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

Comparing deliantra/server/server/skills.C (file contents):
Revision 1.28 by root, Mon Apr 30 04:25:30 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}
264 252
265int 253int
266steal (object *op, int dir, object *skill) 254steal (object *op, int dir, object *skill)
272 260
273 x = op->x + freearr_x[dir]; 261 x = op->x + freearr_x[dir];
274 y = op->y + freearr_y[dir]; 262 y = op->y + freearr_y[dir];
275 263
276 if (dir == 0) 264 if (dir == 0)
277 { 265 return 0; // you can't steal from ourself!
278 /* Can't steal from ourself! */
279 return 0;
280 }
281 266
282 m = op->map; 267 m = op->map;
283 mflags = get_map_flags (m, &m, x, y, &x, &y); 268 mflags = get_map_flags (m, &m, x, y, &x, &y);
284 /* 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,
285 * don't need to look any further. 270 * don't need to look any further.
293 278
294 /* Find the topmost object at this spot */ 279 /* Find the topmost object at this spot */
295 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);
296 281
297 /* For all the stacked objects at this point, attempt a steal */ 282 /* For all the stacked objects at this point, attempt a steal */
298 for (; tmp != NULL; tmp = next) 283 for (; tmp; tmp = next)
299 { 284 {
300 next = tmp->below; 285 next = tmp->below;
301 /* Minor hack--for multi square beings - make sure we get 286 /* Minor hack--for multi square beings - make sure we get
302 * the 'head' coz 'tail' objects have no inventory! - b.t. 287 * the 'head' coz 'tail' objects have no inventory! - b.t.
303 */ 288 */
308 continue; 293 continue;
309 294
310 /* do not reveal hidden DMs */ 295 /* do not reveal hidden DMs */
311 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)
312 continue; 297 continue;
298
313 if (attempt_steal (tmp, op, skill)) 299 if (attempt_steal (tmp, op, skill))
314 { 300 {
315 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 301 if (tmp->type == PLAYER) /* no xp for stealing from another player */
316 return 0; 302 return 0;
317 303
318 /* no xp for stealing from pets (of players) */ 304 /* no xp for stealing from pets (of players) */
319 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 305 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
320 { 306 {
321 object *owner = tmp->owner; 307 object *owner = tmp->owner;
322 308
323 if (owner != NULL && owner->type == PLAYER) 309 if (owner && owner->type == PLAYER)
324 return 0; 310 return 0;
325 } 311 }
326 312
327 // reduce monster experience by experience we gained, as to 313 // reduce monster experience by experience we gained, as to
328 // 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
329 // (jessies gave ~20,000,000 exp otherwise. 315 // (jessies gave ~20,000,000 exp otherwise.
330 int exp = calc_skill_exp (op, tmp, skill); 316 int exp = calc_skill_exp (op, tmp, skill);
331 317
332 exp = MIN (tmp->stats.exp, exp); 318 exp = min (tmp->stats.exp, exp);
333 tmp->stats.exp -= exp; 319 tmp->stats.exp -= exp;
334 return exp; 320 return exp;
335 } 321 }
336 } 322 }
323
337 return 0; 324 return 0;
338} 325}
339 326
340static int 327static int
341attempt_pick_lock (object *door, object *pl, object *skill) 328attempt_pick_lock (object *door, object *pl, object *skill)
413 { 400 {
414 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.");
415 return 0; 402 return 0;
416 } 403 }
417} 404}
418
419 405
420/* HIDE CODE. The user becomes undetectable (not just 'invisible') for 406/* HIDE CODE. The user becomes undetectable (not just 'invisible') for
421 * a short while (success and duration dependant on player SK_level, 407 * a short while (success and duration dependant on player SK_level,
422 * dexterity, charisma, and map difficulty). 408 * dexterity, charisma, and map difficulty).
423 * Players have a good chance of becoming 'unhidden' if they move 409 * Players have a good chance of becoming 'unhidden' if they move
424 * and like invisiblity will be come visible if they attack 410 * and like invisiblity will be come visible if they attack
425 * Implemented by b.t. (thomas@astro.psu.edu) 411 * Implemented by b.t. (thomas@astro.psu.edu)
426 * July 7, 1995 - made hiding possible for monsters. -b.t. 412 * July 7, 1995 - made hiding possible for monsters. -b.t.
427 */ 413 */
428
429static int 414static int
430attempt_hide (object *op, object *skill) 415attempt_hide (object *op, object *skill)
431{ 416{
432 int number, difficulty = op->map->difficulty; 417 int number, difficulty = op->map->difficulty;
433 int terrain = hideability (op); 418 int terrain = hideability (op);
436 return 0; 421 return 0;
437 422
438 /* Hiding success and duration dependant on skill level, 423 /* Hiding success and duration dependant on skill level,
439 * op->stats.Dex, map difficulty and terrain. 424 * op->stats.Dex, map difficulty and terrain.
440 */ 425 */
441
442 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2; 426 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
427
443 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)))
444 { 429 {
445 op->invisible += 100; /* set the level of 'hiddeness' */ 430 op->invisible += 100; /* set the level of 'hiddeness' */
431
446 if (op->type == PLAYER) 432 if (op->type == PLAYER)
447 op->contr->tmp_invis = 1; 433 op->contr->tmp_invis = 1;
448 op->hide = 1; 434
435 op->flag [FLAG_HIDDEN] = 1;
449 return 1; 436 return 1;
450 } 437 }
438
451 return 0; 439 return 0;
452} 440}
453 441
454/* patched this to take terrain into consideration */ 442/* patched this to take terrain into consideration */
455int 443int
456hide (object *op, object *skill) 444hide (object *op, object *skill)
457{ 445{
458
459 /* the preliminaries -- Can we really hide now? */ 446 /* the preliminaries -- Can we really hide now? */
460 /* this keeps monsters from using invisibilty spells and hiding */ 447 /* this keeps monsters from using invisibilty spells and hiding */
461 448
462 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
463 { 450 {
464 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!");
465 return 0; 452 return 0;
466 } 453 }
467 else if (!op->hide && op->invisible > 0 && op->type == PLAYER) 454 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
468 { 455 {
469 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!");
470 make_visible (op); 457 make_visible (op);
471 } 458 }
472 459
473 if (op->invisible > (50 * skill->level)) 460 if (op->invisible > 50 * skill->level)
474 { 461 {
475 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.");
476 return 0; 463 return 0;
477 } 464 }
478 465
480 { 467 {
481 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.");
482 update_object (op, UP_OBJ_FACE); 469 update_object (op, UP_OBJ_FACE);
483 return calc_skill_exp (op, NULL, skill); 470 return calc_skill_exp (op, NULL, skill);
484 } 471 }
472
485 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.");
486 return 0; 474 return 0;
487} 475}
488
489 476
490/* stop_jump() - End of jump. Clear flags, restore the map, and 477/* stop_jump() - End of jump. Clear flags, restore the map, and
491 * freeze the jumper a while to simulate the exhaustion 478 * freeze the jumper a while to simulate the exhaustion
492 * of jumping. 479 * of jumping.
