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Comparing deliantra/server/server/skills.C (file contents):
Revision 1.61 by root, Thu Jan 1 16:05:13 2009 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 (©) 2005,2006,2007,2008 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 */
258 260
259 x = op->x + freearr_x[dir]; 261 x = op->x + freearr_x[dir];
260 y = op->y + freearr_y[dir]; 262 y = op->y + freearr_y[dir];
261 263
262 if (dir == 0) 264 if (dir == 0)
263 { 265 return 0; // you can't steal from ourself!
264 /* Can't steal from ourself! */
265 return 0;
266 }
267 266
268 m = op->map; 267 m = op->map;
269 mflags = get_map_flags (m, &m, x, y, &x, &y); 268 mflags = get_map_flags (m, &m, x, y, &x, &y);
270 /* 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,
271 * don't need to look any further. 270 * don't need to look any further.
279 278
280 /* Find the topmost object at this spot */ 279 /* Find the topmost object at this spot */
281 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);
282 281
283 /* For all the stacked objects at this point, attempt a steal */ 282 /* For all the stacked objects at this point, attempt a steal */
284 for (; tmp != NULL; tmp = next) 283 for (; tmp; tmp = next)
285 { 284 {
286 next = tmp->below; 285 next = tmp->below;
287 /* Minor hack--for multi square beings - make sure we get 286 /* Minor hack--for multi square beings - make sure we get
288 * the 'head' coz 'tail' objects have no inventory! - b.t. 287 * the 'head' coz 'tail' objects have no inventory! - b.t.
289 */ 288 */
294 continue; 293 continue;
295 294
296 /* do not reveal hidden DMs */ 295 /* do not reveal hidden DMs */
297 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)
298 continue; 297 continue;
298
299 if (attempt_steal (tmp, op, skill)) 299 if (attempt_steal (tmp, op, skill))
300 { 300 {
301 if (tmp->type == PLAYER) /* no xp for stealing from another player */ 301 if (tmp->type == PLAYER) /* no xp for stealing from another player */
302 return 0; 302 return 0;
303 303
304 /* no xp for stealing from pets (of players) */ 304 /* no xp for stealing from pets (of players) */
305 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) 305 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
306 { 306 {
307 object *owner = tmp->owner; 307 object *owner = tmp->owner;
308 308
309 if (owner != NULL && owner->type == PLAYER) 309 if (owner && owner->type == PLAYER)
310 return 0; 310 return 0;
311 } 311 }
312 312
313 // reduce monster experience by experience we gained, as to 313 // reduce monster experience by experience we gained, as to
314 // 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
315 // (jessies gave ~20,000,000 exp otherwise. 315 // (jessies gave ~20,000,000 exp otherwise.
316 int exp = calc_skill_exp (op, tmp, skill); 316 int exp = calc_skill_exp (op, tmp, skill);
317 317
318 exp = MIN (tmp->stats.exp, exp); 318 exp = min (tmp->stats.exp, exp);
319 tmp->stats.exp -= exp; 319 tmp->stats.exp -= exp;
320 return exp; 320 return exp;
321 } 321 }
322 } 322 }
323
323 return 0; 324 return 0;
324} 325}
325 326
326static int 327static int
327attempt_pick_lock (object *door, object *pl, object *skill) 328attempt_pick_lock (object *door, object *pl, object *skill)
480static void 481static void
481stop_jump (object *pl, int dist, int spaces) 482stop_jump (object *pl, int dist, int spaces)
482{ 483{
483 pl->update_stats (); 484 pl->update_stats ();
484 pl->map->insert (pl, pl->x, pl->y, pl); 485 pl->map->insert (pl, pl->x, pl->y, pl);
485 pl->speed_left -= fabs (pl->speed * 8); 486 pl->speed_left -= pl->speed * 8.;
486} 487}
487 488
488static int 489static int
489attempt_jump (object *pl, int dir, int spaces, object *skill) 490attempt_jump (object *pl, int dir, int spaces, object *skill)
490{ 491{
657} 658}
658 659
659/* Helper function for do_skill_ident, so that we can loop 660/* Helper function for do_skill_ident, so that we can loop
660 * over inventory AND objects on the ground conveniently. 661 * over inventory AND objects on the ground conveniently.
