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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:42 2006 UTC vs.
Revision 1.71 by root, Sat Nov 7 13:58:01 2009 UTC

1/* 1/*
2 * static char *rcsid_skills_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: skills.C,v 1.7 2006/09/03 00:18:42 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
10 7 *
11 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
12 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
13 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
14 (at your option) any later version. 11 * option) any later version.
15 12 *
16 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,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 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
22 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
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
24 21 *
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
26*/ 23 */
27 24
28#include <global.h> 25#include <global.h>
29#include <object.h> 26#include <object.h>
30#ifndef __CEXTRACT__
31#include <sproto.h> 27#include <sproto.h>
32#endif
33#include <living.h> 28#include <living.h>
34#include <skills.h> 29#include <skills.h>
35#include <spells.h> 30#include <spells.h>
36#include <book.h> 31#include <book.h>
37 32
38/* adj_stealchance() - increased values indicate better attempts */ 33/* adj_stealchance() - increased values indicate better attempts */
34static int
39static int adj_stealchance (object *op, object *victim, int roll) { 35adj_stealchance (object *op, object *victim, int roll)
36{
40 object *equip; 37 object *equip;
41 38
42 if(!op||!victim||!roll) return -1; 39 if (!op || !victim || !roll)
40 return -1;
43 41
44 /* Only prohibit stealing if the player does not have a free 42 /* Only prohibit stealing if the player does not have a free
45 * hand available and in fact does have hands. 43 * hand available and in fact does have hands.
46 */ 44 */
47 if(op->type==PLAYER && op->body_used[BODY_ARMS] <=0 && 45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
48 op->body_info[BODY_ARMS]) { 46 {
49 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.>");
50 return -1; 49 return -1;
51 } 50 }
52 51
53 /* ADJUSTMENTS */ 52 /* ADJUSTMENTS */
54 53
55 /* Its harder to steal from hostile beings! */ 54 /* It's harder to steal from hostile beings! */
56 if(!QUERY_FLAG(victim, FLAG_UNAGGRESSIVE)) roll = roll/2; 55 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
56 roll = roll / 2;
57 57
58 /* Easier to steal from sleeping beings, or if the thief is 58 /* Easier to steal from sleeping beings, or if the thief is
59 * unseen */ 59 * unseen */
60 if(QUERY_FLAG(victim, FLAG_SLEEP)) 60 if (QUERY_FLAG (victim, FLAG_SLEEP))
61 roll = roll*3; 61 roll = roll * 3;
62 else if(op->invisible) 62 else if (op->invisible)
63 roll = roll*2; 63 roll = roll * 2;
64 64
65 /* check stealing 'encumberance'. Having this equipment applied makes 65 /* check stealing 'encumberance'. Having this equipment applied makes
66 * it quite a bit harder to steal. 66 * it quite a bit harder to steal.
67 */ 67 */
68 for(equip=op->inv;equip;equip=equip->below) { 68 for (equip = op->inv; equip; equip = equip->below)
69 {
69 if(equip->type==WEAPON&&QUERY_FLAG(equip,FLAG_APPLIED)) { 70 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
70 roll -= equip->weight/10000; 71 roll -= equip->weight / 10000;
71 } 72
72 if(equip->type==BOW&&QUERY_FLAG(equip,FLAG_APPLIED)) 73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
73 roll -= equip->weight/5000; 74 roll -= equip->weight / 5000;
75
74 if(equip->type==SHIELD&&QUERY_FLAG(equip,FLAG_APPLIED)) { 76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
75 roll -= equip->weight/2000; 77 roll -= equip->weight / 2000;
76 } 78
77 if(equip->type==ARMOUR&&QUERY_FLAG(equip,FLAG_APPLIED)) 79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
78 roll -= equip->weight/5000; 80 roll -= equip->weight / 5000;
81
79 if(equip->type==GLOVES&&QUERY_FLAG(equip,FLAG_APPLIED)) 82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
80 roll -= equip->weight/100; 83 roll -= equip->weight / 100;
81 } 84 }
82 if(roll<0) roll=0; 85
86 if (roll < 0)
87 roll = 0;
88
83 return roll; 89 return roll;
84} 90}
85 91
86/* 92/*
87 * When stealing: dependent on the intelligence/wisdom of whom you're 93 * When stealing: dependent on the intelligence/wisdom of whom you're
88 * stealing from (op in attempt_steal), offset by your dexterity and 94 * stealing from (op in attempt_steal), offset by your dexterity and
90 * or not. 96 * or not.
91 * op is the target (person being pilfered) 97 * op is the target (person being pilfered)
92 * who is the person doing the stealing. 98 * who is the person doing the stealing.
93 * skill is the skill object (stealing). 99 * skill is the skill object (stealing).
94 */ 100 */
95 101static int
96static int attempt_steal(object* op, object* who, object *skill) 102attempt_steal (object *op, object *who, object *skill)
97{ 103{
98 object *success=NULL, *tmp=NULL, *next; 104 object *success = NULL, *tmp = NULL, *next;
99 int roll=0, chance=0, stats_value; 105 int roll = 0, chance = 0, stats_value;
100 rv_vector rv; 106 rv_vector rv;
101 107
102 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; 108 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
103 109
104 /* 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)
105 * 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
106 * have much chance of success. 112 * have much chance of success.
107 */ 113 */
108 if(op->type!=PLAYER && QUERY_FLAG(op,FLAG_NO_STEAL)) { 114 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
115 {
109 if(can_detect_enemy(op,who,&rv)) { 116 if (can_detect_enemy (op, who, &rv))
117 {
110 npc_call_help(op); 118 npc_call_help (op);
111 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 119 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
112 new_draw_info(NDI_UNIQUE, 0,who,"Your attempt is prevented!"); 120 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
121 return 0;
122 }
123 else /* help npc to detect thief next time by raising its wisdom */
124 op->stats.Wis += (op->stats.Int / 5) + 1;
125
126 if (op->stats.Wis > MAX_STAT)
127 op->stats.Wis = MAX_STAT;
128 }
129
130 if (op->is_player () && op->flag [FLAG_WIZ])
131 {
132 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
133 return 0;
134 }
135
136 // only allow stealing between hostile players (TODO: probably should change)
137 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful))
138 {
139 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
140 return 0;
141 }
142
143 /* Ok then, go through their inventory, stealing */
144 for (tmp = op->inv; tmp; tmp = next)
145 {
146 next = tmp->below;
147
148 /* you can't steal worn items, starting items, wiz stuff,
149 * innate abilities, or items w/o a type. Generally
150 * speaking, the invisibility flag prevents experience or
151 * abilities from being stolen since these types are currently
152 * always invisible objects. I was implicit here so as to prevent
153 * future possible problems. -b.t.
154 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
155 * already -b.t.
156 */
157
158 if (QUERY_FLAG (tmp, FLAG_APPLIED)
159 || !tmp->type
160 || tmp->type == SPELL
161 || QUERY_FLAG (tmp, FLAG_STARTEQUIP)
162 || QUERY_FLAG (tmp, FLAG_NO_STEAL)
163 || tmp->invisible)
164 continue;
165
166 /* Okay, try stealing this item. Dependent on dexterity of thief,
167 * skill level, see the adj_stealroll fctn for more detail.
168 */
169
170 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
171
172 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
173 return 0;
174 else if (roll < chance)
175 {
176 pick_up (who, tmp);
177 /* need to see if the player actually stole this item -
178 * if it is in the players inv, assume it is. This prevents
179 * abuses where the player can not carry the item, so just
180 * keeps stealing it over and over.
181 */
182 if (tmp->destroyed () || tmp->env != op)
183 {
184 /* for players, play_sound: steals item */
185 success = tmp;
186 CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
187 }
188
189 break;
190 }
191 } /* for loop looking for an item */
192
193 if (!tmp)
194 {
195 new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
196 return 0;
197 }
198
199 /* If you arent high enough level, you might get something BUT
200 * the victim will notice your stealing attempt. Ditto if you
201 * attempt to steal something heavy off them, they're bound to notice
202 */
203
204 if ((roll >= skill->level) || !chance
205 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
206 {
207 /* victim figures out where the thief is! */
208 if (who->flag [FLAG_HIDDEN])
209 make_visible (who);
210
211 if (op->type != PLAYER)
212 {
213 /* The unaggressives look after themselves 8) */
214 if (who->type == PLAYER)
215 {
216 npc_call_help (op);
217 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
218 }
219
220 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
221 /* all remaining npc items are guarded now. Set flag NO_STEAL
222 * on the victim.
223 */
224 SET_FLAG (op, FLAG_NO_STEAL);
225 }
226 else
227 { /* stealing from another player */
228 char buf[MAX_BUF];
229
230 /* Notify the other player */
231 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
232 sprintf (buf, "Your %s is missing!", query_name (success));
233 else
234 sprintf (buf, "Your pack feels strangely lighter.");
235
236 new_draw_info (NDI_UNIQUE, 0, op, buf);
237 if (!success)
238 {
239 if (who->invisible)
240 sprintf (buf, "you feel itchy fingers getting at your pack.");
241 else
242 sprintf (buf, "%s looks very shifty.", query_name (who));
243
244 new_draw_info (NDI_UNIQUE, 0, op, buf);
245 }
246 } /* else stealing from another player */
247 /* play_sound("stop! thief!"); kindofthing */
248 } /* if you weren't 100% successful */
249
250 return success ? 1 : 0;
251}
252
253int
254steal (object *op, int dir, object *skill)
255{
256 object *tmp, *next;
257 sint16 x, y;
258 maptile *m;
259 int mflags;
260
261 x = op->x + freearr_x[dir];
262 y = op->y + freearr_y[dir];
263
264 if (dir == 0)
265 {
266 /* Can't steal from ourself! */
267 return 0;
268 }
269
270 m = op->map;
271 mflags = get_map_flags (m, &m, x, y, &x, &y);
272 /* Out of map - can't do it. If nothing alive on this space,
273 * don't need to look any further.
274 */
275 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
276 return 0;
277
278 /* If player can't move onto the space, can't steal from it. */
279 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
280 return 0;
281
282 /* Find the topmost object at this spot */
283 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
284
285 /* For all the stacked objects at this point, attempt a steal */
286 for (; tmp != NULL; tmp = next)
287 {
288 next = tmp->below;
289 /* Minor hack--for multi square beings - make sure we get
290 * the 'head' coz 'tail' objects have no inventory! - b.t.
291 */
292 if (tmp->head)
293 tmp = tmp->head;
294
295 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
296 continue;
297
298 /* do not reveal hidden DMs */
299 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
300 continue;
301 if (attempt_steal (tmp, op, skill))
302 {
303 if (tmp->type == PLAYER) /* no xp for stealing from another player */
113 return 0; 304 return 0;
114 } else /* help npc to detect thief next time by raising its wisdom */
115 op->stats.Wis += (op->stats.Int/5)+1;
116 if (op->stats.Wis > MAX_STAT) op->stats.Wis = MAX_STAT;
117 }
118 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_WIZ)) {
119 new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
120 return 0;
121 }
122#ifdef PROHIBIT_PLAYERKILL
123 if(op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) {
124 new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
125 return 0;
126 }
127#else
128 if(op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) {
129 new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
130 return 0;
131 }
132#endif
133 305
134 306 /* no xp for stealing from pets (of players) */
135 /* Ok then, go thru their inventory, stealing */ 307 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
136 for(tmp = op->inv; tmp != NULL; tmp = next) {
137 next = tmp->below;
138
139 /* you can't steal worn items, starting items, wiz stuff,
140 * innate abilities, or items w/o a type. Generally
141 * speaking, the invisibility flag prevents experience or
142 * abilities from being stolen since these types are currently
143 * always invisible objects. I was implicit here so as to prevent
144 * future possible problems. -b.t.
145 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
146 * already -b.t.
147 */ 308 {
309 object *owner = tmp->owner;
148 310
149 if (QUERY_FLAG(tmp,FLAG_WAS_WIZ) || QUERY_FLAG(tmp, FLAG_APPLIED) 311 if (owner != NULL && owner->type == PLAYER)
150 || !(tmp->type)
151 || tmp->type == EXPERIENCE || tmp->type == SPELL
152 || QUERY_FLAG(tmp,FLAG_STARTEQUIP)
153 || QUERY_FLAG(tmp,FLAG_NO_STEAL)
154 || tmp->invisible ) continue;
155
156 /* Okay, try stealing this item. Dependent on dexterity of thief,
157 * skill level, see the adj_stealroll fctn for more detail.
158 */
159
160 roll=die_roll(2, 100, who, PREFER_LOW)/2; /* weighted 1-100 */
161
162 if((chance=adj_stealchance(who,op,(stats_value+skill->level * 10 - op->level * 3)))==-1)
163 return 0; 312 return 0;
164 else if (roll < chance ) {
165 tag_t tmp_count = tmp->count;
166
167 pick_up(who, tmp);
168 /* need to see if the player actually stole this item -
169 * if it is in the players inv, assume it is. This prevents
170 * abuses where the player can not carry the item, so just
171 * keeps stealing it over and over.
