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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.33 by root, Fri May 18 13:15:29 2007 UTC vs.
Revision 1.73 by root, Sun Nov 8 13:36:14 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
27#include <sproto.h> 27#include <sproto.h>
42 /* Only prohibit stealing if the player does not have a free 42 /* Only prohibit stealing if the player does not have a free
43 * hand available and in fact does have hands. 43 * hand available and in fact does have hands.
44 */ 44 */
45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) 45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
46 { 46 {
47 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); 47 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with! "
48 "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>");
48 return -1; 49 return -1;
49 } 50 }
50 51
51 /* ADJUSTMENTS */ 52 /* ADJUSTMENTS */
52 53
53 /* Its harder to steal from hostile beings! */ 54 /* It's harder to steal from hostile beings! */
54 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 55 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
55 roll = roll / 2; 56 roll = roll / 2;
56 57
57 /* Easier to steal from sleeping beings, or if the thief is 58 /* Easier to steal from sleeping beings, or if the thief is
58 * unseen */ 59 * unseen */
65 * it quite a bit harder to steal. 66 * it quite a bit harder to steal.
66 */ 67 */
67 for (equip = op->inv; equip; equip = equip->below) 68 for (equip = op->inv; equip; equip = equip->below)
68 { 69 {
69 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) 70 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
70 {
71 roll -= equip->weight / 10000; 71 roll -= equip->weight / 10000;
72 } 72
73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
74 roll -= equip->weight / 5000; 74 roll -= equip->weight / 5000;
75
75 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
76 {
77 roll -= equip->weight / 2000; 77 roll -= equip->weight / 2000;
78 } 78
79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
80 roll -= equip->weight / 5000; 80 roll -= equip->weight / 5000;
81
81 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
82 roll -= equip->weight / 100; 83 roll -= equip->weight / 100;
83 } 84 }
85
84 if (roll < 0) 86 if (roll < 0)
85 roll = 0; 87 roll = 0;
88
86 return roll; 89 return roll;
87} 90}
88 91
89/* 92/*
90 * When stealing: dependent on the intelligence/wisdom of whom you're 93 * When stealing: dependent on the intelligence/wisdom of whom you're
100{ 103{
101 object *success = NULL, *tmp = NULL, *next; 104 object *success = NULL, *tmp = NULL, *next;
102 int roll = 0, chance = 0, stats_value; 105 int roll = 0, chance = 0, stats_value;
103 rv_vector rv; 106 rv_vector rv;
104 107
105 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; 108 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
106 109
107 /* 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)
108 * 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
109 * have much chance of success. 112 * have much chance of success.
110 */ 113 */
111 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) 114 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
112 { 115 {
113 if (can_detect_enemy (op, who, &rv)) 116 if (can_detect_enemy (op, who, &rv))
114 { 117 {
115 npc_call_help (op); 118 npc_call_help (op);
116 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 119 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
117 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); 120 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
118 return 0; 121 return 0;
119 } 122 }
120 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 */
121 op->stats.Wis += (op->stats.Int / 5) + 1; 124 op->stats.Wis += (op->stats.Int / 5) + 1;
125
122 if (op->stats.Wis > MAX_STAT) 126 if (op->stats.Wis > MAX_STAT)
123 op->stats.Wis = MAX_STAT; 127 op->stats.Wis = MAX_STAT;
124 } 128 }
125 129
126 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) 130 if (op->is_player () && op->flag [FLAG_WIZ])
127 { 131 {
128 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); 132 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
129 return 0; 133 return 0;
130 } 134 }
131 135
132 // only allow stealing between hostile players (TODO: probably should change) 136 // only allow stealing between hostile players (TODO: probably should change)
133 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) 137 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful))
134 { 138 {
135 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); 139 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
136 return 0; 140 return 0;
137 } 141 }
138 142
139 /* Ok then, go thru their inventory, stealing */ 143 /* Ok then, go through their inventory, stealing */
140 for (tmp = op->inv; tmp; tmp = next) 144 for (tmp = op->inv; tmp; tmp = next)
141 { 145 {
142 next = tmp->below; 146 next = tmp->below;
143 147
144 /* you can't steal worn items, starting items, wiz stuff, 148 /* you can't steal worn items, starting items, wiz stuff,
178 if (tmp->destroyed () || tmp->env != op) 182 if (tmp->destroyed () || tmp->env != op)
179 { 183 {
180 /* for players, play_sound: steals item */ 184 /* for players, play_sound: steals item */
181 success = tmp; 185 success = tmp;
182 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 186 CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
183
184 /* Don't delete it from target player until we know
185 * the thief has picked it up. can't just look at tmp->count,
186 * as it's possible that it got merged when picked up.
187 */
188 if (op->type == PLAYER)
189 esrv_del_item (op->contr, tmp->count);
190 } 187 }
188
191 break; 189 break;
192 } 190 }
193 } /* for loop looking for an item */ 191 } /* for loop looking for an item */
194 192
195 if (!tmp) 193 if (!tmp)
204 */ 202 */
205 203
206 if ((roll >= skill->level) || !chance 204 if ((roll >= skill->level) || !chance
207 || (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)))))
208 { 206 {
209
210 /* victim figures out where the thief is! */ 207 /* victim figures out where the thief is! */
211 if (who->hide) 208 if (who->flag [FLAG_HIDDEN])
212 make_visible (who); 209 make_visible (who);
213 210
214 if (op->type != PLAYER) 211 if (op->type != PLAYER)
215 { 212 {
216 /* The unaggressives look after themselves 8) */ 213 /* The unaggressives look after themselves 8) */
217 if (who->type == PLAYER) 214 if (who->type == PLAYER)
218 { 215 {
219 npc_call_help (op); 216 npc_call_help (op);
220 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));
221 } 218 }
219
222 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 220 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
223 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
224 * on the victim. 222 * on the victim.
