ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skills.C
(Generate patch)

Comparing deliantra/server/server/skills.C (file contents):
Revision 1.77 by root, Fri Mar 19 17:48:49 2010 UTC vs.
Revision 1.110 by root, Thu Nov 17 04:59:33 2016 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <object.h> 26#include <object.h>
42 /* Only prohibit stealing if the player does not have a free 42 /* Only prohibit stealing if the player does not have a free
43 * hand available and in fact does have hands. 43 * hand available and in fact does have hands.
44 */ 44 */
45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) 45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
46 { 46 {
47 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with! " 47 op->failmsg ("But you have no free hands to steal with! "
48 "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>"); 48 "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 /* It's harder to steal from hostile beings! */ 54 /* It's harder to steal from hostile beings! */
55 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 55 if (!victim->flag [FLAG_UNAGGRESSIVE])
56 roll = roll / 2; 56 roll = roll / 2;
57 57
58 /* Easier to steal from sleeping beings, or if the thief is 58 /* Easier to steal from sleeping beings, or if the thief is
59 * unseen */ 59 * unseen */
60 if (QUERY_FLAG (victim, FLAG_SLEEP)) 60 if (victim->flag [FLAG_SLEEP])
61 roll = roll * 3; 61 roll = roll * 3;
62 else if (op->invisible) 62 else if (op->invisible)
63 roll = roll * 2; 63 roll = roll * 2;
64 64
65 /* check stealing 'encumberance'. Having this equipment applied makes 65 /* check stealing 'encumberance'. Having this equipment applied makes
66 * it quite a bit harder to steal. 66 * it quite a bit harder to steal.
67 */ 67 */
68 for (equip = op->inv; equip; equip = equip->below) 68 for (equip = op->inv; equip; equip = equip->below)
69 { 69 {
70 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) 70 if (equip->type == WEAPON && equip->flag [FLAG_APPLIED])
71 roll -= equip->weight / 10000; 71 roll -= equip->weight / 10000;
72 72
73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 73 if (equip->type == BOW && equip->flag [FLAG_APPLIED])
74 roll -= equip->weight / 5000; 74 roll -= equip->weight / 5000;
75 75
76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 76 if (equip->type == SHIELD && equip->flag [FLAG_APPLIED])
77 roll -= equip->weight / 2000; 77 roll -= equip->weight / 2000;
78 78
79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 79 if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED])
80 roll -= equip->weight / 5000; 80 roll -= equip->weight / 5000;
81 81
82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 82 if (equip->type == GLOVES && equip->flag [FLAG_APPLIED])
83 roll -= equip->weight / 100; 83 roll -= equip->weight / 100;
84 } 84 }
85 85
86 if (roll < 0) 86 if (roll < 0)
87 roll = 0; 87 roll = 0;
114 if (!op->is_player () && op->flag [FLAG_NO_STEAL]) 114 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
115 { 115 {
116 if (can_detect_enemy (op, who, &rv)) 116 if (can_detect_enemy (op, who, &rv))
117 { 117 {
118 npc_call_help (op); 118 npc_call_help (op);
119 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 119 op->clr_flag (FLAG_UNAGGRESSIVE);
120 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); 120 who->failmsg ("Your attempt is prevented!");
121 return 0; 121 return 0;
122 } 122 }
123 else /* help npc to detect thief next time by raising its wisdom */ 123 else /* help npc to detect thief next time by raising its wisdom */
124 op->stats.Wis += (op->stats.Int / 5) + 1; 124 op->stats.Wis += (op->stats.Int / 5) + 1;
125 125
127 op->stats.Wis = MAX_STAT; 127 op->stats.Wis = MAX_STAT;
128 } 128 }
129 129
130 if (op->is_player () && op->flag [FLAG_WIZ]) 130 if (op->is_player () && op->flag [FLAG_WIZ])
131 { 131 {
132 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); 132 who->failmsg ("You can't steal from the dungeon master!\n");
133 return 0; 133 return 0;
134 } 134 }
135 135
136 // only allow stealing between hostile players (TODO: probably should change) 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)) 137 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful))
138 { 138 {
139 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); 139 who->failmsg ("You can't steal from other players!\n");
140 return 0; 140 return 0;
141 } 141 }
142 142
143 /* Ok then, go through their inventory, stealing */ 143 /* Ok then, go through their inventory, stealing */
144 for (tmp = op->inv; tmp; tmp = next) 144 for (tmp = op->inv; tmp; tmp = next)
153 * future possible problems. -b.t. 153 * future possible problems. -b.t.
154 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL 154 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
155 * already -b.t. 155 * already -b.t.
156 */ 156 */
157 157
158 if (QUERY_FLAG (tmp, FLAG_APPLIED) 158 if (tmp->flag [FLAG_APPLIED]
159 || !tmp->type 159 || !tmp->type
160 || tmp->type == SPELL 160 || tmp->type == SPELL
161 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) 161 || tmp->flag [FLAG_STARTEQUIP]
162 || QUERY_FLAG (tmp, FLAG_NO_STEAL) 162 || tmp->flag [FLAG_NO_STEAL]
163 || tmp->invisible) 163 || tmp->invisible)
164 continue; 164 continue;
165 165
166 /* Okay, try stealing this item. Dependent on dexterity of thief, 166 /* Okay, try stealing this item. Dependent on dexterity of thief,
167 * skill level, see the adj_stealroll fctn for more detail. 167 * skill level, see the adj_stealroll fctn for more detail.
181 */ 181 */
182 if (tmp->destroyed () || tmp->env != op) 182 if (tmp->destroyed () || tmp->env != op)
183 { 183 {
184 /* for players, play_sound: steals item */ 184 /* for players, play_sound: steals item */
185 success = tmp; 185 success = tmp;
186 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 186 tmp->clr_flag (FLAG_INV_LOCKED);
187 } 187 }
188 188
189 break; 189 break;
190 } 190 }
191 } /* for loop looking for an item */ 191 } /* for loop looking for an item */
215 { 215 {
216 npc_call_help (op); 216 npc_call_help (op);
217 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); 217 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
218 } 218 }
219 219
220 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 220 op->clr_flag (FLAG_UNAGGRESSIVE);
221 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
222 * on the victim. 222 * on the victim.
