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(Generate patch)

Comparing deliantra/server/server/skills.C (file contents):
Revision 1.73 by root, Sun Nov 8 13:36:14 2009 UTC vs.
Revision 1.86 by root, Sun Apr 11 00:34:06 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
50 } 50 }
51 51
52 /* ADJUSTMENTS */ 52 /* ADJUSTMENTS */
53 53
54 /* It's harder to steal from hostile beings! */ 54 /* It's harder to steal from hostile beings! */
55 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 55 if (!victim->flag [FLAG_UNAGGRESSIVE])
56 roll = roll / 2; 56 roll = roll / 2;
57 57
58 /* Easier to steal from sleeping beings, or if the thief is 58 /* Easier to steal from sleeping beings, or if the thief is
59 * unseen */ 59 * unseen */
60 if (QUERY_FLAG (victim, FLAG_SLEEP)) 60 if (victim->flag [FLAG_SLEEP])
61 roll = roll * 3; 61 roll = roll * 3;
62 else if (op->invisible) 62 else if (op->invisible)
63 roll = roll * 2; 63 roll = roll * 2;
64 64
65 /* check stealing 'encumberance'. Having this equipment applied makes 65 /* check stealing 'encumberance'. Having this equipment applied makes
66 * it quite a bit harder to steal. 66 * it quite a bit harder to steal.
67 */ 67 */
68 for (equip = op->inv; equip; equip = equip->below) 68 for (equip = op->inv; equip; equip = equip->below)
69 { 69 {
70 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) 70 if (equip->type == WEAPON && equip->flag [FLAG_APPLIED])
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 && equip->flag [FLAG_APPLIED])
74 roll -= equip->weight / 5000; 74 roll -= equip->weight / 5000;
75 75
76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 76 if (equip->type == SHIELD && equip->flag [FLAG_APPLIED])
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 && equip->flag [FLAG_APPLIED])
80 roll -= equip->weight / 5000; 80 roll -= equip->weight / 5000;
81 81
82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 82 if (equip->type == GLOVES && equip->flag [FLAG_APPLIED])
83 roll -= equip->weight / 100; 83 roll -= equip->weight / 100;
84 } 84 }
85 85
86 if (roll < 0) 86 if (roll < 0)
87 roll = 0; 87 roll = 0;
114 if (!op->is_player () && op->flag [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 op->clr_flag (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;
153 * future possible problems. -b.t. 153 * future possible problems. -b.t.
154 * 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
155 * already -b.t. 155 * already -b.t.
156 */ 156 */
157 157
158 if (QUERY_FLAG (tmp, FLAG_APPLIED) 158 if (tmp->flag [FLAG_APPLIED]
159 || !tmp->type 159 || !tmp->type
160 || tmp->type == SPELL 160 || tmp->type == SPELL
161 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) 161 || tmp->flag [FLAG_STARTEQUIP]
162 || QUERY_FLAG (tmp, FLAG_NO_STEAL) 162 || tmp->flag [FLAG_NO_STEAL]
163 || tmp->invisible) 163 || tmp->invisible)
164 continue; 164 continue;
165 165
166 /* Okay, try stealing this item. Dependent on dexterity of thief, 166 /* Okay, try stealing this item. Dependent on dexterity of thief,
167 * skill level, see the adj_stealroll fctn for more detail. 167 * skill level, see the adj_stealroll fctn for more detail.
181 */ 181 */
182 if (tmp->destroyed () || tmp->env != op) 182 if (tmp->destroyed () || tmp->env != op)
183 { 183 {
184 /* for players, play_sound: steals item */ 184 /* for players, play_sound: steals item */
185 success = tmp; 185 success = tmp;
186 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 186 tmp->clr_flag (FLAG_INV_LOCKED);
187 } 187 }
188 188
189 break; 189 break;
190 } 190 }
191 } /* for loop looking for an item */ 191 } /* for loop looking for an item */
215 { 215 {
216 npc_call_help (op); 216 npc_call_help (op);
217 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));
218 } 218 }
219 219
220 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 220 op->clr_flag (FLAG_UNAGGRESSIVE);
221 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
222 * on the victim. 222 * on the victim.
223 */ 223 */
224 SET_FLAG (op, FLAG_NO_STEAL); 224 op->set_flag (FLAG_NO_STEAL);
225 } 225 }
226 else 226 else
227 { /* stealing from another player */ 227 { /* stealing from another player */
228 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
229 229
260 260
261 x = op->x + freearr_x[dir]; 261 x = op->x + freearr_x[dir];
262 y = op->y + freearr_y[dir]; 262 y = op->y + freearr_y[dir];
263 263
264 if (dir == 0) 264 if (dir == 0)
265 { 265 return 0; // you can't steal from ourself!