225 */ 223 */
226 SET_FLAG (op, FLAG_NO_STEAL); 224 SET_FLAG (op, FLAG_NO_STEAL);
229 { /* stealing from another player */ 227 { /* stealing from another player */
230 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
231 229
232 /* Notify the other player */ 230 /* Notify the other player */
233 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))
234 {
235 sprintf (buf, "Your %s is missing!", query_name (success)); 232 sprintf (buf, "Your %s is missing!", query_name (success));
236 }
237 else 233 else
238 {
239 sprintf (buf, "Your pack feels strangely lighter."); 234 sprintf (buf, "Your pack feels strangely lighter.");
240 } 235
241 new_draw_info (NDI_UNIQUE, 0, op, buf); 236 new_draw_info (NDI_UNIQUE, 0, op, buf);
242 if (!success) 237 if (!success)
243 { 238 {
244 if (who->invisible) 239 if (who->invisible)
245 {
246 sprintf (buf, "you feel itchy fingers getting at your pack."); 240 sprintf (buf, "you feel itchy fingers getting at your pack.");
247 }
248 else 241 else
249 {
250 sprintf (buf, "%s looks very shifty.", query_name (who)); 242 sprintf (buf, "%s looks very shifty.", query_name (who));
251 } 243
252 new_draw_info (NDI_UNIQUE, 0, op, buf); 244 new_draw_info (NDI_UNIQUE, 0, op, buf);
253 } 245 }
254 } /* else stealing from another player */ 246 } /* else stealing from another player */
255 /* play_sound("stop! thief!"); kindofthing */ 247 /* play_sound("stop! thief!"); kindofthing */
256 } /* if you weren't 100% successful */ 248 } /* if you weren't 100% successful */
249
257 return success ? 1 : 0; 250 return success ? 1 : 0;
258} 251}
259 252
260int 253int
261steal (object *op, int dir, object *skill) 254steal (object *op, int dir, object *skill)
322 // reduce monster experience by experience we gained, as to 315 // reduce monster experience by experience we gained, as to
323 // 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
324 // (jessies gave ~20,000,000 exp otherwise. 317 // (jessies gave ~20,000,000 exp otherwise.
325 int exp = calc_skill_exp (op, tmp, skill); 318 int exp = calc_skill_exp (op, tmp, skill);
326 319
327 exp = MIN (tmp->stats.exp, exp); 320 exp = min (tmp->stats.exp, exp);
328 tmp->stats.exp -= exp; 321 tmp->stats.exp -= exp;
329 return exp; 322 return exp;
330 } 323 }
331 } 324 }
332 return 0; 325 return 0;
408 { 401 {
409 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.");
410 return 0; 403 return 0;
411 } 404 }
412} 405}
413
414 406
415/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 407/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
416 * a short while (success and duration dependant on player SK_level, 408 * a short while (success and duration dependant on player SK_level,
417 * dexterity, charisma, and map difficulty). 409 * dexterity, charisma, and map difficulty).
418 * Players have a good chance of becoming 'unhidden' if they move 410 * Players have a good chance of becoming 'unhidden' if they move
419 * and like invisiblity will be come visible if they attack 411 * and like invisiblity will be come visible if they attack
420 * Implemented by b.t. (thomas@astro.psu.edu) 412 * Implemented by b.t. (thomas@astro.psu.edu)
421 * July 7, 1995 - made hiding possible for monsters. -b.t. 413 * July 7, 1995 - made hiding possible for monsters. -b.t.
422 */ 414 */
423
424static int 415static int
425attempt_hide (object *op, object *skill) 416attempt_hide (object *op, object *skill)
426{ 417{
427 int number, difficulty = op->map->difficulty; 418 int number, difficulty = op->map->difficulty;
428 int terrain = hideability (op); 419 int terrain = hideability (op);
431 return 0; 422 return 0;
432 423
433 /* Hiding success and duration dependant on skill level, 424 /* Hiding success and duration dependant on skill level,
434 * op->stats.Dex, map difficulty and terrain. 425 * op->stats.Dex, map difficulty and terrain.
435 */ 426 */
436
437 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; 427 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
428
438 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)))
439 { 430 {
440 op->invisible += 100; /* set the level of 'hiddeness' */ 431 op->invisible += 100; /* set the level of 'hiddeness' */
432
441 if (op->type == PLAYER) 433 if (op->type == PLAYER)
442 op->contr->tmp_invis = 1; 434 op->contr->tmp_invis = 1;
443 op->hide = 1; 435
436 op->flag [FLAG_HIDDEN] = 1;
444 return 1; 437 return 1;
445 } 438 }
439
446 return 0; 440 return 0;
447} 441}
448 442
449/* patched this to take terrain into consideration */ 443/* patched this to take terrain into consideration */
450int 444int
451hide (object *op, object *skill) 445hide (object *op, object *skill)
452{ 446{
453
454 /* the preliminaries -- Can we really hide now? */ 447 /* the preliminaries -- Can we really hide now? */
455 /* this keeps monsters from using invisibilty spells and hiding */ 448 /* this keeps monsters from using invisibilty spells and hiding */
456 449
457 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 450 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
458 { 451 {
459 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!");
460 return 0; 453 return 0;
461 } 454 }
462 else if (!op->hide && op->invisible > 0 && op->type == PLAYER) 455 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
463 { 456 {
464 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!");
465 make_visible (op); 458 make_visible (op);
466 } 459 }
467 460
468 if (op->invisible > (50 * skill->level)) 461 if (op->invisible > 50 * skill->level)
469 { 462 {
470 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.");
471 return 0; 464 return 0;
472 } 465 }
473 466
475 { 468 {
476 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.");
477 update_object (op, UP_OBJ_FACE); 470 update_object (op, UP_OBJ_FACE);
478 return calc_skill_exp (op, NULL, skill); 471 return calc_skill_exp (op, NULL, skill);
479 } 472 }
473
480 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.");
481 return 0; 475 return 0;
482} 476}
483
484 477
485/* stop_jump() - End of jump. Clear flags, restore the map, and 478/* stop_jump() - End of jump. Clear flags, restore the map, and
486 * freeze the jumper a while to simulate the exhaustion 479 * freeze the jumper a while to simulate the exhaustion
487 * of jumping. 480 * of jumping.
488 */ 481 */
489static void 482static void
490stop_jump (object *pl, int dist, int spaces) 483stop_jump (object *pl, int dist, int spaces)
491{ 484{
492 pl->update_stats (); 485 pl->update_stats ();
493 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);
494} 488}
495 489
496static int 490static int
497attempt_jump (object *pl, int dir, int spaces, object *skill) 491attempt_jump (object *pl, int dir, int spaces, object *skill)
498{ 492{
499 object *tmp; 493 object *tmp;
500 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;
501 sint16 x, y; 495 sint16 x, y;
502 maptile *m; 496 maptile *m;
503 497
504 /* Jump loop. Go through spaces opject wants to jump. Halt the 498 /* Jump loop. Go through spaces object wants to jump. Halt the
505 * 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
506 * temporarily to allow player to aviod exits/archs that are not 500 * temporarily to allow player to aviod exits/archs that are not
507 * fly_on, fly_off. This will also prevent pickup of objects 501 * fly_on, fly_off. This will also prevent pickup of objects
508 * while jumping over them. 502 * while jumping over them.
