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Revision: 1.13
Committed: Tue Dec 12 21:39:57 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +9 -14 lines
Log Message:
- more ooficiation
- removed now superfluous remove calls

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2003 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.9 The authors can be reached via e-mail to <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25     #include <object.h>
26     #ifndef __CEXTRACT__
27 root 1.8 # include <sproto.h>
28 elmex 1.1 #endif
29     #include <living.h>
30     #include <skills.h>
31     #include <spells.h>
32     #include <book.h>
33    
34 root 1.8 /* adj_stealchance() - increased values indicate better attempts */
35     static int
36     adj_stealchance (object *op, object *victim, int roll)
37     {
38     object *equip;
39    
40     if (!op || !victim || !roll)
41     return -1;
42    
43     /* Only prohibit stealing if the player does not have a free
44     * hand available and in fact does have hands.
45     */
46     if (op->type == PLAYER && op->body_used[BODY_ARMS] <= 0 && op->body_info[BODY_ARMS])
47     {
48     new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!");
49     return -1;
50 elmex 1.1 }
51 root 1.8
52     /* ADJUSTMENTS */
53    
54     /* Its harder to steal from hostile beings! */
55     if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
56     roll = roll / 2;
57    
58     /* Easier to steal from sleeping beings, or if the thief is
59     * unseen */
60     if (QUERY_FLAG (victim, FLAG_SLEEP))
61     roll = roll * 3;
62     else if (op->invisible)
63     roll = roll * 2;
64    
65     /* check stealing 'encumberance'. Having this equipment applied makes
66     * it quite a bit harder to steal.
67     */
68     for (equip = op->inv; equip; equip = equip->below)
69     {
70     if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
71     {
72     roll -= equip->weight / 10000;
73     }
74     if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
75     roll -= equip->weight / 5000;
76     if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
77     {
78     roll -= equip->weight / 2000;
79     }
80     if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
81     roll -= equip->weight / 5000;
82     if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
83     roll -= equip->weight / 100;
84     }
85     if (roll < 0)
86     roll = 0;
87     return roll;
88 elmex 1.1 }
89    
90     /*
91     * When stealing: dependent on the intelligence/wisdom of whom you're
92     * stealing from (op in attempt_steal), offset by your dexterity and
93     * skill at stealing. They may notice your attempt, whether successful
94     * or not.
95     * op is the target (person being pilfered)
96     * who is the person doing the stealing.
97     * skill is the skill object (stealing).
98     */
99    
100 root 1.8 static int
101     attempt_steal (object *op, object *who, object *skill)
102 elmex 1.1 {
103 root 1.8 object *success = NULL, *tmp = NULL, *next;
104     int roll = 0, chance = 0, stats_value;
105     rv_vector rv;
106    
107     stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2;
108    
109     /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
110     * they will try to prevent stealing if they can. Only unseen theives will
111     * have much chance of success.
112     */
113     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL))
114     {
115     if (can_detect_enemy (op, who, &rv))
116     {
117     npc_call_help (op);
118     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
119     new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
120     return 0;
121     }
122     else /* help npc to detect thief next time by raising its wisdom */
123     op->stats.Wis += (op->stats.Int / 5) + 1;
124     if (op->stats.Wis > MAX_STAT)
125     op->stats.Wis = MAX_STAT;
126 elmex 1.1 }
127 root 1.8 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ))
128     {
129     new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
130     return 0;
131 elmex 1.1 }
132     #ifdef PROHIBIT_PLAYERKILL
133 root 1.8 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful))
134     {
135     new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
136 elmex 1.1 return 0;
137     }
138     #else
139 root 1.8 if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing)
140     {
141     new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
142 elmex 1.1 return 0;
143     }
144     #endif
145    
146    
147 root 1.8 /* Ok then, go thru their inventory, stealing */
148     for (tmp = op->inv; tmp != NULL; tmp = next)
149     {
150     next = tmp->below;
151 root 1.6
152 root 1.8 /* you can't steal worn items, starting items, wiz stuff,
153     * innate abilities, or items w/o a type. Generally
154     * speaking, the invisibility flag prevents experience or
155     * abilities from being stolen since these types are currently
156     * always invisible objects. I was implicit here so as to prevent
157     * future possible problems. -b.t.
158     * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
159     * already -b.t.
160     */
161    
162     if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED)
163     || !(tmp->type)
164     || tmp->type == EXPERIENCE || tmp->type == SPELL
165     || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible)
166     continue;
167    
168     /* Okay, try stealing this item. Dependent on dexterity of thief,
169     * skill level, see the adj_stealroll fctn for more detail.
170     */
171    
172     roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
173    
174     if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
175     return 0;
176     else if (roll < chance)
177     {
178     pick_up (who, tmp);
179     /* need to see if the player actually stole this item -
180     * if it is in the players inv, assume it is. This prevents
181     * abuses where the player can not carry the item, so just
182     * keeps stealing it over and over.
183     */
184 root 1.10 if (tmp->destroyed () || tmp->env != op)
185 root 1.8 {
186     /* for players, play_sound: steals item */
187     success = tmp;
188     CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
189    
190     /* Don't delete it from target player until we know
191     * the thief has picked it up. can't just look at tmp->count,
192     * as it's possible that it got merged when picked up.
193     */
194     if (op->type == PLAYER)
195 root 1.10 esrv_del_item (op->contr, tmp->count);
196 root 1.6 }
197 root 1.8 break;
198 root 1.6 }
199 root 1.8 } /* for loop looking for an item */
200 elmex 1.1
201 root 1.8 if (!tmp)
202     {
203     new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
204     return 0;
205 elmex 1.1 }
206    
207 root 1.8 /* If you arent high enough level, you might get something BUT
208     * the victim will notice your stealing attempt. Ditto if you
209     * attempt to steal something heavy off them, they're bound to notice
210     */
211    
212     if ((roll >= skill->level) || !chance
213     || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
214     {
215    
216     /* victim figures out where the thief is! */
217     if (who->hide)
218     make_visible (who);
219    
220     if (op->type != PLAYER)
221     {
222     /* The unaggressives look after themselves 8) */
223     if (who->type == PLAYER)
224     {
225     npc_call_help (op);
226     new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
227     }
228     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
229     /* all remaining npc items are guarded now. Set flag NO_STEAL
230     * on the victim.
231     */
232     SET_FLAG (op, FLAG_NO_STEAL);
233     }
234     else
235     { /* stealing from another player */
236     char buf[MAX_BUF];
237    
238     /* Notify the other player */
239     if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
240     {
241     sprintf (buf, "Your %s is missing!", query_name (success));
242 root 1.6 }
243 root 1.8 else
244     {
245     sprintf (buf, "Your pack feels strangely lighter.");
246 root 1.6 }
247 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
248     if (!success)
249     {
250     if (who->invisible)
251     {
252     sprintf (buf, "you feel itchy fingers getting at your pack.");
253     }
254     else
255     {
256     sprintf (buf, "%s looks very shifty.", query_name (who));
257 root 1.6 }
258 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
259 root 1.6 }
260 root 1.8 } /* else stealing from another player */
261     /* play_sound("stop! thief!"); kindofthing */
262     } /* if you weren't 100% successful */
263     return success ? 1 : 0;
264 elmex 1.1 }
265    
266    
267 root 1.8 int
268     steal (object *op, int dir, object *skill)
269 elmex 1.1 {
270 root 1.8 object *tmp, *next;
271     sint16 x, y;
272 root 1.11 maptile *m;
273 root 1.8 int mflags;
274 elmex 1.1
275 root 1.8 x = op->x + freearr_x[dir];
276     y = op->y + freearr_y[dir];
277    
278     if (dir == 0)
279     {
280     /* Can't steal from ourself! */
281     return 0;
282 elmex 1.1 }
283    
284 root 1.8 m = op->map;
285     mflags = get_map_flags (m, &m, x, y, &x, &y);
286     /* Out of map - can't do it. If nothing alive on this space,
287     * don't need to look any further.
