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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.10 by root, Thu Sep 14 23:13:49 2006 UTC vs.
Revision 1.77 by root, Fri Mar 19 17:48:49 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <object.h> 26#include <object.h>
26#ifndef __CEXTRACT__
27# include <sproto.h> 27#include <sproto.h>
28#endif
29#include <living.h> 28#include <living.h>
30#include <skills.h> 29#include <skills.h>
31#include <spells.h> 30#include <spells.h>
32#include <book.h> 31#include <book.h>
33 32
41 return -1; 40 return -1;
42 41
43 /* Only prohibit stealing if the player does not have a free 42 /* Only prohibit stealing if the player does not have a free
44 * hand available and in fact does have hands. 43 * hand available and in fact does have hands.
45 */ 44 */
46 if (op->type == PLAYER && op->body_used[BODY_ARMS] <= 0 && op->body_info[BODY_ARMS]) 45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
47 { 46 {
48 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!"); 47 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with! "
48 "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>");
49 return -1; 49 return -1;
50 } 50 }
51 51
52 /* ADJUSTMENTS */ 52 /* ADJUSTMENTS */
53 53
54 /* Its harder to steal from hostile beings! */ 54 /* It's harder to steal from hostile beings! */
55 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 55 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
56 roll = roll / 2; 56 roll = roll / 2;
57 57
58 /* Easier to steal from sleeping beings, or if the thief is 58 /* Easier to steal from sleeping beings, or if the thief is
59 * unseen */ 59 * unseen */
66 * it quite a bit harder to steal. 66 * it quite a bit harder to steal.
67 */ 67 */
68 for (equip = op->inv; equip; equip = equip->below) 68 for (equip = op->inv; equip; equip = equip->below)
69 { 69 {
70 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) 70 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
71 {
72 roll -= equip->weight / 10000; 71 roll -= equip->weight / 10000;
73 } 72
74 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
75 roll -= equip->weight / 5000; 74 roll -= equip->weight / 5000;
75
76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
77 {
78 roll -= equip->weight / 2000; 77 roll -= equip->weight / 2000;
79 } 78
80 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
81 roll -= equip->weight / 5000; 80 roll -= equip->weight / 5000;
81
82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
83 roll -= equip->weight / 100; 83 roll -= equip->weight / 100;
84 } 84 }
85
85 if (roll < 0) 86 if (roll < 0)
86 roll = 0; 87 roll = 0;
88
87 return roll; 89 return roll;
88} 90}
89 91
90/* 92/*
91 * When stealing: dependent on the intelligence/wisdom of whom you're 93 * When stealing: dependent on the intelligence/wisdom of whom you're
94 * or not. 96 * or not.
95 * op is the target (person being pilfered) 97 * op is the target (person being pilfered)
96 * who is the person doing the stealing. 98 * who is the person doing the stealing.
97 * skill is the skill object (stealing). 99 * skill is the skill object (stealing).
98 */ 100 */
99
100static int 101static int
101attempt_steal (object *op, object *who, object *skill) 102attempt_steal (object *op, object *who, object *skill)
102{ 103{
103 object *success = NULL, *tmp = NULL, *next; 104 object *success = NULL, *tmp = NULL, *next;
104 int roll = 0, chance = 0, stats_value; 105 int roll = 0, chance = 0, stats_value;
105 rv_vector rv; 106 rv_vector rv;
106 107
107 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; 108 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
108 109
109 /* 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)
110 * 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
111 * have much chance of success. 112 * have much chance of success.
112 */ 113 */
113 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) 114 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
114 { 115 {
115 if (can_detect_enemy (op, who, &rv)) 116 if (can_detect_enemy (op, who, &rv))
116 { 117 {
117 npc_call_help (op); 118 npc_call_help (op);
118 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 119 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
119 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); 120 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
120 return 0; 121 return 0;
121 } 122 }
122 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 */
123 op->stats.Wis += (op->stats.Int / 5) + 1; 124 op->stats.Wis += (op->stats.Int / 5) + 1;
125
124 if (op->stats.Wis > MAX_STAT) 126 if (op->stats.Wis > MAX_STAT)
125 op->stats.Wis = MAX_STAT; 127 op->stats.Wis = MAX_STAT;
126 } 128 }
127 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) 129
130 if (op->is_player () && op->flag [FLAG_WIZ])
128 { 131 {
129 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");
130 return 0; 133 return 0;
131 } 134 }
132#ifdef PROHIBIT_PLAYERKILL 135
136 // only allow stealing between hostile players (TODO: probably should change)
133 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) 137 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful))
134 { 138 {
135 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); 139 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
136 return 0; 140 return 0;
137 } 141 }
138#else
139 if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing)
140 {
141 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
142 return 0;
143 }
144#endif
145 142
146
147 /* Ok then, go thru their inventory, stealing */ 143 /* Ok then, go through their inventory, stealing */
148 for (tmp = op->inv; tmp != NULL; tmp = next) 144 for (tmp = op->inv; tmp; tmp = next)
149 { 145 {
150 next = tmp->below; 146 next = tmp->below;
151 147
152 /* you can't steal worn items, starting items, wiz stuff, 148 /* you can't steal worn items, starting items, wiz stuff,
153 * innate abilities, or items w/o a type. Generally 149 * innate abilities, or items w/o a type. Generally
157 * future possible problems. -b.t. 153 * future possible problems. -b.t.
158 * 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
159 * already -b.t. 155 * already -b.t.
160 */ 156 */
161 157
162 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED) 158 if (QUERY_FLAG (tmp, FLAG_APPLIED)
163 || !(tmp->type) 159 || !tmp->type
164 || tmp->type == EXPERIENCE || tmp->type == SPELL 160 || tmp->type == SPELL
165 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible) 161 || QUERY_FLAG (tmp, FLAG_STARTEQUIP)
162 || QUERY_FLAG (tmp, FLAG_NO_STEAL)
163 || tmp->invisible)
166 continue; 164 continue;
167 165
168 /* Okay, try stealing this item. Dependent on dexterity of thief, 166 /* Okay, try stealing this item. Dependent on dexterity of thief,
169 * skill level, see the adj_stealroll fctn for more detail. 167 * skill level, see the adj_stealroll fctn for more detail.
170 */ 168 */
184 if (tmp->destroyed () || tmp->env != op) 182 if (tmp->destroyed () || tmp->env != op)
185 { 183 {
186 /* for players, play_sound: steals item */ 184 /* for players, play_sound: steals item */
187 success = tmp; 185 success = tmp;
188 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 186 CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
189
190 /* Don't delete it from target player until we know
191 * the thief has picked it up. can't just look at tmp->count,
192 * as it's possible that it got merged when picked up.
193 */
194 if (op->type == PLAYER)
195 esrv_del_item (op->contr, tmp->count);
196 } 187 }
188
197 break; 189 break;
198 } 190 }
199 } /* for loop looking for an item */ 191 } /* for loop looking for an item */
200 192
201 if (!tmp) 193 if (!tmp)
210 */ 202 */
211 203
212 if ((roll >= skill->level) || !chance 204 if ((roll >= skill->level) || !chance
213 || (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)))))
214 { 206 {
215
216 /* victim figures out where the thief is! */ 207 /* victim figures out where the thief is! */
217 if (who->hide) 208 if (who->flag [FLAG_HIDDEN])
218 make_visible (who); 209 make_visible (who);
219 210
220 if (op->type != PLAYER) 211 if (op->type != PLAYER)
221 { 212 {
222 /* The unaggressives look after themselves 8) */ 213 /* The unaggressives look after themselves 8) */
223 if (who->type == PLAYER) 214 if (who->type == PLAYER)
224 { 215 {
225 npc_call_help (op); 216 npc_call_help (op);
226 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); 217 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
227 } 218 }
219
228 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 220 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
229 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
230 * on the victim. 222 * on the victim.
