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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.22 by root, Mon Jan 8 01:19:04 2007 UTC vs.
Revision 1.73 by root, Sun Nov 8 13:36:14 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#ifndef __CEXTRACT__
28# include <sproto.h> 27#include <sproto.h>
29#endif
30#include <living.h> 28#include <living.h>
31#include <skills.h> 29#include <skills.h>
32#include <spells.h> 30#include <spells.h>
33#include <book.h> 31#include <book.h>
34 32
42 return -1; 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 && op->body_info[BODY_ARMS]) 45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
48 { 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)) 55 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
57 roll = roll / 2; 56 roll = roll / 2;
58 57
59 /* Easier to steal from sleeping beings, or if the thief is 58 /* Easier to steal from sleeping beings, or if the thief is
60 * unseen */ 59 * unseen */
67 * it quite a bit harder to steal. 66 * it quite a bit harder to steal.
68 */ 67 */
69 for (equip = op->inv; equip; equip = equip->below) 68 for (equip = op->inv; equip; equip = equip->below)
70 { 69 {
71 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) 70 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
72 {
73 roll -= equip->weight / 10000; 71 roll -= equip->weight / 10000;
74 } 72
75 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
76 roll -= equip->weight / 5000; 74 roll -= equip->weight / 5000;
75
77 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
78 {
79 roll -= equip->weight / 2000; 77 roll -= equip->weight / 2000;
80 } 78
81 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
82 roll -= equip->weight / 5000; 80 roll -= equip->weight / 5000;
81
83 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
84 roll -= equip->weight / 100; 83 roll -= equip->weight / 100;
85 } 84 }
85
86 if (roll < 0) 86 if (roll < 0)
87 roll = 0; 87 roll = 0;
88
88 return roll; 89 return roll;
89} 90}
90 91
91/* 92/*
92 * When stealing: dependent on the intelligence/wisdom of whom you're 93 * When stealing: dependent on the intelligence/wisdom of whom you're
95 * or not. 96 * or not.
96 * op is the target (person being pilfered) 97 * op is the target (person being pilfered)
97 * who is the person doing the stealing. 98 * who is the person doing the stealing.
98 * skill is the skill object (stealing). 99 * skill is the skill object (stealing).
99 */ 100 */
100
101static int 101static int
102attempt_steal (object *op, object *who, object *skill) 102attempt_steal (object *op, object *who, object *skill)
103{ 103{
104 object *success = NULL, *tmp = NULL, *next; 104 object *success = NULL, *tmp = NULL, *next;
105 int roll = 0, chance = 0, stats_value; 105 int roll = 0, chance = 0, stats_value;
106 rv_vector rv; 106 rv_vector rv;
107 107
108 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; 108 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
109 109
110 /* 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)
111 * 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
112 * have much chance of success. 112 * have much chance of success.
113 */ 113 */
114 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) 114 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
115 { 115 {
116 if (can_detect_enemy (op, who, &rv)) 116 if (can_detect_enemy (op, who, &rv))
117 { 117 {
118 npc_call_help (op); 118 npc_call_help (op);
119 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 119 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
120 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; 121 return 0;
122 } 122 }
123 else /* help npc to detect thief next time by raising its wisdom */ 123 else /* help npc to detect thief next time by raising its wisdom */
124 op->stats.Wis += (op->stats.Int / 5) + 1; 124 op->stats.Wis += (op->stats.Int / 5) + 1;
125
125 if (op->stats.Wis > MAX_STAT) 126 if (op->stats.Wis > MAX_STAT)
126 op->stats.Wis = MAX_STAT; 127 op->stats.Wis = MAX_STAT;
127 } 128 }
128 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) 129
130 if (op->is_player () && op->flag [FLAG_WIZ])
129 { 131 {
130 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); 132 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
131 return 0; 133 return 0;
132 } 134 }
133#ifdef PROHIBIT_PLAYERKILL 135
136 // only allow stealing between hostile players (TODO: probably should change)
134 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) 137 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful))
135 { 138 {
136 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); 139 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
137 return 0; 140 return 0;
138 } 141 }
139#else
140 if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing)
141 {
142 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
143 return 0;
144 }
145#endif
146 142
147
148 /* Ok then, go thru their inventory, stealing */ 143 /* Ok then, go through their inventory, stealing */
149 for (tmp = op->inv; tmp != NULL; tmp = next) 144 for (tmp = op->inv; tmp; tmp = next)
150 { 145 {
151 next = tmp->below; 146 next = tmp->below;
152 147
153 /* you can't steal worn items, starting items, wiz stuff, 148 /* you can't steal worn items, starting items, wiz stuff,
154 * innate abilities, or items w/o a type. Generally 149 * innate abilities, or items w/o a type. Generally
158 * future possible problems. -b.t. 153 * future possible problems. -b.t.
159 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL 154 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
160 * already -b.t. 155 * already -b.t.
161 */ 156 */
162 157
163 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED) 158 if (QUERY_FLAG (tmp, FLAG_APPLIED)
164 || !(tmp->type) 159 || !tmp->type
165 || tmp->type == SPELL 160 || tmp->type == SPELL
166 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible) 161 || QUERY_FLAG (tmp, FLAG_STARTEQUIP)
162 || QUERY_FLAG (tmp, FLAG_NO_STEAL)
163 || tmp->invisible)
167 continue; 164 continue;
168 165
169 /* Okay, try stealing this item. Dependent on dexterity of thief, 166 /* Okay, try stealing this item. Dependent on dexterity of thief,
170 * skill level, see the adj_stealroll fctn for more detail. 167 * skill level, see the adj_stealroll fctn for more detail.
171 */ 168 */
185 if (tmp->destroyed () || tmp->env != op) 182 if (tmp->destroyed () || tmp->env != op)
186 { 183 {
187 /* for players, play_sound: steals item */ 184 /* for players, play_sound: steals item */
188 success = tmp; 185 success = tmp;
189 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 186 CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
190
191 /* Don't delete it from target player until we know
192 * the thief has picked it up. can't just look at tmp->count,
193 * as it's possible that it got merged when picked up.
194 */
195 if (op->type == PLAYER)
196 esrv_del_item (op->contr, tmp->count);
197 } 187 }
188
198 break; 189 break;
199 } 190 }
200 } /* for loop looking for an item */ 191 } /* for loop looking for an item */
201 192
202 if (!tmp) 193 if (!tmp)
211 */ 202 */
212 203
213 if ((roll >= skill->level) || !chance 204 if ((roll >= skill->level) || !chance
214 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) 205 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
215 { 206 {
216
217 /* victim figures out where the thief is! */ 207 /* victim figures out where the thief is! */
218 if (who->hide) 208 if (who->flag [FLAG_HIDDEN])
219 make_visible (who); 209 make_visible (who);
220 210
221 if (op->type != PLAYER) 211 if (op->type != PLAYER)
222 { 212 {
223 /* The unaggressives look after themselves 8) */ 213 /* The unaggressives look after themselves 8) */
224 if (who->type == PLAYER) 214 if (who->type == PLAYER)
225 { 215 {
226 npc_call_help (op); 216 npc_call_help (op);
227 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); 217 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
228 } 218 }
219
229 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 220 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
230 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
231 * on the victim. 222 * on the victim.