172 */
173 if (was_destroyed(tmp, tmp_count) || tmp->env != op) {
174 /* for players, play_sound: steals item */
175 success = tmp;
176 CLEAR_FLAG(tmp, FLAG_INV_LOCKED);
177
178 /* Don't delete it from target player until we know
179 * the thief has picked it up. can't just look at tmp->count,
180 * as it's possible that it got merged when picked up.
181 */
182 if (op->type == PLAYER)
183 esrv_del_item(op->contr, tmp_count);
184 } 313 }
185 break;
186 }
187 } /* for loop looking for an item */
188 314
189 if (!tmp) {
190 new_draw_info_format(NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!",
191 op->type == PLAYER ? "" : "The ", query_name(op));
192 return 0;
193 }
194
195 /* If you arent high enough level, you might get something BUT
196 * the victim will notice your stealing attempt. Ditto if you
197 * attempt to steal something heavy off them, they're bound to notice
198 */
199
200 if((roll>=skill->level) || !chance
201 ||(tmp && tmp->weight>(250*(random_roll(0, stats_value+skill->level * 10-1, who, PREFER_LOW))))) {
202
203 /* victim figures out where the thief is! */
204 if(who->hide) make_visible(who);
205
206 if(op->type != PLAYER) {
207 /* The unaggressives look after themselves 8) */
208 if(who->type==PLAYER) {
209 npc_call_help(op);
210 new_draw_info_format(NDI_UNIQUE, 0,who,
211 "%s notices your attempted pilfering!",query_name(op));
212 }
213 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
214 /* all remaining npc items are guarded now. Set flag NO_STEAL
215 * on the victim.
216 */
217 SET_FLAG(op,FLAG_NO_STEAL);
218 } else { /* stealing from another player */
219 char buf[MAX_BUF];
220 /* Notify the other player */
221 if (success && who->stats.Int > random_roll(0, 19, op, PREFER_LOW)) {
222 sprintf(buf, "Your %s is missing!", query_name(success));
223 } else {
224 sprintf(buf, "Your pack feels strangely lighter.");
225 }
226 new_draw_info(NDI_UNIQUE, 0,op,buf);
227 if (!success) {
228 if (who->invisible) {
229 sprintf(buf, "you feel itchy fingers getting at your pack.");
230 } else {
231 sprintf(buf, "%s looks very shifty.", query_name(who));
232 }
233 new_draw_info(NDI_UNIQUE, 0,op,buf);
234 }
235 } /* else stealing from another player */
236 /* play_sound("stop! thief!"); kindofthing */
237 } /* if you weren't 100% successful */
238 return success? 1:0;
239}
240
241
242int steal(object* op, int dir, object *skill)
243{
244 object *tmp, *next;
245 sint16 x, y;
246 mapstruct *m;
247 int mflags;
248
249 x = op->x + freearr_x[dir];
250 y = op->y + freearr_y[dir];
251
252 if(dir == 0) {
253 /* Can't steal from ourself! */
254 return 0;
255 }
256
257 m = op->map;
258 mflags = get_map_flags(m, &m ,x,y, &x, &y);
259 /* Out of map - can't do it. If nothing alive on this space,
260 * don't need to look any further.
261 */
262 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
263 return 0;
264
265 /* If player can't move onto the space, can't steal from it. */
266 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)))
267 return 0;
268
269 /* Find the topmost object at this spot */
270 for(tmp = get_map_ob(m,x,y);
271 tmp != NULL && tmp->above != NULL;
272 tmp = tmp->above);
273
274 /* For all the stacked objects at this point, attempt a steal */
275 for(; tmp != NULL; tmp = next) {
276 next = tmp->below;
277 /* Minor hack--for multi square beings - make sure we get
278 * the 'head' coz 'tail' objects have no inventory! - b.t.
279 */
280 if (tmp->head) tmp=tmp->head;
281
282 if(tmp->type!=PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) continue;
283
284 /* do not reveal hidden DMs */
285 if (tmp->type == PLAYER && QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden) continue;
286 if (attempt_steal(tmp, op, skill)) {
287 if (tmp->type==PLAYER) /* no xp for stealing from another player */
288 return 0;
289
290 /* no xp for stealing from pets (of players) */
291 if (QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) {
292 object *owner = get_owner(tmp);
293 if (owner != NULL && owner->type == PLAYER)
294 return 0;
295 }
296
297 // reduce monster experience by experience we gained, as to 315 // reduce monster experience by experience we gained, as to
298 // limit the amount of exp that can be gained by stealing from monsters 316 // limit the amount of exp that can be gained by stealing from monsters
299 // (jessies gave ~20,000,000 exp otherwise. 317 // (jessies gave ~20,000,000 exp otherwise.
300 int exp = calc_skill_exp (op, tmp, skill); 318 int exp = calc_skill_exp (op, tmp, skill);
319
301 exp = MIN (tmp->stats.exp, exp); 320 exp = MIN (tmp->stats.exp, exp);
302 tmp->stats.exp -= exp; 321 tmp->stats.exp -= exp;
303 return exp; 322 return exp;
304 } 323 }
305 } 324 }
306 return 0; 325 return 0;
307} 326}
308 327
328static int
309static int attempt_pick_lock (object *door, object *pl, object *skill) 329attempt_pick_lock (object *door, object *pl, object *skill)
310{ 330{
311 int difficulty= pl->map->difficulty ? pl->map->difficulty : 0; 331 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
312 int success = 0, number; /* did we get anything? */ 332 int success = 0, number; /* did we get anything? */
313 333
314 334
315 /* Try to pick the lock on this item (doors only for now). 335 /* Try to pick the lock on this item (doors only for now).
316 * Dependent on dexterity/skill SK_level of the player and 336 * Dependent on dexterity/skill SK_level of the player and
317 * the map level difficulty. 337 * the map level difficulty.
318 */ 338 */
319 number = (die_roll(2, 40, pl, PREFER_LOW)-2)/2; 339 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
320 if (number < (pl->stats.Dex + skill->level - difficulty)) { 340 if (number < (pl->stats.Dex + skill->level - difficulty))
341 {
321 remove_door(door); 342 remove_door (door);
322 success = 1; 343 success = 1;
323 } else if (door->inv && (door->inv->type==RUNE || door->inv->type==TRAP)) { /* set off any traps? */
324 spring_trap(door->inv,pl);
325 } 344 }
345 else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
346 { /* set off any traps? */
347 spring_trap (door->inv, pl);
348 }
326 return success; 349 return success;
327} 350}
328 351
329 352
330/* Implementation by bt. (thomas@astro.psu.edu) 353/* Implementation by bt. (thomas@astro.psu.edu)
331 * monster implementation 7-7-95 by bt. 354 * monster implementation 7-7-95 by bt.
332 */ 355 */
333 356
357int
334int pick_lock(object *pl, int dir, object *skill) 358pick_lock (object *pl, int dir, object *skill)
335{ 359{
336 object *tmp; 360 object *tmp;
337 int x = pl->x + freearr_x[dir]; 361 int x = pl->x + freearr_x[dir];
338 int y = pl->y + freearr_y[dir]; 362 int y = pl->y + freearr_y[dir];
339 363
364 if (!dir)
340 if(!dir) dir=pl->facing; 365 dir = pl->facing;
341 366
342 /* For all the stacked objects at this point find a door*/ 367 /* For all the stacked objects at this point find a door */
343 if (out_of_map(pl->map,x,y)) { 368 if (out_of_map (pl->map, x, y))
369 {
344 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.");
345 return 0; 371 return 0;
346 } 372 }
347 373
348 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)
349 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) break; 375 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
376 break;
350 377
351 if (!tmp) { 378 if (!tmp)
379 {
352 new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there."); 380 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
353 return 0; 381 return 0;
354 } 382 }
355 if (tmp->type == LOCKED_DOOR) { 383 if (tmp->type == LOCKED_DOOR)
384 {
356 new_draw_info(NDI_UNIQUE, 0,pl, "You can't pick that lock!"); 385 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
357 return 0; 386 return 0;
358 } 387 }
359 388
360 if (!tmp->move_block) { 389 if (!tmp->move_block)
390 {
361 new_draw_info(NDI_UNIQUE, 0,pl,"The door has no lock!"); 391 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
362 return 0; 392 return 0;
363 } 393 }
364 394
365 if (attempt_pick_lock(tmp, pl, skill)) { 395 if (attempt_pick_lock (tmp, pl, skill))
396 {
366 new_draw_info(NDI_UNIQUE, 0,pl,"You pick the lock."); 397 new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
367 return calc_skill_exp(pl,NULL, skill); 398 return calc_skill_exp (pl, NULL, skill);
368 } else { 399 }
400 else
401 {
369 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.");
370 return 0; 403 return 0;
371 } 404 }
372} 405}
373
374 406
375/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 407/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
376 * a short while (success and duration dependant on player SK_level, 408 * a short while (success and duration dependant on player SK_level,
377 * dexterity, charisma, and map difficulty). 409 * dexterity, charisma, and map difficulty).
378 * Players have a good chance of becoming 'unhidden' if they move 410 * Players have a good chance of becoming 'unhidden' if they move
379 * and like invisiblity will be come visible if they attack 411 * and like invisiblity will be come visible if they attack
380 * Implemented by b.t. (thomas@astro.psu.edu) 412 * Implemented by b.t. (thomas@astro.psu.edu)
381 * July 7, 1995 - made hiding possible for monsters. -b.t. 413 * July 7, 1995 - made hiding possible for monsters. -b.t.
382 */ 414 */
383 415static int
384static int attempt_hide(object *op, object *skill) { 416attempt_hide (object *op, object *skill)
417{
385 int number,difficulty=op->map->difficulty; 418 int number, difficulty = op->map->difficulty;
386 int terrain = hideability(op); 419 int terrain = hideability (op);
387 420
388 if(terrain<-10) /* not enough cover here */ 421 if (terrain < -10) /* not enough cover here */
389 return 0;
390
391 /* Hiding success and duration dependant on skill level,
392 * op->stats.Dex, map difficulty and terrain.
393 */
394
395 number = (die_roll(2, 25, op, PREFER_LOW)-2)/2;
396 if(!stand_near_hostile(op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) {
397 op->invisible += 100; /* set the level of 'hiddeness' */
398 if(op->type==PLAYER)
399 op->contr->tmp_invis=1;
400 op->hide=1;
401 return 1;
402 }
403 return 0; 422 return 0;
423
424 /* Hiding success and duration dependant on skill level,
425 * op->stats.Dex, map difficulty and terrain.
426 */
427 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
428
429 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
430 {
431 op->invisible += 100; /* set the level of 'hiddeness' */
432
433 if (op->type == PLAYER)
434 op->contr->tmp_invis = 1;
435
436 op->flag [FLAG_HIDDEN] = 1;
437 return 1;
438 }
439
440 return 0;
404} 441}
405 442
406/* patched this to take terrain into consideration */ 443/* patched this to take terrain into consideration */
407 444int
408int hide(object *op, object *skill) { 445hide (object *op, object *skill)
409 446{
410 /* the preliminaries -- Can we really hide now? */ 447 /* the preliminaries -- Can we really hide now? */
411 /* this keeps monsters from using invisibilty spells and hiding */ 448 /* this keeps monsters from using invisibilty spells and hiding */
412 449
413 if (QUERY_FLAG(op, FLAG_MAKE_INVIS)) { 450 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
451 {
414 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!");
415 return 0; 453 return 0;
454 }
416 } else if (!op->hide && op->invisible>0 && op->type == PLAYER) { 455 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
456 {
417 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!");
418 make_visible(op); 458 make_visible (op);
419 } 459 }
420 460
421 if(op->invisible>(50*skill->level)) { 461 if (op->invisible > 50 * skill->level)
462 {
422 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.");
423 return 0; 464 return 0;
424 } 465 }
425 466
426 if(attempt_hide(op, skill)) { 467 if (attempt_hide (op, skill))
468 {
427 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.");
428 update_object(op,UP_OBJ_FACE); 470 update_object (op, UP_OBJ_FACE);
429 return calc_skill_exp(op, NULL, skill); 471 return calc_skill_exp (op, NULL, skill);
430 } 472 }
473
431 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.");
432 return 0; 475 return 0;
433} 476}
434
435 477
436/* stop_jump() - End of jump. Clear flags, restore the map, and 478/* stop_jump() - End of jump. Clear flags, restore the map, and
437 * freeze the jumper a while to simulate the exhaustion 479 * freeze the jumper a while to simulate the exhaustion
438 * of jumping. 480 * of jumping.