231 */ 223 */
232 SET_FLAG (op, FLAG_NO_STEAL); 224 SET_FLAG (op, FLAG_NO_STEAL);
235 { /* stealing from another player */ 227 { /* stealing from another player */
236 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
237 229
238 /* Notify the other player */ 230 /* Notify the other player */
239 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))
240 {
241 sprintf (buf, "Your %s is missing!", query_name (success)); 232 sprintf (buf, "Your %s is missing!", query_name (success));
242 }
243 else 233 else
244 {
245 sprintf (buf, "Your pack feels strangely lighter."); 234 sprintf (buf, "Your pack feels strangely lighter.");
246 } 235
247 new_draw_info (NDI_UNIQUE, 0, op, buf); 236 new_draw_info (NDI_UNIQUE, 0, op, buf);
248 if (!success) 237 if (!success)
249 { 238 {
250 if (who->invisible) 239 if (who->invisible)
251 {
252 sprintf (buf, "you feel itchy fingers getting at your pack."); 240 sprintf (buf, "you feel itchy fingers getting at your pack.");
253 }
254 else 241 else
255 {
256 sprintf (buf, "%s looks very shifty.", query_name (who)); 242 sprintf (buf, "%s looks very shifty.", query_name (who));
257 } 243
258 new_draw_info (NDI_UNIQUE, 0, op, buf); 244 new_draw_info (NDI_UNIQUE, 0, op, buf);
259 } 245 }
260 } /* else stealing from another player */ 246 } /* else stealing from another player */
261 /* play_sound("stop! thief!"); kindofthing */ 247 /* play_sound("stop! thief!"); kindofthing */
262 } /* if you weren't 100% successful */ 248 } /* if you weren't 100% successful */
249
263 return success ? 1 : 0; 250 return success ? 1 : 0;
264} 251}
265
266 252
267int 253int
268steal (object *op, int dir, object *skill) 254steal (object *op, int dir, object *skill)
269{ 255{
270 object *tmp, *next; 256 object *tmp, *next;
271 sint16 x, y; 257 sint16 x, y;
272 mapstruct *m; 258 maptile *m;
273 int mflags; 259 int mflags;
274 260
275 x = op->x + freearr_x[dir]; 261 x = op->x + freearr_x[dir];
276 y = op->y + freearr_y[dir]; 262 y = op->y + freearr_y[dir];
277 263
278 if (dir == 0) 264 if (dir == 0)
279 { 265 return 0; // you can't steal from ourself!
280 /* Can't steal from ourself! */
281 return 0;
282 }
283 266
284 m = op->map; 267 m = op->map;
285 mflags = get_map_flags (m, &m, x, y, &x, &y); 268 mflags = get_map_flags (m, &m, x, y, &x, &y);
286 /* 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,
287 * don't need to look any further. 270 * don't need to look any further.
292 /* If player can't move onto the space, can't steal from it. */ 275 /* If player can't move onto the space, can't steal from it. */
293 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 276 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
294 return 0; 277 return 0;
295 278
296 /* Find the topmost object at this spot */ 279 /* Find the topmost object at this spot */
297 for (tmp = get_map_ob (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above); 280 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
298 281
299 /* For all the stacked objects at this point, attempt a steal */ 282 /* For all the stacked objects at this point, attempt a steal */
300 for (; tmp != NULL; tmp = next) 283 for (; tmp; tmp = next)
301 { 284 {
302 next = tmp->below; 285 next = tmp->below;
303 /* Minor hack--for multi square beings - make sure we get 286 /* Minor hack--for multi square beings - make sure we get
304 * the 'head' coz 'tail' objects have no inventory! - b.t. 287 * the 'head' coz 'tail' objects have no inventory! - b.t.
305 */ 288 */
310 continue; 293 continue;
311 294
312 /* do not reveal hidden DMs */ 295 /* do not reveal hidden DMs */
313 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden) 296 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
314 continue; 297 continue;
298
315 if (attempt_steal (tmp, op, skill)) 299 if (attempt_steal (tmp, op, skill))
316 { 300 {
317 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 301 if (tmp->type == PLAYER) /* no xp for stealing from another player */
318 return 0; 302 return 0;
319 303
320 /* no xp for stealing from pets (of players) */ 304 /* no xp for stealing from pets (of players) */
321 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 305 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
322 { 306 {
323 object *owner = get_owner (tmp); 307 object *owner = tmp->owner;
324 308
325 if (owner != NULL && owner->type == PLAYER) 309 if (owner && owner->type == PLAYER)
326 return 0; 310 return 0;
327 } 311 }
328 312
329 // reduce monster experience by experience we gained, as to 313 // reduce monster experience by experience we gained, as to
330 // limit the amount of exp that can be gained by stealing from monsters 314 // limit the amount of exp that can be gained by stealing from monsters
331 // (jessies gave ~20,000,000 exp otherwise. 315 // (jessies gave ~20,000,000 exp otherwise.
332 int exp = calc_skill_exp (op, tmp, skill); 316 int exp = calc_skill_exp (op, tmp, skill);
333 317
334 exp = MIN (tmp->stats.exp, exp); 318 exp = min (tmp->stats.exp, exp);
335 tmp->stats.exp -= exp; 319 tmp->stats.exp -= exp;
336 return exp; 320 return exp;
337 } 321 }
338 } 322 }
323
339 return 0; 324 return 0;
340} 325}
341 326
342static int 327static int
343attempt_pick_lock (object *door, object *pl, object *skill) 328attempt_pick_lock (object *door, object *pl, object *skill)
383 { 368 {
384 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.");
385 return 0; 370 return 0;
386 } 371 }
387 372
388 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)
389 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 374 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
390 break; 375 break;
391 376
392 if (!tmp) 377 if (!tmp)
393 { 378 {
415 { 400 {
416 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.");
417 return 0; 402 return 0;
418 } 403 }
419} 404}
420
421 405
422/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 406/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
423 * a short while (success and duration dependant on player SK_level, 407 * a short while (success and duration dependant on player SK_level,
424 * dexterity, charisma, and map difficulty). 408 * dexterity, charisma, and map difficulty).
425 * Players have a good chance of becoming 'unhidden' if they move 409 * Players have a good chance of becoming 'unhidden' if they move
426 * and like invisiblity will be come visible if they attack 410 * and like invisiblity will be come visible if they attack
427 * Implemented by b.t. (thomas@astro.psu.edu) 411 * Implemented by b.t. (thomas@astro.psu.edu)
428 * July 7, 1995 - made hiding possible for monsters. -b.t. 412 * July 7, 1995 - made hiding possible for monsters. -b.t.
429 */ 413 */
430
431static int 414static int
432attempt_hide (object *op, object *skill) 415attempt_hide (object *op, object *skill)
433{ 416{
434 int number, difficulty = op->map->difficulty; 417 int number, difficulty = op->map->difficulty;
435 int terrain = hideability (op); 418 int terrain = hideability (op);
438 return 0; 421 return 0;
439 422
440 /* Hiding success and duration dependant on skill level, 423 /* Hiding success and duration dependant on skill level,
441 * op->stats.Dex, map difficulty and terrain. 424 * op->stats.Dex, map difficulty and terrain.
442 */ 425 */
443
444 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; 426 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
427
445 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) 428 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
446 { 429 {
447 op->invisible += 100; /* set the level of 'hiddeness' */ 430 op->invisible += 100; /* set the level of 'hiddeness' */
431
448 if (op->type == PLAYER) 432 if (op->type == PLAYER)
449 op->contr->tmp_invis = 1; 433 op->contr->tmp_invis = 1;
450 op->hide = 1; 434
435 op->flag [FLAG_HIDDEN] = 1;
451 return 1; 436 return 1;
452 } 437 }
438
453 return 0; 439 return 0;
454} 440}
455 441
456/* patched this to take terrain into consideration */ 442/* patched this to take terrain into consideration */
457int 443int
458hide (object *op, object *skill) 444hide (object *op, object *skill)
459{ 445{
460
461 /* the preliminaries -- Can we really hide now? */ 446 /* the preliminaries -- Can we really hide now? */
462 /* this keeps monsters from using invisibilty spells and hiding */ 447 /* this keeps monsters from using invisibilty spells and hiding */
463 448
464 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
465 { 450 {
466 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!");
467 return 0; 452 return 0;
468 } 453 }
469 else if (!op->hide && op->invisible > 0 && op->type == PLAYER) 454 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
470 { 455 {
471 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!");
472 make_visible (op); 457 make_visible (op);
473 } 458 }
474 459
475 if (op->invisible > (50 * skill->level)) 460 if (op->invisible > 50 * skill->level)
476 { 461 {
477 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.");
478 return 0; 463 return 0;
479 } 464 }
480 465
482 { 467 {
483 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.");
484 update_object (op, UP_OBJ_FACE); 469 update_object (op, UP_OBJ_FACE);
485 return calc_skill_exp (op, NULL, skill); 470 return calc_skill_exp (op, NULL, skill);
486 } 471 }
472
487 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.");
488 return 0; 474 return 0;
489} 475}
490
491 476
492/* stop_jump() - End of jump. Clear flags, restore the map, and 477/* stop_jump() - End of jump. Clear flags, restore the map, and
493 * freeze the jumper a while to simulate the exhaustion 478 * freeze the jumper a while to simulate the exhaustion
494 * of jumping. 479 * of jumping.