493 */ 480 */
494static void 481static void
495stop_jump (object *pl, int dist, int spaces) 482stop_jump (object *pl, int dist, int spaces)
496{ 483{
497 pl->update_stats (); 484 pl->update_stats ();
498 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.;
499} 487}
500 488
501static int 489static int
502attempt_jump (object *pl, int dir, int spaces, object *skill) 490attempt_jump (object *pl, int dir, int spaces, object *skill)
503{ 491{
504 object *tmp; 492 object *tmp;
505 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;
506 sint16 x, y; 494 sint16 x, y;
507 maptile *m; 495 maptile *m;
508 496
509 /* Jump loop. Go through spaces opject wants to jump. Halt the 497 /* Jump loop. Go through spaces object wants to jump. Halt the
510 * 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
511 * temporarily to allow player to aviod exits/archs that are not 499 * temporarily to allow player to aviod exits/archs that are not
512 * fly_on, fly_off. This will also prevent pickup of objects 500 * fly_on, fly_off. This will also prevent pickup of objects
513 * while jumping over them. 501 * while jumping over them.
514 */ 502 */
515
516 pl->remove (); 503 pl->remove ();
517
518 /*
519 * I don't think this is actually needed - all the movement
520 * code is handled in this function, and I don't see anyplace
521 * that cares about the move_type being flying.
522 */
523 pl->move_type |= MOVE_FLY_LOW; 504 pl->move_type |= MOVE_FLY_LOW;
524 505
525 for (i = 0; i <= spaces; i++) 506 for (i = 0; i <= spaces; i++)
526 { 507 {
527 x = pl->x + dx; 508 x = pl->x + dx;
530 511
531 mflags = get_map_flags (m, &m, x, y, &x, &y); 512 mflags = get_map_flags (m, &m, x, y, &x, &y);
532 513
533 if (mflags & P_OUT_OF_MAP) 514 if (mflags & P_OUT_OF_MAP)
534 { 515 {
535 (void) stop_jump (pl, i, spaces); 516 stop_jump (pl, i, spaces);
536 return 0; 517 return 0;
537 } 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
538 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)))
539 { 542 {
540 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 543 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
541 stop_jump (pl, i, spaces); 544 stop_jump (pl, i, spaces);
542 return 0; 545 return 0;
543 } 546 }
544 547
545 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
546 {
547 /* Jump into creature */
548 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
549 {
550 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
551 if (tmp->type != PLAYER ||
552 (pl->type == PLAYER && pl->contr->party == NULL) ||
553 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
554 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
555 stop_jump (pl, i, spaces);
556 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
557 }
558 /* If the space has fly on set (no matter what the space is),
559 * we should get the effects - after all, the player is
560 * effectively flying.
561 */
562 if (tmp->move_on & MOVE_FLY_LOW)
563 {
564 pl->x = x;
565 pl->y = y;
566 pl->map = m;
567 stop_jump (pl, i, spaces);
568 return calc_skill_exp (pl, NULL, skill);
569 }
570 }
571 pl->x = x; 548 pl->x = x;
572 pl->y = y; 549 pl->y = y;
573 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 }
574 } 558 }
559
575 stop_jump (pl, i, spaces); 560 stop_jump (pl, i, spaces);
561
576 return calc_skill_exp (pl, NULL, skill); 562 return calc_skill_exp (pl, NULL, skill);
577} 563}
578 564
579/* 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
580 * an attack as well. 566 * an attack as well.
581 * 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
582 * jumper can jump several spaces? 568 * jumper can jump several spaces?
583 */ 569 */
584
585int 570int
586jump (object *pl, int dir, object *skill) 571jump (object *pl, int dir, object *skill)
587{ 572{
588 int spaces = 0, stats;
589 int str = pl->stats.Str; 573 int str = pl->stats.Str;
590 int dex = pl->stats.Dex; 574 int dex = pl->stats.Dex;
591 575
592 dex = dex ? dex : 15; 576 dex = dex ? dex : 15;
593 str = str ? str : 10; 577 str = str ? str : 10;
594 578
595 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));
596 581
597 if (pl->carrying != 0) /* don't want div by zero !! */
598 spaces = (int) (stats / pl->carrying);
599 else
600 spaces = 2; /* pl has no objects - gets the far jump */
601
602 if (spaces > 2)
603 spaces = 2;
604 else if (spaces == 0) 582 if (spaces == 0)
605 { 583 {
606 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.");
607 return 0; 585 return 0;
608 } 586 }
587
609 return attempt_jump (pl, dir, spaces, skill); 588 return attempt_jump (pl, dir, spaces, skill);
610} 589}
611
612 590
613/* skill_ident() - this code is supposed to allow players to identify 591/* skill_ident() - this code is supposed to allow players to identify
614 * classes of objects with the various "auto-ident" skills. Player must 592 * classes of objects with the various "auto-ident" skills. Player must
615 * 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
616 * to work. While multiple classes of objects may be identified, 594 * to work. While multiple classes of objects may be identified,
617 * 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
618 * more generalized. Right now, skill indices are embedded in this routine. 596 * more generalized. Right now, skill indices are embedded in this routine.