439 */ 481 */
482static void
440static void stop_jump(object *pl, int dist, int spaces) { 483stop_jump (object *pl, int dist, int spaces)
441 fix_player(pl); 484{
442 insert_ob_in_map(pl,pl->map,pl,0); 485 pl->update_stats ();
486 pl->map->insert (pl, pl->x, pl->y, pl);
487 pl->speed_left -= fabs (pl->speed * 8);
443} 488}
444 489
445 490static int
446static int attempt_jump (object *pl, int dir, int spaces, object *skill) { 491attempt_jump (object *pl, int dir, int spaces, object *skill)
492{
447 object *tmp; 493 object *tmp;
448 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;
449 sint16 x, y; 495 sint16 x, y;
450 mapstruct *m; 496 maptile *m;
451 497
452 /* Jump loop. Go through spaces opject wants to jump. Halt the 498 /* Jump loop. Go through spaces object wants to jump. Halt the
453 * 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
454 * temporarily to allow player to aviod exits/archs that are not 500 * temporarily to allow player to aviod exits/archs that are not
455 * fly_on, fly_off. This will also prevent pickup of objects 501 * fly_on, fly_off. This will also prevent pickup of objects
456 * while jumping over them. 502 * while jumping over them.
457 */
458
459 remove_ob(pl);
460
461 /*
462 * I don't think this is actually needed - all the movement
463 * code is handled in this function, and I don't see anyplace
464 * that cares about the move_type being flying.
465 */ 503 */
504 pl->remove ();
466 pl->move_type |= MOVE_FLY_LOW; 505 pl->move_type |= MOVE_FLY_LOW;
467 506
468 for(i=0;i<=spaces;i++) { 507 for (i = 0; i <= spaces; i++)
508 {
469 x = pl->x + dx; 509 x = pl->x + dx;
470 y = pl->y + dy; 510 y = pl->y + dy;
471 m = pl->map; 511 m = pl->map;
472 512
473 mflags = get_map_flags(m, &m, x, y, &x, &y); 513 mflags = get_map_flags (m, &m, x, y, &x, &y);
474 514
475 if (mflags & P_OUT_OF_MAP) { 515 if (mflags & P_OUT_OF_MAP)
516 {
476 (void) stop_jump(pl,i,spaces); 517 stop_jump (pl, i, spaces);
477 return 0; 518 return 0;
519 }
520
521 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
478 } 522 {
479 if (OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, x, y))) {
480 new_draw_info(NDI_UNIQUE, 0,pl,"Your jump is blocked.");
481 stop_jump(pl,i,spaces);
482 return 0;
483 }
484
485 for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) {
486 /* Jump into creature */ 523 /* Jump into creature */
487 if(QUERY_FLAG(tmp, FLAG_MONSTER) 524 if (QUERY_FLAG (tmp, FLAG_MONSTER)
488 || (tmp->type==PLAYER && (!QUERY_FLAG(tmp, FLAG_WIZ) || !tmp->contr->hidden))) { 525 || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
489 new_draw_info_format(NDI_UNIQUE, 0,pl,"You jump into %s%s.", 526 {
490 tmp->type == PLAYER ? "" : "the ", &tmp->name); 527 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
491 if(tmp->type!=PLAYER || 528
492 (pl->type==PLAYER && pl->contr->party==NULL) ||
493 (pl->type==PLAYER && tmp->type==PLAYER &&
494 pl->contr->party!=tmp->contr->party))
495 exp = skill_attack(tmp,pl,pl->facing,"kicked", skill); /* pl makes an attack */
496 stop_jump(pl,i,spaces); 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
497 return exp; /* note that calc_skill_exp() is already called by skill_attack() */ 538 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
498 } 539 }
499 /* If the space has fly on set (no matter what the space is),
500 * we should get the effects - after all, the player is
501 * effectively flying.
502 */
503 if (tmp->move_on & MOVE_FLY_LOW) {
504 pl->x = x;
505 pl->y = y;
506 pl->map = m;
507 stop_jump(pl,i,spaces);
508 return calc_skill_exp(pl,NULL, skill);
509 } 540 }
541
542 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
510 } 543 {
544 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
545 stop_jump (pl, i, spaces);
546 return 0;
547 }
548
511 pl->x = x; 549 pl->x = x;
512 pl->y = y; 550 pl->y = y;
513 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 }
514 } 559 }
560
515 stop_jump(pl,i,spaces); 561 stop_jump (pl, i, spaces);
562
516 return calc_skill_exp(pl,NULL, skill); 563 return calc_skill_exp (pl, NULL, skill);
517} 564}
518 565
519/* 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
520 * an attack as well. 567 * an attack as well.
521 * 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
522 * jumper can jump several spaces? 569 * jumper can jump several spaces?
523 */ 570 */
524 571int
525int jump(object *pl, int dir, object *skill) 572jump (object *pl, int dir, object *skill)
526{ 573{
527 int spaces=0,stats;
528 int str = pl->stats.Str; 574 int str = pl->stats.Str;
529 int dex = pl->stats.Dex; 575 int dex = pl->stats.Dex;
530 576
531 dex = dex ? dex : 15; 577 dex = dex ? dex : 15;
532 str = str ? str : 10; 578 str = str ? str : 10;
533 579
534 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));
535 582
536 if(pl->carrying!=0) /* don't want div by zero !! */ 583 if (spaces == 0)
537 spaces=(int) (stats/pl->carrying); 584 {
538 else
539 spaces=2; /* pl has no objects - gets the far jump */
540
541 if(spaces>2)
542 spaces = 2;
543 else if(spaces==0) {
544 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.");
545 return 0; 586 return 0;
546 } 587 }
588
547 return attempt_jump(pl,dir,spaces, skill); 589 return attempt_jump (pl, dir, spaces, skill);
548} 590}
549
550 591
551/* skill_ident() - this code is supposed to allow players to identify 592/* skill_ident() - this code is supposed to allow players to identify
552 * classes of objects with the various "auto-ident" skills. Player must 593 * classes of objects with the various "auto-ident" skills. Player must
553 * 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
554 * to work. While multiple classes of objects may be identified, 595 * to work. While multiple classes of objects may be identified,
555 * 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
556 * more generalized. Right now, skill indices are embedded in this routine. 597 * more generalized. Right now, skill indices are embedded in this routine.
557 * Returns amount of experience gained (on successful ident). 598 * Returns amount of experience gained (on successful ident).
558 * - b.t. (thomas@astro.psu.edu) 599 * - b.t. (thomas@astro.psu.edu)
559 */ 600 */
560 601static int
561static int do_skill_detect_curse(object *pl, object *skill) { 602do_skill_detect_curse (object *pl, object *skill)
603{
562 object *tmp; 604 object *tmp;
563 int success=0; 605 int success = 0;
564 606
565 for(tmp=pl->inv;tmp;tmp=tmp->below) 607 for (tmp = pl->inv; tmp; tmp = tmp->below)
566 if (!tmp->invisible 608 if (!tmp->invisible
567 && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) 609 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
568 && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && 610 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
569 tmp->item_power < skill->level) { 611 {
570 SET_FLAG(tmp,FLAG_KNOWN_CURSED); 612 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
571 esrv_update_item(UPD_FLAGS, pl, tmp); 613 esrv_update_item (UPD_FLAGS, pl, tmp);
572 success+= calc_skill_exp(pl,tmp, skill); 614 success += calc_skill_exp (pl, tmp, skill);
573 } 615 }
574 616
575 /* Check ground, too, but only objects the player could pick up */ 617 /* Check ground, too, but only objects the player could pick up */
576 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)
577 if (can_pick(pl, tmp) && 619 if (can_pick (pl, tmp) &&
578 !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && 620 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
579 !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) 621 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
580 && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && 622 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
581 tmp->item_power < skill->level) { 623 {
582 SET_FLAG(tmp,FLAG_KNOWN_CURSED); 624 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
583 esrv_update_item(UPD_FLAGS, pl, tmp); 625 esrv_update_item (UPD_FLAGS, pl, tmp);
584 success+= calc_skill_exp(pl,tmp, skill); 626 success += calc_skill_exp (pl, tmp, skill);
585 } 627 }
586 628
587 return success; 629 return success;
588} 630}
589 631
632static int
590static int do_skill_detect_magic(object *pl, object *skill) { 633do_skill_detect_magic (object *pl, object *skill)
634{
591 object *tmp; 635 object *tmp;
592 int success=0; 636 int success = 0;
593 637
594 for(tmp=pl->inv;tmp;tmp=tmp->below) 638 for (tmp = pl->inv; tmp; tmp = tmp->below)
595 if(!tmp->invisible 639 if (!tmp->invisible
596 && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) 640 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
597 && (is_magical(tmp)) && tmp->item_power < skill->level) { 641 && (is_magical (tmp)) && tmp->item_power < skill->level)
642 {
598 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 643 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
599 esrv_update_item(UPD_FLAGS, pl, tmp); 644 esrv_update_item (UPD_FLAGS, pl, tmp);
600 success+=calc_skill_exp(pl,tmp, skill); 645 success += calc_skill_exp (pl, tmp, skill);
601 } 646 }
602 647
603 /* 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 */
604 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)
605 if (can_pick(pl, tmp) && 650 if (can_pick (pl, tmp) &&
606 !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && 651 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
607 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) 652 {
608 && (is_magical(tmp)) && tmp->item_power < skill->level) {
609 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 653 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
610 esrv_update_item(UPD_FLAGS, pl, tmp); 654 esrv_update_item (UPD_FLAGS, pl, tmp);
611 success+=calc_skill_exp(pl,tmp, skill); 655 success += calc_skill_exp (pl, tmp, skill);
612 } 656 }
613 657
614 return success; 658 return success;
615} 659}
616 660
617/* Helper function for do_skill_ident, so that we can loop 661/* Helper function for do_skill_ident, so that we can loop
618 * over inventory AND objects on the ground conveniently. 662 * over inventory AND objects on the ground conveniently.
619 */ 663 */
664static int
620int do_skill_ident2(object *tmp,object *pl, int obj_class, object *skill) 665do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
621{ 666{
622 int success = 0, chance; 667 int success = 0, chance;
623 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;
624 669
625 if (!QUERY_FLAG (tmp,FLAG_IDENTIFIED) && !QUERY_FLAG (tmp,FLAG_NO_SKILL_IDENT) 670 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
626 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) 671 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
627 { 672 {
628 chance = die_roll(3, 10, pl, PREFER_LOW) - 3 673 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
629 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
630 674
631 if (skill_value >= chance) 675 if (skill_value >= chance)
632 { 676 {
633 identify(tmp); 677 identify (tmp);
634 678
635 if (pl->type==PLAYER) 679 if (pl->type == PLAYER)
636 { 680 {
637 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl)); 681 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
638 682
639 if (tmp->msg) 683 if (tmp->msg)
640 { 684 {
641 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:");
642 new_draw_info(NDI_UNIQUE, 0,pl, tmp->msg); 686 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
643 } 687 }
644
645 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
646 if (tmp->map)
647 esrv_send_item (pl, tmp);
648 } 688 }
689
649 success += calc_skill_exp(pl,tmp, skill); 690 success += calc_skill_exp (pl, tmp, skill);
650 } 691 }
651 else 692 else
652 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 693 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
653 } 694 }
654 695
655 return success; 696 return success;
656} 697}
657 698
658/* do_skill_ident() - workhorse for skill_ident() -b.t. 699/* do_skill_ident() - workhorse for skill_ident() -b.t.