495 */ 480 */
496static void 481static void
497stop_jump (object *pl, int dist, int spaces) 482stop_jump (object *pl, int dist, int spaces)
498{ 483{
499 fix_player (pl); 484 pl->update_stats ();
500 insert_ob_in_map (pl, pl->map, pl, 0); 485 pl->map->insert (pl, pl->x, pl->y, pl);
486 pl->speed_left -= pl->speed * 8.;
501} 487}
502
503 488
504static int 489static int
505attempt_jump (object *pl, int dir, int spaces, object *skill) 490attempt_jump (object *pl, int dir, int spaces, object *skill)
506{ 491{
507 object *tmp; 492 object *tmp;
508 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;
509 sint16 x, y; 494 sint16 x, y;
510 mapstruct *m; 495 maptile *m;
511 496
512 /* Jump loop. Go through spaces opject wants to jump. Halt the 497 /* Jump loop. Go through spaces object wants to jump. Halt the
513 * jump if a wall or creature is in the way. We set FLAG_FLYING 498 * jump if a wall or creature is in the way. We set FLAG_FLYING
514 * temporarily to allow player to aviod exits/archs that are not 499 * temporarily to allow player to aviod exits/archs that are not
515 * fly_on, fly_off. This will also prevent pickup of objects 500 * fly_on, fly_off. This will also prevent pickup of objects
516 * while jumping over them. 501 * while jumping over them.
517 */ 502 */
518 503 pl->remove ();
519 remove_ob (pl);
520
521 /*
522 * I don't think this is actually needed - all the movement
523 * code is handled in this function, and I don't see anyplace
524 * that cares about the move_type being flying.
525 */
526 pl->move_type |= MOVE_FLY_LOW; 504 pl->move_type |= MOVE_FLY_LOW;
527 505
528 for (i = 0; i <= spaces; i++) 506 for (i = 0; i <= spaces; i++)
529 { 507 {
530 x = pl->x + dx; 508 x = pl->x + dx;
533 511
534 mflags = get_map_flags (m, &m, x, y, &x, &y); 512 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 513
536 if (mflags & P_OUT_OF_MAP) 514 if (mflags & P_OUT_OF_MAP)
537 { 515 {
538 (void) stop_jump (pl, i, spaces); 516 stop_jump (pl, i, spaces);
539 return 0; 517 return 0;
540 } 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
541 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 { 542 {
543 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 543 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
544 stop_jump (pl, i, spaces); 544 stop_jump (pl, i, spaces);
545 return 0; 545 return 0;
546 } 546 }
547 547
548 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
549 {
550 /* Jump into creature */
551 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
552 {
553 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
554 if (tmp->type != PLAYER ||
555 (pl->type == PLAYER && pl->contr->party == NULL) ||
556 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
557 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
558 stop_jump (pl, i, spaces);
559 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
560 }
561 /* If the space has fly on set (no matter what the space is),
562 * we should get the effects - after all, the player is
563 * effectively flying.
564 */
565 if (tmp->move_on & MOVE_FLY_LOW)
566 {
567 pl->x = x;
568 pl->y = y;
569 pl->map = m;
570 stop_jump (pl, i, spaces);
571 return calc_skill_exp (pl, NULL, skill);
572 }
573 }
574 pl->x = x; 548 pl->x = x;
575 pl->y = y; 549 pl->y = y;
576 pl->map = m; 550 pl->map = m;
551
552 if (m->at (x, y).move_on & pl->move_type)
553 {
554 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
555 stop_jump (pl, i, spaces);
556 return 0;
557 }
577 } 558 }
559
578 stop_jump (pl, i, spaces); 560 stop_jump (pl, i, spaces);
561
579 return calc_skill_exp (pl, NULL, skill); 562 return calc_skill_exp (pl, NULL, skill);
580} 563}
581 564
582/* 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
583 * an attack as well. 566 * an attack as well.
584 * 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
585 * jumper can jump several spaces? 568 * jumper can jump several spaces?
586 */ 569 */
587
588int 570int
589jump (object *pl, int dir, object *skill) 571jump (object *pl, int dir, object *skill)
590{ 572{
591 int spaces = 0, stats;
592 int str = pl->stats.Str; 573 int str = pl->stats.Str;
593 int dex = pl->stats.Dex; 574 int dex = pl->stats.Dex;
594 575
595 dex = dex ? dex : 15; 576 dex = dex ? dex : 15;
596 str = str ? str : 10; 577 str = str ? str : 10;
597 578
598 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));
599 581
600 if (pl->carrying != 0) /* don't want div by zero !! */
601 spaces = (int) (stats / pl->carrying);
602 else
603 spaces = 2; /* pl has no objects - gets the far jump */
604
605 if (spaces > 2)
606 spaces = 2;
607 else if (spaces == 0) 582 if (spaces == 0)
608 { 583 {
609 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.");
610 return 0; 585 return 0;
611 } 586 }
587
612 return attempt_jump (pl, dir, spaces, skill); 588 return attempt_jump (pl, dir, spaces, skill);
613} 589}
614
615 590
616/* skill_ident() - this code is supposed to allow players to identify 591/* skill_ident() - this code is supposed to allow players to identify
617 * classes of objects with the various "auto-ident" skills. Player must 592 * classes of objects with the various "auto-ident" skills. Player must
618 * 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
619 * to work. While multiple classes of objects may be identified, 594 * to work. While multiple classes of objects may be identified,
620 * this code is kind of yucky -- it would be nice to make it a bit 595 * this code is kind of yucky -- it would be nice to make it a bit
621 * more generalized. Right now, skill indices are embedded in this routine. 596 * more generalized. Right now, skill indices are embedded in this routine.
622 * Returns amount of experience gained (on successful ident). 597 * Returns amount of experience gained (on successful ident).
623 * - b.t. (thomas@astro.psu.edu) 598 * - b.t. (thomas@astro.psu.edu)
624 */ 599 */
625
626static int 600static int
627do_skill_detect_curse (object *pl, object *skill) 601do_skill_detect_curse (object *pl, object *skill)
628{ 602{
629 object *tmp; 603 object *tmp;
630 int success = 0; 604 int success = 0;
638 esrv_update_item (UPD_FLAGS, pl, tmp); 612 esrv_update_item (UPD_FLAGS, pl, tmp);
639 success += calc_skill_exp (pl, tmp, skill); 613 success += calc_skill_exp (pl, tmp, skill);
640 } 614 }
641 615
642 /* Check ground, too, but only objects the player could pick up */ 616 /* Check ground, too, but only objects the player could pick up */
643 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)
644 if (can_pick (pl, tmp) && 618 if (can_pick (pl, tmp) &&
645 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 619 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
646 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 620 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
647 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 621 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
648 { 622 {
669 esrv_update_item (UPD_FLAGS, pl, tmp); 643 esrv_update_item (UPD_FLAGS, pl, tmp);
670 success += calc_skill_exp (pl, tmp, skill); 644 success += calc_skill_exp (pl, tmp, skill);
671 } 645 }
672 646
673 /* 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 */
674 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)
675 if (can_pick (pl, tmp) && 649 if (can_pick (pl, tmp) &&
676 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level) 650 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
677 { 651 {
678 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 652 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
679 esrv_update_item (UPD_FLAGS, pl, tmp); 653 esrv_update_item (UPD_FLAGS, pl, tmp);
684} 658}
685 659
686/* Helper function for do_skill_ident, so that we can loop 660/* Helper function for do_skill_ident, so that we can loop
687 * over inventory AND objects on the ground conveniently. 661 * over inventory AND objects on the ground conveniently.
688 */ 662 */
689int 663static int
690do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 664do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
691{ 665{
692 int success = 0, chance; 666 int success = 0, chance;
693 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;
694 668
708 if (tmp->msg) 682 if (tmp->msg)
709 { 683 {
710 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:");
711 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 685 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
712 } 686 }
713
714 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
715 if (tmp->map)
716 esrv_send_item (pl, tmp);
717 } 687 }
688
718 success += calc_skill_exp (pl, tmp, skill); 689 success += calc_skill_exp (pl, tmp, skill);
719 } 690 }
720 else 691 else
721 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 692 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
722 } 693 }
727/* do_skill_ident() - workhorse for skill_ident() -b.t. 698/* do_skill_ident() - workhorse for skill_ident() -b.t.