661 */ 662 */
662int 663static int
663do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill) 664do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
664{ 665{
665 int success = 0, chance; 666 int success = 0, chance;
666 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;
667 668
923 924
924 if (pl->type != PLAYER) 925 if (pl->type != PLAYER)
925 return 0; /* only players use this skill */ 926 return 0; /* only players use this skill */
926 927
927 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing."); 928 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
928 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++) 929 for (i = 0; i < min (skill->level, SIZEOFFREE); i++)
929 { 930 {
930 x = pl->x + freearr_x[i]; 931 x = pl->x + freearr_x[i];
931 y = pl->y + freearr_y[i]; 932 y = pl->y + freearr_y[i];
932 m = pl->map; 933 m = pl->map;
933 934
984} 985}
985 986
986/* The find_traps skill (aka, search). Checks for traps 987/* The find_traps skill (aka, search). Checks for traps
987 * on the spaces or in certain objects 988 * on the spaces or in certain objects
988 */ 989 */
989
990int 990int
991find_traps (object *pl, object *skill) 991find_traps (object *pl, object *skill)
992{ 992{
993 object *tmp, *tmp2; 993 object *tmp, *tmp2;
994 int i, expsum = 0, mflags; 994 int i, expsum = 0, mflags;
996 maptile *m; 996 maptile *m;
997 997
998 /* 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
999 * all type RUNE 999 * all type RUNE
1000 */ 1000 */
1001
1002 for (i = 0; i < 9; i++) 1001 for (i = 0; i < 9; i++)
1003 { 1002 {
1004 x = pl->x + freearr_x[i]; 1003 x = pl->x + freearr_x[i];
1005 y = pl->y + freearr_y[i]; 1004 y = pl->y + freearr_y[i];
1006 m = pl->map; 1005 m = pl->map;
1008 mflags = get_map_flags (m, &m, x, y, &x, &y); 1007 mflags = get_map_flags (m, &m, x, y, &x, &y);
1009 if (mflags & P_OUT_OF_MAP) 1008 if (mflags & P_OUT_OF_MAP)
1010 continue; 1009 continue;
1011 1010
1012 /* Check everything in the square for trapness */ 1011 /* Check everything in the square for trapness */
1013 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)
1014 { 1013 {
1015
1016 /* And now we'd better do an inventory traversal of each 1014 /* And now we'd better do an inventory traversal of each
1017 * of these objects' inventory 1015 * of these objects' inventory
1018 * 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
1019 * the players inventory or monsters for that matter. 1017 * the players inventory or monsters for that matter.
1020 */ 1018 */
1021 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1019 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1022 {
1023 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1020 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1024 if (tmp2->type == RUNE || tmp2->type == TRAP) 1021 if (tmp2->type == RUNE || tmp2->type == TRAP)
1025 if (trap_see (pl, tmp2)) 1022 if (trap_see (pl, tmp2))
1026 { 1023 {
1027 trap_show (tmp2, tmp); 1024 trap_show (tmp2, tmp);
1028 if (tmp2->stats.Cha > 1) 1025 if (tmp2->stats.Cha > 1)
1029 { 1026 {
1030 if (!tmp2->owner || tmp2->owner->type != PLAYER) 1027 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1031 expsum += calc_skill_exp (pl, tmp2, skill); 1028 expsum += calc_skill_exp (pl, tmp2, skill);
1032 1029
1033 tmp2->stats.Cha = 1; /* unhide the trap */ 1030 tmp2->stats.Cha = 1; /* unhide the trap */
1034 } 1031 }
1035 } 1032 }
1036 } 1033
1037 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp)) 1034 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1038 { 1035 {
1039 trap_show (tmp, tmp); 1036 trap_show (tmp, tmp);
1040 if (tmp->stats.Cha > 1) 1037 if (tmp->stats.Cha > 1)
1041 { 1038 {
1044 tmp->stats.Cha = 1; /* unhide the trap */ 1041 tmp->stats.Cha = 1; /* unhide the trap */
1045 } 1042 }
1046 } 1043 }
1047 } 1044 }
1048 } 1045 }
1046
1049 new_draw_info (NDI_BLACK, 0, pl, "You search the area."); 1047 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1050 return expsum; 1048 return expsum;
1051} 1049}
1052 1050
1053/* remove_trap() - This skill will disarm any previously discovered trap 1051/* remove_trap() - This skill will disarm any previously discovered trap
1054 * 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.
1055 */ 1053 */
1056
1057int 1054int
1058remove_trap (object *op, int dir, object *skill) 1055remove_trap (object *op, int dir, object *skill)
1059{ 1056{
1060 object *tmp, *tmp2; 1057 object *tmp, *tmp2;
1061 int i, success = 0, mflags; 1058 int i, success = 0, mflags;
1071 mflags = get_map_flags (m, &m, x, y, &x, &y); 1068 mflags = get_map_flags (m, &m, x, y, &x, &y);
1072 if (mflags & P_OUT_OF_MAP) 1069 if (mflags & P_OUT_OF_MAP)
1073 continue; 1070 continue;
1074 1071
1075 /* Check everything in the square for trapness */ 1072 /* Check everything in the square for trapness */
1076 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)
1077 { 1074 {
1078 /* And now we'd better do an inventory traversal of each 1075 /* And now we'd better do an inventory traversal of each
1079 * of these objects inventory. Like above, only 1076 * of these objects inventory. Like above, only
1080 * do this for interesting objects. 1077 * do this for interesting objects.
1081 */ 1078 */
1082 1079
1083 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER)) 1080 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1084 { 1081 {
1085 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below) 1082 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1086 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1) 1083 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1087 { 1084 {
1088 trap_show (tmp2, tmp); 1085 trap_show (tmp2, tmp);
1086
1089 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))
1090 { 1088 {
1091 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1089 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1092 success += calc_skill_exp (op, tmp2, skill); 1090 success += calc_skill_exp (op, tmp2, skill);
1093 } 1091 }
1094 } 1092 }
1095 } 1093 }
1094
1096 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1) 1095 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1097 { 1096 {
1098 trap_show (tmp, tmp); 1097 trap_show (tmp, tmp);
1098
1099 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))
1100 { 1100 {
1101 tmp->stats.exp = tmp->stats.Cha * tmp->level; 1101 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1102 success += calc_skill_exp (op, tmp, skill); 1102 success += calc_skill_exp (op, tmp, skill);
1103 } 1103 }
1129 /* Check all objects - we could stop at floor objects, 1129 /* Check all objects - we could stop at floor objects,
1130 * 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
1131 * 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
1132 * than extra checks on object attributes. 1132 * than extra checks on object attributes.
1133 */ 1133 */
1134 for (tmp = pl->below; tmp != NULL; tmp = tmp->below) 1134 for (tmp = pl->below; tmp; tmp = tmp->below)
1135 { 1135 {
1136 /* 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 */
1137 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch) 1137 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1138 { 1138 {
1139 sprintf (buf, "You pray over the %s.", &tmp->name); 1139 sprintf (buf, "You pray over the %s.", &tmp->name);
1214 * ordinary inscribable 'books' (anything that is not a SPELL). b.t. 1214 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1215 */ 1215 */
1216static int 1216static int
1217write_note (object *pl, object *item, const char *msg, object *skill) 1217write_note (object *pl, object *item, const char *msg, object *skill)
1218{ 1218{
1219 if (strstr (msg, "\nendmsg")) 1219 if (!msg_is_safe (msg))
1220 { 1220 {
1221 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);
1222 return 0; 1223 return 0;
1223 } 1224 }
1224 1225
1225 int len = strlen (msg); 1226 int len = strlen (msg);
1226 1227
1231 } 1232 }
1232 1233
1233 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)))
1234 return RESULT_INT (0); 1235 return RESULT_INT (0);
1235 1236
1236 char buf[1024]; 1237 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1237 1238
1238 if (len < sizeof (buf) - 2) 1239 if (char_len <= item->weight_limit)
1239 { 1240 {
1240 snprintf (buf, sizeof (buf), "%s\n", msg);
1241
1242 object *newbook = arch_to_object (item->other_arch); 1241 object *newbook = item->other_arch->instance ();
1243 item->decrease (); 1242 item->decrease ();
1244 newbook->nrof = 1; 1243 newbook->nrof = 1;
1245 newbook->msg = buf; 1244 newbook->msg = shstr (msg);
1246 newbook->flag [FLAG_IDENTIFIED] = true; 1245 newbook->flag [FLAG_IDENTIFIED] = true;
1247 1246
1248 if (item->subtype == 1) // mailscrolls 1247 if (item->subtype == 1) // mailscrolls
1249 { 1248 {
1250 newbook->name = item->name; 1249 newbook->name = item->name;
1253 1252
1254 pl->insert (newbook); 1253 pl->insert (newbook);
1255 1254
1256 pl->contr->play_sound (sound_find ("inscribe_success")); 1255 pl->contr->play_sound (sound_find ("inscribe_success"));
1257 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);
1258 return strlen (msg); 1257 return char_len;
1259 } 1258 }
1260 else 1259 else
1261 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);
1262 1262
1263 return 0; 1263 return 0;
1264} 1264}
1265 1265
1266/* write_scroll() - this routine allows players to inscribe spell scrolls 1266/* write_scroll() - this routine allows players to inscribe spell scrolls
1302 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);
1303 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);
1304 1304
1305 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)
1306 { 1306 {
1307 object *newscroll = arch_to_object (scroll->other_arch); 1307 object *newscroll = scroll->other_arch->instance ();
1308 scroll->decrease (); 1308 scroll->decrease ();
1309 newscroll->nrof = 1; 1309 newscroll->nrof = 1;
1310 1310
1311 pl->contr->play_sound (sound_find ("inscribe_success")); 1311 pl->contr->play_sound (sound_find ("inscribe_success"));
1312 1312
1313 if (!confused) 1313 if (!confused)
1314 { 1314 {
1315 newscroll->level = MAX (skill->level, chosen_spell->level); 1315 newscroll->level = max (skill->level, chosen_spell->level);
1316 newscroll->flag [FLAG_IDENTIFIED] = true; 1316 newscroll->flag [FLAG_IDENTIFIED] = true;
1317 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.");
1318 } 1318 }
1319 else 1319 else
1320 { 1320 {
1321 chosen_spell = find_random_spell_in_ob (pl, NULL); 1321 chosen_spell = find_random_spell_in_ob (pl, NULL);
1322 if (!chosen_spell) 1322 if (!chosen_spell)
1323 return 0; 1323 return 0;
1324 1324
1325 newscroll->level = MAX (skill->level, chosen_spell->level); 1325 newscroll->level = max (skill->level, chosen_spell->level);
1326 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell."); 1326 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1327 } 1327 }
1328 1328
1329 object *tmp = chosen_spell->clone (); 1329 object *tmp = chosen_spell->clone ();
1330 insert_ob_in_ob (tmp, newscroll); 1330 insert_ob_in_ob (tmp, newscroll);
1348 { /* Inscription has failed */ 1348 { /* Inscription has failed */
1349 pl->contr->play_sound (sound_find ("inscribe_fail")); 1349 pl->contr->play_sound (sound_find ("inscribe_fail"));
1350 1350
1351 if (chosen_spell->level > skill->level || confused) 1351 if (chosen_spell->level > skill->level || confused)
1352 { /*backfire! */ 1352 { /*backfire! */
1353 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 1354
1355 if (random_roll (0, 1, pl, PREFER_LOW) == 1) 1355 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1356 pl->drain_specific_stat (4); 1356 pl->drain_specific_stat (4);
1357 else 1357 else
1358 { 1358 {
1720 { 1720 {
1721 throw_ob->last_sp += eff_str / 3; /* fly a little further */ 1721 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1722 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2; 1722 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1723 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc; 1723 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1724 /* only throw objects get directional faces */ 1724 /* only throw objects get directional faces */
1725 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob)) 1725 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1726 SET_ANIMATION (throw_ob, dir); 1726 throw_ob->set_anim_frame (dir);
1727 } 1727 }
1728 else 1728 else
1729 { 1729 {
1730 uint16 mat = throw_ob->materials; 1730 uint16 mat = throw_ob->materials;
1731 1731

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