619 * Returns amount of experience gained (on successful ident). 597 * Returns amount of experience gained (on successful ident).
620 * - b.t. (thomas@astro.psu.edu) 598 * - b.t. (thomas@astro.psu.edu)
621 */ 599 */
622
623static int 600static int
624do_skill_detect_curse (object *pl, object *skill) 601do_skill_detect_curse (object *pl, object *skill)
625{ 602{
626 object *tmp; 603 object *tmp;
627 int success = 0; 604 int success = 0;
681} 658}
682 659
683/* Helper function for do_skill_ident, so that we can loop 660/* Helper function for do_skill_ident, so that we can loop
684 * over inventory AND objects on the ground conveniently. 661 * over inventory AND objects on the ground conveniently.
685 */ 662 */
686int 663static int
687do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 664do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
688{ 665{
689 int success = 0, chance; 666 int success = 0, chance;
690 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;
691 668
705 if (tmp->msg) 682 if (tmp->msg)
706 { 683 {
707 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:");
708 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 685 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
709 } 686 }
710
711 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
712 if (tmp->map)
713 esrv_send_item (pl, tmp);
714 } 687 }
688
715 success += calc_skill_exp (pl, tmp, skill); 689 success += calc_skill_exp (pl, tmp, skill);
716 } 690 }
717 else 691 else
718 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 692 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
719 } 693 }
724/* do_skill_ident() - workhorse for skill_ident() -b.t. 698/* do_skill_ident() - workhorse for skill_ident() -b.t.
725 */ 699 */
726static int 700static int
727do_skill_ident (object *pl, int obj_class, object *skill) 701do_skill_ident (object *pl, int obj_class, object *skill)
728{ 702{
729 object *tmp;
730 int success = 0; 703 int success = 0;
731 704
732 for (tmp = pl->inv; tmp; tmp = tmp->below) 705 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
733 success += do_skill_ident2 (tmp, pl, obj_class, skill); 706 success += do_skill_ident2 (tmp, pl, obj_class, skill);
734 /* check the ground */ 707 /* check the ground */
735 708
736 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)
737 success += do_skill_ident2 (tmp, pl, obj_class, skill); 710 success += do_skill_ident2 (tmp, pl, obj_class, skill);
738 711
739 return success; 712 return success;
740} 713}
741 714
749 722
750 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...");
751 724
752 switch (skill->subtype) 725 switch (skill->subtype)
753 { 726 {
754 case SK_SMITHERY: 727 case SK_SMITHERY:
755 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)
756 + 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)
757 + 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)
758 + 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);
759 break; 732 break;
760 733
761 case SK_BOWYER: 734 case SK_BOWYER:
762 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);
763 break; 736 break;
764 737
765 case SK_ALCHEMY: 738 case SK_ALCHEMY:
766 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)
767 + 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);
768 break; 741 break;
769 742
770 case SK_WOODSMAN: 743 case SK_WOODSMAN:
771 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);
772 break; 745 break;
773 746
774 case SK_JEWELER: 747 case SK_JEWELER:
775 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);
776 break; 749 break;
777 750
778 case SK_LITERACY: 751 case SK_LITERACY:
779 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);
780 break; 753 break;
781 754
782 case SK_THAUMATURGY: 755 case SK_THAUMATURGY:
783 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);
784 break; 757 break;
785 758
786 case SK_DET_CURSE: 759 case SK_DET_CURSE:
787 success = do_skill_detect_curse (pl, skill); 760 success = do_skill_detect_curse (pl, skill);
788 if (success) 761 if (success)
789 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!"); 762 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
790 break; 763 break;
791 764
792 case SK_DET_MAGIC: 765 case SK_DET_MAGIC:
793 success = do_skill_detect_magic (pl, skill); 766 success = do_skill_detect_magic (pl, skill);
794 if (success) 767 if (success)
795 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!");
796 break; 769 break;
797 770
798 default: 771 default:
799 LOG (llevError, "Error: bad call to skill_ident()\n"); 772 LOG (llevError, "Error: bad call to skill_ident()\n");
800 return 0; 773 return 0;
801 break; 774 break;
802 } 775 }
776
803 if (!success) 777 if (!success)
804 {
805 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more."); 778 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
806 } 779
807 return success; 780 return success;
808} 781}
809 782
810/* players using this skill can 'charm' a monster -- 783/* players using this skill can 'charm' a monster --
811 * into working for them. It can only be used on 784 * into working for them. It can only be used on
813 * -b.t. (thomas@astro.psu.edu) 786 * -b.t. (thomas@astro.psu.edu)
814 */ 787 */
815int 788int
816use_oratory (object *pl, int dir, object *skill) 789use_oratory (object *pl, int dir, object *skill)
817{ 790{
818 sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir];
819 int mflags, chance;
820 object *tmp;
821 maptile *m;
822
823 if (pl->type != PLAYER) 791 if (pl->type != PLAYER)
824 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];
825 m = pl->map; 796 maptile *m = pl->map;
797
826 mflags = get_map_flags (m, &m, x, y, &x, &y); 798 int mflags = get_map_flags (m, &m, x, y, &x, &y);
827 if (mflags & P_OUT_OF_MAP) 799 if (mflags & P_OUT_OF_MAP)
828 return 0; 800 return 0;
829 801
830 /* Save some processing - we have the flag already anyways 802 /* Save some processing - we have the flag already anyways
831 */ 803 */
833 { 805 {
834 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.");
835 return 0; 807 return 0;
836 } 808 }
837 809
810 object *tmp;
838 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)
839 { 812 {
840 /* can't persuade players - return because there is nothing else 813 /* can't persuade players - return because there is nothing else
841 * on that space to charm. Same for multi space monsters and 814 * on that space to charm. Same for multi space monsters and
842 * 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
843 * 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
844 * only monster on the space. 817 * only monster on the space.