232 */ 223 */
233 SET_FLAG (op, FLAG_NO_STEAL); 224 SET_FLAG (op, FLAG_NO_STEAL);
236 { /* stealing from another player */ 227 { /* stealing from another player */
237 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
238 229
239 /* Notify the other player */ 230 /* Notify the other player */
240 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW)) 231 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
241 {
242 sprintf (buf, "Your %s is missing!", query_name (success)); 232 sprintf (buf, "Your %s is missing!", query_name (success));
243 }
244 else 233 else
245 {
246 sprintf (buf, "Your pack feels strangely lighter."); 234 sprintf (buf, "Your pack feels strangely lighter.");
247 } 235
248 new_draw_info (NDI_UNIQUE, 0, op, buf); 236 new_draw_info (NDI_UNIQUE, 0, op, buf);
249 if (!success) 237 if (!success)
250 { 238 {
251 if (who->invisible) 239 if (who->invisible)
252 {
253 sprintf (buf, "you feel itchy fingers getting at your pack."); 240 sprintf (buf, "you feel itchy fingers getting at your pack.");
254 }
255 else 241 else
256 {
257 sprintf (buf, "%s looks very shifty.", query_name (who)); 242 sprintf (buf, "%s looks very shifty.", query_name (who));
258 } 243
259 new_draw_info (NDI_UNIQUE, 0, op, buf); 244 new_draw_info (NDI_UNIQUE, 0, op, buf);
260 } 245 }
261 } /* else stealing from another player */ 246 } /* else stealing from another player */
262 /* play_sound("stop! thief!"); kindofthing */ 247 /* play_sound("stop! thief!"); kindofthing */
263 } /* if you weren't 100% successful */ 248 } /* if you weren't 100% successful */
249
264 return success ? 1 : 0; 250 return success ? 1 : 0;
265} 251}
266
267 252
268int 253int
269steal (object *op, int dir, object *skill) 254steal (object *op, int dir, object *skill)
270{ 255{
271 object *tmp, *next; 256 object *tmp, *next;
330 // reduce monster experience by experience we gained, as to 315 // reduce monster experience by experience we gained, as to
331 // 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
332 // (jessies gave ~20,000,000 exp otherwise. 317 // (jessies gave ~20,000,000 exp otherwise.
333 int exp = calc_skill_exp (op, tmp, skill); 318 int exp = calc_skill_exp (op, tmp, skill);
334 319
335 exp = MIN (tmp->stats.exp, exp); 320 exp = min (tmp->stats.exp, exp);
336 tmp->stats.exp -= exp; 321 tmp->stats.exp -= exp;
337 return exp; 322 return exp;
338 } 323 }
339 } 324 }
340 return 0; 325 return 0;
416 { 401 {
417 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.");
418 return 0; 403 return 0;
419 } 404 }
420} 405}
421
422 406
423/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 407/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
424 * a short while (success and duration dependant on player SK_level, 408 * a short while (success and duration dependant on player SK_level,
425 * dexterity, charisma, and map difficulty). 409 * dexterity, charisma, and map difficulty).
426 * Players have a good chance of becoming 'unhidden' if they move 410 * Players have a good chance of becoming 'unhidden' if they move
427 * and like invisiblity will be come visible if they attack 411 * and like invisiblity will be come visible if they attack
428 * Implemented by b.t. (thomas@astro.psu.edu) 412 * Implemented by b.t. (thomas@astro.psu.edu)
429 * July 7, 1995 - made hiding possible for monsters. -b.t. 413 * July 7, 1995 - made hiding possible for monsters. -b.t.
430 */ 414 */
431
432static int 415static int
433attempt_hide (object *op, object *skill) 416attempt_hide (object *op, object *skill)
434{ 417{
435 int number, difficulty = op->map->difficulty; 418 int number, difficulty = op->map->difficulty;
436 int terrain = hideability (op); 419 int terrain = hideability (op);
439 return 0; 422 return 0;
440 423
441 /* Hiding success and duration dependant on skill level, 424 /* Hiding success and duration dependant on skill level,
442 * op->stats.Dex, map difficulty and terrain. 425 * op->stats.Dex, map difficulty and terrain.
443 */ 426 */
444
445 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; 427 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
428
446 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) 429 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
447 { 430 {
448 op->invisible += 100; /* set the level of 'hiddeness' */ 431 op->invisible += 100; /* set the level of 'hiddeness' */
432
449 if (op->type == PLAYER) 433 if (op->type == PLAYER)
450 op->contr->tmp_invis = 1; 434 op->contr->tmp_invis = 1;
451 op->hide = 1; 435
436 op->flag [FLAG_HIDDEN] = 1;
452 return 1; 437 return 1;
453 } 438 }
439
454 return 0; 440 return 0;
455} 441}
456 442
457/* patched this to take terrain into consideration */ 443/* patched this to take terrain into consideration */
458int 444int
459hide (object *op, object *skill) 445hide (object *op, object *skill)
460{ 446{
461
462 /* the preliminaries -- Can we really hide now? */ 447 /* the preliminaries -- Can we really hide now? */
463 /* this keeps monsters from using invisibilty spells and hiding */ 448 /* this keeps monsters from using invisibilty spells and hiding */
464 449
465 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 450 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
466 { 451 {
467 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!");
468 return 0; 453 return 0;
469 } 454 }
470 else if (!op->hide && op->invisible > 0 && op->type == PLAYER) 455 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
471 { 456 {
472 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!");
473 make_visible (op); 458 make_visible (op);
474 } 459 }
475 460
476 if (op->invisible > (50 * skill->level)) 461 if (op->invisible > 50 * skill->level)
477 { 462 {
478 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.");
479 return 0; 464 return 0;
480 } 465 }
481 466
483 { 468 {
484 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.");
485 update_object (op, UP_OBJ_FACE); 470 update_object (op, UP_OBJ_FACE);
486 return calc_skill_exp (op, NULL, skill); 471 return calc_skill_exp (op, NULL, skill);
487 } 472 }
473
488 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.");
489 return 0; 475 return 0;
490} 476}
491
492 477
493/* stop_jump() - End of jump. Clear flags, restore the map, and 478/* stop_jump() - End of jump. Clear flags, restore the map, and
494 * freeze the jumper a while to simulate the exhaustion 479 * freeze the jumper a while to simulate the exhaustion
495 * of jumping. 480 * of jumping.
496 */ 481 */
497static void 482static void
498stop_jump (object *pl, int dist, int spaces) 483stop_jump (object *pl, int dist, int spaces)
499{ 484{
500 pl->update_stats (); 485 pl->update_stats ();
501 pl->map->insert (pl, pl->x, pl->y, pl); 486 pl->map->insert (pl, pl->x, pl->y, pl);
487 pl->speed_left -= fabs (pl->speed * 8);
502} 488}
503 489
504static int 490static int
505attempt_jump (object *pl, int dir, int spaces, object *skill) 491attempt_jump (object *pl, int dir, int spaces, object *skill)
506{ 492{
507 object *tmp; 493 object *tmp;
508 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags; 494 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
509 sint16 x, y; 495 sint16 x, y;
510 maptile *m; 496 maptile *m;
511 497
512 /* Jump loop. Go through spaces opject wants to jump. Halt the 498 /* Jump loop. Go through spaces object wants to jump. Halt the
513 * jump if a wall or creature is in the way. We set FLAG_FLYING 499 * jump if a wall or creature is in the way. We set FLAG_FLYING
514 * temporarily to allow player to aviod exits/archs that are not 500 * temporarily to allow player to aviod exits/archs that are not
515 * fly_on, fly_off. This will also prevent pickup of objects 501 * fly_on, fly_off. This will also prevent pickup of objects
516 * while jumping over them. 502 * while jumping over them.
517 */ 503 */
518
519 pl->remove (); 504 pl->remove ();
520
521 /*
522 * I don't think this is actually needed - all the movement
523 * code is handled in this function, and I don't see anyplace
524 * that cares about the move_type being flying.