659 */ 700 */
701static int
660static int do_skill_ident(object *pl, int obj_class, object *skill) { 702do_skill_ident (object *pl, int obj_class, object *skill)
661 object *tmp; 703{
662 int success=0; 704 int success = 0;
663 705
664 for(tmp=pl->inv;tmp;tmp=tmp->below) 706 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
665 success+=do_skill_ident2(tmp,pl,obj_class, skill); 707 success += do_skill_ident2 (tmp, pl, obj_class, skill);
666 /* check the ground */ 708 /* check the ground */
667 709
668 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)
669 success+=do_skill_ident2(tmp,pl,obj_class, skill); 711 success += do_skill_ident2 (tmp, pl, obj_class, skill);
670 712
671 return success; 713 return success;
672} 714}
673 715
716int
674int skill_ident(object *pl, object *skill) { 717skill_ident (object *pl, object *skill)
718{
675 int success=0; 719 int success = 0;
676 720
677 if(pl->type != PLAYER) return 0; /* only players will skill-identify */ 721 if (pl->type != PLAYER)
722 return 0; /* only players will skill-identify */
678 723
679 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...");
680 725
681 switch (skill->subtype) { 726 switch (skill->subtype)
727 {
682 case SK_SMITHERY: 728 case SK_SMITHERY:
683 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)
684 + 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)
685 + 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)
686 + do_skill_ident(pl,GIRDLE,skill) + do_skill_ident(pl,HELMET,skill) 732 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
687 + do_skill_ident(pl,GLOVES,skill);
688 break; 733 break;
689 734
690 case SK_BOWYER: 735 case SK_BOWYER:
691 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);
692 break; 737 break;
693 738
694 case SK_ALCHEMY: 739 case SK_ALCHEMY:
695 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)
696 + do_skill_ident(pl,CONTAINER,skill) 741 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
697 + do_skill_ident(pl,DRINK,skill) + do_skill_ident(pl,INORGANIC,skill);
698 break; 742 break;
699 743
700 case SK_WOODSMAN: 744 case SK_WOODSMAN:
701 success += do_skill_ident(pl,FOOD,skill) + do_skill_ident(pl,DRINK,skill) 745 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
702 + do_skill_ident(pl,FLESH,skill);
703 break; 746 break;
704 747
705 case SK_JEWELER: 748 case SK_JEWELER:
706 success += do_skill_ident(pl,GEM,skill) + do_skill_ident(pl,RING,skill) + 749 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
707 do_skill_ident(pl,AMULET,skill);
708 break; 750 break;
709 751
710 case SK_LITERACY: 752 case SK_LITERACY:
711 success += do_skill_ident(pl,SPELLBOOK,skill) 753 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
712 + do_skill_ident(pl,SCROLL,skill) + do_skill_ident(pl,BOOK,skill);
713 break; 754 break;
714 755
715 case SK_THAUMATURGY: 756 case SK_THAUMATURGY:
716 success += do_skill_ident(pl,WAND,skill) + do_skill_ident(pl,ROD,skill) 757 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
717 + do_skill_ident(pl,HORN,skill);
718 break; 758 break;
719 759
720 case SK_DET_CURSE: 760 case SK_DET_CURSE:
721 success = do_skill_detect_curse(pl,skill); 761 success = do_skill_detect_curse (pl, skill);
722 if(success) 762 if (success)
723 new_draw_info(NDI_UNIQUE, 0,pl,"...and discover cursed items!"); 763 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
724 break; 764 break;
725 765
726 case SK_DET_MAGIC: 766 case SK_DET_MAGIC:
727 success = do_skill_detect_magic(pl,skill); 767 success = do_skill_detect_magic (pl, skill);
728 if(success) 768 if (success)
729 new_draw_info(NDI_UNIQUE, 0,pl, 769 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
730 "...and discover items imbued with mystic forces!");
731 break; 770 break;
732 771
733 default: 772 default:
734 LOG(llevError,"Error: bad call to skill_ident()\n"); 773 LOG (llevError, "Error: bad call to skill_ident()\n");
735 return 0; 774 return 0;
736 break; 775 break;
737 } 776 }
777
738 if(!success) { 778 if (!success)
739 new_draw_info(NDI_UNIQUE, 0,pl,"...and learn nothing more."); 779 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
740 } 780
741 return success; 781 return success;
742} 782}
743
744 783
745/* players using this skill can 'charm' a monster -- 784/* players using this skill can 'charm' a monster --
746 * into working for them. It can only be used on 785 * into working for them. It can only be used on
747 * non-special (see below) 'neutral' creatures. 786 * non-special (see below) 'neutral' creatures.
748 * -b.t. (thomas@astro.psu.edu) 787 * -b.t. (thomas@astro.psu.edu)
749 */ 788 */
750 789int
751int use_oratory(object *pl, int dir, object *skill) { 790use_oratory (object *pl, int dir, object *skill)
752 sint16 x=pl->x+freearr_x[dir],y=pl->y+freearr_y[dir]; 791{
753 int mflags,chance; 792 if (pl->type != PLAYER)
754 object *tmp; 793 return 0; /* only players use this skill */
755 mapstruct *m; 794
756 795 sint16 x = pl->x + freearr_x[dir],
757 if(pl->type!=PLAYER) return 0; /* only players use this skill */ 796 y = pl->y + freearr_y[dir];
758 m = pl->map; 797 maptile *m = pl->map;
798
759 mflags =get_map_flags(m, &m, x,y, &x, &y); 799 int mflags = get_map_flags (m, &m, x, y, &x, &y);
760 if (mflags & P_OUT_OF_MAP) return 0; 800 if (mflags & P_OUT_OF_MAP)
801 return 0;
761 802
762 /* Save some processing - we have the flag already anyways 803 /* Save some processing - we have the flag already anyways
763 */ 804 */
764 if (!(mflags & P_IS_ALIVE)) { 805 if (!(mflags & P_IS_ALIVE))
806 {
765 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.");
808 return 0;
809 }
810
811 object *tmp;
812 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
813 {
814 /* can't persuade players - return because there is nothing else
815 * on that space to charm. Same for multi space monsters and
816 * special monsters - we don't allow them to be charmed, and there
817 * is no reason to do further processing since they should be the
818 * only monster on the space.
819 */
820 if (tmp->type == PLAYER
821 || tmp->more || tmp->head_ () != tmp
822 || tmp->msg)
766 return 0; 823 return 0;
767 }
768 824
769 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
770 /* can't persuade players - return because there is nothing else
771 * on that space to charm. Same for multi space monsters and
772 * special monsters - we don't allow them to be charmed, and there
773 * is no reason to do further processing since they should be the
774 * only monster on the space.
775 */
776 if(tmp->type==PLAYER) return 0;
777 if(tmp->more || tmp->head) return 0;
778 if(tmp->msg) return 0;
779
780 if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; 825 if (QUERY_FLAG (tmp, FLAG_MONSTER))
826 break;
781 } 827 }
782 828
783 if (!tmp) { 829 if (!tmp)
830 {
784 new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 831 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
785 return 0; 832 return 0;
786 } 833 }
787 834
788 new_draw_info_format(NDI_UNIQUE, 835 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
789 0,pl, "You orate to the %s.",query_name(tmp));
790 836
791 /* the following conditions limit who may be 'charmed' */ 837 /* the following conditions limit who may be 'charmed' */
792 838
793 /* it's hostile! */ 839 /* it's hostile! */
794 if(!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && !QUERY_FLAG(tmp, FLAG_FRIENDLY)) { 840 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
795 new_draw_info_format(NDI_UNIQUE, 0,pl, 841 {
796 "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));
797 return 0; 843 return 0;
798 } 844 }
799 845
800 /* it's already allied! */ 846 /* it's already allied! */
801 if(QUERY_FLAG(tmp,FLAG_FRIENDLY)&&(tmp->attack_movement==PETMOVE)){ 847 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
802 if(get_owner(tmp)==pl) { 848 {
803 new_draw_info(NDI_UNIQUE, 0,pl, 849 if (tmp->owner == pl)
804 "Your follower loves your speech.\n"); 850 {
851 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
805 return 0; 852 return 0;
853 }
806 } else if (skill->level > tmp->level) { 854 else if (skill->level > tmp->level)
855 {
807 /* you steal the follower. Perhaps we should really look at the 856 /* you steal the follower. Perhaps we should really look at the
808 * level of the owner above? 857 * level of the owner above?
809 */ 858 */
810 set_owner(tmp,pl); 859 tmp->set_owner (pl);
811 new_draw_info_format(NDI_UNIQUE, 0,pl, 860 tmp->skill = skill->skill;
812 "You convince the %s to follow you instead!\n", 861
813 query_name(tmp)); 862 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
814 /* Abuse fix - don't give exp since this can otherwise 863 /* Abuse fix - don't give exp since this can otherwise
815 * be used by a couple players to gets lots of exp. 864 * be used by a couple players to gets lots of exp.
816 */ 865 */
817 return 0; 866 return 0;
867 }
818 } else { 868 else
869 {
819 /* 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 */
820 return 0; 871 return 0;
821 } 872 }
822 } /* Creature was already a pet of someone */ 873 } /* Creature was already a pet of someone */
823 874
824 chance=skill->level*2+(pl->stats.Cha-2*tmp->stats.Int)/2; 875 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
825 876
826 /* Ok, got a 'sucker' lets try to make them a follower */ 877 /* Ok, got a 'sucker' lets try to make them a follower */
827 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))
828 new_draw_info_format(NDI_UNIQUE, 0,pl, 879 {
829 "You convince the %s to become your follower.\n", 880 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
830 query_name(tmp));
831 881
882 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
832 set_owner(tmp,pl); 883 tmp->set_owner (pl);
884 tmp->skill = skill->skill;
833 tmp->stats.exp = 0; 885 tmp->stats.exp = 0;
886 tmp->attack_movement = PETMOVE;
887
888 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
834 add_friendly_object(tmp); 889 add_friendly_object (tmp);
835 SET_FLAG(tmp,FLAG_FRIENDLY); 890
836 tmp->attack_movement = PETMOVE;
837 return calc_skill_exp(pl,tmp, skill); 891 return calc_skill_exp (pl, tmp, skill);
838 } 892 }
839 /* Charm failed. Creature may be angry now */ 893 /* Charm failed. Creature may be angry now */
840 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))
841 new_draw_info_format(NDI_UNIQUE, 0,pl, 895 {
842 "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));
843 if(QUERY_FLAG(tmp,FLAG_FRIENDLY)) { 897 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
844 CLEAR_FLAG(tmp,FLAG_FRIENDLY); 898 {
845 remove_friendly_object(tmp); 899 remove_friendly_object (tmp);
846 tmp->attack_movement = 0; /* needed? */ 900 tmp->attack_movement = 0; /* needed? */
847 } 901 }
902
848 CLEAR_FLAG(tmp,FLAG_UNAGGRESSIVE); 903 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
849 } 904 }
905
850 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 */
851} 907}
852 908
853/* Singing() -this skill allows the player to pacify nearby creatures. 909/* Singing() -this skill allows the player to pacify nearby creatures.
854 * There are few limitations on who/what kind of 910 * There are few limitations on who/what kind of
855 * non-player creatures that may be pacified. Right now, a player 911 * non-player creatures that may be pacified. Right now, a player
857 * successfully pacified the creature gets Int=1. Thus, a player 913 * successfully pacified the creature gets Int=1. Thus, a player
858 * may only pacify a creature once. 914 * may only pacify a creature once.
859 * 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
860 * of anything better! -b.t. 916 * of anything better! -b.t.
861 */ 917 */
862 918int
863int singing(object *pl, int dir, object *skill) { 919singing (object *pl, int dir, object *skill)
864 int i,exp = 0,chance, mflags; 920{
921 int i, exp = 0;
865 object *tmp; 922 object *tmp;
866 mapstruct *m; 923 maptile *m;
867 sint16 x, y; 924 sint16 x, y;
868 925
869 if(pl->type!=PLAYER) return 0; /* only players use this skill */ 926 if (pl->type != PLAYER)
927 return 0; /* only players use this skill */
870 928
871 new_draw_info_format(NDI_UNIQUE,0,pl, "You sing."); 929 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
872 for(i=0;i<MIN(skill->level,SIZEOFFREE);i++) { 930 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
931 {
873 x = pl->x+freearr_x[i]; 932 x = pl->x + freearr_x[i];
874 y = pl->y+freearr_y[i]; 933 y = pl->y + freearr_y[i];
875 m = pl->map; 934 m = pl->map;
876 935
877 mflags =get_map_flags(m, &m, x,y, &x, &y); 936 int mflags = get_map_flags (m, &m, x, y, &x, &y);
878 if (mflags & P_OUT_OF_MAP) continue; 937 if (mflags & P_OUT_OF_MAP)
938 continue;
879 if (!(mflags & P_IS_ALIVE)) continue; 939 if (!(mflags & P_IS_ALIVE))
940 continue;
880 941
881 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)
943 {
882 if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; 944 if (QUERY_FLAG (tmp, FLAG_MONSTER))
945 break;
883 /* can't affect players */ 946 /* can't affect players */
884 if(tmp->type==PLAYER) break; 947 if (tmp->type == PLAYER)
948 break;
885 } 949 }
886 950
887 /* Whole bunch of checks to see if this is a type of monster that would 951 /* Whole bunch of checks to see if this is a type of monster that would
888 * listen to singing. 952 * listen to singing.
889 */ 953 */
890 if (tmp && QUERY_FLAG(tmp, FLAG_MONSTER) && 954 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
891 !QUERY_FLAG(tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
892 !QUERY_FLAG(tmp, FLAG_SPLITTING) && /* no ears */ 955 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
893 !QUERY_FLAG(tmp, FLAG_HITBACK) && /* was here before */ 956 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
894 (tmp->level <= skill->level) && 957 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
895 (!tmp->head) &&
896 !QUERY_FLAG(tmp, FLAG_UNDEAD) && 958 !QUERY_FLAG (tmp, FLAG_FRIENDLY))
897 !QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && /* already calm */ 959 { /* already calm */
898 !QUERY_FLAG(tmp,FLAG_FRIENDLY)) { /* already calm */
899 960
900 /* stealing isn't really related (although, maybe it should 961 /* stealing isn't really related (although, maybe it should
901 * be). This is mainly to prevent singing to the same monster 962 * be). This is mainly to prevent singing to the same monster
902 * over and over again and getting exp for it. 963 * over and over again and getting exp for it.
