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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.47 by root, Mon Apr 21 06:35:26 2008 UTC vs.
Revision 1.77 by root, Fri Mar 19 17:48:49 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
41 /* Only prohibit stealing if the player does not have a free 42 /* Only prohibit stealing if the player does not have a free
42 * hand available and in fact does have hands. 43 * hand available and in fact does have hands.
43 */ 44 */
44 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info) 45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
45 { 46 {
46 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.>");
47 return -1; 49 return -1;
48 } 50 }
49 51
50 /* ADJUSTMENTS */ 52 /* ADJUSTMENTS */
51 53
52 /* Its harder to steal from hostile beings! */ 54 /* It's harder to steal from hostile beings! */
53 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE)) 55 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
54 roll = roll / 2; 56 roll = roll / 2;
55 57
56 /* Easier to steal from sleeping beings, or if the thief is 58 /* Easier to steal from sleeping beings, or if the thief is
57 * unseen */ 59 * unseen */
64 * it quite a bit harder to steal. 66 * it quite a bit harder to steal.
65 */ 67 */
66 for (equip = op->inv; equip; equip = equip->below) 68 for (equip = op->inv; equip; equip = equip->below)
67 { 69 {
68 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED)) 70 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
69 {
70 roll -= equip->weight / 10000; 71 roll -= equip->weight / 10000;
71 } 72
72 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED)) 73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
73 roll -= equip->weight / 5000; 74 roll -= equip->weight / 5000;
75
74 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED)) 76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
75 {
76 roll -= equip->weight / 2000; 77 roll -= equip->weight / 2000;
77 } 78
78 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED)) 79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
79 roll -= equip->weight / 5000; 80 roll -= equip->weight / 5000;
81
80 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED)) 82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
81 roll -= equip->weight / 100; 83 roll -= equip->weight / 100;
82 } 84 }
85
83 if (roll < 0) 86 if (roll < 0)
84 roll = 0; 87 roll = 0;
88
85 return roll; 89 return roll;
86} 90}
87 91
88/* 92/*
89 * When stealing: dependent on the intelligence/wisdom of whom you're 93 * When stealing: dependent on the intelligence/wisdom of whom you're
99{ 103{
100 object *success = NULL, *tmp = NULL, *next; 104 object *success = NULL, *tmp = NULL, *next;
101 int roll = 0, chance = 0, stats_value; 105 int roll = 0, chance = 0, stats_value;
102 rv_vector rv; 106 rv_vector rv;
103 107
104 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2; 108 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
105 109
106 /* 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)
107 * 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
108 * have much chance of success. 112 * have much chance of success.
109 */ 113 */
110 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL)) 114 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
111 { 115 {
112 if (can_detect_enemy (op, who, &rv)) 116 if (can_detect_enemy (op, who, &rv))
113 { 117 {
114 npc_call_help (op); 118 npc_call_help (op);
115 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 119 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
116 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!"); 120 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
117 return 0; 121 return 0;
118 } 122 }
119 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 */
120 op->stats.Wis += (op->stats.Int / 5) + 1; 124 op->stats.Wis += (op->stats.Int / 5) + 1;
125
121 if (op->stats.Wis > MAX_STAT) 126 if (op->stats.Wis > MAX_STAT)
122 op->stats.Wis = MAX_STAT; 127 op->stats.Wis = MAX_STAT;
123 } 128 }
124 129
125 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ)) 130 if (op->is_player () && op->flag [FLAG_WIZ])
126 { 131 {
127 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");
128 return 0; 133 return 0;
129 } 134 }
130 135
131 // only allow stealing between hostile players (TODO: probably should change) 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 }
137 142
138 /* Ok then, go thru their inventory, stealing */ 143 /* Ok then, go through their inventory, stealing */
139 for (tmp = op->inv; tmp; tmp = next) 144 for (tmp = op->inv; tmp; tmp = next)
140 { 145 {
141 next = tmp->below; 146 next = tmp->below;
142 147
143 /* you can't steal worn items, starting items, wiz stuff, 148 /* you can't steal worn items, starting items, wiz stuff,
177 if (tmp->destroyed () || tmp->env != op) 182 if (tmp->destroyed () || tmp->env != op)
178 { 183 {
179 /* for players, play_sound: steals item */ 184 /* for players, play_sound: steals item */
180 success = tmp; 185 success = tmp;
181 CLEAR_FLAG (tmp, FLAG_INV_LOCKED); 186 CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
182
183 /* Don't delete it from target player until we know
184 * the thief has picked it up. can't just look at tmp->count,
185 * as it's possible that it got merged when picked up.