845 */ 818 */
846 if (tmp->type == PLAYER) 819 if (tmp->type == PLAYER
847 return 0; 820 || tmp->more || tmp->head_ () != tmp
848 if (tmp->more || tmp->head) 821 || tmp->msg)
849 return 0;
850 if (tmp->msg)
851 return 0; 822 return 0;
852 823
853 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 824 if (QUERY_FLAG (tmp, FLAG_MONSTER))
854 break; 825 break;
855 } 826 }
870 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));
871 return 0; 842 return 0;
872 } 843 }
873 844
874 /* it's already allied! */ 845 /* it's already allied! */
875 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE)) 846 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
876 { 847 {
877 if (tmp->owner == pl) 848 if (tmp->owner == pl)
878 { 849 {
879 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");
880 return 0; 851 return 0;
883 { 854 {
884 /* you steal the follower. Perhaps we should really look at the 855 /* you steal the follower. Perhaps we should really look at the
885 * level of the owner above? 856 * level of the owner above?
886 */ 857 */
887 tmp->set_owner (pl); 858 tmp->set_owner (pl);
859 tmp->skill = skill->skill;
860
888 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));
889 /* Abuse fix - don't give exp since this can otherwise 862 /* Abuse fix - don't give exp since this can otherwise
890 * be used by a couple players to gets lots of exp. 863 * be used by a couple players to gets lots of exp.
891 */ 864 */
892 return 0; 865 return 0;
896 /* 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 */
897 return 0; 870 return 0;
898 } 871 }
899 } /* Creature was already a pet of someone */ 872 } /* Creature was already a pet of someone */
900 873
901 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2; 874 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
902 875
903 /* Ok, got a 'sucker' lets try to make them a follower */ 876 /* Ok, got a 'sucker' lets try to make them a follower */
904 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))
905 { 878 {
906 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));
907 880
881 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
908 tmp->set_owner (pl); 882 tmp->set_owner (pl);
883 tmp->skill = skill->skill;
909 tmp->stats.exp = 0; 884 tmp->stats.exp = 0;
910 add_friendly_object (tmp);
911 tmp->attack_movement = PETMOVE; 885 tmp->attack_movement = PETMOVE;
886
887 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
888 add_friendly_object (tmp);
889
912 return calc_skill_exp (pl, tmp, skill); 890 return calc_skill_exp (pl, tmp, skill);
913 } 891 }
914
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 }
925 901
926 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE); 902 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
936 * successfully pacified the creature gets Int=1. Thus, a player 912 * successfully pacified the creature gets Int=1. Thus, a player
937 * may only pacify a creature once. 913 * may only pacify a creature once.
938 * 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
939 * of anything better! -b.t. 915 * of anything better! -b.t.
940 */ 916 */
941
942int 917int
943singing (object *pl, int dir, object *skill) 918singing (object *pl, int dir, object *skill)
944{ 919{
945 int i, exp = 0, chance, mflags; 920 int i, exp = 0;
946 object *tmp; 921 object *tmp;
947 maptile *m; 922 maptile *m;
948 sint16 x, y; 923 sint16 x, y;
949 924
950 if (pl->type != PLAYER) 925 if (pl->type != PLAYER)
951 return 0; /* only players use this skill */ 926 return 0; /* only players use this skill */
952 927
953 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 928 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
954 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) 929 for (i = 0; i < min (skill->level, SIZEOFFREE); i++)
955 { 930 {
956 x = pl->x + freearr_x[i]; 931 x = pl->x + freearr_x[i];
957 y = pl->y + freearr_y[i]; 932 y = pl->y + freearr_y[i];
958 m = pl->map; 933 m = pl->map;
959 934
960 mflags = get_map_flags (m, &m, x, y, &x, &y); 935 int mflags = get_map_flags (m, &m, x, y, &x, &y);
961 if (mflags & P_OUT_OF_MAP) 936 if (mflags & P_OUT_OF_MAP)
962 continue; 937 continue;
963 if (!(mflags & P_IS_ALIVE)) 938 if (!(mflags & P_IS_ALIVE))
964 continue; 939 continue;
965 940
984 959
985 /* stealing isn't really related (although, maybe it should 960 /* stealing isn't really related (although, maybe it should
986 * be). This is mainly to prevent singing to the same monster 961 * be). This is mainly to prevent singing to the same monster
987 * over and over again and getting exp for it. 962 * over and over again and getting exp for it.
988 */ 963 */
989 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
990 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))
991 { 967 {
992 SET_FLAG (tmp, FLAG_UNAGGRESSIVE); 968 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
993 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));
994 /* Give exp only if they are not aware */ 970 /* Give exp only if they are not aware */
971
995 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL)) 972 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
996 exp += calc_skill_exp (pl, tmp, skill); 973 exp += calc_skill_exp (pl, tmp, skill);
974
997 SET_FLAG (tmp, FLAG_NO_STEAL); 975 SET_FLAG (tmp, FLAG_NO_STEAL);
998 } 976 }
999 else 977 else
1000 { 978 {
1001 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));
1007} 985}
1008 986
1009/* The find_traps skill (aka, search). Checks for traps 987/* The find_traps skill (aka, search). Checks for traps
1010 * on the spaces or in certain objects 988 * on the spaces or in certain objects
1011 */ 989 */
1012
1013int 990int
1014find_traps (object *pl, object *skill) 991find_traps (object *pl, object *skill)
1015{ 992{
1016 object *tmp, *tmp2; 993 object *tmp, *tmp2;
1017 int i, expsum = 0, mflags; 994 int i, expsum = 0, mflags;
1019 maptile *m; 996 maptile *m;
1020 997
1021 /* 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
1022 * all type RUNE 999 * all type RUNE
1023 */ 1000 */
1024
1025 for (i = 0; i < 9; i++) 1001 for (i = 0; i < 9; i++)
1026 { 1002 {
1027 x = pl->x + freearr_x[i]; 1003 x = pl->x + freearr_x[i];
1028 y = pl->y + freearr_y[i]; 1004 y = pl->y + freearr_y[i];
1029 m = pl->map; 1005 m = pl->map;
1031 mflags = get_map_flags (m, &m, x, y, &x, &y); 1007 mflags = get_map_flags (m, &m, x, y, &x, &y);
1032 if (mflags & P_OUT_OF_MAP) 1008 if (mflags & P_OUT_OF_MAP)
1033 continue; 1009 continue;
1034 1010
1035 /* Check everything in the square for trapness */ 1011 /* Check everything in the square for trapness */
1036 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)
1037 { 1013 {
1038
1039 /* And now we'd better do an inventory traversal of each 1014 /* And now we'd better do an inventory traversal of each
1040 * of these objects' inventory 1015 * of these objects' inventory
1041 * 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
1042 * the players inventory or monsters for that matter. 1017 * the players inventory or monsters for that matter.