525 */
526 pl->move_type |= MOVE_FLY_LOW; 505 pl->move_type |= MOVE_FLY_LOW;
527 506
528 for (i = 0; i <= spaces; i++) 507 for (i = 0; i <= spaces; i++)
529 { 508 {
530 x = pl->x + dx; 509 x = pl->x + dx;
533 512
534 mflags = get_map_flags (m, &m, x, y, &x, &y); 513 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 514
536 if (mflags & P_OUT_OF_MAP) 515 if (mflags & P_OUT_OF_MAP)
537 { 516 {
538 (void) stop_jump (pl, i, spaces); 517 stop_jump (pl, i, spaces);
539 return 0; 518 return 0;
540 } 519 }
520
521 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
522 {
523 /* Jump into creature */
524 if (QUERY_FLAG (tmp, FLAG_MONSTER)
525 || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
526 {
527 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
528
529 stop_jump (pl, i, spaces);
530
531 int exp = 0;
532
533 if (tmp->type != PLAYER
534 || (pl->type == PLAYER && !pl->contr->party)
535 || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
536 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
537
538 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
539 }
540 }
541
541 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y))) 542 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
542 { 543 {
543 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 544 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
544 stop_jump (pl, i, spaces); 545 stop_jump (pl, i, spaces);
545 return 0; 546 return 0;
546 } 547 }
547 548
548 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
549 {
550 /* Jump into creature */
551 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
552 {
553 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
554 if (tmp->type != PLAYER ||
555 (pl->type == PLAYER && pl->contr->party == NULL) ||
556 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
557 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
558 stop_jump (pl, i, spaces);
559 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
560 }
561 /* If the space has fly on set (no matter what the space is),
562 * we should get the effects - after all, the player is
563 * effectively flying.
564 */
565 if (tmp->move_on & MOVE_FLY_LOW)
566 {
567 pl->x = x;
568 pl->y = y;
569 pl->map = m;
570 stop_jump (pl, i, spaces);
571 return calc_skill_exp (pl, NULL, skill);
572 }
573 }
574 pl->x = x; 549 pl->x = x;
575 pl->y = y; 550 pl->y = y;
576 pl->map = m; 551 pl->map = m;
552
553 if (m->at (x, y).move_on & pl->move_type)
554 {
555 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
556 stop_jump (pl, i, spaces);
557 return 0;
558 }
577 } 559 }
560
578 stop_jump (pl, i, spaces); 561 stop_jump (pl, i, spaces);
562
579 return calc_skill_exp (pl, NULL, skill); 563 return calc_skill_exp (pl, NULL, skill);
580} 564}
581 565
582/* jump() - this is both a new type of movement for player/monsters and 566/* jump() - this is both a new type of movement for player/monsters and
583 * an attack as well. 567 * an attack as well.
584 * Perhaps we should allow more spaces based on level, eg, level 50 568 * Perhaps we should allow more spaces based on level, eg, level 50
585 * jumper can jump several spaces? 569 * jumper can jump several spaces?
586 */ 570 */
587
588int 571int
589jump (object *pl, int dir, object *skill) 572jump (object *pl, int dir, object *skill)
590{ 573{
591 int spaces = 0, stats;
592 int str = pl->stats.Str; 574 int str = pl->stats.Str;
593 int dex = pl->stats.Dex; 575 int dex = pl->stats.Dex;
594 576
595 dex = dex ? dex : 15; 577 dex = dex ? dex : 15;
596 str = str ? str : 10; 578 str = str ? str : 10;
597 579
598 stats = str * str * str * dex * skill->level; 580 int stats = str * str * str * dex * skill->level;
581 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
599 582
600 if (pl->carrying != 0) /* don't want div by zero !! */
601 spaces = (int) (stats / pl->carrying);
602 else
603 spaces = 2; /* pl has no objects - gets the far jump */
604
605 if (spaces > 2)
606 spaces = 2;
607 else if (spaces == 0) 583 if (spaces == 0)
608 { 584 {
609 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); 585 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
610 return 0; 586 return 0;
611 } 587 }
588
612 return attempt_jump (pl, dir, spaces, skill); 589 return attempt_jump (pl, dir, spaces, skill);
613} 590}
614
615 591
616/* skill_ident() - this code is supposed to allow players to identify 592/* skill_ident() - this code is supposed to allow players to identify
617 * classes of objects with the various "auto-ident" skills. Player must 593 * classes of objects with the various "auto-ident" skills. Player must
618 * have unidentified objects of the right type in order for the skill 594 * have unidentified objects of the right type in order for the skill
619 * to work. While multiple classes of objects may be identified, 595 * to work. While multiple classes of objects may be identified,
620 * this code is kind of yucky -- it would be nice to make it a bit 596 * this code is kind of yucky -- it would be nice to make it a bit
621 * more generalized. Right now, skill indices are embedded in this routine. 597 * more generalized. Right now, skill indices are embedded in this routine.
622 * Returns amount of experience gained (on successful ident). 598 * Returns amount of experience gained (on successful ident).
623 * - b.t. (thomas@astro.psu.edu) 599 * - b.t. (thomas@astro.psu.edu)
624 */ 600 */
625
626static int 601static int
627do_skill_detect_curse (object *pl, object *skill) 602do_skill_detect_curse (object *pl, object *skill)
628{ 603{
629 object *tmp; 604 object *tmp;
630 int success = 0; 605 int success = 0;
684} 659}
685 660
686/* Helper function for do_skill_ident, so that we can loop 661/* Helper function for do_skill_ident, so that we can loop
687 * over inventory AND objects on the ground conveniently. 662 * over inventory AND objects on the ground conveniently.
688 */ 663 */
689int 664static int
690do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 665do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
691{ 666{
692 int success = 0, chance; 667 int success = 0, chance;
693 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; 668 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
694 669
708 if (tmp->msg) 683 if (tmp->msg)
709 { 684 {
710 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:"); 685 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
711 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 686 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
712 } 687 }
713
714 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
715 if (tmp->map)
716 esrv_send_item (pl, tmp);
717 } 688 }
689
718 success += calc_skill_exp (pl, tmp, skill); 690 success += calc_skill_exp (pl, tmp, skill);
719 } 691 }
720 else 692 else
721 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 693 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
722 } 694 }
727/* do_skill_ident() - workhorse for skill_ident() -b.t. 699/* do_skill_ident() - workhorse for skill_ident() -b.t.
728 */ 700 */
729static int 701static int
730do_skill_ident (object *pl, int obj_class, object *skill) 702do_skill_ident (object *pl, int obj_class, object *skill)
731{ 703{
732 object *tmp;
733 int success = 0; 704 int success = 0;
734 705
735 for (tmp = pl->inv; tmp; tmp = tmp->below) 706 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
736 success += do_skill_ident2 (tmp, pl, obj_class, skill); 707 success += do_skill_ident2 (tmp, pl, obj_class, skill);
737 /* check the ground */ 708 /* check the ground */
738 709
739 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 710 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
740 success += do_skill_ident2 (tmp, pl, obj_class, skill); 711 success += do_skill_ident2 (tmp, pl, obj_class, skill);
741 712
742 return success; 713 return success;
743} 714}
744 715
752 723
753 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby..."); 724 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
754 725
755 switch (skill->subtype) 726 switch (skill->subtype)
756 { 727 {
757 case SK_SMITHERY: 728 case SK_SMITHERY:
758 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill) 729 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
759 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill) 730 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
760 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill) 731 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
761 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); 732 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
762 break; 733 break;
763 734
764 case SK_BOWYER: 735 case SK_BOWYER:
765 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill); 736 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
766 break; 737 break;
767 738
768 case SK_ALCHEMY: 739 case SK_ALCHEMY:
769 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill) 740 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
770 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); 741 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
771 break; 742 break;
772 743
773 case SK_WOODSMAN: 744 case SK_WOODSMAN:
774 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); 745 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
775 break; 746 break;
776 747
777 case SK_JEWELER: 748 case SK_JEWELER:
778 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); 749 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
779 break; 750 break;
780 751
781 case SK_LITERACY: 752 case SK_LITERACY:
782 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); 753 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
783 break; 754 break;
784 755
785 case SK_THAUMATURGY: 756 case SK_THAUMATURGY:
786 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); 757 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
787 break; 758 break;
788 759
789 case SK_DET_CURSE: 760 case SK_DET_CURSE:
790 success = do_skill_detect_curse (pl, skill); 761 success = do_skill_detect_curse (pl, skill);
791 if (success) 762 if (success)
792 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 763 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
793 break; 764 break;
794 765
795 case SK_DET_MAGIC: 766 case SK_DET_MAGIC:
796 success = do_skill_detect_magic (pl, skill); 767 success = do_skill_detect_magic (pl, skill);
797 if (success) 768 if (success)
798 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); 769 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
799 break; 770 break;
800 771
801 default: 772 default:
802 LOG (llevError, "Error: bad call to skill_ident()\n"); 773 LOG (llevError, "Error: bad call to skill_ident()\n");
803 return 0; 774 return 0;
804 break; 775 break;
805 } 776 }
777
806 if (!success) 778 if (!success)
807 {
808 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 779 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
809 } 780
810 return success; 781 return success;
811} 782}
812
813 783
814/* players using this skill can 'charm' a monster -- 784/* players using this skill can 'charm' a monster --
815 * into working for them. It can only be used on 785 * into working for them. It can only be used on
816 * non-special (see below) 'neutral' creatures. 786 * non-special (see below) 'neutral' creatures.
