 }
1435 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;
1455 }
1456 1390
1457 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1391 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1458 1392
1459 /* Need to be able to read before we can write! */ 1393 /* Need to be able to read before we can write! */
1460 if (!find_skill_by_name (pl, skat->clone.skill)) 1394 if (!find_skill_by_name (pl, skat->skill))
1461 { 1395 {
1462 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.>");
1463 return 0; 1397 return 0;
1464 } 1398 }
1465 1399
1466 /* if there is a message then it goes in a book and no message means 1400 object *item = find_marked_object (pl);
1467 * write active spell into the scroll
1468 */
1469 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1470 1401
1471 /* find an item of correct type to write on */ 1402 /* find an item of correct type to write on */
1472 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;
1473 { 1407 }
1474 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.>");
1475 return 0; 1412 return 0;
1476 } 1413 }
1477 1414
1478 if (QUERY_FLAG (item, FLAG_UNPAID)) 1415 if (QUERY_FLAG (item, FLAG_UNPAID))
1479 { 1416 {
1480 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.");
1481 return 0; 1418 return 0;
1482 } 1419 }
1483 if (msgtype != item->type) 1420
1421 if (item->other_arch->type == SCROLL)
1484 { 1422 {
1485 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);
1486 return 0; 1429 return 0;
1487 } 1430 }
1488 1431
1489 if (msgtype == SCROLL)
1490 return write_scroll (pl, item, skill); 1432 return write_scroll (pl, item, skill);
1491 else if (msgtype == BOOK) 1433 }
1434 else
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
1492 return write_note (pl, item, string, skill); 1444 return write_note (pl, item, params, skill);
1445 }
1493 1446
1494 return 0; 1447 return 0;
1495} 1448}
1496 1449
1497/* find_throw_ob() - if we request an object, then 1450/* find_throw_ob() - if we request an object, then
1530 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1483 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1531 { 1484 {
1532 /* can't toss invisible or inv-locked items */ 1485 /* can't toss invisible or inv-locked items */
1533 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1486 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1534 continue; 1487 continue;
1535 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1488 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1536 break; 1489 break;
1537 } 1490 }
1538 } 1491 }
1539 1492
1540 /* this should prevent us from throwing away 1493 /* this should prevent us from throwing away
1579 return tmp; 1532 return tmp;
1580} 1533}
1581 1534
1582/* make_throw_ob() We construct the 'carrier' object in 1535/* make_throw_ob() We construct the 'carrier' object in
1583 * which we will insert the object that is being thrown. 1536 * which we will insert the object that is being thrown.
1584 * This combination becomes the 'thrown object'. -b.t. 1537 * This combination becomes the 'thrown object'. -b.t.
1585 */ 1538 */
1586
1587static object * 1539static object *
1588make_throw_ob (object *orig) 1540make_throw_ob (object *orig)
1589{ 1541{
1590 if (!orig) 1542 if (!orig)
1591 return NULL; 1543 return 0;
1592 1544
1593 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1545 if (QUERY_FLAG (orig, FLAG_APPLIED))
1594 { 1546 {
1595 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1547 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1596 /* insufficient workaround, but better than nothing */ 1548 /* insufficient workaround, but better than nothing */
1600 object *toss_item = orig->clone (); 1552 object *toss_item = orig->clone ();
1601 1553
1602 toss_item->type = THROWN_OBJ; 1554 toss_item->type = THROWN_OBJ;
1603 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1555 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1604 toss_item->stats.dam = 0; /* default damage */ 1556 toss_item->stats.dam = 0; /* default damage */
1605 insert_ob_in_ob (orig, toss_item); 1557 toss_item->insert (orig);
1558
1606 return toss_item; 1559 return toss_item;
1607} 1560}
1608
1609 1561
1610/* do_throw() - op throws any object toss_item. This code 1562/* do_throw() - op throws any object toss_item. This code
1611 * was borrowed from fire_bow. 1563 * was borrowed from fire_bow.
1612 * Returns 1 if skill was successfully used, 0 if not 1564 * Returns 1 if skill was successfully used, 0 if not
1613 */ 1565 */
1614
1615static int 1566static int
1616do_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)
1617{ 1568{
1618 object *throw_ob = toss_item, *left = NULL; 1569 object *throw_ob = toss_item, *left = NULL;
1619 int eff_str = 0, maxc, str = op->stats.Str, dam = 0; 1570 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1705 left = throw_ob; /* these are throwing objects left to the player */ 1656 left = throw_ob; /* these are throwing objects left to the player */
1706 1657
1707 /* 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?)
1708 * and returns NULL. We must use 'left' then 1659 * and returns NULL. We must use 'left' then
1709 */ 1660 */
1710 1661 if (!(throw_ob = throw_ob->split ()))
1711 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1712 { 1662 {
1713 throw_ob = left; 1663 throw_ob = left;
1714 left->remove (); 1664 left->remove ();
1715 if (op->type == PLAYER)
1716 esrv_del_item (op->contr, left->count);
1717 }
1718 else if (op->type == PLAYER)
1719 {
1720 if (left->destroyed ())
1721 esrv_del_item (op->contr, left->count);
1722 else
1723 esrv_update_item (UPD_NROF, op, left);
1724 } 1665 }
1725 1666
1726 /* special case: throwing powdery substances like dust, dirt */ 1667 /* special case: throwing powdery substances like dust, dirt */
1727 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1668 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1728 { 1669 {
1752 */ 1693 */
1753 throw_ob->inv->set_owner (op); 1694 throw_ob->inv->set_owner (op);
1754 throw_ob->direction = dir; 1695 throw_ob->direction = dir;
1755 1696
1756 /* the damage bonus from the force of the throw */ 1697 /* the damage bonus from the force of the throw */
1757 dam = (int) (str_factor * dam_bonus[eff_str]); 1698 dam = int (str_factor * dam_bonus[eff_str]);
1758 1699
1759 /* Now, lets adjust the properties of the thrown_ob. */ 1700 /* Now, lets adjust the properties of the thrown_ob. */
1760 1701
1761 /* how far to fly */ 1702 /* how far to fly */
1762 throw_ob->last_sp = (eff_str * 3) / 5; 1703 throw_ob->last_sp = (eff_str * 3) / 5;
1783 { 1724 {
1784 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1725 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1785 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;
1786 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;
1787 /* only throw objects get directional faces */ 1728 /* only throw objects get directional faces */
1788 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1729 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1789 SET_ANIMATION (throw_ob, dir); 1730 throw_ob->set_anim_frame (dir);
1790 } 1731 }
1791 else 1732 else
1792 { 1733 {
1793 uint16 mat = throw_ob->materials; 1734 uint16 mat = throw_ob->materials;
1794 1735

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