223 */ 223 */
224 SET_FLAG (op, FLAG_NO_STEAL); 224 op->set_flag (FLAG_NO_STEAL);
225 } 225 }
226 else 226 else
227 { /* stealing from another player */ 227 { /* stealing from another player */
228 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
229 229
281 281
282 /* For all the stacked objects at this point, attempt a steal */ 282 /* For all the stacked objects at this point, attempt a steal */
283 for (; tmp; tmp = next) 283 for (; tmp; tmp = next)
284 { 284 {
285 next = tmp->below; 285 next = tmp->below;
286 /* Minor hack--for multi square beings - make sure we get 286 /* Minor hack--for multi square beings - make sure we get
287 * the 'head' coz 'tail' objects have no inventory! - b.t. 287 * the 'head' coz 'tail' objects have no inventory! - b.t.
288 */ 288 */
289 if (tmp->head) 289 if (tmp->head)
290 tmp = tmp->head; 290 tmp = tmp->head;
291 291
292 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 292 if (tmp->type != PLAYER && !tmp->flag [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; 293 continue;
298 294
299 if (attempt_steal (tmp, op, skill)) 295 if (attempt_steal (tmp, op, skill))
300 { 296 {
301 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 297 if (tmp->type == PLAYER) /* no xp for stealing from another player */
302 return 0; 298 return 0;
303 299
304 /* no xp for stealing from pets (of players) */ 300 /* no xp for stealing from pets (of players) */
305 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 301 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
306 { 302 {
307 object *owner = tmp->owner; 303 object *owner = tmp->owner;
308 304
309 if (owner && owner->type == PLAYER) 305 if (owner && owner->type == PLAYER)
310 return 0; 306 return 0;
355 351
356int 352int
357pick_lock (object *pl, int dir, object *skill) 353pick_lock (object *pl, int dir, object *skill)
358{ 354{
359 object *tmp; 355 object *tmp;
360 int x = pl->x + freearr_x[dir];
361 int y = pl->y + freearr_y[dir];
362 356
363 if (!dir) 357 if (!dir)
364 dir = pl->facing; 358 dir = pl->facing;
365 359
360 mapxy pos (pl); pos.move (dir);
361
366 /* For all the stacked objects at this point find a door */ 362 /* For all the stacked objects at this point find a door */
367 if (out_of_map (pl->map, x, y)) 363 if (!pos.normalise ())
368 {
369 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
370 return 0;
371 } 364 {
365 pl->failmsg ("There is no lock there.");
366 return 0;
367 }
372 368
373 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) 369 for (tmp = pos->bot; tmp; tmp = tmp->above)
374 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 370 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
375 break; 371 break;
376 372
377 if (!tmp) 373 if (!tmp)
378 { 374 {
379 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 375 pl->failmsg ("There is no lock there.");
380 return 0; 376 return 0;
381 } 377 }
378
382 if (tmp->type == LOCKED_DOOR) 379 if (tmp->type == LOCKED_DOOR)
383 { 380 {
384 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!"); 381 pl->failmsg ("You can't pick that lock! H<You need the right key, no matter how skilled you might be.>");
385 return 0; 382 return 0;
386 } 383 }
387 384
388 if (!tmp->move_block) 385 if (!tmp->move_block)
389 { 386 {
390 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); 387 pl->failmsg ("The door has no lock!");
391 return 0; 388 return 0;
392 } 389 }
393 390
394 if (attempt_pick_lock (tmp, pl, skill)) 391 if (attempt_pick_lock (tmp, pl, skill))
395 { 392 {
444hide (object *op, object *skill) 441hide (object *op, object *skill)
445{ 442{
446 /* the preliminaries -- Can we really hide now? */ 443 /* the preliminaries -- Can we really hide now? */
447 /* this keeps monsters from using invisibilty spells and hiding */ 444 /* this keeps monsters from using invisibilty spells and hiding */
448 445
449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 446 if (op->flag [FLAG_MAKE_INVIS])
450 { 447 {
451 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); 448 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
452 return 0; 449 return 0;
453 } 450 }
454 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) 451 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
518 } 515 }
519 516
520 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
521 { 518 {
522 /* Jump into creature */ 519 /* Jump into creature */
523 if (QUERY_FLAG (tmp, FLAG_MONSTER) 520 if (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
524 || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
525 { 521 {
526 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); 522 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
527 523
528 stop_jump (pl, i, spaces); 524 stop_jump (pl, i, spaces);
529 525
579 int stats = str * str * str * dex * skill->level; 575 int stats = str * str * str * dex * skill->level;
580 int spaces = min (3, skill->level, stats / (pl->carrying + 1)); 576 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
581 577
582 if (spaces == 0) 578 if (spaces == 0)
583 { 579 {
584 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); 580 pl->failmsg ("You are carrying too much weight to jump.");
585 return 0; 581 return 0;
586 } 582 }
587 583
588 return attempt_jump (pl, dir, spaces, skill); 584 return attempt_jump (pl, dir, spaces, skill);
589} 585}
590 586
591/* skill_ident() - this code is supposed to allow players to identify 587/* skill_ident() - this code is supposed to allow players to identify
592 * classes of objects with the various "auto-ident" skills. Player must 588 * classes of objects with the various "auto-ident" skills. Player must
593 * have unidentified objects of the right type in order for the skill 589 * have unidentified objects of the right type in order for the skill
594 * to work. While multiple classes of objects may be identified, 590 * to work. While multiple classes of objects may be identified,
595 * this code is kind of yucky -- it would be nice to make it a bit 591 * this code is kind of yucky -- it would be nice to make it a bit
596 * more generalized. Right now, skill indices are embedded in this routine. 592 * more generalized. Right now, skill indices are embedded in this routine.
597 * Returns amount of experience gained (on successful ident). 593 * Returns amount of experience gained (on successful ident).