186 */
187 if (op->type == PLAYER)
188 esrv_del_item (op->contr, tmp->count);
189 } 187 }
188
190 break; 189 break;
191 } 190 }
192 } /* for loop looking for an item */ 191 } /* for loop looking for an item */
193 192
194 if (!tmp) 193 if (!tmp)
203 */ 202 */
204 203
205 if ((roll >= skill->level) || !chance 204 if ((roll >= skill->level) || !chance
206 || (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)))))
207 { 206 {
208
209 /* victim figures out where the thief is! */ 207 /* victim figures out where the thief is! */
210 if (who->hide) 208 if (who->flag [FLAG_HIDDEN])
211 make_visible (who); 209 make_visible (who);
212 210
213 if (op->type != PLAYER) 211 if (op->type != PLAYER)
214 { 212 {
215 /* The unaggressives look after themselves 8) */ 213 /* The unaggressives look after themselves 8) */
216 if (who->type == PLAYER) 214 if (who->type == PLAYER)
217 { 215 {
218 npc_call_help (op); 216 npc_call_help (op);
219 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));
220 } 218 }
219
221 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE); 220 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
222 /* all remaining npc items are guarded now. Set flag NO_STEAL 221 /* all remaining npc items are guarded now. Set flag NO_STEAL
223 * on the victim. 222 * on the victim.
224 */ 223 */
225 SET_FLAG (op, FLAG_NO_STEAL); 224 SET_FLAG (op, FLAG_NO_STEAL);
228 { /* stealing from another player */ 227 { /* stealing from another player */
229 char buf[MAX_BUF]; 228 char buf[MAX_BUF];
230 229
231 /* Notify the other player */ 230 /* Notify the other player */
232 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))
233 {
234 sprintf (buf, "Your %s is missing!", query_name (success)); 232 sprintf (buf, "Your %s is missing!", query_name (success));
235 }
236 else 233 else
237 {
238 sprintf (buf, "Your pack feels strangely lighter."); 234 sprintf (buf, "Your pack feels strangely lighter.");
239 } 235
240 new_draw_info (NDI_UNIQUE, 0, op, buf); 236 new_draw_info (NDI_UNIQUE, 0, op, buf);
241 if (!success) 237 if (!success)
242 { 238 {
243 if (who->invisible) 239 if (who->invisible)
244 {
245 sprintf (buf, "you feel itchy fingers getting at your pack."); 240 sprintf (buf, "you feel itchy fingers getting at your pack.");
246 }
247 else 241 else
248 {
249 sprintf (buf, "%s looks very shifty.", query_name (who)); 242 sprintf (buf, "%s looks very shifty.", query_name (who));
250 } 243
251 new_draw_info (NDI_UNIQUE, 0, op, buf); 244 new_draw_info (NDI_UNIQUE, 0, op, buf);
252 } 245 }
253 } /* else stealing from another player */ 246 } /* else stealing from another player */
254 /* play_sound("stop! thief!"); kindofthing */ 247 /* play_sound("stop! thief!"); kindofthing */
255 } /* if you weren't 100% successful */ 248 } /* if you weren't 100% successful */
249
256 return success ? 1 : 0; 250 return success ? 1 : 0;
257} 251}
258 252
259int 253int
260steal (object *op, int dir, object *skill) 254steal (object *op, int dir, object *skill)
266 260
267 x = op->x + freearr_x[dir]; 261 x = op->x + freearr_x[dir];
268 y = op->y + freearr_y[dir]; 262 y = op->y + freearr_y[dir];
269 263
270 if (dir == 0) 264 if (dir == 0)
271 { 265 return 0; // you can't steal from ourself!