266 /* Can't steal from ourself! */
267 return 0;
268 }
269 266
270 m = op->map; 267 m = op->map;
271 mflags = get_map_flags (m, &m, x, y, &x, &y); 268 mflags = get_map_flags (m, &m, x, y, &x, &y);
272 /* Out of map - can't do it. If nothing alive on this space, 269 /* Out of map - can't do it. If nothing alive on this space,
273 * don't need to look any further. 270 * don't need to look any further.
281 278
282 /* Find the topmost object at this spot */ 279 /* Find the topmost object at this spot */
283 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); 280 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
284 281
285 /* For all the stacked objects at this point, attempt a steal */ 282 /* For all the stacked objects at this point, attempt a steal */
286 for (; tmp != NULL; tmp = next) 283 for (; tmp; tmp = next)
287 { 284 {
288 next = tmp->below; 285 next = tmp->below;
289 /* Minor hack--for multi square beings - make sure we get 286 /* Minor hack--for multi square beings - make sure we get
290 * the 'head' coz 'tail' objects have no inventory! - b.t. 287 * the 'head' coz 'tail' objects have no inventory! - b.t.
291 */ 288 */
292 if (tmp->head) 289 if (tmp->head)
293 tmp = tmp->head; 290 tmp = tmp->head;
294 291
295 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 292 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
296 continue; 293 continue;
297 294
298 /* do not reveal hidden DMs */ 295 /* do not reveal hidden DMs */
299 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden) 296 if (tmp->type == PLAYER && tmp->flag [FLAG_WIZ] && tmp->contr->hidden)
300 continue; 297 continue;
298
301 if (attempt_steal (tmp, op, skill)) 299 if (attempt_steal (tmp, op, skill))
302 { 300 {
303 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 301 if (tmp->type == PLAYER) /* no xp for stealing from another player */
304 return 0; 302 return 0;
305 303
306 /* no xp for stealing from pets (of players) */ 304 /* no xp for stealing from pets (of players) */
307 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 305 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
308 { 306 {
309 object *owner = tmp->owner; 307 object *owner = tmp->owner;
310 308
311 if (owner != NULL && owner->type == PLAYER) 309 if (owner && owner->type == PLAYER)
312 return 0; 310 return 0;
313 } 311 }
314 312
315 // reduce monster experience by experience we gained, as to 313 // reduce monster experience by experience we gained, as to
316 // limit the amount of exp that can be gained by stealing from monsters 314 // limit the amount of exp that can be gained by stealing from monsters
320 exp = min (tmp->stats.exp, exp); 318 exp = min (tmp->stats.exp, exp);
321 tmp->stats.exp -= exp; 319 tmp->stats.exp -= exp;
322 return exp; 320 return exp;
323 } 321 }
324 } 322 }
323
325 return 0; 324 return 0;
326} 325}
327 326
328static int 327static int
329attempt_pick_lock (object *door, object *pl, object *skill) 328attempt_pick_lock (object *door, object *pl, object *skill)
445hide (object *op, object *skill) 444hide (object *op, object *skill)
446{ 445{
447 /* the preliminaries -- Can we really hide now? */ 446 /* the preliminaries -- Can we really hide now? */
448 /* this keeps monsters from using invisibilty spells and hiding */ 447 /* this keeps monsters from using invisibilty spells and hiding */
449 448
450 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 449 if (op->flag [FLAG_MAKE_INVIS])
451 { 450 {
452 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); 451 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
453 return 0; 452 return 0;
454 } 453 }
455 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) 454 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
482static void 481static void
483stop_jump (object *pl, int dist, int spaces) 482stop_jump (object *pl, int dist, int spaces)
484{ 483{
485 pl->update_stats (); 484 pl->update_stats ();
486 pl->map->insert (pl, pl->x, pl->y, pl); 485 pl->map->insert (pl, pl->x, pl->y, pl);
487 pl->speed_left -= fabs (pl->speed * 8); 486 pl->speed_left -= pl->speed * 8.;
488} 487}
489 488
490static int 489static int
491attempt_jump (object *pl, int dir, int spaces, object *skill) 490attempt_jump (object *pl, int dir, int spaces, object *skill)
492{ 491{
519 } 518 }
520 519
521 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 520 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
522 { 521 {
523 /* Jump into creature */ 522 /* Jump into creature */
524 if (QUERY_FLAG (tmp, FLAG_MONSTER) 523 if (tmp->flag [FLAG_MONSTER]
525 || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden))) 524 || (tmp->type == PLAYER && (!tmp->flag [FLAG_WIZ] || !tmp->contr->hidden)))
526 { 525 {
527 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); 526 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
528 527
529 stop_jump (pl, i, spaces); 528 stop_jump (pl, i, spaces);
530 529
604 object *tmp; 603 object *tmp;
605 int success = 0; 604 int success = 0;
606 605
607 for (tmp = pl->inv; tmp; tmp = tmp->below) 606 for (tmp = pl->inv; tmp; tmp = tmp->below)