817 * -b.t. (thomas@astro.psu.edu) 787 * -b.t. (thomas@astro.psu.edu)
818 */ 788 */
819
820int 789int
821use_oratory (object *pl, int dir, object *skill) 790use_oratory (object *pl, int dir, object *skill)
822{ 791{
823 sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir];
824 int mflags, chance;
825 object *tmp;
826 maptile *m;
827
828 if (pl->type != PLAYER) 792 if (pl->type != PLAYER)
829 return 0; /* only players use this skill */ 793 return 0; /* only players use this skill */
794
795 sint16 x = pl->x + freearr_x[dir],
796 y = pl->y + freearr_y[dir];
830 m = pl->map; 797 maptile *m = pl->map;
798
831 mflags = get_map_flags (m, &m, x, y, &x, &y); 799 int mflags = get_map_flags (m, &m, x, y, &x, &y);
832 if (mflags & P_OUT_OF_MAP) 800 if (mflags & P_OUT_OF_MAP)
833 return 0; 801 return 0;
834 802
835 /* Save some processing - we have the flag already anyways 803 /* Save some processing - we have the flag already anyways
836 */ 804 */
838 { 806 {
839 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 807 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
840 return 0; 808 return 0;
841 } 809 }
842 810
811 object *tmp;
843 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 812 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
844 { 813 {
845 /* can't persuade players - return because there is nothing else 814 /* can't persuade players - return because there is nothing else
846 * on that space to charm. Same for multi space monsters and 815 * on that space to charm. Same for multi space monsters and
847 * special monsters - we don't allow them to be charmed, and there 816 * special monsters - we don't allow them to be charmed, and there
848 * is no reason to do further processing since they should be the 817 * is no reason to do further processing since they should be the
849 * only monster on the space. 818 * only monster on the space.
850 */ 819 */
851 if (tmp->type == PLAYER) 820 if (tmp->type == PLAYER
852 return 0; 821 || tmp->more || tmp->head_ () != tmp
853 if (tmp->more || tmp->head) 822 || tmp->msg)
854 return 0;
855 if (tmp->msg)
856 return 0; 823 return 0;
857 824
858 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 825 if (QUERY_FLAG (tmp, FLAG_MONSTER))
859 break; 826 break;
860 } 827 }
875 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 842 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
876 return 0; 843 return 0;
877 } 844 }
878 845
879 /* it's already allied! */ 846 /* it's already allied! */
880 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) 847 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
881 { 848 {
882 if (tmp->owner == pl) 849 if (tmp->owner == pl)
883 { 850 {
884 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); 851 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
885 return 0; 852 return 0;
888 { 855 {
889 /* you steal the follower. Perhaps we should really look at the 856 /* you steal the follower. Perhaps we should really look at the
890 * level of the owner above? 857 * level of the owner above?
891 */ 858 */
892 tmp->set_owner (pl); 859 tmp->set_owner (pl);
860 tmp->skill = skill->skill;
861
893 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); 862 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
894 /* Abuse fix - don't give exp since this can otherwise 863 /* Abuse fix - don't give exp since this can otherwise
895 * be used by a couple players to gets lots of exp. 864 * be used by a couple players to gets lots of exp.
896 */ 865 */
897 return 0; 866 return 0;
901 /* In this case, you can't steal it from the other player */ 870 /* In this case, you can't steal it from the other player */
902 return 0; 871 return 0;
903 } 872 }
904 } /* Creature was already a pet of someone */ 873 } /* Creature was already a pet of someone */
905 874
906 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2; 875 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
907 876
908 /* Ok, got a 'sucker' lets try to make them a follower */ 877 /* Ok, got a 'sucker' lets try to make them a follower */
909 if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1)) 878 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
910 { 879 {
911 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); 880 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
912 881
882 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
913 tmp->set_owner (pl); 883 tmp->set_owner (pl);
884 tmp->skill = skill->skill;
914 tmp->stats.exp = 0; 885 tmp->stats.exp = 0;
915 add_friendly_object (tmp);
916 tmp->attack_movement = PETMOVE; 886 tmp->attack_movement = PETMOVE;
887
888 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
889 add_friendly_object (tmp);
890
917 return calc_skill_exp (pl, tmp, skill); 891 return calc_skill_exp (pl, tmp, skill);
918 } 892 }
919 /* Charm failed. Creature may be angry now */ 893 /* Charm failed. Creature may be angry now */
920 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))
921 { 895 {
922 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 896 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
923 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 897 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
924 { 898 {
925 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
926 remove_friendly_object (tmp); 899 remove_friendly_object (tmp);
927 tmp->attack_movement = 0; /* needed? */ 900 tmp->attack_movement = 0; /* needed? */
928 } 901 }
902
929 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 903 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
930 } 904 }
905
931 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 */
932} 907}
933 908
934/* Singing() -this skill allows the player to pacify nearby creatures. 909/* Singing() -this skill allows the player to pacify nearby creatures.
935 * There are few limitations on who/what kind of 910 * There are few limitations on who/what kind of
938 * successfully pacified the creature gets Int=1. Thus, a player 913 * successfully pacified the creature gets Int=1. Thus, a player
939 * may only pacify a creature once. 914 * may only pacify a creature once.
940 * 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
941 * of anything better! -b.t. 916 * of anything better! -b.t.
942 */ 917 */
943
944int 918int
945singing (object *pl, int dir, object *skill) 919singing (object *pl, int dir, object *skill)
946{ 920{
947 int i, exp = 0, chance, mflags; 921 int i, exp = 0;
948 object *tmp; 922 object *tmp;
949 maptile *m; 923 maptile *m;
950 sint16 x, y; 924 sint16 x, y;
951 925
952 if (pl->type != PLAYER) 926 if (pl->type != PLAYER)
953 return 0; /* only players use this skill */ 927 return 0; /* only players use this skill */
954 928
955 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 929 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
956 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) 930 for (i = 0; i < min (skill->level, SIZEOFFREE); i++)
957 { 931 {
958 x = pl->x + freearr_x[i]; 932 x = pl->x + freearr_x[i];
959 y = pl->y + freearr_y[i]; 933 y = pl->y + freearr_y[i];
960 m = pl->map; 934 m = pl->map;
961 935
962 mflags = get_map_flags (m, &m, x, y, &x, &y); 936 int mflags = get_map_flags (m, &m, x, y, &x, &y);
963 if (mflags & P_OUT_OF_MAP) 937 if (mflags & P_OUT_OF_MAP)
964 continue; 938 continue;
965 if (!(mflags & P_IS_ALIVE)) 939 if (!(mflags & P_IS_ALIVE))
966 continue; 940 continue;
967 941
986 960
987 /* stealing isn't really related (although, maybe it should 961 /* stealing isn't really related (although, maybe it should
988 * be). This is mainly to prevent singing to the same monster 962 * be). This is mainly to prevent singing to the same monster
989 * over and over again and getting exp for it. 963 * over and over again and getting exp for it.