1043 */ 1018 */
1044 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1019 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1045 {
1046 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1020 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1047 if (tmp2->type == RUNE || tmp2->type == TRAP) 1021 if (tmp2->type == RUNE || tmp2->type == TRAP)
1048 if (trap_see (pl, tmp2)) 1022 if (trap_see (pl, tmp2))
1049 { 1023 {
1050 trap_show (tmp2, tmp); 1024 trap_show (tmp2, tmp);
1051 if (tmp2->stats.Cha > 1) 1025 if (tmp2->stats.Cha > 1)
1052 { 1026 {
1053 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1027 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1054 expsum += calc_skill_exp (pl, tmp2, skill); 1028 expsum += calc_skill_exp (pl, tmp2, skill);
1055 1029
1056 tmp2->stats.Cha = 1; /* unhide the trap */ 1030 tmp2->stats.Cha = 1; /* unhide the trap */
1057 } 1031 }
1058 } 1032 }
1059 } 1033
1060 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1034 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1061 { 1035 {
1062 trap_show (tmp, tmp); 1036 trap_show (tmp, tmp);
1063 if (tmp->stats.Cha > 1) 1037 if (tmp->stats.Cha > 1)
1064 { 1038 {
1067 tmp->stats.Cha = 1; /* unhide the trap */ 1041 tmp->stats.Cha = 1; /* unhide the trap */
1068 } 1042 }
1069 } 1043 }
1070 } 1044 }
1071 } 1045 }
1046
1072 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1047 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1073 return expsum; 1048 return expsum;
1074} 1049}
1075 1050
1076/* remove_trap() - This skill will disarm any previously discovered trap 1051/* remove_trap() - This skill will disarm any previously discovered trap
1077 * 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.
1078 */ 1053 */
1079
1080int 1054int
1081remove_trap (object *op, int dir, object *skill) 1055remove_trap (object *op, int dir, object *skill)
1082{ 1056{
1083 object *tmp, *tmp2; 1057 object *tmp, *tmp2;
1084 int i, success = 0, mflags; 1058 int i, success = 0, mflags;
1094 mflags = get_map_flags (m, &m, x, y, &x, &y); 1068 mflags = get_map_flags (m, &m, x, y, &x, &y);
1095 if (mflags & P_OUT_OF_MAP) 1069 if (mflags & P_OUT_OF_MAP)
1096 continue; 1070 continue;
1097 1071
1098 /* Check everything in the square for trapness */ 1072 /* Check everything in the square for trapness */
1099 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)
1100 { 1074 {
1101 /* And now we'd better do an inventory traversal of each 1075 /* And now we'd better do an inventory traversal of each
1102 * of these objects inventory. Like above, only 1076 * of these objects inventory. Like above, only
1103 * do this for interesting objects. 1077 * do this for interesting objects.
1104 */ 1078 */
1105 1079
1106 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1080 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1107 { 1081 {
1108 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1082 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1109 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1083 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1110 { 1084 {
1111 trap_show (tmp2, tmp); 1085 trap_show (tmp2, tmp);
1086
1112 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))
1113 { 1088 {
1114 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1089 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1115 success += calc_skill_exp (op, tmp2, skill); 1090 success += calc_skill_exp (op, tmp2, skill);
1116 } 1091 }
1117 } 1092 }
1118 } 1093 }
1094
1119 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1095 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1120 { 1096 {
1121 trap_show (tmp, tmp); 1097 trap_show (tmp, tmp);
1098
1122 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))
1123 { 1100 {
1124 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1101 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1125 success += calc_skill_exp (op, tmp, skill); 1102 success += calc_skill_exp (op, tmp, skill);
1126 } 1103 }
1127 } 1104 }
1128 } 1105 }
1129 } 1106 }
1107
1130 return success; 1108 return success;
1131} 1109}
1132
1133 1110
1134/* pray() - when this skill is called from do_skill(), it allows 1111/* pray() - when this skill is called from do_skill(), it allows
1135 * 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.
1136 * This always returns 0 - return value is used by calling function 1113 * This always returns 0 - return value is used by calling function
1137 * 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
1138 * 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
1139 * give infinite exp by returning true in any cases. 1116 * give infinite exp by returning true in any cases.
1140 */ 1117 */
1141
1142int 1118int
1143pray (object *pl, object *skill) 1119pray (object *pl, object *skill)
1144{ 1120{
1145 char buf[MAX_BUF]; 1121 char buf[MAX_BUF];
1146 object *tmp; 1122 object *tmp;
1153 /* Check all objects - we could stop at floor objects, 1129 /* Check all objects - we could stop at floor objects,
1154 * 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
1155 * 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
1156 * than extra checks on object attributes. 1132 * than extra checks on object attributes.
