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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.77 by root, Fri Mar 19 17:48:49 2010 UTC

1/* 1/*
2 * static char *rcsid_skills_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: skills.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
12 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
13 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
14 (at your option) any later version. 11 * option) any later version.
15 12 *
16 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
22 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
24 21 *
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
26*/ 23 */
27 24
28#include <global.h> 25#include <global.h>
29#include <object.h> 26#include <object.h>
30#ifndef __CEXTRACT__
31#include <sproto.h> 27#include <sproto.h>
32#endif
33#include <living.h> 28#include <living.h>
34#include <skills.h> 29#include <skills.h>
35#include <spells.h> 30#include <spells.h>
36#include <book.h> 31#include <book.h>
37 32
38/* adj_stealchance() - increased values indicate better attempts */ 33/* adj_stealchance() - increased values indicate better attempts */
34static int
39static int adj_stealchance (object *op, object *victim, int roll) { 35adj_stealchance (object *op, object *victim, int roll)
36{
40 object *equip; 37 object *equip;
41 38
42 if(!op||!victim||!roll) return -1; 39 if (!op || !victim || !roll)
40 return -1;
43 41
44 /* Only prohibit stealing if the player does not have a free 42 /* Only prohibit stealing if the player does not have a free
45 * hand available and in fact does have hands. 43 * hand available and in fact does have hands.
46 */ 44 */
47 if(op->type==PLAYER && op->body_used[BODY_ARMS] <=0 && 45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
48 op->body_info[BODY_ARMS]) { 46 {
49 new_draw_info(NDI_UNIQUE, 0,op,"But you have no free hands to steal with!"); 47 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with! "
50 return -1; 48 "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>");
49 return -1;
51 } 50 }
52 51
53 /* ADJUSTMENTS */ 52 /* ADJUSTMENTS */
54 53
55 /* Its harder to steal from hostile beings! */ 54 /* It's harder to steal from hostile beings! */
56 if(!QUERY_FLAG(victim, FLAG_UNAGGRESSIVE)) roll = roll/2; 55 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
56 roll = roll / 2;
57 57
58 /* Easier to steal from sleeping beings, or if the thief is 58 /* Easier to steal from sleeping beings, or if the thief is
59 * unseen */ 59 * unseen */
60 if(QUERY_FLAG(victim, FLAG_SLEEP)) 60 if (QUERY_FLAG (victim, FLAG_SLEEP))
61 roll = roll*3; 61 roll = roll * 3;
62 else if(op->invisible) 62 else if (op->invisible)
63 roll = roll*2; 63 roll = roll * 2;
64 64
65 /* check stealing 'encumberance'. Having this equipment applied makes 65 /* check stealing 'encumberance'. Having this equipment applied makes
66 * it quite a bit harder to steal. 66 * it quite a bit harder to steal.
67 */ 67 */
68 for(equip=op->inv;equip;equip=equip->below) { 68 for (equip = op->inv; equip; equip = equip->below)
69 {
69 if(equip->type==WEAPON&&QUERY_FLAG(equip,FLAG_APPLIED)) { 70 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
70 roll -= equip->weight/10000; 71 roll -= equip->weight / 10000;
71 } 72
72 if(equip->type==BOW&&QUERY_FLAG(equip,FLAG_APPLIED)) 73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
73 roll -= equip->weight/5000; 74 roll -= equip->weight / 5000;
75
74 if(equip->type==SHIELD&&QUERY_FLAG(equip,FLAG_APPLIED)) { 76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
75 roll -= equip->weight/2000; 77 roll -= equip->weight / 2000;
76 } 78
77 if(equip->type==ARMOUR&&QUERY_FLAG(equip,FLAG_APPLIED)) 79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
78 roll -= equip->weight/5000; 80 roll -= equip->weight / 5000;
81
79 if(equip->type==GLOVES&&QUERY_FLAG(equip,FLAG_APPLIED)) 82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
80 roll -= equip->weight/100; 83 roll -= equip->weight / 100;
81 } 84 }
82 if(roll<0) roll=0; 85
86 if (roll < 0)
87 roll = 0;
88
83 return roll; 89 return roll;
84} 90}
85 91
86/* 92/*
87 * When stealing: dependent on the intelligence/wisdom of whom you're 93 * When stealing: dependent on the intelligence/wisdom of whom you're
88 * stealing from (op in attempt_steal), offset by your dexterity and 94 * stealing from (op in attempt_steal), offset by your dexterity and
90 * or not. 96 * or not.
91 * op is the target (person being pilfered) 97 * op is the target (person being pilfered)
92 * who is the person doing the stealing. 98 * who is the person doing the stealing.
93 * skill is the skill object (stealing). 99 * skill is the skill object (stealing).
94 */ 100 */
95 101static int
96static int attempt_steal(object* op, object* who, object *skill) 102attempt_steal (object *op, object *who, object *skill)
97{ 103{
98 object *success=NULL, *tmp=NULL, *next; 104 object *success = NULL, *tmp = NULL, *next;
99 int roll=0, chance=0, stats_value; 105 int roll = 0, chance = 0, stats_value;
100 rv_vector rv; 106 rv_vector rv;
101 107
102 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; 108 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
103 109
104 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) 110 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
105 * they will try to prevent stealing if they can. Only unseen theives will 111 * they will try to prevent stealing if they can. Only unseen theives will
106 * have much chance of success. 112 * have much chance of success.
107 */ 113 */
108 if(op->type!=PLAYER && QUERY_FLAG(op,FLAG_NO_STEAL)) { 114 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
115 {
109 if(can_detect_enemy(op,who,&rv)) { 116 if (can_detect_enemy (op, who, &rv))
117 {
110 npc_call_help(op); 118 npc_call_help (op);
111 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 119 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
112 new_draw_info(NDI_UNIQUE, 0,who,"Your attempt is prevented!"); 120 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
113 return 0; 121 return 0;
122 }
114 } 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 */
115 op->stats.Wis += (op->stats.Int/5)+1; 124 op->stats.Wis += (op->stats.Int / 5) + 1;
116 if (op->stats.Wis > MAX_STAT) op->stats.Wis = MAX_STAT; 125
126 if (op->stats.Wis > MAX_STAT)
127 op->stats.Wis = MAX_STAT;
128 }
129
130 if (op->is_player () && op->flag [FLAG_WIZ])
117 } 131 {
118 if (op->type == PLAYER && QUERY_FLAG(op, FLAG_WIZ)) {
119 new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); 132 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
120 return 0; 133 return 0;
134 }
135
136 // only allow stealing between hostile players (TODO: probably should change)
137 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful))
121 } 138 {
122#ifdef PROHIBIT_PLAYERKILL
123 if(op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) {
124 new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); 139 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
125 return 0; 140 return 0;
126 } 141 }
127#else
128 if(op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) {
129 new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
130 return 0;
131 }
132#endif
133 142
134
135 /* Ok then, go thru their inventory, stealing */ 143 /* Ok then, go through their inventory, stealing */
136 for(tmp = op->inv; tmp != NULL; tmp = next) { 144 for (tmp = op->inv; tmp; tmp = next)
145 {
137 next = tmp->below; 146 next = tmp->below;
138 147
139 /* you can't steal worn items, starting items, wiz stuff, 148 /* you can't steal worn items, starting items, wiz stuff,
140 * innate abilities, or items w/o a type. Generally 149 * innate abilities, or items w/o a type. Generally
141 * speaking, the invisibility flag prevents experience or 150 * speaking, the invisibility flag prevents experience or
142 * abilities from being stolen since these types are currently 151 * abilities from being stolen since these types are currently
143 * always invisible objects. I was implicit here so as to prevent 152 * always invisible objects. I was implicit here so as to prevent
144 * future possible problems. -b.t. 153 * future possible problems. -b.t.
145 * 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
146 * already -b.t. 155 * already -b.t.
147 */ 156 */
148 157
149 if (QUERY_FLAG(tmp,FLAG_WAS_WIZ) || QUERY_FLAG(tmp, FLAG_APPLIED) 158 if (QUERY_FLAG (tmp, FLAG_APPLIED)
150 || !(tmp->type) 159 || !tmp->type
151 || tmp->type == EXPERIENCE || tmp->type == SPELL 160 || tmp->type == SPELL
152 || QUERY_FLAG(tmp,FLAG_STARTEQUIP) 161 || QUERY_FLAG (tmp, FLAG_STARTEQUIP)
153 || QUERY_FLAG(tmp,FLAG_NO_STEAL) 162 || QUERY_FLAG (tmp, FLAG_NO_STEAL)
154 || tmp->invisible ) continue; 163 || tmp->invisible)
164 continue;
155 165
156 /* Okay, try stealing this item. Dependent on dexterity of thief, 166 /* Okay, try stealing this item. Dependent on dexterity of thief,
157 * skill level, see the adj_stealroll fctn for more detail. 167 * skill level, see the adj_stealroll fctn for more detail.
158 */ 168 */
159 169
160 roll=die_roll(2, 100, who, PREFER_LOW)/2; /* weighted 1-100 */ 170 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
161 171
162 if((chance=adj_stealchance(who,op,(stats_value+skill->level * 10 - op->level * 3)))==-1) 172 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
163 return 0; 173 return 0;
164 else if (roll < chance ) { 174 else if (roll < chance)
165 tag_t tmp_count = tmp->count; 175 {
166
167 pick_up(who, tmp); 176 pick_up (who, tmp);
168 /* need to see if the player actually stole this item - 177 /* need to see if the player actually stole this item -
169 * if it is in the players inv, assume it is. This prevents 178 * if it is in the players inv, assume it is. This prevents
170 * abuses where the player can not carry the item, so just 179 * abuses where the player can not carry the item, so just
171 * keeps stealing it over and over. 180 * keeps stealing it over and over.
172 */ 181 */
173 if (was_destroyed(tmp, tmp_count) || tmp->env != op) { 182 if (tmp->destroyed () || tmp->env != op)
183 {
174 /* for players, play_sound: steals item */ 184 /* for players, play_sound: steals item */
175 success = tmp; 185 success = tmp;
176 CLEAR_FLAG(tmp, FLAG_INV_LOCKED); 186 CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
187 }
177 188
178 /* Don't delete it from target player until we know 189 break;
179 * the thief has picked it up. can't just look at tmp->count, 190 }
180 * as it's possible that it got merged when picked up. 191 } /* for loop looking for an item */
181 */ 192
182 if (op->type == PLAYER) 193 if (!tmp)
183 esrv_del_item(op->contr, tmp_count); 194 {
195 new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
196 return 0;
184 } 197 }
185 break;
186 }
187 } /* for loop looking for an item */
188 198
189 if (!tmp) {
190 new_draw_info_format(NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!",
191 op->type == PLAYER ? "" : "The ", query_name(op));
192 return 0;
193 }
194
195 /* If you arent high enough level, you might get something BUT 199 /* If you arent high enough level, you might get something BUT
196 * the victim will notice your stealing attempt. Ditto if you 200 * the victim will notice your stealing attempt. Ditto if you
197 * attempt to steal something heavy off them, they're bound to notice 201 * attempt to steal something heavy off them, they're bound to notice
198 */ 202 */
199 203
200 if((roll>=skill->level) || !chance 204 if ((roll >= skill->level) || !chance
201 ||(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)))))
202 206 {
203 /* victim figures out where the thief is! */ 207 /* victim figures out where the thief is! */
204 if(who->hide) make_visible(who); 208 if (who->flag [FLAG_HIDDEN])
209 make_visible (who);
205 210
206 if(op->type != PLAYER) { 211 if (op->type != PLAYER)
212 {
207 /* The unaggressives look after themselves 8) */ 213 /* The unaggressives look after themselves 8) */
208 if(who->type==PLAYER) { 214 if (who->type == PLAYER)
209 npc_call_help(op); 215 {
210 new_draw_info_format(NDI_UNIQUE, 0,who, 216 npc_call_help (op);
211 "%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));
212 } 218 }
219
213 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE); 220 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
214 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
215 * on the victim. 222 * on the victim.
216 */ 223 */
217 SET_FLAG(op,FLAG_NO_STEAL); 224 SET_FLAG (op, FLAG_NO_STEAL);
218 } else { /* stealing from another player */ 225 }
226 else
227 { /* stealing from another player */
219 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
229
220 /* Notify the other player */ 230 /* Notify the other player */
221 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))
222 sprintf(buf, "Your %s is missing!", query_name(success)); 232 sprintf (buf, "Your %s is missing!", query_name (success));
223 } else { 233 else
224 sprintf(buf, "Your pack feels strangely lighter."); 234 sprintf (buf, "Your pack feels strangely lighter.");
225 } 235
226 new_draw_info(NDI_UNIQUE, 0,op,buf); 236 new_draw_info (NDI_UNIQUE, 0, op, buf);
227 if (!success) { 237 if (!success)
228 if (who->invisible) { 238 {
239 if (who->invisible)
229 sprintf(buf, "you feel itchy fingers getting at your pack."); 240 sprintf (buf, "you feel itchy fingers getting at your pack.");
230 } else { 241 else
231 sprintf(buf, "%s looks very shifty.", query_name(who)); 242 sprintf (buf, "%s looks very shifty.", query_name (who));
232 } 243
233 new_draw_info(NDI_UNIQUE, 0,op,buf); 244 new_draw_info (NDI_UNIQUE, 0, op, buf);
234 } 245 }
235 } /* else stealing from another player */ 246 } /* else stealing from another player */
236 /* play_sound("stop! thief!"); kindofthing */ 247 /* play_sound("stop! thief!"); kindofthing */
237 } /* if you weren't 100% successful */ 248 } /* if you weren't 100% successful */
249
238 return success? 1:0; 250 return success ? 1 : 0;
239} 251}
240 252
241 253int
242int steal(object* op, int dir, object *skill) 254steal (object *op, int dir, object *skill)
243{ 255{
244 object *tmp, *next; 256 object *tmp, *next;
245 sint16 x, y; 257 sint16 x, y;
246 mapstruct *m; 258 maptile *m;
247 int mflags; 259 int mflags;
248 260
249 x = op->x + freearr_x[dir]; 261 x = op->x + freearr_x[dir];
250 y = op->y + freearr_y[dir]; 262 y = op->y + freearr_y[dir];
251 263
252 if(dir == 0) { 264 if (dir == 0)
253 /* Can't steal from ourself! */ 265 return 0; // you can't steal from ourself!