990 */ 964 */
991 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
992 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))
993 { 968 {
994 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 969 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
995 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); 970 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
996 /* Give exp only if they are not aware */ 971 /* Give exp only if they are not aware */
972
997 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 973 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
998 exp += calc_skill_exp (pl, tmp, skill); 974 exp += calc_skill_exp (pl, tmp, skill);
975
999 SET_FLAG (tmp, FLAG_NO_STEAL); 976 SET_FLAG (tmp, FLAG_NO_STEAL);
1000 } 977 }
1001 else 978 else
1002 { 979 {
1003 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 980 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
1009} 986}
1010 987
1011/* The find_traps skill (aka, search). Checks for traps 988/* The find_traps skill (aka, search). Checks for traps
1012 * on the spaces or in certain objects 989 * on the spaces or in certain objects
1013 */ 990 */
1014
1015int 991int
1016find_traps (object *pl, object *skill) 992find_traps (object *pl, object *skill)
1017{ 993{
1018 object *tmp, *tmp2; 994 object *tmp, *tmp2;
1019 int i, expsum = 0, mflags; 995 int i, expsum = 0, mflags;
1021 maptile *m; 997 maptile *m;
1022 998
1023 /* First we search all around us for runes and traps, which are 999 /* First we search all around us for runes and traps, which are
1024 * all type RUNE 1000 * all type RUNE
1025 */ 1001 */
1026
1027 for (i = 0; i < 9; i++) 1002 for (i = 0; i < 9; i++)
1028 { 1003 {
1029 x = pl->x + freearr_x[i]; 1004 x = pl->x + freearr_x[i];
1030 y = pl->y + freearr_y[i]; 1005 y = pl->y + freearr_y[i];
1031 m = pl->map; 1006 m = pl->map;
1033 mflags = get_map_flags (m, &m, x, y, &x, &y); 1008 mflags = get_map_flags (m, &m, x, y, &x, &y);
1034 if (mflags & P_OUT_OF_MAP) 1009 if (mflags & P_OUT_OF_MAP)
1035 continue; 1010 continue;
1036 1011
1037 /* Check everything in the square for trapness */ 1012 /* Check everything in the square for trapness */
1038 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1013 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1039 { 1014 {
1040
1041 /* And now we'd better do an inventory traversal of each 1015 /* And now we'd better do an inventory traversal of each
1042 * of these objects' inventory 1016 * of these objects' inventory
1043 * We can narrow this down a bit - no reason to search through 1017 * We can narrow this down a bit - no reason to search through
1044 * the players inventory or monsters for that matter. 1018 * the players inventory or monsters for that matter.
1045 */ 1019 */
1046 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1020 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1047 {
1048 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1021 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1049 if (tmp2->type == RUNE || tmp2->type == TRAP) 1022 if (tmp2->type == RUNE || tmp2->type == TRAP)
1050 if (trap_see (pl, tmp2)) 1023 if (trap_see (pl, tmp2))
1051 { 1024 {
1052 trap_show (tmp2, tmp); 1025 trap_show (tmp2, tmp);
1053 if (tmp2->stats.Cha > 1) 1026 if (tmp2->stats.Cha > 1)
1054 { 1027 {
1055 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1028 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1056 expsum += calc_skill_exp (pl, tmp2, skill); 1029 expsum += calc_skill_exp (pl, tmp2, skill);
1057 1030
1058 tmp2->stats.Cha = 1; /* unhide the trap */ 1031 tmp2->stats.Cha = 1; /* unhide the trap */
1059 } 1032 }
1060 } 1033 }
1061 } 1034
1062 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1035 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1063 { 1036 {
1064 trap_show (tmp, tmp); 1037 trap_show (tmp, tmp);
1065 if (tmp->stats.Cha > 1) 1038 if (tmp->stats.Cha > 1)
1066 { 1039 {
1069 tmp->stats.Cha = 1; /* unhide the trap */ 1042 tmp->stats.Cha = 1; /* unhide the trap */
1070 } 1043 }
1071 } 1044 }
1072 } 1045 }
1073 } 1046 }
1047
1074 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1048 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1075 return expsum; 1049 return expsum;
1076} 1050}
1077 1051
1078/* remove_trap() - This skill will disarm any previously discovered trap 1052/* remove_trap() - This skill will disarm any previously discovered trap
1079 * the algorithm is based (almost totally) on the old command_disarm() - b.t. 1053 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1080 */ 1054 */
1081
1082int 1055int
1083remove_trap (object *op, int dir, object *skill) 1056remove_trap (object *op, int dir, object *skill)
1084{ 1057{
1085 object *tmp, *tmp2; 1058 object *tmp, *tmp2;
1086 int i, success = 0, mflags; 1059 int i, success = 0, mflags;
1096 mflags = get_map_flags (m, &m, x, y, &x, &y); 1069 mflags = get_map_flags (m, &m, x, y, &x, &y);
1097 if (mflags & P_OUT_OF_MAP) 1070 if (mflags & P_OUT_OF_MAP)
1098 continue; 1071 continue;
1099 1072
1100 /* Check everything in the square for trapness */ 1073 /* Check everything in the square for trapness */
1101 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1074 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1102 { 1075 {
1103 /* And now we'd better do an inventory traversal of each 1076 /* And now we'd better do an inventory traversal of each
1104 * of these objects inventory. Like above, only 1077 * of these objects inventory. Like above, only
1105 * do this for interesting objects. 1078 * do this for interesting objects.
1106 */ 1079 */
1107 1080
1108 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1081 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1109 { 1082 {
1110 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1083 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1111 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1084 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1112 { 1085 {
1113 trap_show (tmp2, tmp); 1086 trap_show (tmp2, tmp);
1087
1114 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) 1088 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1115 { 1089 {
1116 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1090 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1117 success += calc_skill_exp (op, tmp2, skill); 1091 success += calc_skill_exp (op, tmp2, skill);
1118 } 1092 }
1119 } 1093 }
1120 } 1094 }
1095
1121 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1096 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1122 { 1097 {
1123 trap_show (tmp, tmp); 1098 trap_show (tmp, tmp);
1099
1124 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) 1100 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1125 { 1101 {
1126 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1102 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1127 success += calc_skill_exp (op, tmp, skill); 1103 success += calc_skill_exp (op, tmp, skill);
1128 } 1104 }
1129 } 1105 }
1130 } 1106 }
1131 } 1107 }
1108
1132 return success; 1109 return success;
1133} 1110}
1134
1135 1111
1136/* pray() - when this skill is called from do_skill(), it allows 1112/* pray() - when this skill is called from do_skill(), it allows
1137 * the player to regain lost grace points at a faster rate. -b.t. 1113 * the player to regain lost grace points at a faster rate. -b.t.
1138 * This always returns 0 - return value is used by calling function 1114 * This always returns 0 - return value is used by calling function
1139 * such that if it returns true, player gets exp in that skill. This 1115 * such that if it returns true, player gets exp in that skill. This
1140 * the effect here can be done on demand, we probably don't want to 1116 * the effect here can be done on demand, we probably don't want to
1141 * give infinite exp by returning true in any cases. 1117 * give infinite exp by returning true in any cases.