598 * - b.t. (thomas@astro.psu.edu) 594 * - b.t. (thomas@astro.psu.edu)
599 */ 595 */
600static int 596static int
601do_skill_detect_curse (object *pl, object *skill) 597do_skill_detect_curse (object *pl, object *skill)
602{ 598{
603 object *tmp;
604 int success = 0; 599 int success = 0;
605 600
606 for (tmp = pl->inv; tmp; tmp = tmp->below) 601 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
607 if (!tmp->invisible 602 if (!tmp->invisible
608 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 603 && tmp->need_identify ()
609 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 604 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
605 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
606 && tmp->item_power < skill->level)
610 { 607 {
611 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 608 tmp->set_flag (FLAG_KNOWN_CURSED);
612 esrv_update_item (UPD_FLAGS, pl, tmp); 609 esrv_update_item (UPD_FLAGS, pl, tmp);
613 success += calc_skill_exp (pl, tmp, skill); 610 success += calc_skill_exp (pl, tmp, skill);
614 } 611 }
615 612
616 /* Check ground, too, but only objects the player could pick up */ 613 /* Check ground, too, but only objects the player could pick up */
617 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 614 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
618 if (can_pick (pl, tmp) && 615 if (can_pick (pl, tmp)
619 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 616 && tmp->need_identify ()
620 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 617 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
621 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 618 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
619 && tmp->item_power < skill->level)
622 { 620 {
623 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 621 tmp->set_flag (FLAG_KNOWN_CURSED);
624 esrv_update_item (UPD_FLAGS, pl, tmp); 622 esrv_update_item (UPD_FLAGS, pl, tmp);
625 success += calc_skill_exp (pl, tmp, skill); 623 success += calc_skill_exp (pl, tmp, skill);
626 } 624 }
627 625
628 return success; 626 return success;
629} 627}
630 628
631static int 629static int
632do_skill_detect_magic (object *pl, object *skill) 630do_skill_detect_magic (object *pl, object *skill)
633{ 631{
634 object *tmp;
635 int success = 0; 632 int success = 0;
636 633
637 for (tmp = pl->inv; tmp; tmp = tmp->below) 634 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
638 if (!tmp->invisible 635 if (!tmp->invisible
639 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 636 && tmp->need_identify ()
637 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
638 && is_magical (tmp)
640 && (is_magical (tmp)) && tmp->item_power < skill->level) 639 && tmp->item_power < skill->level)
641 { 640 {
642 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 641 tmp->set_flag (FLAG_KNOWN_MAGICAL);
643 esrv_update_item (UPD_FLAGS, pl, tmp); 642 esrv_update_item (UPD_FLAGS, pl, tmp);
644 success += calc_skill_exp (pl, tmp, skill); 643 success += calc_skill_exp (pl, tmp, skill);
645 } 644 }
646 645
647 /* Check ground, too, but like above, only if the object can be picked up */ 646 /* Check ground, too, but like above, only if the object can be picked up */
648 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 647 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
649 if (can_pick (pl, tmp) && 648 if (can_pick (pl, tmp)
650 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level) 649 && tmp->need_identify ()
650 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
651 && is_magical (tmp)
652 && tmp->item_power < skill->level)
651 { 653 {
652 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 654 tmp->set_flag (FLAG_KNOWN_MAGICAL);
653 esrv_update_item (UPD_FLAGS, pl, tmp); 655 esrv_update_item (UPD_FLAGS, pl, tmp);
654 success += calc_skill_exp (pl, tmp, skill); 656 success += calc_skill_exp (pl, tmp, skill);
655 } 657 }
656 658
657 return success; 659 return success;
664do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 666do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
665{ 667{
666 int success = 0, chance; 668 int success = 0, chance;
667 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; 669 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
668 670
669 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) 671 if (!tmp->flag [FLAG_IDENTIFIED]
670 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) 672 && !tmp->flag [FLAG_NO_SKILL_IDENT]
673 && tmp->need_identify ()
674 && !tmp->invisible
675 && tmp->type == obj_class)
671 { 676 {
672 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); 677 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
673 678
674 if (skill_value >= chance) 679 if (skill_value >= chance)
675 { 680 {
687 } 692 }
688 693
689 success += calc_skill_exp (pl, tmp, skill); 694 success += calc_skill_exp (pl, tmp, skill);
690 } 695 }
691 else 696 else
692 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 697 tmp->set_flag (FLAG_NO_SKILL_IDENT);
693 } 698 }
694 699
695 return success; 700 return success;
696} 701}
697 702
757 break; 762 break;
758 763
759 case SK_DET_CURSE: 764 case SK_DET_CURSE:
760 success = do_skill_detect_curse (pl, skill); 765 success = do_skill_detect_curse (pl, skill);
761 if (success) 766 if (success)
762 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 767 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!");
763 break; 768 break;
764 769
765 case SK_DET_MAGIC: 770 case SK_DET_MAGIC:
766 success = do_skill_detect_magic (pl, skill); 771 success = do_skill_detect_magic (pl, skill);
767 if (success) 772 if (success)
768 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); 773 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover items imbued with mystic forces!");
769 break; 774 break;
770 775
771 default: 776 default:
772 LOG (llevError, "Error: bad call to skill_ident()\n"); 777 LOG (llevError, "Error: bad call to skill_ident()\n");
773 return 0; 778 return 0;
774 break;
775 } 779 }
776 780
777 if (!success) 781 if (!success)
778 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 782 new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more.");
779 783
780 return success; 784 return success;
781} 785}
782 786
783/* players using this skill can 'charm' a monster -- 787/* players using this skill can 'charm' a monster --
789use_oratory (object *pl, int dir, object *skill) 793use_oratory (object *pl, int dir, object *skill)
790{ 794{
791 if (pl->type != PLAYER) 795 if (pl->type != PLAYER)
792 return 0; /* only players use this skill */ 796 return 0; /* only players use this skill */
793 797
798 if (!dir)
799 {
800 pl->failmsg ("In what direction?");
801 return 0;
802 }
803
794 sint16 x = pl->x + freearr_x[dir], 804 sint16 x = pl->x + freearr_x[dir],
795 y = pl->y + freearr_y[dir]; 805 y = pl->y + freearr_y[dir];
796 maptile *m = pl->map; 806 maptile *m = pl->map;
797 807
798 int mflags = get_map_flags (m, &m, x, y, &x, &y); 808 int mflags = get_map_flags (m, &m, x, y, &x, &y);
801 811
802 /* Save some processing - we have the flag already anyways 812 /* Save some processing - we have the flag already anyways
803 */ 813 */
804 if (!(mflags & P_IS_ALIVE)) 814 if (!(mflags & P_IS_ALIVE))
805 { 815 {
806 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 816 pl->failmsg ("There is nothing to orate to.");
807 return 0; 817 return 0;
808 } 818 }
809 819
810 object *tmp; 820 object *tmp;