1157 */ 1133 */
1158 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1134 for (tmp = pl->below; tmp; tmp = tmp->below)
1159 { 1135 {
1160 /* 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 */
1161 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1137 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1162 { 1138 {
1163 sprintf (buf, "You pray over the %s.", &tmp->name); 1139 sprintf (buf, "You pray over the %s.", &tmp->name);
1171 if (pl->stats.grace < pl->stats.maxgrace) 1147 if (pl->stats.grace < pl->stats.maxgrace)
1172 { 1148 {
1173 pl->stats.grace++; 1149 pl->stats.grace++;
1174 pl->last_grace = -1; 1150 pl->last_grace = -1;
1175 } 1151 }
1152
1176 return 0; 1153 return 0;
1177} 1154}
1178 1155
1179/* 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
1180 * brief period of concentration. No armour or weapons may be 1157 * brief period of concentration. No armour or weapons may be
1181 * wielded/applied for this to work. The amount of time needed 1158 * wielded/applied for this to work. The amount of time needed
1182 * to concentrate and the # of points regained is dependant on 1159 * to concentrate and the # of points regained is dependant on
1183 * the level of the user. - b.t. thomas@astro.psu.edu 1160 * the level of the user. - b.t. thomas@astro.psu.edu
1184 */ 1161 */
1185
1186void 1162void
1187meditate (object *pl, object *skill) 1163meditate (object *pl, object *skill)
1188{ 1164{
1189 object *tmp; 1165 object *tmp;
1190 1166
1198 return; 1174 return;
1199 } 1175 }
1200 else 1176 else
1201 { 1177 {
1202 for (tmp = pl->inv; tmp; tmp = tmp->below) 1178 for (tmp = pl->inv; tmp; tmp = tmp->below)
1203 if (((tmp->type == ARMOUR && skill->level < 12) 1179 if (((tmp->type == ARMOUR && skill->level < 12)
1204 || (tmp->type == HELMET && skill->level < 10) 1180 || (tmp->type == HELMET && skill->level < 10)
1205 || (tmp->type == SHIELD && skill->level < 6) 1181 || (tmp->type == SHIELD && skill->level < 6)
1206 || (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))
1207 { 1185 {
1208 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");
1209 return; 1187 return;
1210 } 1188 }
1211 } 1189 }
1231 pl->last_heal = -1; 1209 pl->last_heal = -1;
1232 } 1210 }
1233} 1211}
1234 1212
1235/* write_note() - this routine allows players to inscribe messages in 1213/* write_note() - this routine allows players to inscribe messages in
1236 * ordinary 'books' (anything that is type BOOK). b.t. 1214 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1237 */ 1215 */
1238static int 1216static int
1239write_note (object *pl, object *item, const char *msg, object *skill) 1217write_note (object *pl, object *item, const char *msg, object *skill)
1240{ 1218{
1241 char buf[1024]; 1219 if (!msg_is_safe (msg))
1242 object *newBook = NULL;
1243
1244 /* a pair of sanity checks */
1245 if (!item || item->type != BOOK)
1246 return 0;
1247
1248 if (!msg)
1249 {
1250 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1251 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1252 return 0;
1253 }
1254
1255 if (strcasestr_local (msg, "endmsg"))
1256 { 1220 {
1257 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)!");
1258 return 0; 1231 return 0;
1259 } 1232 }
1260 1233
1261 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)))
1262 return strlen (msg); 1235 return RESULT_INT (0);
1263 1236
1264 buf[0] = 0; 1237 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1265 if (!book_overflow (item->msg, msg, sizeof (buf)))
1266 { /* add msg string to book */
1267 if (item->msg)
1268 strcpy (buf, item->msg);
1269 1238
1270 strcat (buf, msg); 1239 if (char_len <= item->weight_limit)
1271 strcat (buf, "\n"); /* new msg needs a LF */ 1240 {
1272 if (item->nrof > 1) 1241 object *newbook = item->other_arch->instance ();
1273 { 1242 item->decrease ();
1274 newBook = item->clone ();
1275 decrease_ob (item);
1276 esrv_send_item (pl, item);
1277 newBook->nrof = 1; 1243 newbook->nrof = 1;
1278 newBook->msg = buf; 1244 newbook->msg = shstr (msg);
1279 newBook = insert_ob_in_ob (newBook, pl); 1245 newbook->flag [FLAG_IDENTIFIED] = true;
1280 esrv_send_item (pl, newBook); 1246
1247 if (item->subtype == 1) // mailscrolls
1281 } 1248 {
1282 else 1249 newbook->name = item->name;
1250 newbook->name_pl = item->name_pl;
1283 { 1251 }
1284 item->msg = buf;
1285 /* This shouldn't be necessary - the object hasn't changed in any
1286 * visible way
1287 */
1288 /* esrv_send_item(pl, item); */
1289 }
1290 1252
1253 pl->insert (newbook);
1254
1255 pl->contr->play_sound (sound_find ("inscribe_success"));
1291 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);
1292 return strlen (msg); 1257 return char_len;
1293 } 1258 }
1294 else 1259 else
1295 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);
1296 1262
1297 return 0; 1263 return 0;
1298} 1264}
1299 1265
1300/* write_scroll() - this routine allows players to inscribe spell scrolls 1266/* write_scroll() - this routine allows players to inscribe spell scrolls
1301 * of spells which they know. Backfire effects are possible with the 1267 * of spells which they know. Backfire effects are possible with the
1302 * severity of the backlash correlated with the difficulty of the scroll 1268 * severity of the backlash correlated with the difficulty of the scroll
1303 * that is attempted. -b.t. thomas@astro.psu.edu 1269 * that is attempted. -b.t. thomas@astro.psu.edu
1304 */ 1270 */
1305
1306static int 1271static int
1307write_scroll (object *pl, object *scroll, object *skill) 1272write_scroll (object *pl, object *scroll, object *skill)
1308{ 1273{
1309 int success = 0, confused = 0; 1274 int success = 0, confused = 0;
1310 object *newscroll, *chosen_spell, *tmp;
1311
1312 /* this is a sanity check */
1313 if (scroll->type != SCROLL)
1314 {
1315 new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1316 return 0;
1317 }
1318 1275
1319 /* Check if we are ready to attempt inscription */ 1276 /* Check if we are ready to attempt inscription */
1320 chosen_spell = pl->contr->ranged_ob; 1277 object *chosen_spell = pl->contr->ranged_ob;
1278
1321 if (!chosen_spell || chosen_spell->type != SPELL) 1279 if (!chosen_spell || chosen_spell->type != SPELL)
1322 { 1280 {
1323 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!");
1324 return 0; 1282 return 0;
1325 } 1283 }
1331 } 1289 }
1332 1290
1333 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)
1334 { 1292 {
1335 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);
1336 return 0;
1337 }
1338
1339 /* if there is a spell already on the scroll then player could easily
1340 * accidently read it while trying to write the new one. give player
1341 * a 50% chance to overwrite spell at their own level
1342 */
1343 if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1344 {
1345 new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1346 manual_apply (pl, scroll, 0);
1347 return 0; 1294 return 0;
1348 } 1295 }
1349 1296
1350 /* ok, we are ready to try inscription */ 1297 /* ok, we are ready to try inscription */
1351 if (QUERY_FLAG (pl, FLAG_CONFUSED)) 1298 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1355 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);
1356 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);