272 /* Can't steal from ourself! */
273 return 0;
274 }
275 266
276 m = op->map; 267 m = op->map;
277 mflags = get_map_flags (m, &m, x, y, &x, &y); 268 mflags = get_map_flags (m, &m, x, y, &x, &y);
278 /* 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,
279 * don't need to look any further. 270 * don't need to look any further.
287 278
288 /* Find the topmost object at this spot */ 279 /* Find the topmost object at this spot */
289 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);
290 281
291 /* For all the stacked objects at this point, attempt a steal */ 282 /* For all the stacked objects at this point, attempt a steal */
292 for (; tmp != NULL; tmp = next) 283 for (; tmp; tmp = next)
293 { 284 {
294 next = tmp->below; 285 next = tmp->below;
295 /* Minor hack--for multi square beings - make sure we get 286 /* Minor hack--for multi square beings - make sure we get
296 * the 'head' coz 'tail' objects have no inventory! - b.t. 287 * the 'head' coz 'tail' objects have no inventory! - b.t.
297 */ 288 */
302 continue; 293 continue;
303 294
304 /* do not reveal hidden DMs */ 295 /* do not reveal hidden DMs */
305 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)
306 continue; 297 continue;
298
307 if (attempt_steal (tmp, op, skill)) 299 if (attempt_steal (tmp, op, skill))
308 { 300 {
309 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 301 if (tmp->type == PLAYER) /* no xp for stealing from another player */
310 return 0; 302 return 0;
311 303
312 /* no xp for stealing from pets (of players) */ 304 /* no xp for stealing from pets (of players) */
313 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 305 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
314 { 306 {
315 object *owner = tmp->owner; 307 object *owner = tmp->owner;
316 308
317 if (owner != NULL && owner->type == PLAYER) 309 if (owner && owner->type == PLAYER)
318 return 0; 310 return 0;
319 } 311 }
320 312
321 // reduce monster experience by experience we gained, as to 313 // reduce monster experience by experience we gained, as to
322 // 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
323 // (jessies gave ~20,000,000 exp otherwise. 315 // (jessies gave ~20,000,000 exp otherwise.
324 int exp = calc_skill_exp (op, tmp, skill); 316 int exp = calc_skill_exp (op, tmp, skill);
325 317
326 exp = MIN (tmp->stats.exp, exp); 318 exp = min (tmp->stats.exp, exp);
327 tmp->stats.exp -= exp; 319 tmp->stats.exp -= exp;
328 return exp; 320 return exp;
329 } 321 }
330 } 322 }
323
331 return 0; 324 return 0;
332} 325}
333 326
334static int 327static int
335attempt_pick_lock (object *door, object *pl, object *skill) 328attempt_pick_lock (object *door, object *pl, object *skill)
437 op->invisible += 100; /* set the level of 'hiddeness' */ 430 op->invisible += 100; /* set the level of 'hiddeness' */
438 431
439 if (op->type == PLAYER) 432 if (op->type == PLAYER)
440 op->contr->tmp_invis = 1; 433 op->contr->tmp_invis = 1;
441 434
442 op->hide = 1; 435 op->flag [FLAG_HIDDEN] = 1;
443 return 1; 436 return 1;
444 } 437 }
445 438
446 return 0; 439 return 0;
447} 440}
456 if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) 449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
457 { 450 {
458 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!");
459 return 0; 452 return 0;
460 } 453 }
461 else if (!op->hide && op->invisible > 0 && op->type == PLAYER) 454 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
462 { 455 {
463 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!");
464 make_visible (op); 457 make_visible (op);
465 } 458 }
466 459
488static void 481static void
489stop_jump (object *pl, int dist, int spaces) 482stop_jump (object *pl, int dist, int spaces)
490{ 483{
491 pl->update_stats (); 484 pl->update_stats ();
492 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.;
493} 487}
494 488
495static int 489static int
496attempt_jump (object *pl, int dir, int spaces, object *skill) 490attempt_jump (object *pl, int dir, int spaces, object *skill)
497{ 491{
498 object *tmp; 492 object *tmp;
499 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;
500 sint16 x, y; 494 sint16 x, y;
501 maptile *m; 495 maptile *m;
502 496
503 /* Jump loop. Go through spaces object wants to jump. Halt the 497 /* Jump loop. Go through spaces object wants to jump. Halt the
504 * 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
505 * temporarily to allow player to aviod exits/archs that are not 499 * temporarily to allow player to aviod exits/archs that are not
506 * fly_on, fly_off. This will also prevent pickup of objects 500 * fly_on, fly_off. This will also prevent pickup of objects
507 * while jumping over them. 501 * while jumping over them.