811 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 821 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
819 if (tmp->type == PLAYER 829 if (tmp->type == PLAYER
820 || tmp->more || tmp->head_ () != tmp 830 || tmp->more || tmp->head_ () != tmp
821 || tmp->msg) 831 || tmp->msg)
822 return 0; 832 return 0;
823 833
824 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 834 if (tmp->flag [FLAG_MONSTER])
825 break; 835 break;
826 } 836 }
827 837
828 if (!tmp) 838 if (!tmp)
829 { 839 {
830 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 840 pl->failmsg ("There is nothing to orate to.");
831 return 0; 841 return 0;
832 } 842 }
833 843
834 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); 844 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
835 845
836 /* the following conditions limit who may be 'charmed' */ 846 /* the following conditions limit who may be 'charmed' */
837 847
838 /* it's hostile! */ 848 /* it's hostile! */
839 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 849 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
840 { 850 {
841 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 851 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
842 return 0; 852 return 0;
843 } 853 }
844 854
845 /* it's already allied! */ 855 /* it's already allied! */
846 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 856 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
847 { 857 {
848 if (tmp->owner == pl) 858 if (tmp->owner == pl)
849 { 859 {
850 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); 860 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
851 return 0; 861 return 0;
882 tmp->set_owner (pl); 892 tmp->set_owner (pl);
883 tmp->skill = skill->skill; 893 tmp->skill = skill->skill;
884 tmp->stats.exp = 0; 894 tmp->stats.exp = 0;
885 tmp->attack_movement = PETMOVE; 895 tmp->attack_movement = PETMOVE;
886 896
887 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 897 if (!tmp->flag [FLAG_FRIENDLY])
888 add_friendly_object (tmp); 898 add_friendly_object (tmp);
889 899
890 return calc_skill_exp (pl, tmp, skill); 900 return calc_skill_exp (pl, tmp, skill);
891 } 901 }
892 /* Charm failed. Creature may be angry now */ 902 /* Charm failed. Creature may be angry now */
893 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW)) 903 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
894 { 904 {
895 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 905 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
896 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 906 if (tmp->flag [FLAG_FRIENDLY])
897 { 907 {
898 remove_friendly_object (tmp); 908 remove_friendly_object (tmp);
899 tmp->attack_movement = 0; /* needed? */ 909 tmp->attack_movement = 0; /* needed? */
900 } 910 }
901 911
902 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 912 tmp->clr_flag (FLAG_UNAGGRESSIVE);
903 } 913 }
904 914
905 return 0; /* Fall through - if we get here, we didn't charm anything */ 915 return 0; /* Fall through - if we get here, we didn't charm anything */
906} 916}
907 917
915 * of anything better! -b.t. 925 * of anything better! -b.t.
916 */ 926 */
917int 927int
918singing (object *pl, int dir, object *skill) 928singing (object *pl, int dir, object *skill)
919{ 929{
920 int i, exp = 0; 930 int exp = 0;
921 object *tmp; 931 object *tmp;
922 maptile *m; 932 maptile *m;
923 sint16 x, y; 933 sint16 x, y;
924 934
925 if (pl->type != PLAYER) 935 if (pl->type != PLAYER)
926 return 0; /* only players use this skill */ 936 return 0; /* only players use this skill */
927 937
938 if (!dir)
939 {
940 pl->failmsg ("In what direction?");
941 return 0;
942 }
943
928 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 944 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
945 for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir;
929 for (i = 0; i < min (skill->level, SIZEOFFREE); i++) 946 i < min (skill->level, SIZEOFFREE);
947 i++)
930 { 948 {
931 x = pl->x + freearr_x[i]; 949 x = pl->x + freearr_x[i];
932 y = pl->y + freearr_y[i]; 950 y = pl->y + freearr_y[i];
933 m = pl->map; 951 m = pl->map;
934 952
938 if (!(mflags & P_IS_ALIVE)) 956 if (!(mflags & P_IS_ALIVE))
939 continue; 957 continue;
940 958
941 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 959 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
942 { 960 {
943 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 961 if (tmp->flag [FLAG_MONSTER])
944 break; 962 break;
945 /* can't affect players */ 963 /* can't affect players */
946 if (tmp->type == PLAYER) 964 if (tmp->type == PLAYER)
947 break; 965 break;
948 } 966 }
949 967
950 /* Whole bunch of checks to see if this is a type of monster that would 968 /* Whole bunch of checks to see if this is a type of monster that would
951 * listen to singing. 969 * listen to singing.
952 */ 970 */
953 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ 971 if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */
954 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ 972 !tmp->flag [FLAG_SPLITTING] && /* no ears */
955 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ 973 !tmp->flag [FLAG_HITBACK] && /* was here before */
956 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */ 974 (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */
957 !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 975 !tmp->flag [FLAG_FRIENDLY])
958 { /* already calm */ 976 { /* already calm */
959 977
960 /* stealing isn't really related (although, maybe it should 978 /* stealing isn't really related (although, maybe it should
961 * be). This is mainly to prevent singing to the same monster 979 * be). This is mainly to prevent singing to the same monster
962 * over and over again and getting exp for it. 980 * over and over again and getting exp for it.
963 */ 981 */
964 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; 982 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
965 983
966 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) 984 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
967 { 985 {
968 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 986 tmp->set_flag (FLAG_UNAGGRESSIVE);
969 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); 987 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
970 /* Give exp only if they are not aware */ 988 /* Give exp only if they are not aware */
971 989
972 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 990 if (!tmp->flag [FLAG_NO_STEAL])
973 exp += calc_skill_exp (pl, tmp, skill); 991 exp += calc_skill_exp (pl, tmp, skill);
974 992
975 SET_FLAG (tmp, FLAG_NO_STEAL); 993 tmp->set_flag (FLAG_NO_STEAL);
976 } 994 }
977 else 995 else
978 { 996 {
979 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 997 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
980 SET_FLAG (tmp, FLAG_NO_STEAL); 998 tmp->set_flag (FLAG_NO_STEAL);
981 } 999 }
982 } 1000 }
983 } 1001 }
984 return exp; 1002 return exp;
985} 1003}
1014 /* And now we'd better do an inventory traversal of each 1032 /* And now we'd better do an inventory traversal of each
1015 * of these objects' inventory 1033 * of these objects' inventory
1016 * We can narrow this down a bit - no reason to search through 1034 * We can narrow this down a bit - no reason to search through
1017 * the players inventory or monsters for that matter. 1035 * the players inventory or monsters for that matter.