509 */ 503 */
510
511 pl->remove (); 504 pl->remove ();
512
513 /*
514 * I don't think this is actually needed - all the movement
515 * code is handled in this function, and I don't see anyplace
516 * that cares about the move_type being flying.
517 */
518 pl->move_type |= MOVE_FLY_LOW; 505 pl->move_type |= MOVE_FLY_LOW;
519 506
520 for (i = 0; i <= spaces; i++) 507 for (i = 0; i <= spaces; i++)
521 { 508 {
522 x = pl->x + dx; 509 x = pl->x + dx;
525 512
526 mflags = get_map_flags (m, &m, x, y, &x, &y); 513 mflags = get_map_flags (m, &m, x, y, &x, &y);
527 514
528 if (mflags & P_OUT_OF_MAP) 515 if (mflags & P_OUT_OF_MAP)
529 { 516 {
530 (void) stop_jump (pl, i, spaces); 517 stop_jump (pl, i, spaces);
531 return 0; 518 return 0;
532 } 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
533 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)))
534 { 543 {
535 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 544 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
536 stop_jump (pl, i, spaces); 545 stop_jump (pl, i, spaces);
537 return 0; 546 return 0;
538 } 547 }
539 548
540 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
541 {
542 /* Jump into creature */
543 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
544 {
545 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
546 if (tmp->type != PLAYER ||
547 (pl->type == PLAYER && pl->contr->party == NULL) ||
548 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
549 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
550 stop_jump (pl, i, spaces);
551 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
552 }
553 /* If the space has fly on set (no matter what the space is),
554 * we should get the effects - after all, the player is
555 * effectively flying.
556 */
557 if (tmp->move_on & MOVE_FLY_LOW)
558 {
559 pl->x = x;
560 pl->y = y;
561 pl->map = m;
562 stop_jump (pl, i, spaces);
563 return calc_skill_exp (pl, NULL, skill);
564 }
565 }
566 pl->x = x; 549 pl->x = x;
567 pl->y = y; 550 pl->y = y;
568 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 }
569 } 559 }
560
570 stop_jump (pl, i, spaces); 561 stop_jump (pl, i, spaces);
562
571 return calc_skill_exp (pl, NULL, skill); 563 return calc_skill_exp (pl, NULL, skill);
572} 564}
573 565
574/* 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
575 * an attack as well. 567 * an attack as well.
576 * 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
577 * jumper can jump several spaces? 569 * jumper can jump several spaces?
578 */ 570 */
579
580int 571int
581jump (object *pl, int dir, object *skill) 572jump (object *pl, int dir, object *skill)
582{ 573{
583 int spaces = 0, stats;
584 int str = pl->stats.Str; 574 int str = pl->stats.Str;
585 int dex = pl->stats.Dex; 575 int dex = pl->stats.Dex;
586 576
587 dex = dex ? dex : 15; 577 dex = dex ? dex : 15;
588 str = str ? str : 10; 578 str = str ? str : 10;
589 579
590 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));
591 582
592 if (pl->carrying != 0) /* don't want div by zero !! */
593 spaces = (int) (stats / pl->carrying);
594 else
595 spaces = 2; /* pl has no objects - gets the far jump */
596
597 if (spaces > 2)
598 spaces = 2;
599 else if (spaces == 0) 583 if (spaces == 0)
600 { 584 {
601 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.");
602 return 0; 586 return 0;
603 } 587 }
588
604 return attempt_jump (pl, dir, spaces, skill); 589 return attempt_jump (pl, dir, spaces, skill);
605} 590}
606
607 591
608/* skill_ident() - this code is supposed to allow players to identify 592/* skill_ident() - this code is supposed to allow players to identify
609 * classes of objects with the various "auto-ident" skills. Player must 593 * classes of objects with the various "auto-ident" skills. Player must
610 * 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
611 * to work. While multiple classes of objects may be identified, 595 * to work. While multiple classes of objects may be identified,
612 * 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
613 * more generalized. Right now, skill indices are embedded in this routine. 597 * more generalized. Right now, skill indices are embedded in this routine.
614 * Returns amount of experience gained (on successful ident). 598 * Returns amount of experience gained (on successful ident).
615 * - b.t. (thomas@astro.psu.edu) 599 * - b.t. (thomas@astro.psu.edu)
616 */ 600 */
617
618static int 601static int
619do_skill_detect_curse (object *pl, object *skill) 602do_skill_detect_curse (object *pl, object *skill)
620{ 603{
621 object *tmp; 604 object *tmp;
622 int success = 0; 605 int success = 0;
676} 659}
677 660
678/* Helper function for do_skill_ident, so that we can loop 661/* Helper function for do_skill_ident, so that we can loop
679 * over inventory AND objects on the ground conveniently. 662 * over inventory AND objects on the ground conveniently.
680 */ 663 */
681int 664static int
682do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 665do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
683{ 666{
684 int success = 0, chance; 667 int success = 0, chance;
685 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;
686 669
700 if (tmp->msg) 683 if (tmp->msg)
701 { 684 {
702 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:");
703 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 686 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
704 } 687 }
705
706 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
707 if (tmp->map)
708 esrv_send_item (pl, tmp);
709 } 688 }
689
710 success += calc_skill_exp (pl, tmp, skill); 690 success += calc_skill_exp (pl, tmp, skill);
711 } 691 }
712 else 692 else
713 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 693 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
714 } 694 }
719/* do_skill_ident() - workhorse for skill_ident() -b.t. 699/* do_skill_ident() - workhorse for skill_ident() -b.t.