1142 */ 1118 */
1143
1144int 1119int
1145pray (object *pl, object *skill) 1120pray (object *pl, object *skill)
1146{ 1121{
1147 char buf[MAX_BUF]; 1122 char buf[MAX_BUF];
1148 object *tmp; 1123 object *tmp;
1155 /* Check all objects - we could stop at floor objects, 1130 /* Check all objects - we could stop at floor objects,
1156 * but if someone buries an altar, I don't see a problem with 1131 * but if someone buries an altar, I don't see a problem with
1157 * going through all the objects, and it shouldn't be much slower 1132 * going through all the objects, and it shouldn't be much slower
1158 * than extra checks on object attributes. 1133 * than extra checks on object attributes.
1159 */ 1134 */
1160 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1135 for (tmp = pl->below; tmp; tmp = tmp->below)
1161 { 1136 {
1162 /* Only if the altar actually belongs to someone do you get special benefits */ 1137 /* Only if the altar actually belongs to someone do you get special benefits */
1163 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1138 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1164 { 1139 {
1165 sprintf (buf, "You pray over the %s.", &tmp->name); 1140 sprintf (buf, "You pray over the %s.", &tmp->name);
1173 if (pl->stats.grace < pl->stats.maxgrace) 1148 if (pl->stats.grace < pl->stats.maxgrace)
1174 { 1149 {
1175 pl->stats.grace++; 1150 pl->stats.grace++;
1176 pl->last_grace = -1; 1151 pl->last_grace = -1;
1177 } 1152 }
1153
1178 return 0; 1154 return 0;
1179} 1155}
1180 1156
1181/* This skill allows the player to regain a few sp or hp for a 1157/* This skill allows the player to regain a few sp or hp for a
1182 * brief period of concentration. No armour or weapons may be 1158 * brief period of concentration. No armour or weapons may be
1183 * wielded/applied for this to work. The amount of time needed 1159 * wielded/applied for this to work. The amount of time needed
1184 * to concentrate and the # of points regained is dependant on 1160 * to concentrate and the # of points regained is dependant on
1185 * the level of the user. - b.t. thomas@astro.psu.edu 1161 * the level of the user. - b.t. thomas@astro.psu.edu
1186 */ 1162 */
1187
1188void 1163void
1189meditate (object *pl, object *skill) 1164meditate (object *pl, object *skill)
1190{ 1165{
1191 object *tmp; 1166 object *tmp;
1192 1167
1200 return; 1175 return;
1201 } 1176 }
1202 else 1177 else
1203 { 1178 {
1204 for (tmp = pl->inv; tmp; tmp = tmp->below) 1179 for (tmp = pl->inv; tmp; tmp = tmp->below)
1205 if (((tmp->type == ARMOUR && skill->level < 12) 1180 if (((tmp->type == ARMOUR && skill->level < 12)
1206 || (tmp->type == HELMET && skill->level < 10) 1181 || (tmp->type == HELMET && skill->level < 10)
1207 || (tmp->type == SHIELD && skill->level < 6) 1182 || (tmp->type == SHIELD && skill->level < 6)
1208 || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED)) 1183 || (tmp->type == BOOTS && skill->level < 4)
1184 || (tmp->type == GLOVES && skill->level < 2))
1185 && QUERY_FLAG (tmp, FLAG_APPLIED))
1209 { 1186 {
1210 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); 1187 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1211 return; 1188 return;
1212 } 1189 }
1213 } 1190 }
1233 pl->last_heal = -1; 1210 pl->last_heal = -1;
1234 } 1211 }
1235} 1212}
1236 1213
1237/* write_note() - this routine allows players to inscribe messages in 1214/* write_note() - this routine allows players to inscribe messages in
1238 * ordinary 'books' (anything that is type BOOK). b.t. 1215 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1239 */ 1216 */
1240
1241static int 1217static int
1242write_note (object *pl, object *item, const char *msg, object *skill) 1218write_note (object *pl, object *item, const char *msg, object *skill)
1243{ 1219{
1244 char buf[1024]; 1220 if (!msg_is_safe (msg))
1245 object *newBook = NULL;
1246
1247 /* a pair of sanity checks */
1248 if (!item || item->type != BOOK)
1249 return 0;
1250
1251 if (!msg)
1252 {
1253 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1254 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1255 return 0;
1256 }
1257 if (strcasestr_local (msg, "endmsg"))
1258 { 1221 {
1259 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); 1222 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1223 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1224 return 0;
1225 }
1226
1227 int len = strlen (msg);
1228
1229 if (!is_utf8_string ((U8 *)msg, len))
1230 {
1231 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1260 return 0; 1232 return 0;
1261 } 1233 }
1262 1234
1263 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 1235 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1264 return strlen (msg); 1236 return RESULT_INT (0);
1265 1237
1266 buf[0] = 0; 1238 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1267 if (!book_overflow (item->msg, msg, sizeof (buf)))
1268 { /* add msg string to book */
1269 if (item->msg)
1270 strcpy (buf, item->msg);
1271 1239
1272 strcat (buf, msg); 1240 if (char_len <= item->weight_limit)
1273 strcat (buf, "\n"); /* new msg needs a LF */ 1241 {
1274 if (item->nrof > 1) 1242 object *newbook = arch_to_object (item->other_arch);
1275 { 1243 item->decrease ();
1276 newBook = item->clone ();
1277 decrease_ob (item);
1278 esrv_send_item (pl, item);
1279 newBook->nrof = 1; 1244 newbook->nrof = 1;
1280 newBook->msg = buf; 1245 newbook->msg = shstr (msg);
1281 newBook = insert_ob_in_ob (newBook, pl); 1246 newbook->flag [FLAG_IDENTIFIED] = true;
1282 esrv_send_item (pl, newBook); 1247
1248 if (item->subtype == 1) // mailscrolls
1283 } 1249 {
1284 else 1250 newbook->name = item->name;
1251 newbook->name_pl = item->name_pl;
1285 { 1252 }
1286 item->msg = buf; 1253
1287 /* This shouldn't be necessary - the object hasn't changed in any 1254 pl->insert (newbook);
1288 * visible way 1255
1289 */ 1256 pl->contr->play_sound (sound_find ("inscribe_success"));
1290 /* esrv_send_item(pl, item); */
1291 }
1292 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item)); 1257 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1293 return strlen (msg); 1258 return char_len;
1294 } 1259 }
1295 else 1260 else
1296 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); 1261 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.>",
1262 &item->name, item->weight_limit, char_len);
1297 1263
1298 return 0; 1264 return 0;
1299} 1265}
1300 1266
1301/* write_scroll() - this routine allows players to inscribe spell scrolls 1267/* write_scroll() - this routine allows players to inscribe spell scrolls
1302 * of spells which they know. Backfire effects are possible with the 1268 * of spells which they know. Backfire effects are possible with the
1303 * severity of the backlash correlated with the difficulty of the scroll 1269 * severity of the backlash correlated with the difficulty of the scroll
1304 * that is attempted. -b.t. thomas@astro.psu.edu 1270 * that is attempted. -b.t. thomas@astro.psu.edu
1305 */ 1271 */
1306
1307static int 1272static int
1308write_scroll (object *pl, object *scroll, object *skill) 1273write_scroll (object *pl, object *scroll, object *skill)
1309{ 1274{
1310 int success = 0, confused = 0; 1275 int success = 0, confused = 0;
1311 object *newscroll, *chosen_spell, *tmp;
1312
1313 /* this is a sanity check */
1314 if (scroll->type != SCROLL)
1315 {
1316 new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1317 return 0;
1318 }
1319 1276
1320 /* Check if we are ready to attempt inscription */ 1277 /* Check if we are ready to attempt inscription */
1321 chosen_spell = pl->contr->ranges[range_magic]; 1278 object *chosen_spell = pl->contr->ranged_ob;
1322 if (!chosen_spell) 1279
1280 if (!chosen_spell || chosen_spell->type != SPELL)
1323 { 1281 {
1324 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1282 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1325 return 0; 1283 return 0;
1326 } 1284 }
1285
1327 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) 1286 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1328 { 1287 {
1329 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); 1288 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1330 return 0; 1289 return 0;
1331 } 1290 }
1291
1332 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) 1292 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1333 { 1293 {
1334 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1294 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1335 return 0;
1336 }
1337
1338 /* if there is a spell already on the scroll then player could easily
1339 * accidently read it while trying to write the new one. give player
1340 * a 50% chance to overwrite spell at their own level
1341 */
1342 if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1343 {
1344 new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1345 manual_apply (pl, scroll, 0);
1346 return 0; 1295 return 0;
1347 } 1296 }
1348 1297
1349 /* ok, we are ready to try inscription */ 1298 /* ok, we are ready to try inscription */
1350 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1299 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1354 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); 1303 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1355 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); 1304 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1356 1305
1357 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) 1306 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1358 { 1307 {
1359 if (scroll->nrof > 1) 1308 object *newscroll = arch_to_object (scroll->other_arch);
1360 { 1309 scroll->decrease ();
1361 newscroll = scroll->clone ();
1362 decrease_ob (scroll);
1363 newscroll->nrof = 1; 1310 newscroll->nrof = 1;
1364 } 1311
1365 else 1312 pl->contr->play_sound (sound_find ("inscribe_success"));
1366 {
1367 newscroll = scroll;
1368 }
1369 1313
1370 if (!confused) 1314 if (!confused)
1371 { 1315 {
1372 newscroll->level = MAX (skill->level, chosen_spell->level); 1316 newscroll->level = max (skill->level, chosen_spell->level);
1317 newscroll->flag [FLAG_IDENTIFIED] = true;
1373 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); 1318 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1374 } 1319 }
1375 else 1320 else
1376 { 1321 {
1377 chosen_spell = find_random_spell_in_ob (pl, NULL); 1322 chosen_spell = find_random_spell_in_ob (pl, NULL);
1378 if (!chosen_spell) 1323 if (!chosen_spell)
1379 return 0; 1324 return 0;
1380 1325
1381 newscroll->level = MAX (skill->level, chosen_spell->level); 1326 newscroll->level = max (skill->level, chosen_spell->level);
1382 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); 1327 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1383 } 1328 }
1384 1329
1385 if (newscroll->inv)
1386 newscroll->inv->destroy ();
1387
1388 tmp = chosen_spell->clone (); 1330 object *tmp = chosen_spell->clone ();
1389 insert_ob_in_ob (tmp, newscroll); 1331 insert_ob_in_ob (tmp, newscroll);
1390 1332
1391 /* Same code as from treasure.c - so they can better merge. 1333 /* Same code as from treasure.C - so they can better merge.
1392 * if players want to sell them, so be it. 1334 * if players want to sell them, so be it.
1393 */ 1335 */
1394 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); 1336 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1395 newscroll->stats.exp = newscroll->value / 5; 1337 newscroll->stats.exp = newscroll->value / 5;
1396 1338
1397 /* wait until finished manipulating the scroll before inserting it */ 1339 pl->insert (newscroll);
1398 if (newscroll == scroll) 1340
1399 {
1400 /* Remove to correctly merge with other items which may exist in inventory */
1401 newscroll->remove ();
1402 esrv_del_item (pl->contr, newscroll->count);
1403 }
1404 newscroll = insert_ob_in_ob (newscroll, pl);
1405 esrv_send_item (pl, newscroll);
1406 success = calc_skill_exp (pl, newscroll, skill); 1341 success = calc_skill_exp (pl, newscroll, skill);
1407 if (!confused) 1342 if (!confused)
1408 success *= 2; 1343 success *= 2;
1344
1409 success = success * skill->level; 1345 success = success * skill->level;
1410 return success; 1346 return success;
1411
1412 } 1347 }
1413 else 1348 else
1414 { /* Inscription has failed */ 1349 { /* Inscription has failed */
1350 pl->contr->play_sound (sound_find ("inscribe_fail"));
1415 1351
1416 if (chosen_spell->level > skill->level || confused) 1352 if (chosen_spell->level > skill->level || confused)
1417 { /*backfire! */ 1353 { /*backfire! */
1418 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1354 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1355
1419 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1356 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1420 pl->drain_specific_stat (4); 1357 pl->drain_specific_stat (4);
1421 else 1358 else
1422 { 1359 {
1423 confuse_player (pl, pl, 99); 1360 confuse_player (pl, pl, 99);
1424 return (-30 * chosen_spell->level); 1361 return -30 * chosen_spell->level;
1425 } 1362 }
1426 } 1363 }
1427 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) 1364 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1428 { 1365 {
1429 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); 1366 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind! H<Frankly spoken, you were too dumb and unlucky.>");
1430 confuse_player (pl, pl, 99); 1367 confuse_player (pl, pl, 99);
1431 } 1368 }
1432 else 1369 else
1433 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); 1370 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>");
1434 } 1371 }
1435 1372
1436 return 0; 1373 return 0;
1437} 1374}
1438 1375
1439/* write_on_item() - wrapper for write_note and write_scroll */ 1376/* write_on_item() - wrapper for write_note and write_scroll */
1440int 1377int
1441write_on_item (object *pl, const char *params, object *skill) 1378write_on_item (object *pl, const char *params, object *skill)
1442{ 1379{
1443 object *item;
1444 const char *string = params;
1445 int msgtype;
1446 archetype *skat; 1380 archetype *skat;
1447 1381
1448 if (pl->type != PLAYER) 1382 if (pl->type != PLAYER)
1449 return 0; 1383 return 0;
1450 1384
1451 if (!params) 1385 if (!params)
1452 {
1453 params = ""; 1386 params = "";
1454 string = params; 1387
1455 }
1456 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1388 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1457 1389
1458 /* Need to be able to read before we can write! */ 1390 /* Need to be able to read before we can write! */
1459 if (!find_skill_by_name (pl, skat->clone.skill)) 1391 if (!find_skill_by_name (pl, skat->skill))
1460 { 1392 {
1461 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); 1393 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1462 return 0; 1394 return 0;
1463 } 1395 }
1464 1396
1465 /* if there is a message then it goes in a book and no message means 1397 object *item = find_marked_object (pl);
1466 * write active spell into the scroll
1467 */
1468 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1469 1398
1470 /* find an item of correct type to write on */ 1399 /* find an item of correct type to write on */
1471 if (!(item = find_marked_object (pl))) 1400 if (!item)
1401 {
1402 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.>");
1403 return 0;
1472 { 1404 }
1473 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on."); 1405
1406 if (item->type != INSCRIBABLE)
1407 {
1408 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1474 return 0; 1409 return 0;
1475 } 1410 }
1476 1411
1477 if (QUERY_FLAG (item, FLAG_UNPAID)) 1412 if (QUERY_FLAG (item, FLAG_UNPAID))
1478 { 1413 {
1479 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1414 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1480 return 0; 1415 return 0;
1481 } 1416 }
1482 if (msgtype != item->type) 1417
1418 if (item->other_arch->type == SCROLL)
1483 { 1419 {
1484 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); 1420 if (*params)
1421 {
1422 // check readied scroll
1423 new_draw_info_format (NDI_UNIQUE, 0, pl,
1424 "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1425 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1485 return 0; 1426 return 0;
1486 } 1427 }
1487 1428
1488 if (msgtype == SCROLL)
1489 {
1490 return write_scroll (pl, item, skill); 1429 return write_scroll (pl, item, skill);
1491 } 1430 }
1492 else if (msgtype == BOOK) 1431 else
1493 { 1432 {
1433 if (!*params)
1434 {
1435 new_draw_info_format (NDI_UNIQUE, 0, pl,
1436 "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1437 "Usage: use_skill %s <message>", &skill->skill);
1438 return 0;
1439 }
1440
1494 return write_note (pl, item, string, skill); 1441 return write_note (pl, item, params, skill);
1495 } 1442 }
1443
1496 return 0; 1444 return 0;
1497} 1445}
1498
1499
1500 1446
1501/* find_throw_ob() - if we request an object, then 1447/* find_throw_ob() - if we request an object, then
1502 * we search for it in the inventory of the owner (you've 1448 * we search for it in the inventory of the owner (you've
1503 * got to be carrying something in order to throw it!). 1449 * got to be carrying something in order to throw it!).