1018 */ 1036 */
1019 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1037 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1020 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1038 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1021 if (tmp2->type == RUNE || tmp2->type == TRAP) 1039 if (tmp2->type == RUNE || tmp2->type == TRAP)
1022 if (trap_see (pl, tmp2)) 1040 if (trap_see (pl, tmp2))
1023 { 1041 {
1024 trap_show (tmp2, tmp); 1042 trap_show (tmp2, tmp);
1075 /* And now we'd better do an inventory traversal of each 1093 /* And now we'd better do an inventory traversal of each
1076 * of these objects inventory. Like above, only 1094 * of these objects inventory. Like above, only
1077 * do this for interesting objects. 1095 * do this for interesting objects.
1078 */ 1096 */
1079 1097
1080 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1098 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1081 { 1099 {
1082 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1100 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1083 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1101 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1084 { 1102 {
1085 trap_show (tmp2, tmp); 1103 trap_show (tmp2, tmp);
1166 1184
1167 if (pl->type != PLAYER) 1185 if (pl->type != PLAYER)
1168 return; /* players only */ 1186 return; /* players only */
1169 1187
1170 /* check if pl has removed encumbering armour and weapons */ 1188 /* check if pl has removed encumbering armour and weapons */
1171 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) 1189 if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6)
1172 { 1190 {
1173 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); 1191 pl->failmsg ("You can't concentrate while wielding a weapon!\n");
1174 return; 1192 return;
1175 } 1193 }
1176 else 1194 else
1177 { 1195 {
1178 for (tmp = pl->inv; tmp; tmp = tmp->below) 1196 for (tmp = pl->inv; tmp; tmp = tmp->below)
1179 if (((tmp->type == ARMOUR && skill->level < 12) 1197 if (((tmp->type == ARMOUR && skill->level < 12)
1180 || (tmp->type == HELMET && skill->level < 10) 1198 || (tmp->type == HELMET && skill->level < 10)
1181 || (tmp->type == SHIELD && skill->level < 6) 1199 || (tmp->type == SHIELD && skill->level < 6)
1182 || (tmp->type == BOOTS && skill->level < 4) 1200 || (tmp->type == BOOTS && skill->level < 4)
1183 || (tmp->type == GLOVES && skill->level < 2)) 1201 || (tmp->type == GLOVES && skill->level < 2))
1184 && QUERY_FLAG (tmp, FLAG_APPLIED)) 1202 && tmp->flag [FLAG_APPLIED])
1185 { 1203 {
1186 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); 1204 pl->failmsg ("You can't concentrate while wearing so much armour!\n");
1187 return; 1205 return;
1188 } 1206 }
1189 } 1207 }
1190 1208
1191 /* ok let's meditate! Spell points are regained first, then once 1209 /* ok let's meditate! Spell points are regained first, then once
1192 * they are maxed we get back hp. Actual incrementing of values 1210 * they are maxed we get back hp. Actual incrementing of values
1193 * is handled by the do_some_living() (in player.c). This way magical 1211 * is handled by the do_some_living() (in player.c). This way magical
1194 * bonuses for healing/sp regeneration are included properly 1212 * bonuses for healing/sp regeneration are included properly
1195 * No matter what, we will eat up some playing time trying to 1213 * No matter what, we will eat up some playing time trying to
1196 * meditate. (see 'factor' variable for what sets the amount of time) 1214 * meditate. (see 'factor' variable for what sets the amount of time)
1197 */ 1215 */
1198 1216
1199 new_draw_info (NDI_BLACK, 0, pl, "You meditate."); 1217 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1200 1218
1201 if (pl->stats.sp < pl->stats.maxsp) 1219 if (pl->stats.sp < pl->stats.maxsp)
1208 pl->stats.hp++; 1226 pl->stats.hp++;
1209 pl->last_heal = -1; 1227 pl->last_heal = -1;
1210 } 1228 }
1211} 1229}
1212 1230
1213/* write_note() - this routine allows players to inscribe messages in 1231/* write_note() - this routine allows players to inscribe messages in
1214 * ordinary inscribable 'books' (anything that is not a SPELL). b.t. 1232 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1215 */ 1233 */
1216static int 1234static int
1217write_note (object *pl, object *item, const char *msg, object *skill) 1235write_note (object *pl, object *item, const char *msg, object *skill)
1218{ 1236{
1219 if (!msg_is_safe (msg)) 1237 if (!msg_is_safe (msg))
1220 { 1238 {
1221 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); 1239 pl->failmsg ("Trying to cheat now are we? H<@-signs are not allowed in notes.>");
1222 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg); 1240 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1223 return 0; 1241 return 0;
1224 } 1242 }
1225 1243
1226 int len = strlen (msg); 1244 int len = strlen (msg);
1227 1245
1228 if (!is_utf8_string ((U8 *)msg, len)) 1246 if (!is_utf8_string ((U8 *)msg, len))
1229 { 1247 {
1230 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!"); 1248 pl->failmsg ("Your message is garbled (text must be UTF-8, client-bug)!");
1231 return 0; 1249 return 0;
1232 } 1250 }
1233 1251
1234 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 1252 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1235 return RESULT_INT (0); 1253 return RESULT_INT (0);
1263 return 0; 1281 return 0;
1264} 1282}
1265 1283
1266/* write_scroll() - this routine allows players to inscribe spell scrolls 1284/* write_scroll() - this routine allows players to inscribe spell scrolls
1267 * of spells which they know. Backfire effects are possible with the 1285 * of spells which they know. Backfire effects are possible with the
1268 * severity of the backlash correlated with the difficulty of the scroll 1286 * severity of the backlash correlated with the difficulty of the scroll
1269 * that is attempted. -b.t. thomas@astro.psu.edu 1287 * that is attempted. -b.t. thomas@astro.psu.edu
1270 */ 1288 */
1271static int 1289static int
1272write_scroll (object *pl, object *scroll, object *skill) 1290write_scroll (object *pl, object *scroll, object *skill)
1273{ 1291{
1276 /* Check if we are ready to attempt inscription */ 1294 /* Check if we are ready to attempt inscription */
1277 object *chosen_spell = pl->contr->ranged_ob; 1295 object *chosen_spell = pl->contr->ranged_ob;
1278 1296
1279 if (!chosen_spell || chosen_spell->type != SPELL) 1297 if (!chosen_spell || chosen_spell->type != SPELL)
1280 { 1298 {