720 */ 700 */
721static int 701static int
722do_skill_ident (object *pl, int obj_class, object *skill) 702do_skill_ident (object *pl, int obj_class, object *skill)
723{ 703{
724 object *tmp;
725 int success = 0; 704 int success = 0;
726 705
727 for (tmp = pl->inv; tmp; tmp = tmp->below) 706 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
728 success += do_skill_ident2 (tmp, pl, obj_class, skill); 707 success += do_skill_ident2 (tmp, pl, obj_class, skill);
729 /* check the ground */ 708 /* check the ground */
730 709
731 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)
732 success += do_skill_ident2 (tmp, pl, obj_class, skill); 711 success += do_skill_ident2 (tmp, pl, obj_class, skill);
733 712
734 return success; 713 return success;
735} 714}
736 715
744 723
745 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...");
746 725
747 switch (skill->subtype) 726 switch (skill->subtype)
748 { 727 {
749 case SK_SMITHERY: 728 case SK_SMITHERY:
750 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)
751 + 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)
752 + 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)
753 + 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);
754 break; 733 break;
755 734
756 case SK_BOWYER: 735 case SK_BOWYER:
757 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);
758 break; 737 break;
759 738
760 case SK_ALCHEMY: 739 case SK_ALCHEMY:
761 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)
762 + 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);
763 break; 742 break;
764 743
765 case SK_WOODSMAN: 744 case SK_WOODSMAN:
766 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);
767 break; 746 break;
768 747
769 case SK_JEWELER: 748 case SK_JEWELER:
770 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);
771 break; 750 break;
772 751
773 case SK_LITERACY: 752 case SK_LITERACY:
774 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);
775 break; 754 break;
776 755
777 case SK_THAUMATURGY: 756 case SK_THAUMATURGY:
778 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);
779 break; 758 break;
780 759
781 case SK_DET_CURSE: 760 case SK_DET_CURSE:
782 success = do_skill_detect_curse (pl, skill); 761 success = do_skill_detect_curse (pl, skill);
783 if (success) 762 if (success)
784 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 763 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
785 break; 764 break;
786 765
787 case SK_DET_MAGIC: 766 case SK_DET_MAGIC:
788 success = do_skill_detect_magic (pl, skill); 767 success = do_skill_detect_magic (pl, skill);
789 if (success) 768 if (success)
790 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!");
791 break; 770 break;
792 771
793 default: 772 default:
794 LOG (llevError, "Error: bad call to skill_ident()\n"); 773 LOG (llevError, "Error: bad call to skill_ident()\n");
795 return 0; 774 return 0;
796 break; 775 break;
797 } 776 }
777
798 if (!success) 778 if (!success)
799 {
800 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 779 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
801 } 780
802 return success; 781 return success;
803} 782}
804 783
805/* players using this skill can 'charm' a monster -- 784/* players using this skill can 'charm' a monster --
806 * into working for them. It can only be used on 785 * into working for them. It can only be used on
808 * -b.t. (thomas@astro.psu.edu) 787 * -b.t. (thomas@astro.psu.edu)
809 */ 788 */
810int 789int
811use_oratory (object *pl, int dir, object *skill) 790use_oratory (object *pl, int dir, object *skill)
812{ 791{
813 sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir];
814 int mflags, chance;
815 object *tmp;
816 maptile *m;
817
818 if (pl->type != PLAYER) 792 if (pl->type != PLAYER)
819 return 0; /* only players use this skill */ 793 return 0; /* only players use this skill */
820 794
795 sint16 x = pl->x + freearr_x[dir],
796 y = pl->y + freearr_y[dir];
821 m = pl->map; 797 maptile *m = pl->map;
798
822 mflags = get_map_flags (m, &m, x, y, &x, &y); 799 int mflags = get_map_flags (m, &m, x, y, &x, &y);
823 if (mflags & P_OUT_OF_MAP) 800 if (mflags & P_OUT_OF_MAP)
824 return 0; 801 return 0;
825 802
826 /* Save some processing - we have the flag already anyways 803 /* Save some processing - we have the flag already anyways
827 */ 804 */
829 { 806 {
830 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.");
831 return 0; 808 return 0;
832 } 809 }
833 810
811 object *tmp;
834 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)
835 { 813 {
836 /* can't persuade players - return because there is nothing else 814 /* can't persuade players - return because there is nothing else
837 * on that space to charm. Same for multi space monsters and 815 * on that space to charm. Same for multi space monsters and
838 * 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
864 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));
865 return 0; 843 return 0;
866 } 844 }
867 845
868 /* it's already allied! */ 846 /* it's already allied! */
869 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) 847 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
870 { 848 {
871 if (tmp->owner == pl) 849 if (tmp->owner == pl)
872 { 850 {
873 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");
874 return 0; 852 return 0;
892 /* 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 */
893 return 0; 871 return 0;
894 } 872 }
895 } /* Creature was already a pet of someone */ 873 } /* Creature was already a pet of someone */
896 874
897 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2; 875 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
898 876
899 /* Ok, got a 'sucker' lets try to make them a follower */ 877 /* Ok, got a 'sucker' lets try to make them a follower */
900 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))
901 { 879 {
902 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));
903 881
882 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
904 tmp->set_owner (pl); 883 tmp->set_owner (pl);
905 tmp->skill = skill->skill; 884 tmp->skill = skill->skill;
906 tmp->stats.exp = 0; 885 tmp->stats.exp = 0;
907 add_friendly_object (tmp);
908 tmp->attack_movement = PETMOVE; 886 tmp->attack_movement = PETMOVE;
887
888 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
889 add_friendly_object (tmp);
890
909 return calc_skill_exp (pl, tmp, skill); 891 return calc_skill_exp (pl, tmp, skill);
910 } 892 }
911 /* Charm failed. Creature may be angry now */ 893 /* Charm failed. Creature may be angry now */
912 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))
913 { 895 {
914 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));
915 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 897 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
916 { 898 {
917 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
918 remove_friendly_object (tmp); 899 remove_friendly_object (tmp);
919 tmp->attack_movement = 0; /* needed? */ 900 tmp->attack_movement = 0; /* needed? */
920 } 901 }
921 902
922 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 903 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
932 * successfully pacified the creature gets Int=1. Thus, a player 913 * successfully pacified the creature gets Int=1. Thus, a player
933 * may only pacify a creature once. 914 * may only pacify a creature once.
934 * 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
935 * of anything better! -b.t. 916 * of anything better! -b.t.
936 */ 917 */
937
938int 918int
939singing (object *pl, int dir, object *skill) 919singing (object *pl, int dir, object *skill)
940{ 920{
941 int i, exp = 0, chance, mflags; 921 int i, exp = 0;
942 object *tmp; 922 object *tmp;
943 maptile *m; 923 maptile *m;
944 sint16 x, y; 924 sint16 x, y;
945 925
946 if (pl->type != PLAYER) 926 if (pl->type != PLAYER)
947 return 0; /* only players use this skill */ 927 return 0; /* only players use this skill */
948 928
949 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 929 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
950 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) 930 for (i = 0; i < min (skill->level, SIZEOFFREE); i++)
951 { 931 {
952 x = pl->x + freearr_x[i]; 932 x = pl->x + freearr_x[i];
953 y = pl->y + freearr_y[i]; 933 y = pl->y + freearr_y[i];
954 m = pl->map; 934 m = pl->map;
955 935
956 mflags = get_map_flags (m, &m, x, y, &x, &y); 936 int mflags = get_map_flags (m, &m, x, y, &x, &y);
957 if (mflags & P_OUT_OF_MAP) 937 if (mflags & P_OUT_OF_MAP)
958 continue; 938 continue;
959 if (!(mflags & P_IS_ALIVE)) 939 if (!(mflags & P_IS_ALIVE))
960 continue; 940 continue;
961 941
980 960
981 /* stealing isn't really related (although, maybe it should 961 /* stealing isn't really related (although, maybe it should
982 * be). This is mainly to prevent singing to the same monster 962 * be). This is mainly to prevent singing to the same monster
983 * over and over again and getting exp for it. 963 * over and over again and getting exp for it.