288     */
289     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
290     return 0;
291    
292     /* If player can't move onto the space, can't steal from it. */
293     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
294     return 0;
295    
296     /* Find the topmost object at this spot */
297     for (tmp = get_map_ob (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
298    
299     /* For all the stacked objects at this point, attempt a steal */
300     for (; tmp != NULL; tmp = next)
301     {
302     next = tmp->below;
303     /* Minor hack--for multi square beings - make sure we get
304     * the 'head' coz 'tail' objects have no inventory! - b.t.
305     */
306     if (tmp->head)
307     tmp = tmp->head;
308    
309     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
310     continue;
311    
312     /* do not reveal hidden DMs */
313     if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
314     continue;
315     if (attempt_steal (tmp, op, skill))
316     {
317     if (tmp->type == PLAYER) /* no xp for stealing from another player */
318     return 0;
319 elmex 1.1
320 root 1.8 /* no xp for stealing from pets (of players) */
321     if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
322     {
323     object *owner = get_owner (tmp);
324 elmex 1.1
325 root 1.8 if (owner != NULL && owner->type == PLAYER)
326 root 1.6 return 0;
327 root 1.8 }
328 root 1.6
329 root 1.8 // reduce monster experience by experience we gained, as to
330     // limit the amount of exp that can be gained by stealing from monsters
331     // (jessies gave ~20,000,000 exp otherwise.
332     int exp = calc_skill_exp (op, tmp, skill);
333 elmex 1.1
334 root 1.8 exp = MIN (tmp->stats.exp, exp);
335     tmp->stats.exp -= exp;
336     return exp;
337 root 1.6 }
338 elmex 1.1 }
339 root 1.8 return 0;
340 elmex 1.1 }
341    
342 root 1.8 static int
343     attempt_pick_lock (object *door, object *pl, object *skill)
344 elmex 1.1 {
345 root 1.8 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
346     int success = 0, number; /* did we get anything? */
347 elmex 1.1
348    
349 root 1.8 /* Try to pick the lock on this item (doors only for now).
350     * Dependent on dexterity/skill SK_level of the player and
351     * the map level difficulty.
352     */
353     number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
354     if (number < (pl->stats.Dex + skill->level - difficulty))
355     {
356     remove_door (door);
357     success = 1;
358     }
359     else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
360     { /* set off any traps? */
361     spring_trap (door->inv, pl);
362     }
363     return success;
364 elmex 1.1 }
365    
366    
367     /* Implementation by bt. (thomas@astro.psu.edu)
368     * monster implementation 7-7-95 by bt.
369     */
370    
371 root 1.8 int
372     pick_lock (object *pl, int dir, object *skill)
373 elmex 1.1 {
374 root 1.8 object *tmp;
375     int x = pl->x + freearr_x[dir];
376     int y = pl->y + freearr_y[dir];
377 elmex 1.1
378 root 1.8 if (!dir)
379     dir = pl->facing;
380 elmex 1.1
381 root 1.8 /* For all the stacked objects at this point find a door */
382     if (out_of_map (pl->map, x, y))
383     {
384     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
385     return 0;
386 elmex 1.1 }
387    
388 root 1.8 for (tmp = get_map_ob (pl->map, x, y); tmp; tmp = tmp->above)
389     if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
390     break;
391 elmex 1.1
392 root 1.8 if (!tmp)
393     {
394     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
395     return 0;
396 elmex 1.1 }
397 root 1.8 if (tmp->type == LOCKED_DOOR)
398     {
399     new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
400     return 0;
401 elmex 1.1 }
402    
403 root 1.8 if (!tmp->move_block)
404     {
405     new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
406     return 0;
407 elmex 1.1 }
408    
409 root 1.8 if (attempt_pick_lock (tmp, pl, skill))
410     {
411     new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
412     return calc_skill_exp (pl, NULL, skill);
413     }
414     else
415     {
416     new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
417     return 0;
418 elmex 1.1 }
419 root 1.8 }
420 elmex 1.1
421    
422     /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
423     * a short while (success and duration dependant on player SK_level,
424     * dexterity, charisma, and map difficulty).
425     * Players have a good chance of becoming 'unhidden' if they move
426     * and like invisiblity will be come visible if they attack
427     * Implemented by b.t. (thomas@astro.psu.edu)
428     * July 7, 1995 - made hiding possible for monsters. -b.t.
429 root 1.8 */
430 elmex 1.1
431 root 1.8 static int
432     attempt_hide (object *op, object *skill)
433     {
434     int number, difficulty = op->map->difficulty;
435     int terrain = hideability (op);
436    
437     if (terrain < -10) /* not enough cover here */
438     return 0;
439 elmex 1.1
440 root 1.8 /* Hiding success and duration dependant on skill level,
441     * op->stats.Dex, map difficulty and terrain.
442     */
443 elmex 1.1
444 root 1.8 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
445     if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
446     {
447     op->invisible += 100; /* set the level of 'hiddeness' */
448     if (op->type == PLAYER)
449     op->contr->tmp_invis = 1;
450     op->hide = 1;
451     return 1;
452 elmex 1.1 }
453 root 1.8 return 0;
454 elmex 1.1 }
455    
456     /* patched this to take terrain into consideration */
457 root 1.8 int
458     hide (object *op, object *skill)
459     {
460    
461     /* the preliminaries -- Can we really hide now? */
462     /* this keeps monsters from using invisibilty spells and hiding */
463 elmex 1.1
464 root 1.8 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
465     {
466     new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
467     return 0;
468     }
469     else if (!op->hide && op->invisible > 0 && op->type == PLAYER)
470     {
471     new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
472     make_visible (op);
473     }
474 elmex 1.1
475 root 1.8 if (op->invisible > (50 * skill->level))
476     {
477     new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
478     return 0;
479 elmex 1.1 }
480 root 1.8
481     if (attempt_hide (op, skill))
482     {
483     new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
484     update_object (op, UP_OBJ_FACE);
485     return calc_skill_exp (op, NULL, skill);
486 elmex 1.1 }
487 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
488     return 0;
489 elmex 1.1 }
490    
491    
492     /* stop_jump() - End of jump. Clear flags, restore the map, and
493     * freeze the jumper a while to simulate the exhaustion
494     * of jumping.