728 */ 699 */
729static int 700static int
730do_skill_ident (object *pl, int obj_class, object *skill) 701do_skill_ident (object *pl, int obj_class, object *skill)
731{ 702{
732 object *tmp;
733 int success = 0; 703 int success = 0;
734 704
735 for (tmp = pl->inv; tmp; tmp = tmp->below) 705 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
736 success += do_skill_ident2 (tmp, pl, obj_class, skill); 706 success += do_skill_ident2 (tmp, pl, obj_class, skill);
737 /* check the ground */ 707 /* check the ground */
738 708
739 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)
740 success += do_skill_ident2 (tmp, pl, obj_class, skill); 710 success += do_skill_ident2 (tmp, pl, obj_class, skill);
741 711
742 return success; 712 return success;
743} 713}
744 714
752 722
753 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...");
754 724
755 switch (skill->subtype) 725 switch (skill->subtype)
756 { 726 {
757 case SK_SMITHERY: 727 case SK_SMITHERY:
758 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)
759 + 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)
760 + 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)
761 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill); 731 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
762 break; 732 break;
763 733
764 case SK_BOWYER: 734 case SK_BOWYER:
765 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);
766 break; 736 break;
767 737
768 case SK_ALCHEMY: 738 case SK_ALCHEMY:
769 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)
770 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill); 740 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
771 break; 741 break;
772 742
773 case SK_WOODSMAN: 743 case SK_WOODSMAN:
774 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill); 744 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
775 break; 745 break;
776 746
777 case SK_JEWELER: 747 case SK_JEWELER:
778 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill); 748 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
779 break; 749 break;
780 750
781 case SK_LITERACY: 751 case SK_LITERACY:
782 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill); 752 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
783 break; 753 break;
784 754
785 case SK_THAUMATURGY: 755 case SK_THAUMATURGY:
786 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill); 756 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
787 break; 757 break;
788 758
789 case SK_DET_CURSE: 759 case SK_DET_CURSE:
790 success = do_skill_detect_curse (pl, skill); 760 success = do_skill_detect_curse (pl, skill);
791 if (success) 761 if (success)
792 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 762 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
793 break; 763 break;
794 764
795 case SK_DET_MAGIC: 765 case SK_DET_MAGIC:
796 success = do_skill_detect_magic (pl, skill); 766 success = do_skill_detect_magic (pl, skill);
797 if (success) 767 if (success)
798 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); 768 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
799 break; 769 break;
800 770
801 default: 771 default:
802 LOG (llevError, "Error: bad call to skill_ident()\n"); 772 LOG (llevError, "Error: bad call to skill_ident()\n");
803 return 0; 773 return 0;
804 break; 774 break;
805 } 775 }
776
806 if (!success) 777 if (!success)
807 {
808 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 778 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
809 } 779
810 return success; 780 return success;
811} 781}
812
813 782
814/* players using this skill can 'charm' a monster -- 783/* players using this skill can 'charm' a monster --
815 * into working for them. It can only be used on 784 * into working for them. It can only be used on
816 * non-special (see below) 'neutral' creatures. 785 * non-special (see below) 'neutral' creatures.
817 * -b.t. (thomas@astro.psu.edu) 786 * -b.t. (thomas@astro.psu.edu)
818 */ 787 */
819
820int 788int
821use_oratory (object *pl, int dir, object *skill) 789use_oratory (object *pl, int dir, object *skill)
822{ 790{
823 sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir];
824 int mflags, chance;
825 object *tmp;
826 mapstruct *m;
827
828 if (pl->type != PLAYER) 791 if (pl->type != PLAYER)
829 return 0; /* only players use this skill */ 792 return 0; /* only players use this skill */
793
794 sint16 x = pl->x + freearr_x[dir],
795 y = pl->y + freearr_y[dir];
830 m = pl->map; 796 maptile *m = pl->map;
797
831 mflags = get_map_flags (m, &m, x, y, &x, &y); 798 int mflags = get_map_flags (m, &m, x, y, &x, &y);
832 if (mflags & P_OUT_OF_MAP) 799 if (mflags & P_OUT_OF_MAP)
833 return 0; 800 return 0;
834 801
835 /* Save some processing - we have the flag already anyways 802 /* Save some processing - we have the flag already anyways
836 */ 803 */
838 { 805 {
839 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.");
840 return 0; 807 return 0;
841 } 808 }
842 809
810 object *tmp;
843 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above) 811 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
844 { 812 {
845 /* can't persuade players - return because there is nothing else 813 /* can't persuade players - return because there is nothing else
846 * on that space to charm. Same for multi space monsters and 814 * on that space to charm. Same for multi space monsters and
847 * 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
848 * 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
849 * only monster on the space. 817 * only monster on the space.
850 */ 818 */
851 if (tmp->type == PLAYER) 819 if (tmp->type == PLAYER
852 return 0; 820 || tmp->more || tmp->head_ () != tmp
853 if (tmp->more || tmp->head) 821 || tmp->msg)
854 return 0;
855 if (tmp->msg)
856 return 0; 822 return 0;
857 823
858 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 824 if (QUERY_FLAG (tmp, FLAG_MONSTER))
859 break; 825 break;
860 } 826 }
875 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 841 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
876 return 0; 842 return 0;
877 } 843 }
878 844
879 /* it's already allied! */ 845 /* it's already allied! */
880 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) 846 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
881 { 847 {
882 if (get_owner (tmp) == pl) 848 if (tmp->owner == pl)
883 { 849 {
884 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); 850 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
885 return 0; 851 return 0;
886 } 852 }
887 else if (skill->level > tmp->level) 853 else if (skill->level > tmp->level)
888 { 854 {
889 /* you steal the follower. Perhaps we should really look at the 855 /* you steal the follower. Perhaps we should really look at the
890 * level of the owner above? 856 * level of the owner above?
891 */ 857 */
892 set_owner (tmp, pl); 858 tmp->set_owner (pl);
859 tmp->skill = skill->skill;
860
893 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp)); 861 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
894 /* Abuse fix - don't give exp since this can otherwise 862 /* Abuse fix - don't give exp since this can otherwise
895 * be used by a couple players to gets lots of exp. 863 * be used by a couple players to gets lots of exp.
896 */ 864 */
897 return 0; 865 return 0;
901 /* 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 */
902 return 0; 870 return 0;
903 } 871 }
904 } /* Creature was already a pet of someone */ 872 } /* Creature was already a pet of someone */
905 873
906 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2; 874 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
907 875
908 /* Ok, got a 'sucker' lets try to make them a follower */ 876 /* Ok, got a 'sucker' lets try to make them a follower */
909 if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1)) 877 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
910 { 878 {
911 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp)); 879 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
912 880
881 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
913 set_owner (tmp, pl); 882 tmp->set_owner (pl);
883 tmp->skill = skill->skill;
914 tmp->stats.exp = 0; 884 tmp->stats.exp = 0;
915 add_friendly_object (tmp);
916 SET_FLAG (tmp, FLAG_FRIENDLY);
917 tmp->attack_movement = PETMOVE; 885 tmp->attack_movement = PETMOVE;
886
887 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
888 add_friendly_object (tmp);
889
918 return calc_skill_exp (pl, tmp, skill); 890 return calc_skill_exp (pl, tmp, skill);
919 } 891 }
920 /* Charm failed. Creature may be angry now */ 892 /* Charm failed. Creature may be angry now */
921 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))
922 { 894 {
923 new_draw_info_format (NDI_UNIQUE, 0, pl, "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));
924 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 896 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
925 { 897 {
926 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
927 remove_friendly_object (tmp); 898 remove_friendly_object (tmp);
928 tmp->attack_movement = 0; /* needed? */ 899 tmp->attack_movement = 0; /* needed? */
929 } 900 }
901
930 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 902 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
931 } 903 }
904
932 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 */
933} 906}
934 907
935/* Singing() -this skill allows the player to pacify nearby creatures. 908/* Singing() -this skill allows the player to pacify nearby creatures.
936 * There are few limitations on who/what kind of 909 * There are few limitations on who/what kind of
939 * successfully pacified the creature gets Int=1. Thus, a player 912 * successfully pacified the creature gets Int=1. Thus, a player
940 * may only pacify a creature once. 913 * may only pacify a creature once.
941 * 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
942 * of anything better! -b.t. 915 * of anything better! -b.t.
943 */ 916 */
944
945int 917int
946singing (object *pl, int dir, object *skill) 918singing (object *pl, int dir, object *skill)
947{ 919{
948 int i, exp = 0, chance, mflags; 920 int i, exp = 0;
949 object *tmp; 921 object *tmp;
950 mapstruct *m; 922 maptile *m;
951 sint16 x, y; 923 sint16 x, y;
952 924
953 if (pl->type != PLAYER) 925 if (pl->type != PLAYER)
954 return 0; /* only players use this skill */ 926 return 0; /* only players use this skill */
955 927
956 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 928 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
957 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) 929 for (i = 0; i < min (skill->level, SIZEOFFREE); i++)
958 { 930 {
959 x = pl->x + freearr_x[i]; 931 x = pl->x + freearr_x[i];
960 y = pl->y + freearr_y[i]; 932 y = pl->y + freearr_y[i];
961 m = pl->map; 933 m = pl->map;
962 934
963 mflags = get_map_flags (m, &m, x, y, &x, &y); 935 int mflags = get_map_flags (m, &m, x, y, &x, &y);
964 if (mflags & P_OUT_OF_MAP) 936 if (mflags & P_OUT_OF_MAP)
965 continue; 937 continue;
966 if (!(mflags & P_IS_ALIVE)) 938 if (!(mflags & P_IS_ALIVE))
967 continue; 939 continue;
968 940
969 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)
970 { 942 {
971 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 943 if (QUERY_FLAG (tmp, FLAG_MONSTER))
972 break; 944 break;
973 /* can't affect players */ 945 /* can't affect players */
974 if (tmp->type == PLAYER) 946 if (tmp->type == PLAYER)
987 959
988 /* stealing isn't really related (although, maybe it should 960 /* stealing isn't really related (although, maybe it should
989 * be). This is mainly to prevent singing to the same monster 961 * be). This is mainly to prevent singing to the same monster
990 * over and over again and getting exp for it. 962 * over and over again and getting exp for it.