903 */ 964 */
904 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
905 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))
968 {
906 SET_FLAG(tmp,FLAG_UNAGGRESSIVE); 969 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
907 new_draw_info_format(NDI_UNIQUE, 0,pl, 970 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
908 "You calm down the %s\n",query_name(tmp));
909 /* Give exp only if they are not aware */ 971 /* Give exp only if they are not aware */
972
910 if(!QUERY_FLAG(tmp,FLAG_NO_STEAL)) 973 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
911 exp += calc_skill_exp(pl,tmp, skill); 974 exp += calc_skill_exp (pl, tmp, skill);
975
912 SET_FLAG(tmp,FLAG_NO_STEAL); 976 SET_FLAG (tmp, FLAG_NO_STEAL);
913 } else {
914 new_draw_info_format(NDI_UNIQUE, 0,pl,
915 "Too bad the %s isn't listening!\n",query_name(tmp));
916 SET_FLAG(tmp,FLAG_NO_STEAL);
917 } 977 }
978 else
979 {
980 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
981 SET_FLAG (tmp, FLAG_NO_STEAL);
918 } 982 }
983 }
919 } 984 }
920 return exp; 985 return exp;
921} 986}
922 987
923/* The find_traps skill (aka, search). Checks for traps 988/* The find_traps skill (aka, search). Checks for traps
924 * on the spaces or in certain objects 989 * on the spaces or in certain objects
925 */ 990 */
926 991
992int
927int find_traps (object *pl, object *skill) { 993find_traps (object *pl, object *skill)
994{
928 object *tmp,*tmp2; 995 object *tmp, *tmp2;
929 int i,expsum=0, mflags; 996 int i, expsum = 0, mflags;
930 sint16 x,y; 997 sint16 x, y;
931 mapstruct *m; 998 maptile *m;
932 999
933 /* 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
934 * all type RUNE 1001 * all type RUNE
935 */ 1002 */
936 1003
937 for(i=0;i<9;i++) { 1004 for (i = 0; i < 9; i++)
1005 {
938 x = pl->x+freearr_x[i]; 1006 x = pl->x + freearr_x[i];
939 y = pl->y+freearr_y[i]; 1007 y = pl->y + freearr_y[i];
940 m = pl->map; 1008 m = pl->map;
941 1009
942 mflags =get_map_flags(m, &m, x,y, &x, &y); 1010 mflags = get_map_flags (m, &m, x, y, &x, &y);
943 if (mflags & P_OUT_OF_MAP) continue; 1011 if (mflags & P_OUT_OF_MAP)
1012 continue;
944 1013
945 /* Check everything in the square for trapness */ 1014 /* Check everything in the square for trapness */
946 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)
1016 {
947 1017
948 /* And now we'd better do an inventory traversal of each 1018 /* And now we'd better do an inventory traversal of each
949 * of these objects' inventory 1019 * of these objects' inventory
950 * 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
951 * the players inventory or monsters for that matter. 1021 * the players inventory or monsters for that matter.
952 */ 1022 */
953 if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) { 1023 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1024 {
954 for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) 1025 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
955 if(tmp2->type==RUNE || tmp2->type == TRAP) 1026 if (tmp2->type == RUNE || tmp2->type == TRAP)
956 if(trap_see(pl,tmp2)) { 1027 if (trap_see (pl, tmp2))
1028 {
957 trap_show(tmp2,tmp); 1029 trap_show (tmp2, tmp);
958 if(tmp2->stats.Cha>1) { 1030 if (tmp2->stats.Cha > 1)
959 if (!tmp2->owner || tmp2->owner->type!=PLAYER)
960 expsum += calc_skill_exp(pl,tmp2, skill);
961
962 tmp2->stats.Cha = 1; /* unhide the trap */
963 }
964 } 1031 {
965 }
966 if((tmp->type==RUNE || tmp->type == TRAP) && trap_see(pl,tmp)) {
967 trap_show(tmp,tmp);
968 if(tmp->stats.Cha>1) {
969 if (!tmp->owner || tmp->owner->type!=PLAYER) 1032 if (!tmp2->owner || tmp2->owner->type != PLAYER)
970 expsum += calc_skill_exp(pl,tmp, skill); 1033 expsum += calc_skill_exp (pl, tmp2, skill);
1034
971 tmp->stats.Cha = 1; /* unhide the trap */ 1035 tmp2->stats.Cha = 1; /* unhide the trap */
972 }
973 }
974 }
975 }
976 new_draw_info(NDI_BLACK, 0, pl, "You search the area.");
977 return expsum;
978}
979
980/* remove_trap() - This skill will disarm any previously discovered trap
981 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
982 */
983
984int remove_trap (object *op, int dir, object *skill) {
985 object *tmp,*tmp2;
986 int i,success=0,mflags;
987 mapstruct *m;
988 sint16 x,y;
989
990 for(i=0;i<9;i++) {
991 x = op->x + freearr_x[i];
992 y = op->y + freearr_y[i];
993 m = op->map;
994
995 mflags =get_map_flags(m, &m, x,y, &x, &y);
996 if (mflags & P_OUT_OF_MAP) continue;
997
998 /* Check everything in the square for trapness */
999 for(tmp = get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) {
1000 /* And now we'd better do an inventory traversal of each
1001 * of these objects inventory. Like above, only
1002 * do this for interesting objects.
1003 */
1004
1005 if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) {
1006 for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below)
1007 if((tmp2->type==RUNE || tmp2->type == TRAP) && tmp2->stats.Cha<=1) {
1008 trap_show(tmp2,tmp);
1009 if(trap_disarm(op,tmp2,1, skill) && (!tmp2->owner || tmp2->owner->type!=PLAYER)) {
1010 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1011 success += calc_skill_exp(op,tmp2, skill);
1012 } 1036 }
1013 } 1037 }
1014 } 1038 }
1015 if((tmp->type==RUNE || tmp->type==TRAP) && tmp->stats.Cha<=1) { 1039 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1040 {
1016 trap_show(tmp,tmp); 1041 trap_show (tmp, tmp);
1042 if (tmp->stats.Cha > 1)
1043 {
1017 if (trap_disarm(op,tmp,1,skill) && (!tmp->owner || tmp->owner->type!=PLAYER)) { 1044 if (!tmp->owner || tmp->owner->type != PLAYER)
1018 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1019 success += calc_skill_exp(op,tmp,skill); 1045 expsum += calc_skill_exp (pl, tmp, skill);
1046 tmp->stats.Cha = 1; /* unhide the trap */
1020 } 1047 }
1021 } 1048 }
1022 } 1049 }
1023 } 1050 }
1051 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1052 return expsum;
1053}
1054
1055/* remove_trap() - This skill will disarm any previously discovered trap
1056 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1057 */
1058int
1059remove_trap (object *op, int dir, object *skill)
1060{
1061 object *tmp, *tmp2;
1062 int i, success = 0, mflags;
1063 maptile *m;
1064 sint16 x, y;
1065
1066 for (i = 0; i < 9; i++)
1067 {
1068 x = op->x + freearr_x[i];
1069 y = op->y + freearr_y[i];
1070 m = op->map;
1071
1072 mflags = get_map_flags (m, &m, x, y, &x, &y);
1073 if (mflags & P_OUT_OF_MAP)
1074 continue;
1075
1076 /* Check everything in the square for trapness */
1077 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1078 {
1079 /* And now we'd better do an inventory traversal of each
1080 * of these objects inventory. Like above, only
1081 * do this for interesting objects.
1082 */
1083
1084 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1085 {
1086 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1087 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1088 {
1089 trap_show (tmp2, tmp);
1090
1091 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1092 {
1093 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1094 success += calc_skill_exp (op, tmp2, skill);
1095 }
1096 }
1097 }
1098
1099 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1100 {
1101 trap_show (tmp, tmp);
1102
1103 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1104 {
1105 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1106 success += calc_skill_exp (op, tmp, skill);
1107 }
1108 }
1109 }
1110 }
1111
1024 return success; 1112 return success;
1025} 1113}
1026
1027 1114
1028/* pray() - when this skill is called from do_skill(), it allows 1115/* pray() - when this skill is called from do_skill(), it allows
1029 * 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.
1030 * This always returns 0 - return value is used by calling function 1117 * This always returns 0 - return value is used by calling function
1031 * 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
1032 * 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
1033 * give infinite exp by returning true in any cases. 1120 * give infinite exp by returning true in any cases.
1034 */ 1121 */
1035 1122int
1036int pray (object *pl, object *skill) { 1123pray (object *pl, object *skill)
1124{
1037 char buf[MAX_BUF]; 1125 char buf[MAX_BUF];
1038 object *tmp; 1126 object *tmp;
1039 1127
1040 if(pl->type!=PLAYER) return 0; 1128 if (pl->type != PLAYER)
1041
1042 strcpy(buf,"You pray.");
1043
1044 /* Check all objects - we could stop at floor objects,
1045 * but if someone buries an altar, I don't see a problem with
1046 * going through all the objects, and it shouldn't be much slower
1047 * than extra checks on object attributes.
1048 */
1049 for (tmp=pl->below; tmp!=NULL; tmp=tmp->below) {
1050 /* Only if the altar actually belongs to someone do you get special benefits */
1051 if(tmp && tmp->type==HOLY_ALTAR && tmp->other_arch) {
1052 sprintf(buf,"You pray over the %s.", &tmp->name);
1053 pray_at_altar(pl,tmp, skill);
1054 break; /* Only pray at one altar */
1055 }
1056 }
1057
1058 new_draw_info(NDI_BLACK,0,pl,buf);
1059
1060 if(pl->stats.grace < pl->stats.maxgrace) {
1061 pl->stats.grace++;
1062 pl->last_grace = -1;
1063 }
1064 return 0; 1129 return 0;
1130
1131 strcpy (buf, "You pray.");
1132
1133 /* Check all objects - we could stop at floor objects,
1134 * but if someone buries an altar, I don't see a problem with
1135 * going through all the objects, and it shouldn't be much slower
1136 * than extra checks on object attributes.