508 */ 502 */
509 pl->remove (); 503 pl->remove ();
510
511 /*
512 * I don't think this is actually needed - all the movement
513 * code is handled in this function, and I don't see anyplace
514 * that cares about the move_type being flying.
515 */
516 pl->move_type |= MOVE_FLY_LOW; 504 pl->move_type |= MOVE_FLY_LOW;
517 505
518 for (i = 0; i <= spaces; i++) 506 for (i = 0; i <= spaces; i++)
519 { 507 {
520 x = pl->x + dx; 508 x = pl->x + dx;
527 { 515 {
528 stop_jump (pl, i, spaces); 516 stop_jump (pl, i, spaces);
529 return 0; 517 return 0;
530 } 518 }
531 519
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
532 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)))
533 { 542 {
534 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked."); 543 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
535 stop_jump (pl, i, spaces); 544 stop_jump (pl, i, spaces);
536 return 0; 545 return 0;
537 } 546 }
538 547
539 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
540 {
541 /* Jump into creature */
542 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
543 {
544 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
545
546 stop_jump (pl, i, spaces);
547
548 if (tmp->type != PLAYER ||
549 (pl->type == PLAYER && pl->contr->party == NULL) ||
550 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
551 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
552
553 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
554 }
555
556 /* If the space has fly on set (no matter what the space is),
557 * we should get the effects - after all, the player is
558 * effectively flying.
559 */
560 if (tmp->move_on & MOVE_FLY_LOW)
561 {
562 pl->x = x;
563 pl->y = y;
564 pl->map = m;
565 stop_jump (pl, i, spaces);
566 return calc_skill_exp (pl, NULL, skill);
567 }
568 }
569
570 pl->x = x; 548 pl->x = x;
571 pl->y = y; 549 pl->y = y;
572 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 }
573 } 558 }
574 559
575 stop_jump (pl, i, spaces); 560 stop_jump (pl, i, spaces);
576 561
577 return calc_skill_exp (pl, NULL, skill); 562 return calc_skill_exp (pl, NULL, skill);
673} 658}
674 659
675/* Helper function for do_skill_ident, so that we can loop 660/* Helper function for do_skill_ident, so that we can loop
676 * over inventory AND objects on the ground conveniently. 661 * over inventory AND objects on the ground conveniently.