608 if (!tmp->invisible 607 if (!tmp->invisible
609 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 608 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
610 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 609 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) && tmp->item_power < skill->level)
611 { 610 {
612 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 611 tmp->set_flag (FLAG_KNOWN_CURSED);
613 esrv_update_item (UPD_FLAGS, pl, tmp); 612 esrv_update_item (UPD_FLAGS, pl, tmp);
614 success += calc_skill_exp (pl, tmp, skill); 613 success += calc_skill_exp (pl, tmp, skill);
615 } 614 }
616 615
617 /* Check ground, too, but only objects the player could pick up */ 616 /* Check ground, too, but only objects the player could pick up */
618 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 617 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
619 if (can_pick (pl, tmp) && 618 if (can_pick (pl, tmp) &&
620 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 619 !tmp->flag [FLAG_IDENTIFIED] &&
621 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 620 !tmp->flag [FLAG_KNOWN_CURSED]
622 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 621 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED]) && tmp->item_power < skill->level)
623 { 622 {
624 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 623 tmp->set_flag (FLAG_KNOWN_CURSED);
625 esrv_update_item (UPD_FLAGS, pl, tmp); 624 esrv_update_item (UPD_FLAGS, pl, tmp);
626 success += calc_skill_exp (pl, tmp, skill); 625 success += calc_skill_exp (pl, tmp, skill);
627 } 626 }
628 627
629 return success; 628 return success;
635 object *tmp; 634 object *tmp;
636 int success = 0; 635 int success = 0;
637 636
638 for (tmp = pl->inv; tmp; tmp = tmp->below) 637 for (tmp = pl->inv; tmp; tmp = tmp->below)
639 if (!tmp->invisible 638 if (!tmp->invisible
640 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 639 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
641 && (is_magical (tmp)) && tmp->item_power < skill->level) 640 && (is_magical (tmp)) && tmp->item_power < skill->level)
642 { 641 {
643 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 642 tmp->set_flag (FLAG_KNOWN_MAGICAL);
644 esrv_update_item (UPD_FLAGS, pl, tmp); 643 esrv_update_item (UPD_FLAGS, pl, tmp);
645 success += calc_skill_exp (pl, tmp, skill); 644 success += calc_skill_exp (pl, tmp, skill);
646 } 645 }
647 646
648 /* Check ground, too, but like above, only if the object can be picked up */ 647 /* Check ground, too, but like above, only if the object can be picked up */
649 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 648 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
650 if (can_pick (pl, tmp) && 649 if (can_pick (pl, tmp) &&
651 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level) 650 !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL] && (is_magical (tmp)) && tmp->item_power < skill->level)
652 { 651 {
653 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 652 tmp->set_flag (FLAG_KNOWN_MAGICAL);
654 esrv_update_item (UPD_FLAGS, pl, tmp); 653 esrv_update_item (UPD_FLAGS, pl, tmp);
655 success += calc_skill_exp (pl, tmp, skill); 654 success += calc_skill_exp (pl, tmp, skill);
656 } 655 }
657 656
658 return success; 657 return success;
665do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 664do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
666{ 665{
667 int success = 0, chance; 666 int success = 0, chance;
668 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; 667 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
669 668
670 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) 669 if (!tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_NO_SKILL_IDENT]
671 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) 670 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
672 { 671 {
673 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); 672 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
674 673
675 if (skill_value >= chance) 674 if (skill_value >= chance)
688 } 687 }
689 688
690 success += calc_skill_exp (pl, tmp, skill); 689 success += calc_skill_exp (pl, tmp, skill);
691 } 690 }
692 else 691 else
693 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 692 tmp->set_flag (FLAG_NO_SKILL_IDENT);
694 } 693 }
695 694
696 return success; 695 return success;
697} 696}
698 697
789int 788int
790use_oratory (object *pl, int dir, object *skill) 789use_oratory (object *pl, int dir, object *skill)
791{ 790{
792 if (pl->type != PLAYER) 791 if (pl->type != PLAYER)
793 return 0; /* only players use this skill */ 792 return 0; /* only players use this skill */
793
794 if (!dir)
795 {
796 pl->failmsg ("In what direction?");
797 return 0;
798 }
794 799
795 sint16 x = pl->x + freearr_x[dir], 800 sint16 x = pl->x + freearr_x[dir],
796 y = pl->y + freearr_y[dir]; 801 y = pl->y + freearr_y[dir];
797 maptile *m = pl->map; 802 maptile *m = pl->map;
798 803
820 if (tmp->type == PLAYER 825 if (tmp->type == PLAYER
821 || tmp->more || tmp->head_ () != tmp 826 || tmp->more || tmp->head_ () != tmp
822 || tmp->msg) 827 || tmp->msg)
823 return 0; 828 return 0;
824 829
825 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 830 if (tmp->flag [FLAG_MONSTER])
826 break; 831 break;
827 } 832 }
828 833
829 if (!tmp) 834 if (!tmp)
830 { 835 {
835 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); 840 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
836 841
837 /* the following conditions limit who may be 'charmed' */ 842 /* the following conditions limit who may be 'charmed' */
838 843
839 /* it's hostile! */ 844 /* it's hostile! */
840 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 845 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
841 { 846 {
842 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 847 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
843 return 0; 848 return 0;
844 } 849 }
845 850
846 /* it's already allied! */ 851 /* it's already allied! */
847 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 852 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
848 { 853 {
849 if (tmp->owner == pl) 854 if (tmp->owner == pl)
850 { 855 {
851 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); 856 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
852 return 0; 857 return 0;
883 tmp->set_owner (pl); 888 tmp->set_owner (pl);
884 tmp->skill = skill->skill; 889 tmp->skill = skill->skill;
885 tmp->stats.exp = 0; 890 tmp->stats.exp = 0;
886 tmp->attack_movement = PETMOVE; 891 tmp->attack_movement = PETMOVE;
887 892
888 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 893 if (!tmp->flag [FLAG_FRIENDLY])
889 add_friendly_object (tmp); 894 add_friendly_object (tmp);
890 895
891 return calc_skill_exp (pl, tmp, skill); 896 return calc_skill_exp (pl, tmp, skill);
892 } 897 }
893 /* Charm failed. Creature may be angry now */ 898 /* Charm failed. Creature may be angry now */
894 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) 899 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
895 { 900 {
896 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 901 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
897 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 902 if (tmp->flag [FLAG_FRIENDLY])
898 { 903 {
899 remove_friendly_object (tmp); 904 remove_friendly_object (tmp);
900 tmp->attack_movement = 0; /* needed? */ 905 tmp->attack_movement = 0; /* needed? */
901 } 906 }
902 907
903 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 908 tmp->clr_flag (FLAG_UNAGGRESSIVE);
904 } 909 }
905 910
906 return 0; /* Fall through - if we get here, we didn't charm anything */ 911 return 0; /* Fall through - if we get here, we didn't charm anything */
907} 912}
908 913
924 sint16 x, y; 929 sint16 x, y;
925 930
926 if (pl->type != PLAYER) 931 if (pl->type != PLAYER)
927 return 0; /* only players use this skill */ 932 return 0; /* only players use this skill */
928 933
934 if (!dir)
935 {
936 pl->failmsg ("In what direction?");
937 return 0;
938 }
939
929 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 940 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
941 for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir;
930 for (i = 0; i < min (skill->level, SIZEOFFREE); i++) 942 i < min (skill->level, SIZEOFFREE);
943 i++)
931 { 944 {
932 x = pl->x + freearr_x[i]; 945 x = pl->x + freearr_x[i];
933 y = pl->y + freearr_y[i]; 946 y = pl->y + freearr_y[i];
934 m = pl->map; 947 m = pl->map;
935 948
939 if (!(mflags & P_IS_ALIVE)) 952 if (!(mflags & P_IS_ALIVE))
940 continue; 953 continue;
941 954
942 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 955 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
943 { 956 {
944 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 957 if (tmp->flag [FLAG_MONSTER])
945 break; 958 break;
946 /* can't affect players */ 959 /* can't affect players */
947 if (tmp->type == PLAYER) 960 if (tmp->type == PLAYER)
948 break; 961 break;
949 } 962 }
950 963
951 /* Whole bunch of checks to see if this is a type of monster that would 964 /* Whole bunch of checks to see if this is a type of monster that would
952 * listen to singing. 965 * listen to singing.
953 */ 966 */
954 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ 967 if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */
955 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ 968 !tmp->flag [FLAG_SPLITTING] && /* no ears */
956 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ 969 !tmp->flag [FLAG_HITBACK] && /* was here before */
957 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */ 970 (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */
958 !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 971 !tmp->flag [FLAG_FRIENDLY])
959 { /* already calm */ 972 { /* already calm */
960 973
961 /* stealing isn't really related (although, maybe it should 974 /* stealing isn't really related (although, maybe it should
962 * be). This is mainly to prevent singing to the same monster 975 * be). This is mainly to prevent singing to the same monster
963 * over and over again and getting exp for it. 976 * over and over again and getting exp for it.
964 */ 977 */
965 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; 978 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
966 979
967 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) 980 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
968 { 981 {
969 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 982 tmp->set_flag (FLAG_UNAGGRESSIVE);
970 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); 983 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
971 /* Give exp only if they are not aware */ 984 /* Give exp only if they are not aware */
972 985
973 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 986 if (!tmp->flag [FLAG_NO_STEAL])
974 exp += calc_skill_exp (pl, tmp, skill); 987 exp += calc_skill_exp (pl, tmp, skill);
975 988
976 SET_FLAG (tmp, FLAG_NO_STEAL); 989 tmp->set_flag (FLAG_NO_STEAL);
977 } 990 }
978 else 991 else
979 { 992 {
980 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 993 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
981 SET_FLAG (tmp, FLAG_NO_STEAL); 994 tmp->set_flag (FLAG_NO_STEAL);
982 } 995 }
983 } 996 }
984 } 997 }
985 return exp; 998 return exp;
986} 999}
1015 /* And now we'd better do an inventory traversal of each 1028 /* And now we'd better do an inventory traversal of each
1016 * of these objects' inventory 1029 * of these objects' inventory
1017 * We can narrow this down a bit - no reason to search through 1030 * We can narrow this down a bit - no reason to search through
1018 * the players inventory or monsters for that matter. 1031 * the players inventory or monsters for that matter.
1019 */ 1032 */
1020 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1033 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1021 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1034 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1022 if (tmp2->type == RUNE || tmp2->type == TRAP) 1035 if (tmp2->type == RUNE || tmp2->type == TRAP)
1023 if (trap_see (pl, tmp2)) 1036 if (trap_see (pl, tmp2))
1024 { 1037 {
1025 trap_show (tmp2, tmp); 1038 trap_show (tmp2, tmp);
1076 /* And now we'd better do an inventory traversal of each 1089 /* And now we'd better do an inventory traversal of each
1077 * of these objects inventory. Like above, only 1090 * of these objects inventory. Like above, only
1078 * do this for interesting objects. 1091 * do this for interesting objects.
1079 */ 1092 */
1080 1093
1081 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1094 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1082 { 1095 {
1083 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1096 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1084 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1097 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1085 { 1098 {
1086 trap_show (tmp2, tmp); 1099 trap_show (tmp2, tmp);
1167 1180
1168 if (pl->type != PLAYER) 1181 if (pl->type != PLAYER)
1169 return; /* players only */ 1182 return; /* players only */
1170 1183
1171 /* check if pl has removed encumbering armour and weapons */ 1184 /* check if pl has removed encumbering armour and weapons */
1172 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) 1185 if (pl->flag [FLAG_READY_WEAPON] && (skill->level < 6))
1173 { 1186 {
1174 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); 1187 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1175 return; 1188 return;
1176 } 1189 }
1177 else 1190 else
1180 if (((tmp->type == ARMOUR && skill->level < 12) 1193 if (((tmp->type == ARMOUR && skill->level < 12)
1181 || (tmp->type == HELMET && skill->level < 10) 1194 || (tmp->type == HELMET && skill->level < 10)
1182 || (tmp->type == SHIELD && skill->level < 6) 1195 || (tmp->type == SHIELD && skill->level < 6)
1183 || (tmp->type == BOOTS && skill->level < 4) 1196 || (tmp->type == BOOTS && skill->level < 4)
1184 || (tmp->type == GLOVES && skill->level < 2)) 1197 || (tmp->type == GLOVES && skill->level < 2))
1185 && QUERY_FLAG (tmp, FLAG_APPLIED)) 1198 && tmp->flag [FLAG_APPLIED])
1186 { 1199 {
1187 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); 1200 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1188 return; 1201 return;
1189 } 1202 }
1190 } 1203 }
1237 1250
1238 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len)); 1251 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1239 1252
1240 if (char_len <= item->weight_limit) 1253 if (char_len <= item->weight_limit)
1241 { 1254 {
1242 object *newbook = arch_to_object (item->other_arch); 1255 object *newbook = item->other_arch->instance ();
1243 item->decrease (); 1256 item->decrease ();
1244 newbook->nrof = 1; 1257 newbook->nrof = 1;
1245 newbook->msg = shstr (msg); 1258 newbook->msg = shstr (msg);
1246 newbook->flag [FLAG_IDENTIFIED] = true; 1259 newbook->flag [FLAG_IDENTIFIED] = true;
1247 1260
1294 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1307 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1295 return 0; 1308 return 0;
1296 } 1309 }
1297 1310
1298 /* ok, we are ready to try inscription */ 1311 /* ok, we are ready to try inscription */
1299 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1312 if (pl->flag [FLAG_CONFUSED])
1300 confused = 1; 1313 confused = 1;
1301 1314
1302 /* Lost mana/grace no matter what */ 1315 /* Lost mana/grace no matter what */
1303 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); 1316 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1304 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); 1317 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1305 1318
1306 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) 1319 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1307 { 1320 {
1308 object *newscroll = arch_to_object (scroll->other_arch); 1321 object *newscroll = scroll->other_arch->instance ();
1309 scroll->decrease (); 1322 scroll->decrease ();
1310 newscroll->nrof = 1; 1323 newscroll->nrof = 1;
1311 1324
1312 pl->contr->play_sound (sound_find ("inscribe_success")); 1325 pl->contr->play_sound (sound_find ("inscribe_success"));
1313 1326
1349 { /* Inscription has failed */ 1362 { /* Inscription has failed */
1350 pl->contr->play_sound (sound_find ("inscribe_fail")); 1363 pl->contr->play_sound (sound_find ("inscribe_fail"));
1351 1364
1352 if (chosen_spell->level > skill->level || confused) 1365 if (chosen_spell->level > skill->level || confused)
1353 { /*backfire! */ 1366 { /*backfire! */
1354 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!"); 1367 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind! H<The spell level is too high for your inscription skill.>");
1355 1368
1356 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1369 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1357 pl->drain_specific_stat (4); 1370 pl->drain_specific_stat (4);
1358 else 1371 else
1359 { 1372 {
1407 { 1420 {
1408 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>"); 1421 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1409 return 0; 1422 return 0;
1410 } 1423 }
1411 1424
1412 if (QUERY_FLAG (item, FLAG_UNPAID)) 1425 if (item->flag [FLAG_UNPAID])
1413 { 1426 {
1414 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1427 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1415 return 0; 1428 return 0;
1416 } 1429 }
1417 1430
1453 * 'throwable' (ie not applied cursed obj, worn, etc). 1466 * 'throwable' (ie not applied cursed obj, worn, etc).
1454 */ 1467 */
1455static object * 1468static object *
1456find_throw_ob (object *op, const char *request) 1469find_throw_ob (object *op, const char *request)
1457{ 1470{
1458 object *tmp;
1459
1460 if (!op)
1461 { /* safety */
1462 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1463 return (object *) NULL;
1464 }
1465
1466 /* prefer marked item */ 1471 /* prefer marked item */
1467 tmp = find_marked_object (op); 1472 object *tmp = find_marked_object (op);
1468 if (tmp != NULL) 1473
1469 {
1470 /* can't toss invisible or inv-locked items */ 1474 /* can't toss invisible or inv-locked items */
1471 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1475 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1472 { 1476 tmp = 0;
1473 tmp = NULL;
1474 }
1475 }
1476 1477
1477 /* look through the inventory */ 1478 /* look through the inventory */
1478 if (tmp == NULL) 1479 if (tmp)
1479 {
1480 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1480 for (tmp = op->inv; tmp; tmp = tmp->below)
1481 { 1481 {
1482 /* can't toss invisible or inv-locked items */ 1482 /* can't toss invisible or inv-locked items */
1483 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1483 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1484 continue; 1484 continue;
1485
1485 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) 1486 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1486 break; 1487 break;
1487 } 1488 }
1488 }
1489 1489
1490 /* this should prevent us from throwing away 1490 /* this should prevent us from throwing away
1491 * cursed items, worn armour, etc. Only weapons 1491 * cursed items, worn armour, etc. Only weapons
1492 * can be thrown from 'hand'. 1492 * can be thrown from 'hand'.
1493 */ 1493 */
1494 if (!tmp) 1494 if (!tmp)
1495 return NULL; 1495 return 0;
1496 1496
1497 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1497 if (tmp->flag [FLAG_APPLIED])
1498 { 1498 {
1499 if (tmp->type != WEAPON) 1499 if (tmp->type != WEAPON)
1500 { 1500 {
1501 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); 1501 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s. H<Unapply it first.>", query_name (tmp));
1502 tmp = NULL; 1502 tmp = 0;
1503 }
1504 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1505 { 1503 }
1504 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1505 {
1506 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); 1506 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand! H<Cursed or damned items cannot be removed.>", query_name (tmp));
1507 tmp = NULL; 1507 tmp = 0;
1508 } 1508 }
1509 else 1509 else
1510 { 1510 {
1511 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 1511 if (!op->apply (tmp, AP_UNAPPLY))
1512 { 1512 {
1513 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1513 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1514 tmp = NULL; 1514 tmp = 0;
1515 } 1515 }
1516 } 1516 }
1517 } 1517 }
1518 else if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1518 else if (tmp->flag [FLAG_UNPAID])
1519 { 1519 {
1520 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); 1520 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1521 tmp = NULL; 1521 tmp = 0;
1522 } 1522 }
1523 1523
1524 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1524 //TODO: why not chekc first and give sensible message to player?
1525 if (tmp && tmp->flag [FLAG_INV_LOCKED])
1525 { 1526 {
1526 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1527 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1527 tmp = NULL; 1528 tmp = 0;
1528 } 1529 }
1530
1529 return tmp; 1531 return tmp;
1530} 1532}
1531 1533
1532/* make_throw_ob() We construct the 'carrier' object in 1534/* make_throw_ob() We construct the 'carrier' object in
1533 * which we will insert the object that is being thrown. 1535 * which we will insert the object that is being thrown.
1537make_throw_ob (object *orig) 1539make_throw_ob (object *orig)
1538{ 1540{
1539 if (!orig) 1541 if (!orig)
1540 return 0; 1542 return 0;
1541 1543
1542 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1544 if (orig->flag [FLAG_APPLIED])
1543 { 1545 {
1544 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1546 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1545 /* insufficient workaround, but better than nothing */ 1547 /* insufficient workaround, but better than nothing */
1546 CLEAR_FLAG (orig, FLAG_APPLIED); 1548 orig->clr_flag (FLAG_APPLIED);
1547 } 1549 }
1548 1550
1549 object *toss_item = orig->clone (); 1551 object *toss_item = orig->clone ();
1550 1552
1551 toss_item->type = THROWN_OBJ; 1553 toss_item->type = THROWN_OBJ;
1552 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1554 toss_item->clr_flag (FLAG_CHANGING);
1553 toss_item->stats.dam = 0; /* default damage */ 1555 toss_item->stats.dam = 0; /* default damage */
1554 toss_item->insert (orig); 1556 toss_item->insert (orig);
1555 1557
1556 return toss_item; 1558 return toss_item;
1557} 1559}
1568 int pause_f, weight_f = 0, mflags; 1570 int pause_f, weight_f = 0, mflags;
1569 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; 1571 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1570 maptile *m; 1572 maptile *m;
1571 sint16 sx, sy; 1573 sint16 sx, sy;
1572 1574
1573 if (throw_ob == NULL) 1575 if (!throw_ob)
1574 { 1576 {
1575 if (op->type == PLAYER) 1577 if (op->type == PLAYER)
1576 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw."); 1578 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1577 1579
1578 return 0; 1580 return 0;
1579 } 1581 }
1580 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) 1582
1583 if (throw_ob->flag [FLAG_STARTEQUIP])
1581 { 1584 {
1582 if (op->type == PLAYER) 1585 if (op->type == PLAYER)
1583 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1586 new_draw_info (NDI_UNIQUE, 0, op,
1587 "The gods won't let you throw that. "
1588 "H<Well, they would, but they would retrieve it "
1589 "- you wouldn't want that, would you?>");
1584 1590
1585 return 0; 1591 return 0;
1586 } 1592 }
1587 1593
1588 /* Because throwing effectiveness must be reduced by the 1594 /* Because throwing effectiveness must be reduced by the
1605 /* lighter items are thrown harder, farther, faster */ 1611 /* lighter items are thrown harder, farther, faster */
1606 if (throw_ob->weight > 0) 1612 if (throw_ob->weight > 0)
1607 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); 1613 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1608 else 1614 else
1609 { /* 0 or negative weight?!? Odd object, can't throw it */ 1615 { /* 0 or negative weight?!? Odd object, can't throw it */
1610 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob)); 1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1611 return 0; 1617 return 0;
1612 } 1618 }
1613 1619
1614 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); 1620 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1615 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1621 * item_factor * str_factor;
1616 1622
1617 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to 1623 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1618 * account for super-strong throwers. */ 1624 * account for super-strong throwers. */
1619 if (eff_str > MAX_STAT) 1625 min_it (eff_str, MAX_STAT);
1620 eff_str = MAX_STAT;
1621 1626
1622#ifdef DEBUG_THROW 1627#ifdef DEBUG_THROW
1623 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); 1628 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1624 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); 1629 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1625 LOG (llevDebug, " str_factor=%f\n", str_factor); 1630 LOG (llevDebug, " str_factor=%f\n", str_factor);
1715 /* the properties of objects which are meant to be thrown (ie dart, 1720 /* the properties of objects which are meant to be thrown (ie dart,
1716 * throwing knife, etc) will differ from ordinary items. Lets tailor 1721 * throwing knife, etc) will differ from ordinary items. Lets tailor
1717 * this stuff in here. 1722 * this stuff in here.
1718 */ 1723 */
1719 1724
1720 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) 1725 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1721 { 1726 {
1722 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1727 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1723 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; 1728 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1724 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; 1729 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1725 /* only throw objects get directional faces */ 1730 /* only throw objects get directional faces */
1761 if (throw_ob->weight > 50) 1766 if (throw_ob->weight > 50)
1762 throw_ob->speed *= 0.5; 1767 throw_ob->speed *= 0.5;
1763 } /* else tailor thrown object */ 1768 } /* else tailor thrown object */
1764 1769
1765 /* some limits, and safeties (needed?) */ 1770 /* some limits, and safeties (needed?) */
1766 if (throw_ob->stats.dam < 0) 1771 max_it (throw_ob->stats.dam, 0);
1767 throw_ob->stats.dam = 0;
1768 if (throw_ob->last_sp > eff_str) 1772 min_it (throw_ob->last_sp, eff_str);
1769 throw_ob->last_sp = eff_str;
1770 if (throw_ob->stats.food < 0) 1773 max_it (throw_ob->stats.food, 0);
1771 throw_ob->stats.food = 0;
1772 if (throw_ob->stats.food > 100)
1773 throw_ob->stats.food = 100;
1774 if (throw_ob->stats.wc > 30) 1774 min_it (throw_ob->stats.wc, 30);
1775 throw_ob->stats.wc = 30;
1776 1775
1777 /* how long to pause the thrower. Higher values mean less pause */ 1776 /* how long to pause the thrower. Higher values mean less pause */
1778 pause_f = ((2 * eff_str) / 3) + 20 + skill->level; 1777 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1779 1778
1780 /* Put a lower limit on this */ 1779 /* Put a lower limit on this */
1781 if (pause_f < 10) 1780 clamp_it (pause_f, 10, 100);
1782 pause_f = 10;
1783 if (pause_f > 100)
1784 pause_f = 100;
1785 1781
1786 /* Changed in 0.94.2 - the calculation before was really goofy. 1782 /* Changed in 0.94.2 - the calculation before was really goofy.
1787 * In short summary, a throw can take anywhere between speed 5 and 1783 * In short summary, a throw can take anywhere between speed 5 and
1788 * speed 0.5 1784 * speed 0.5
1789 */ 1785 */
1827 else 1823 else
1828 throw_ob = find_mon_throw_ob (op); 1824 throw_ob = find_mon_throw_ob (op);
1829 1825
1830 return do_throw (op, part, throw_ob, dir, skill); 1826 return do_throw (op, part, throw_ob, dir, skill);
1831} 1827}
1828
1829bool
1830skill_mining (object *who, object *tool, object *skill, int dir, const char *string)
1831{
1832 if (!who->is_player ())
1833 return 0;
1834
1835 if (!dir)
1836 {
1837 who->failmsg ("In what direction?");
1838 return 0;
1839 }
1840
1841 mapxy pos (who); pos.move (dir);
1842
1843 if (!pos.normalise ())
1844 {
1845 who->failmsgf (
1846 "You brandish your %s, with not so convincing results. "
1847 "H<There is nothing in this direction.>",
1848 &tool->name
1849 );
1850 return 0;
1851 }
1852
1853 mapspace &ms = pos.ms ();
1854
1855 for (object *vein = pos.ms ().top; vein; vein = vein->below)
1856 if (vein->type == VEIN)
1857 {
1858 who->speed_left -= who->speed / tool->speed;
1859
1860 who->play_sound (tool->sound);
1861
1862 if (rndm (100 - vein->stats.ac) > rndm (tool->stats.wc))
1863 who->failmsgf (
1864 "You use your %s.... nothing. "
1865 "H<Try again, perhaps?>",
1866 &tool->name
1867 );
1868 else if (vein->race != tool->race)
1869 who->failmsgf (
1870 "You use your %s.... but it doesn't work. "
1871 "H<Maybe you are using the wrong tool?>",
1872 &tool->name
1873 );
1874 else if (!vein->stats.food)
1875 who->failmsgf (
1876 "You use your %s.... but there is nothing. "
1877 "H<This space is exhausted, you should try somewhere else.>",
1878 &tool->name
1879 );
1880 else
1881 {
1882 --vein->stats.food;
1883
1884 object *ore = vein->other_arch->instance ();
1885
1886 who->statusmsg (format (
1887 "You use your %s.... and find some %s!",
1888 &tool->name, &ore->name
1889 ));
1890
1891 ore->insert_at (who);
1892
1893 return true;
1894 }
1895 }
1896
1897 return false;
1898}
1899
1900bool
1901skill_fishing (object *who, object *tool, object *skill, int dir, const char *string)
1902{
1903 printf ("******** fishing\n");
1904 return false;
1905}

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