1137 */
1138 for (tmp = pl->below; tmp; tmp = tmp->below)
1139 {
1140 /* Only if the altar actually belongs to someone do you get special benefits */
1141 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1142 {
1143 sprintf (buf, "You pray over the %s.", &tmp->name);
1144 pray_at_altar (pl, tmp, skill);
1145 break; /* Only pray at one altar */
1146 }
1147 }
1148
1149 new_draw_info (NDI_BLACK, 0, pl, buf);
1150
1151 if (pl->stats.grace < pl->stats.maxgrace)
1152 {
1153 pl->stats.grace++;
1154 pl->last_grace = -1;
1155 }
1156
1157 return 0;
1065} 1158}
1066 1159
1067/* 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
1068 * brief period of concentration. No armour or weapons may be 1161 * brief period of concentration. No armour or weapons may be
1069 * wielded/applied for this to work. The amount of time needed 1162 * wielded/applied for this to work. The amount of time needed
1070 * to concentrate and the # of points regained is dependant on 1163 * to concentrate and the # of points regained is dependant on
1071 * the level of the user. - b.t. thomas@astro.psu.edu 1164 * the level of the user. - b.t. thomas@astro.psu.edu
1072 */ 1165 */
1073 1166void
1074void meditate (object *pl, object *skill) { 1167meditate (object *pl, object *skill)
1168{
1075 object *tmp; 1169 object *tmp;
1076 1170
1077 if(pl->type!=PLAYER) return; /* players only */ 1171 if (pl->type != PLAYER)
1172 return; /* players only */
1078 1173
1079 /* check if pl has removed encumbering armour and weapons */ 1174 /* check if pl has removed encumbering armour and weapons */
1080 if(QUERY_FLAG(pl,FLAG_READY_WEAPON) && (skill->level<6)) { 1175 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1081 new_draw_info(NDI_UNIQUE,0,pl, 1176 {
1082 "You can't concentrate while wielding a weapon!\n"); 1177 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1083 return; 1178 return;
1084 } else { 1179 }
1180 else
1181 {
1085 for(tmp=pl->inv;tmp;tmp=tmp->below) 1182 for (tmp = pl->inv; tmp; tmp = tmp->below)
1086 if (( (tmp->type==ARMOUR && skill->level<12) 1183 if (((tmp->type == ARMOUR && skill->level < 12)
1087 || (tmp->type==HELMET && skill->level<10) 1184 || (tmp->type == HELMET && skill->level < 10)
1088 || (tmp->type==SHIELD && skill->level<6) 1185 || (tmp->type == SHIELD && skill->level < 6)
1089 || (tmp->type==BOOTS && skill->level<4) 1186 || (tmp->type == BOOTS && skill->level < 4)
1090 || (tmp->type==GLOVES && skill->level<2) ) 1187 || (tmp->type == GLOVES && skill->level < 2))
1091 && QUERY_FLAG(tmp,FLAG_APPLIED)) { 1188 && QUERY_FLAG (tmp, FLAG_APPLIED))
1092 new_draw_info(NDI_UNIQUE,0,pl, 1189 {
1093 "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");
1094 return; 1191 return;
1095 } 1192 }
1096 } 1193 }
1097 1194
1098 /* ok let's meditate! Spell points are regained first, then once 1195 /* ok let's meditate! Spell points are regained first, then once
1099 * they are maxed we get back hp. Actual incrementing of values 1196 * they are maxed we get back hp. Actual incrementing of values
1100 * is handled by the do_some_living() (in player.c). This way magical 1197 * is handled by the do_some_living() (in player.c). This way magical
1101 * bonuses for healing/sp regeneration are included properly 1198 * bonuses for healing/sp regeneration are included properly
1102 * No matter what, we will eat up some playing time trying to 1199 * No matter what, we will eat up some playing time trying to
1103 * meditate. (see 'factor' variable for what sets the amount of time) 1200 * meditate. (see 'factor' variable for what sets the amount of time)
1104 */ 1201 */
1105 1202
1106 new_draw_info(NDI_BLACK,0,pl, "You meditate."); 1203 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1107 1204
1108 if(pl->stats.sp < pl->stats.maxsp) { 1205 if (pl->stats.sp < pl->stats.maxsp)
1206 {
1109 pl->stats.sp++; 1207 pl->stats.sp++;
1110 pl->last_sp = -1; 1208 pl->last_sp = -1;
1209 }
1111 } else if (pl->stats.hp < pl->stats.maxhp) { 1210 else if (pl->stats.hp < pl->stats.maxhp)
1211 {
1112 pl->stats.hp++; 1212 pl->stats.hp++;
1113 pl->last_heal = -1; 1213 pl->last_heal = -1;
1114 } 1214 }
1115} 1215}
1116 1216
1117/* write_note() - this routine allows players to inscribe messages in 1217/* write_note() - this routine allows players to inscribe messages in
1118 * ordinary 'books' (anything that is type BOOK). b.t. 1218 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1119 */ 1219 */
1120 1220static int
1121static int write_note(object *pl, object *item, const char *msg, object *skill) { 1221write_note (object *pl, object *item, const char *msg, object *skill)
1122 char buf[1024]; 1222{
1123 object *newBook = NULL; 1223 if (!msg_is_safe (msg))
1124
1125 /* a pair of sanity checks */
1126 if(!item||item->type!=BOOK) return 0;
1127
1128 if(!msg) {
1129 new_draw_info(NDI_UNIQUE,0,pl,"No message to write!");
1130 new_draw_info_format(NDI_UNIQUE,0,pl,"Usage: use_skill %s <message>", &skill->skill);
1131 return 0;
1132 } 1224 {
1133 if (strcasestr_local(msg, "endmsg")) {
1134 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);
1135 return 0; 1227 return 0;
1228 }
1229
1230 int len = strlen (msg);
1231
1232 if (!is_utf8_string ((U8 *)msg, len))
1136 } 1233 {
1234 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1235 return 0;
1236 }
1137 1237
1138 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)))
1139 return strlen (msg); 1239 return RESULT_INT (0);
1140 1240
1141 buf[0] = 0; 1241 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1142 if(!book_overflow(item->msg,msg,sizeof (buf))) { /* add msg string to book */
1143 if(item->msg)
1144 strcpy(buf,item->msg);
1145 1242
1146 strcat(buf,msg); 1243 if (char_len <= item->weight_limit)
1147 strcat(buf,"\n"); /* new msg needs a LF */ 1244 {
1148 if(item->nrof > 1) { 1245 object *newbook = arch_to_object (item->other_arch);
1149 newBook = get_object(); 1246 item->decrease ();
1150 copy_object(item, newBook);
1151 decrease_ob(item);
1152 esrv_send_item(pl, item);
1153 newBook->nrof = 1; 1247 newbook->nrof = 1;
1154 newBook->msg = buf; 1248 newbook->msg = shstr (msg);
1155 newBook = insert_ob_in_ob(newBook, pl); 1249 newbook->flag [FLAG_IDENTIFIED] = true;
1156 esrv_send_item(pl, newBook); 1250
1157 } else { 1251 if (item->subtype == 1) // mailscrolls
1158 item->msg=buf;
1159 /* This shouldn't be necessary - the object hasn't changed in any
1160 * visible way
1161 */
1162 /* esrv_send_item(pl, item);*/
1163 } 1252 {
1253 newbook->name = item->name;
1254 newbook->name_pl = item->name_pl;
1255 }
1256
1257 pl->insert (newbook);
1258
1259 pl->contr->play_sound (sound_find ("inscribe_success"));
1164 new_draw_info_format(NDI_UNIQUE,0,pl, "You write in the %s.", 1260 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1165 query_short_name(item)); 1261 return char_len;
1166 return strlen(msg); 1262 }
1167 } else 1263 else
1168 new_draw_info_format(NDI_UNIQUE,0,pl, 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.>",
1169 "Your message won't fit in the %s!", 1265 &item->name, item->weight_limit, char_len);
1170 query_short_name(item));
1171 1266
1172 return 0; 1267 return 0;
1173} 1268}
1174 1269
1175/* write_scroll() - this routine allows players to inscribe spell scrolls 1270/* write_scroll() - this routine allows players to inscribe spell scrolls
1176 * of spells which they know. Backfire effects are possible with the 1271 * of spells which they know. Backfire effects are possible with the
1177 * severity of the backlash correlated with the difficulty of the scroll 1272 * severity of the backlash correlated with the difficulty of the scroll
1178 * that is attempted. -b.t. thomas@astro.psu.edu 1273 * that is attempted. -b.t. thomas@astro.psu.edu
1179 */ 1274 */
1180 1275static int
1181static int write_scroll (object *pl, object *scroll, object *skill) { 1276write_scroll (object *pl, object *scroll, object *skill)
1277{
1182 int success=0,confused=0; 1278 int success = 0, confused = 0;
1183 object *newscroll, *chosen_spell, *tmp;
1184 1279
1185 /* this is a sanity check */
1186 if (scroll->type!=SCROLL) {
1187 new_draw_info(NDI_UNIQUE,0,pl,"A spell can only be inscribed into a scroll!");
1188 return 0;
1189 }
1190
1191 /* Check if we are ready to attempt inscription */ 1280 /* Check if we are ready to attempt inscription */
1192 chosen_spell=pl->contr->ranges[range_magic]; 1281 object *chosen_spell = pl->contr->ranged_ob;
1193 if(!chosen_spell) { 1282
1194 new_draw_info(NDI_UNIQUE,0,pl, 1283 if (!chosen_spell || chosen_spell->type != SPELL)
1195 "You need a spell readied in order to inscribe!"); 1284 {
1285 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1196 return 0; 1286 return 0;
1197 } 1287 }
1288
1198 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)
1199 new_draw_info_format(NDI_UNIQUE,0,pl, 1290 {
1200 "You don't have enough grace to write a scroll of %s.", 1291 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1201 &chosen_spell->name);
1202 return 0; 1292 return 0;
1203 } 1293 }
1294
1204 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)
1205 new_draw_info_format(NDI_UNIQUE,0,pl, 1296 {
1206 "You don't have enough mana to write a scroll of %s.", 1297 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1207 &chosen_spell->name);
1208 return 0; 1298 return 0;
1299 }
1300
1301 /* ok, we are ready to try inscription */
1302 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1303 confused = 1;
1304
1305 /* Lost mana/grace no matter what */
1306 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1307 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1308
1309 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1209 } 1310 {
1311 object *newscroll = arch_to_object (scroll->other_arch);
1312 scroll->decrease ();
1313 newscroll->nrof = 1;
1210 1314
1211 /* if there is a spell already on the scroll then player could easily 1315 pl->contr->play_sound (sound_find ("inscribe_success"));
1212 * accidently read it while trying to write the new one. give player 1316
1213 * a 50% chance to overwrite spell at their own level 1317 if (!confused)
1214 */ 1318 {
1215 if((scroll->stats.sp || scroll->inv) && 1319 newscroll->level = MAX (skill->level, chosen_spell->level);
1216 random_roll(0, scroll->level*2, pl, PREFER_LOW)>skill->level) { 1320 newscroll->flag [FLAG_IDENTIFIED] = true;
1217 new_draw_info_format(NDI_UNIQUE,0,pl, 1321 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1218 "Oops! You accidently read it while trying to write on it."); 1322 }
1219 manual_apply(pl,scroll,0); 1323 else
1324 {
1325 chosen_spell = find_random_spell_in_ob (pl, NULL);
1326 if (!chosen_spell)
1220 return 0; 1327 return 0;
1221 }
1222 1328
1223 /* ok, we are ready to try inscription */
1224 if(QUERY_FLAG(pl,FLAG_CONFUSED)) confused = 1;
1225
1226 /* Lost mana/grace no matter what */
1227 pl->stats.grace-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE);
1228 pl->stats.sp-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA);
1229
1230 if (random_roll(0, chosen_spell->level*4-1, pl, PREFER_LOW) < skill->level) {
1231 if (scroll->nrof > 1) {
1232 newscroll = get_object();
1233 copy_object(scroll, newscroll);
1234 decrease_ob(scroll);
1235 newscroll->nrof = 1;
1236 } else {
1237 newscroll = scroll;
1238 }
1239
1240 if(!confused) {
1241 newscroll->level= MAX(skill->level, chosen_spell->level); 1329 newscroll->level = MAX (skill->level, chosen_spell->level);
1242 new_draw_info(NDI_UNIQUE,0,pl,
1243 "You succeed in writing a new scroll.");
1244 } else {
1245 chosen_spell = find_random_spell_in_ob(pl, NULL);
1246 if (!chosen_spell) return 0;
1247
1248 newscroll->level= MAX(skill->level, chosen_spell->level);
1249 new_draw_info(NDI_UNIQUE,0,pl,
1250 "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.");
1251 } 1331 }
1252 1332
1253 if (newscroll->inv) { 1333 object *tmp = chosen_spell->clone ();
1254 object *ninv;
1255
1256 ninv = newscroll->inv;
1257 remove_ob(ninv);
1258 free_object(ninv);
1259 }
1260 tmp = get_object();
1261 copy_object(chosen_spell, tmp);
1262 insert_ob_in_ob(tmp, newscroll); 1334 insert_ob_in_ob (tmp, newscroll);
1263 1335
1264 /* Same code as from treasure.c - so they can better merge. 1336 /* Same code as from treasure.C - so they can better merge.
1265 * if players want to sell them, so be it. 1337 * if players want to sell them, so be it.
1266 */ 1338 */
1267 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * 1339 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1268 (newscroll->level +50) / (newscroll->inv->level + 50);
1269 newscroll->stats.exp = newscroll->value/5; 1340 newscroll->stats.exp = newscroll->value / 5;
1270 1341
1271 /* wait until finished manipulating the scroll before inserting it */ 1342 pl->insert (newscroll);
1272 if (newscroll == scroll) 1343
1273 {
1274 /* Remove to correctly merge with other items which may exist in inventory */
1275 remove_ob(newscroll);
1276 esrv_del_item(pl->contr,newscroll->count);
1277 }
1278 newscroll=insert_ob_in_ob(newscroll,pl);
1279 esrv_send_item(pl, newscroll);
1280 success = calc_skill_exp(pl,newscroll, skill); 1344 success = calc_skill_exp (pl, newscroll, skill);
1345 if (!confused)
1281 if(!confused) success *= 2; 1346 success *= 2;
1347
1282 success = success * skill->level; 1348 success = success * skill->level;
1283 return success; 1349 return success;
1350 }
1351 else
1352 { /* Inscription has failed */
1353 pl->contr->play_sound (sound_find ("inscribe_fail"));
1284 1354
1285 } else { /* Inscription has failed */
1286
1287 if(chosen_spell->level>skill->level || confused) { /*backfire!*/ 1355 if (chosen_spell->level > skill->level || confused)
1288 new_draw_info(NDI_UNIQUE,0,pl, 1356 { /*backfire! */
1289 "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
1290 if(random_roll(0, 1, pl, PREFER_LOW)==1) 1359 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1291 drain_specific_stat(pl,4); 1360 pl->drain_specific_stat (4);
1292 else { 1361 else
1362 {
1293 confuse_player(pl,pl,99); 1363 confuse_player (pl, pl, 99);
1294 return (-30*chosen_spell->level); 1364 return -30 * chosen_spell->level;
1295 } 1365 }
1366 }
1296 } 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)
1297 new_draw_info(NDI_UNIQUE,0,pl, 1368 {
1298 "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.>");
1299 confuse_player(pl,pl,99); 1370 confuse_player (pl, pl, 99);
1371 }
1300 } else 1372 else
1301 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.>");
1302 } 1374 }
1375
1376 return 0;
1377}
1378
1379/* write_on_item() - wrapper for write_note and write_scroll */
1380int
1381write_on_item (object *pl, const char *params, object *skill)
1382{
1383 archetype *skat;
1384
1385 if (pl->type != PLAYER)
1303 return 0; 1386 return 0;
1304}
1305 1387
1306/* write_on_item() - wrapper for write_note and write_scroll */
1307int write_on_item (object *pl,const char *params, object *skill) {
1308 object *item;
1309 const char *string=params;
1310 int msgtype;
1311 archetype *skat;
1312
1313 if(pl->type!=PLAYER) return 0;
1314
1315 if (!params) { 1388 if (!params)
1316 params=""; 1389 params = "";
1317 string=params; 1390
1318 }
1319 skat = get_archetype_by_type_subtype(SKILL, SK_LITERACY); 1391 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1320 1392
1321 /* Need to be able to read before we can write! */ 1393 /* Need to be able to read before we can write! */
1322 if(!find_skill_by_name(pl,skat->clone.skill)) { 1394 if (!find_skill_by_name (pl, skat->skill))
1323 new_draw_info(NDI_UNIQUE,0,pl, 1395 {
1324 "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.>");
1325 return 0; 1397 return 0;
1326 } 1398 }
1327 1399
1328 /* if there is a message then it goes in a book and no message means 1400 object *item = find_marked_object (pl);
1329 * write active spell into the scroll
1330 */
1331 msgtype = (string[0]!='\0') ? BOOK : SCROLL;
1332 1401
1333 /* find an item of correct type to write on */ 1402 /* find an item of correct type to write on */
1334 if ( !(item = find_marked_object(pl))){ 1403 if (!item)
1335 new_draw_info(NDI_UNIQUE,0,pl,"You don't have any marked item to write on."); 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;
1407 }
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.>");
1412 return 0;
1413 }
1414
1415 if (QUERY_FLAG (item, FLAG_UNPAID))
1416 {
1417 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1418 return 0;
1419 }
1420
1421 if (item->other_arch->type == SCROLL)
1422 {
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);
1336 return 0; 1429 return 0;
1337 } 1430 }
1338 1431
1339 if(QUERY_FLAG(item,FLAG_UNPAID)) {
1340 new_draw_info(NDI_UNIQUE,0,pl,
1341 "You had better pay for that before you write on it.");
1342 return 0;
1343 }
1344 if (msgtype != item->type) {
1345 new_draw_info_format(NDI_UNIQUE,0,pl,"You have no %s to write on",
1346 msgtype==BOOK ? "book" : "scroll");
1347 return 0;
1348 }
1349
1350 if (msgtype == SCROLL) {
1351 return write_scroll(pl,item, skill); 1432 return write_scroll (pl, item, skill);
1352 } 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
1353 return write_note(pl,item,string, skill); 1444 return write_note (pl, item, params, skill);
1354 } 1445 }
1446
1355 return 0; 1447 return 0;
1356} 1448}
1357
1358
1359 1449
1360/* find_throw_ob() - if we request an object, then 1450/* find_throw_ob() - if we request an object, then
1361 * 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
1362 * got to be carrying something in order to throw it!). 1452 * got to be carrying something in order to throw it!).