677 */ 662 */
678int 663static int
679do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 664do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
680{ 665{
681 int success = 0, chance; 666 int success = 0, chance;
682 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;
683 668
697 if (tmp->msg) 682 if (tmp->msg)
698 { 683 {
699 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:");
700 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg); 685 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
701 } 686 }
702
703 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
704 if (tmp->map)
705 esrv_send_item (pl, tmp);
706 } 687 }
688
707 success += calc_skill_exp (pl, tmp, skill); 689 success += calc_skill_exp (pl, tmp, skill);
708 } 690 }
709 else 691 else
710 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); 692 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
711 } 693 }
894 /* Ok, got a 'sucker' lets try to make them a follower */ 876 /* Ok, got a 'sucker' lets try to make them a follower */
895 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1)) 877 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
896 { 878 {
897 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));
898 880
881 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
899 tmp->set_owner (pl); 882 tmp->set_owner (pl);
900 tmp->skill = skill->skill; 883 tmp->skill = skill->skill;
901 tmp->stats.exp = 0; 884 tmp->stats.exp = 0;
902 tmp->attack_movement = PETMOVE; 885 tmp->attack_movement = PETMOVE;
903 886
941 924
942 if (pl->type != PLAYER) 925 if (pl->type != PLAYER)
943 return 0; /* only players use this skill */ 926 return 0; /* only players use this skill */
944 927
945 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 928 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
946 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) 929 for (i = 0; i < min (skill->level, SIZEOFFREE); i++)
947 { 930 {
948 x = pl->x + freearr_x[i]; 931 x = pl->x + freearr_x[i];
949 y = pl->y + freearr_y[i]; 932 y = pl->y + freearr_y[i];
950 m = pl->map; 933 m = pl->map;
951 934
1002} 985}
1003 986
1004/* The find_traps skill (aka, search). Checks for traps 987/* The find_traps skill (aka, search). Checks for traps
1005 * on the spaces or in certain objects 988 * on the spaces or in certain objects
1006 */ 989 */
1007
1008int 990int
1009find_traps (object *pl, object *skill) 991find_traps (object *pl, object *skill)
1010{ 992{
1011 object *tmp, *tmp2; 993 object *tmp, *tmp2;
1012 int i, expsum = 0, mflags; 994 int i, expsum = 0, mflags;
1014 maptile *m; 996 maptile *m;
1015 997
1016 /* 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
1017 * all type RUNE 999 * all type RUNE
1018 */ 1000 */
1019
1020 for (i = 0; i < 9; i++) 1001 for (i = 0; i < 9; i++)
1021 { 1002 {
1022 x = pl->x + freearr_x[i]; 1003 x = pl->x + freearr_x[i];
1023 y = pl->y + freearr_y[i]; 1004 y = pl->y + freearr_y[i];
1024 m = pl->map; 1005 m = pl->map;
1026 mflags = get_map_flags (m, &m, x, y, &x, &y); 1007 mflags = get_map_flags (m, &m, x, y, &x, &y);
1027 if (mflags & P_OUT_OF_MAP) 1008 if (mflags & P_OUT_OF_MAP)
1028 continue; 1009 continue;
1029 1010
1030 /* Check everything in the square for trapness */ 1011 /* Check everything in the square for trapness */
1031 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)
1032 { 1013 {
1033
1034 /* And now we'd better do an inventory traversal of each 1014 /* And now we'd better do an inventory traversal of each
1035 * of these objects' inventory 1015 * of these objects' inventory
1036 * 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
1037 * the players inventory or monsters for that matter. 1017 * the players inventory or monsters for that matter.
1038 */ 1018 */
1039 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1019 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1040 {
1041 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1020 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1042 if (tmp2->type == RUNE || tmp2->type == TRAP) 1021 if (tmp2->type == RUNE || tmp2->type == TRAP)
1043 if (trap_see (pl, tmp2)) 1022 if (trap_see (pl, tmp2))
1044 { 1023 {
1045 trap_show (tmp2, tmp); 1024 trap_show (tmp2, tmp);
1046 if (tmp2->stats.Cha > 1) 1025 if (tmp2->stats.Cha > 1)
1047 { 1026 {
1048 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1027 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1049 expsum += calc_skill_exp (pl, tmp2, skill); 1028 expsum += calc_skill_exp (pl, tmp2, skill);
1050 1029
1051 tmp2->stats.Cha = 1; /* unhide the trap */ 1030 tmp2->stats.Cha = 1; /* unhide the trap */
1052 } 1031 }
1053 } 1032 }
1054 } 1033
1055 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1034 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1056 { 1035 {
1057 trap_show (tmp, tmp); 1036 trap_show (tmp, tmp);
1058 if (tmp->stats.Cha > 1) 1037 if (tmp->stats.Cha > 1)
1059 { 1038 {
1062 tmp->stats.Cha = 1; /* unhide the trap */ 1041 tmp->stats.Cha = 1; /* unhide the trap */
1063 } 1042 }
1064 } 1043 }
1065 } 1044 }
1066 } 1045 }
1046
1067 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1047 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1068 return expsum; 1048 return expsum;
1069} 1049}
1070 1050
1071/* remove_trap() - This skill will disarm any previously discovered trap 1051/* remove_trap() - This skill will disarm any previously discovered trap
1072 * 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.
1073 */ 1053 */
1074
1075int 1054int
1076remove_trap (object *op, int dir, object *skill) 1055remove_trap (object *op, int dir, object *skill)
1077{ 1056{
1078 object *tmp, *tmp2; 1057 object *tmp, *tmp2;
1079 int i, success = 0, mflags; 1058 int i, success = 0, mflags;
1089 mflags = get_map_flags (m, &m, x, y, &x, &y); 1068 mflags = get_map_flags (m, &m, x, y, &x, &y);
1090 if (mflags & P_OUT_OF_MAP) 1069 if (mflags & P_OUT_OF_MAP)
1091 continue; 1070 continue;
1092 1071
1093 /* Check everything in the square for trapness */ 1072 /* Check everything in the square for trapness */
1094 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)
1095 { 1074 {
1096 /* And now we'd better do an inventory traversal of each 1075 /* And now we'd better do an inventory traversal of each
1097 * of these objects inventory. Like above, only 1076 * of these objects inventory. Like above, only
1098 * do this for interesting objects. 1077 * do this for interesting objects.
1099 */ 1078 */
1100 1079
1101 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1080 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1102 { 1081 {
1103 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1082 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1104 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1083 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1105 { 1084 {
1106 trap_show (tmp2, tmp); 1085 trap_show (tmp2, tmp);
1086
1107 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))
1108 { 1088 {
1109 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1089 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1110 success += calc_skill_exp (op, tmp2, skill); 1090 success += calc_skill_exp (op, tmp2, skill);
1111 } 1091 }
1112 } 1092 }
1113 } 1093 }
1094
1114 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1095 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1115 { 1096 {
1116 trap_show (tmp, tmp); 1097 trap_show (tmp, tmp);
1098
1117 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))
1118 { 1100 {
1119 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1101 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1120 success += calc_skill_exp (op, tmp, skill); 1102 success += calc_skill_exp (op, tmp, skill);
1121 } 1103 }
1147 /* Check all objects - we could stop at floor objects, 1129 /* Check all objects - we could stop at floor objects,
1148 * 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
1149 * 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
1150 * than extra checks on object attributes. 1132 * than extra checks on object attributes.
1151 */ 1133 */
1152 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1134 for (tmp = pl->below; tmp; tmp = tmp->below)
1153 { 1135 {
1154 /* 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 */
1155 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1137 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1156 { 1138 {
1157 sprintf (buf, "You pray over the %s.", &tmp->name); 1139 sprintf (buf, "You pray over the %s.", &tmp->name);
1232 * ordinary inscribable 'books' (anything that is not a SPELL). b.t. 1214 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1233 */ 1215 */
1234static int 1216static int
1235write_note (object *pl, object *item, const char *msg, object *skill) 1217write_note (object *pl, object *item, const char *msg, object *skill)
1236{ 1218{
1237 1219 if (!msg_is_safe (msg))
1238 if (strstr (msg, "\nendmsg"))
1239 { 1220 {
1240 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);
1241 return 0; 1223 return 0;
1242 } 1224 }
1243 1225
1244 int len = strlen (msg); 1226 int len = strlen (msg);
1245 1227
1250 } 1232 }
1251 1233
1252 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)))
1253 return RESULT_INT (0); 1235 return RESULT_INT (0);
1254 1236
1255 char buf[1024]; 1237 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1256 1238
1257 if (len < sizeof (buf) - 2) 1239 if (char_len <= item->weight_limit)
1258 { 1240 {
1259 snprintf (buf, sizeof (buf), "%s\n", msg);
1260
1261 object *newbook = arch_to_object (item->other_arch); 1241 object *newbook = item->other_arch->instance ();
1262 item->decrease (); 1242 item->decrease ();
1263 esrv_send_item (pl, item);
1264 newbook->nrof = 1; 1243 newbook->nrof = 1;
1265 newbook->msg = buf; 1244 newbook->msg = shstr (msg);
1266 newbook->flag [FLAG_IDENTIFIED] = true; 1245 newbook->flag [FLAG_IDENTIFIED] = true;
1267 1246
1268 if (item->subtype == 1) // mailscrolls 1247 if (item->subtype == 1) // mailscrolls
1269 { 1248 {
1270 newbook->name = item->name; 1249 newbook->name = item->name;
1271 newbook->name_pl = item->name_pl; 1250 newbook->name_pl = item->name_pl;
1272 } 1251 }
1273 1252
1274 newbook = insert_ob_in_ob (newbook, pl); 1253 pl->insert (newbook);
1275 esrv_send_item (pl, newbook);
1276 1254
1277 pl->contr->play_sound (sound_find ("inscribe_success")); 1255 pl->contr->play_sound (sound_find ("inscribe_success"));
1278 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name); 1256 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1279 return strlen (msg); 1257 return char_len;
1280 } 1258 }
1281 else 1259 else
1282 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name); 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);
1283 1262
1284 return 0; 1263 return 0;
1285} 1264}
1286 1265
1287/* write_scroll() - this routine allows players to inscribe spell scrolls 1266/* write_scroll() - this routine allows players to inscribe spell scrolls
1323 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);
1324 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);
1325 1304
1326 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)
1327 { 1306 {
1328 object *newscroll = arch_to_object (scroll->other_arch); 1307 object *newscroll = scroll->other_arch->instance ();
1329 scroll->decrease (); 1308 scroll->decrease ();
1330 newscroll->nrof = 1; 1309 newscroll->nrof = 1;
1331 1310
1332 pl->contr->play_sound (sound_find ("inscribe_success")); 1311 pl->contr->play_sound (sound_find ("inscribe_success"));
1333 1312
1334 if (!confused) 1313 if (!confused)
1335 { 1314 {
1336 newscroll->level = MAX (skill->level, chosen_spell->level); 1315 newscroll->level = max (skill->level, chosen_spell->level);
1337 newscroll->flag [FLAG_IDENTIFIED] = true; 1316 newscroll->flag [FLAG_IDENTIFIED] = true;
1338 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell."); 1317 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1339 } 1318 }
1340 else 1319 else
1341 { 1320 {
1342 chosen_spell = find_random_spell_in_ob (pl, NULL); 1321 chosen_spell = find_random_spell_in_ob (pl, NULL);
1343 if (!chosen_spell) 1322 if (!chosen_spell)
1344 return 0; 1323 return 0;
1345 1324
1346 newscroll->level = MAX (skill->level, chosen_spell->level); 1325 newscroll->level = max (skill->level, chosen_spell->level);
1347 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.");
1348 } 1327 }
1349 1328
1350 object *tmp = chosen_spell->clone (); 1329 object *tmp = chosen_spell->clone ();
1351 insert_ob_in_ob (tmp, newscroll); 1330 insert_ob_in_ob (tmp, newscroll);
1354 * if players want to sell them, so be it. 1333 * if players want to sell them, so be it.
1355 */ 1334 */
1356 newscroll->value = newscroll->arch->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);
1357 newscroll->stats.exp = newscroll->value / 5; 1336 newscroll->stats.exp = newscroll->value / 5;
1358 1337
1359 newscroll = insert_ob_in_ob (newscroll, pl); 1338 pl->insert (newscroll);
1360 esrv_send_item (pl, newscroll);
1361 1339
1362 success = calc_skill_exp (pl, newscroll, skill); 1340 success = calc_skill_exp (pl, newscroll, skill);
1363 if (!confused) 1341 if (!confused)
1364 success *= 2; 1342 success *= 2;
1365 1343
1370 { /* Inscription has failed */ 1348 { /* Inscription has failed */
1371 pl->contr->play_sound (sound_find ("inscribe_fail")); 1349 pl->contr->play_sound (sound_find ("inscribe_fail"));
1372 1350
1373 if (chosen_spell->level > skill->level || confused) 1351 if (chosen_spell->level > skill->level || confused)
1374 { /*backfire! */ 1352 { /*backfire! */
1375 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.>");
1376 1354
1377 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1355 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1378 pl->drain_specific_stat (4); 1356 pl->drain_specific_stat (4);
1379 else 1357 else
1380 { 1358 {
1418 object *item = find_marked_object (pl); 1396 object *item = find_marked_object (pl);
1419 1397
1420 /* find an item of correct type to write on */ 1398 /* find an item of correct type to write on */
1421 if (!item) 1399 if (!item)
1422 { 1400 {
1423 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 makr an item.>"); 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.>");
1424 return 0; 1402 return 0;
1425 } 1403 }
1426 1404
1427 if (item->type != INSCRIBABLE) 1405 if (item->type != INSCRIBABLE)
1428 { 1406 {
1501 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1479 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1502 { 1480 {
1503 /* can't toss invisible or inv-locked items */ 1481 /* can't toss invisible or inv-locked items */
1504 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)) 1482 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1505 continue; 1483 continue;
1506 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request)) 1484 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1507 break; 1485 break;
1508 } 1486 }
1509 } 1487 }
1510 1488
1511 /* this should prevent us from throwing away 1489 /* this should prevent us from throwing away
1550 return tmp; 1528 return tmp;
1551} 1529}
1552 1530
1553/* make_throw_ob() We construct the 'carrier' object in 1531/* make_throw_ob() We construct the 'carrier' object in
1554 * which we will insert the object that is being thrown. 1532 * which we will insert the object that is being thrown.
1555 * This combination becomes the 'thrown object'. -b.t. 1533 * This combination becomes the 'thrown object'. -b.t.
1556 */ 1534 */
1557static object * 1535static object *
1558make_throw_ob (object *orig) 1536make_throw_ob (object *orig)
1559{ 1537{
1560 if (!orig) 1538 if (!orig)
1561 return NULL; 1539 return 0;
1562 1540
1563 if (QUERY_FLAG (orig, FLAG_APPLIED)) 1541 if (QUERY_FLAG (orig, FLAG_APPLIED))
1564 { 1542 {
1565 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n"); 1543 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1566 /* insufficient workaround, but better than nothing */ 1544 /* insufficient workaround, but better than nothing */
1674 left = throw_ob; /* these are throwing objects left to the player */ 1652 left = throw_ob; /* these are throwing objects left to the player */
1675 1653
1676 /* 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?)
1677 * and returns NULL. We must use 'left' then 1655 * and returns NULL. We must use 'left' then
1678 */ 1656 */
1679 1657 if (!(throw_ob = throw_ob->split ()))
1680 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1681 { 1658 {
1682 throw_ob = left; 1659 throw_ob = left;
1683 left->remove (); 1660 left->remove ();
1684 if (op->type == PLAYER)
1685 esrv_del_item (op->contr, left->count);
1686 }
1687 else if (op->type == PLAYER)
1688 {
1689 if (left->destroyed ())
1690 esrv_del_item (op->contr, left->count);
1691 else
1692 esrv_update_item (UPD_NROF, op, left);
1693 } 1661 }
1694 1662
1695 /* special case: throwing powdery substances like dust, dirt */ 1663 /* special case: throwing powdery substances like dust, dirt */
1696 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST) 1664 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1697 { 1665 {
1752 { 1720 {
1753 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1721 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1754 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;
1755 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;
1756 /* only throw objects get directional faces */ 1724 /* only throw objects get directional faces */
1757 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1725 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1758 SET_ANIMATION (throw_ob, dir); 1726 throw_ob->set_anim_frame (dir);
1759 } 1727 }
1760 else 1728 else
1761 { 1729 {
1762 uint16 mat = throw_ob->materials; 1730 uint16 mat = throw_ob->materials;
1763 1731

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