1281 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1299 pl->failmsg ("You need a spell readied in order to inscribe!");
1282 return 0; 1300 return 0;
1283 } 1301 }
1284 1302
1285 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) 1303 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1286 { 1304 {
1287 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); 1305 pl->failmsgf ("You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1288 return 0; 1306 return 0;
1289 } 1307 }
1290 1308
1291 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) 1309 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1292 { 1310 {
1293 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1311 pl->failmsgf ("You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1294 return 0; 1312 return 0;
1295 } 1313 }
1296 1314
1297 /* ok, we are ready to try inscription */ 1315 /* ok, we are ready to try inscription */
1298 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1316 if (pl->flag [FLAG_CONFUSED])
1299 confused = 1; 1317 confused = 1;
1300 1318
1301 /* Lost mana/grace no matter what */ 1319 /* Lost mana/grace no matter what */
1302 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); 1320 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1303 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA); 1321 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1305 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level) 1323 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1306 { 1324 {
1307 object *newscroll = scroll->other_arch->instance (); 1325 object *newscroll = scroll->other_arch->instance ();
1308 scroll->decrease (); 1326 scroll->decrease ();
1309 newscroll->nrof = 1; 1327 newscroll->nrof = 1;
1328 newscroll->randomitems = 0; // make sure randomitems doesn't destroy the scroll
1310 1329
1311 pl->contr->play_sound (sound_find ("inscribe_success")); 1330 pl->contr->play_sound (sound_find ("inscribe_success"));
1312 1331
1313 if (!confused) 1332 if (!confused)
1314 { 1333 {
1325 newscroll->level = max (skill->level, chosen_spell->level); 1344 newscroll->level = max (skill->level, chosen_spell->level);
1326 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); 1345 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1327 } 1346 }
1328 1347
1329 object *tmp = chosen_spell->clone (); 1348 object *tmp = chosen_spell->clone ();
1349 tmp->flag [FLAG_APPLIED] = false;
1330 insert_ob_in_ob (tmp, newscroll); 1350 insert_ob_in_ob (tmp, newscroll);
1331 1351
1332 /* Same code as from treasure.C - so they can better merge. 1352 /* Same code as from treasure.C - so they can better merge.
1333 * if players want to sell them, so be it. 1353 * if players want to sell them, so be it.
1334 */ 1354 */
1391 { 1411 {
1392 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>"); 1412 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; 1413 return 0;
1394 } 1414 }
1395 1415
1396 object *item = find_marked_object (pl); 1416 object *item = pl->mark ();
1397 1417
1398 /* find an item of correct type to write on */ 1418 /* find an item of correct type to write on */
1399 if (!item) 1419 if (!item)
1400 { 1420 {
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.>"); 1421 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.>");
1406 { 1426 {
1407 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>"); 1427 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1408 return 0; 1428 return 0;
1409 } 1429 }
1410 1430
1411 if (QUERY_FLAG (item, FLAG_UNPAID)) 1431 if (item->flag [FLAG_UNPAID])
1412 { 1432 {
1413 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1433 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1414 return 0; 1434 return 0;
1415 } 1435 }
1416 1436
1417 if (item->other_arch->type == SCROLL) 1437 if (item->other_arch->type == SCROLL)
1418 { 1438 {
1419 if (*params) 1439 if (*params)
1420 { 1440 {
1421 // check readied scroll 1441 // 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" 1442 pl->failmsgf ("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); 1443 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1425 return 0; 1444 return 0;
1426 } 1445 }
1427 1446
1428 return write_scroll (pl, item, skill); 1447 return write_scroll (pl, item, skill);
1429 } 1448 }
1430 else 1449 else
1431 { 1450 {
1432 if (!*params) 1451 if (!*params)
1433 { 1452 {
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" 1453 pl->failmsgf ("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); 1454 "Usage: use_skill %s <message>", &skill->skill);
1437 return 0; 1455 return 0;
1438 } 1456 }
1439 1457
1440 return write_note (pl, item, params, skill); 1458 return write_note (pl, item, params, skill);
1441 } 1459 }
1452 * 'throwable' (ie not applied cursed obj, worn, etc). 1470 * 'throwable' (ie not applied cursed obj, worn, etc).
1453 */ 1471 */
1454static object * 1472static object *
1455find_throw_ob (object *op, const char *request) 1473find_throw_ob (object *op, const char *request)
1456{ 1474{
1457 object *tmp;
1458
1459 if (!op)
1460 { /* safety */
1461 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1462 return (object *) NULL;
1463 }
1464
1465 /* prefer marked item */ 1475 /* prefer marked item */
1466 tmp = find_marked_object (op); 1476 object *tmp = op->mark ();
1467 if (tmp != NULL) 1477
1468 {
1469 /* can't toss invisible or inv-locked items */ 1478 /* can't toss invisible or inv-locked items */
1470 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1479 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1471 { 1480 tmp = 0;
1472 tmp = NULL;
1473 }
1474 }
1475 1481
1476 /* look through the inventory */ 1482 /* look through the inventory */
1477 if (tmp == NULL) 1483 if (!tmp)
1478 {
1479 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1484 for (tmp = op->inv; tmp; tmp = tmp->below)
1480 { 1485 {
1481 /* can't toss invisible or inv-locked items */ 1486 /* can't toss invisible or inv-locked items */
1482 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1487 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1483 continue; 1488 continue;
1489
1484 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) 1490 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1485 break; 1491 break;
1486 } 1492 }
1487 }
1488 1493
1489 /* this should prevent us from throwing away 1494 /* this should prevent us from throwing away
1490 * cursed items, worn armour, etc. Only weapons 1495 * cursed items, worn armour, etc. Only weapons
1491 * can be thrown from 'hand'. 1496 * can be thrown from 'hand'.