495     */
496 root 1.8 static void
497     stop_jump (object *pl, int dist, int spaces)
498     {
499     fix_player (pl);
500     insert_ob_in_map (pl, pl->map, pl, 0);
501 elmex 1.1 }
502    
503    
504 root 1.8 static int
505     attempt_jump (object *pl, int dir, int spaces, object *skill)
506     {
507     object *tmp;
508     int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
509     sint16 x, y;
510 root 1.11 maptile *m;
511 root 1.8
512     /* Jump loop. Go through spaces opject wants to jump. Halt the
513     * jump if a wall or creature is in the way. We set FLAG_FLYING
514     * temporarily to allow player to aviod exits/archs that are not
515     * fly_on, fly_off. This will also prevent pickup of objects
516     * while jumping over them.
517     */
518    
519 root 1.12 pl->remove ();
520 root 1.8
521     /*
522     * I don't think this is actually needed - all the movement
523     * code is handled in this function, and I don't see anyplace
524     * that cares about the move_type being flying.
525     */
526     pl->move_type |= MOVE_FLY_LOW;
527 root 1.6
528 root 1.8 for (i = 0; i <= spaces; i++)
529     {
530     x = pl->x + dx;
531     y = pl->y + dy;
532     m = pl->map;
533    
534     mflags = get_map_flags (m, &m, x, y, &x, &y);
535    
536     if (mflags & P_OUT_OF_MAP)
537     {
538     (void) stop_jump (pl, i, spaces);
539     return 0;
540     }
541     if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
542     {
543     new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
544     stop_jump (pl, i, spaces);
545     return 0;
546     }
547    
548     for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
549     {
550     /* Jump into creature */
551     if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
552     {
553     new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
554     if (tmp->type != PLAYER ||
555     (pl->type == PLAYER && pl->contr->party == NULL) ||
556     (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
557     exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
558     stop_jump (pl, i, spaces);
559     return exp; /* note that calc_skill_exp() is already called by skill_attack() */
560 root 1.6 }
561 root 1.8 /* If the space has fly on set (no matter what the space is),
562     * we should get the effects - after all, the player is
563     * effectively flying.
564     */
565     if (tmp->move_on & MOVE_FLY_LOW)
566     {
567     pl->x = x;
568     pl->y = y;
569     pl->map = m;
570     stop_jump (pl, i, spaces);
571     return calc_skill_exp (pl, NULL, skill);
572 root 1.6 }
573     }
574 root 1.8 pl->x = x;
575     pl->y = y;
576     pl->map = m;
577 elmex 1.1 }
578 root 1.8 stop_jump (pl, i, spaces);
579     return calc_skill_exp (pl, NULL, skill);
580 elmex 1.1 }
581    
582     /* jump() - this is both a new type of movement for player/monsters and
583     * an attack as well.
584     * Perhaps we should allow more spaces based on level, eg, level 50
585     * jumper can jump several spaces?
586 root 1.8 */
587 elmex 1.1
588 root 1.8 int
589     jump (object *pl, int dir, object *skill)
590 elmex 1.1 {
591 root 1.8 int spaces = 0, stats;
592     int str = pl->stats.Str;
593     int dex = pl->stats.Dex;
594    
595     dex = dex ? dex : 15;
596     str = str ? str : 10;
597    
598     stats = str * str * str * dex * skill->level;
599    
600     if (pl->carrying != 0) /* don't want div by zero !! */
601     spaces = (int) (stats / pl->carrying);
602     else
603     spaces = 2; /* pl has no objects - gets the far jump */
604    
605     if (spaces > 2)
606     spaces = 2;
607     else if (spaces == 0)
608     {
609     new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
610     return 0;
611 elmex 1.1 }
612 root 1.8 return attempt_jump (pl, dir, spaces, skill);
613 elmex 1.1 }
614    
615    
616     /* skill_ident() - this code is supposed to allow players to identify
617     * classes of objects with the various "auto-ident" skills. Player must
618     * have unidentified objects of the right type in order for the skill
619     * to work. While multiple classes of objects may be identified,
620     * this code is kind of yucky -- it would be nice to make it a bit
621     * more generalized. Right now, skill indices are embedded in this routine.
622     * Returns amount of experience gained (on successful ident).
623     * - b.t. (thomas@astro.psu.edu)
624     */
625    
626 root 1.8 static int
627     do_skill_detect_curse (object *pl, object *skill)
628     {
629     object *tmp;
630     int success = 0;
631    
632     for (tmp = pl->inv; tmp; tmp = tmp->below)
633     if (!tmp->invisible
634     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
635     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
636     {
637     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
638     esrv_update_item (UPD_FLAGS, pl, tmp);
639     success += calc_skill_exp (pl, tmp, skill);
640     }
641    
642     /* Check ground, too, but only objects the player could pick up */
643     for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
644     if (can_pick (pl, tmp) &&
645     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
646     !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
647     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
648     {
649     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
650     esrv_update_item (UPD_FLAGS, pl, tmp);
651     success += calc_skill_exp (pl, tmp, skill);
652     }
653    
654     return success;
655     }
656    
657     static int
658     do_skill_detect_magic (object *pl, object *skill)
659     {
660     object *tmp;
661     int success = 0;
662    
663     for (tmp = pl->inv; tmp; tmp = tmp->below)
664     if (!tmp->invisible
665     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
666     && (is_magical (tmp)) && tmp->item_power < skill->level)
667     {
668     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
669     esrv_update_item (UPD_FLAGS, pl, tmp);
670     success += calc_skill_exp (pl, tmp, skill);
671     }
672    
673     /* Check ground, too, but like above, only if the object can be picked up */
674     for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
675     if (can_pick (pl, tmp) &&
676     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
677     {
678     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
679     esrv_update_item (UPD_FLAGS, pl, tmp);
680     success += calc_skill_exp (pl, tmp, skill);
681     }
682 elmex 1.1
683 root 1.8 return success;
684 elmex 1.1 }
685    
686     /* Helper function for do_skill_ident, so that we can loop
687     * over inventory AND objects on the ground conveniently.
688     */
689 root 1.8 int
690     do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
691 elmex 1.1 {
692 root 1.8 int success = 0, chance;
693     int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
694 elmex 1.1
695 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
696     && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
697     {
698     chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
699 elmex 1.1
700 root 1.8 if (skill_value >= chance)
701     {
702     identify (tmp);
703    
704     if (pl->type == PLAYER)
705     {
706     new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
707    
708     if (tmp->msg)
709     {
710     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
711     new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
712     }
713 elmex 1.1
714 root 1.8 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
715     if (tmp->map)
716     esrv_send_item (pl, tmp);
717     }
718     success += calc_skill_exp (pl, tmp, skill);
719     }
720     else
721     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
722     }
723 elmex 1.1
724 root 1.8 return success;
725 elmex 1.1 }
726    
727     /* do_skill_ident() - workhorse for skill_ident() -b.t.
728     */
729 root 1.8 static int
730     do_skill_ident (object *pl, int obj_class, object *skill)
731     {
732     object *tmp;
733     int success = 0;
734    
735     for (tmp = pl->inv; tmp; tmp = tmp->below)
736     success += do_skill_ident2 (tmp, pl, obj_class, skill);
737     /* check the ground */
738 elmex 1.1
739 root 1.8 for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
740     success += do_skill_ident2 (tmp, pl, obj_class, skill);
741 elmex 1.1
742 root 1.8 return success;
743     }
744 elmex 1.1
745 root 1.8 int
746     skill_ident (object *pl, object *skill)
747     {
748     int success = 0;
749 elmex 1.1
750 root 1.8 if (pl->type != PLAYER)
751     return 0; /* only players will skill-identify */
752 elmex 1.1
753 root 1.8 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
754 elmex 1.1
755 root 1.8 switch (skill->subtype)
756     {
757 root 1.6 case SK_SMITHERY:
758 root 1.8 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
759     + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
760     + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
761     + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
762     break;
763 root 1.6
764     case SK_BOWYER:
765 root 1.8 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
766     break;
767 root 1.6
768     case SK_ALCHEMY:
769 root 1.8 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
770     + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
771     break;
772    
773     case SK_WOODSMAN:
774     success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
775     break;
776 root 1.6
777     case SK_JEWELER:
778 root 1.8 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
779     break;
780 root 1.6
781     case SK_LITERACY:
782 root 1.8 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
783     break;
784 root 1.6
785     case SK_THAUMATURGY:
786 root 1.8 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
787     break;
788 root 1.6
789     case SK_DET_CURSE:
790 root 1.8 success = do_skill_detect_curse (pl, skill);
791     if (success)
792     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
793     break;
794 root 1.6
795     case SK_DET_MAGIC:
796 root 1.8 success = do_skill_detect_magic (pl, skill);
797     if (success)
798     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
799     break;
800 root 1.6
801     default:
802 root 1.8 LOG (llevError, "Error: bad call to skill_ident()\n");
803     return 0;
804     break;
805 elmex 1.1 }
806 root 1.8 if (!success)
807     {
808     new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
809 elmex 1.1 }
810 root 1.8 return success;
811 elmex 1.1 }
812 root 1.8
813 elmex 1.1
814     /* players using this skill can 'charm' a monster --
815     * into working for them. It can only be used on
816     * non-special (see below) 'neutral' creatures.
817     * -b.t. (thomas@astro.psu.edu)
818     */
819    
820 root 1.8 int
821     use_oratory (object *pl, int dir, object *skill)
822     {
823     sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir];
824     int mflags, chance;
825     object *tmp;
826 root 1.11 maptile *m;
827 root 1.8
828     if (pl->type != PLAYER)
829     return 0; /* only players use this skill */
830     m = pl->map;
831     mflags = get_map_flags (m, &m, x, y, &x, &y);
832     if (mflags & P_OUT_OF_MAP)
833     return 0;
834    
835     /* Save some processing - we have the flag already anyways
836     */
837     if (!(mflags & P_IS_ALIVE))
838     {
839     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
840     return 0;
841 elmex 1.1 }
842    
843 root 1.8 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
844     {
845     /* can't persuade players - return because there is nothing else
846     * on that space to charm. Same for multi space monsters and
847     * special monsters - we don't allow them to be charmed, and there
848     * is no reason to do further processing since they should be the
849     * only monster on the space.
850     */
851     if (tmp->type == PLAYER)
852     return 0;
853     if (tmp->more || tmp->head)
854     return 0;
855     if (tmp->msg)
856     return 0;
857 elmex 1.1
858 root 1.8 if (QUERY_FLAG (tmp, FLAG_MONSTER))
859     break;
860 elmex 1.1 }
861    
862 root 1.8 if (!tmp)
863     {
864     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
865     return 0;
866 elmex 1.1 }
867    
868 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
869    
870     /* the following conditions limit who may be 'charmed' */
871 elmex 1.1
872 root 1.8 /* it's hostile! */
873     if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
874     {
875     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
876     return 0;
877     }
878 elmex 1.1
879 root 1.8 /* it's already allied! */
880     if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE))
881     {
882     if (get_owner (tmp) == pl)
883     {
884     new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
885     return 0;
886     }
887     else if (skill->level > tmp->level)
888     {
889     /* you steal the follower. Perhaps we should really look at the
890     * level of the owner above?
891     */
892     set_owner (tmp, pl);
893     new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
894     /* Abuse fix - don't give exp since this can otherwise
895     * be used by a couple players to gets lots of exp.
896     */
897     return 0;
898     }
899     else
900     {
901     /* In this case, you can't steal it from the other player */
902     return 0;
903 root 1.6 }
904 root 1.8 } /* Creature was already a pet of someone */
905 elmex 1.1
906 root 1.8 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2;
907 elmex 1.1
908 root 1.8 /* Ok, got a 'sucker' lets try to make them a follower */
909     if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1))
910     {
911     new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
912    
913     set_owner (tmp, pl);
914     tmp->stats.exp = 0;
915     add_friendly_object (tmp);
916     SET_FLAG (tmp, FLAG_FRIENDLY);
917     tmp->attack_movement = PETMOVE;
918     return calc_skill_exp (pl, tmp, skill);
919     }
920     /* Charm failed. Creature may be angry now */
921     else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
922     {
923     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
924     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
925     {
926     CLEAR_FLAG (tmp, FLAG_FRIENDLY);
927     remove_friendly_object (tmp);
928     tmp->attack_movement = 0; /* needed? */
929 root 1.6 }
930 root 1.8 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
931 elmex 1.1 }
932 root 1.8 return 0; /* Fall through - if we get here, we didn't charm anything */
933 elmex 1.1 }
934    
935     /* Singing() -this skill allows the player to pacify nearby creatures.
936     * There are few limitations on who/what kind of
937     * non-player creatures that may be pacified. Right now, a player
938     * may pacify creatures which have Int == 0. In this routine, once
939     * successfully pacified the creature gets Int=1. Thus, a player
940     * may only pacify a creature once.
941     * BTW, I appologize for the naming of the skill, I couldnt think
942     * of anything better! -b.t.
943     */
944    
945 root 1.8 int
946     singing (object *pl, int dir, object *skill)
947     {
948     int i, exp = 0, chance, mflags;
949     object *tmp;
950 root 1.11 maptile *m;
951 root 1.8 sint16 x, y;
952    
953     if (pl->type != PLAYER)
954     return 0; /* only players use this skill */
955    
956     new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
957     for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
958     {
959     x = pl->x + freearr_x[i];
960     y = pl->y + freearr_y[i];
961     m = pl->map;
962    
963     mflags = get_map_flags (m, &m, x, y, &x, &y);
964     if (mflags & P_OUT_OF_MAP)
965     continue;
966     if (!(mflags & P_IS_ALIVE))
967     continue;
968    
969     for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
970     {
971     if (QUERY_FLAG (tmp, FLAG_MONSTER))
972     break;
973     /* can't affect players */
974     if (tmp->type == PLAYER)
975     break;
976     }
977    
978     /* Whole bunch of checks to see if this is a type of monster that would
979     * listen to singing.
980     */
981     if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
982     !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
983     !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
984     (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
985     !QUERY_FLAG (tmp, FLAG_FRIENDLY))
986     { /* already calm */
987    
988     /* stealing isn't really related (although, maybe it should
989     * be). This is mainly to prevent singing to the same monster
990     * over and over again and getting exp for it.
991     */
992     chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
993     if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH))
994     {
995     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
996     new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
997     /* Give exp only if they are not aware */
998     if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
999     exp += calc_skill_exp (pl, tmp, skill);
1000     SET_FLAG (tmp, FLAG_NO_STEAL);
1001     }
1002     else
1003     {
1004     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
1005     SET_FLAG (tmp, FLAG_NO_STEAL);
1006 root 1.6 }
1007     }
1008 elmex 1.1 }
1009 root 1.8 return exp;
1010 elmex 1.1 }
1011    
1012     /* The find_traps skill (aka, search). Checks for traps
1013     * on the spaces or in certain objects
1014     */
1015    
1016 root 1.8 int
1017     find_traps (object *pl, object *skill)
1018     {
1019     object *tmp, *tmp2;
1020     int i, expsum = 0, mflags;
1021     sint16 x, y;
1022 root 1.11 maptile *m;
1023 root 1.8
1024     /* First we search all around us for runes and traps, which are
1025     * all type RUNE
1026     */
1027 root 1.6
1028 root 1.8 for (i = 0; i < 9; i++)
1029     {
1030     x = pl->x + freearr_x[i];
1031     y = pl->y + freearr_y[i];
1032     m = pl->map;
1033    
1034     mflags = get_map_flags (m, &m, x, y, &x, &y);
1035     if (mflags & P_OUT_OF_MAP)
1036     continue;
1037    
1038     /* Check everything in the square for trapness */
1039     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1040     {
1041    
1042     /* And now we'd better do an inventory traversal of each
1043     * of these objects' inventory
1044     * We can narrow this down a bit - no reason to search through
1045     * the players inventory or monsters for that matter.
1046     */
1047     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1048     {
1049     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1050     if (tmp2->type == RUNE || tmp2->type == TRAP)
1051     if (trap_see (pl, tmp2))
1052     {
1053     trap_show (tmp2, tmp);
1054     if (tmp2->stats.Cha > 1)
1055     {
1056     if (!tmp2->owner || tmp2->owner->type != PLAYER)
1057     expsum += calc_skill_exp (pl, tmp2, skill);
1058    
1059     tmp2->stats.Cha = 1; /* unhide the trap */
1060 root 1.6 }
1061 root 1.8 }
1062 root 1.6 }
1063 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1064     {
1065     trap_show (tmp, tmp);
1066     if (tmp->stats.Cha > 1)
1067     {
1068     if (!tmp->owner || tmp->owner->type != PLAYER)
1069     expsum += calc_skill_exp (pl, tmp, skill);
1070     tmp->stats.Cha = 1; /* unhide the trap */
1071 root 1.6 }
1072     }
1073     }
1074 elmex 1.1 }
1075 root 1.8 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1076     return expsum;
1077     }
1078 elmex 1.1
1079     /* remove_trap() - This skill will disarm any previously discovered trap
1080     * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1081 root 1.8 */
1082    
1083     int
1084     remove_trap (object *op, int dir, object *skill)
1085     {
1086     object *tmp, *tmp2;
1087     int i, success = 0, mflags;
1088 root 1.11 maptile *m;
1089 root 1.8 sint16 x, y;
1090 elmex 1.1
1091 root 1.8 for (i = 0; i < 9; i++)
1092     {
1093     x = op->x + freearr_x[i];
1094     y = op->y + freearr_y[i];
1095     m = op->map;
1096    
1097     mflags = get_map_flags (m, &m, x, y, &x, &y);
1098     if (mflags & P_OUT_OF_MAP)
1099     continue;
1100    
1101     /* Check everything in the square for trapness */
1102     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1103     {
1104     /* And now we'd better do an inventory traversal of each
1105     * of these objects inventory. Like above, only
1106     * do this for interesting objects.
1107     */
1108    
1109     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1110     {
1111     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1112     if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1113     {
1114     trap_show (tmp2, tmp);
1115     if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1116     {
1117     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1118     success += calc_skill_exp (op, tmp2, skill);
1119     }
1120     }
1121 root 1.6 }
1122 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1123     {
1124     trap_show (tmp, tmp);
1125     if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1126     {
1127     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1128     success += calc_skill_exp (op, tmp, skill);
1129 root 1.6 }
1130     }
1131     }
1132 elmex 1.1 }
1133 root 1.8 return success;
1134 elmex 1.1 }
1135    
1136    
1137     /* pray() - when this skill is called from do_skill(), it allows
1138     * the player to regain lost grace points at a faster rate. -b.t.
1139     * This always returns 0 - return value is used by calling function
1140     * such that if it returns true, player gets exp in that skill. This
1141     * the effect here can be done on demand, we probably don't want to
1142     * give infinite exp by returning true in any cases.
1143     */
1144    
1145 root 1.8 int
1146     pray (object *pl, object *skill)
1147     {
1148     char buf[MAX_BUF];
1149     object *tmp;
1150    
1151     if (pl->type != PLAYER)
1152     return 0;
1153    
1154     strcpy (buf, "You pray.");
1155    
1156     /* Check all objects - we could stop at floor objects,
1157     * but if someone buries an altar, I don't see a problem with
1158     * going through all the objects, and it shouldn't be much slower
1159     * than extra checks on object attributes.
1160     */
1161     for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1162     {
1163     /* Only if the altar actually belongs to someone do you get special benefits */
1164     if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1165     {
1166     sprintf (buf, "You pray over the %s.", &tmp->name);
1167     pray_at_altar (pl, tmp, skill);
1168     break; /* Only pray at one altar */
1169 root 1.6 }
1170 elmex 1.1 }
1171    
1172 root 1.8 new_draw_info (NDI_BLACK, 0, pl, buf);
1173    
1174     if (pl->stats.grace < pl->stats.maxgrace)
1175     {
1176     pl->stats.grace++;
1177     pl->last_grace = -1;
1178 elmex 1.1 }
1179 root 1.8 return 0;
1180 elmex 1.1 }
1181    
1182     /* This skill allows the player to regain a few sp or hp for a
1183     * brief period of concentration. No armour or weapons may be
1184     * wielded/applied for this to work. The amount of time needed
1185     * to concentrate and the # of points regained is dependant on
1186     * the level of the user. - b.t. thomas@astro.psu.edu
1187 root 1.8 */
1188 elmex 1.1
1189 root 1.8 void
1190     meditate (object *pl, object *skill)
1191     {
1192     object *tmp;
1193 elmex 1.1
1194 root 1.8 if (pl->type != PLAYER)
1195     return; /* players only */
1196 elmex 1.1
1197 root 1.8 /* check if pl has removed encumbering armour and weapons */
1198     if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1199     {
1200     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1201     return;
1202     }
1203     else
1204     {
1205     for (tmp = pl->inv; tmp; tmp = tmp->below)
1206     if (((tmp->type == ARMOUR && skill->level < 12)
1207     || (tmp->type == HELMET && skill->level < 10)
1208     || (tmp->type == SHIELD && skill->level < 6)
1209     || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED))
1210     {
1211     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1212     return;
1213 root 1.6 }
1214 elmex 1.1 }
1215    
1216 root 1.8 /* ok let's meditate! Spell points are regained first, then once
1217     * they are maxed we get back hp. Actual incrementing of values
1218     * is handled by the do_some_living() (in player.c). This way magical
1219     * bonuses for healing/sp regeneration are included properly
1220     * No matter what, we will eat up some playing time trying to
1221     * meditate. (see 'factor' variable for what sets the amount of time)
1222     */
1223    
1224     new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1225    
1226     if (pl->stats.sp < pl->stats.maxsp)
1227     {
1228     pl->stats.sp++;
1229     pl->last_sp = -1;
1230     }
1231     else if (pl->stats.hp < pl->stats.maxhp)
1232     {
1233     pl->stats.hp++;
1234     pl->last_heal = -1;
1235 elmex 1.1 }
1236     }
1237    
1238     /* write_note() - this routine allows players to inscribe messages in
1239     * ordinary 'books' (anything that is type BOOK). b.t.
1240     */
1241    
1242 root 1.8 static int
1243     write_note (object *pl, object *item, const char *msg, object *skill)
1244     {
1245     char buf[1024];
1246     object *newBook = NULL;
1247    
1248     /* a pair of sanity checks */
1249     if (!item || item->type != BOOK)
1250     return 0;
1251    
1252     if (!msg)
1253     {
1254     new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1255     new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1256     return 0;
1257 elmex 1.1 }
1258 root 1.8 if (strcasestr_local (msg, "endmsg"))
1259     {
1260     new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1261     return 0;
1262 elmex 1.1 }
1263    
1264 root 1.8 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1265     return strlen (msg);
1266    
1267     buf[0] = 0;
1268     if (!book_overflow (item->msg, msg, sizeof (buf)))
1269     { /* add msg string to book */
1270     if (item->msg)
1271     strcpy (buf, item->msg);
1272    
1273     strcat (buf, msg);
1274     strcat (buf, "\n"); /* new msg needs a LF */
1275     if (item->nrof > 1)
1276     {
1277 root 1.13 newBook = object::create ();
1278     item->copy_to (newBook);
1279 root 1.8 decrease_ob (item);
1280     esrv_send_item (pl, item);
1281     newBook->nrof = 1;
1282     newBook->msg = buf;
1283     newBook = insert_ob_in_ob (newBook, pl);
1284     esrv_send_item (pl, newBook);
1285     }
1286     else
1287     {
1288     item->msg = buf;
1289     /* This shouldn't be necessary - the object hasn't changed in any
1290     * visible way
1291     */
1292     /* esrv_send_item(pl, item); */
1293     }
1294     new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item));
1295 root 1.4 return strlen (msg);
1296 root 1.8 }
1297     else
1298     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item));
1299 elmex 1.1
1300 root 1.8 return 0;
1301 elmex 1.1 }
1302    
1303     /* write_scroll() - this routine allows players to inscribe spell scrolls
1304     * of spells which they know. Backfire effects are possible with the
1305     * severity of the backlash correlated with the difficulty of the scroll
1306     * that is attempted. -b.t. thomas@astro.psu.edu
1307     */
1308    
1309 root 1.8 static int
1310     write_scroll (object *pl, object *scroll, object *skill)
1311     {
1312     int success = 0, confused = 0;
1313     object *newscroll, *chosen_spell, *tmp;
1314    
1315     /* this is a sanity check */
1316     if (scroll->type != SCROLL)
1317     {
1318     new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1319     return 0;
1320     }
1321    
1322     /* Check if we are ready to attempt inscription */
1323     chosen_spell = pl->contr->ranges[range_magic];
1324     if (!chosen_spell)
1325     {
1326     new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1327     return 0;
1328     }
1329     if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1330     {
1331     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1332     return 0;
1333     }
1334     if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1335     {
1336     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1337     return 0;
1338 elmex 1.1 }
1339 root 1.8
1340     /* if there is a spell already on the scroll then player could easily
1341     * accidently read it while trying to write the new one. give player
1342     * a 50% chance to overwrite spell at their own level
1343     */
1344     if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1345     {
1346     new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1347     manual_apply (pl, scroll, 0);
1348     return 0;
1349 elmex 1.1 }
1350    
1351 root 1.8 /* ok, we are ready to try inscription */
1352     if (QUERY_FLAG (pl, FLAG_CONFUSED))
1353     confused = 1;
1354    
1355     /* Lost mana/grace no matter what */
1356     pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1357     pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1358    
1359     if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1360     {
1361     if (scroll->nrof > 1)
1362     {
1363 root 1.13 newscroll = object::create ();
1364     scroll->copy_to (newscroll);
1365 root 1.8 decrease_ob (scroll);
1366     newscroll->nrof = 1;
1367     }
1368     else
1369     {
1370     newscroll = scroll;
1371     }
1372    
1373     if (!confused)
1374     {
1375     newscroll->level = MAX (skill->level, chosen_spell->level);
1376     new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll.");
1377     }
1378     else
1379     {
1380     chosen_spell = find_random_spell_in_ob (pl, NULL);
1381     if (!chosen_spell)
1382 root 1.6 return 0;
1383 elmex 1.1
1384 root 1.8 newscroll->level = MAX (skill->level, chosen_spell->level);
1385     new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1386     }
1387 elmex 1.1
1388 root 1.8 if (newscroll->inv)
1389 root 1.13 newscroll->inv->destroy ();
1390 root 1.8
1391 root 1.13 tmp = object::create ();
1392     chosen_spell->copy_to (tmp);
1393 root 1.8 insert_ob_in_ob (tmp, newscroll);
1394    
1395     /* Same code as from treasure.c - so they can better merge.
1396     * if players want to sell them, so be it.
1397     */
1398     newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1399     newscroll->stats.exp = newscroll->value / 5;
1400    
1401     /* wait until finished manipulating the scroll before inserting it */
1402     if (newscroll == scroll)
1403     {
1404     /* Remove to correctly merge with other items which may exist in inventory */
1405 root 1.12 newscroll->remove ();
1406 root 1.8 esrv_del_item (pl->contr, newscroll->count);
1407     }
1408     newscroll = insert_ob_in_ob (newscroll, pl);
1409     esrv_send_item (pl, newscroll);
1410     success = calc_skill_exp (pl, newscroll, skill);
1411     if (!confused)
1412     success *= 2;
1413     success = success * skill->level;
1414     return success;
1415    
1416     }
1417     else
1418     { /* Inscription has failed */
1419    
1420     if (chosen_spell->level > skill->level || confused)
1421     { /*backfire! */
1422     new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1423     if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1424     drain_specific_stat (pl, 4);
1425     else
1426     {
1427     confuse_player (pl, pl, 99);
1428     return (-30 * chosen_spell->level);
1429 root 1.6 }
1430 root 1.8 }
1431     else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1432     {
1433     new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!");
1434     confuse_player (pl, pl, 99);
1435     }
1436     else
1437     new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll.");
1438 elmex 1.1 }
1439 root 1.8 return 0;
1440 elmex 1.1 }
1441    
1442     /* write_on_item() - wrapper for write_note and write_scroll */
1443 root 1.8 int
1444     write_on_item (object *pl, const char *params, object *skill)
1445     {
1446     object *item;
1447     const char *string = params;
1448     int msgtype;
1449     archetype *skat;
1450    
1451     if (pl->type != PLAYER)
1452     return 0;
1453    
1454     if (!params)
1455     {
1456     params = "";
1457     string = params;
1458     }
1459     skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1460    
1461     /* Need to be able to read before we can write! */
1462     if (!find_skill_by_name (pl, skat->clone.skill))
1463     {
1464     new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!");
1465     return 0;
1466 elmex 1.1 }
1467    
1468 root 1.8 /* if there is a message then it goes in a book and no message means
1469     * write active spell into the scroll
1470     */
1471     msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1472    
1473     /* find an item of correct type to write on */
1474     if (!(item = find_marked_object (pl)))
1475     {
1476     new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on.");
1477     return 0;
1478 elmex 1.1 }
1479    
1480 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1481     {
1482     new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1483     return 0;
1484 elmex 1.1 }
1485 root 1.8 if (msgtype != item->type)
1486     {
1487     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll");
1488     return 0;
1489 elmex 1.1 }
1490    
1491 root 1.8 if (msgtype == SCROLL)
1492     {
1493     return write_scroll (pl, item, skill);
1494 elmex 1.1 }
1495 root 1.8 else if (msgtype == BOOK)
1496     {
1497     return write_note (pl, item, string, skill);
1498     }
1499     return 0;
1500 elmex 1.1 }
1501    
1502    
1503    
1504     /* find_throw_ob() - if we request an object, then
1505     * we search for it in the inventory of the owner (you've
1506     * got to be carrying something in order to throw it!).
1507     * If we didnt request an object, then the top object in inventory
1508     * (that is "throwable", ie no throwing your skills away!)
1509     * is the object of choice. Also check to see if object is
1510     * 'throwable' (ie not applied cursed obj, worn, etc).
1511     */
1512    
1513 root 1.8 static object *
1514     find_throw_ob (object *op, const char *request)
1515     {
1516     object *tmp;
1517    
1518     if (!op)
1519     { /* safety */
1520     LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1521     return (object *) NULL;
1522     }
1523    
1524     /* prefer marked item */
1525     tmp = find_marked_object (op);
1526     if (tmp != NULL)
1527     {
1528     /* can't toss invisible or inv-locked items */
1529     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1530     {
1531     tmp = NULL;
1532     }
1533     }
1534    
1535     /* look through the inventory */
1536     if (tmp == NULL)
1537     {
1538     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1539     {
1540     /* can't toss invisible or inv-locked items */
1541     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1542     continue;
1543     if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1544     break;
1545 elmex 1.1 }
1546     }
1547    
1548 root 1.8 /* this should prevent us from throwing away
1549     * cursed items, worn armour, etc. Only weapons
1550     * can be thrown from 'hand'.
1551     */
1552     if (!tmp)
1553     return NULL;
1554    
1555     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1556     {
1557     if (tmp->type != WEAPON)
1558     {
1559     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1560     tmp = NULL;
1561     }
1562     else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1563     {
1564     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1565     tmp = NULL;
1566     }
1567     else
1568     {
1569     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1570     {
1571     LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1572     tmp = NULL;
1573 root 1.6 }
1574     }
1575 root 1.8 }
1576     else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1577     {
1578     new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1579     tmp = NULL;
1580 elmex 1.1 }
1581    
1582 root 1.8 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1583     {
1584     LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1585     tmp = NULL;
1586 elmex 1.1 }
1587 root 1.8 return tmp;
1588 elmex 1.1 }
1589    
1590     /* make_throw_ob() We construct the 'carrier' object in
1591     * which we will insert the object that is being thrown.
1592     * This combination becomes the 'thrown object'. -b.t.
1593     */
1594    
1595 root 1.8 static object *
1596     make_throw_ob (object *orig)
1597     {
1598     object *toss_item;
1599 elmex 1.1
1600 root 1.8 if (!orig)
1601     return NULL;
1602 elmex 1.1
1603 root 1.13 toss_item = object::create ();
1604 root 1.8 if (QUERY_FLAG (orig, FLAG_APPLIED))
1605     {
1606     LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1607     /* insufficient workaround, but better than nothing */
1608     CLEAR_FLAG (orig, FLAG_APPLIED);
1609     }
1610 root 1.13 orig->copy_to (toss_item);
1611 root 1.8 toss_item->type = THROWN_OBJ;
1612     CLEAR_FLAG (toss_item, FLAG_CHANGING);
1613     toss_item->stats.dam = 0; /* default damage */
1614     insert_ob_in_ob (orig, toss_item);
1615     return toss_item;
1616 elmex 1.1 }
1617    
1618    
1619     /* do_throw() - op throws any object toss_item. This code
1620     * was borrowed from fire_bow.
1621     * Returns 1 if skill was successfully used, 0 if not
1622     */
1623    
1624 root 1.8 static int
1625     do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1626     {
1627     object *throw_ob = toss_item, *left = NULL;
1628     int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1629     int pause_f, weight_f = 0, mflags;
1630     float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1631 root 1.11 maptile *m;
1632 root 1.8 sint16 sx, sy;
1633    
1634     if (throw_ob == NULL)
1635     {
1636     if (op->type == PLAYER)
1637 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1638    
1639 root 1.8 return 0;
1640 elmex 1.1 }
1641 root 1.8 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1642     {
1643     if (op->type == PLAYER)
1644 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1645    
1646 root 1.8 return 0;
1647     }
1648    
1649     /* Because throwing effectiveness must be reduced by the
1650     * encumbrance of the thrower and weight of the object. THus,
1651     * we use the concept of 'effective strength' as defined below.
1652     */
1653    
1654     /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1655     if (str > MAX_STAT)
1656     {
1657     str_factor = (float) str / (float) MAX_STAT;
1658     str = MAX_STAT;
1659 elmex 1.1 }
1660    
1661 root 1.8 /* the more we carry, the less we can throw. Limit only on players */
1662     maxc = max_carry[str] * 1000;
1663     if (op->carrying > maxc && op->type == PLAYER)
1664     load_factor = (float) maxc / (float) op->carrying;
1665    
1666     /* lighter items are thrown harder, farther, faster */
1667     if (throw_ob->weight > 0)
1668     item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1669     else
1670     { /* 0 or negative weight?!? Odd object, can't throw it */
1671     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1672     return 0;
1673 elmex 1.1 }
1674 root 1.8
1675     eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1676     eff_str = (int) ((float) eff_str * item_factor * str_factor);
1677    
1678     /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1679     * account for super-strong throwers. */
1680     if (eff_str > MAX_STAT)
1681     eff_str = MAX_STAT;
1682 elmex 1.1
1683     #ifdef DEBUG_THROW
1684 root 1.8 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1685     LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1686     LOG (llevDebug, " str_factor=%f\n", str_factor);
1687     LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1688 elmex 1.1 #endif
1689    
1690 root 1.8 /* 3 things here prevent a throw, you aimed at your feet, you
1691     * have no effective throwing strength, or you threw at something
1692     * that flying objects can't get through.
1693     */
1694     mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1695    
1696     if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1697     {
1698    
1699     /* bounces off 'wall', and drops to feet */
1700 root 1.12 throw_ob->remove ();
1701 root 1.8 throw_ob->x = part->x;
1702     throw_ob->y = part->y;
1703     insert_ob_in_map (throw_ob, part->map, op, 0);
1704     if (op->type == PLAYER)
1705     {
1706     if (eff_str <= 1)
1707     {
1708     new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1709 root 1.6 }
1710 root 1.8 else if (!dir)
1711     {
1712     new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1713 root 1.6 }
1714 root 1.8 else
1715     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1716 root 1.6 }
1717 root 1.8 return 0;
1718     } /* if object can't be thrown */
1719    
1720     left = throw_ob; /* these are throwing objects left to the player */
1721    
1722     /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1723     * and returns NULL. We must use 'left' then
1724     */
1725    
1726     if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1727     {
1728     throw_ob = left;
1729 root 1.12 left->remove ();
1730 root 1.8 if (op->type == PLAYER)
1731     esrv_del_item (op->contr, left->count);
1732     }
1733     else if (op->type == PLAYER)
1734     {
1735 root 1.10 if (left->destroyed ())
1736     esrv_del_item (op->contr, left->count);
1737 root 1.8 else
1738     esrv_update_item (UPD_NROF, op, left);
1739     }
1740    
1741     /* special case: throwing powdery substances like dust, dirt */
1742     if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1743     {
1744     cast_dust (op, throw_ob, dir);
1745     return 1;
1746     }
1747    
1748     /* Make a thrown object -- insert real object in a 'carrier' object.
1749     * If unsuccessfull at making the "thrown_obj", we just reinsert
1750     * the original object back into inventory and exit
1751     */
1752     if ((toss_item = make_throw_ob (throw_ob)))
1753     {
1754     throw_ob = toss_item;
1755     throw_ob->skill = skill->skill;
1756 elmex 1.1 }
1757 root 1.8 else
1758     {
1759     insert_ob_in_ob (throw_ob, op);
1760     return 0;
1761 elmex 1.1 }
1762    
1763 root 1.8 set_owner (throw_ob, op);
1764     /* At some point in the attack code, the actual real object (op->inv)
1765     * becomes the hitter. As such, we need to make sure that has a proper
1766     * owner value so exp goes to the right place.
1767     */
1768     set_owner (throw_ob->inv, op);
1769     throw_ob->direction = dir;
1770     throw_ob->x = part->x;
1771     throw_ob->y = part->y;
1772    
1773     /* the damage bonus from the force of the throw */
1774     dam = (int) (str_factor * dam_bonus[eff_str]);
1775    
1776     /* Now, lets adjust the properties of the thrown_ob. */
1777    
1778     /* how far to fly */
1779     throw_ob->last_sp = (eff_str * 3) / 5;
1780    
1781     /* speed */
1782     throw_ob->speed = (speed_bonus[eff_str] + 1.0) / 1.5;
1783     throw_ob->speed = MIN (1.0, throw_ob->speed); /* no faster than an arrow! */
1784    
1785     /* item damage. Eff_str and item weight influence damage done */
1786     weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1787     throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1788    
1789     /* chance of breaking. Proportional to force used and weight of item */
1790     throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1791    
1792     /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1793     throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1794 elmex 1.1
1795 root 1.8
1796     /* the properties of objects which are meant to be thrown (ie dart,
1797     * throwing knife, etc) will differ from ordinary items. Lets tailor
1798     * this stuff in here.
1799     */
1800    
1801     if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1802     {
1803     throw_ob->last_sp += eff_str / 3; /* fly a little further */
1804     throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1805     throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1806     /* only throw objects get directional faces */
1807     if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1808     SET_ANIMATION (throw_ob, dir);
1809     }
1810     else
1811     {
1812     /* some materials will adjust properties.. */
1813     if (throw_ob->material & M_LEATHER)
1814     {
1815     throw_ob->stats.dam -= 1;
1816     throw_ob->stats.food -= 10;
1817     }
1818     if (throw_ob->material & M_GLASS)
1819     throw_ob->stats.food += 60;
1820    
1821     if (throw_ob->material & M_ORGANIC)
1822     {
1823     throw_ob->stats.dam -= 3;
1824     throw_ob->stats.food += 55;
1825     }
1826     if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH)
1827     {
1828     throw_ob->stats.dam -= 5;
1829     throw_ob->speed *= 0.8;
1830     throw_ob->stats.wc += 3;
1831     throw_ob->stats.food -= 30;
1832     }
1833     /* light obj have more wind resistance, fly slower */
1834     if (throw_ob->weight > 500)
1835     throw_ob->speed *= 0.8;
1836     if (throw_ob->weight > 50)
1837     throw_ob->speed *= 0.5;
1838    
1839     } /* else tailor thrown object */
1840    
1841     /* some limits, and safeties (needed?) */
1842     if (throw_ob->stats.dam < 0)
1843     throw_ob->stats.dam = 0;
1844     if (throw_ob->last_sp > eff_str)
1845     throw_ob->last_sp = eff_str;
1846     if (throw_ob->stats.food < 0)
1847     throw_ob->stats.food = 0;
1848     if (throw_ob->stats.food > 100)
1849     throw_ob->stats.food = 100;
1850     if (throw_ob->stats.wc > 30)
1851     throw_ob->stats.wc = 30;
1852    
1853     /* how long to pause the thrower. Higher values mean less pause */
1854     pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1855    
1856     /* Put a lower limit on this */
1857     if (pause_f < 10)
1858     pause_f = 10;
1859     if (pause_f > 100)
1860     pause_f = 100;
1861    
1862     /* Changed in 0.94.2 - the calculation before was really goofy.
1863     * In short summary, a throw can take anywhere between speed 5 and
1864     * speed 0.5
1865     */
1866     op->speed_left -= 50 / pause_f;
1867    
1868     update_ob_speed (throw_ob);
1869     throw_ob->speed_left = 0;
1870     throw_ob->map = part->map;
1871    
1872     throw_ob->move_type = MOVE_FLY_LOW;
1873     throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1874 elmex 1.1
1875     #if 0
1876 root 1.8 /* need to put in a good sound for this */
1877     play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1878 elmex 1.1 #endif
1879 root 1.8
1880 elmex 1.1 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1881 root 1.8 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1882 elmex 1.1 #ifdef DEBUG_THROW
1883 root 1.8 LOG (llevDebug, " pause_f=%d \n", pause_f);
1884     LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1885     throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1886     LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1887 elmex 1.1 #endif
1888 root 1.8 insert_ob_in_map (throw_ob, part->map, op, 0);
1889 root 1.10
1890     if (!throw_ob->destroyed ())
1891 root 1.8 move_arrow (throw_ob);
1892 root 1.10
1893 root 1.8 return 1;
1894     }
1895    
1896     int
1897     skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1898     {
1899     object *throw_ob;
1900    
1901     if (op->type == PLAYER)
1902     throw_ob = find_throw_ob (op, params);
1903     else
1904     throw_ob = find_mon_throw_ob (op);
1905 elmex 1.1
1906 root 1.8 return do_throw (op, part, throw_ob, dir, skill);
1907 elmex 1.1 }