1363 * 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
1364 * (that is "throwable", ie no throwing your skills away!) 1454 * (that is "throwable", ie no throwing your skills away!)
1365 * 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
1366 * 'throwable' (ie not applied cursed obj, worn, etc). 1456 * 'throwable' (ie not applied cursed obj, worn, etc).
1367 */ 1457 */
1368 1458static object *
1369static object *find_throw_ob( object *op, const char *request ) { 1459find_throw_ob (object *op, const char *request)
1460{
1370 object *tmp; 1461 object *tmp;
1371 1462
1372 if(!op) { /* safety */ 1463 if (!op)
1464 { /* safety */
1373 LOG(llevError,"find_throw_ob(): confused! have a NULL thrower!\n"); 1465 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1374 return (object *) NULL; 1466 return (object *) NULL;
1375 } 1467 }
1376 1468
1377 /* prefer marked item */ 1469 /* prefer marked item */
1378 tmp = find_marked_object(op); 1470 tmp = find_marked_object (op);
1379 if (tmp != NULL) { 1471 if (tmp != NULL)
1472 {
1380 /* can't toss invisible or inv-locked items */ 1473 /* can't toss invisible or inv-locked items */
1381 if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) { 1474 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1475 {
1382 tmp = NULL; 1476 tmp = NULL;
1383 } 1477 }
1384 } 1478 }
1385 1479
1386 /* look through the inventory */ 1480 /* look through the inventory */
1387 if (tmp == NULL) { 1481 if (tmp == NULL)
1482 {
1388 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 1483 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1484 {
1389 /* can't toss invisible or inv-locked items */ 1485 /* can't toss invisible or inv-locked items */
1390 if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) 1486 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1391 continue; 1487 continue;
1392 if (!request 1488 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1393 || !strcmp(query_name(tmp), request)
1394 || !strcmp(tmp->name, request))
1395 break; 1489 break;
1396 } 1490 }
1397 } 1491 }
1398 1492
1399 /* this should prevent us from throwing away 1493 /* this should prevent us from throwing away
1400 * cursed items, worn armour, etc. Only weapons 1494 * cursed items, worn armour, etc. Only weapons
1401 * can be thrown from 'hand'. 1495 * can be thrown from 'hand'.
1402 */ 1496 */
1497 if (!tmp)
1403 if (!tmp) return NULL; 1498 return NULL;
1404 1499
1405 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1500 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1501 {
1406 if(tmp->type!=WEAPON) { 1502 if (tmp->type != WEAPON)
1407 new_draw_info_format(NDI_UNIQUE, 0,op, 1503 {
1408 "You can't throw %s.",query_name(tmp)); 1504 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1409 tmp = NULL; 1505 tmp = NULL;
1506 }
1410 } else if (QUERY_FLAG(tmp,FLAG_CURSED)||QUERY_FLAG(tmp,FLAG_DAMNED)) { 1507 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1411 new_draw_info_format(NDI_UNIQUE, 0,op, 1508 {
1412 "The %s sticks to your hand!",query_name(tmp)); 1509 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1413 tmp = NULL; 1510 tmp = NULL;
1511 }
1414 } else { 1512 else
1513 {
1415 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) { 1514 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1515 {
1416 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1516 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1417 tmp = NULL; 1517 tmp = NULL;
1418 } 1518 }
1419 } 1519 }
1520 }
1420 } else if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1521 else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1522 {
1421 new_draw_info_format(NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name(tmp)); 1523 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1422 tmp = NULL; 1524 tmp = NULL;
1423 } 1525 }
1424 1526
1425 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) { 1527 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1528 {
1426 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1529 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1427 tmp=NULL; 1530 tmp = NULL;
1428 } 1531 }
1429 return tmp; 1532 return tmp;
1430} 1533}
1431 1534
1432/* make_throw_ob() We construct the 'carrier' object in 1535/* make_throw_ob() We construct the 'carrier' object in
1433 * which we will insert the object that is being thrown. 1536 * which we will insert the object that is being thrown.
1434 * This combination becomes the 'thrown object'. -b.t. 1537 * This combination becomes the 'thrown object'. -b.t.
1435 */ 1538 */
1436 1539static object *
1437static object *make_throw_ob (object *orig) { 1540make_throw_ob (object *orig)
1438 object *toss_item; 1541{
1542 if (!orig)
1543 return 0;
1439 1544
1440 if(!orig) return NULL;
1441
1442 toss_item=get_object();
1443 if (QUERY_FLAG (orig, FLAG_APPLIED)) { 1545 if (QUERY_FLAG (orig, FLAG_APPLIED))
1546 {
1444 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1547 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1445 /* insufficient workaround, but better than nothing */ 1548 /* insufficient workaround, but better than nothing */
1446 CLEAR_FLAG (orig, FLAG_APPLIED); 1549 CLEAR_FLAG (orig, FLAG_APPLIED);
1447 } 1550 }
1448 copy_object(orig,toss_item); 1551
1552 object *toss_item = orig->clone ();
1553
1449 toss_item->type = THROWN_OBJ; 1554 toss_item->type = THROWN_OBJ;
1450 CLEAR_FLAG(toss_item,FLAG_CHANGING); 1555 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1451 toss_item->stats.dam = 0; /* default damage */ 1556 toss_item->stats.dam = 0; /* default damage */
1452 insert_ob_in_ob(orig,toss_item); 1557 toss_item->insert (orig);
1558
1453 return toss_item; 1559 return toss_item;
1454} 1560}
1455
1456 1561
1457/* do_throw() - op throws any object toss_item. This code 1562/* do_throw() - op throws any object toss_item. This code
1458 * was borrowed from fire_bow. 1563 * was borrowed from fire_bow.
1459 * Returns 1 if skill was successfully used, 0 if not 1564 * Returns 1 if skill was successfully used, 0 if not
1460 */ 1565 */
1461 1566static int
1462static int do_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)
1568{
1463 object *throw_ob=toss_item, *left=NULL; 1569 object *throw_ob = toss_item, *left = NULL;
1464 tag_t left_tag;
1465 int eff_str = 0,maxc,str=op->stats.Str,dam=0; 1570 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1466 int pause_f,weight_f=0, mflags; 1571 int pause_f, weight_f = 0, mflags;
1467 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;
1468 mapstruct *m; 1573 maptile *m;
1469 sint16 sx, sy; 1574 sint16 sx, sy;
1470 tag_t tag;
1471 1575
1472 if(throw_ob==NULL) { 1576 if (throw_ob == NULL)
1577 {
1473 if(op->type==PLAYER) { 1578 if (op->type == PLAYER)
1474 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.");
1475 } 1580
1476 return 0; 1581 return 0;
1477 } 1582 }
1478 if (QUERY_FLAG(throw_ob, FLAG_STARTEQUIP)) { 1583 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1584 {
1479 if (op->type==PLAYER) { 1585 if (op->type == PLAYER)
1480 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.");
1481 } 1587
1482 return 0; 1588 return 0;
1483 } 1589 }
1484 1590
1485 /* Because throwing effectiveness must be reduced by the 1591 /* Because throwing effectiveness must be reduced by the
1486 * encumbrance of the thrower and weight of the object. THus, 1592 * encumbrance of the thrower and weight of the object. THus,
1487 * we use the concept of 'effective strength' as defined below. 1593 * we use the concept of 'effective strength' as defined below.
1488 */ 1594 */
1489 1595
1490 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ 1596 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1491 if(str>MAX_STAT) { 1597 if (str > MAX_STAT)
1598 {
1492 str_factor = (float) str /(float) MAX_STAT; str = MAX_STAT; 1599 str_factor = (float) str / (float) MAX_STAT;
1493 } 1600 str = MAX_STAT;
1494 1601 }
1602
1495 /* the more we carry, the less we can throw. Limit only on players */ 1603 /* the more we carry, the less we can throw. Limit only on players */
1496 maxc=max_carry[str]*1000; 1604 maxc = max_carry[str] * 1000;
1497 if(op->carrying>maxc&&op->type==PLAYER) 1605 if (op->carrying > maxc && op->type == PLAYER)
1498 load_factor = (float)maxc/(float) op->carrying; 1606 load_factor = (float) maxc / (float) op->carrying;
1499 1607
1500 /* lighter items are thrown harder, farther, faster */ 1608 /* lighter items are thrown harder, farther, faster */
1501 if(throw_ob->weight>0) 1609 if (throw_ob->weight > 0)
1502 item_factor = (float) maxc/(float) (3.0 * throw_ob->weight); 1610 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1611 else
1503 else { /* 0 or negative weight?!? Odd object, can't throw it */ 1612 { /* 0 or negative weight?!? Odd object, can't throw it */
1504 new_draw_info_format(NDI_UNIQUE, 0,op,"You can't throw %s.\n", 1613 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1505 query_name(throw_ob));
1506 return 0; 1614 return 0;
1507 }
1508 1615 }
1616
1509 eff_str = (int) (str * (load_factor<1.0?load_factor:1.0)); 1617 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1510 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1618 eff_str = (int) ((float) eff_str * item_factor * str_factor);
1511 1619
1512 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to 1620 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1513 * account for super-strong throwers. */ 1621 * account for super-strong throwers. */
1514 if(eff_str>MAX_STAT) eff_str=MAX_STAT; 1622 if (eff_str > MAX_STAT)
1623 eff_str = MAX_STAT;
1515 1624
1516#ifdef DEBUG_THROW 1625#ifdef DEBUG_THROW
1517 LOG(llevDebug,"%s carries %d, eff_str=%d\n",op->name,op->carrying,eff_str); 1626 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1518 LOG(llevDebug," max_c=%d, item_f=%f, load_f=%f, str=%d\n",maxc, 1627 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1519 item_factor,load_factor,op->stats.Str);
1520 LOG(llevDebug," str_factor=%f\n",str_factor); 1628 LOG (llevDebug, " str_factor=%f\n", str_factor);
1521 LOG(llevDebug," item %s weight= %d\n",throw_ob->name,throw_ob->weight); 1629 LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1522#endif 1630#endif
1523 1631
1524 /* 3 things here prevent a throw, you aimed at your feet, you 1632 /* 3 things here prevent a throw, you aimed at your feet, you
1525 * have no effective throwing strength, or you threw at something 1633 * have no effective throwing strength, or you threw at something
1526 * that flying objects can't get through. 1634 * that flying objects can't get through.
1527 */ 1635 */
1528 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);
1529 1637
1530 if(!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || 1638 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1531 (GET_MAP_MOVE_BLOCK(m, sx, sy) & MOVE_FLY_LOW)) { 1639 {
1532
1533 /* bounces off 'wall', and drops to feet */ 1640 /* bounces off 'wall', and drops to feet */
1534 remove_ob(throw_ob); 1641 throw_ob->insert_at (part, op);
1535 throw_ob->x = part->x; throw_ob->y = part->y; 1642
1536 insert_ob_in_map(throw_ob,part->map,op,0);
1537 if(op->type==PLAYER) { 1643 if (op->type == PLAYER)
1644 {
1538 if(eff_str<=1) { 1645 if (eff_str <= 1)
1539 new_draw_info_format(NDI_UNIQUE, 0,op, 1646 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1540 "Your load is so heavy you drop %s to the ground.",
1541 query_name(throw_ob));
1542 }
1543 else if(!dir) { 1647 else if (!dir)
1544 new_draw_info_format(NDI_UNIQUE, 0,op,"You throw %s at the ground.", 1648 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1545 query_name(throw_ob));
1546 }
1547 else 1649 else
1548 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.");
1549 } 1651 }
1652
1550 return 0; 1653 return 0;
1551 } /* if object can't be thrown */ 1654 } /* if object can't be thrown */
1552 1655
1553 left = throw_ob; /* these are throwing objects left to the player */ 1656 left = throw_ob; /* these are throwing objects left to the player */
1554 left_tag = left->count;
1555 1657
1556 /* 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?)
1557 * and returns NULL. We must use 'left' then 1659 * and returns NULL. We must use 'left' then
1558 */ 1660 */
1559 1661 if (!(throw_ob = throw_ob->split ()))
1560 if((throw_ob = get_split_ob(throw_ob, 1))==NULL) { 1662 {
1561 throw_ob = left; 1663 throw_ob = left;
1562 remove_ob(left); 1664 left->remove ();
1563 if (op->type==PLAYER)
1564 esrv_del_item(op->contr, left->count);
1565 } 1665 }
1566 else if (op->type==PLAYER) {
1567 if (was_destroyed (left, left_tag))
1568 esrv_del_item(op->contr, left_tag);
1569 else
1570 esrv_update_item(UPD_NROF, op, left);
1571 }
1572 1666
1573 /* special case: throwing powdery substances like dust, dirt */ 1667 /* special case: throwing powdery substances like dust, dirt */
1574 if(throw_ob->type == POTION && throw_ob->subtype == POT_DUST) { 1668 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1669 {
1575 cast_dust(op,throw_ob,dir); 1670 cast_dust (op, throw_ob, dir);
1576 return 1; 1671 return 1;
1577 } 1672 }
1578 1673
1579 /* Make a thrown object -- insert real object in a 'carrier' object. 1674 /* Make a thrown object -- insert real object in a 'carrier' object.
1580 * If unsuccessfull at making the "thrown_obj", we just reinsert 1675 * If unsuccessfull at making the "thrown_obj", we just reinsert
1581 * the original object back into inventory and exit 1676 * the original object back into inventory and exit
1582 */ 1677 */
1583 if((toss_item = make_throw_ob(throw_ob))) { 1678 if ((toss_item = make_throw_ob (throw_ob)))
1679 {
1584 throw_ob = toss_item; 1680 throw_ob = toss_item;
1585 throw_ob->skill = skill->skill; 1681 throw_ob->skill = skill->skill;
1682 }
1683 else
1586 } 1684 {
1587 else {
1588 insert_ob_in_ob(throw_ob,op); 1685 insert_ob_in_ob (throw_ob, op);
1589 return 0; 1686 return 0;
1590 } 1687 }
1591 1688
1592 set_owner(throw_ob,op); 1689 throw_ob->set_owner (op);
1593 /* 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)
1594 * 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
1595 * owner value so exp goes to the right place. 1692 * owner value so exp goes to the right place.
1596 */ 1693 */
1597 set_owner(throw_ob->inv,op); 1694 throw_ob->inv->set_owner (op);
1598 throw_ob->direction=dir; 1695 throw_ob->direction = dir;
1599 throw_ob->x = part->x;
1600 throw_ob->y = part->y;
1601 1696
1602 /* the damage bonus from the force of the throw */ 1697 /* the damage bonus from the force of the throw */
1603 dam = (int) (str_factor * dam_bonus[eff_str]); 1698 dam = int (str_factor * dam_bonus[eff_str]);
1604 1699
1605 /* Now, lets adjust the properties of the thrown_ob. */ 1700 /* Now, lets adjust the properties of the thrown_ob. */
1606 1701
1607 /* how far to fly */ 1702 /* how far to fly */
1608 throw_ob->last_sp = (eff_str*3)/5; 1703 throw_ob->last_sp = (eff_str * 3) / 5;
1609 1704
1610 /* speed */ 1705 /* speed */
1611 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! */
1612 throw_ob->speed = MIN(1.0,throw_ob->speed); /* no faster than an arrow! */ 1707
1613
1614 /* item damage. Eff_str and item weight influence damage done */ 1708 /* item damage. Eff_str and item weight influence damage done */
1615 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);
1616 throw_ob->stats.dam += (dam/3) + dam_bonus[weight_f] 1710 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1617 + (throw_ob->weight/15000) - 2;
1618 1711
1619 /* chance of breaking. Proportional to force used and weight of item */ 1712 /* chance of breaking. Proportional to force used and weight of item */
1620 throw_ob->stats.food = (dam/2) + (throw_ob->weight/60000); 1713 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1621 1714
1622 /* 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 */
1623 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] 1716 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1624 - thaco_bonus[eff_str] - skill->level;
1625
1626 1717
1627 /* 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,
1628 * throwing knife, etc) will differ from ordinary items. Lets tailor 1719 * throwing knife, etc) will differ from ordinary items. Lets tailor
1629 * this stuff in here. 1720 * this stuff in here.
1630 */ 1721 */
1631 1722
1632 if(QUERY_FLAG(throw_ob->inv,FLAG_IS_THROWN)) { 1723 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1724 {
1633 throw_ob->last_sp += eff_str/3; /* fly a little further */ 1725 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1634 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;
1635 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;
1636 /* only throw objects get directional faces */ 1728 /* only throw objects get directional faces */
1637 if(GET_ANIM_ID(throw_ob) && NUM_ANIMATIONS(throw_ob)) 1729 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1638 SET_ANIMATION(throw_ob, dir); 1730 throw_ob->set_anim_frame (dir);
1639 } else { 1731 }
1732 else
1733 {
1734 uint16 mat = throw_ob->materials;
1735
1640 /* some materials will adjust properties.. */ 1736 /* some materials will adjust properties.. */
1641 if(throw_ob->material&M_LEATHER) { 1737 if (mat & M_LEATHER)
1738 {
1642 throw_ob->stats.dam -= 1; 1739 throw_ob->stats.dam -= 1;
1643 throw_ob->stats.food -= 10; 1740 throw_ob->stats.food -= 10;
1741 }
1742
1743 if (mat & M_GLASS)
1744 throw_ob->stats.food += 60;
1745
1746 if (mat & M_ORGANIC)
1644 } 1747 {
1645 if(throw_ob->material&M_GLASS) throw_ob->stats.food += 60;
1646
1647 if(throw_ob->material&M_ORGANIC) {
1648 throw_ob->stats.dam -= 3; 1748 throw_ob->stats.dam -= 3;
1649 throw_ob->stats.food += 55; 1749 throw_ob->stats.food += 55;
1750 }
1751
1752 if (mat & M_PAPER || mat & M_CLOTH)
1650 } 1753 {
1651 if(throw_ob->material&M_PAPER||throw_ob->material&M_CLOTH) { 1754 throw_ob->stats.dam -= 5;
1652 throw_ob->stats.dam -= 5; throw_ob->speed *= 0.8; 1755 throw_ob->speed *= 0.8;
1653 throw_ob->stats.wc += 3; throw_ob->stats.food -= 30; 1756 throw_ob->stats.wc += 3;
1757 throw_ob->stats.food -= 30;
1654 } 1758 }
1759
1655 /* light obj have more wind resistance, fly slower*/ 1760 /* light obj have more wind resistance, fly slower */
1656 if(throw_ob->weight>500) throw_ob->speed *= 0.8; 1761 if (throw_ob->weight > 500)
1657 if(throw_ob->weight>50) throw_ob->speed *= 0.5; 1762 throw_ob->speed *= 0.8;
1658 1763
1659 } /* else tailor thrown object */ 1764 if (throw_ob->weight > 50)
1660 1765 throw_ob->speed *= 0.5;
1766 } /* else tailor thrown object */
1767
1661 /* some limits, and safeties (needed?) */ 1768 /* some limits, and safeties (needed?) */
1662 if(throw_ob->stats.dam<0) throw_ob->stats.dam=0; 1769 if (throw_ob->stats.dam < 0)
1663 if(throw_ob->last_sp>eff_str) throw_ob->last_sp=eff_str; 1770 throw_ob->stats.dam = 0;
1664 if(throw_ob->stats.food<0) throw_ob->stats.food=0; 1771 if (throw_ob->last_sp > eff_str)
1665 if(throw_ob->stats.food>100) throw_ob->stats.food=100; 1772 throw_ob->last_sp = eff_str;
1666 if(throw_ob->stats.wc>30) throw_ob->stats.wc=30; 1773 if (throw_ob->stats.food < 0)
1774 throw_ob->stats.food = 0;
1775 if (throw_ob->stats.food > 100)
1776 throw_ob->stats.food = 100;
1777 if (throw_ob->stats.wc > 30)
1778 throw_ob->stats.wc = 30;
1667 1779
1668 /* how long to pause the thrower. Higher values mean less pause */ 1780 /* how long to pause the thrower. Higher values mean less pause */
1669 pause_f = ((2*eff_str)/3)+20+skill->level; 1781 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1670 1782
1671 /* Put a lower limit on this */ 1783 /* Put a lower limit on this */
1672 if (pause_f < 10) pause_f=10; 1784 if (pause_f < 10)
1673 if (pause_f > 100) pause_f=100; 1785 pause_f = 10;
1786 if (pause_f > 100)
1787 pause_f = 100;
1674 1788
1675 /* Changed in 0.94.2 - the calculation before was really goofy. 1789 /* Changed in 0.94.2 - the calculation before was really goofy.
1676 * 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
1677 * speed 0.5 1791 * speed 0.5
1678 */ 1792 */
1679 op->speed_left -= 50 / pause_f; 1793 op->speed_left -= 50 / pause_f;
1680 1794
1681 update_ob_speed(throw_ob);
1682 throw_ob->speed_left = 0; 1795 throw_ob->speed_left = 0;
1683 throw_ob->map = part->map; 1796 throw_ob->map = part->map;
1684 1797
1685 throw_ob->move_type = MOVE_FLY_LOW; 1798 throw_ob->move_type = MOVE_FLY_LOW;
1686 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; 1799 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1687 1800
1688#if 0 1801#if 0
1689 /* need to put in a good sound for this */ 1802 /* need to put in a good sound for this */
1690 play_sound_map(op->map, op->x, op->y, SOUND_THROW_OBJ); 1803 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1691#endif 1804#endif
1805
1692/* Lauwenmark - Now we can call the associated script_throw event (if any) */ 1806/* Lauwenmark - Now we can call the associated script_throw event (if any) */
1693 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op)); 1807 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1694#ifdef DEBUG_THROW 1808#ifdef DEBUG_THROW
1695 LOG(llevDebug," pause_f=%d \n",pause_f); 1809 LOG (llevDebug, " pause_f=%d \n", pause_f);
1696 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",
1697 throw_ob->name,throw_ob->stats.wc,throw_ob->stats.dam, 1811 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1698 throw_ob->last_sp,throw_ob->speed,throw_ob->stats.food);
1699 LOG(llevDebug,"inserting tossitem (%d) into map\n",throw_ob->count); 1812 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1700#endif 1813#endif
1701 tag = throw_ob->count; 1814
1702 insert_ob_in_map(throw_ob,part->map,op,0); 1815 throw_ob->insert_at (part, op);
1703 if (!was_destroyed (throw_ob, tag)) 1816
1817 if (!throw_ob->destroyed ())
1704 move_arrow(throw_ob); 1818 move_arrow (throw_ob);
1819
1705 return 1; 1820 return 1;
1706} 1821}
1707 1822
1823int
1708int skill_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)
1825{
1709 object *throw_ob; 1826 object *throw_ob;
1710 1827
1711 if(op->type==PLAYER) 1828 if (op->type == PLAYER)
1712 throw_ob = find_throw_ob(op,params); 1829 throw_ob = find_throw_ob (op, params);
1713 else 1830 else
1714 throw_ob = find_mon_throw_ob(op); 1831 throw_ob = find_mon_throw_ob (op);
1715 1832
1716 return do_throw(op,part, throw_ob,dir, skill); 1833 return do_throw (op, part, throw_ob, dir, skill);
1717} 1834}

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