991 */ 963 */
992 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
993 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))
994 { 967 {
995 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 968 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
996 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); 969 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
997 /* Give exp only if they are not aware */ 970 /* Give exp only if they are not aware */
971
998 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 972 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
999 exp += calc_skill_exp (pl, tmp, skill); 973 exp += calc_skill_exp (pl, tmp, skill);
974
1000 SET_FLAG (tmp, FLAG_NO_STEAL); 975 SET_FLAG (tmp, FLAG_NO_STEAL);
1001 } 976 }
1002 else 977 else
1003 { 978 {
1004 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 979 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
1010} 985}
1011 986
1012/* The find_traps skill (aka, search). Checks for traps 987/* The find_traps skill (aka, search). Checks for traps
1013 * on the spaces or in certain objects 988 * on the spaces or in certain objects
1014 */ 989 */
1015
1016int 990int
1017find_traps (object *pl, object *skill) 991find_traps (object *pl, object *skill)
1018{ 992{
1019 object *tmp, *tmp2; 993 object *tmp, *tmp2;
1020 int i, expsum = 0, mflags; 994 int i, expsum = 0, mflags;
1021 sint16 x, y; 995 sint16 x, y;
1022 mapstruct *m; 996 maptile *m;
1023 997
1024 /* 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
1025 * all type RUNE 999 * all type RUNE
1026 */ 1000 */
1027
1028 for (i = 0; i < 9; i++) 1001 for (i = 0; i < 9; i++)
1029 { 1002 {
1030 x = pl->x + freearr_x[i]; 1003 x = pl->x + freearr_x[i];
1031 y = pl->y + freearr_y[i]; 1004 y = pl->y + freearr_y[i];
1032 m = pl->map; 1005 m = pl->map;
1034 mflags = get_map_flags (m, &m, x, y, &x, &y); 1007 mflags = get_map_flags (m, &m, x, y, &x, &y);
1035 if (mflags & P_OUT_OF_MAP) 1008 if (mflags & P_OUT_OF_MAP)
1036 continue; 1009 continue;
1037 1010
1038 /* Check everything in the square for trapness */ 1011 /* Check everything in the square for trapness */
1039 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)
1040 { 1013 {
1041
1042 /* And now we'd better do an inventory traversal of each 1014 /* And now we'd better do an inventory traversal of each
1043 * of these objects' inventory 1015 * of these objects' inventory
1044 * 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
1045 * the players inventory or monsters for that matter. 1017 * the players inventory or monsters for that matter.
1046 */ 1018 */
1047 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1019 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1048 {
1049 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1020 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1050 if (tmp2->type == RUNE || tmp2->type == TRAP) 1021 if (tmp2->type == RUNE || tmp2->type == TRAP)
1051 if (trap_see (pl, tmp2)) 1022 if (trap_see (pl, tmp2))
1052 { 1023 {
1053 trap_show (tmp2, tmp); 1024 trap_show (tmp2, tmp);
1054 if (tmp2->stats.Cha > 1) 1025 if (tmp2->stats.Cha > 1)
1055 { 1026 {
1056 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1027 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1057 expsum += calc_skill_exp (pl, tmp2, skill); 1028 expsum += calc_skill_exp (pl, tmp2, skill);
1058 1029
1059 tmp2->stats.Cha = 1; /* unhide the trap */ 1030 tmp2->stats.Cha = 1; /* unhide the trap */
1060 } 1031 }
1061 } 1032 }
1062 } 1033
1063 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1034 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1064 { 1035 {
1065 trap_show (tmp, tmp); 1036 trap_show (tmp, tmp);
1066 if (tmp->stats.Cha > 1) 1037 if (tmp->stats.Cha > 1)
1067 { 1038 {
1070 tmp->stats.Cha = 1; /* unhide the trap */ 1041 tmp->stats.Cha = 1; /* unhide the trap */
1071 } 1042 }
1072 } 1043 }
1073 } 1044 }
1074 } 1045 }
1046
1075 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1047 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1076 return expsum; 1048 return expsum;
1077} 1049}
1078 1050
1079/* remove_trap() - This skill will disarm any previously discovered trap 1051/* remove_trap() - This skill will disarm any previously discovered trap
1080 * 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.
1081 */ 1053 */
1082
1083int 1054int
1084remove_trap (object *op, int dir, object *skill) 1055remove_trap (object *op, int dir, object *skill)
1085{ 1056{
1086 object *tmp, *tmp2; 1057 object *tmp, *tmp2;
1087 int i, success = 0, mflags; 1058 int i, success = 0, mflags;
1088 mapstruct *m; 1059 maptile *m;
1089 sint16 x, y; 1060 sint16 x, y;
1090 1061
1091 for (i = 0; i < 9; i++) 1062 for (i = 0; i < 9; i++)
1092 { 1063 {
1093 x = op->x + freearr_x[i]; 1064 x = op->x + freearr_x[i];
1097 mflags = get_map_flags (m, &m, x, y, &x, &y); 1068 mflags = get_map_flags (m, &m, x, y, &x, &y);
1098 if (mflags & P_OUT_OF_MAP) 1069 if (mflags & P_OUT_OF_MAP)
1099 continue; 1070 continue;
1100 1071
1101 /* Check everything in the square for trapness */ 1072 /* Check everything in the square for trapness */
1102 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)
1103 { 1074 {
1104 /* And now we'd better do an inventory traversal of each 1075 /* And now we'd better do an inventory traversal of each
1105 * of these objects inventory. Like above, only 1076 * of these objects inventory. Like above, only
1106 * do this for interesting objects. 1077 * do this for interesting objects.
1107 */ 1078 */
1108 1079
1109 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1080 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1110 { 1081 {
1111 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1082 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1112 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1083 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1113 { 1084 {
1114 trap_show (tmp2, tmp); 1085 trap_show (tmp2, tmp);
1086
1115 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER)) 1087 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1116 { 1088 {
1117 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1089 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1118 success += calc_skill_exp (op, tmp2, skill); 1090 success += calc_skill_exp (op, tmp2, skill);
1119 } 1091 }
1120 } 1092 }
1121 } 1093 }
1094
1122 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1095 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1123 { 1096 {
1124 trap_show (tmp, tmp); 1097 trap_show (tmp, tmp);
1098
1125 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER)) 1099 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1126 { 1100 {
1127 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1101 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1128 success += calc_skill_exp (op, tmp, skill); 1102 success += calc_skill_exp (op, tmp, skill);
1129 } 1103 }
1130 } 1104 }
1131 } 1105 }
1132 } 1106 }
1107
1133 return success; 1108 return success;
1134} 1109}
1135
1136 1110
1137/* pray() - when this skill is called from do_skill(), it allows 1111/* pray() - when this skill is called from do_skill(), it allows
1138 * 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.
1139 * This always returns 0 - return value is used by calling function 1113 * This always returns 0 - return value is used by calling function
1140 * 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
1141 * 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
1142 * give infinite exp by returning true in any cases. 1116 * give infinite exp by returning true in any cases.
1143 */ 1117 */
1144
1145int 1118int
1146pray (object *pl, object *skill) 1119pray (object *pl, object *skill)
1147{ 1120{
1148 char buf[MAX_BUF]; 1121 char buf[MAX_BUF];
1149 object *tmp; 1122 object *tmp;
1156 /* Check all objects - we could stop at floor objects, 1129 /* Check all objects - we could stop at floor objects,
1157 * but if someone buries an altar, I don't see a problem with 1130 * but if someone buries an altar, I don't see a problem with
1158 * going through all the objects, and it shouldn't be much slower 1131 * going through all the objects, and it shouldn't be much slower
1159 * than extra checks on object attributes. 1132 * than extra checks on object attributes.
1160 */ 1133 */
1161 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1134 for (tmp = pl->below; tmp; tmp = tmp->below)
1162 { 1135 {
1163 /* Only if the altar actually belongs to someone do you get special benefits */ 1136 /* Only if the altar actually belongs to someone do you get special benefits */
1164 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1137 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1165 { 1138 {
1166 sprintf (buf, "You pray over the %s.", &tmp->name); 1139 sprintf (buf, "You pray over the %s.", &tmp->name);
1174 if (pl->stats.grace < pl->stats.maxgrace) 1147 if (pl->stats.grace < pl->stats.maxgrace)
1175 { 1148 {
1176 pl->stats.grace++; 1149 pl->stats.grace++;
1177 pl->last_grace = -1; 1150 pl->last_grace = -1;
1178 } 1151 }
1152
1179 return 0; 1153 return 0;
1180} 1154}
1181 1155
1182/* 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
1183 * brief period of concentration. No armour or weapons may be 1157 * brief period of concentration. No armour or weapons may be
1184 * wielded/applied for this to work. The amount of time needed 1158 * wielded/applied for this to work. The amount of time needed
1185 * to concentrate and the # of points regained is dependant on 1159 * to concentrate and the # of points regained is dependant on
1186 * the level of the user. - b.t. thomas@astro.psu.edu 1160 * the level of the user. - b.t. thomas@astro.psu.edu
1187 */ 1161 */
1188
1189void 1162void
1190meditate (object *pl, object *skill) 1163meditate (object *pl, object *skill)
1191{ 1164{
1192 object *tmp; 1165 object *tmp;
1193 1166
1201 return; 1174 return;
1202 } 1175 }
1203 else 1176 else
1204 { 1177 {
1205 for (tmp = pl->inv; tmp; tmp = tmp->below) 1178 for (tmp = pl->inv; tmp; tmp = tmp->below)
1206 if (((tmp->type == ARMOUR && skill->level < 12) 1179 if (((tmp->type == ARMOUR && skill->level < 12)
1207 || (tmp->type == HELMET && skill->level < 10) 1180 || (tmp->type == HELMET && skill->level < 10)
1208 || (tmp->type == SHIELD && skill->level < 6) 1181 || (tmp->type == SHIELD && skill->level < 6)
1209 || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED)) 1182 || (tmp->type == BOOTS && skill->level < 4)
1183 || (tmp->type == GLOVES && skill->level < 2))
1184 && QUERY_FLAG (tmp, FLAG_APPLIED))
1210 { 1185 {
1211 new_draw_info (NDI_UNIQUE, 0, pl, "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");
1212 return; 1187 return;
1213 } 1188 }
1214 } 1189 }
1234 pl->last_heal = -1; 1209 pl->last_heal = -1;
1235 } 1210 }
1236} 1211}
1237 1212
1238/* write_note() - this routine allows players to inscribe messages in 1213/* write_note() - this routine allows players to inscribe messages in
1239 * ordinary 'books' (anything that is type BOOK). b.t. 1214 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1240 */ 1215 */
1241
1242static int 1216static int
1243write_note (object *pl, object *item, const char *msg, object *skill) 1217write_note (object *pl, object *item, const char *msg, object *skill)
1244{ 1218{
1245 char buf[1024]; 1219 if (!msg_is_safe (msg))
1246 object *newBook = NULL;
1247
1248 /* a pair of sanity checks */
1249 if (!item || item->type != BOOK)
1250 return 0;
1251
1252 if (!msg)
1253 {
1254 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1255 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1256 return 0;
1257 }
1258 if (strcasestr_local (msg, "endmsg"))
1259 { 1220 {
1260 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?");
1222 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
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)!");
1261 return 0; 1231 return 0;
1262 } 1232 }
1263 1233
1264 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 1234 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1265 return strlen (msg); 1235 return RESULT_INT (0);
1266 1236
1267 buf[0] = 0; 1237 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1268 if (!book_overflow (item->msg, msg, sizeof (buf)))
1269 { /* add msg string to book */
1270 if (item->msg)
1271 strcpy (buf, item->msg);
1272 1238
1273 strcat (buf, msg); 1239 if (char_len <= item->weight_limit)
1274 strcat (buf, "\n"); /* new msg needs a LF */ 1240 {
1275 if (item->nrof > 1) 1241 object *newbook = item->other_arch->instance ();
1276 { 1242 item->decrease ();
1277 newBook = get_object ();
1278 copy_object (item, newBook);
1279 decrease_ob (item);
1280 esrv_send_item (pl, item);
1281 newBook->nrof = 1; 1243 newbook->nrof = 1;
1282 newBook->msg = buf; 1244 newbook->msg = shstr (msg);
1283 newBook = insert_ob_in_ob (newBook, pl); 1245 newbook->flag [FLAG_IDENTIFIED] = true;
1284 esrv_send_item (pl, newBook); 1246
1247 if (item->subtype == 1) // mailscrolls
1285 } 1248 {
1286 else 1249 newbook->name = item->name;
1250 newbook->name_pl = item->name_pl;
1287 { 1251 }
1288 item->msg = buf; 1252
1289 /* This shouldn't be necessary - the object hasn't changed in any 1253 pl->insert (newbook);
1290 * visible way 1254
1291 */ 1255 pl->contr->play_sound (sound_find ("inscribe_success"));
1292 /* esrv_send_item(pl, item); */
1293 }
1294 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item)); 1256 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1295 return strlen (msg); 1257 return char_len;
1296 } 1258 }
1297 else 1259 else
1298 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item)); 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);
1299 1262
1300 return 0; 1263 return 0;
1301} 1264}
1302 1265
1303/* write_scroll() - this routine allows players to inscribe spell scrolls 1266/* write_scroll() - this routine allows players to inscribe spell scrolls
1304 * of spells which they know. Backfire effects are possible with the 1267 * of spells which they know. Backfire effects are possible with the
1305 * severity of the backlash correlated with the difficulty of the scroll 1268 * severity of the backlash correlated with the difficulty of the scroll
1306 * that is attempted. -b.t. thomas@astro.psu.edu 1269 * that is attempted. -b.t. thomas@astro.psu.edu
1307 */ 1270 */
1308
1309static int 1271static int
1310write_scroll (object *pl, object *scroll, object *skill) 1272write_scroll (object *pl, object *scroll, object *skill)
1311{ 1273{
1312 int success = 0, confused = 0; 1274 int success = 0, confused = 0;
1313 object *newscroll, *chosen_spell, *tmp;
1314
1315 /* this is a sanity check */
1316 if (scroll->type != SCROLL)
1317 {
1318 new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1319 return 0;
1320 }
1321 1275
1322 /* Check if we are ready to attempt inscription */ 1276 /* Check if we are ready to attempt inscription */
1323 chosen_spell = pl->contr->ranges[range_magic]; 1277 object *chosen_spell = pl->contr->ranged_ob;
1324 if (!chosen_spell) 1278
1279 if (!chosen_spell || chosen_spell->type != SPELL)
1325 { 1280 {
1326 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1281 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1327 return 0; 1282 return 0;
1328 } 1283 }
1284
1329 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)
1330 { 1286 {
1331 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); 1287 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1332 return 0; 1288 return 0;
1333 } 1289 }
1290
1334 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)
1335 { 1292 {
1336 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1293 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1337 return 0;
1338 }
1339
1340 /* if there is a spell already on the scroll then player could easily
1341 * accidently read it while trying to write the new one. give player
1342 * a 50% chance to overwrite spell at their own level
1343 */
1344 if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1345 {
1346 new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1347 manual_apply (pl, scroll, 0);
1348 return 0; 1294 return 0;
1349 } 1295 }
1350 1296
1351 /* ok, we are ready to try inscription */ 1297 /* ok, we are ready to try inscription */
1352 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1298 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1356 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);
1357 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);
1358 1304
1359 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)
1360 { 1306 {
1361 if (scroll->nrof > 1) 1307 object *newscroll = scroll->other_arch->instance ();
1362 { 1308 scroll->decrease ();
1363 newscroll = get_object ();
1364 copy_object (scroll, newscroll);
1365 decrease_ob (scroll);
1366 newscroll->nrof = 1; 1309 newscroll->nrof = 1;
1367 } 1310
1368 else 1311 pl->contr->play_sound (sound_find ("inscribe_success"));
1369 {
1370 newscroll = scroll;
1371 }
1372 1312
1373 if (!confused) 1313 if (!confused)
1374 { 1314 {
1375 newscroll->level = MAX (skill->level, chosen_spell->level); 1315 newscroll->level = max (skill->level, chosen_spell->level);
1316 newscroll->flag [FLAG_IDENTIFIED] = true;
1376 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll."); 1317 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1377 } 1318 }
1378 else 1319 else
1379 { 1320 {
1380 chosen_spell = find_random_spell_in_ob (pl, NULL); 1321 chosen_spell = find_random_spell_in_ob (pl, NULL);
1381 if (!chosen_spell) 1322 if (!chosen_spell)
1382 return 0; 1323 return 0;
1383 1324
1384 newscroll->level = MAX (skill->level, chosen_spell->level); 1325 newscroll->level = max (skill->level, chosen_spell->level);
1385 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); 1326 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1386 } 1327 }
1387 1328
1388 if (newscroll->inv) 1329 object *tmp = chosen_spell->clone ();
1389 {
1390 object *ninv;
1391
1392 ninv = newscroll->inv;
1393 remove_ob (ninv);
1394 free_object (ninv);
1395 }
1396 tmp = get_object ();
1397 copy_object (chosen_spell, tmp);
1398 insert_ob_in_ob (tmp, newscroll); 1330 insert_ob_in_ob (tmp, newscroll);
1399 1331
1400 /* Same code as from treasure.c - so they can better merge. 1332 /* Same code as from treasure.C - so they can better merge.
1401 * if players want to sell them, so be it. 1333 * if players want to sell them, so be it.
1402 */ 1334 */
1403 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50); 1335 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1404 newscroll->stats.exp = newscroll->value / 5; 1336 newscroll->stats.exp = newscroll->value / 5;
1405 1337
1406 /* wait until finished manipulating the scroll before inserting it */ 1338 pl->insert (newscroll);
1407 if (newscroll == scroll) 1339
1408 {
1409 /* Remove to correctly merge with other items which may exist in inventory */
1410 remove_ob (newscroll);
1411 esrv_del_item (pl->contr, newscroll->count);
1412 }
1413 newscroll = insert_ob_in_ob (newscroll, pl);
1414 esrv_send_item (pl, newscroll);
1415 success = calc_skill_exp (pl, newscroll, skill); 1340 success = calc_skill_exp (pl, newscroll, skill);
1416 if (!confused) 1341 if (!confused)
1417 success *= 2; 1342 success *= 2;
1343
1418 success = success * skill->level; 1344 success = success * skill->level;
1419 return success; 1345 return success;
1420
1421 } 1346 }
1422 else 1347 else
1423 { /* Inscription has failed */ 1348 { /* Inscription has failed */
1349 pl->contr->play_sound (sound_find ("inscribe_fail"));
1424 1350
1425 if (chosen_spell->level > skill->level || confused) 1351 if (chosen_spell->level > skill->level || confused)
1426 { /*backfire! */ 1352 { /*backfire! */
1427 new_draw_info (NDI_UNIQUE, 0, pl, "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
1428 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1355 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1429 drain_specific_stat (pl, 4); 1356 pl->drain_specific_stat (4);
1430 else 1357 else
1431 { 1358 {
1432 confuse_player (pl, pl, 99); 1359 confuse_player (pl, pl, 99);
1433 return (-30 * chosen_spell->level); 1360 return -30 * chosen_spell->level;
1434 } 1361 }
1435 } 1362 }
1436 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15) 1363 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1437 { 1364 {
1438 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!"); 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.>");
1439 confuse_player (pl, pl, 99); 1366 confuse_player (pl, pl, 99);
1440 } 1367 }
1441 else 1368 else
1442 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll."); 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.>");
1443 } 1370 }
1371
1444 return 0; 1372 return 0;
1445} 1373}
1446 1374
1447/* write_on_item() - wrapper for write_note and write_scroll */ 1375/* write_on_item() - wrapper for write_note and write_scroll */
1448int 1376int
1449write_on_item (object *pl, const char *params, object *skill) 1377write_on_item (object *pl, const char *params, object *skill)
1450{ 1378{
1451 object *item;
1452 const char *string = params;
1453 int msgtype;
1454 archetype *skat; 1379 archetype *skat;
1455 1380
1456 if (pl->type != PLAYER) 1381 if (pl->type != PLAYER)
1457 return 0; 1382 return 0;
1458 1383
1459 if (!params) 1384 if (!params)
1460 {
1461 params = ""; 1385 params = "";
1462 string = params; 1386
1463 }
1464 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1387 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1465 1388
1466 /* Need to be able to read before we can write! */ 1389 /* Need to be able to read before we can write! */
1467 if (!find_skill_by_name (pl, skat->clone.skill)) 1390 if (!find_skill_by_name (pl, skat->skill))
1468 { 1391 {
1469 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!"); 1392 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1470 return 0; 1393 return 0;
1471 } 1394 }
1472 1395
1473 /* if there is a message then it goes in a book and no message means 1396 object *item = find_marked_object (pl);
1474 * write active spell into the scroll
1475 */
1476 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1477 1397
1478 /* find an item of correct type to write on */ 1398 /* find an item of correct type to write on */
1479 if (!(item = find_marked_object (pl))) 1399 if (!item)
1400 {
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.>");
1402 return 0;
1480 { 1403 }
1481 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on."); 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.>");
1482 return 0; 1408 return 0;
1483 } 1409 }
1484 1410
1485 if (QUERY_FLAG (item, FLAG_UNPAID)) 1411 if (QUERY_FLAG (item, FLAG_UNPAID))
1486 { 1412 {
1487 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1413 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1488 return 0; 1414 return 0;
1489 } 1415 }
1490 if (msgtype != item->type) 1416
1417 if (item->other_arch->type == SCROLL)
1491 { 1418 {
1492 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll"); 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);
1493 return 0; 1425 return 0;
1494 } 1426 }
1495 1427
1496 if (msgtype == SCROLL)
1497 {
1498 return write_scroll (pl, item, skill); 1428 return write_scroll (pl, item, skill);
1499 } 1429 }
1500 else if (msgtype == BOOK) 1430 else
1501 { 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
1502 return write_note (pl, item, string, skill); 1440 return write_note (pl, item, params, skill);
1503 } 1441 }
1442
1504 return 0; 1443 return 0;
1505} 1444}
1506
1507
1508 1445
1509/* find_throw_ob() - if we request an object, then 1446/* find_throw_ob() - if we request an object, then
1510 * 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
1511 * got to be carrying something in order to throw it!). 1448 * got to be carrying something in order to throw it!).
1512 * 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
1513 * (that is "throwable", ie no throwing your skills away!) 1450 * (that is "throwable", ie no throwing your skills away!)
1514 * 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
1515 * 'throwable' (ie not applied cursed obj, worn, etc). 1452 * 'throwable' (ie not applied cursed obj, worn, etc).
1516 */ 1453 */
1517
1518static object * 1454static object *
1519find_throw_ob (object *op, const char *request) 1455find_throw_ob (object *op, const char *request)
1520{ 1456{
1521 object *tmp; 1457 object *tmp;
1522 1458
1543 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1479 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1544 { 1480 {
1545 /* can't toss invisible or inv-locked items */ 1481 /* can't toss invisible or inv-locked items */
1546 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1482 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1547 continue; 1483 continue;
1548 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1484 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1549 break; 1485 break;
1550 } 1486 }
1551 } 1487 }
1552 1488
1553 /* this should prevent us from throwing away 1489 /* this should prevent us from throwing away
1592 return tmp; 1528 return tmp;
1593} 1529}
1594 1530
1595/* make_throw_ob() We construct the 'carrier' object in 1531/* make_throw_ob() We construct the 'carrier' object in
1596 * which we will insert the object that is being thrown. 1532 * which we will insert the object that is being thrown.
1597 * This combination becomes the 'thrown object'. -b.t. 1533 * This combination becomes the 'thrown object'. -b.t.
1598 */ 1534 */
1599
1600static object * 1535static object *
1601make_throw_ob (object *orig) 1536make_throw_ob (object *orig)
1602{ 1537{
1603 object *toss_item;
1604
1605 if (!orig) 1538 if (!orig)
1606 return NULL; 1539 return 0;
1607 1540
1608 toss_item = get_object ();
1609 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1541 if (QUERY_FLAG (orig, FLAG_APPLIED))
1610 { 1542 {
1611 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1543 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1612 /* insufficient workaround, but better than nothing */ 1544 /* insufficient workaround, but better than nothing */
1613 CLEAR_FLAG (orig, FLAG_APPLIED); 1545 CLEAR_FLAG (orig, FLAG_APPLIED);
1614 } 1546 }
1615 copy_object (orig, toss_item); 1547
1548 object *toss_item = orig->clone ();
1549
1616 toss_item->type = THROWN_OBJ; 1550 toss_item->type = THROWN_OBJ;
1617 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1551 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1618 toss_item->stats.dam = 0; /* default damage */ 1552 toss_item->stats.dam = 0; /* default damage */
1619 insert_ob_in_ob (orig, toss_item); 1553 toss_item->insert (orig);
1554
1620 return toss_item; 1555 return toss_item;
1621} 1556}
1622
1623 1557
1624/* do_throw() - op throws any object toss_item. This code 1558/* do_throw() - op throws any object toss_item. This code
1625 * was borrowed from fire_bow. 1559 * was borrowed from fire_bow.
1626 * Returns 1 if skill was successfully used, 0 if not 1560 * Returns 1 if skill was successfully used, 0 if not
1627 */ 1561 */
1628
1629static int 1562static int
1630do_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)
1631{ 1564{
1632 object *throw_ob = toss_item, *left = NULL; 1565 object *throw_ob = toss_item, *left = NULL;
1633 int eff_str = 0, maxc, str = op->stats.Str, dam = 0; 1566 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1634 int pause_f, weight_f = 0, mflags; 1567 int pause_f, weight_f = 0, mflags;
1635 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;
1636 mapstruct *m; 1569 maptile *m;
1637 sint16 sx, sy; 1570 sint16 sx, sy;
1638 1571
1639 if (throw_ob == NULL) 1572 if (throw_ob == NULL)
1640 { 1573 {
1641 if (op->type == PLAYER) 1574 if (op->type == PLAYER)
1698 */ 1631 */
1699 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);
1700 1633
1701 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) 1634 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1702 { 1635 {
1703
1704 /* bounces off 'wall', and drops to feet */ 1636 /* bounces off 'wall', and drops to feet */
1705 remove_ob (throw_ob); 1637 throw_ob->insert_at (part, op);
1706 throw_ob->x = part->x; 1638
1707 throw_ob->y = part->y;
1708 insert_ob_in_map (throw_ob, part->map, op, 0);
1709 if (op->type == PLAYER) 1639 if (op->type == PLAYER)
1710 { 1640 {
1711 if (eff_str <= 1) 1641 if (eff_str <= 1)
1712 {
1713 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob)); 1642 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1714 }
1715 else if (!dir) 1643 else if (!dir)
1716 {
1717 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob)); 1644 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1718 }
1719 else 1645 else
1720 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.");
1721 } 1647 }
1648
1722 return 0; 1649 return 0;
1723 } /* if object can't be thrown */ 1650 } /* if object can't be thrown */
1724 1651
1725 left = throw_ob; /* these are throwing objects left to the player */ 1652 left = throw_ob; /* these are throwing objects left to the player */
1726 1653
1727 /* 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?)
1728 * and returns NULL. We must use 'left' then 1655 * and returns NULL. We must use 'left' then
1729 */ 1656 */
1730 1657 if (!(throw_ob = throw_ob->split ()))
1731 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1732 { 1658 {
1733 throw_ob = left; 1659 throw_ob = left;
1734 remove_ob (left); 1660 left->remove ();
1735 if (op->type == PLAYER)
1736 esrv_del_item (op->contr, left->count);
1737 }
1738 else if (op->type == PLAYER)
1739 {
1740 if (left->destroyed ())
1741 esrv_del_item (op->contr, left->count);
1742 else
1743 esrv_update_item (UPD_NROF, op, left);
1744 } 1661 }
1745 1662
1746 /* special case: throwing powdery substances like dust, dirt */ 1663 /* special case: throwing powdery substances like dust, dirt */
1747 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1664 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1748 { 1665 {
1763 { 1680 {
1764 insert_ob_in_ob (throw_ob, op); 1681 insert_ob_in_ob (throw_ob, op);
1765 return 0; 1682 return 0;
1766 } 1683 }
1767 1684
1768 set_owner (throw_ob, op); 1685 throw_ob->set_owner (op);
1769 /* 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)
1770 * 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
1771 * owner value so exp goes to the right place. 1688 * owner value so exp goes to the right place.
1772 */ 1689 */
1773 set_owner (throw_ob->inv, op); 1690 throw_ob->inv->set_owner (op);
1774 throw_ob->direction = dir; 1691 throw_ob->direction = dir;
1775 throw_ob->x = part->x;
1776 throw_ob->y = part->y;
1777 1692
1778 /* the damage bonus from the force of the throw */ 1693 /* the damage bonus from the force of the throw */
1779 dam = (int) (str_factor * dam_bonus[eff_str]); 1694 dam = int (str_factor * dam_bonus[eff_str]);
1780 1695
1781 /* Now, lets adjust the properties of the thrown_ob. */ 1696 /* Now, lets adjust the properties of the thrown_ob. */
1782 1697
1783 /* how far to fly */ 1698 /* how far to fly */
1784 throw_ob->last_sp = (eff_str * 3) / 5; 1699 throw_ob->last_sp = (eff_str * 3) / 5;
1785 1700
1786 /* speed */ 1701 /* speed */
1787 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! */
1788 throw_ob->speed = MIN (1.0, throw_ob->speed); /* no faster than an arrow! */
1789 1703
1790 /* item damage. Eff_str and item weight influence damage done */ 1704 /* item damage. Eff_str and item weight influence damage done */
1791 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);
1792 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2; 1706 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1793 1707
1794 /* chance of breaking. Proportional to force used and weight of item */ 1708 /* chance of breaking. Proportional to force used and weight of item */
1795 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000); 1709 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1796 1710
1797 /* 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 */
1798 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level; 1712 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1799
1800 1713
1801 /* 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,
1802 * throwing knife, etc) will differ from ordinary items. Lets tailor 1715 * throwing knife, etc) will differ from ordinary items. Lets tailor
1803 * this stuff in here. 1716 * this stuff in here.
1804 */ 1717 */
1807 { 1720 {
1808 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1721 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1809 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;
1810 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;
1811 /* only throw objects get directional faces */ 1724 /* only throw objects get directional faces */
1812 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1725 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1813 SET_ANIMATION (throw_ob, dir); 1726 throw_ob->set_anim_frame (dir);
1814 } 1727 }
1815 else 1728 else
1816 { 1729 {
1730 uint16 mat = throw_ob->materials;
1731
1817 /* some materials will adjust properties.. */ 1732 /* some materials will adjust properties.. */
1818 if (throw_ob->material & M_LEATHER) 1733 if (mat & M_LEATHER)
1819 { 1734 {
1820 throw_ob->stats.dam -= 1; 1735 throw_ob->stats.dam -= 1;
1821 throw_ob->stats.food -= 10; 1736 throw_ob->stats.food -= 10;
1822 } 1737 }
1738
1823 if (throw_ob->material & M_GLASS) 1739 if (mat & M_GLASS)
1824 throw_ob->stats.food += 60; 1740 throw_ob->stats.food += 60;
1825 1741
1826 if (throw_ob->material & M_ORGANIC) 1742 if (mat & M_ORGANIC)
1827 { 1743 {
1828 throw_ob->stats.dam -= 3; 1744 throw_ob->stats.dam -= 3;
1829 throw_ob->stats.food += 55; 1745 throw_ob->stats.food += 55;
1830 } 1746 }
1831 if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH) 1747
1748 if (mat & M_PAPER || mat & M_CLOTH)
1832 { 1749 {
1833 throw_ob->stats.dam -= 5; 1750 throw_ob->stats.dam -= 5;
1834 throw_ob->speed *= 0.8; 1751 throw_ob->speed *= 0.8;
1835 throw_ob->stats.wc += 3; 1752 throw_ob->stats.wc += 3;
1836 throw_ob->stats.food -= 30; 1753 throw_ob->stats.food -= 30;
1837 } 1754 }
1755
1838 /* light obj have more wind resistance, fly slower */ 1756 /* light obj have more wind resistance, fly slower */
1839 if (throw_ob->weight > 500) 1757 if (throw_ob->weight > 500)
1840 throw_ob->speed *= 0.8; 1758 throw_ob->speed *= 0.8;
1759
1841 if (throw_ob->weight > 50) 1760 if (throw_ob->weight > 50)
1842 throw_ob->speed *= 0.5; 1761 throw_ob->speed *= 0.5;
1843
1844 } /* else tailor thrown object */ 1762 } /* else tailor thrown object */
1845 1763
1846 /* some limits, and safeties (needed?) */ 1764 /* some limits, and safeties (needed?) */
1847 if (throw_ob->stats.dam < 0) 1765 if (throw_ob->stats.dam < 0)
1848 throw_ob->stats.dam = 0; 1766 throw_ob->stats.dam = 0;
1868 * 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
1869 * speed 0.5 1787 * speed 0.5
1870 */ 1788 */
1871 op->speed_left -= 50 / pause_f; 1789 op->speed_left -= 50 / pause_f;
1872 1790
1873 update_ob_speed (throw_ob);
1874 throw_ob->speed_left = 0; 1791 throw_ob->speed_left = 0;
1875 throw_ob->map = part->map; 1792 throw_ob->map = part->map;
1876 1793
1877 throw_ob->move_type = MOVE_FLY_LOW; 1794 throw_ob->move_type = MOVE_FLY_LOW;
1878 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; 1795 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1888 LOG (llevDebug, " pause_f=%d \n", pause_f); 1805 LOG (llevDebug, " pause_f=%d \n", pause_f);
1889 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",
1890 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food); 1807 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1891 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count); 1808 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1892#endif 1809#endif
1893 insert_ob_in_map (throw_ob, part->map, op, 0); 1810
1811 throw_ob->insert_at (part, op);
1894 1812
1895 if (!throw_ob->destroyed ()) 1813 if (!throw_ob->destroyed ())
1896 move_arrow (throw_ob); 1814 move_arrow (throw_ob);
1897 1815
1898 return 1; 1816 return 1;

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