254 return 0;
255 }
256 266
257 m = op->map; 267 m = op->map;
258 mflags = get_map_flags(m, &m ,x,y, &x, &y); 268 mflags = get_map_flags (m, &m, x, y, &x, &y);
259 /* 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,
260 * don't need to look any further. 270 * don't need to look any further.
261 */ 271 */
262 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 272 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
263 return 0;
264
265 /* If player can't move onto the space, can't steal from it. */
266 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)))
267 return 0;
268
269 /* Find the topmost object at this spot */
270 for(tmp = get_map_ob(m,x,y);
271 tmp != NULL && tmp->above != NULL;
272 tmp = tmp->above);
273
274 /* For all the stacked objects at this point, attempt a steal */
275 for(; tmp != NULL; tmp = next) {
276 next = tmp->below;
277 /* Minor hack--for multi square beings - make sure we get
278 * the 'head' coz 'tail' objects have no inventory! - b.t.
279 */
280 if (tmp->head) tmp=tmp->head;
281
282 if(tmp->type!=PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) continue;
283
284 /* do not reveal hidden DMs */
285 if (tmp->type == PLAYER && QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden) continue;
286 if (attempt_steal(tmp, op, skill)) {
287 if (tmp->type==PLAYER) /* no xp for stealing from another player */
288 return 0;
289
290 /* no xp for stealing from pets (of players) */
291 if (QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) {
292 object *owner = get_owner(tmp);
293 if (owner != NULL && owner->type == PLAYER)
294 return 0;
295 }
296
297 // reduce monster experience by experience we gained, as to
298 // limit the amount of exp that can be gained by stealing from monsters
299 // (jessies gave ~20,000,000 exp otherwise.
300 int exp = calc_skill_exp (op, tmp, skill);
301 exp = MIN (tmp->stats.exp, exp);
302 tmp->stats.exp -= exp;
303 return exp;
304 }
305 }
306 return 0; 273 return 0;
307}
308 274
275 /* If player can't move onto the space, can't steal from it. */
276 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
277 return 0;
278
279 /* Find the topmost object at this spot */
280 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
281
282 /* For all the stacked objects at this point, attempt a steal */
283 for (; tmp; tmp = next)
284 {
285 next = tmp->below;
286 /* Minor hack--for multi square beings - make sure we get
287 * the 'head' coz 'tail' objects have no inventory! - b.t.
288 */
289 if (tmp->head)
290 tmp = tmp->head;
291
292 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
293 continue;
294
295 /* do not reveal hidden DMs */
296 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
297 continue;
298
299 if (attempt_steal (tmp, op, skill))
300 {
301 if (tmp->type == PLAYER) /* no xp for stealing from another player */
302 return 0;
303
304 /* no xp for stealing from pets (of players) */
305 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
306 {
307 object *owner = tmp->owner;
308
309 if (owner && owner->type == PLAYER)
310 return 0;
311 }
312
313 // reduce monster experience by experience we gained, as to
314 // limit the amount of exp that can be gained by stealing from monsters
315 // (jessies gave ~20,000,000 exp otherwise.
316 int exp = calc_skill_exp (op, tmp, skill);
317
318 exp = min (tmp->stats.exp, exp);
319 tmp->stats.exp -= exp;
320 return exp;
321 }
322 }
323
324 return 0;
325}
326
327static int
309static int attempt_pick_lock (object *door, object *pl, object *skill) 328attempt_pick_lock (object *door, object *pl, object *skill)
310{ 329{
311 int difficulty= pl->map->difficulty ? pl->map->difficulty : 0; 330 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
312 int success = 0, number; /* did we get anything? */ 331 int success = 0, number; /* did we get anything? */
313 332
314 333
315 /* Try to pick the lock on this item (doors only for now). 334 /* Try to pick the lock on this item (doors only for now).
316 * Dependent on dexterity/skill SK_level of the player and 335 * Dependent on dexterity/skill SK_level of the player and
317 * the map level difficulty. 336 * the map level difficulty.
318 */ 337 */
319 number = (die_roll(2, 40, pl, PREFER_LOW)-2)/2; 338 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
320 if (number < (pl->stats.Dex + skill->level - difficulty)) { 339 if (number < (pl->stats.Dex + skill->level - difficulty))
340 {
321 remove_door(door); 341 remove_door (door);
322 success = 1; 342 success = 1;
323 } else if (door->inv && (door->inv->type==RUNE || door->inv->type==TRAP)) { /* set off any traps? */
324 spring_trap(door->inv,pl);
325 } 343 }
344 else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
345 { /* set off any traps? */
346 spring_trap (door->inv, pl);
347 }
326 return success; 348 return success;
327} 349}
328 350
329 351
330/* Implementation by bt. (thomas@astro.psu.edu) 352/* Implementation by bt. (thomas@astro.psu.edu)
331 * monster implementation 7-7-95 by bt. 353 * monster implementation 7-7-95 by bt.
332 */ 354 */
333 355
356int
334int pick_lock(object *pl, int dir, object *skill) 357pick_lock (object *pl, int dir, object *skill)
335{ 358{
336 object *tmp; 359 object *tmp;
337 int x = pl->x + freearr_x[dir]; 360 int x = pl->x + freearr_x[dir];
338 int y = pl->y + freearr_y[dir]; 361 int y = pl->y + freearr_y[dir];
339 362
363 if (!dir)
340 if(!dir) dir=pl->facing; 364 dir = pl->facing;
341 365
342 /* For all the stacked objects at this point find a door*/ 366 /* For all the stacked objects at this point find a door */
343 if (out_of_map(pl->map,x,y)) { 367 if (out_of_map (pl->map, x, y))
368 {
344 new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there."); 369 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
345 return 0; 370 return 0;
346 } 371 }
347 372
348 for(tmp=get_map_ob(pl->map,x,y); tmp; tmp=tmp->above) 373 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
349 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) break; 374 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
375 break;
350 376
351 if (!tmp) { 377 if (!tmp)
378 {
352 new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there."); 379 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
353 return 0; 380 return 0;
354 } 381 }
355 if (tmp->type == LOCKED_DOOR) { 382 if (tmp->type == LOCKED_DOOR)
383 {
356 new_draw_info(NDI_UNIQUE, 0,pl, "You can't pick that lock!"); 384 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
357 return 0; 385 return 0;
358 } 386 }
359 387
360 if (!tmp->move_block) { 388 if (!tmp->move_block)
389 {
361 new_draw_info(NDI_UNIQUE, 0,pl,"The door has no lock!"); 390 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
362 return 0; 391 return 0;
363 } 392 }
364 393
365 if (attempt_pick_lock(tmp, pl, skill)) { 394 if (attempt_pick_lock (tmp, pl, skill))
395 {
366 new_draw_info(NDI_UNIQUE, 0,pl,"You pick the lock."); 396 new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
367 return calc_skill_exp(pl,NULL, skill); 397 return calc_skill_exp (pl, NULL, skill);
368 } else { 398 }
399 else
400 {
369 new_draw_info(NDI_UNIQUE, 0,pl, "You fail to pick the lock."); 401 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
370 return 0; 402 return 0;
371 } 403 }
372} 404}
373
374 405
375/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 406/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
376 * a short while (success and duration dependant on player SK_level, 407 * a short while (success and duration dependant on player SK_level,
377 * dexterity, charisma, and map difficulty). 408 * dexterity, charisma, and map difficulty).
378 * Players have a good chance of becoming 'unhidden' if they move 409 * Players have a good chance of becoming 'unhidden' if they move
379 * and like invisiblity will be come visible if they attack 410 * and like invisiblity will be come visible if they attack
380 * Implemented by b.t. (thomas@astro.psu.edu) 411 * Implemented by b.t. (thomas@astro.psu.edu)
381 * July 7, 1995 - made hiding possible for monsters. -b.t. 412 * July 7, 1995 - made hiding possible for monsters. -b.t.
382 */ 413 */
383 414static int
384static int attempt_hide(object *op, object *skill) { 415attempt_hide (object *op, object *skill)
416{
385 int number,difficulty=op->map->difficulty; 417 int number, difficulty = op->map->difficulty;
386 int terrain = hideability(op); 418 int terrain = hideability (op);
387 419
388 if(terrain<-10) /* not enough cover here */ 420 if (terrain < -10) /* not enough cover here */
389 return 0;
390
391 /* Hiding success and duration dependant on skill level,
392 * op->stats.Dex, map difficulty and terrain.
393 */
394
395 number = (die_roll(2, 25, op, PREFER_LOW)-2)/2;
396 if(!stand_near_hostile(op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) {
397 op->invisible += 100; /* set the level of 'hiddeness' */
398 if(op->type==PLAYER)
399 op->contr->tmp_invis=1;
400 op->hide=1;
401 return 1;
402 }
403 return 0; 421 return 0;
422
423 /* Hiding success and duration dependant on skill level,
424 * op->stats.Dex, map difficulty and terrain.
425 */
426 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
427
428 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
429 {
430 op->invisible += 100; /* set the level of 'hiddeness' */
431
432 if (op->type == PLAYER)
433 op->contr->tmp_invis = 1;
434
435 op->flag [FLAG_HIDDEN] = 1;
436 return 1;
437 }
438
439 return 0;
404} 440}
405 441
406/* patched this to take terrain into consideration */ 442/* patched this to take terrain into consideration */
407 443int
408int hide(object *op, object *skill) { 444hide (object *op, object *skill)
409 445{
410 /* the preliminaries -- Can we really hide now? */ 446 /* the preliminaries -- Can we really hide now? */
411 /* this keeps monsters from using invisibilty spells and hiding */ 447 /* this keeps monsters from using invisibilty spells and hiding */
412 448
413 if (QUERY_FLAG(op, FLAG_MAKE_INVIS)) { 449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
450 {
414 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!");
415 return 0; 452 return 0;
453 }
416 } else if (!op->hide && op->invisible>0 && op->type == PLAYER) { 454 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
455 {
417 new_draw_info(NDI_UNIQUE, 0,op,"Your attempt to hide breaks the invisibility spell!"); 456 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
418 make_visible(op); 457 make_visible (op);
419 } 458 }
420 459
421 if(op->invisible>(50*skill->level)) { 460 if (op->invisible > 50 * skill->level)
461 {
422 new_draw_info(NDI_UNIQUE,0,op,"You are as hidden as you can get."); 462 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
423 return 0; 463 return 0;
424 } 464 }
425 465
426 if(attempt_hide(op, skill)) { 466 if (attempt_hide (op, skill))
467 {
427 new_draw_info(NDI_UNIQUE, 0,op,"You hide in the shadows."); 468 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
428 update_object(op,UP_OBJ_FACE); 469 update_object (op, UP_OBJ_FACE);
429 return calc_skill_exp(op, NULL, skill); 470 return calc_skill_exp (op, NULL, skill);
430 } 471 }
472
431 new_draw_info(NDI_UNIQUE,0,op,"You fail to conceal yourself."); 473 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
432 return 0; 474 return 0;
433} 475}
434
435 476
436/* stop_jump() - End of jump. Clear flags, restore the map, and 477/* stop_jump() - End of jump. Clear flags, restore the map, and
437 * freeze the jumper a while to simulate the exhaustion 478 * freeze the jumper a while to simulate the exhaustion
438 * of jumping. 479 * of jumping.
439 */ 480 */
481static void
440static void stop_jump(object *pl, int dist, int spaces) { 482stop_jump (object *pl, int dist, int spaces)
441 fix_player(pl); 483{
442 insert_ob_in_map(pl,pl->map,pl,0); 484 pl->update_stats ();
485 pl->map->insert (pl, pl->x, pl->y, pl);
486 pl->speed_left -= pl->speed * 8.;
443} 487}
444 488
445 489static int
446static int attempt_jump (object *pl, int dir, int spaces, object *skill) { 490attempt_jump (object *pl, int dir, int spaces, object *skill)
491{
447 object *tmp; 492 object *tmp;
448 int i,exp=0,dx=freearr_x[dir],dy=freearr_y[dir], mflags; 493 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
449 sint16 x, y; 494 sint16 x, y;
450 mapstruct *m; 495 maptile *m;
451 496
452 /* Jump loop. Go through spaces opject wants to jump. Halt the 497 /* Jump loop. Go through spaces object wants to jump. Halt the
453 * jump if a wall or creature is in the way. We set FLAG_FLYING 498 * jump if a wall or creature is in the way. We set FLAG_FLYING
454 * temporarily to allow player to aviod exits/archs that are not 499 * temporarily to allow player to aviod exits/archs that are not
455 * fly_on, fly_off. This will also prevent pickup of objects 500 * fly_on, fly_off. This will also prevent pickup of objects
456 * while jumping over them. 501 * while jumping over them.
457 */
458
459 remove_ob(pl);
460
461 /*
462 * I don't think this is actually needed - all the movement
463 * code is handled in this function, and I don't see anyplace
464 * that cares about the move_type being flying.
465 */ 502 */
503 pl->remove ();
466 pl->move_type |= MOVE_FLY_LOW; 504 pl->move_type |= MOVE_FLY_LOW;
467 505
468 for(i=0;i<=spaces;i++) { 506 for (i = 0; i <= spaces; i++)
507 {
469 x = pl->x + dx; 508 x = pl->x + dx;
470 y = pl->y + dy; 509 y = pl->y + dy;
471 m = pl->map; 510 m = pl->map;
472 511
473 mflags = get_map_flags(m, &m, x, y, &x, &y); 512 mflags = get_map_flags (m, &m, x, y, &x, &y);
474 513
475 if (mflags & P_OUT_OF_MAP) { 514 if (mflags & P_OUT_OF_MAP)
476 (void) stop_jump(pl,i,spaces); 515 {
516 stop_jump (pl, i, spaces);
477 return 0; 517 return 0;
478 } 518 }
519
520 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
521 {
522 /* Jump into creature */
523 if (QUERY_FLAG (tmp, FLAG_MONSTER)
524 || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
525 {
526 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
527
528 stop_jump (pl, i, spaces);
529
530 int exp = 0;
531
532 if (tmp->type != PLAYER
533 || (pl->type == PLAYER && !pl->contr->party)
534 || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
535 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
536
537 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
538 }
539 }
540
479 if (OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, x, y))) { 541 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
542 {
480 new_draw_info(NDI_UNIQUE, 0,pl,"Your jump is blocked."); 543 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
481 stop_jump(pl,i,spaces); 544 stop_jump (pl, i, spaces);
482 return 0; 545 return 0;
483 } 546 }
484 547
485 for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) { 548 pl->x = x;
486 /* Jump into creature */ 549 pl->y = y;
487 if(QUERY_FLAG(tmp, FLAG_MONSTER) 550 pl->map = m;
488 || (tmp->type==PLAYER && (!QUERY_FLAG(tmp, FLAG_WIZ) || !tmp->contr->hidden))) { 551
489 new_draw_info_format(NDI_UNIQUE, 0,pl,"You jump into %s%s.", 552 if (m->at (x, y).move_on & pl->move_type)
490 tmp->type == PLAYER ? "" : "the ", tmp->name); 553 {
491 if(tmp->type!=PLAYER || 554 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
492 (pl->type==PLAYER && pl->contr->party==NULL) ||
493 (pl->type==PLAYER && tmp->type==PLAYER &&
494 pl->contr->party!=tmp->contr->party))
495 exp = skill_attack(tmp,pl,pl->facing,"kicked", skill); /* pl makes an attack */
496 stop_jump(pl,i,spaces); 555 stop_jump (pl, i, spaces);
497 return exp; /* note that calc_skill_exp() is already called by skill_attack() */ 556 return 0;
557 }
498 } 558 }
499 /* If the space has fly on set (no matter what the space is), 559
500 * we should get the effects - after all, the player is
501 * effectively flying.
502 */
503 if (tmp->move_on & MOVE_FLY_LOW) {
504 pl->x = x;
505 pl->y = y;
506 pl->map = m;
507 if (pl->contr)
508 esrv_map_scroll(&pl->contr->socket, dx, dy);
509 stop_jump(pl,i,spaces);
510 return calc_skill_exp(pl,NULL, skill);
511 }
512 }
513 pl->x = x;
514 pl->y = y;
515 pl->map = m;
516 if (pl->contr)
517 esrv_map_scroll(&pl->contr->socket, dx, dy);
518 }
519 stop_jump(pl,i,spaces); 560 stop_jump (pl, i, spaces);
561
520 return calc_skill_exp(pl,NULL, skill); 562 return calc_skill_exp (pl, NULL, skill);
521} 563}
522 564
523/* jump() - this is both a new type of movement for player/monsters and 565/* jump() - this is both a new type of movement for player/monsters and
524 * an attack as well. 566 * an attack as well.
525 * Perhaps we should allow more spaces based on level, eg, level 50 567 * Perhaps we should allow more spaces based on level, eg, level 50
526 * jumper can jump several spaces? 568 * jumper can jump several spaces?
527 */ 569 */
528 570int
529int jump(object *pl, int dir, object *skill) 571jump (object *pl, int dir, object *skill)
530{ 572{
531 int spaces=0,stats;
532 int str = pl->stats.Str; 573 int str = pl->stats.Str;
533 int dex = pl->stats.Dex; 574 int dex = pl->stats.Dex;
534 575
535 dex = dex ? dex : 15; 576 dex = dex ? dex : 15;
536 str = str ? str : 10; 577 str = str ? str : 10;
537 578
538 stats=str*str*str*dex * skill->level; 579 int stats = str * str * str * dex * skill->level;
580 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
539 581
540 if(pl->carrying!=0) /* don't want div by zero !! */ 582 if (spaces == 0)
541 spaces=(int) (stats/pl->carrying); 583 {
542 else
543 spaces=2; /* pl has no objects - gets the far jump */
544
545 if(spaces>2)
546 spaces = 2;
547 else if(spaces==0) {
548 new_draw_info(NDI_UNIQUE, 0,pl,"You are carrying too much weight to jump."); 584 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
549 return 0; 585 return 0;
550 } 586 }
587
551 return attempt_jump(pl,dir,spaces, skill); 588 return attempt_jump (pl, dir, spaces, skill);
552} 589}
553
554 590
555/* skill_ident() - this code is supposed to allow players to identify 591/* skill_ident() - this code is supposed to allow players to identify
556 * classes of objects with the various "auto-ident" skills. Player must 592 * classes of objects with the various "auto-ident" skills. Player must
557 * have unidentified objects of the right type in order for the skill 593 * have unidentified objects of the right type in order for the skill
558 * to work. While multiple classes of objects may be identified, 594 * to work. While multiple classes of objects may be identified,
559 * this code is kind of yucky -- it would be nice to make it a bit 595 * this code is kind of yucky -- it would be nice to make it a bit
560 * more generalized. Right now, skill indices are embedded in this routine. 596 * more generalized. Right now, skill indices are embedded in this routine.
561 * Returns amount of experience gained (on successful ident). 597 * Returns amount of experience gained (on successful ident).
562 * - b.t. (thomas@astro.psu.edu) 598 * - b.t. (thomas@astro.psu.edu)
563 */ 599 */
564 600static int
565static int do_skill_detect_curse(object *pl, object *skill) { 601do_skill_detect_curse (object *pl, object *skill)
602{
566 object *tmp; 603 object *tmp;
567 int success=0; 604 int success = 0;
568 605
569 for(tmp=pl->inv;tmp;tmp=tmp->below) 606 for (tmp = pl->inv; tmp; tmp = tmp->below)
570 if (!tmp->invisible 607 if (!tmp->invisible
571 && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) 608 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
572 && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && 609 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
573 tmp->item_power < skill->level) { 610 {
574 SET_FLAG(tmp,FLAG_KNOWN_CURSED); 611 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
575 esrv_update_item(UPD_FLAGS, pl, tmp); 612 esrv_update_item (UPD_FLAGS, pl, tmp);
576 success+= calc_skill_exp(pl,tmp, skill); 613 success += calc_skill_exp (pl, tmp, skill);
577 } 614 }
578 615
579 /* Check ground, too, but only objects the player could pick up */ 616 /* Check ground, too, but only objects the player could pick up */
580 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)
581 if (can_pick(pl, tmp) && 618 if (can_pick (pl, tmp) &&
582 !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && 619 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
583 !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED) 620 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
584 && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) && 621 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
585 tmp->item_power < skill->level) { 622 {
586 SET_FLAG(tmp,FLAG_KNOWN_CURSED); 623 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
587 esrv_update_item(UPD_FLAGS, pl, tmp); 624 esrv_update_item (UPD_FLAGS, pl, tmp);
588 success+= calc_skill_exp(pl,tmp, skill); 625 success += calc_skill_exp (pl, tmp, skill);
589 } 626 }
590 627
591 return success; 628 return success;
592} 629}
593 630
631static int
594static int do_skill_detect_magic(object *pl, object *skill) { 632do_skill_detect_magic (object *pl, object *skill)
633{
595 object *tmp; 634 object *tmp;
596 int success=0; 635 int success = 0;
597 636
598 for(tmp=pl->inv;tmp;tmp=tmp->below) 637 for (tmp = pl->inv; tmp; tmp = tmp->below)
599 if(!tmp->invisible 638 if (!tmp->invisible
600 && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) 639 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
601 && (is_magical(tmp)) && tmp->item_power < skill->level) { 640 && (is_magical (tmp)) && tmp->item_power < skill->level)
641 {
602 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 642 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
603 esrv_update_item(UPD_FLAGS, pl, tmp); 643 esrv_update_item (UPD_FLAGS, pl, tmp);
604 success+=calc_skill_exp(pl,tmp, skill); 644 success += calc_skill_exp (pl, tmp, skill);
605 } 645 }
606 646
607 /* 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 */
608 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)
609 if (can_pick(pl, tmp) && 649 if (can_pick (pl, tmp) &&
610 !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && 650 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
611 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL) 651 {
612 && (is_magical(tmp)) && tmp->item_power < skill->level) {
613 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL); 652 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
614 esrv_update_item(UPD_FLAGS, pl, tmp); 653 esrv_update_item (UPD_FLAGS, pl, tmp);
615 success+=calc_skill_exp(pl,tmp, skill); 654 success += calc_skill_exp (pl, tmp, skill);
616 } 655 }
617 656
618 return success; 657 return success;
619} 658}
620 659
621/* Helper function for do_skill_ident, so that we can loop 660/* Helper function for do_skill_ident, so that we can loop
622 * over inventory AND objects on the ground conveniently. 661 * over inventory AND objects on the ground conveniently.
623 */ 662 */
663static int
624int do_skill_ident2(object *tmp,object *pl, int obj_class, object *skill) 664do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
625{ 665{
626 int success = 0, chance; 666 int success = 0, chance;
627 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;
628 668
629 if (!QUERY_FLAG (tmp,FLAG_IDENTIFIED) && !QUERY_FLAG (tmp,FLAG_NO_SKILL_IDENT) 669 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
630 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) 670 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
631 { 671 {
632 chance = die_roll(3, 10, pl, PREFER_LOW) - 3 672 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
633 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
634 673
635 if (skill_value >= chance) 674 if (skill_value >= chance)
636 { 675 {
637 identify(tmp); 676 identify (tmp);
638 677
639 if (pl->type==PLAYER) 678 if (pl->type == PLAYER)
640 { 679 {
641 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl)); 680 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
642 681
643 if (tmp->msg) 682 if (tmp->msg)
644 { 683 {
645 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 684 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
646 new_draw_info(NDI_UNIQUE, 0,pl, tmp->msg); 685 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
647 } 686 }
648
649 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
650 if (tmp->map)
651 esrv_send_item (pl, tmp);
652 } 687 }
688
653 success += calc_skill_exp(pl,tmp, skill); 689 success += calc_skill_exp (pl, tmp, skill);
654 } 690 }
655 else 691 else
656 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 692 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
657 } 693 }
658 694
659 return success; 695 return success;
660} 696}
661 697
662/* do_skill_ident() - workhorse for skill_ident() -b.t. 698/* do_skill_ident() - workhorse for skill_ident() -b.t.
663 */ 699 */
700static int
664static int do_skill_ident(object *pl, int obj_class, object *skill) { 701do_skill_ident (object *pl, int obj_class, object *skill)
665 object *tmp; 702{
666 int success=0; 703 int success = 0;
667 704
668 for(tmp=pl->inv;tmp;tmp=tmp->below) 705 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
669 success+=do_skill_ident2(tmp,pl,obj_class, skill); 706 success += do_skill_ident2 (tmp, pl, obj_class, skill);
670 /* check the ground */ 707 /* check the ground */
671 708
672 for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above) 709 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
673 success+=do_skill_ident2(tmp,pl,obj_class, skill); 710 success += do_skill_ident2 (tmp, pl, obj_class, skill);
674 711
675 return success; 712 return success;
676} 713}
677 714
715int
678int skill_ident(object *pl, object *skill) { 716skill_ident (object *pl, object *skill)
717{
679 int success=0; 718 int success = 0;
680 719
681 if(pl->type != PLAYER) return 0; /* only players will skill-identify */ 720 if (pl->type != PLAYER)
721 return 0; /* only players will skill-identify */
682 722
683 new_draw_info(NDI_UNIQUE, 0,pl,"You look at the objects nearby..."); 723 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
684 724
685 switch (skill->subtype) { 725 switch (skill->subtype)
726 {
686 case SK_SMITHERY: 727 case SK_SMITHERY:
687 success += do_skill_ident(pl,WEAPON, skill) + do_skill_ident(pl,ARMOUR, skill) 728 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
688 + do_skill_ident(pl,BRACERS,skill) + do_skill_ident(pl,CLOAK,skill) 729 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
689 + do_skill_ident(pl,BOOTS,skill) + do_skill_ident(pl,SHIELD,skill) 730 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
690 + do_skill_ident(pl,GIRDLE,skill) + do_skill_ident(pl,HELMET,skill) 731 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
691 + do_skill_ident(pl,GLOVES,skill);
692 break; 732 break;
693 733
694 case SK_BOWYER: 734 case SK_BOWYER:
695 success += do_skill_ident(pl,BOW,skill) + do_skill_ident(pl,ARROW,skill); 735 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
696 break; 736 break;
697 737
698 case SK_ALCHEMY: 738 case SK_ALCHEMY:
699 success += do_skill_ident(pl,POTION,skill) + do_skill_ident(pl,POISON,skill) 739 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
700 + do_skill_ident(pl,CONTAINER,skill) 740 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
701 + do_skill_ident(pl,DRINK,skill) + do_skill_ident(pl,INORGANIC,skill);
702 break; 741 break;
703 742
704 case SK_WOODSMAN: 743 case SK_WOODSMAN:
705 success += do_skill_ident(pl,FOOD,skill) + do_skill_ident(pl,DRINK,skill) 744 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
706 + do_skill_ident(pl,FLESH,skill);
707 break; 745 break;
708 746
709 case SK_JEWELER: 747 case SK_JEWELER:
710 success += do_skill_ident(pl,GEM,skill) + do_skill_ident(pl,RING,skill) + 748 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
711 do_skill_ident(pl,AMULET,skill);
712 break; 749 break;
713 750
714 case SK_LITERACY: 751 case SK_LITERACY:
715 success += do_skill_ident(pl,SPELLBOOK,skill) 752 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
716 + do_skill_ident(pl,SCROLL,skill) + do_skill_ident(pl,BOOK,skill);
717 break; 753 break;
718 754
719 case SK_THAUMATURGY: 755 case SK_THAUMATURGY:
720 success += do_skill_ident(pl,WAND,skill) + do_skill_ident(pl,ROD,skill) 756 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
721 + do_skill_ident(pl,HORN,skill);
722 break; 757 break;
723 758
724 case SK_DET_CURSE: 759 case SK_DET_CURSE:
725 success = do_skill_detect_curse(pl,skill); 760 success = do_skill_detect_curse (pl, skill);
726 if(success) 761 if (success)
727 new_draw_info(NDI_UNIQUE, 0,pl,"...and discover cursed items!"); 762 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
728 break; 763 break;
729 764
730 case SK_DET_MAGIC: 765 case SK_DET_MAGIC:
731 success = do_skill_detect_magic(pl,skill); 766 success = do_skill_detect_magic (pl, skill);
732 if(success) 767 if (success)
733 new_draw_info(NDI_UNIQUE, 0,pl, 768 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
734 "...and discover items imbued with mystic forces!");
735 break; 769 break;
736 770
737 default: 771 default:
738 LOG(llevError,"Error: bad call to skill_ident()\n"); 772 LOG (llevError, "Error: bad call to skill_ident()\n");
739 return 0; 773 return 0;
740 break; 774 break;
741 } 775 }
776
742 if(!success) { 777 if (!success)
743 new_draw_info(NDI_UNIQUE, 0,pl,"...and learn nothing more."); 778 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
744 } 779
745 return success; 780 return success;
746} 781}
747
748 782
749/* players using this skill can 'charm' a monster -- 783/* players using this skill can 'charm' a monster --
750 * into working for them. It can only be used on 784 * into working for them. It can only be used on
751 * non-special (see below) 'neutral' creatures. 785 * non-special (see below) 'neutral' creatures.