1357 1304
1358 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)
1359 { 1306 {
1360 if (scroll->nrof > 1) 1307 object *newscroll = scroll->other_arch->instance ();
1361 { 1308 scroll->decrease ();
1362 newscroll = scroll->clone ();
1363 decrease_ob (scroll);
1364 newscroll->nrof = 1; 1309 newscroll->nrof = 1;
1365 } 1310
1366 else 1311 pl->contr->play_sound (sound_find ("inscribe_success"));
1367 newscroll = scroll;
1368 1312
1369 if (!confused) 1313 if (!confused)
1370 { 1314 {
1371 newscroll->level = MAX (skill->level, chosen_spell->level); 1315 newscroll->level = max (skill->level, chosen_spell->level);
1316 newscroll->flag [FLAG_IDENTIFIED] = true;
1372 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.");
1373 } 1318 }
1374 else 1319 else
1375 { 1320 {
1376 chosen_spell = find_random_spell_in_ob (pl, NULL); 1321 chosen_spell = find_random_spell_in_ob (pl, NULL);
1377 if (!chosen_spell) 1322 if (!chosen_spell)
1378 return 0; 1323 return 0;
1379 1324
1380 newscroll->level = MAX (skill->level, chosen_spell->level); 1325 newscroll->level = max (skill->level, chosen_spell->level);
1381 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.");
1382 } 1327 }
1383 1328
1384 if (newscroll->inv)
1385 newscroll->inv->destroy ();
1386
1387 tmp = chosen_spell->clone (); 1329 object *tmp = chosen_spell->clone ();
1388 insert_ob_in_ob (tmp, newscroll); 1330 insert_ob_in_ob (tmp, newscroll);
1389 1331
1390 /* Same code as from treasure.c - so they can better merge. 1332 /* Same code as from treasure.C - so they can better merge.
1391 * if players want to sell them, so be it. 1333 * if players want to sell them, so be it.
1392 */ 1334 */
1393 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);
1394 newscroll->stats.exp = newscroll->value / 5; 1336 newscroll->stats.exp = newscroll->value / 5;
1395 1337
1396 /* wait until finished manipulating the scroll before inserting it */ 1338 pl->insert (newscroll);
1397 if (newscroll == scroll)
1398 {
1399 /* Remove to correctly merge with other items which may exist in inventory */
1400 newscroll->remove ();
1401 esrv_del_item (pl->contr, newscroll->count);
1402 }
1403 1339
1404 newscroll = insert_ob_in_ob (newscroll, pl);
1405 esrv_send_item (pl, newscroll);
1406 success = calc_skill_exp (pl, newscroll, skill); 1340 success = calc_skill_exp (pl, newscroll, skill);
1407 if (!confused) 1341 if (!confused)
1408 success *= 2; 1342 success *= 2;
1343
1409 success = success * skill->level; 1344 success = success * skill->level;
1410 return success; 1345 return success;
1411
1412 } 1346 }
1413 else 1347 else
1414 { /* Inscription has failed */ 1348 { /* Inscription has failed */
1349 pl->contr->play_sound (sound_find ("inscribe_fail"));
1415 1350
1416 if (chosen_spell->level > skill->level || confused) 1351 if (chosen_spell->level > skill->level || confused)
1417 { /*backfire! */ 1352 { /*backfire! */
1418 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
1419 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1355 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1420 pl->drain_specific_stat (4); 1356 pl->drain_specific_stat (4);
1421 else 1357 else
1422 { 1358 {
1423 confuse_player (pl, pl, 99); 1359 confuse_player (pl, pl, 99);
1424 return (-30 * chosen_spell->level); 1360 return -30 * chosen_spell->level;
1425 } 1361 }
1426 } 1362 }
1427 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)
1428 { 1364 {
1429 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.>");
1430 confuse_player (pl, pl, 99); 1366 confuse_player (pl, pl, 99);
1431 } 1367 }
1432 else 1368 else
1433 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.>");
1434 } 1370 }
1435 1371
1436 return 0; 1372 return 0;
1437} 1373}
1438 1374
1439/* write_on_item() - wrapper for write_note and write_scroll */ 1375/* write_on_item() - wrapper for write_note and write_scroll */
1440int 1376int
1441write_on_item (object *pl, const char *params, object *skill) 1377write_on_item (object *pl, const char *params, object *skill)
1442{ 1378{
1443 object *item;
1444 const char *string = params;
1445 int msgtype;
1446 archetype *skat; 1379 archetype *skat;
1447 1380
1448 if (pl->type != PLAYER) 1381 if (pl->type != PLAYER)
1449 return 0; 1382 return 0;
1450 1383
1451 if (!params) 1384 if (!params)
1452 {
1453 params = ""; 1385 params = "";
1454 string = params;
1455 }
1456 1386
1457 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY); 1387 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1458 1388
1459 /* Need to be able to read before we can write! */ 1389 /* Need to be able to read before we can write! */
1460 if (!find_skill_by_name (pl, skat->clone.skill)) 1390 if (!find_skill_by_name (pl, skat->skill))
1461 { 1391 {
1462 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.>");
1463 return 0; 1393 return 0;
1464 } 1394 }
1465 1395
1466 /* if there is a message then it goes in a book and no message means 1396 object *item = find_marked_object (pl);
1467 * write active spell into the scroll
1468 */
1469 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1470 1397
1471 /* find an item of correct type to write on */ 1398 /* find an item of correct type to write on */
1472 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;
1473 { 1403 }
1474 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.>");
1475 return 0; 1408 return 0;
1476 } 1409 }
1477 1410
1478 if (QUERY_FLAG (item, FLAG_UNPAID)) 1411 if (QUERY_FLAG (item, FLAG_UNPAID))
1479 { 1412 {
1480 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.");
1481 return 0; 1414 return 0;
1482 } 1415 }
1483 if (msgtype != item->type) 1416
1417 if (item->other_arch->type == SCROLL)
1484 { 1418 {
1485 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);
1486 return 0; 1425 return 0;
1487 } 1426 }
1488 1427
1489 if (msgtype == SCROLL)
1490 return write_scroll (pl, item, skill); 1428 return write_scroll (pl, item, skill);
1491 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
1492 return write_note (pl, item, string, skill); 1440 return write_note (pl, item, params, skill);
1441 }
1493 1442
1494 return 0; 1443 return 0;
1495} 1444}
1496 1445
1497/* find_throw_ob() - if we request an object, then 1446/* find_throw_ob() - if we request an object, then
1530 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1479 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1531 { 1480 {
1532 /* can't toss invisible or inv-locked items */ 1481 /* can't toss invisible or inv-locked items */
1533 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1482 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1534 continue; 1483 continue;
1535 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1484 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1536 break; 1485 break;
1537 } 1486 }
1538 } 1487 }
1539 1488
1540 /* this should prevent us from throwing away 1489 /* this should prevent us from throwing away
1579 return tmp; 1528 return tmp;
1580} 1529}
1581 1530
1582/* make_throw_ob() We construct the 'carrier' object in 1531/* make_throw_ob() We construct the 'carrier' object in
1583 * which we will insert the object that is being thrown. 1532 * which we will insert the object that is being thrown.