984 */ 964 */
985 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
986 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))
987 { 968 {
988 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 969 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
989 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));
990 /* Give exp only if they are not aware */ 971 /* Give exp only if they are not aware */
972
991 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 973 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
992 exp += calc_skill_exp (pl, tmp, skill); 974 exp += calc_skill_exp (pl, tmp, skill);
975
993 SET_FLAG (tmp, FLAG_NO_STEAL); 976 SET_FLAG (tmp, FLAG_NO_STEAL);
994 } 977 }
995 else 978 else
996 { 979 {
997 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));
1003} 986}
1004 987
1005/* The find_traps skill (aka, search). Checks for traps 988/* The find_traps skill (aka, search). Checks for traps
1006 * on the spaces or in certain objects 989 * on the spaces or in certain objects
1007 */ 990 */
1008
1009int 991int
1010find_traps (object *pl, object *skill) 992find_traps (object *pl, object *skill)
1011{ 993{
1012 object *tmp, *tmp2; 994 object *tmp, *tmp2;
1013 int i, expsum = 0, mflags; 995 int i, expsum = 0, mflags;
1015 maptile *m; 997 maptile *m;
1016 998
1017 /* 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
1018 * all type RUNE 1000 * all type RUNE
1019 */ 1001 */
1020
1021 for (i = 0; i < 9; i++) 1002 for (i = 0; i < 9; i++)
1022 { 1003 {
1023 x = pl->x + freearr_x[i]; 1004 x = pl->x + freearr_x[i];
1024 y = pl->y + freearr_y[i]; 1005 y = pl->y + freearr_y[i];
1025 m = pl->map; 1006 m = pl->map;
1027 mflags = get_map_flags (m, &m, x, y, &x, &y); 1008 mflags = get_map_flags (m, &m, x, y, &x, &y);
1028 if (mflags & P_OUT_OF_MAP) 1009 if (mflags & P_OUT_OF_MAP)
1029 continue; 1010 continue;
1030 1011
1031 /* Check everything in the square for trapness */ 1012 /* Check everything in the square for trapness */
1032 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)
1033 { 1014 {
1034
1035 /* And now we'd better do an inventory traversal of each 1015 /* And now we'd better do an inventory traversal of each
1036 * of these objects' inventory 1016 * of these objects' inventory
1037 * 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
1038 * the players inventory or monsters for that matter. 1018 * the players inventory or monsters for that matter.
1039 */ 1019 */
1040 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1020 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1041 {
1042 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1021 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1043 if (tmp2->type == RUNE || tmp2->type == TRAP) 1022 if (tmp2->type == RUNE || tmp2->type == TRAP)
1044 if (trap_see (pl, tmp2)) 1023 if (trap_see (pl, tmp2))
1045 { 1024 {
1046 trap_show (tmp2, tmp); 1025 trap_show (tmp2, tmp);
1047 if (tmp2->stats.Cha > 1) 1026 if (tmp2->stats.Cha > 1)
1048 { 1027 {
1049 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1028 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1050 expsum += calc_skill_exp (pl, tmp2, skill); 1029 expsum += calc_skill_exp (pl, tmp2, skill);
1051 1030
1052 tmp2->stats.Cha = 1; /* unhide the trap */ 1031 tmp2->stats.Cha = 1; /* unhide the trap */
1053 } 1032 }
1054 } 1033 }
1055 } 1034
1056 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1035 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1057 { 1036 {
1058 trap_show (tmp, tmp); 1037 trap_show (tmp, tmp);
1059 if (tmp->stats.Cha > 1) 1038 if (tmp->stats.Cha > 1)
1060 { 1039 {
1063 tmp->stats.Cha = 1; /* unhide the trap */ 1042 tmp->stats.Cha = 1; /* unhide the trap */
1064 } 1043 }
1065 } 1044 }
1066 } 1045 }
1067 } 1046 }
1047
1068 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1048 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1069 return expsum; 1049 return expsum;
1070} 1050}
1071 1051
1072/* remove_trap() - This skill will disarm any previously discovered trap 1052/* remove_trap() - This skill will disarm any previously discovered trap
1073 * 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.
1074 */ 1054 */
1075
1076int 1055int
1077remove_trap (object *op, int dir, object *skill) 1056remove_trap (object *op, int dir, object *skill)
1078{ 1057{
1079 object *tmp, *tmp2; 1058 object *tmp, *tmp2;
1080 int i, success = 0, mflags; 1059 int i, success = 0, mflags;
1090 mflags = get_map_flags (m, &m, x, y, &x, &y); 1069 mflags = get_map_flags (m, &m, x, y, &x, &y);
1091 if (mflags & P_OUT_OF_MAP) 1070 if (mflags & P_OUT_OF_MAP)
1092 continue; 1071 continue;
1093 1072
1094 /* Check everything in the square for trapness */ 1073 /* Check everything in the square for trapness */
1095 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)
1096 { 1075 {
1097 /* And now we'd better do an inventory traversal of each 1076 /* And now we'd better do an inventory traversal of each
1098 * of these objects inventory. Like above, only 1077 * of these objects inventory. Like above, only
1099 * do this for interesting objects. 1078 * do this for interesting objects.
1100 */ 1079 */
1101 1080
1102 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1081 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1103 { 1082 {
1104 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1083 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1105 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1084 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1106 { 1085 {
1107 trap_show (tmp2, tmp); 1086 trap_show (tmp2, tmp);
1087
1108 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))
1109 { 1089 {
1110 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1090 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1111 success += calc_skill_exp (op, tmp2, skill); 1091 success += calc_skill_exp (op, tmp2, skill);
1112 } 1092 }
1113 } 1093 }
1114 } 1094 }
1095
1115 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1096 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1116 { 1097 {
1117 trap_show (tmp, tmp); 1098 trap_show (tmp, tmp);
1099
1118 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))
1119 { 1101 {
1120 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1102 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1121 success += calc_skill_exp (op, tmp, skill); 1103 success += calc_skill_exp (op, tmp, skill);
1122 } 1104 }
1123 } 1105 }
1124 } 1106 }
1125 } 1107 }
1108
1126 return success; 1109 return success;
1127} 1110}
1128
1129 1111
1130/* pray() - when this skill is called from do_skill(), it allows 1112/* pray() - when this skill is called from do_skill(), it allows
1131 * 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.
1132 * This always returns 0 - return value is used by calling function 1114 * This always returns 0 - return value is used by calling function
1133 * 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
1134 * 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
1135 * give infinite exp by returning true in any cases. 1117 * give infinite exp by returning true in any cases.
1136 */ 1118 */
1137
1138int 1119int
1139pray (object *pl, object *skill) 1120pray (object *pl, object *skill)
1140{ 1121{
1141 char buf[MAX_BUF]; 1122 char buf[MAX_BUF];
1142 object *tmp; 1123 object *tmp;
1149 /* Check all objects - we could stop at floor objects, 1130 /* Check all objects - we could stop at floor objects,
1150 * 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
1151 * 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
1152 * than extra checks on object attributes. 1133 * than extra checks on object attributes.
1153 */ 1134 */
1154 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1135 for (tmp = pl->below; tmp; tmp = tmp->below)
1155 { 1136 {
1156 /* 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 */
1157 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1138 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1158 { 1139 {
1159 sprintf (buf, "You pray over the %s.", &tmp->name); 1140 sprintf (buf, "You pray over the %s.", &tmp->name);
1167 if (pl->stats.grace < pl->stats.maxgrace) 1148 if (pl->stats.grace < pl->stats.maxgrace)
1168 { 1149 {
1169 pl->stats.grace++; 1150 pl->stats.grace++;
1170 pl->last_grace = -1; 1151 pl->last_grace = -1;
1171 } 1152 }
1153
1172 return 0; 1154 return 0;
1173} 1155}
1174 1156
1175/* 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
1176 * brief period of concentration. No armour or weapons may be 1158 * brief period of concentration. No armour or weapons may be
1177 * wielded/applied for this to work. The amount of time needed 1159 * wielded/applied for this to work. The amount of time needed
1178 * to concentrate and the # of points regained is dependant on 1160 * to concentrate and the # of points regained is dependant on
1179 * the level of the user. - b.t. thomas@astro.psu.edu 1161 * the level of the user. - b.t. thomas@astro.psu.edu
1180 */ 1162 */
1181
1182void 1163void
1183meditate (object *pl, object *skill) 1164meditate (object *pl, object *skill)
1184{ 1165{
1185 object *tmp; 1166 object *tmp;
1186 1167
1194 return; 1175 return;
1195 } 1176 }
1196 else 1177 else
1197 { 1178 {
1198 for (tmp = pl->inv; tmp; tmp = tmp->below) 1179 for (tmp = pl->inv; tmp; tmp = tmp->below)
1199 if (((tmp->type == ARMOUR && skill->level < 12) 1180 if (((tmp->type == ARMOUR && skill->level < 12)
1200 || (tmp->type == HELMET && skill->level < 10) 1181 || (tmp->type == HELMET && skill->level < 10)
1201 || (tmp->type == SHIELD && skill->level < 6) 1182 || (tmp->type == SHIELD && skill->level < 6)
1202 || (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))
1203 { 1186 {
1204 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");
1205 return; 1188 return;
1206 } 1189 }
1207 } 1190 }
1227 pl->last_heal = -1; 1210 pl->last_heal = -1;
1228 } 1211 }
1229} 1212}
1230 1213
1231/* write_note() - this routine allows players to inscribe messages in 1214/* write_note() - this routine allows players to inscribe messages in
1232 * ordinary 'books' (anything that is type BOOK). b.t. 1215 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1233 */ 1216 */
1234static int 1217static int
1235write_note (object *pl, object *item, const char *msg, object *skill) 1218write_note (object *pl, object *item, const char *msg, object *skill)
1236{ 1219{
1237 char buf[1024]; 1220 if (!msg_is_safe (msg))
1238 object *newBook = NULL;
1239
1240 /* a pair of sanity checks */
1241 if (!item || item->type != BOOK)
1242 return 0;
1243
1244 if (!msg)
1245 {
1246 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1247 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1248 return 0;
1249 }
1250
1251 if (strcasestr_local (msg, "endmsg"))
1252 { 1221 {
1253 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)!");
1254 return 0; 1232 return 0;
1255 } 1233 }
1256 1234
1257 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)))
1258 return strlen (msg); 1236 return RESULT_INT (0);
1259 1237
1260 buf[0] = 0; 1238 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1261 if (!book_overflow (item->msg, msg, sizeof (buf)))
1262 { /* add msg string to book */
1263 if (item->msg)
1264 strcpy (buf, item->msg);
1265 1239
1266 strcat (buf, msg); 1240 if (char_len <= item->weight_limit)
1267 strcat (buf, "\n"); /* new msg needs a LF */ 1241 {
1268 if (item->nrof > 1) 1242 object *newbook = arch_to_object (item->other_arch);
1269 { 1243 item->decrease ();
1270 newBook = item->clone ();
1271 decrease_ob (item);
1272 esrv_send_item (pl, item);
1273 newBook->nrof = 1; 1244 newbook->nrof = 1;
1274 newBook->msg = buf; 1245 newbook->msg = shstr (msg);
1275 newBook = insert_ob_in_ob (newBook, pl); 1246 newbook->flag [FLAG_IDENTIFIED] = true;
1276 esrv_send_item (pl, newBook); 1247
1248 if (item->subtype == 1) // mailscrolls
1277 } 1249 {
1278 else 1250 newbook->name = item->name;
1251 newbook->name_pl = item->name_pl;
1279 { 1252 }
1280 item->msg = buf;
1281 /* This shouldn't be necessary - the object hasn't changed in any
1282 * visible way
1283 */
1284 /* esrv_send_item(pl, item); */
1285 }
1286 1253
1254 pl->insert (newbook);
1255
1256 pl->contr->play_sound (sound_find ("inscribe_success"));
1287 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);
1288 return strlen (msg); 1258 return char_len;
1289 } 1259 }
1290 else 1260 else
1291 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);
1292 1263
1293 return 0; 1264 return 0;
1294} 1265}
1295 1266
1296/* write_scroll() - this routine allows players to inscribe spell scrolls 1267/* write_scroll() - this routine allows players to inscribe spell scrolls
1297 * of spells which they know. Backfire effects are possible with the 1268 * of spells which they know. Backfire effects are possible with the
1298 * severity of the backlash correlated with the difficulty of the scroll 1269 * severity of the backlash correlated with the difficulty of the scroll
1299 * that is attempted. -b.t. thomas@astro.psu.edu 1270 * that is attempted. -b.t. thomas@astro.psu.edu
1300 */ 1271 */
1301
1302static int 1272static int
1303write_scroll (object *pl, object *scroll, object *skill) 1273write_scroll (object *pl, object *scroll, object *skill)
1304{ 1274{
1305 int success = 0, confused = 0; 1275 int success = 0, confused = 0;
1306 object *newscroll, *chosen_spell, *tmp;
1307
1308 /* this is a sanity check */
1309 if (scroll->type != SCROLL)
1310 {
1311 new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1312 return 0;
1313 }
1314 1276
1315 /* Check if we are ready to attempt inscription */ 1277 /* Check if we are ready to attempt inscription */
1316 chosen_spell = pl->contr->ranged_ob; 1278 object *chosen_spell = pl->contr->ranged_ob;
1279
1317 if (!chosen_spell || chosen_spell->type != SPELL) 1280 if (!chosen_spell || chosen_spell->type != SPELL)
1318 { 1281 {
1319 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!");
1320 return 0; 1283 return 0;
1321 } 1284 }
1327 } 1290 }
1328 1291
1329 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)
1330 { 1293 {
1331 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);
1332 return 0;
1333 }
1334
1335 /* if there is a spell already on the scroll then player could easily
1336 * accidently read it while trying to write the new one. give player
1337 * a 50% chance to overwrite spell at their own level
1338 */
1339 if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1340 {
1341 new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1342 manual_apply (pl, scroll, 0);
1343 return 0; 1295 return 0;
1344 } 1296 }
1345 1297
1346 /* ok, we are ready to try inscription */ 1298 /* ok, we are ready to try inscription */
1347 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1299 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1351 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);
1352 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);
1353 1305
1354 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)
1355 { 1307 {
1356 if (scroll->nrof > 1) 1308 object *newscroll = arch_to_object (scroll->other_arch);
1357 { 1309 scroll->decrease ();
1358 newscroll = scroll->clone ();
1359 decrease_ob (scroll);
1360 newscroll->nrof = 1; 1310 newscroll->nrof = 1;
1361 } 1311
1362 else 1312 pl->contr->play_sound (sound_find ("inscribe_success"));
1363 newscroll = scroll;
1364 1313
1365 if (!confused) 1314 if (!confused)
1366 { 1315 {
1367 newscroll->level = MAX (skill->level, chosen_spell->level); 1316 newscroll->level = max (skill->level, chosen_spell->level);
1317 newscroll->flag [FLAG_IDENTIFIED] = true;
1368 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.");
1369 } 1319 }
1370 else 1320 else
1371 { 1321 {
1372 chosen_spell = find_random_spell_in_ob (pl, NULL); 1322 chosen_spell = find_random_spell_in_ob (pl, NULL);
1373 if (!chosen_spell) 1323 if (!chosen_spell)
1374 return 0; 1324 return 0;
1375 1325
1376 newscroll->level = MAX (skill->level, chosen_spell->level); 1326 newscroll->level = max (skill->level, chosen_spell->level);
1377 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.");
1378 } 1328 }
1379 1329
1380 if (newscroll->inv)
1381 newscroll->inv->destroy ();
1382
1383 tmp = chosen_spell->clone (); 1330 object *tmp = chosen_spell->clone ();
1384 insert_ob_in_ob (tmp, newscroll); 1331 insert_ob_in_ob (tmp, newscroll);
1385 1332
1386 /* Same code as from treasure.c - so they can better merge. 1333 /* Same code as from treasure.C - so they can better merge.
1387 * if players want to sell them, so be it. 1334 * if players want to sell them, so be it.
1388 */ 1335 */
1389 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);
1390 newscroll->stats.exp = newscroll->value / 5; 1337 newscroll->stats.exp = newscroll->value / 5;
1391 1338
1392 /* wait until finished manipulating the scroll before inserting it */ 1339 pl->insert (newscroll);
1393 if (newscroll == scroll)
1394 {
1395 /* Remove to correctly merge with other items which may exist in inventory */
1396 newscroll->remove ();
1397 esrv_del_item (pl->contr, newscroll->count);
1398 }
1399 1340
1400 newscroll = insert_ob_in_ob (newscroll, pl);
1401 esrv_send_item (pl, newscroll);
1402 success = calc_skill_exp (pl, newscroll, skill); 1341 success = calc_skill_exp (pl, newscroll, skill);
1403 if (!confused) 1342 if (!confused)
1404 success *= 2; 1343 success *= 2;
1344
1405 success = success * skill->level; 1345 success = success * skill->level;
1406 return success; 1346 return success;
1407
1408 } 1347 }
1409 else 1348 else
1410 { /* Inscription has failed */ 1349 { /* Inscription has failed */
1350 pl->contr->play_sound (sound_find ("inscribe_fail"));
1411 1351
1412 if (chosen_spell->level > skill->level || confused) 1352 if (chosen_spell->level > skill->level || confused)
1413 { /*backfire! */ 1353 { /*backfire! */
1414 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
1415 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1356 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1416 pl->drain_specific_stat (4); 1357 pl->drain_specific_stat (4);
1417 else 1358 else
1418 { 1359 {
1419 confuse_player (pl, pl, 99); 1360 confuse_player (pl, pl, 99);
1420 return (-30 * chosen_spell->level); 1361 return -30 * chosen_spell->level;
1421 } 1362 }
1422 } 1363 }
1423 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)
1424 { 1365 {
1425 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.>");
1426 confuse_player (pl, pl, 99); 1367 confuse_player (pl, pl, 99);
1427 } 1368 }
1428 else 1369 else
1429 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.>");
1430 } 1371 }
1431 1372
1432 return 0; 1373 return 0;
1433} 1374}
1434 1375
1435/* write_on_item() - wrapper for write_note and write_scroll */ 1376/* write_on_item() - wrapper for write_note and write_scroll */
1436int 1377int
1437write_on_item (object *pl, const char *params, object *skill) 1378write_on_item (object *pl, const char *params, object *skill)
1438{ 1379{
1439 object *item;
1440 const char *string = params;
1441 int msgtype;
1442 archetype *skat; 1380 archetype *skat;
1443 1381
1444 if (pl->type != PLAYER) 1382 if (pl->type != PLAYER)
1445 return 0; 1383 return 0;
1446 1384
1447 if (!params) 1385 if (!params)
1448 {
1449 params = ""; 1386 params = "";
1450 string = params;
1451 }
1452 1387
1453 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1388 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1454 1389
1455 /* Need to be able to read before we can write! */ 1390 /* Need to be able to read before we can write! */
1456 if (!find_skill_by_name (pl, skat->clone.skill)) 1391 if (!find_skill_by_name (pl, skat->skill))
1457 { 1392 {
1458 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.>");
1459 return 0; 1394 return 0;
1460 } 1395 }
1461 1396
1462 /* if there is a message then it goes in a book and no message means 1397 object *item = find_marked_object (pl);
1463 * write active spell into the scroll
1464 */
1465 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1466 1398
1467 /* find an item of correct type to write on */ 1399 /* find an item of correct type to write on */
1468 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;
1469 { 1404 }
1470 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.>");
1471 return 0; 1409 return 0;
1472 } 1410 }
1473 1411
1474 if (QUERY_FLAG (item, FLAG_UNPAID)) 1412 if (QUERY_FLAG (item, FLAG_UNPAID))
1475 { 1413 {
1476 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.");
1477 return 0; 1415 return 0;
1478 } 1416 }
1479 if (msgtype != item->type) 1417
1418 if (item->other_arch->type == SCROLL)
1480 { 1419 {
1481 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);
1482 return 0; 1426 return 0;
1483 } 1427 }
1484 1428
1485 if (msgtype == SCROLL)
1486 return write_scroll (pl, item, skill); 1429 return write_scroll (pl, item, skill);
1487 else if (msgtype == BOOK) 1430 }
1431 else
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
1488 return write_note (pl, item, string, skill); 1441 return write_note (pl, item, params, skill);
1442 }
1489 1443
1490 return 0; 1444 return 0;
1491} 1445}
1492 1446
1493/* find_throw_ob() - if we request an object, then 1447/* find_throw_ob() - if we request an object, then
1526 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1480 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1527 { 1481 {
1528 /* can't toss invisible or inv-locked items */ 1482 /* can't toss invisible or inv-locked items */
1529 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1483 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1530 continue; 1484 continue;
1531 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1485 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1532 break; 1486 break;
1533 } 1487 }
1534 } 1488 }
1535 1489
1536 /* this should prevent us from throwing away 1490 /* this should prevent us from throwing away
1575 return tmp; 1529 return tmp;
1576} 1530}
1577 1531
1578/* make_throw_ob() We construct the 'carrier' object in 1532/* make_throw_ob() We construct the 'carrier' object in
1579 * which we will insert the object that is being thrown. 1533 * which we will insert the object that is being thrown.
1580 * This combination becomes the 'thrown object'. -b.t. 1534 * This combination becomes the 'thrown object'. -b.t.
1581 */ 1535 */
1582static object * 1536static object *
1583make_throw_ob (object *orig) 1537make_throw_ob (object *orig)
1584{ 1538{
1585 if (!orig) 1539 if (!orig)
1586 return NULL; 1540 return 0;
1587 1541
1588 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1542 if (QUERY_FLAG (orig, FLAG_APPLIED))
1589 { 1543 {
1590 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1544 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1591 /* insufficient workaround, but better than nothing */ 1545 /* insufficient workaround, but better than nothing */
1595 object *toss_item = orig->clone (); 1549 object *toss_item = orig->clone ();
1596 1550
1597 toss_item->type = THROWN_OBJ; 1551 toss_item->type = THROWN_OBJ;
1598 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1552 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1599 toss_item->stats.dam = 0; /* default damage */ 1553 toss_item->stats.dam = 0; /* default damage */
1600 insert_ob_in_ob (orig, toss_item); 1554 toss_item->insert (orig);
1555
1601 return toss_item; 1556 return toss_item;
1602} 1557}
1603 1558
1604/* do_throw() - op throws any object toss_item. This code 1559/* do_throw() - op throws any object toss_item. This code
1605 * was borrowed from fire_bow. 1560 * was borrowed from fire_bow.
1698 left = throw_ob; /* these are throwing objects left to the player */ 1653 left = throw_ob; /* these are throwing objects left to the player */
1699 1654
1700 /* 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?)
1701 * and returns NULL. We must use 'left' then 1656 * and returns NULL. We must use 'left' then
1702 */ 1657 */
1703 1658 if (!(throw_ob = throw_ob->split ()))
1704 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1705 { 1659 {
1706 throw_ob = left; 1660 throw_ob = left;
1707 left->remove (); 1661 left->remove ();
1708 if (op->type == PLAYER)
1709 esrv_del_item (op->contr, left->count);
1710 }
1711 else if (op->type == PLAYER)
1712 {
1713 if (left->destroyed ())
1714 esrv_del_item (op->contr, left->count);
1715 else
1716 esrv_update_item (UPD_NROF, op, left);
1717 } 1662 }
1718 1663
1719 /* special case: throwing powdery substances like dust, dirt */ 1664 /* special case: throwing powdery substances like dust, dirt */
1720 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1665 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1721 { 1666 {
1745 */ 1690 */
1746 throw_ob->inv->set_owner (op); 1691 throw_ob->inv->set_owner (op);
1747 throw_ob->direction = dir; 1692 throw_ob->direction = dir;
1748 1693
1749 /* the damage bonus from the force of the throw */ 1694 /* the damage bonus from the force of the throw */
1750 dam = (int) (str_factor * dam_bonus[eff_str]); 1695 dam = int (str_factor * dam_bonus[eff_str]);
1751 1696
1752 /* Now, lets adjust the properties of the thrown_ob. */ 1697 /* Now, lets adjust the properties of the thrown_ob. */
1753 1698
1754 /* how far to fly */ 1699 /* how far to fly */
1755 throw_ob->last_sp = (eff_str * 3) / 5; 1700 throw_ob->last_sp = (eff_str * 3) / 5;
1776 { 1721 {
1777 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1722 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1778 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;
1779 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;
1780 /* only throw objects get directional faces */ 1725 /* only throw objects get directional faces */
1781 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1726 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1782 SET_ANIMATION (throw_ob, dir); 1727 throw_ob->set_anim_frame (dir);
1783 } 1728 }
1784 else 1729 else
1785 { 1730 {
1786 uint16 mat = throw_ob->materials; 1731 uint16 mat = throw_ob->materials;
1787 1732

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