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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.77 by root, Fri Mar 19 17:48:49 2010 UTC vs.
Revision 1.113 by root, Sat Nov 17 23:40:04 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * 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 6 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the Affero GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 21 * <http://www.gnu.org/licenses/>.
21 * 22 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <object.h> 27#include <object.h>
42 /* Only prohibit stealing if the player does not have a free 43 /* Only prohibit stealing if the player does not have a free
43 * hand available and in fact does have hands. 44 * hand available and in fact does have hands.
44 */ 45 */
45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) 46 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
46 { 47 {
47 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with! " 48 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.>"); 49 "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>");
49 return -1; 50 return -1;
50 } 51 }
51 52
52 /* ADJUSTMENTS */ 53 /* ADJUSTMENTS */
53 54
54 /* It's harder to steal from hostile beings! */ 55 /* It's harder to steal from hostile beings! */
55 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 56 if (!victim->flag [FLAG_UNAGGRESSIVE])
56 roll = roll / 2; 57 roll = roll / 2;
57 58
58 /* Easier to steal from sleeping beings, or if the thief is 59 /* Easier to steal from sleeping beings, or if the thief is
59 * unseen */ 60 * unseen */
60 if (QUERY_FLAG (victim, FLAG_SLEEP)) 61 if (victim->flag [FLAG_SLEEP])
61 roll = roll * 3; 62 roll = roll * 3;
62 else if (op->invisible) 63 else if (op->invisible)
63 roll = roll * 2; 64 roll = roll * 2;
64 65
65 /* check stealing 'encumberance'. Having this equipment applied makes 66 /* check stealing 'encumberance'. Having this equipment applied makes
66 * it quite a bit harder to steal. 67 * it quite a bit harder to steal.
67 */ 68 */
68 for (equip = op->inv; equip; equip = equip->below) 69 for (equip = op->inv; equip; equip = equip->below)
69 { 70 {
70 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) 71 if (equip->type == WEAPON && equip->flag [FLAG_APPLIED])
71 roll -= equip->weight / 10000; 72 roll -= equip->weight / 10000;
72 73
73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 74 if (equip->type == BOW && equip->flag [FLAG_APPLIED])
74 roll -= equip->weight / 5000; 75 roll -= equip->weight / 5000;
75 76
76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 77 if (equip->type == SHIELD && equip->flag [FLAG_APPLIED])
77 roll -= equip->weight / 2000; 78 roll -= equip->weight / 2000;
78 79
79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 80 if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED])
80 roll -= equip->weight / 5000; 81 roll -= equip->weight / 5000;
81 82
82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 83 if (equip->type == GLOVES && equip->flag [FLAG_APPLIED])
83 roll -= equip->weight / 100; 84 roll -= equip->weight / 100;
84 } 85 }
85 86
86 if (roll < 0) 87 if (roll < 0)
87 roll = 0; 88 roll = 0;
88 89
89 return roll; 90 return roll;
90} 91}
91 92
92/* 93/*
93 * When stealing: dependent on the intelligence/wisdom of whom you're 94 * When stealing: dependent on the intelligence/wisdom of whom you're
94 * stealing from (op in attempt_steal), offset by your dexterity and 95 * stealing from (op in attempt_steal), offset by your dexterity and
95 * skill at stealing. They may notice your attempt, whether successful 96 * skill at stealing. They may notice your attempt, whether successful
96 * or not. 97 * or not.
97 * op is the target (person being pilfered) 98 * op is the target (person being pilfered)
98 * who is the person doing the stealing. 99 * who is the person doing the stealing.
99 * skill is the skill object (stealing). 100 * skill is the skill object (stealing).
100 */ 101 */
101static int 102static int
107 108
108 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2; 109 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
109 110
110 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them) 111 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
111 * they will try to prevent stealing if they can. Only unseen theives will 112 * they will try to prevent stealing if they can. Only unseen theives will
112 * have much chance of success. 113 * have much chance of success.
113 */ 114 */
114 if (!op->is_player () && op->flag [FLAG_NO_STEAL]) 115 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
115 { 116 {
116 if (can_detect_enemy (op, who, &rv)) 117 if (can_detect_enemy (op, who, &rv))
117 { 118 {
118 npc_call_help (op); 119 npc_call_help (op);
119 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 120 op->clr_flag (FLAG_UNAGGRESSIVE);
120 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); 121 who->failmsg ("Your attempt is prevented!");
121 return 0; 122 return 0;
122 } 123 }
123 else /* help npc to detect thief next time by raising its wisdom */ 124 else /* help npc to detect thief next time by raising its wisdom */
124 op->stats.Wis += (op->stats.Int / 5) + 1; 125 op->stats.Wis += (op->stats.Int / 5) + 1;
125 126
127 op->stats.Wis = MAX_STAT; 128 op->stats.Wis = MAX_STAT;
128 } 129 }
129 130
130 if (op->is_player () && op->flag [FLAG_WIZ]) 131 if (op->is_player () && op->flag [FLAG_WIZ])
131 { 132 {
132 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n"); 133 who->failmsg ("You can't steal from the dungeon master!\n");
133 return 0; 134 return 0;
134 } 135 }
135 136
136 // only allow stealing between hostile players (TODO: probably should change) 137 // only allow stealing between hostile players (TODO: probably should change)
137 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful)) 138 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful))
138 { 139 {
139 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n"); 140 who->failmsg ("You can't steal from other players!\n");
140 return 0; 141 return 0;
141 } 142 }
142 143
143 /* Ok then, go through their inventory, stealing */ 144 /* Ok then, go through their inventory, stealing */
144 for (tmp = op->inv; tmp; tmp = next) 145 for (tmp = op->inv; tmp; tmp = next)
145 { 146 {
146 next = tmp->below; 147 next = tmp->below;
147 148
148 /* you can't steal worn items, starting items, wiz stuff, 149 /* you can't steal worn items, starting items, wiz stuff,
149 * innate abilities, or items w/o a type. Generally 150 * innate abilities, or items w/o a type. Generally
150 * speaking, the invisibility flag prevents experience or 151 * speaking, the invisibility flag prevents experience or
151 * abilities from being stolen since these types are currently 152 * abilities from being stolen since these types are currently
152 * always invisible objects. I was implicit here so as to prevent 153 * always invisible objects. I was implicit here so as to prevent
153 * future possible problems. -b.t. 154 * future possible problems. -b.t.
154 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL 155 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
155 * already -b.t. 156 * already -b.t.
156 */ 157 */
157 158
158 if (QUERY_FLAG (tmp, FLAG_APPLIED) 159 if (tmp->flag [FLAG_APPLIED]
159 || !tmp->type 160 || !tmp->type
160 || tmp->type == SPELL 161 || tmp->type == SPELL
161 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) 162 || tmp->flag [FLAG_STARTEQUIP]
162 || QUERY_FLAG (tmp, FLAG_NO_STEAL) 163 || tmp->flag [FLAG_NO_STEAL]
163 || tmp->invisible) 164 || tmp->invisible)
164 continue; 165 continue;
165 166
166 /* Okay, try stealing this item. Dependent on dexterity of thief, 167 /* Okay, try stealing this item. Dependent on dexterity of thief,
167 * skill level, see the adj_stealroll fctn for more detail. 168 * skill level, see the adj_stealroll fctn for more detail.
168 */ 169 */
169 170
170 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */ 171 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
171 172
172 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1) 173 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
181 */ 182 */
182 if (tmp->destroyed () || tmp->env != op) 183 if (tmp->destroyed () || tmp->env != op)
183 { 184 {
184 /* for players, play_sound: steals item */ 185 /* for players, play_sound: steals item */
185 success = tmp; 186 success = tmp;
186 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 187 tmp->clr_flag (FLAG_INV_LOCKED);
187 } 188 }
188 189
189 break; 190 break;
190 } 191 }
191 } /* for loop looking for an item */ 192 } /* for loop looking for an item */
196 return 0; 197 return 0;
197 } 198 }
198 199
199 /* If you arent high enough level, you might get something BUT 200 /* If you arent high enough level, you might get something BUT
200 * the victim will notice your stealing attempt. Ditto if you 201 * the victim will notice your stealing attempt. Ditto if you
201 * attempt to steal something heavy off them, they're bound to notice 202 * attempt to steal something heavy off them, they're bound to notice
202 */ 203 */
203 204
204 if ((roll >= skill->level) || !chance 205 if ((roll >= skill->level) || !chance
205 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW))))) 206 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
206 { 207 {
215 { 216 {
216 npc_call_help (op); 217 npc_call_help (op);
217 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op)); 218 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
218 } 219 }
219 220
220 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 221 op->clr_flag (FLAG_UNAGGRESSIVE);
221 /* all remaining npc items are guarded now. Set flag NO_STEAL 222 /* all remaining npc items are guarded now. Set flag NO_STEAL
222 * on the victim. 223 * on the victim.
223 */ 224 */
224 SET_FLAG (op, FLAG_NO_STEAL); 225 op->set_flag (FLAG_NO_STEAL);
225 } 226 }
226 else 227 else
227 { /* stealing from another player */ 228 { /* stealing from another player */
228 char buf[MAX_BUF]; 229 char buf[MAX_BUF];
229 230
256 object *tmp, *next; 257 object *tmp, *next;
257 sint16 x, y; 258 sint16 x, y;
258 maptile *m; 259 maptile *m;
259 int mflags; 260 int mflags;
260 261
261 x = op->x + freearr_x[dir]; 262 x = op->x + DIRX (dir);
262 y = op->y + freearr_y[dir]; 263 y = op->y + DIRY (dir);
263 264
264 if (dir == 0) 265 if (dir == 0)
265 return 0; // you can't steal from ourself! 266 return 0; // you can't steal from ourself!
266 267
267 m = op->map; 268 m = op->map;
281 282
282 /* For all the stacked objects at this point, attempt a steal */ 283 /* For all the stacked objects at this point, attempt a steal */
283 for (; tmp; tmp = next) 284 for (; tmp; tmp = next)
284 { 285 {
285 next = tmp->below; 286 next = tmp->below;
286 /* Minor hack--for multi square beings - make sure we get 287 /* Minor hack--for multi square beings - make sure we get
287 * the 'head' coz 'tail' objects have no inventory! - b.t. 288 * the 'head' coz 'tail' objects have no inventory! - b.t.
288 */ 289 */
289 if (tmp->head) 290 if (tmp->head)
290 tmp = tmp->head; 291 tmp = tmp->head;
291 292
292 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 293 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; 294 continue;
298 295
299 if (attempt_steal (tmp, op, skill)) 296 if (attempt_steal (tmp, op, skill))
300 { 297 {
301 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 298 if (tmp->type == PLAYER) /* no xp for stealing from another player */
302 return 0; 299 return 0;
303 300
304 /* no xp for stealing from pets (of players) */ 301 /* no xp for stealing from pets (of players) */
305 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 302 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
306 { 303 {
307 object *owner = tmp->owner; 304 object *owner = tmp->owner;
308 305
309 if (owner && owner->type == PLAYER) 306 if (owner && owner->type == PLAYER)
310 return 0; 307 return 0;
329{ 326{
330 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0; 327 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
331 int success = 0, number; /* did we get anything? */ 328 int success = 0, number; /* did we get anything? */
332 329
333 330
334 /* Try to pick the lock on this item (doors only for now). 331 /* Try to pick the lock on this item (doors only for now).
335 * Dependent on dexterity/skill SK_level of the player and 332 * Dependent on dexterity/skill SK_level of the player and
336 * the map level difficulty. 333 * the map level difficulty.
337 */ 334 */
338 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2; 335 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
339 if (number < (pl->stats.Dex + skill->level - difficulty)) 336 if (number < (pl->stats.Dex + skill->level - difficulty))
340 { 337 {
341 remove_door (door); 338 remove_door (door);
355 352
356int 353int
357pick_lock (object *pl, int dir, object *skill) 354pick_lock (object *pl, int dir, object *skill)
358{ 355{
359 object *tmp; 356 object *tmp;
360 int x = pl->x + freearr_x[dir];
361 int y = pl->y + freearr_y[dir];
362 357
363 if (!dir) 358 if (!dir)
364 dir = pl->facing; 359 dir = pl->facing;
365 360
361 mapxy pos (pl); pos.move (dir);
362
366 /* For all the stacked objects at this point find a door */ 363 /* For all the stacked objects at this point find a door */
367 if (out_of_map (pl->map, x, y)) 364 if (!pos.normalise ())
368 {
369 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
370 return 0;
371 } 365 {
366 pl->failmsg ("There is no lock there.");
367 return 0;
368 }
372 369
373 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above) 370 for (tmp = pos->bot; tmp; tmp = tmp->above)
374 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) 371 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
375 break; 372 break;
376 373
377 if (!tmp) 374 if (!tmp)
378 { 375 {
379 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there."); 376 pl->failmsg ("There is no lock there.");
380 return 0; 377 return 0;
381 } 378 }
379
382 if (tmp->type == LOCKED_DOOR) 380 if (tmp->type == LOCKED_DOOR)
383 { 381 {
384 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!"); 382 pl->failmsg ("You can't pick that lock! H<You need the right key, no matter how skilled you might be.>");
385 return 0; 383 return 0;
386 } 384 }
387 385
388 if (!tmp->move_block) 386 if (!tmp->move_block)
389 { 387 {
390 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!"); 388 pl->failmsg ("The door has no lock!");
391 return 0; 389 return 0;
392 } 390 }
393 391
394 if (attempt_pick_lock (tmp, pl, skill)) 392 if (attempt_pick_lock (tmp, pl, skill))
395 { 393 {
403 } 401 }
404} 402}
405 403
406/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 404/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
407 * a short while (success and duration dependant on player SK_level, 405 * a short while (success and duration dependant on player SK_level,
408 * dexterity, charisma, and map difficulty). 406 * dexterity, charisma, and map difficulty).
409 * Players have a good chance of becoming 'unhidden' if they move 407 * Players have a good chance of becoming 'unhidden' if they move
410 * and like invisiblity will be come visible if they attack 408 * and like invisiblity will be come visible if they attack
411 * Implemented by b.t. (thomas@astro.psu.edu) 409 * Implemented by b.t. (thomas@astro.psu.edu)
412 * July 7, 1995 - made hiding possible for monsters. -b.t. 410 * July 7, 1995 - made hiding possible for monsters. -b.t.
413 */ 411 */
419 417
420 if (terrain < -10) /* not enough cover here */ 418 if (terrain < -10) /* not enough cover here */
421 return 0; 419 return 0;
422 420
423 /* Hiding success and duration dependant on skill level, 421 /* Hiding success and duration dependant on skill level,
424 * op->stats.Dex, map difficulty and terrain. 422 * op->stats.Dex, map difficulty and terrain.
425 */ 423 */
426 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; 424 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
427 425
428 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) 426 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
429 { 427 {
444hide (object *op, object *skill) 442hide (object *op, object *skill)
445{ 443{
446 /* the preliminaries -- Can we really hide now? */ 444 /* the preliminaries -- Can we really hide now? */
447 /* this keeps monsters from using invisibilty spells and hiding */ 445 /* this keeps monsters from using invisibilty spells and hiding */
448 446
449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 447 if (op->flag [FLAG_MAKE_INVIS])
450 { 448 {
451 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!"); 449 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
452 return 0; 450 return 0;
453 } 451 }
454 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER) 452 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
472 470
473 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself."); 471 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
474 return 0; 472 return 0;
475} 473}
476 474
477/* stop_jump() - End of jump. Clear flags, restore the map, and 475/* stop_jump() - End of jump. Clear flags, restore the map, and
478 * freeze the jumper a while to simulate the exhaustion 476 * freeze the jumper a while to simulate the exhaustion
479 * of jumping. 477 * of jumping.
480 */ 478 */
481static void 479static void
482stop_jump (object *pl, int dist, int spaces) 480stop_jump (object *pl, int dist, int spaces)
488 486
489static int 487static int
490attempt_jump (object *pl, int dir, int spaces, object *skill) 488attempt_jump (object *pl, int dir, int spaces, object *skill)
491{ 489{
492 object *tmp; 490 object *tmp;
493 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags; 491 int i, dx = DIRX (dir), dy = DIRY (dir), mflags;
494 sint16 x, y; 492 sint16 x, y;
495 maptile *m; 493 maptile *m;
496 494
497 /* Jump loop. Go through spaces object wants to jump. Halt the 495 /* Jump loop. Go through spaces object wants to jump. Halt the
498 * jump if a wall or creature is in the way. We set FLAG_FLYING 496 * jump if a wall or creature is in the way. We set FLAG_FLYING
499 * temporarily to allow player to aviod exits/archs that are not 497 * temporarily to allow player to aviod exits/archs that are not
500 * fly_on, fly_off. This will also prevent pickup of objects 498 * fly_on, fly_off. This will also prevent pickup of objects
501 * while jumping over them. 499 * while jumping over them.
502 */ 500 */
503 pl->remove (); 501 pl->remove ();
504 pl->move_type |= MOVE_FLY_LOW; 502 pl->move_type |= MOVE_FLY_LOW;
505 503
506 for (i = 0; i <= spaces; i++) 504 for (i = 0; i <= spaces; i++)
518 } 516 }
519 517
520 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 518 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
521 { 519 {
522 /* Jump into creature */ 520 /* Jump into creature */
523 if (QUERY_FLAG (tmp, FLAG_MONSTER) 521 if (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
524 || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
525 { 522 {
526 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name); 523 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
527 524
528 stop_jump (pl, i, spaces); 525 stop_jump (pl, i, spaces);
529 526
579 int stats = str * str * str * dex * skill->level; 576 int stats = str * str * str * dex * skill->level;
580 int spaces = min (3, skill->level, stats / (pl->carrying + 1)); 577 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
581 578
582 if (spaces == 0) 579 if (spaces == 0)
583 { 580 {
584 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump."); 581 pl->failmsg ("You are carrying too much weight to jump.");
585 return 0; 582 return 0;
586 } 583 }
587 584
588 return attempt_jump (pl, dir, spaces, skill); 585 return attempt_jump (pl, dir, spaces, skill);
589} 586}
590 587
591/* skill_ident() - this code is supposed to allow players to identify 588/* skill_ident() - this code is supposed to allow players to identify
592 * classes of objects with the various "auto-ident" skills. Player must 589 * classes of objects with the various "auto-ident" skills. Player must
593 * have unidentified objects of the right type in order for the skill 590 * have unidentified objects of the right type in order for the skill
594 * to work. While multiple classes of objects may be identified, 591 * 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 592 * 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. 593 * more generalized. Right now, skill indices are embedded in this routine.
597 * Returns amount of experience gained (on successful ident). 594 * Returns amount of experience gained (on successful ident).
598 * - b.t. (thomas@astro.psu.edu) 595 * - b.t. (thomas@astro.psu.edu)
599 */ 596 */
600static int 597static int
601do_skill_detect_curse (object *pl, object *skill) 598do_skill_detect_curse (object *pl, object *skill)
602{ 599{
603 object *tmp;
604 int success = 0; 600 int success = 0;
605 601
606 for (tmp = pl->inv; tmp; tmp = tmp->below) 602 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
607 if (!tmp->invisible 603 if (!tmp->invisible
608 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 604 && tmp->need_identify ()
609 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level) 605 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
606 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
607 && tmp->item_power < skill->level)
610 { 608 {
611 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 609 tmp->set_flag (FLAG_KNOWN_CURSED);
612 esrv_update_item (UPD_FLAGS, pl, tmp); 610 esrv_update_item (UPD_FLAGS, pl, tmp);
613 success += calc_skill_exp (pl, tmp, skill); 611 success += calc_skill_exp (pl, tmp, skill);
614 } 612 }
615 613
616 /* Check ground, too, but only objects the player could pick up */ 614 /* 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) 615 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
618 if (can_pick (pl, tmp) && 616 if (can_pick (pl, tmp)
619 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && 617 && tmp->need_identify ()
620 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) 618 && !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) 619 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
620 && tmp->item_power < skill->level)
622 { 621 {
623 SET_FLAG (tmp, FLAG_KNOWN_CURSED); 622 tmp->set_flag (FLAG_KNOWN_CURSED);
624 esrv_update_item (UPD_FLAGS, pl, tmp); 623 esrv_update_item (UPD_FLAGS, pl, tmp);
625 success += calc_skill_exp (pl, tmp, skill); 624 success += calc_skill_exp (pl, tmp, skill);
626 } 625 }
627 626
628 return success; 627 return success;
629} 628}
630 629
631static int 630static int
632do_skill_detect_magic (object *pl, object *skill) 631do_skill_detect_magic (object *pl, object *skill)
633{ 632{
634 object *tmp;
635 int success = 0; 633 int success = 0;
636 634
637 for (tmp = pl->inv; tmp; tmp = tmp->below) 635 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
638 if (!tmp->invisible 636 if (!tmp->invisible
639 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) 637 && tmp->need_identify ()
638 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
639 && is_magical (tmp)
640 && (is_magical (tmp)) && tmp->item_power < skill->level) 640 && tmp->item_power < skill->level)
641 { 641 {
642 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 642 tmp->set_flag (FLAG_KNOWN_MAGICAL);
643 esrv_update_item (UPD_FLAGS, pl, tmp); 643 esrv_update_item (UPD_FLAGS, pl, tmp);
644 success += calc_skill_exp (pl, tmp, skill); 644 success += calc_skill_exp (pl, tmp, skill);
645 } 645 }
646 646
647 /* 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 */
648 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above) 648 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
649 if (can_pick (pl, tmp) && 649 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) 650 && tmp->need_identify ()
651 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
652 && is_magical (tmp)
653 && tmp->item_power < skill->level)
651 { 654 {
652 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL); 655 tmp->set_flag (FLAG_KNOWN_MAGICAL);
653 esrv_update_item (UPD_FLAGS, pl, tmp); 656 esrv_update_item (UPD_FLAGS, pl, tmp);
654 success += calc_skill_exp (pl, tmp, skill); 657 success += calc_skill_exp (pl, tmp, skill);
655 } 658 }
656 659
657 return success; 660 return success;
658} 661}
659 662
660/* Helper function for do_skill_ident, so that we can loop 663/* Helper function for do_skill_ident, so that we can loop
661 * over inventory AND objects on the ground conveniently. 664 * over inventory AND objects on the ground conveniently.
662 */ 665 */
663static int 666static int
664do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 667do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
665{ 668{
666 int success = 0, chance; 669 int success = 0, chance;
667 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10; 670 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
668 671
669 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT) 672 if (!tmp->flag [FLAG_IDENTIFIED]
670 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class) 673 && !tmp->flag [FLAG_NO_SKILL_IDENT]
674 && tmp->need_identify ()
675 && !tmp->invisible
676 && tmp->type == obj_class)
671 { 677 {
672 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1); 678 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
673 679
674 if (skill_value >= chance) 680 if (skill_value >= chance)
675 { 681 {
687 } 693 }
688 694
689 success += calc_skill_exp (pl, tmp, skill); 695 success += calc_skill_exp (pl, tmp, skill);
690 } 696 }
691 else 697 else
692 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 698 tmp->set_flag (FLAG_NO_SKILL_IDENT);
693 } 699 }
694 700
695 return success; 701 return success;
696} 702}
697 703
757 break; 763 break;
758 764
759 case SK_DET_CURSE: 765 case SK_DET_CURSE:
760 success = do_skill_detect_curse (pl, skill); 766 success = do_skill_detect_curse (pl, skill);
761 if (success) 767 if (success)
762 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 768 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!");
763 break; 769 break;
764 770
765 case SK_DET_MAGIC: 771 case SK_DET_MAGIC:
766 success = do_skill_detect_magic (pl, skill); 772 success = do_skill_detect_magic (pl, skill);
767 if (success) 773 if (success)
768 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!"); 774 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover items imbued with mystic forces!");
769 break; 775 break;
770 776
771 default: 777 default:
772 LOG (llevError, "Error: bad call to skill_ident()\n"); 778 LOG (llevError, "Error: bad call to skill_ident()\n");
773 return 0; 779 return 0;
774 break;
775 } 780 }
776 781
777 if (!success) 782 if (!success)
778 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 783 new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more.");
779 784
780 return success; 785 return success;
781} 786}
782 787
783/* players using this skill can 'charm' a monster -- 788/* players using this skill can 'charm' a monster --
784 * into working for them. It can only be used on 789 * into working for them. It can only be used on
785 * non-special (see below) 'neutral' creatures. 790 * non-special (see below) 'neutral' creatures.
786 * -b.t. (thomas@astro.psu.edu) 791 * -b.t. (thomas@astro.psu.edu)
787 */ 792 */
788int 793int
789use_oratory (object *pl, int dir, object *skill) 794use_oratory (object *pl, int dir, object *skill)
790{ 795{
791 if (pl->type != PLAYER) 796 if (pl->type != PLAYER)
792 return 0; /* only players use this skill */ 797 return 0; /* only players use this skill */
793 798
794 sint16 x = pl->x + freearr_x[dir], 799 if (!dir)
795 y = pl->y + freearr_y[dir]; 800 {
801 pl->failmsg ("In what direction?");
802 return 0;
803 }
804
805 sint16 x = pl->x + DIRX (dir),
806 y = pl->y + DIRY (dir);
796 maptile *m = pl->map; 807 maptile *m = pl->map;
797 808
798 int mflags = get_map_flags (m, &m, x, y, &x, &y); 809 int mflags = get_map_flags (m, &m, x, y, &x, &y);
799 if (mflags & P_OUT_OF_MAP) 810 if (mflags & P_OUT_OF_MAP)
800 return 0; 811 return 0;
801 812
802 /* Save some processing - we have the flag already anyways 813 /* Save some processing - we have the flag already anyways
803 */ 814 */
804 if (!(mflags & P_IS_ALIVE)) 815 if (!(mflags & P_IS_ALIVE))
805 { 816 {
806 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 817 pl->failmsg ("There is nothing to orate to.");
807 return 0; 818 return 0;
808 } 819 }
809 820
810 object *tmp; 821 object *tmp;
811 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 822 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
819 if (tmp->type == PLAYER 830 if (tmp->type == PLAYER
820 || tmp->more || tmp->head_ () != tmp 831 || tmp->more || tmp->head_ () != tmp
821 || tmp->msg) 832 || tmp->msg)
822 return 0; 833 return 0;
823 834
824 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 835 if (tmp->flag [FLAG_MONSTER])
825 break; 836 break;
826 } 837 }
827 838
828 if (!tmp) 839 if (!tmp)
829 { 840 {
830 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to."); 841 pl->failmsg ("There is nothing to orate to.");
831 return 0; 842 return 0;
832 } 843 }
833 844
834 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp)); 845 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
835 846
836 /* the following conditions limit who may be 'charmed' */ 847 /* the following conditions limit who may be 'charmed' */
837 848
838 /* it's hostile! */ 849 /* it's hostile! */
839 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 850 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
840 { 851 {
841 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 852 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
842 return 0; 853 return 0;
843 } 854 }
844 855
845 /* it's already allied! */ 856 /* it's already allied! */
846 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 857 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
847 { 858 {
848 if (tmp->owner == pl) 859 if (tmp->owner == pl)
849 { 860 {
850 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n"); 861 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
851 return 0; 862 return 0;
882 tmp->set_owner (pl); 893 tmp->set_owner (pl);
883 tmp->skill = skill->skill; 894 tmp->skill = skill->skill;
884 tmp->stats.exp = 0; 895 tmp->stats.exp = 0;
885 tmp->attack_movement = PETMOVE; 896 tmp->attack_movement = PETMOVE;
886 897
887 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY)) 898 if (!tmp->flag [FLAG_FRIENDLY])
888 add_friendly_object (tmp); 899 add_friendly_object (tmp);
889 900
890 return calc_skill_exp (pl, tmp, skill); 901 return calc_skill_exp (pl, tmp, skill);
891 } 902 }
892 /* Charm failed. Creature may be angry now */ 903 /* 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)) 904 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
894 { 905 {
895 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp)); 906 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
896 if (QUERY_FLAG (tmp, FLAG_FRIENDLY)) 907 if (tmp->flag [FLAG_FRIENDLY])
897 { 908 {
898 remove_friendly_object (tmp); 909 remove_friendly_object (tmp);
899 tmp->attack_movement = 0; /* needed? */ 910 tmp->attack_movement = 0; /* needed? */
900 } 911 }
901 912
902 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 913 tmp->clr_flag (FLAG_UNAGGRESSIVE);
903 } 914 }
904 915
905 return 0; /* Fall through - if we get here, we didn't charm anything */ 916 return 0; /* Fall through - if we get here, we didn't charm anything */
906} 917}
907 918
908/* Singing() -this skill allows the player to pacify nearby creatures. 919/* Singing() -this skill allows the player to pacify nearby creatures.
909 * There are few limitations on who/what kind of 920 * There are few limitations on who/what kind of
910 * non-player creatures that may be pacified. Right now, a player 921 * non-player creatures that may be pacified. Right now, a player
911 * may pacify creatures which have Int == 0. In this routine, once 922 * may pacify creatures which have Int == 0. In this routine, once
912 * successfully pacified the creature gets Int=1. Thus, a player 923 * successfully pacified the creature gets Int=1. Thus, a player
913 * may only pacify a creature once. 924 * may only pacify a creature once.
914 * BTW, I appologize for the naming of the skill, I couldnt think 925 * BTW, I appologize for the naming of the skill, I couldnt think
915 * of anything better! -b.t. 926 * of anything better! -b.t.
916 */ 927 */
917int 928int
918singing (object *pl, int dir, object *skill) 929singing (object *pl, int dir, object *skill)
919{ 930{
920 int i, exp = 0; 931 int exp = 0;
921 object *tmp; 932 object *tmp;
922 maptile *m; 933 maptile *m;
923 sint16 x, y; 934 sint16 x, y;
924 935
925 if (pl->type != PLAYER) 936 if (pl->type != PLAYER)
926 return 0; /* only players use this skill */ 937 return 0; /* only players use this skill */
927 938
939 if (!dir)
940 {
941 pl->failmsg ("In what direction?");
942 return 0;
943 }
944
928 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 945 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
946 for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir;
929 for (i = 0; i < min (skill->level, SIZEOFFREE); i++) 947 i < min (skill->level, SIZEOFFREE);
948 i++)
930 { 949 {
931 x = pl->x + freearr_x[i]; 950 x = pl->x + DIRX (i);
932 y = pl->y + freearr_y[i]; 951 y = pl->y + DIRY (i);
933 m = pl->map; 952 m = pl->map;
934 953
935 int mflags = get_map_flags (m, &m, x, y, &x, &y); 954 int mflags = get_map_flags (m, &m, x, y, &x, &y);
936 if (mflags & P_OUT_OF_MAP) 955 if (mflags & P_OUT_OF_MAP)
937 continue; 956 continue;
938 if (!(mflags & P_IS_ALIVE)) 957 if (!(mflags & P_IS_ALIVE))
939 continue; 958 continue;
940 959
941 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 960 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
942 { 961 {
943 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 962 if (tmp->flag [FLAG_MONSTER])
944 break; 963 break;
945 /* can't affect players */ 964 /* can't affect players */
946 if (tmp->type == PLAYER) 965 if (tmp->type == PLAYER)
947 break; 966 break;
948 } 967 }
949 968
950 /* Whole bunch of checks to see if this is a type of monster that would 969 /* Whole bunch of checks to see if this is a type of monster that would
951 * listen to singing. 970 * listen to singing.
952 */ 971 */
953 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */ 972 if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */
954 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */ 973 !tmp->flag [FLAG_SPLITTING] && /* no ears */
955 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */ 974 !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 */ 975 (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */
957 !QUERY_FLAG (tmp, FLAG_FRIENDLY)) 976 !tmp->flag [FLAG_FRIENDLY])
958 { /* already calm */ 977 { /* already calm */
959 978
960 /* stealing isn't really related (although, maybe it should 979 /* stealing isn't really related (although, maybe it should
961 * be). This is mainly to prevent singing to the same monster 980 * be). This is mainly to prevent singing to the same monster
962 * over and over again and getting exp for it. 981 * over and over again and getting exp for it.
963 */ 982 */
964 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2; 983 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
965 984
966 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH)) 985 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
967 { 986 {
968 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 987 tmp->set_flag (FLAG_UNAGGRESSIVE);
969 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp)); 988 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 */ 989 /* Give exp only if they are not aware */
971 990
972 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 991 if (!tmp->flag [FLAG_NO_STEAL])
973 exp += calc_skill_exp (pl, tmp, skill); 992 exp += calc_skill_exp (pl, tmp, skill);
974 993
975 SET_FLAG (tmp, FLAG_NO_STEAL); 994 tmp->set_flag (FLAG_NO_STEAL);
976 } 995 }
977 else 996 else
978 { 997 {
979 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp)); 998 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); 999 tmp->set_flag (FLAG_NO_STEAL);
981 } 1000 }
982 } 1001 }
983 } 1002 }
984 return exp; 1003 return exp;
985} 1004}
994 int i, expsum = 0, mflags; 1013 int i, expsum = 0, mflags;
995 sint16 x, y; 1014 sint16 x, y;
996 maptile *m; 1015 maptile *m;
997 1016
998 /* First we search all around us for runes and traps, which are 1017 /* First we search all around us for runes and traps, which are
999 * all type RUNE 1018 * all type RUNE
1000 */ 1019 */
1001 for (i = 0; i < 9; i++) 1020 for (i = 0; i < 9; i++)
1002 { 1021 {
1003 x = pl->x + freearr_x[i]; 1022 x = pl->x + DIRX (i);
1004 y = pl->y + freearr_y[i]; 1023 y = pl->y + DIRY (i);
1005 m = pl->map; 1024 m = pl->map;
1006 1025
1007 mflags = get_map_flags (m, &m, x, y, &x, &y); 1026 mflags = get_map_flags (m, &m, x, y, &x, &y);
1008 if (mflags & P_OUT_OF_MAP) 1027 if (mflags & P_OUT_OF_MAP)
1009 continue; 1028 continue;
1014 /* And now we'd better do an inventory traversal of each 1033 /* And now we'd better do an inventory traversal of each
1015 * of these objects' inventory 1034 * of these objects' inventory
1016 * We can narrow this down a bit - no reason to search through 1035 * We can narrow this down a bit - no reason to search through
1017 * the players inventory or monsters for that matter. 1036 * the players inventory or monsters for that matter.
1018 */ 1037 */
1019 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1038 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1020 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1039 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1021 if (tmp2->type == RUNE || tmp2->type == TRAP) 1040 if (tmp2->type == RUNE || tmp2->type == TRAP)
1022 if (trap_see (pl, tmp2)) 1041 if (trap_see (pl, tmp2))
1023 { 1042 {
1024 trap_show (tmp2, tmp); 1043 trap_show (tmp2, tmp);
1046 1065
1047 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1066 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1048 return expsum; 1067 return expsum;
1049} 1068}
1050 1069
1051/* remove_trap() - This skill will disarm any previously discovered trap 1070/* remove_trap() - This skill will disarm any previously discovered trap
1052 * the algorithm is based (almost totally) on the old command_disarm() - b.t. 1071 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1053 */ 1072 */
1054int 1073int
1055remove_trap (object *op, int dir, object *skill) 1074remove_trap (object *op, int dir, object *skill)
1056{ 1075{
1057 object *tmp, *tmp2; 1076 object *tmp, *tmp2;
1059 maptile *m; 1078 maptile *m;
1060 sint16 x, y; 1079 sint16 x, y;
1061 1080
1062 for (i = 0; i < 9; i++) 1081 for (i = 0; i < 9; i++)
1063 { 1082 {
1064 x = op->x + freearr_x[i]; 1083 x = op->x + DIRX (i);
1065 y = op->y + freearr_y[i]; 1084 y = op->y + DIRY (i);
1066 m = op->map; 1085 m = op->map;
1067 1086
1068 mflags = get_map_flags (m, &m, x, y, &x, &y); 1087 mflags = get_map_flags (m, &m, x, y, &x, &y);
1069 if (mflags & P_OUT_OF_MAP) 1088 if (mflags & P_OUT_OF_MAP)
1070 continue; 1089 continue;
1075 /* And now we'd better do an inventory traversal of each 1094 /* And now we'd better do an inventory traversal of each
1076 * of these objects inventory. Like above, only 1095 * of these objects inventory. Like above, only
1077 * do this for interesting objects. 1096 * do this for interesting objects.
1078 */ 1097 */
1079 1098
1080 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1099 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1081 { 1100 {
1082 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below) 1101 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1083 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1102 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1084 { 1103 {
1085 trap_show (tmp2, tmp); 1104 trap_show (tmp2, tmp);
1151 } 1170 }
1152 1171
1153 return 0; 1172 return 0;
1154} 1173}
1155 1174
1156/* This skill allows the player to regain a few sp or hp for a 1175/* This skill allows the player to regain a few sp or hp for a
1157 * brief period of concentration. No armour or weapons may be 1176 * brief period of concentration. No armour or weapons may be
1158 * wielded/applied for this to work. The amount of time needed 1177 * wielded/applied for this to work. The amount of time needed
1159 * to concentrate and the # of points regained is dependant on 1178 * to concentrate and the # of points regained is dependant on
1160 * the level of the user. - b.t. thomas@astro.psu.edu 1179 * the level of the user. - b.t. thomas@astro.psu.edu
1161 */ 1180 */
1162void 1181void
1163meditate (object *pl, object *skill) 1182meditate (object *pl, object *skill)
1164{ 1183{
1165 object *tmp; 1184 object *tmp;
1166 1185
1167 if (pl->type != PLAYER) 1186 if (pl->type != PLAYER)
1168 return; /* players only */ 1187 return; /* players only */
1169 1188
1170 /* check if pl has removed encumbering armour and weapons */ 1189 /* check if pl has removed encumbering armour and weapons */
1171 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6)) 1190 if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6)
1172 { 1191 {
1173 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n"); 1192 pl->failmsg ("You can't concentrate while wielding a weapon!\n");
1174 return; 1193 return;
1175 } 1194 }
1176 else 1195 else
1177 { 1196 {
1178 for (tmp = pl->inv; tmp; tmp = tmp->below) 1197 for (tmp = pl->inv; tmp; tmp = tmp->below)
1179 if (((tmp->type == ARMOUR && skill->level < 12) 1198 if (((tmp->type == ARMOUR && skill->level < 12)
1180 || (tmp->type == HELMET && skill->level < 10) 1199 || (tmp->type == HELMET && skill->level < 10)
1181 || (tmp->type == SHIELD && skill->level < 6) 1200 || (tmp->type == SHIELD && skill->level < 6)
1182 || (tmp->type == BOOTS && skill->level < 4) 1201 || (tmp->type == BOOTS && skill->level < 4)
1183 || (tmp->type == GLOVES && skill->level < 2)) 1202 || (tmp->type == GLOVES && skill->level < 2))
1184 && QUERY_FLAG (tmp, FLAG_APPLIED)) 1203 && tmp->flag [FLAG_APPLIED])
1185 { 1204 {
1186 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n"); 1205 pl->failmsg ("You can't concentrate while wearing so much armour!\n");
1187 return; 1206 return;
1188 } 1207 }
1189 } 1208 }
1190 1209
1191 /* ok let's meditate! Spell points are regained first, then once 1210 /* ok let's meditate! Spell points are regained first, then once