1584 * This combination becomes the 'thrown object'. -b.t. 1533 * This combination becomes the 'thrown object'. -b.t.
1585 */ 1534 */
1586
1587static object * 1535static object *
1588make_throw_ob (object *orig) 1536make_throw_ob (object *orig)
1589{ 1537{
1590 if (!orig) 1538 if (!orig)
1591 return NULL; 1539 return 0;
1592 1540
1593 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1541 if (QUERY_FLAG (orig, FLAG_APPLIED))
1594 { 1542 {
1595 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1543 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1596 /* insufficient workaround, but better than nothing */ 1544 /* insufficient workaround, but better than nothing */
1600 object *toss_item = orig->clone (); 1548 object *toss_item = orig->clone ();
1601 1549
1602 toss_item->type = THROWN_OBJ; 1550 toss_item->type = THROWN_OBJ;
1603 CLEAR_FLAG (toss_item, FLAG_CHANGING); 1551 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1604 toss_item->stats.dam = 0; /* default damage */ 1552 toss_item->stats.dam = 0; /* default damage */
1605 insert_ob_in_ob (orig, toss_item); 1553 toss_item->insert (orig);
1554
1606 return toss_item; 1555 return toss_item;
1607} 1556}
1608
1609 1557
1610/* do_throw() - op throws any object toss_item. This code 1558/* do_throw() - op throws any object toss_item. This code
1611 * was borrowed from fire_bow. 1559 * was borrowed from fire_bow.
1612 * Returns 1 if skill was successfully used, 0 if not 1560 * Returns 1 if skill was successfully used, 0 if not
1613 */ 1561 */
1614
1615static int 1562static int
1616do_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)
1617{ 1564{
1618 object *throw_ob = toss_item, *left = NULL; 1565 object *throw_ob = toss_item, *left = NULL;
1619 int eff_str = 0, maxc, str = op->stats.Str, dam = 0; 1566 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1705 left = throw_ob; /* these are throwing objects left to the player */ 1652 left = throw_ob; /* these are throwing objects left to the player */
1706 1653
1707 /* 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?)
1708 * and returns NULL. We must use 'left' then 1655 * and returns NULL. We must use 'left' then
1709 */ 1656 */
1710 1657 if (!(throw_ob = throw_ob->split ()))
1711 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1712 { 1658 {
1713 throw_ob = left; 1659 throw_ob = left;
1714 left->remove (); 1660 left->remove ();
1715 if (op->type == PLAYER)
1716 esrv_del_item (op->contr, left->count);
1717 }
1718 else if (op->type == PLAYER)
1719 {
1720 if (left->destroyed ())
1721 esrv_del_item (op->contr, left->count);
1722 else
1723 esrv_update_item (UPD_NROF, op, left);
1724 } 1661 }
1725 1662
1726 /* special case: throwing powdery substances like dust, dirt */ 1663 /* special case: throwing powdery substances like dust, dirt */
1727 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1664 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1728 { 1665 {
1752 */ 1689 */
1753 throw_ob->inv->set_owner (op); 1690 throw_ob->inv->set_owner (op);
1754 throw_ob->direction = dir; 1691 throw_ob->direction = dir;
1755 1692
1756 /* the damage bonus from the force of the throw */ 1693 /* the damage bonus from the force of the throw */
1757 dam = (int) (str_factor * dam_bonus[eff_str]); 1694 dam = int (str_factor * dam_bonus[eff_str]);
1758 1695
1759 /* Now, lets adjust the properties of the thrown_ob. */ 1696 /* Now, lets adjust the properties of the thrown_ob. */
1760 1697
1761 /* how far to fly */ 1698 /* how far to fly */
1762 throw_ob->last_sp = (eff_str * 3) / 5; 1699 throw_ob->last_sp = (eff_str * 3) / 5;
1783 { 1720 {
1784 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1721 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1785 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;
1786 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;
1787 /* only throw objects get directional faces */ 1724 /* only throw objects get directional faces */
1788 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1725 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1789 SET_ANIMATION (throw_ob, dir); 1726 throw_ob->set_anim_frame (dir);
1790 } 1727 }
1791 else 1728 else
1792 { 1729 {
1793 uint16 mat = throw_ob->materials; 1730 uint16 mat = throw_ob->materials;
1794 1731

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines