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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.25 by root, Mon Jan 29 17:57:22 2007 UTC vs.
Revision 1.77 by root, Fri Mar 19 17:48:49 2010 UTC

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

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