1192 * they are maxed we get back hp. Actual incrementing of values 1211 * 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 1212 * is handled by the do_some_living() (in player.c). This way magical
1194 * bonuses for healing/sp regeneration are included properly 1213 * bonuses for healing/sp regeneration are included properly
1195 * No matter what, we will eat up some playing time trying to 1214 * No matter what, we will eat up some playing time trying to
1196 * meditate. (see 'factor' variable for what sets the amount of time) 1215 * meditate. (see 'factor' variable for what sets the amount of time)
1197 */ 1216 */
1198 1217
1199 new_draw_info (NDI_BLACK, 0, pl, "You meditate."); 1218 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1200 1219
1201 if (pl->stats.sp < pl->stats.maxsp) 1220 if (pl->stats.sp < pl->stats.maxsp)
1208 pl->stats.hp++; 1227 pl->stats.hp++;
1209 pl->last_heal = -1; 1228 pl->last_heal = -1;
1210 } 1229 }
1211} 1230}
1212 1231
1213/* write_note() - this routine allows players to inscribe messages in 1232/* write_note() - this routine allows players to inscribe messages in
1214 * ordinary inscribable 'books' (anything that is not a SPELL). b.t. 1233 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1215 */ 1234 */
1216static int 1235static int
1217write_note (object *pl, object *item, const char *msg, object *skill) 1236write_note (object *pl, object *item, const char *msg, object *skill)
1218{ 1237{
1219 if (!msg_is_safe (msg)) 1238 if (!msg_is_safe (msg))
1220 { 1239 {
1221 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?"); 1240 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); 1241 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1223 return 0; 1242 return 0;
1224 } 1243 }
1225 1244
1226 int len = strlen (msg); 1245 int len = strlen (msg);
1227 1246
1228 if (!is_utf8_string ((U8 *)msg, len)) 1247 if (!is_utf8_string ((U8 *)msg, len))
1229 { 1248 {
1230 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!"); 1249 pl->failmsg ("Your message is garbled (text must be UTF-8, client-bug)!");
1231 return 0; 1250 return 0;
1232 } 1251 }
1233 1252
1234 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill))) 1253 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1235 return RESULT_INT (0); 1254 return RESULT_INT (0);
1263 return 0; 1282 return 0;
1264} 1283}
1265 1284
1266/* write_scroll() - this routine allows players to inscribe spell scrolls 1285/* write_scroll() - this routine allows players to inscribe spell scrolls
1267 * of spells which they know. Backfire effects are possible with the 1286 * of spells which they know. Backfire effects are possible with the
1268 * severity of the backlash correlated with the difficulty of the scroll 1287 * severity of the backlash correlated with the difficulty of the scroll
1269 * that is attempted. -b.t. thomas@astro.psu.edu 1288 * that is attempted. -b.t. thomas@astro.psu.edu
1270 */ 1289 */
1271static int 1290static int
1272write_scroll (object *pl, object *scroll, object *skill) 1291write_scroll (object *pl, object *scroll, object *skill)
1273{ 1292{
1276 /* Check if we are ready to attempt inscription */ 1295 /* Check if we are ready to attempt inscription */
1277 object *chosen_spell = pl->contr->ranged_ob; 1296 object *chosen_spell = pl->contr->ranged_ob;
1278 1297
1279 if (!chosen_spell || chosen_spell->type != SPELL) 1298 if (!chosen_spell || chosen_spell->type != SPELL)
1280 { 1299 {
1281 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!"); 1300 pl->failmsg ("You need a spell readied in order to inscribe!");
1282 return 0; 1301 return 0;
1283 } 1302 }
1284 1303
1285 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace) 1304 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1286 { 1305 {
1287 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name); 1306 pl->failmsgf ("You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1288 return 0; 1307 return 0;
1289 } 1308 }
1290 1309
1291 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp) 1310 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1292 { 1311 {
1293 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name); 1312 pl->failmsgf ("You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1294 return 0; 1313 return 0;
1295 } 1314 }
1296 1315
1297 /* ok, we are ready to try inscription */ 1316 /* ok, we are ready to try inscription */
1298 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1317 if (pl->flag [FLAG_CONFUSED])
1299 confused = 1; 1318 confused = 1;
1300 1319
1301 /* Lost mana/grace no matter what */ 1320 /* Lost mana/grace no matter what */
1302 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE); 1321 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); 1322 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) 1324 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1306 { 1325 {
1307 object *newscroll = scroll->other_arch->instance (); 1326 object *newscroll = scroll->other_arch->instance ();
1308 scroll->decrease (); 1327 scroll->decrease ();
1309 newscroll->nrof = 1; 1328 newscroll->nrof = 1;
1329 newscroll->randomitems = 0; // make sure randomitems doesn't destroy the scroll
1310 1330
1311 pl->contr->play_sound (sound_find ("inscribe_success")); 1331 pl->contr->play_sound (sound_find ("inscribe_success"));
1312 1332
1313 if (!confused) 1333 if (!confused)
1314 { 1334 {
1325 newscroll->level = max (skill->level, chosen_spell->level); 1345 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."); 1346 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1327 } 1347 }
1328 1348
1329 object *tmp = chosen_spell->clone (); 1349 object *tmp = chosen_spell->clone ();
1350 tmp->flag [FLAG_APPLIED] = false;
1330 insert_ob_in_ob (tmp, newscroll); 1351 insert_ob_in_ob (tmp, newscroll);
1331 1352
1332 /* Same code as from treasure.C - so they can better merge. 1353 /* Same code as from treasure.C - so they can better merge.
1333 * if players want to sell them, so be it. 1354 * if players want to sell them, so be it.
1334 */ 1355 */
1391 { 1412 {
1392 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>"); 1413 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; 1414 return 0;
1394 } 1415 }
1395 1416
1396 object *item = find_marked_object (pl); 1417 object *item = pl->mark ();
1397 1418
1398 /* find an item of correct type to write on */ 1419 /* find an item of correct type to write on */
1399 if (!item) 1420 if (!item)
1400 { 1421 {
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.>"); 1422 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 { 1427 {
1407 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>"); 1428 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1408 return 0; 1429 return 0;
1409 } 1430 }
1410 1431
1411 if (QUERY_FLAG (item, FLAG_UNPAID)) 1432 if (item->flag [FLAG_UNPAID])
1412 { 1433 {
1413 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it."); 1434 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1414 return 0; 1435 return 0;
1415 } 1436 }
1416 1437
1417 if (item->other_arch->type == SCROLL) 1438 if (item->other_arch->type == SCROLL)
1418 { 1439 {
1419 if (*params) 1440 if (*params)
1420 { 1441 {
1421 // check readied scroll 1442 // 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" 1443 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); 1444 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1425 return 0; 1445 return 0;
1426 } 1446 }
1427 1447
1428 return write_scroll (pl, item, skill); 1448 return write_scroll (pl, item, skill);
1429 } 1449 }
1430 else 1450 else
1431 { 1451 {
1432 if (!*params) 1452 if (!*params)
1433 { 1453 {
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" 1454 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); 1455 "Usage: use_skill %s <message>", &skill->skill);
1437 return 0; 1456 return 0;
1438 } 1457 }
1439 1458
1440 return write_note (pl, item, params, skill); 1459 return write_note (pl, item, params, skill);
1441 } 1460 }
1452 * 'throwable' (ie not applied cursed obj, worn, etc). 1471 * 'throwable' (ie not applied cursed obj, worn, etc).
1453 */ 1472 */
1454static object * 1473static object *
1455find_throw_ob (object *op, const char *request) 1474find_throw_ob (object *op, const char *request)
1456{ 1475{
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 */ 1476 /* prefer marked item */
1466 tmp = find_marked_object (op); 1477 object *tmp = op->mark ();
1467 if (tmp != NULL) 1478
1468 {
1469 /* can't toss invisible or inv-locked items */ 1479 /* can't toss invisible or inv-locked items */
1470 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1480 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1471 { 1481 tmp = 0;
1472 tmp = NULL;
1473 }
1474 }
1475 1482
1476 /* look through the inventory */ 1483 /* look through the inventory */
1477 if (tmp == NULL) 1484 if (!tmp)
1478 {
1479 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1485 for (tmp = op->inv; tmp; tmp = tmp->below)
1480 { 1486 {
1481 /* can't toss invisible or inv-locked items */ 1487 /* can't toss invisible or inv-locked items */
1482 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1488 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1483 continue; 1489 continue;
1490
1484 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request)) 1491 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1485 break; 1492 break;
1486 } 1493 }
1487 }
1488 1494
1489 /* this should prevent us from throwing away 1495 /* this should prevent us from throwing away
1490 * cursed items, worn armour, etc. Only weapons 1496 * cursed items, worn armour, etc. Only weapons
1491 * can be thrown from 'hand'. 1497 * can be thrown from 'hand'.
1492 */ 1498 */
1493 if (!tmp) 1499 if (!tmp)
1494 return NULL; 1500 return 0;
1495 1501
1496 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 1502 if (tmp->flag [FLAG_APPLIED])
1497 { 1503 {
1498 if (tmp->type != WEAPON) 1504 if (tmp->type != WEAPON)
1499 { 1505 {
1500 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp)); 1506 op->failmsgf ("You can't throw %s. H<Unapply it first.>", query_name (tmp));
1501 tmp = NULL; 1507 tmp = 0;
1502 }
1503 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1504 { 1508 }
1509 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1510 {
1505 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp)); 1511 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; 1512 tmp = 0;
1507 } 1513 }
1508 else 1514 else
1509 { 1515 {
1510 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) 1516 if (!op->apply (tmp, AP_UNAPPLY))
1511 { 1517 {
1512 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n"); 1518 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1513 tmp = NULL; 1519 tmp = 0;
1514 } 1520 }
1515 } 1521 }
1516 } 1522 }
1517 else if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1523 else if (tmp->flag [FLAG_UNPAID])
1518 { 1524 {
1519 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp)); 1525 op->failmsgf ("You should pay for the %s first.", query_name (tmp));
1520 tmp = NULL; 1526 tmp = 0;
1521 } 1527 }
1522 1528
1523 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1529 //TODO: why not chekc first and give sensible message to player?
1530 if (tmp && tmp->flag [FLAG_INV_LOCKED])
1524 { 1531 {
1525 LOG (llevError, "BUG: find_throw_ob(): object is locked\n"); 1532 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1526 tmp = NULL; 1533 tmp = 0;
1527 } 1534 }
1535
1528 return tmp; 1536 return tmp;
1529} 1537}
1530 1538
1531/* make_throw_ob() We construct the 'carrier' object in 1539/* make_throw_ob() We construct the 'carrier' object in
1532 * which we will insert the object that is being thrown. 1540 * which we will insert the object that is being thrown.
1536make_throw_ob (object *orig) 1544make_throw_ob (object *orig)
1537{ 1545{
1538 if (!orig) 1546 if (!orig)
1539 return 0; 1547 return 0;
1540 1548
1541 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1549 if (orig->flag [FLAG_APPLIED])
1542 { 1550 {
1543 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1551 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1544 /* insufficient workaround, but better than nothing */ 1552 /* insufficient workaround, but better than nothing */
1545 CLEAR_FLAG (orig, FLAG_APPLIED); 1553 orig->clr_flag (FLAG_APPLIED);
1546 } 1554 }
1547 1555
1548 object *toss_item = orig->clone (); 1556 object *toss_item = orig->clone ();
1549 1557
1550 toss_item->type = THROWN_OBJ; 1558 toss_item->type = THROWN_OBJ;
1551 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1559 toss_item->clr_flag (FLAG_CHANGING);
1560 toss_item->set_flag (FLAG_NO_PICK);
1552 toss_item->stats.dam = 0; /* default damage */ 1561 toss_item->stats.dam = 0; /* default damage */
1553 toss_item->insert (orig); 1562 toss_item->insert (orig);
1554 1563
1555 return toss_item; 1564 return toss_item;
1556} 1565}
1567 int pause_f, weight_f = 0, mflags; 1576 int pause_f, weight_f = 0, mflags;
1568 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0; 1577 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1569 maptile *m; 1578 maptile *m;
1570 sint16 sx, sy; 1579 sint16 sx, sy;
1571 1580
1572 if (throw_ob == NULL) 1581 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 } 1582 {
1579 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP)) 1583 op->failmsg ("You have nothing to throw.");
1584 return 0;
1580 { 1585 }
1581 if (op->type == PLAYER) 1586
1582 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that."); 1587 if (throw_ob->flag [FLAG_STARTEQUIP])
1588 {
1589 op->failmsg ("The gods won't let you throw that. "
1590 "H<Well, they would, but they would retrieve it "
1591 "- you wouldn't want that, would you?>");
1583 1592
1584 return 0; 1593 return 0;
1585 } 1594 }
1586 1595
1587 /* Because throwing effectiveness must be reduced by the 1596 /* Because throwing effectiveness must be reduced by the
1588 * encumbrance of the thrower and weight of the object. THus, 1597 * encumbrance of the thrower and weight of the object. THus,
1589 * we use the concept of 'effective strength' as defined below. 1598 * we use the concept of 'effective strength' as defined below.
1590 */ 1599 */
1591 1600
1592 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */ 1601 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1593 if (str > MAX_STAT) 1602 if (str > MAX_STAT)
1594 { 1603 {
1604 /* lighter items are thrown harder, farther, faster */ 1613 /* lighter items are thrown harder, farther, faster */
1605 if (throw_ob->weight > 0) 1614 if (throw_ob->weight > 0)
1606 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight); 1615 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1607 else 1616 else
1608 { /* 0 or negative weight?!? Odd object, can't throw it */ 1617 { /* 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)); 1618 op->failmsgf ("You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1610 return 0; 1619 return 0;
1611 } 1620 }
1612 1621
1613 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0)); 1622 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1614 eff_str = (int) ((float) eff_str * item_factor * str_factor); 1623 * item_factor * str_factor;
1615 1624
1616 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to 1625 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1617 * account for super-strong throwers. */ 1626 * account for super-strong throwers. */
1618 if (eff_str > MAX_STAT) 1627 min_it (eff_str, MAX_STAT);
1619 eff_str = MAX_STAT;
1620 1628
1621#ifdef DEBUG_THROW 1629#ifdef DEBUG_THROW
1622 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str); 1630 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); 1631 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); 1632 LOG (llevDebug, " str_factor=%f\n", str_factor);
1627 1635
1628 /* 3 things here prevent a throw, you aimed at your feet, you 1636 /* 3 things here prevent a throw, you aimed at your feet, you
1629 * have no effective throwing strength, or you threw at something 1637 * have no effective throwing strength, or you threw at something
1630 * that flying objects can't get through. 1638 * that flying objects can't get through.
1631 */ 1639 */
1632 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy); 1640 mflags = get_map_flags (part->map, &m, part->x + DIRX (dir), part->y + DIRY (dir), &sx, &sy);
1633 1641
1634 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW)) 1642 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1635 { 1643 {
1636 /* bounces off 'wall', and drops to feet */ 1644 /* bounces off 'wall', and drops to feet */
1637 throw_ob->insert_at (part, op); 1645 throw_ob->insert_at (part, op);
1650 } /* if object can't be thrown */ 1658 } /* if object can't be thrown */
1651 1659
1652 left = throw_ob; /* these are throwing objects left to the player */ 1660 left = throw_ob; /* these are throwing objects left to the player */
1653 1661
1654 /* sometimes get_split_ob can't split an object (because op->nrof==0?) 1662 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1655 * and returns NULL. We must use 'left' then 1663 * and returns NULL. We must use 'left' then
1656 */ 1664 */
1657 if (!(throw_ob = throw_ob->split ())) 1665 if (!(throw_ob = throw_ob->split ()))
1658 { 1666 {
1659 throw_ob = left; 1667 throw_ob = left;
1660 left->remove (); 1668 left->remove ();
1711 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */ 1719 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1712 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level; 1720 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1713 1721
1714 /* the properties of objects which are meant to be thrown (ie dart, 1722 /* the properties of objects which are meant to be thrown (ie dart,
1715 * throwing knife, etc) will differ from ordinary items. Lets tailor 1723 * throwing knife, etc) will differ from ordinary items. Lets tailor
1716 * this stuff in here. 1724 * this stuff in here.
1717 */ 1725 */
1718 1726
1719 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN)) 1727 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1720 { 1728 {
1721 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1729 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; 1730 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; 1731 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1724 /* only throw objects get directional faces */ 1732 /* only throw objects get directional faces */
1760 if (throw_ob->weight > 50) 1768 if (throw_ob->weight > 50)
1761 throw_ob->speed *= 0.5; 1769 throw_ob->speed *= 0.5;
1762 } /* else tailor thrown object */ 1770 } /* else tailor thrown object */
1763 1771
1764 /* some limits, and safeties (needed?) */ 1772 /* some limits, and safeties (needed?) */
1765 if (throw_ob->stats.dam < 0) 1773 max_it (throw_ob->stats.dam, 0);
1766 throw_ob->stats.dam = 0;
1767 if (throw_ob->last_sp > eff_str) 1774 min_it (throw_ob->last_sp, eff_str);
1768 throw_ob->last_sp = eff_str;
1769 if (throw_ob->stats.food < 0) 1775 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) 1776 min_it (throw_ob->stats.wc, 30);
1774 throw_ob->stats.wc = 30;
1775 1777
1776 /* how long to pause the thrower. Higher values mean less pause */ 1778 /* how long to pause the thrower. Higher values mean less pause */
1777 pause_f = ((2 * eff_str) / 3) + 20 + skill->level; 1779 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1778 1780
1779 /* Put a lower limit on this */ 1781 /* Put a lower limit on this */
1780 if (pause_f < 10) 1782 clamp_it (pause_f, 10, 100);
1781 pause_f = 10;
1782 if (pause_f > 100)
1783 pause_f = 100;
1784 1783
1785 /* Changed in 0.94.2 - the calculation before was really goofy. 1784 /* Changed in 0.94.2 - the calculation before was really goofy.
1786 * In short summary, a throw can take anywhere between speed 5 and 1785 * In short summary, a throw can take anywhere between speed 5 and
1787 * speed 0.5 1786 * speed 0.5
1788 */ 1787 */
1791 throw_ob->speed_left = 0; 1790 throw_ob->speed_left = 0;
1792 throw_ob->map = part->map; 1791 throw_ob->map = part->map;
1793 1792
1794 throw_ob->move_type = MOVE_FLY_LOW; 1793 throw_ob->move_type = MOVE_FLY_LOW;
1795 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK; 1794 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1795
1796 throw_ob->set_speed (throw_ob->speed);
1796 1797
1797#if 0 1798#if 0
1798 /* need to put in a good sound for this */ 1799 /* need to put in a good sound for this */
1799 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ); 1800 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1800#endif 1801#endif
1826 else 1827 else
1827 throw_ob = find_mon_throw_ob (op); 1828 throw_ob = find_mon_throw_ob (op);
1828 1829
1829 return do_throw (op, part, throw_ob, dir, skill); 1830 return do_throw (op, part, throw_ob, dir, skill);
1830} 1831}
1832
1833static void
1834give_player_quad_material_for (object *pl, object *ob)
1835{
1836 if (!ob->flag [FLAG_IS_QUAD] || !ob->other_arch)
1837 return;
1838
1839 object *t = ob->other_arch->instance ();
1840 pl->insert (t);
1841}
1842
1843bool
1844skill_mining (object *who, object *tool, object *skill, int dir, const char *string)
1845{
1846 if (!who->is_player ())
1847 return 0;
1848
1849 if (!dir)
1850 {
1851 who->failmsg ("In what direction?");
1852 return 0;
1853 }
1854
1855 mapxy pos (who); pos.move (dir);
1856
1857 if (!pos.normalise ())
1858 {
1859 who->failmsgf (
1860 "You brandish your %s, with not so convincing results. "
1861 "H<There is nothing in this direction.>",
1862 &tool->name
1863 );
1864 return 0;
1865 }
1866
1867 mapspace &ms = pos.ms ();
1868
1869 for (object *mine_obj = pos.ms ().top; mine_obj; mine_obj = mine_obj->below)
1870 if (mine_obj->type == VEIN)
1871 {
1872 who->speed_left -= who->speed / tool->speed;
1873
1874 who->play_sound (tool->sound);
1875
1876 if (rndm (100 - mine_obj->stats.ac) > rndm (tool->stats.wc))
1877 who->failmsgf (
1878 "You use your %s.... nothing. "
1879 "H<Try again, perhaps?>",
1880 &tool->name
1881 );
1882 else if (mine_obj->race != tool->race)
1883 who->failmsgf (
1884 "You use your %s.... but it doesn't work. "
1885 "H<Maybe you are using the wrong tool?>",
1886 &tool->name
1887 );
1888 else if (!mine_obj->stats.food)
1889 who->failmsgf (
1890 "You use your %s.... but there is nothing. "
1891 "H<This space is exhausted, you should try somewhere else.>",
1892 &tool->name
1893 );
1894 else
1895 {
1896 --mine_obj->stats.food;
1897
1898 object *ore = mine_obj->other_arch->instance ();
1899
1900 who->statusmsg (format (
1901 "You use your %s.... and find some %s!",
1902 &tool->name, &ore->name
1903 ));
1904
1905 ore->insert_at (who);
1906
1907 return true;
1908 }
1909 }
1910 else if (mine_obj->flag [FLAG_IS_QUAD])
1911 {
1912 if (mine_obj->flag [FLAG_IS_FLOOR])
1913 {
1914 maptile *lower_floor = pos.m->tile_available (TILE_DOWN);
1915
1916 if (!lower_floor)
1917 {
1918 who->failmsgf (
1919 "Whoops, you failed to remove the %s. H<You may try again.>",
1920 &mine_obj->name
1921 );
1922 return false;
1923 }
1924
1925 mapxy below_pos (lower_floor, pos.x, pos.y);
1926
1927 if (!below_pos.normalise ())
1928 {
1929 who->failmsgf (
1930 "Whoops, you failed to remove the %s. H<You may try again.>",
1931 &mine_obj->name
1932 );
1933 return false;
1934 }
1935
1936 // first insert open space here:
1937 object *open_space_floor = archetype::get (shstr_quad_open_space);
1938 open_space_floor->stats.hp = pos.x;
1939 open_space_floor->stats.sp = pos.y;
1940 insert_ob_in_map_at (open_space_floor, pos.m, mine_obj,
1941 INS_BELOW_ORIGINATOR, pos.x, pos.y);
1942
1943 // next we will remove the wall in the lower layer:
1944 mapspace &below_ms = below_pos.ms ();
1945 for (object *quad_obj = below_ms.top; quad_obj; quad_obj = quad_obj->below)
1946 {
1947 if (quad_obj->flag [FLAG_IS_FLOOR])
1948 break;
1949
1950 if (quad_obj->flag [FLAG_IS_QUAD])
1951 {
1952 quad_obj->map->queue_physics_at (quad_obj->x, quad_obj->y);
1953 give_player_quad_material_for (who, quad_obj);
1954 quad_obj->destroy ();
1955 break;
1956 }
1957 }
1958 }
1959
1960 mine_obj->map->queue_physics_at (mine_obj->x, mine_obj->y);
1961
1962 // FIXME: there should be chance assigned, like above with veins!
1963 who->play_sound (tool->sound);
1964 give_player_quad_material_for (who, mine_obj);
1965 mine_obj->destroy ();
1966 who->contr->fire_on = 0; // TODO: stopgap, do not remove more than one per keypress
1967 return true;
1968 }
1969
1970 return false;
1971}
1972

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