1492 */ 1497 */
1493 if (!tmp) 1498 if (!tmp)
1494 return NULL; 1499 return 0;
1495 1500
1496 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1501 if (tmp->flag [FLAG_APPLIED])
1497 { 1502 {
1498 if (tmp->type != WEAPON) 1503 if (tmp->type != WEAPON)
1499 { 1504 {
1500 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); 1505 op->failmsgf ("You can't throw %s. H<Unapply it first.>", query_name (tmp));
1501 tmp = NULL; 1506 tmp = 0;
1502 }
1503 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1504 { 1507 }
1508 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1509 {
1505 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); 1510 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand! H<Cursed or damned items cannot be removed.>", query_name (tmp));
1506 tmp = NULL; 1511 tmp = 0;
1507 } 1512 }
1508 else 1513 else
1509 { 1514 {
1510 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 1515 if (!op->apply (tmp, AP_UNAPPLY))
1511 { 1516 {
1512 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1517 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1513 tmp = NULL; 1518 tmp = 0;
1514 } 1519 }
1515 } 1520 }
1516 } 1521 }
1517 else if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1522 else if (tmp->flag [FLAG_UNPAID])
1518 { 1523 {
1519 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); 1524 op->failmsgf ("You should pay for the %s first.", query_name (tmp));
1520 tmp = NULL; 1525 tmp = 0;
1521 } 1526 }
1522 1527
1523 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1528 //TODO: why not chekc first and give sensible message to player?
1529 if (tmp && tmp->flag [FLAG_INV_LOCKED])
1524 { 1530 {
1525 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1531 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1526 tmp = NULL; 1532 tmp = 0;
1527 } 1533 }
1534
1528 return tmp; 1535 return tmp;
1529} 1536}
1530 1537
1531/* make_throw_ob() We construct the 'carrier' object in 1538/* make_throw_ob() We construct the 'carrier' object in
1532 * which we will insert the object that is being thrown. 1539 * which we will insert the object that is being thrown.
1536make_throw_ob (object *orig) 1543make_throw_ob (object *orig)
1537{ 1544{
1538 if (!orig) 1545 if (!orig)
1539 return 0; 1546 return 0;
1540 1547
1541 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1548 if (orig->flag [FLAG_APPLIED])
1542 { 1549 {
1543 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1550 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1544 /* insufficient workaround, but better than nothing */ 1551 /* insufficient workaround, but better than nothing */
1545 CLEAR_FLAG (orig, FLAG_APPLIED); 1552 orig->clr_flag (FLAG_APPLIED);
1546 } 1553 }
1547 1554
1548 object *toss_item = orig->clone (); 1555 object *toss_item = orig->clone ();
1549 1556
1550 toss_item->type = THROWN_OBJ; 1557 toss_item->type = THROWN_OBJ;
1551 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1558 toss_item->clr_flag (FLAG_CHANGING);
1559 toss_item->set_flag (FLAG_NO_PICK);
1552 toss_item->stats.dam = 0; /* default damage */ 1560 toss_item->stats.dam = 0; /* default damage */
1553 toss_item->insert (orig); 1561 toss_item->insert (orig);
1554 1562
1555 return toss_item; 1563 return toss_item;
1556} 1564}
1567 int pause_f, weight_f = 0, mflags; 1575 int pause_f, weight_f = 0, mflags;
1568 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; 1576 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1569 maptile *m; 1577 maptile *m;
1570 sint16 sx, sy; 1578 sint16 sx, sy;
1571 1579
1572 if (throw_ob == NULL) 1580 if (!throw_ob)
1573 {
1574 if (op->type == PLAYER)
1575 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1576
1577 return 0;
1578 } 1581 {
1579 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) 1582 op->failmsg ("You have nothing to throw.");
1583 return 0;
1580 { 1584 }
1581 if (op->type == PLAYER) 1585
1582 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1586 if (throw_ob->flag [FLAG_STARTEQUIP])
1587 {
1588 op->failmsg ("The gods won't let you throw that. "
1589 "H<Well, they would, but they would retrieve it "
1590 "- you wouldn't want that, would you?>");
1583 1591
1584 return 0; 1592 return 0;
1585 } 1593 }
1586 1594
1587 /* Because throwing effectiveness must be reduced by the 1595 /* Because throwing effectiveness must be reduced by the
1604 /* lighter items are thrown harder, farther, faster */ 1612 /* lighter items are thrown harder, farther, faster */
1605 if (throw_ob->weight > 0) 1613 if (throw_ob->weight > 0)
1606 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); 1614 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1607 else 1615 else
1608 { /* 0 or negative weight?!? Odd object, can't throw it */ 1616 { /* 0 or negative weight?!? Odd object, can't throw it */
1609 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob)); 1617 op->failmsgf ("You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1610 return 0; 1618 return 0;
1611 } 1619 }
1612 1620
1613 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); 1621 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1614 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1622 * item_factor * str_factor;
1615 1623
1616 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to 1624 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1617 * account for super-strong throwers. */ 1625 * account for super-strong throwers. */
1618 if (eff_str > MAX_STAT) 1626 min_it (eff_str, MAX_STAT);
1619 eff_str = MAX_STAT;
1620 1627
1621#ifdef DEBUG_THROW 1628#ifdef DEBUG_THROW
1622 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); 1629 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1623 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str); 1630 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1624 LOG (llevDebug, " str_factor=%f\n", str_factor); 1631 LOG (llevDebug, " str_factor=%f\n", str_factor);
1714 /* the properties of objects which are meant to be thrown (ie dart, 1721 /* the properties of objects which are meant to be thrown (ie dart,
1715 * throwing knife, etc) will differ from ordinary items. Lets tailor 1722 * throwing knife, etc) will differ from ordinary items. Lets tailor
1716 * this stuff in here. 1723 * this stuff in here.
1717 */ 1724 */
1718 1725
1719 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) 1726 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1720 { 1727 {
1721 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1728 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1722 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; 1729 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1723 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; 1730 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1724 /* only throw objects get directional faces */ 1731 /* only throw objects get directional faces */
1760 if (throw_ob->weight > 50) 1767 if (throw_ob->weight > 50)
1761 throw_ob->speed *= 0.5; 1768 throw_ob->speed *= 0.5;
1762 } /* else tailor thrown object */ 1769 } /* else tailor thrown object */
1763 1770
1764 /* some limits, and safeties (needed?) */ 1771 /* some limits, and safeties (needed?) */
1765 if (throw_ob->stats.dam < 0) 1772 max_it (throw_ob->stats.dam, 0);
1766 throw_ob->stats.dam = 0;
1767 if (throw_ob->last_sp > eff_str) 1773 min_it (throw_ob->last_sp, eff_str);
1768 throw_ob->last_sp = eff_str;
1769 if (throw_ob->stats.food < 0) 1774 max_it (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) 1775 min_it (throw_ob->stats.wc, 30);
1774 throw_ob->stats.wc = 30;
1775 1776
1776 /* how long to pause the thrower. Higher values mean less pause */ 1777 /* how long to pause the thrower. Higher values mean less pause */
1777 pause_f = ((2 * eff_str) / 3) + 20 + skill->level; 1778 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1778 1779
1779 /* Put a lower limit on this */ 1780 /* Put a lower limit on this */
1780 if (pause_f < 10) 1781 clamp_it (pause_f, 10, 100);
1781 pause_f = 10;
1782 if (pause_f > 100)
1783 pause_f = 100;
1784 1782
1785 /* Changed in 0.94.2 - the calculation before was really goofy. 1783 /* Changed in 0.94.2 - the calculation before was really goofy.