752 * -b.t. (thomas@astro.psu.edu) 786 * -b.t. (thomas@astro.psu.edu)
753 */ 787 */
754 788int
755int use_oratory(object *pl, int dir, object *skill) { 789use_oratory (object *pl, int dir, object *skill)
756 sint16 x=pl->x+freearr_x[dir],y=pl->y+freearr_y[dir]; 790{
757 int mflags,chance; 791 if (pl->type != PLAYER)
758 object *tmp; 792 return 0; /* only players use this skill */
759 mapstruct *m; 793
760 794 sint16 x = pl->x + freearr_x[dir],
761 if(pl->type!=PLAYER) return 0; /* only players use this skill */ 795 y = pl->y + freearr_y[dir];
762 m = pl->map; 796 maptile *m = pl->map;
797
763 mflags =get_map_flags(m, &m, x,y, &x, &y); 798 int mflags = get_map_flags (m, &m, x, y, &x, &y);
764 if (mflags & P_OUT_OF_MAP) return 0; 799 if (mflags & P_OUT_OF_MAP)
800 return 0;
765 801
766 /* Save some processing - we have the flag already anyways 802 /* Save some processing - we have the flag already anyways
767 */ 803 */
768 if (!(mflags & P_IS_ALIVE)) { 804 if (!(mflags & P_IS_ALIVE))
805 {
769 new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 806 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
770 return 0; 807 return 0;
808 }
809
810 object *tmp;
811 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
771 } 812 {
772
773 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
774 /* can't persuade players - return because there is nothing else 813 /* can't persuade players - return because there is nothing else
775 * on that space to charm. Same for multi space monsters and 814 * on that space to charm. Same for multi space monsters and
776 * special monsters - we don't allow them to be charmed, and there 815 * special monsters - we don't allow them to be charmed, and there
777 * is no reason to do further processing since they should be the 816 * is no reason to do further processing since they should be the
778 * only monster on the space. 817 * only monster on the space.
779 */ 818 */
780 if(tmp->type==PLAYER) return 0; 819 if (tmp->type == PLAYER
781 if(tmp->more || tmp->head) return 0; 820 || tmp->more || tmp->head_ () != tmp
782 if(tmp->msg) return 0; 821 || tmp->msg)
822 return 0;
783 823
784 if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; 824 if (QUERY_FLAG (tmp, FLAG_MONSTER))
825 break;
785 } 826 }
786 827
787 if (!tmp) { 828 if (!tmp)
829 {
788 new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 830 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
789 return 0; 831 return 0;
790 } 832 }
791 833
792 new_draw_info_format(NDI_UNIQUE, 834 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
793 0,pl, "You orate to the %s.",query_name(tmp));
794 835
795 /* the following conditions limit who may be 'charmed' */ 836 /* the following conditions limit who may be 'charmed' */
796 837
797 /* it's hostile! */ 838 /* it's hostile! */
798 if(!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && !QUERY_FLAG(tmp, FLAG_FRIENDLY)) { 839 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
799 new_draw_info_format(NDI_UNIQUE, 0,pl,
800 "Too bad the %s isn't listening!\n",query_name(tmp));
801 return 0;
802 } 840 {
841 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
842 return 0;
843 }
803 844
804 /* it's already allied! */ 845 /* it's already allied! */
805 if(QUERY_FLAG(tmp,FLAG_FRIENDLY)&&(tmp->attack_movement==PETMOVE)){ 846 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
806 if(get_owner(tmp)==pl) { 847 {
807 new_draw_info(NDI_UNIQUE, 0,pl, 848 if (tmp->owner == pl)
808 "Your follower loves your speech.\n"); 849 {
850 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
809 return 0; 851 return 0;
852 }
810 } else if (skill->level > tmp->level) { 853 else if (skill->level > tmp->level)
854 {
811 /* you steal the follower. Perhaps we should really look at the 855 /* you steal the follower. Perhaps we should really look at the
812 * level of the owner above? 856 * level of the owner above?
813 */ 857 */
814 set_owner(tmp,pl); 858 tmp->set_owner (pl);
815 new_draw_info_format(NDI_UNIQUE, 0,pl, 859 tmp->skill = skill->skill;
816 "You convince the %s to follow you instead!\n", 860
817 query_name(tmp)); 861 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
818 /* Abuse fix - don't give exp since this can otherwise 862 /* Abuse fix - don't give exp since this can otherwise
819 * be used by a couple players to gets lots of exp. 863 * be used by a couple players to gets lots of exp.
820 */ 864 */
821 return 0; 865 return 0;
822 } else { 866 }
867 else
868 {
823 /* In this case, you can't steal it from the other player */ 869 /* In this case, you can't steal it from the other player */
824 return 0; 870 return 0;
825 } 871 }
826 } /* Creature was already a pet of someone */ 872 } /* Creature was already a pet of someone */
827 873
828 chance=skill->level*2+(pl->stats.Cha-2*tmp->stats.Int)/2; 874 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
829 875
830 /* Ok, got a 'sucker' lets try to make them a follower */ 876 /* Ok, got a 'sucker' lets try to make them a follower */
831 if(chance>0 && tmp->level<(random_roll(0, chance-1, pl, PREFER_HIGH)-1)) { 877 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
832 new_draw_info_format(NDI_UNIQUE, 0,pl, 878 {
833 "You convince the %s to become your follower.\n", 879 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
834 query_name(tmp));
835 880
836 set_owner(tmp,pl); 881 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
882 tmp->set_owner (pl);
883 tmp->skill = skill->skill;
837 tmp->stats.exp = 0; 884 tmp->stats.exp = 0;
838 add_friendly_object(tmp);
839 SET_FLAG(tmp,FLAG_FRIENDLY);
840 tmp->attack_movement = PETMOVE; 885 tmp->attack_movement = PETMOVE;
886
887 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
888 add_friendly_object (tmp);
889
841 return calc_skill_exp(pl,tmp, skill); 890 return calc_skill_exp (pl, tmp, skill);
842 } 891 }
843 /* Charm failed. Creature may be angry now */ 892 /* Charm failed. Creature may be angry now */
844 else if((skill->level+((pl->stats.Cha-10)/2)) < random_roll(1, 2*tmp->level, pl, PREFER_LOW)) { 893 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
845 new_draw_info_format(NDI_UNIQUE, 0,pl, 894 {
846 "Your speech angers the %s!\n",query_name(tmp)); 895 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
847 if(QUERY_FLAG(tmp,FLAG_FRIENDLY)) { 896 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
848 CLEAR_FLAG(tmp,FLAG_FRIENDLY); 897 {
849 remove_friendly_object(tmp); 898 remove_friendly_object (tmp);
850 tmp->attack_movement = 0; /* needed? */ 899 tmp->attack_movement = 0; /* needed? */
851 } 900 }
901
852 CLEAR_FLAG(tmp,FLAG_UNAGGRESSIVE); 902 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
853 } 903 }
904
854 return 0; /* Fall through - if we get here, we didn't charm anything */ 905 return 0; /* Fall through - if we get here, we didn't charm anything */
855} 906}
856 907
857/* Singing() -this skill allows the player to pacify nearby creatures. 908/* Singing() -this skill allows the player to pacify nearby creatures.
858 * There are few limitations on who/what kind of 909 * There are few limitations on who/what kind of
859 * non-player creatures that may be pacified. Right now, a player 910 * non-player creatures that may be pacified. Right now, a player
861 * successfully pacified the creature gets Int=1. Thus, a player 912 * successfully pacified the creature gets Int=1. Thus, a player
862 * may only pacify a creature once. 913 * may only pacify a creature once.
863 * BTW, I appologize for the naming of the skill, I couldnt think 914 * BTW, I appologize for the naming of the skill, I couldnt think
864 * of anything better! -b.t. 915 * of anything better! -b.t.
865 */ 916 */
866 917int
867int singing(object *pl, int dir, object *skill) { 918singing (object *pl, int dir, object *skill)
868 int i,exp = 0,chance, mflags; 919{
920 int i, exp = 0;
869 object *tmp; 921 object *tmp;
870 mapstruct *m; 922 maptile *m;
871 sint16 x, y; 923 sint16 x, y;
872 924
873 if(pl->type!=PLAYER) return 0; /* only players use this skill */ 925 if (pl->type != PLAYER)
926 return 0; /* only players use this skill */
874 927
875 new_draw_info_format(NDI_UNIQUE,0,pl, "You sing"); 928 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
876 for(i=dir;i<(dir+MIN(skill->level,SIZEOFFREE));i++) { 929 for (i = 0; i < min (skill->level, SIZEOFFREE); i++)
930 {
877 x = pl->x+freearr_x[i]; 931 x = pl->x + freearr_x[i];
878 y = pl->y+freearr_y[i]; 932 y = pl->y + freearr_y[i];
879 m = pl->map; 933 m = pl->map;
880 934
881 mflags =get_map_flags(m, &m, x,y, &x, &y); 935 int mflags = get_map_flags (m, &m, x, y, &x, &y);
882 if (mflags & P_OUT_OF_MAP) continue; 936 if (mflags & P_OUT_OF_MAP)
937 continue;
883 if (!(mflags & P_IS_ALIVE)) continue; 938 if (!(mflags & P_IS_ALIVE))
939 continue;
884 940
885 for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) { 941 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
942 {
886 if(QUERY_FLAG(tmp,FLAG_MONSTER)) break; 943 if (QUERY_FLAG (tmp, FLAG_MONSTER))
944 break;
887 /* can't affect players */ 945 /* can't affect players */
888 if(tmp->type==PLAYER) break; 946 if (tmp->type == PLAYER)
889 } 947 break;
948 }
890 949
891 /* Whole bunch of checks to see if this is a type of monster that would 950 /* Whole bunch of checks to see if this is a type of monster that would
892 * listen to singing. 951 * listen to singing.
893 */ 952 */
894 if (tmp && QUERY_FLAG(tmp, FLAG_MONSTER) && 953 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
895 !QUERY_FLAG(tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
896 !QUERY_FLAG(tmp, FLAG_SPLITTING) && /* no ears */ 954 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
897 !QUERY_FLAG(tmp, FLAG_HITBACK) && /* was here before */ 955 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
898 (tmp->level <= skill->level) && 956 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
899 (!tmp->head) && 957 !QUERY_FLAG (tmp, FLAG_FRIENDLY))
900 !QUERY_FLAG(tmp, FLAG_UNDEAD) && 958 { /* already calm */
901 !QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && /* already calm */
902 !QUERY_FLAG(tmp,FLAG_FRIENDLY)) { /* already calm */
903 959
904 /* stealing isn't really related (although, maybe it should 960 /* stealing isn't really related (although, maybe it should
905 * be). This is mainly to prevent singing to the same monster 961 * be). This is mainly to prevent singing to the same monster
906 * over and over again and getting exp for it. 962 * over and over again and getting exp for it.
907 */ 963 */
908 chance=skill->level*2+(pl->stats.Cha-5-tmp->stats.Int)/2; 964 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
965
909 if(chance && tmp->level*2<random_roll(0, chance-1, pl, PREFER_HIGH)) { 966 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
967 {
910 SET_FLAG(tmp,FLAG_UNAGGRESSIVE); 968 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
911 new_draw_info_format(NDI_UNIQUE, 0,pl, 969 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
912 "You calm down the %s\n",query_name(tmp));
913 /* Give exp only if they are not aware */ 970 /* Give exp only if they are not aware */
971
914 if(!QUERY_FLAG(tmp,FLAG_NO_STEAL)) 972 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
915 exp += calc_skill_exp(pl,tmp, skill); 973 exp += calc_skill_exp (pl, tmp, skill);
974
916 SET_FLAG(tmp,FLAG_NO_STEAL); 975 SET_FLAG (tmp, FLAG_NO_STEAL);
917 } else { 976 }
918 new_draw_info_format(NDI_UNIQUE, 0,pl, 977 else
919 "Too bad the %s isn't listening!\n",query_name(tmp)); 978 {
979 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
920 SET_FLAG(tmp,FLAG_NO_STEAL); 980 SET_FLAG (tmp, FLAG_NO_STEAL);
981 }
982 }
921 } 983 }
922 }
923 }
924 return exp; 984 return exp;
925} 985}
926 986
927/* The find_traps skill (aka, search). Checks for traps 987/* The find_traps skill (aka, search). Checks for traps
928 * on the spaces or in certain objects 988 * on the spaces or in certain objects
929 */ 989 */
930 990int
931int find_traps (object *pl, object *skill) { 991find_traps (object *pl, object *skill)
992{
932 object *tmp,*tmp2; 993 object *tmp, *tmp2;
933 int i,expsum=0, mflags; 994 int i, expsum = 0, mflags;
934 sint16 x,y; 995 sint16 x, y;
935 mapstruct *m; 996 maptile *m;
936 997
937 /* First we search all around us for runes and traps, which are 998 /* First we search all around us for runes and traps, which are
938 * all type RUNE 999 * all type RUNE
939 */ 1000 */
940
941 for(i=0;i<9;i++) { 1001 for (i = 0; i < 9; i++)
1002 {
942 x = pl->x+freearr_x[i]; 1003 x = pl->x + freearr_x[i];
943 y = pl->y+freearr_y[i]; 1004 y = pl->y + freearr_y[i];
944 m = pl->map; 1005 m = pl->map;
945 1006
946 mflags =get_map_flags(m, &m, x,y, &x, &y); 1007 mflags = get_map_flags (m, &m, x, y, &x, &y);
947 if (mflags & P_OUT_OF_MAP) continue; 1008 if (mflags & P_OUT_OF_MAP)
1009 continue;
948 1010
949 /* Check everything in the square for trapness */ 1011 /* Check everything in the square for trapness */
950 for(tmp = get_map_ob(m, x, y); tmp!=NULL;tmp=tmp->above) { 1012 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
951 1013 {
952 /* And now we'd better do an inventory traversal of each 1014 /* And now we'd better do an inventory traversal of each
953 * of these objects' inventory 1015 * of these objects' inventory
954 * We can narrow this down a bit - no reason to search through 1016 * We can narrow this down a bit - no reason to search through
955 * the players inventory or monsters for that matter. 1017 * the players inventory or monsters for that matter.
956 */ 1018 */
957 if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) { 1019 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
958 for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) 1020 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
959 if(tmp2->type==RUNE || tmp2->type == TRAP) 1021 if (tmp2->type == RUNE || tmp2->type == TRAP)
960 if(trap_see(pl,tmp2)) { 1022 if (trap_see (pl, tmp2))
961 trap_show(tmp2,tmp); 1023 {
962 if(tmp2->stats.Cha>1) { 1024 trap_show (tmp2, tmp);
1025 if (tmp2->stats.Cha > 1)
1026 {
963 if (!tmp2->owner || tmp2->owner->type!=PLAYER) 1027 if (!tmp2->owner || tmp2->owner->type != PLAYER)
964 expsum += calc_skill_exp(pl,tmp2, skill); 1028 expsum += calc_skill_exp (pl, tmp2, skill);
965 1029
966 tmp2->stats.Cha = 1; /* unhide the trap */ 1030 tmp2->stats.Cha = 1; /* unhide the trap */
967 } 1031 }
968 } 1032 }
969 } 1033
970 if((tmp->type==RUNE || tmp->type == TRAP) && trap_see(pl,tmp)) { 1034 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
971 trap_show(tmp,tmp); 1035 {
972 if(tmp->stats.Cha>1) { 1036 trap_show (tmp, tmp);
1037 if (tmp->stats.Cha > 1)
1038 {
973 if (!tmp->owner || tmp->owner->type!=PLAYER) 1039 if (!tmp->owner || tmp->owner->type != PLAYER)
974 expsum += calc_skill_exp(pl,tmp, skill); 1040 expsum += calc_skill_exp (pl, tmp, skill);
975 tmp->stats.Cha = 1; /* unhide the trap */ 1041 tmp->stats.Cha = 1; /* unhide the trap */
976 } 1042 }
1043 }
1044 }
977 } 1045 }
978 } 1046
979 }
980 new_draw_info(NDI_BLACK, 0, pl, "You search the area."); 1047 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
981 return expsum; 1048 return expsum;
982} 1049}
983 1050
984/* remove_trap() - This skill will disarm any previously discovered trap 1051/* remove_trap() - This skill will disarm any previously discovered trap
985 * the algorithm is based (almost totally) on the old command_disarm() - b.t. 1052 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
986 */ 1053 */
987 1054int
988int remove_trap (object *op, int dir, object *skill) { 1055remove_trap (object *op, int dir, object *skill)
1056{
989 object *tmp,*tmp2; 1057 object *tmp, *tmp2;
990 int i,success=0,mflags; 1058 int i, success = 0, mflags;
991 mapstruct *m; 1059 maptile *m;
992 sint16 x,y; 1060 sint16 x, y;
993 1061
994 for(i=0;i<9;i++) { 1062 for (i = 0; i < 9; i++)
1063 {
995 x = op->x + freearr_x[i]; 1064 x = op->x + freearr_x[i];
996 y = op->y + freearr_y[i]; 1065 y = op->y + freearr_y[i];
997 m = op->map; 1066 m = op->map;
998 1067
999 mflags =get_map_flags(m, &m, x,y, &x, &y); 1068 mflags = get_map_flags (m, &m, x, y, &x, &y);
1000 if (mflags & P_OUT_OF_MAP) continue; 1069 if (mflags & P_OUT_OF_MAP)
1070 continue;
1001 1071
1002 /* Check everything in the square for trapness */ 1072 /* Check everything in the square for trapness */
1003 for(tmp = get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) { 1073 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1074 {
1004 /* And now we'd better do an inventory traversal of each 1075 /* And now we'd better do an inventory traversal of each
1005 * of these objects inventory. Like above, only 1076 * of these objects inventory. Like above, only
1006 * do this for interesting objects. 1077 * do this for interesting objects.
1007 */ 1078 */
1008 1079
1009 if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) { 1080 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1010 for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below) 1081 {
1082 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1083 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1084 {
1085 trap_show (tmp2, tmp);
1086
1087 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1088 {
1089 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1090 success += calc_skill_exp (op, tmp2, skill);
1091 }
1092 }
1093 }
1094
1011 if((tmp2->type==RUNE || tmp2->type == TRAP) && tmp2->stats.Cha<=1) { 1095 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1012 trap_show(tmp2,tmp); 1096 {
1097 trap_show (tmp, tmp);
1098
1013 if(trap_disarm(op,tmp2,1, skill) && (!tmp2->owner || tmp2->owner->type!=PLAYER)) { 1099 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1100 {
1014 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1101 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1015 success += calc_skill_exp(op,tmp2, skill); 1102 success += calc_skill_exp (op, tmp, skill);
1016 } 1103 }
1017 } 1104 }
1105 }
1018 } 1106 }
1019 if((tmp->type==RUNE || tmp->type==TRAP) && tmp->stats.Cha<=1) { 1107
1020 trap_show(tmp,tmp);
1021 if (trap_disarm(op,tmp,1,skill) && (!tmp->owner || tmp->owner->type!=PLAYER)) {
1022 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1023 success += calc_skill_exp(op,tmp,skill);
1024 }
1025 }
1026 }
1027 }
1028 return success; 1108 return success;
1029} 1109}
1030
1031 1110
1032/* pray() - when this skill is called from do_skill(), it allows 1111/* pray() - when this skill is called from do_skill(), it allows
1033 * the player to regain lost grace points at a faster rate. -b.t. 1112 * the player to regain lost grace points at a faster rate. -b.t.
1034 * This always returns 0 - return value is used by calling function 1113 * This always returns 0 - return value is used by calling function
1035 * such that if it returns true, player gets exp in that skill. This 1114 * such that if it returns true, player gets exp in that skill. This
1036 * the effect here can be done on demand, we probably don't want to 1115 * the effect here can be done on demand, we probably don't want to
1037 * give infinite exp by returning true in any cases. 1116 * give infinite exp by returning true in any cases.
1038 */ 1117 */
1039 1118int
1040int pray (object *pl, object *skill) { 1119pray (object *pl, object *skill)
1120{
1041 char buf[MAX_BUF]; 1121 char buf[MAX_BUF];
1042 object *tmp; 1122 object *tmp;
1043 1123
1044 if(pl->type!=PLAYER) return 0; 1124 if (pl->type != PLAYER)
1045
1046 strcpy(buf,"You pray.");
1047
1048 /* Check all objects - we could stop at floor objects,
1049 * but if someone buries an altar, I don't see a problem with
1050 * going through all the objects, and it shouldn't be much slower
1051 * than extra checks on object attributes.
1052 */
1053 for (tmp=pl->below; tmp!=NULL; tmp=tmp->below) {
1054 /* Only if the altar actually belongs to someone do you get special benefits */
1055 if(tmp && tmp->type==HOLY_ALTAR && tmp->other_arch) {
1056 sprintf(buf,"You pray over the %s.",tmp->name);
1057 pray_at_altar(pl,tmp, skill);
1058 break; /* Only pray at one altar */
1059 }
1060 }
1061
1062 new_draw_info(NDI_BLACK,0,pl,buf);
1063
1064 if(pl->stats.grace < pl->stats.maxgrace) {
1065 pl->stats.grace++;
1066 pl->last_grace = -1;
1067 }
1068 return 0; 1125 return 0;
1126
1127 strcpy (buf, "You pray.");
1128
1129 /* Check all objects - we could stop at floor objects,
1130 * but if someone buries an altar, I don't see a problem with
1131 * going through all the objects, and it shouldn't be much slower
1132 * than extra checks on object attributes.
1133 */
1134 for (tmp = pl->below; tmp; tmp = tmp->below)
1135 {
1136 /* Only if the altar actually belongs to someone do you get special benefits */
1137 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1138 {
1139 sprintf (buf, "You pray over the %s.", &tmp->name);
1140 pray_at_altar (pl, tmp, skill);
1141 break; /* Only pray at one altar */
1142 }
1143 }
1144
1145 new_draw_info (NDI_BLACK, 0, pl, buf);
1146
1147 if (pl->stats.grace < pl->stats.maxgrace)
1148 {
1149 pl->stats.grace++;
1150 pl->last_grace = -1;
1151 }
1152
1153 return 0;
1069} 1154}
1070 1155
1071/* This skill allows the player to regain a few sp or hp for a 1156/* This skill allows the player to regain a few sp or hp for a
1072 * brief period of concentration. No armour or weapons may be 1157 * brief period of concentration. No armour or weapons may be
1073 * wielded/applied for this to work. The amount of time needed 1158 * wielded/applied for this to work. The amount of time needed
1074 * to concentrate and the # of points regained is dependant on 1159 * to concentrate and the # of points regained is dependant on
1075 * the level of the user. - b.t. thomas@astro.psu.edu 1160 * the level of the user. - b.t. thomas@astro.psu.edu
1076 */ 1161 */
1077 1162void
1078void meditate (object *pl, object *skill) { 1163meditate (object *pl, object *skill)
1164{
1079 object *tmp; 1165 object *tmp;
1080 1166
1081 if(pl->type!=PLAYER) return; /* players only */ 1167 if (pl->type != PLAYER)
1168 return; /* players only */
1082 1169
1083 /* check if pl has removed encumbering armour and weapons */ 1170 /* check if pl has removed encumbering armour and weapons */
1084 if(QUERY_FLAG(pl,FLAG_READY_WEAPON) && (skill->level<6)) { 1171 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1085 new_draw_info(NDI_UNIQUE,0,pl, 1172 {
1086 "You can't concentrate while wielding a weapon!\n"); 1173 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1087 return; 1174 return;
1088 } else { 1175 }
1176 else
1177 {
1089 for(tmp=pl->inv;tmp;tmp=tmp->below) 1178 for (tmp = pl->inv; tmp; tmp = tmp->below)
1090 if (( (tmp->type==ARMOUR && skill->level<12) 1179 if (((tmp->type == ARMOUR && skill->level < 12)
1091 || (tmp->type==HELMET && skill->level<10) 1180 || (tmp->type == HELMET && skill->level < 10)
1092 || (tmp->type==SHIELD && skill->level<6) 1181 || (tmp->type == SHIELD && skill->level < 6)
1093 || (tmp->type==BOOTS && skill->level<4) 1182 || (tmp->type == BOOTS && skill->level < 4)
1094 || (tmp->type==GLOVES && skill->level<2) ) 1183 || (tmp->type == GLOVES && skill->level < 2))
1095 && QUERY_FLAG(tmp,FLAG_APPLIED)) { 1184 && QUERY_FLAG (tmp, FLAG_APPLIED))
1096 new_draw_info(NDI_UNIQUE,0,pl, 1185 {
1097 "You can't concentrate while wearing so much armour!\n"); 1186 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1098 return; 1187 return;
1099 } 1188 }
1100 } 1189 }
1101 1190
1102 /* ok let's meditate! Spell points are regained first, then once 1191 /* ok let's meditate! Spell points are regained first, then once
1103 * they are maxed we get back hp. Actual incrementing of values 1192 * they are maxed we get back hp. Actual incrementing of values
1104 * is handled by the do_some_living() (in player.c). This way magical 1193 * is handled by the do_some_living() (in player.c). This way magical
1105 * bonuses for healing/sp regeneration are included properly 1194 * bonuses for healing/sp regeneration are included properly
1106 * No matter what, we will eat up some playing time trying to 1195 * No matter what, we will eat up some playing time trying to
1107 * meditate. (see 'factor' variable for what sets the amount of time) 1196 * meditate. (see 'factor' variable for what sets the amount of time)
1108 */ 1197 */
1109 1198
1110 new_draw_info(NDI_BLACK,0,pl, "You meditate."); 1199 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1111 1200
1112 if(pl->stats.sp < pl->stats.maxsp) { 1201 if (pl->stats.sp < pl->stats.maxsp)
1202 {
1113 pl->stats.sp++; 1203 pl->stats.sp++;
1114 pl->last_sp = -1; 1204 pl->last_sp = -1;
1205 }
1115 } else if (pl->stats.hp < pl->stats.maxhp) { 1206 else if (pl->stats.hp < pl->stats.maxhp)
1207 {
1116 pl->stats.hp++; 1208 pl->stats.hp++;
1117 pl->last_heal = -1; 1209 pl->last_heal = -1;
1118 } 1210 }
1119} 1211}
1120 1212
1121/* write_note() - this routine allows players to inscribe messages in 1213/* write_note() - this routine allows players to inscribe messages in
1122 * ordinary 'books' (anything that is type BOOK). b.t. 1214 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1123 */ 1215 */
1124 1216static int
1125static int write_note(object *pl, object *item, const char *msg, object *skill) { 1217write_note (object *pl, object *item, const char *msg, object *skill)
1126 char buf[1024]; 1218{
1127 object *newBook = NULL; 1219 if (!msg_is_safe (msg))
1128
1129 /* a pair of sanity checks */
1130 if(!item||item->type!=BOOK) return 0;
1131
1132 if(!msg) {
1133 new_draw_info(NDI_UNIQUE,0,pl,"No message to write!");
1134 new_draw_info_format(NDI_UNIQUE,0,pl,"Usage: use_skill %s <message>",
1135 skill->skill);
1136 return 0;
1137 } 1220 {
1138 if (strcasestr_local(msg, "endmsg")) {
1139 new_draw_info(NDI_UNIQUE,0,pl,"Trying to cheat now are we?"); 1221 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1140 return 0; 1222 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1141 }
1142
1143 /* Lauwenmark: Handle for plugin book writing (trigger) event */
1144 if (execute_event(item, EVENT_TRIGGER,pl,NULL,msg,SCRIPT_FIX_ALL)!=0)
1145 return strlen(msg);
1146
1147 buf[0] = 0;
1148 if(!book_overflow(item->msg,msg,sizeof (buf))) { /* add msg string to book */
1149 if(item->msg)
1150 strcpy(buf,item->msg);
1151
1152 strcat(buf,msg);
1153 strcat(buf,"\n"); /* new msg needs a LF */
1154 if(item->nrof > 1) {
1155 newBook = get_object();
1156 copy_object(item, newBook);
1157 decrease_ob(item);
1158 esrv_send_item(pl, item);
1159 newBook->nrof = 1;
1160 if (newBook->msg) free_string(newBook->msg);
1161 newBook->msg = add_string(buf);
1162 newBook = insert_ob_in_ob(newBook, pl);
1163 esrv_send_item(pl, newBook);
1164 } else {
1165 if (item->msg) free_string(item->msg);
1166 item->msg=add_string(buf);
1167 /* This shouldn't be necessary - the object hasn't changed in any
1168 * visible way
1169 */
1170 /* esrv_send_item(pl, item);*/
1171 }
1172 new_draw_info_format(NDI_UNIQUE,0,pl, "You write in the %s.",
1173 query_short_name(item));
1174 return strlen(msg);
1175 } else
1176 new_draw_info_format(NDI_UNIQUE,0,pl,
1177 "Your message won't fit in the %s!",
1178 query_short_name(item));
1179
1180 return 0; 1223 return 0;
1224 }
1225
1226 int len = strlen (msg);
1227
1228 if (!is_utf8_string ((U8 *)msg, len))
1229 {
1230 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1231 return 0;
1232 }
1233
1234 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1235 return RESULT_INT (0);
1236
1237 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1238
1239 if (char_len <= item->weight_limit)
1240 {
1241 object *newbook = item->other_arch->instance ();
1242 item->decrease ();
1243 newbook->nrof = 1;
1244 newbook->msg = shstr (msg);
1245 newbook->flag [FLAG_IDENTIFIED] = true;
1246
1247 if (item->subtype == 1) // mailscrolls
1248 {
1249 newbook->name = item->name;
1250 newbook->name_pl = item->name_pl;
1251 }
1252
1253 pl->insert (newbook);
1254
1255 pl->contr->play_sound (sound_find ("inscribe_success"));
1256 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1257 return char_len;
1258 }
1259 else
1260 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.>",
1261 &item->name, item->weight_limit, char_len);
1262
1263 return 0;
1181} 1264}
1182 1265
1183/* write_scroll() - this routine allows players to inscribe spell scrolls 1266/* write_scroll() - this routine allows players to inscribe spell scrolls
1184 * of spells which they know. Backfire effects are possible with the 1267 * of spells which they know. Backfire effects are possible with the
1185 * severity of the backlash correlated with the difficulty of the scroll 1268 * severity of the backlash correlated with the difficulty of the scroll
1186 * that is attempted. -b.t. thomas@astro.psu.edu 1269 * that is attempted. -b.t. thomas@astro.psu.edu
1187 */ 1270 */
1188 1271static int
1189static int write_scroll (object *pl, object *scroll, object *skill) { 1272write_scroll (object *pl, object *scroll, object *skill)
1273{
1190 int success=0,confused=0; 1274 int success = 0, confused = 0;
1191 object *newscroll, *chosen_spell, *tmp;
1192 1275
1193 /* this is a sanity check */
1194 if (scroll->type!=SCROLL) {
1195 new_draw_info(NDI_UNIQUE,0,pl,"A spell can only be inscribed into a scroll!");
1196 return 0;
1197 }
1198
1199 /* Check if we are ready to attempt inscription */ 1276 /* Check if we are ready to attempt inscription */
1200 chosen_spell=pl->contr->ranges[range_magic]; 1277 object *chosen_spell = pl->contr->ranged_ob;
1201 if(!chosen_spell) { 1278
1202 new_draw_info(NDI_UNIQUE,0,pl, 1279 if (!chosen_spell || chosen_spell->type != SPELL)
1203 "You need a spell readied in order to inscribe!");
1204 return 0;
1205 } 1280 {
1281 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1282 return 0;
1283 }
1284
1206 if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE) > pl->stats.grace) { 1285 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1207 new_draw_info_format(NDI_UNIQUE,0,pl,
1208 "You don't have enough grace to write a scroll of %s.",
1209 chosen_spell->name);
1210 return 0;
1211 } 1286 {
1287 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1288 return 0;
1289 }
1290
1212 if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA) > pl->stats.sp) { 1291 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1213 new_draw_info_format(NDI_UNIQUE,0,pl,
1214 "You don't have enough mana to write a scroll of %s.",
1215 chosen_spell->name);
1216 return 0;
1217 } 1292 {
1218 1293 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1219 /* if there is a spell already on the scroll then player could easily
1220 * accidently read it while trying to write the new one. give player
1221 * a 50% chance to overwrite spell at their own level
1222 */
1223 if((scroll->stats.sp || scroll->inv) &&
1224 random_roll(0, scroll->level*2, pl, PREFER_LOW)>skill->level) {
1225 new_draw_info_format(NDI_UNIQUE,0,pl,
1226 "Oops! You accidently read it while trying to write on it.");
1227 manual_apply(pl,scroll,0);
1228 return 0; 1294 return 0;
1229 } 1295 }
1230 1296
1231 /* ok, we are ready to try inscription */ 1297 /* ok, we are ready to try inscription */
1232 if(QUERY_FLAG(pl,FLAG_CONFUSED)) confused = 1; 1298 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1299 confused = 1;
1233 1300
1234 /* Lost mana/grace no matter what */ 1301 /* Lost mana/grace no matter what */
1235 pl->stats.grace-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE); 1302 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1236 pl->stats.sp-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA); 1303 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1237 1304
1238 if (random_roll(0, chosen_spell->level*4-1, pl, PREFER_LOW) < skill->level) { 1305 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1239 if (scroll->nrof > 1) { 1306 {
1240 newscroll = get_object(); 1307 object *newscroll = scroll->other_arch->instance ();
1241 copy_object(scroll, newscroll); 1308 scroll->decrease ();
1242 decrease_ob(scroll);
1243 newscroll->nrof = 1; 1309 newscroll->nrof = 1;
1244 } else {
1245 newscroll = scroll;
1246 }
1247 1310
1248 if(!confused) { 1311 pl->contr->play_sound (sound_find ("inscribe_success"));
1312
1313 if (!confused)
1314 {
1249 newscroll->level= MAX(skill->level, chosen_spell->level); 1315 newscroll->level = max (skill->level, chosen_spell->level);
1250 new_draw_info(NDI_UNIQUE,0,pl, 1316 newscroll->flag [FLAG_IDENTIFIED] = true;
1251 "You succeed in writing a new scroll."); 1317 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1252 } else { 1318 }
1319 else
1320 {
1253 chosen_spell = find_random_spell_in_ob(pl, NULL); 1321 chosen_spell = find_random_spell_in_ob (pl, NULL);
1254 if (!chosen_spell) return 0; 1322 if (!chosen_spell)
1323 return 0;
1255 1324
1256 newscroll->level= MAX(skill->level, chosen_spell->level); 1325 newscroll->level = max (skill->level, chosen_spell->level);
1257 new_draw_info(NDI_UNIQUE,0,pl, 1326 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1258 "In your confused state, you write down some odd spell."); 1327 }
1259 }
1260 1328
1261 if (newscroll->inv) { 1329 object *tmp = chosen_spell->clone ();
1262 object *ninv;
1263
1264 ninv = newscroll->inv;
1265 remove_ob(ninv);
1266 free_object(ninv);
1267 }
1268 tmp = get_object();
1269 copy_object(chosen_spell, tmp);
1270 insert_ob_in_ob(tmp, newscroll); 1330 insert_ob_in_ob (tmp, newscroll);
1271 1331
1272 /* Same code as from treasure.c - so they can better merge. 1332 /* Same code as from treasure.C - so they can better merge.
1273 * if players want to sell them, so be it. 1333 * if players want to sell them, so be it.
1274 */ 1334 */
1275 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * 1335 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1276 (newscroll->level +50) / (newscroll->inv->level + 50);
1277 newscroll->stats.exp = newscroll->value/5; 1336 newscroll->stats.exp = newscroll->value / 5;
1278 1337
1279 /* wait until finished manipulating the scroll before inserting it */ 1338 pl->insert (newscroll);
1280 if (newscroll == scroll) 1339
1281 {
1282 /* Remove to correctly merge with other items which may exist in inventory */
1283 remove_ob(newscroll);
1284 esrv_del_item(pl->contr,newscroll->count);
1285 }
1286 newscroll=insert_ob_in_ob(newscroll,pl);
1287 esrv_send_item(pl, newscroll);
1288 success = calc_skill_exp(pl,newscroll, skill); 1340 success = calc_skill_exp (pl, newscroll, skill);
1289 if(!confused) success *= 2; 1341 if (!confused)
1342 success *= 2;
1343
1290 success = success * skill->level; 1344 success = success * skill->level;
1291 return success; 1345 return success;
1346 }
1347 else
1348 { /* Inscription has failed */
1349 pl->contr->play_sound (sound_find ("inscribe_fail"));
1292 1350
1293 } else { /* Inscription has failed */
1294
1295 if(chosen_spell->level>skill->level || confused) { /*backfire!*/ 1351 if (chosen_spell->level > skill->level || confused)
1296 new_draw_info(NDI_UNIQUE,0,pl, 1352 { /*backfire! */
1297 "Ouch! Your attempt to write a new scroll strains your mind!"); 1353 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.>");
1354
1298 if(random_roll(0, 1, pl, PREFER_LOW)==1) 1355 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1299 drain_specific_stat(pl,4); 1356 pl->drain_specific_stat (4);
1300 else { 1357 else
1358 {
1359 confuse_player (pl, pl, 99);
1360 return -30 * chosen_spell->level;
1361 }
1362 }
1363 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1364 {
1365 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.>");
1301 confuse_player(pl,pl,99); 1366 confuse_player (pl, pl, 99);
1302 return (-30*chosen_spell->level); 1367 }
1368 else
1369 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>");
1303 } 1370 }
1304 } else if(random_roll(0, pl->stats.Int-1, pl, PREFER_HIGH) < 15) { 1371
1305 new_draw_info(NDI_UNIQUE,0,pl, 1372 return 0;
1306 "Your attempt to write a new scroll rattles your mind!"); 1373}
1307 confuse_player(pl,pl,99); 1374
1308 } else 1375/* write_on_item() - wrapper for write_note and write_scroll */
1309 new_draw_info(NDI_UNIQUE,0,pl,"You fail to write a new scroll."); 1376int
1310 } 1377write_on_item (object *pl, const char *params, object *skill)
1378{
1379 archetype *skat;
1380
1381 if (pl->type != PLAYER)
1311 return 0; 1382 return 0;
1312}
1313 1383
1314/* write_on_item() - wrapper for write_note and write_scroll */
1315int write_on_item (object *pl,const char *params, object *skill) {
1316 object *item;
1317 const char *string=params;
1318 int msgtype;
1319 archetype *skat;
1320
1321 if(pl->type!=PLAYER) return 0;
1322
1323 if (!params) { 1384 if (!params)
1324 params=""; 1385 params = "";
1325 string=params; 1386
1326 }
1327 skat = get_archetype_by_type_subtype(SKILL, SK_LITERACY); 1387 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1328 1388
1329 /* Need to be able to read before we can write! */ 1389 /* Need to be able to read before we can write! */
1330 if(!find_skill_by_name(pl,skat->clone.skill)) { 1390 if (!find_skill_by_name (pl, skat->skill))
1331 new_draw_info(NDI_UNIQUE,0,pl,
1332 "You must learn to read before you can write!");
1333 return 0;
1334 } 1391 {
1392 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1393 return 0;
1394 }
1335 1395
1336 /* if there is a message then it goes in a book and no message means 1396 object *item = find_marked_object (pl);
1337 * write active spell into the scroll
1338 */
1339 msgtype = (string[0]!='\0') ? BOOK : SCROLL;
1340 1397
1341 /* find an item of correct type to write on */ 1398 /* find an item of correct type to write on */
1342 if ( !(item = find_marked_object(pl))){ 1399 if (!item)
1343 new_draw_info(NDI_UNIQUE,0,pl,"You don't have any marked item to write on.");
1344 return 0;
1345 } 1400 {
1346 1401 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.>");
1347 if(QUERY_FLAG(item,FLAG_UNPAID)) {
1348 new_draw_info(NDI_UNIQUE,0,pl,
1349 "You had better pay for that before you write on it.");
1350 return 0;
1351 }
1352 if (msgtype != item->type) {
1353 new_draw_info_format(NDI_UNIQUE,0,pl,"You have no %s to write on",
1354 msgtype==BOOK ? "book" : "scroll");
1355 return 0;
1356 }
1357
1358 if (msgtype == SCROLL) {
1359 return write_scroll(pl,item, skill);
1360 } else if (msgtype == BOOK) {
1361 return write_note(pl,item,string, skill);
1362 }
1363 return 0; 1402 return 0;
1364} 1403 }
1365 1404
1405 if (item->type != INSCRIBABLE)
1406 {
1407 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1408 return 0;
1409 }
1366 1410
1411 if (QUERY_FLAG (item, FLAG_UNPAID))
1412 {
1413 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1414 return 0;
1415 }
1416
1417 if (item->other_arch->type == SCROLL)
1418 {
1419 if (*params)
1420 {
1421 // check readied scroll
1422 new_draw_info_format (NDI_UNIQUE, 0, pl,
1423 "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1424 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1425 return 0;
1426 }
1427
1428 return write_scroll (pl, item, skill);
1429 }
1430 else
1431 {
1432 if (!*params)
1433 {
1434 new_draw_info_format (NDI_UNIQUE, 0, pl,
1435 "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1436 "Usage: use_skill %s <message>", &skill->skill);
1437 return 0;
1438 }
1439
1440 return write_note (pl, item, params, skill);
1441 }
1442
1443 return 0;
1444}
1367 1445
1368/* find_throw_ob() - if we request an object, then 1446/* find_throw_ob() - if we request an object, then
1369 * we search for it in the inventory of the owner (you've 1447 * we search for it in the inventory of the owner (you've
1370 * got to be carrying something in order to throw it!). 1448 * got to be carrying something in order to throw it!).
1371 * If we didnt request an object, then the top object in inventory 1449 * If we didnt request an object, then the top object in inventory
1372 * (that is "throwable", ie no throwing your skills away!) 1450 * (that is "throwable", ie no throwing your skills away!)
1373 * is the object of choice. Also check to see if object is 1451 * is the object of choice. Also check to see if object is
1374 * 'throwable' (ie not applied cursed obj, worn, etc). 1452 * 'throwable' (ie not applied cursed obj, worn, etc).
1375 */ 1453 */
1376 1454static object *
1377static object *find_throw_ob( object *op, const char *request ) { 1455find_throw_ob (object *op, const char *request)
1456{
1378 object *tmp; 1457 object *tmp;
1379 1458
1380 if(!op) { /* safety */ 1459 if (!op)
1460 { /* safety */
1381 LOG(llevError,"find_throw_ob(): confused! have a NULL thrower!\n"); 1461 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1382 return (object *) NULL; 1462 return (object *) NULL;
1383 } 1463 }
1384 1464
1385 /* prefer marked item */ 1465 /* prefer marked item */
1386 tmp = find_marked_object(op); 1466 tmp = find_marked_object (op);
1387 if (tmp != NULL) { 1467 if (tmp != NULL)
1468 {
1388 /* can't toss invisible or inv-locked items */ 1469 /* can't toss invisible or inv-locked items */
1389 if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) { 1470 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1471 {
1390 tmp = NULL; 1472 tmp = NULL;
1391 } 1473 }
1392 } 1474 }
1393 1475
1394 /* look through the inventory */ 1476 /* look through the inventory */
1395 if (tmp == NULL) { 1477 if (tmp == NULL)
1478 {
1396 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) { 1479 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1480 {
1397 /* can't toss invisible or inv-locked items */ 1481 /* can't toss invisible or inv-locked items */
1398 if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) 1482 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1399 continue; 1483 continue;
1400 if (!request 1484 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1401 || !strcmp(query_name(tmp), request)
1402 || !strcmp(tmp->name, request))
1403 break; 1485 break;
1404 } 1486 }
1405 } 1487 }
1406 1488
1407 /* this should prevent us from throwing away 1489 /* this should prevent us from throwing away
1408 * cursed items, worn armour, etc. Only weapons 1490 * cursed items, worn armour, etc. Only weapons
1409 * can be thrown from 'hand'. 1491 * can be thrown from 'hand'.
1410 */ 1492 */
1493 if (!tmp)
1411 if (!tmp) return NULL; 1494 return NULL;
1412 1495
1413 if (QUERY_FLAG(tmp,FLAG_APPLIED)) { 1496 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1497 {
1414 if(tmp->type!=WEAPON) { 1498 if (tmp->type != WEAPON)
1415 new_draw_info_format(NDI_UNIQUE, 0,op, 1499 {
1416 "You can't throw %s.",query_name(tmp)); 1500 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1417 tmp = NULL; 1501 tmp = NULL;
1502 }
1418 } else if (QUERY_FLAG(tmp,FLAG_CURSED)||QUERY_FLAG(tmp,FLAG_DAMNED)) { 1503 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1419 new_draw_info_format(NDI_UNIQUE, 0,op, 1504 {
1420 "The %s sticks to your hand!",query_name(tmp)); 1505 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1421 tmp = NULL; 1506 tmp = NULL;
1422 } else { 1507 }
1508 else
1509 {
1423 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) { 1510 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1511 {
1424 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1512 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1425 tmp = NULL; 1513 tmp = NULL;
1514 }
1515 }
1426 } 1516 }
1427 }
1428 } else if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1517 else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1518 {
1429 new_draw_info_format(NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name(tmp)); 1519 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1430 tmp = NULL; 1520 tmp = NULL;
1431 } 1521 }
1432 1522
1433 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) { 1523 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1524 {
1434 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1525 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1435 tmp=NULL; 1526 tmp = NULL;
1436 } 1527 }
1437 return tmp; 1528 return tmp;
1438} 1529}
1439 1530
1440/* make_throw_ob() We construct the 'carrier' object in 1531/* make_throw_ob() We construct the 'carrier' object in
1441 * which we will insert the object that is being thrown. 1532 * which we will insert the object that is being thrown.
1442 * This combination becomes the 'thrown object'. -b.t. 1533 * This combination becomes the 'thrown object'. -b.t.
1443 */ 1534 */
1444 1535static object *
1445static object *make_throw_ob (object *orig) { 1536make_throw_ob (object *orig)
1446 object *toss_item; 1537{
1538 if (!orig)
1539 return 0;
1447 1540
1448 if(!orig) return NULL;
1449
1450 toss_item=get_object();
1451 if (QUERY_FLAG (orig, FLAG_APPLIED)) { 1541 if (QUERY_FLAG (orig, FLAG_APPLIED))
1542 {
1452 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1543 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1453 /* insufficient workaround, but better than nothing */ 1544 /* insufficient workaround, but better than nothing */
1454 CLEAR_FLAG (orig, FLAG_APPLIED); 1545 CLEAR_FLAG (orig, FLAG_APPLIED);
1455 } 1546 }
1456 copy_object(orig,toss_item); 1547
1548 object *toss_item = orig->clone ();
1549
1457 toss_item->type = THROWN_OBJ; 1550 toss_item->type = THROWN_OBJ;
1458 CLEAR_FLAG(toss_item,FLAG_CHANGING); 1551 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1459 toss_item->stats.dam = 0; /* default damage */ 1552 toss_item->stats.dam = 0; /* default damage */
1460 insert_ob_in_ob(orig,toss_item); 1553 toss_item->insert (orig);
1554
1461 return toss_item; 1555 return toss_item;
1462} 1556}
1463
1464 1557
1465/* do_throw() - op throws any object toss_item. This code 1558/* do_throw() - op throws any object toss_item. This code
1466 * was borrowed from fire_bow. 1559 * was borrowed from fire_bow.
1467 * Returns 1 if skill was successfully used, 0 if not 1560 * Returns 1 if skill was successfully used, 0 if not
1468 */ 1561 */
1469 1562static int
1470static int do_throw(object *op, object *part, object *toss_item, int dir, object *skill) { 1563do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1564{
1471 object *throw_ob=toss_item, *left=NULL; 1565 object *throw_ob = toss_item, *left = NULL;
1472 tag_t left_tag;
1473 int eff_str = 0,maxc,str=op->stats.Str,dam=0; 1566 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1474 int pause_f,weight_f=0, mflags; 1567 int pause_f, weight_f = 0, mflags;
1475 float str_factor=1.0,load_factor=1.0,item_factor=1.0; 1568 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1476 mapstruct *m; 1569 maptile *m;
1477 sint16 sx, sy; 1570 sint16 sx, sy;
1478 tag_t tag;
1479 1571
1480 if(throw_ob==NULL) { 1572 if (throw_ob == NULL)
1573 {
1481 if(op->type==PLAYER) { 1574 if (op->type == PLAYER)
1482 new_draw_info(NDI_UNIQUE, 0,op,"You have nothing to throw."); 1575 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1483 } 1576
1484 return 0; 1577 return 0;
1485 } 1578 }
1486 if (QUERY_FLAG(throw_ob, FLAG_STARTEQUIP)) { 1579 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1580 {
1487 if (op->type==PLAYER) { 1581 if (op->type == PLAYER)
1488 new_draw_info(NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1582 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1489 }
1490 return 0;
1491 }
1492 1583
1584 return 0;
1585 }
1586
1493 /* Because throwing effectiveness must be reduced by the 1587 /* Because throwing effectiveness must be reduced by the
1494 * encumbrance of the thrower and weight of the object. THus, 1588 * encumbrance of the thrower and weight of the object. THus,
1495 * we use the concept of 'effective strength' as defined below. 1589 * we use the concept of 'effective strength' as defined below.
1496 */ 1590 */
1497 1591
1498 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ 1592 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1499 if(str>MAX_STAT) { 1593 if (str > MAX_STAT)
1500 str_factor = (float) str /(float) MAX_STAT; str = MAX_STAT;
1501 } 1594 {
1595 str_factor = (float) str / (float) MAX_STAT;
1596 str = MAX_STAT;
1502 1597 }
1598
1503 /* the more we carry, the less we can throw. Limit only on players */ 1599 /* the more we carry, the less we can throw. Limit only on players */
1504 maxc=max_carry[str]*1000; 1600 maxc = max_carry[str] * 1000;
1505 if(op->carrying>maxc&&op->type==PLAYER) 1601 if (op->carrying > maxc && op->type == PLAYER)
1506 load_factor = (float)maxc/(float) op->carrying; 1602 load_factor = (float) maxc / (float) op->carrying;
1507 1603
1508 /* lighter items are thrown harder, farther, faster */ 1604 /* lighter items are thrown harder, farther, faster */
1509 if(throw_ob->weight>0) 1605 if (throw_ob->weight > 0)
1510 item_factor = (float) maxc/(float) (3.0 * throw_ob->weight); 1606 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1607 else
1511 else { /* 0 or negative weight?!? Odd object, can't throw it */ 1608 { /* 0 or negative weight?!? Odd object, can't throw it */
1512 new_draw_info_format(NDI_UNIQUE, 0,op,"You can't throw %s.\n", 1609 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1513 query_name(throw_ob)); 1610 return 0;
1514 return 0;
1515 }
1516 1611 }
1612
1517 eff_str = (int) (str * (load_factor<1.0?load_factor:1.0)); 1613 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1518 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1614 eff_str = (int) ((float) eff_str * item_factor * str_factor);
1519 1615
1520 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to 1616 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1521 * account for super-strong throwers. */ 1617 * account for super-strong throwers. */
1522 if(eff_str>MAX_STAT) eff_str=MAX_STAT; 1618 if (eff_str > MAX_STAT)
1619 eff_str = MAX_STAT;
1523 1620
1524#ifdef DEBUG_THROW 1621#ifdef DEBUG_THROW
1525 LOG(llevDebug,"%s carries %d, eff_str=%d\n",op->name,op->carrying,eff_str); 1622 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1526 LOG(llevDebug," max_c=%d, item_f=%f, load_f=%f, str=%d\n",maxc, 1623 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1527 item_factor,load_factor,op->stats.Str);
1528 LOG(llevDebug," str_factor=%f\n",str_factor); 1624 LOG (llevDebug, " str_factor=%f\n", str_factor);
1529 LOG(llevDebug," item %s weight= %d\n",throw_ob->name,throw_ob->weight); 1625 LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1530#endif 1626#endif
1531 1627
1532 /* 3 things here prevent a throw, you aimed at your feet, you 1628 /* 3 things here prevent a throw, you aimed at your feet, you
1533 * have no effective throwing strength, or you threw at something 1629 * have no effective throwing strength, or you threw at something
1534 * that flying objects can't get through. 1630 * that flying objects can't get through.
1535 */ 1631 */
1536 mflags = get_map_flags(part->map,&m, part->x+freearr_x[dir],part->y+freearr_y[dir],&sx,&sy); 1632 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1537 1633
1538 if(!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || 1634 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1539 (GET_MAP_MOVE_BLOCK(m, sx, sy) & MOVE_FLY_LOW)) { 1635 {
1540
1541 /* bounces off 'wall', and drops to feet */ 1636 /* bounces off 'wall', and drops to feet */
1542 remove_ob(throw_ob); 1637 throw_ob->insert_at (part, op);
1543 throw_ob->x = part->x; throw_ob->y = part->y; 1638
1544 insert_ob_in_map(throw_ob,part->map,op,0);
1545 if(op->type==PLAYER) { 1639 if (op->type == PLAYER)
1640 {
1546 if(eff_str<=1) { 1641 if (eff_str <= 1)
1547 new_draw_info_format(NDI_UNIQUE, 0,op, 1642 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1548 "Your load is so heavy you drop %s to the ground.",
1549 query_name(throw_ob));
1550 }
1551 else if(!dir) { 1643 else if (!dir)
1552 new_draw_info_format(NDI_UNIQUE, 0,op,"You throw %s at the ground.", 1644 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1553 query_name(throw_ob)); 1645 else
1554 }
1555 else
1556 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1646 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1557 } 1647 }
1558 return 0; 1648
1559 } /* if object can't be thrown */ 1649 return 0;
1560 1650 } /* if object can't be thrown */
1651
1561 left = throw_ob; /* these are throwing objects left to the player */ 1652 left = throw_ob; /* these are throwing objects left to the player */
1562 left_tag = left->count;
1563 1653
1564 /* sometimes get_split_ob can't split an object (because op->nrof==0?) 1654 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1565 * and returns NULL. We must use 'left' then 1655 * and returns NULL. We must use 'left' then
1566 */ 1656 */
1567 1657 if (!(throw_ob = throw_ob->split ()))
1568 if((throw_ob = get_split_ob(throw_ob, 1))==NULL) { 1658 {
1569 throw_ob = left; 1659 throw_ob = left;
1570 remove_ob(left); 1660 left->remove ();
1571 if (op->type==PLAYER)
1572 esrv_del_item(op->contr, left->count);
1573 } 1661 }
1574 else if (op->type==PLAYER) {
1575 if (was_destroyed (left, left_tag))
1576 esrv_del_item(op->contr, left_tag);
1577 else
1578 esrv_update_item(UPD_NROF, op, left);
1579 }
1580 1662
1581 /* special case: throwing powdery substances like dust, dirt */ 1663 /* special case: throwing powdery substances like dust, dirt */
1582 if(throw_ob->type == POTION && throw_ob->subtype == POT_DUST) { 1664 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1665 {
1583 cast_dust(op,throw_ob,dir); 1666 cast_dust (op, throw_ob, dir);
1584 return 1; 1667 return 1;
1585 } 1668 }
1586 1669
1587 /* Make a thrown object -- insert real object in a 'carrier' object. 1670 /* Make a thrown object -- insert real object in a 'carrier' object.
1588 * If unsuccessfull at making the "thrown_obj", we just reinsert 1671 * If unsuccessfull at making the "thrown_obj", we just reinsert
1589 * the original object back into inventory and exit 1672 * the original object back into inventory and exit
1590 */ 1673 */
1591 if((toss_item = make_throw_ob(throw_ob))) { 1674 if ((toss_item = make_throw_ob (throw_ob)))
1675 {
1592 throw_ob = toss_item; 1676 throw_ob = toss_item;
1593 if (throw_ob->skill) free_string(throw_ob->skill);
1594 throw_ob->skill = add_string(skill->skill); 1677 throw_ob->skill = skill->skill;
1678 }
1679 else
1595 } 1680 {
1596 else {
1597 insert_ob_in_ob(throw_ob,op); 1681 insert_ob_in_ob (throw_ob, op);
1598 return 0; 1682 return 0;
1599 } 1683 }
1600 1684
1601 set_owner(throw_ob,op); 1685 throw_ob->set_owner (op);
1602 /* At some point in the attack code, the actual real object (op->inv) 1686 /* At some point in the attack code, the actual real object (op->inv)
1603 * becomes the hitter. As such, we need to make sure that has a proper 1687 * becomes the hitter. As such, we need to make sure that has a proper
1604 * owner value so exp goes to the right place. 1688 * owner value so exp goes to the right place.
1605 */ 1689 */
1606 set_owner(throw_ob->inv,op); 1690 throw_ob->inv->set_owner (op);
1607 throw_ob->direction=dir; 1691 throw_ob->direction = dir;
1608 throw_ob->x = part->x;
1609 throw_ob->y = part->y;
1610 1692
1611 /* the damage bonus from the force of the throw */ 1693 /* the damage bonus from the force of the throw */
1612 dam = (int) (str_factor * dam_bonus[eff_str]); 1694 dam = int (str_factor * dam_bonus[eff_str]);
1613 1695
1614 /* Now, lets adjust the properties of the thrown_ob. */ 1696 /* Now, lets adjust the properties of the thrown_ob. */
1615 1697
1616 /* how far to fly */ 1698 /* how far to fly */
1617 throw_ob->last_sp = (eff_str*3)/5; 1699 throw_ob->last_sp = (eff_str * 3) / 5;
1618 1700
1619 /* speed */ 1701 /* speed */
1620 throw_ob->speed = (speed_bonus[eff_str]+1.0)/1.5; 1702 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1621 throw_ob->speed = MIN(1.0,throw_ob->speed); /* no faster than an arrow! */ 1703
1622
1623 /* item damage. Eff_str and item weight influence damage done */ 1704 /* item damage. Eff_str and item weight influence damage done */
1624 weight_f = (throw_ob->weight/2000)>MAX_STAT?MAX_STAT:(throw_ob->weight/2000); 1705 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1625 throw_ob->stats.dam += (dam/3) + dam_bonus[weight_f] 1706 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1626 + (throw_ob->weight/15000) - 2;
1627 1707
1628 /* chance of breaking. Proportional to force used and weight of item */ 1708 /* chance of breaking. Proportional to force used and weight of item */
1629 throw_ob->stats.food = (dam/2) + (throw_ob->weight/60000); 1709 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1630 1710
1631 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ 1711 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1632 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] 1712 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1633 - thaco_bonus[eff_str] - skill->level;
1634
1635 1713
1636 /* the properties of objects which are meant to be thrown (ie dart, 1714 /* the properties of objects which are meant to be thrown (ie dart,
1637 * throwing knife, etc) will differ from ordinary items. Lets tailor 1715 * throwing knife, etc) will differ from ordinary items. Lets tailor
1638 * this stuff in here. 1716 * this stuff in here.
1639 */ 1717 */
1640 1718
1641 if(QUERY_FLAG(throw_ob->inv,FLAG_IS_THROWN)) { 1719 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1720 {
1642 throw_ob->last_sp += eff_str/3; /* fly a little further */ 1721 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1643 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; 1722 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1644 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; 1723 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1645 /* only throw objects get directional faces */ 1724 /* only throw objects get directional faces */
1646 if(GET_ANIM_ID(throw_ob) && NUM_ANIMATIONS(throw_ob)) 1725 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1647 SET_ANIMATION(throw_ob, dir); 1726 throw_ob->set_anim_frame (dir);
1648 } else { 1727 }
1728 else
1729 {
1730 uint16 mat = throw_ob->materials;
1731
1649 /* some materials will adjust properties.. */ 1732 /* some materials will adjust properties.. */
1650 if(throw_ob->material&M_LEATHER) { 1733 if (mat & M_LEATHER)
1734 {
1651 throw_ob->stats.dam -= 1; 1735 throw_ob->stats.dam -= 1;
1652 throw_ob->stats.food -= 10; 1736 throw_ob->stats.food -= 10;
1653 } 1737 }
1654 if(throw_ob->material&M_GLASS) throw_ob->stats.food += 60; 1738
1655 1739 if (mat & M_GLASS)
1656 if(throw_ob->material&M_ORGANIC) { 1740 throw_ob->stats.food += 60;
1741
1742 if (mat & M_ORGANIC)
1743 {
1657 throw_ob->stats.dam -= 3; 1744 throw_ob->stats.dam -= 3;
1658 throw_ob->stats.food += 55; 1745 throw_ob->stats.food += 55;
1659 } 1746 }
1660 if(throw_ob->material&M_PAPER||throw_ob->material&M_CLOTH) { 1747
1661 throw_ob->stats.dam -= 5; throw_ob->speed *= 0.8; 1748 if (mat & M_PAPER || mat & M_CLOTH)
1662 throw_ob->stats.wc += 3; throw_ob->stats.food -= 30; 1749 {
1663 } 1750 throw_ob->stats.dam -= 5;
1751 throw_ob->speed *= 0.8;
1752 throw_ob->stats.wc += 3;
1753 throw_ob->stats.food -= 30;
1754 }
1755
1664 /* light obj have more wind resistance, fly slower*/ 1756 /* light obj have more wind resistance, fly slower */
1665 if(throw_ob->weight>500) throw_ob->speed *= 0.8; 1757 if (throw_ob->weight > 500)
1666 if(throw_ob->weight>50) throw_ob->speed *= 0.5; 1758 throw_ob->speed *= 0.8;
1667 1759
1668 } /* else tailor thrown object */ 1760 if (throw_ob->weight > 50)
1669 1761 throw_ob->speed *= 0.5;
1762 } /* else tailor thrown object */
1763
1670 /* some limits, and safeties (needed?) */ 1764 /* some limits, and safeties (needed?) */
1671 if(throw_ob->stats.dam<0) throw_ob->stats.dam=0; 1765 if (throw_ob->stats.dam < 0)
1672 if(throw_ob->last_sp>eff_str) throw_ob->last_sp=eff_str; 1766 throw_ob->stats.dam = 0;
1673 if(throw_ob->stats.food<0) throw_ob->stats.food=0; 1767 if (throw_ob->last_sp > eff_str)
1674 if(throw_ob->stats.food>100) throw_ob->stats.food=100; 1768 throw_ob->last_sp = eff_str;
1675 if(throw_ob->stats.wc>30) throw_ob->stats.wc=30; 1769 if (throw_ob->stats.food < 0)
1770 throw_ob->stats.food = 0;
1771 if (throw_ob->stats.food > 100)
1772 throw_ob->stats.food = 100;
1773 if (throw_ob->stats.wc > 30)
1774 throw_ob->stats.wc = 30;
1676 1775
1677 /* how long to pause the thrower. Higher values mean less pause */ 1776 /* how long to pause the thrower. Higher values mean less pause */
1678 pause_f = ((2*eff_str)/3)+20+skill->level; 1777 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1679 1778
1680 /* Put a lower limit on this */ 1779 /* Put a lower limit on this */
1681 if (pause_f < 10) pause_f=10; 1780 if (pause_f < 10)
1682 if (pause_f > 100) pause_f=100; 1781 pause_f = 10;
1782 if (pause_f > 100)
1783 pause_f = 100;
1683 1784
1684 /* Changed in 0.94.2 - the calculation before was really goofy. 1785 /* Changed in 0.94.2 - the calculation before was really goofy.
1685 * In short summary, a throw can take anywhere between speed 5 and 1786 * In short summary, a throw can take anywhere between speed 5 and
1686 * speed 0.5 1787 * speed 0.5
1687 */ 1788 */
1688 op->speed_left -= 50 / pause_f; 1789 op->speed_left -= 50 / pause_f;
1689 1790
1690 update_ob_speed(throw_ob);
1691 throw_ob->speed_left = 0; 1791 throw_ob->speed_left = 0;
1692 throw_ob->map = part->map; 1792 throw_ob->map = part->map;
1693 1793
1694 throw_ob->move_type = MOVE_FLY_LOW; 1794 throw_ob->move_type = MOVE_FLY_LOW;
1695 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; 1795 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1696 1796
1697#if 0 1797#if 0
1698 /* need to put in a good sound for this */ 1798 /* need to put in a good sound for this */
1699 play_sound_map(op->map, op->x, op->y, SOUND_THROW_OBJ); 1799 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1700#endif 1800#endif
1801
1701/* Lauwenmark - Now we can call the associated script_throw event (if any) */ 1802/* Lauwenmark - Now we can call the associated script_throw event (if any) */
1702 execute_event(throw_ob, EVENT_THROW,op,NULL,NULL,SCRIPT_FIX_ACTIVATOR); 1803 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1703#ifdef DEBUG_THROW 1804#ifdef DEBUG_THROW
1704 LOG(llevDebug," pause_f=%d \n",pause_f); 1805 LOG (llevDebug, " pause_f=%d \n", pause_f);
1705 LOG(llevDebug," %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n", 1806 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1706 throw_ob->name,throw_ob->stats.wc,throw_ob->stats.dam, 1807 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1707 throw_ob->last_sp,throw_ob->speed,throw_ob->stats.food);
1708 LOG(llevDebug,"inserting tossitem (%d) into map\n",throw_ob->count); 1808 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1709#endif 1809#endif
1710 tag = throw_ob->count; 1810
1711 insert_ob_in_map(throw_ob,part->map,op,0); 1811 throw_ob->insert_at (part, op);
1712 if (!was_destroyed (throw_ob, tag)) 1812
1813 if (!throw_ob->destroyed ())
1713 move_arrow(throw_ob); 1814 move_arrow (throw_ob);
1815
1714 return 1; 1816 return 1;
1715} 1817}
1716 1818
1819int
1717int skill_throw (object *op, object *part, int dir, const char *params, object *skill) { 1820skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1821{
1718 object *throw_ob; 1822 object *throw_ob;
1719 1823
1720 if(op->type==PLAYER) 1824 if (op->type == PLAYER)
1721 throw_ob = find_throw_ob(op,params); 1825 throw_ob = find_throw_ob (op, params);
1722 else 1826 else
1723 throw_ob = find_mon_throw_ob(op); 1827 throw_ob = find_mon_throw_ob (op);
1724 1828
1725 return do_throw(op,part, throw_ob,dir, skill); 1829 return do_throw (op, part, throw_ob, dir, skill);
1726} 1830}

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