1504 * If we didnt request an object, then the top object in inventory 1450 * If we didnt request an object, then the top object in inventory
1505 * (that is "throwable", ie no throwing your skills away!) 1451 * (that is "throwable", ie no throwing your skills away!)
1506 * is the object of choice. Also check to see if object is 1452 * is the object of choice. Also check to see if object is
1507 * 'throwable' (ie not applied cursed obj, worn, etc). 1453 * 'throwable' (ie not applied cursed obj, worn, etc).
1508 */ 1454 */
1509
1510static object * 1455static object *
1511find_throw_ob (object *op, const char *request) 1456find_throw_ob (object *op, const char *request)
1512{ 1457{
1513 object *tmp; 1458 object *tmp;
1514 1459
1535 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1480 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1536 { 1481 {
1537 /* can't toss invisible or inv-locked items */ 1482 /* can't toss invisible or inv-locked items */
1538 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1483 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1539 continue; 1484 continue;
1540 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1485 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1541 break; 1486 break;
1542 } 1487 }
1543 } 1488 }
1544 1489
1545 /* this should prevent us from throwing away 1490 /* this should prevent us from throwing away
1584 return tmp; 1529 return tmp;
1585} 1530}
1586 1531
1587/* make_throw_ob() We construct the 'carrier' object in 1532/* make_throw_ob() We construct the 'carrier' object in
1588 * which we will insert the object that is being thrown. 1533 * which we will insert the object that is being thrown.
1589 * This combination becomes the 'thrown object'. -b.t. 1534 * This combination becomes the 'thrown object'. -b.t.
1590 */ 1535 */
1591
1592static object * 1536static object *
1593make_throw_ob (object *orig) 1537make_throw_ob (object *orig)
1594{ 1538{
1595 if (!orig) 1539 if (!orig)
1596 return NULL; 1540 return 0;
1597 1541
1598 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1542 if (QUERY_FLAG (orig, FLAG_APPLIED))
1599 { 1543 {
1600 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1544 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1601 /* insufficient workaround, but better than nothing */ 1545 /* insufficient workaround, but better than nothing */
1605 object *toss_item = orig->clone (); 1549 object *toss_item = orig->clone ();
1606 1550
1607 toss_item->type = THROWN_OBJ; 1551 toss_item->type = THROWN_OBJ;
1608 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1552 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1609 toss_item->stats.dam = 0; /* default damage */ 1553 toss_item->stats.dam = 0; /* default damage */
1610 insert_ob_in_ob (orig, toss_item); 1554 toss_item->insert (orig);
1555
1611 return toss_item; 1556 return toss_item;
1612} 1557}
1613
1614 1558
1615/* do_throw() - op throws any object toss_item. This code 1559/* do_throw() - op throws any object toss_item. This code
1616 * was borrowed from fire_bow. 1560 * was borrowed from fire_bow.
1617 * Returns 1 if skill was successfully used, 0 if not 1561 * Returns 1 if skill was successfully used, 0 if not
1618 */ 1562 */
1619
1620static int 1563static int
1621do_throw (object *op, object *part, object *toss_item, int dir, object *skill) 1564do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1622{ 1565{
1623 object *throw_ob = toss_item, *left = NULL; 1566 object *throw_ob = toss_item, *left = NULL;
1624 int eff_str = 0, maxc, str = op->stats.Str, dam = 0; 1567 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1710 left = throw_ob; /* these are throwing objects left to the player */ 1653 left = throw_ob; /* these are throwing objects left to the player */
1711 1654
1712 /* sometimes get_split_ob can't split an object (because op->nrof==0?) 1655 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1713 * and returns NULL. We must use 'left' then 1656 * and returns NULL. We must use 'left' then
1714 */ 1657 */
1715 1658 if (!(throw_ob = throw_ob->split ()))
1716 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1717 { 1659 {
1718 throw_ob = left; 1660 throw_ob = left;
1719 left->remove (); 1661 left->remove ();
1720 if (op->type == PLAYER)
1721 esrv_del_item (op->contr, left->count);
1722 }
1723 else if (op->type == PLAYER)
1724 {
1725 if (left->destroyed ())
1726 esrv_del_item (op->contr, left->count);
1727 else
1728 esrv_update_item (UPD_NROF, op, left);
1729 } 1662 }
1730 1663
1731 /* special case: throwing powdery substances like dust, dirt */ 1664 /* special case: throwing powdery substances like dust, dirt */
1732 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1665 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1733 { 1666 {
1757 */ 1690 */
1758 throw_ob->inv->set_owner (op); 1691 throw_ob->inv->set_owner (op);
1759 throw_ob->direction = dir; 1692 throw_ob->direction = dir;
1760 1693
1761 /* the damage bonus from the force of the throw */ 1694 /* the damage bonus from the force of the throw */
1762 dam = (int) (str_factor * dam_bonus[eff_str]); 1695 dam = int (str_factor * dam_bonus[eff_str]);
1763 1696
1764 /* Now, lets adjust the properties of the thrown_ob. */ 1697 /* Now, lets adjust the properties of the thrown_ob. */
1765 1698
1766 /* how far to fly */ 1699 /* how far to fly */
1767 throw_ob->last_sp = (eff_str * 3) / 5; 1700 throw_ob->last_sp = (eff_str * 3) / 5;
1788 { 1721 {
1789 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1722 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1790 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; 1723 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1791 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; 1724 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1792 /* only throw objects get directional faces */ 1725 /* only throw objects get directional faces */
1793 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1726 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1794 SET_ANIMATION (throw_ob, dir); 1727 throw_ob->set_anim_frame (dir);
1795 } 1728 }
1796 else 1729 else
1797 { 1730 {
1731 uint16 mat = throw_ob->materials;
1732
1798 /* some materials will adjust properties.. */ 1733 /* some materials will adjust properties.. */
1799 if (throw_ob->material & M_LEATHER) 1734 if (mat & M_LEATHER)
1800 { 1735 {
1801 throw_ob->stats.dam -= 1; 1736 throw_ob->stats.dam -= 1;
1802 throw_ob->stats.food -= 10; 1737 throw_ob->stats.food -= 10;
1803 } 1738 }
1804 1739
1805 if (throw_ob->material & M_GLASS) 1740 if (mat & M_GLASS)
1806 throw_ob->stats.food += 60; 1741 throw_ob->stats.food += 60;
1807 1742
1808 if (throw_ob->material & M_ORGANIC) 1743 if (mat & M_ORGANIC)
1809 { 1744 {
1810 throw_ob->stats.dam -= 3; 1745 throw_ob->stats.dam -= 3;
1811 throw_ob->stats.food += 55; 1746 throw_ob->stats.food += 55;
1812 } 1747 }
1813 1748
1814 if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH) 1749 if (mat & M_PAPER || mat & M_CLOTH)
1815 { 1750 {
1816 throw_ob->stats.dam -= 5; 1751 throw_ob->stats.dam -= 5;
1817 throw_ob->speed *= 0.8; 1752 throw_ob->speed *= 0.8;
1818 throw_ob->stats.wc += 3; 1753 throw_ob->stats.wc += 3;
1819 throw_ob->stats.food -= 30; 1754 throw_ob->stats.food -= 30;

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