1786 * In short summary, a throw can take anywhere between speed 5 and 1784 * In short summary, a throw can take anywhere between speed 5 and
1787 * speed 0.5 1785 * speed 0.5
1788 */ 1786 */
1791 throw_ob->speed_left = 0; 1789 throw_ob->speed_left = 0;
1792 throw_ob->map = part->map; 1790 throw_ob->map = part->map;
1793 1791
1794 throw_ob->move_type = MOVE_FLY_LOW; 1792 throw_ob->move_type = MOVE_FLY_LOW;
1795 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; 1793 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1794
1795 throw_ob->set_speed (throw_ob->speed);
1796 1796
1797#if 0 1797#if 0
1798 /* need to put in a good sound for this */ 1798 /* need to put in a good sound for this */
1799 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);
1800#endif 1800#endif
1826 else 1826 else
1827 throw_ob = find_mon_throw_ob (op); 1827 throw_ob = find_mon_throw_ob (op);
1828 1828
1829 return do_throw (op, part, throw_ob, dir, skill); 1829 return do_throw (op, part, throw_ob, dir, skill);
1830} 1830}
1831
1832static void
1833give_player_quad_material_for (object *pl, object *ob)
1834{
1835 if (!ob->flag [FLAG_IS_QUAD] || !ob->other_arch)
1836 return;
1837
1838 object *t = ob->other_arch->instance ();
1839 pl->insert (t);
1840}
1841
1842bool
1843skill_mining (object *who, object *tool, object *skill, int dir, const char *string)
1844{
1845 if (!who->is_player ())
1846 return 0;
1847
1848 if (!dir)
1849 {
1850 who->failmsg ("In what direction?");
1851 return 0;
1852 }
1853
1854 mapxy pos (who); pos.move (dir);
1855
1856 if (!pos.normalise ())
1857 {
1858 who->failmsgf (
1859 "You brandish your %s, with not so convincing results. "
1860 "H<There is nothing in this direction.>",
1861 &tool->name
1862 );
1863 return 0;
1864 }
1865
1866 mapspace &ms = pos.ms ();
1867
1868 for (object *mine_obj = pos.ms ().top; mine_obj; mine_obj = mine_obj->below)
1869 if (mine_obj->type == VEIN)
1870 {
1871 who->speed_left -= who->speed / tool->speed;
1872
1873 who->play_sound (tool->sound);
1874
1875 if (rndm (100 - mine_obj->stats.ac) > rndm (tool->stats.wc))
1876 who->failmsgf (
1877 "You use your %s.... nothing. "
1878 "H<Try again, perhaps?>",
1879 &tool->name
1880 );
1881 else if (mine_obj->race != tool->race)
1882 who->failmsgf (
1883 "You use your %s.... but it doesn't work. "
1884 "H<Maybe you are using the wrong tool?>",
1885 &tool->name
1886 );
1887 else if (!mine_obj->stats.food)
1888 who->failmsgf (
1889 "You use your %s.... but there is nothing. "
1890 "H<This space is exhausted, you should try somewhere else.>",
1891 &tool->name
1892 );
1893 else
1894 {
1895 --mine_obj->stats.food;
1896
1897 object *ore = mine_obj->other_arch->instance ();
1898
1899 who->statusmsg (format (
1900 "You use your %s.... and find some %s!",
1901 &tool->name, &ore->name
1902 ));
1903
1904 ore->insert_at (who);
1905
1906 return true;
1907 }
1908 }
1909 else if (mine_obj->flag [FLAG_IS_QUAD])
1910 {
1911 if (mine_obj->flag [FLAG_IS_FLOOR])
1912 {
1913 maptile *lower_floor = pos.m->tile_available (TILE_DOWN);
1914
1915 if (!lower_floor)
1916 {
1917 who->failmsgf (
1918 "Whoops, you failed to remove the %s. H<You may try again.>",
1919 &mine_obj->name
1920 );
1921 return false;
1922 }
1923
1924 mapxy below_pos (lower_floor, pos.x, pos.y);
1925
1926 if (!below_pos.normalise ())
1927 {
1928 who->failmsgf (
1929 "Whoops, you failed to remove the %s. H<You may try again.>",
1930 &mine_obj->name
1931 );
1932 return false;
1933 }
1934
1935 // first insert open space here:
1936 object *open_space_floor = archetype::get (shstr_quad_open_space);
1937 open_space_floor->stats.hp = pos.x;
1938 open_space_floor->stats.sp = pos.y;
1939 insert_ob_in_map_at (open_space_floor, pos.m, mine_obj,
1940 INS_BELOW_ORIGINATOR, pos.x, pos.y);
1941
1942 // next we will remove the wall in the lower layer:
1943 mapspace &below_ms = below_pos.ms ();
1944 for (object *quad_obj = below_ms.top; quad_obj; quad_obj = quad_obj->below)
1945 {
1946 if (quad_obj->flag [FLAG_IS_FLOOR])
1947 break;
1948
1949 if (quad_obj->flag [FLAG_IS_QUAD])
1950 {
1951 quad_obj->map->queue_physics_at (quad_obj->x, quad_obj->y);
1952 give_player_quad_material_for (who, quad_obj);
1953 quad_obj->destroy ();
1954 break;
1955 }
1956 }
1957 }
1958
1959 mine_obj->map->queue_physics_at (mine_obj->x, mine_obj->y);
1960
1961 // FIXME: there should be chance assigned, like above with veins!
1962 who->play_sound (tool->sound);
1963 give_player_quad_material_for (who, mine_obj);
1964 mine_obj->destroy ();
1965 who->contr->fire_on = 0; // TODO: stopgap, do not remove more than one per keypress
1966 return true;
1967 }
1968
1969 return false;
1970}
1971

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines