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Revision: 1.23
Committed: Mon Jan 15 21:06:20 2007 UTC (17 years, 4 months ago) by pippijn
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Branch: MAIN
Changes since 1.22: +22 -22 lines
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# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.23 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2003 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail to <crossfire@schmorp.de>
23     */
24 elmex 1.1
25     #include <global.h>
26     #include <object.h>
27     #ifndef __CEXTRACT__
28 root 1.8 # include <sproto.h>
29 elmex 1.1 #endif
30     #include <living.h>
31     #include <skills.h>
32     #include <spells.h>
33     #include <book.h>
34    
35 root 1.8 /* adj_stealchance() - increased values indicate better attempts */
36     static int
37     adj_stealchance (object *op, object *victim, int roll)
38     {
39     object *equip;
40    
41     if (!op || !victim || !roll)
42     return -1;
43    
44     /* Only prohibit stealing if the player does not have a free
45     * hand available and in fact does have hands.
46     */
47     if (op->type == PLAYER && op->body_used[BODY_ARMS] <= 0 && op->body_info[BODY_ARMS])
48     {
49     new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!");
50     return -1;
51 elmex 1.1 }
52 root 1.8
53     /* ADJUSTMENTS */
54    
55     /* Its harder to steal from hostile beings! */
56     if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
57     roll = roll / 2;
58    
59     /* Easier to steal from sleeping beings, or if the thief is
60     * unseen */
61     if (QUERY_FLAG (victim, FLAG_SLEEP))
62     roll = roll * 3;
63     else if (op->invisible)
64     roll = roll * 2;
65    
66     /* check stealing 'encumberance'. Having this equipment applied makes
67     * it quite a bit harder to steal.
68     */
69     for (equip = op->inv; equip; equip = equip->below)
70     {
71     if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
72     {
73     roll -= equip->weight / 10000;
74     }
75     if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
76     roll -= equip->weight / 5000;
77     if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
78     {
79     roll -= equip->weight / 2000;
80     }
81     if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
82     roll -= equip->weight / 5000;
83     if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
84     roll -= equip->weight / 100;
85     }
86     if (roll < 0)
87     roll = 0;
88     return roll;
89 elmex 1.1 }
90    
91     /*
92     * When stealing: dependent on the intelligence/wisdom of whom you're
93     * stealing from (op in attempt_steal), offset by your dexterity and
94     * skill at stealing. They may notice your attempt, whether successful
95     * or not.
96     * op is the target (person being pilfered)
97     * who is the person doing the stealing.
98     * skill is the skill object (stealing).
99     */
100    
101 root 1.8 static int
102     attempt_steal (object *op, object *who, object *skill)
103 elmex 1.1 {
104 root 1.8 object *success = NULL, *tmp = NULL, *next;
105     int roll = 0, chance = 0, stats_value;
106     rv_vector rv;
107    
108     stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2;
109    
110     /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
111     * they will try to prevent stealing if they can. Only unseen theives will
112     * have much chance of success.
113     */
114     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL))
115     {
116     if (can_detect_enemy (op, who, &rv))
117     {
118     npc_call_help (op);
119     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
120     new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
121     return 0;
122     }
123     else /* help npc to detect thief next time by raising its wisdom */
124     op->stats.Wis += (op->stats.Int / 5) + 1;
125     if (op->stats.Wis > MAX_STAT)
126     op->stats.Wis = MAX_STAT;
127 elmex 1.1 }
128 root 1.8 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ))
129     {
130     new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
131     return 0;
132 elmex 1.1 }
133     #ifdef PROHIBIT_PLAYERKILL
134 root 1.8 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful))
135     {
136     new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
137 elmex 1.1 return 0;
138     }
139     #else
140 root 1.8 if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing)
141     {
142     new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
143 elmex 1.1 return 0;
144     }
145     #endif
146    
147    
148 root 1.8 /* Ok then, go thru their inventory, stealing */
149     for (tmp = op->inv; tmp != NULL; tmp = next)
150     {
151     next = tmp->below;
152 root 1.6
153 root 1.8 /* you can't steal worn items, starting items, wiz stuff,
154     * innate abilities, or items w/o a type. Generally
155     * speaking, the invisibility flag prevents experience or
156     * abilities from being stolen since these types are currently
157     * always invisible objects. I was implicit here so as to prevent
158     * future possible problems. -b.t.
159     * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
160     * already -b.t.
161     */
162    
163     if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED)
164     || !(tmp->type)
165 elmex 1.17 || tmp->type == SPELL
166 root 1.8 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible)
167     continue;
168    
169     /* Okay, try stealing this item. Dependent on dexterity of thief,
170     * skill level, see the adj_stealroll fctn for more detail.
171     */
172    
173     roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
174    
175     if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
176     return 0;
177     else if (roll < chance)
178     {
179     pick_up (who, tmp);
180     /* need to see if the player actually stole this item -
181     * if it is in the players inv, assume it is. This prevents
182     * abuses where the player can not carry the item, so just
183     * keeps stealing it over and over.
184     */
185 root 1.10 if (tmp->destroyed () || tmp->env != op)
186 root 1.8 {
187     /* for players, play_sound: steals item */
188     success = tmp;
189     CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
190    
191     /* Don't delete it from target player until we know
192     * the thief has picked it up. can't just look at tmp->count,
193     * as it's possible that it got merged when picked up.
194     */
195     if (op->type == PLAYER)
196 root 1.10 esrv_del_item (op->contr, tmp->count);
197 root 1.6 }
198 root 1.8 break;
199 root 1.6 }
200 root 1.8 } /* for loop looking for an item */
201 elmex 1.1
202 root 1.8 if (!tmp)
203     {
204     new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
205     return 0;
206 elmex 1.1 }
207    
208 root 1.8 /* If you arent high enough level, you might get something BUT
209     * the victim will notice your stealing attempt. Ditto if you
210     * attempt to steal something heavy off them, they're bound to notice
211     */
212    
213     if ((roll >= skill->level) || !chance
214     || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
215     {
216    
217     /* victim figures out where the thief is! */
218     if (who->hide)
219     make_visible (who);
220    
221     if (op->type != PLAYER)
222     {
223     /* The unaggressives look after themselves 8) */
224     if (who->type == PLAYER)
225     {
226     npc_call_help (op);
227     new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
228     }
229     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
230     /* all remaining npc items are guarded now. Set flag NO_STEAL
231     * on the victim.
232     */
233     SET_FLAG (op, FLAG_NO_STEAL);
234     }
235     else
236     { /* stealing from another player */
237     char buf[MAX_BUF];
238    
239     /* Notify the other player */
240     if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
241     {
242     sprintf (buf, "Your %s is missing!", query_name (success));
243 root 1.6 }
244 root 1.8 else
245     {
246     sprintf (buf, "Your pack feels strangely lighter.");
247 root 1.6 }
248 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
249     if (!success)
250     {
251     if (who->invisible)
252     {
253     sprintf (buf, "you feel itchy fingers getting at your pack.");
254     }
255     else
256     {
257     sprintf (buf, "%s looks very shifty.", query_name (who));
258 root 1.6 }
259 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
260 root 1.6 }
261 root 1.8 } /* else stealing from another player */
262     /* play_sound("stop! thief!"); kindofthing */
263     } /* if you weren't 100% successful */
264     return success ? 1 : 0;
265 elmex 1.1 }
266    
267    
268 root 1.8 int
269     steal (object *op, int dir, object *skill)
270 elmex 1.1 {
271 root 1.8 object *tmp, *next;
272     sint16 x, y;
273 root 1.11 maptile *m;
274 root 1.8 int mflags;
275 elmex 1.1
276 root 1.8 x = op->x + freearr_x[dir];
277     y = op->y + freearr_y[dir];
278    
279     if (dir == 0)
280     {
281     /* Can't steal from ourself! */
282     return 0;
283 elmex 1.1 }
284    
285 root 1.8 m = op->map;
286     mflags = get_map_flags (m, &m, x, y, &x, &y);
287     /* Out of map - can't do it. If nothing alive on this space,
288     * don't need to look any further.
289     */
290     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
291     return 0;
292    
293     /* If player can't move onto the space, can't steal from it. */
294     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
295     return 0;
296    
297     /* Find the topmost object at this spot */
298 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
299 root 1.8
300     /* For all the stacked objects at this point, attempt a steal */
301     for (; tmp != NULL; tmp = next)
302     {
303     next = tmp->below;
304     /* Minor hack--for multi square beings - make sure we get
305     * the 'head' coz 'tail' objects have no inventory! - b.t.
306     */
307     if (tmp->head)
308     tmp = tmp->head;
309    
310     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
311     continue;
312    
313     /* do not reveal hidden DMs */
314     if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
315     continue;
316     if (attempt_steal (tmp, op, skill))
317     {
318     if (tmp->type == PLAYER) /* no xp for stealing from another player */
319     return 0;
320 elmex 1.1
321 root 1.8 /* no xp for stealing from pets (of players) */
322     if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
323     {
324 root 1.15 object *owner = tmp->owner;
325 elmex 1.1
326 root 1.8 if (owner != NULL && owner->type == PLAYER)
327 root 1.6 return 0;
328 root 1.8 }
329 root 1.6
330 root 1.8 // reduce monster experience by experience we gained, as to
331     // limit the amount of exp that can be gained by stealing from monsters
332     // (jessies gave ~20,000,000 exp otherwise.
333     int exp = calc_skill_exp (op, tmp, skill);
334 elmex 1.1
335 root 1.8 exp = MIN (tmp->stats.exp, exp);
336     tmp->stats.exp -= exp;
337     return exp;
338 root 1.6 }
339 elmex 1.1 }
340 root 1.8 return 0;
341 elmex 1.1 }
342    
343 root 1.8 static int
344     attempt_pick_lock (object *door, object *pl, object *skill)
345 elmex 1.1 {
346 root 1.8 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
347     int success = 0, number; /* did we get anything? */
348 elmex 1.1
349    
350 root 1.8 /* Try to pick the lock on this item (doors only for now).
351     * Dependent on dexterity/skill SK_level of the player and
352     * the map level difficulty.
353     */
354     number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
355     if (number < (pl->stats.Dex + skill->level - difficulty))
356     {
357     remove_door (door);
358     success = 1;
359     }
360     else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
361     { /* set off any traps? */
362     spring_trap (door->inv, pl);
363     }
364     return success;
365 elmex 1.1 }
366    
367    
368     /* Implementation by bt. (thomas@astro.psu.edu)
369     * monster implementation 7-7-95 by bt.
370     */
371    
372 root 1.8 int
373     pick_lock (object *pl, int dir, object *skill)
374 elmex 1.1 {
375 root 1.8 object *tmp;
376     int x = pl->x + freearr_x[dir];
377     int y = pl->y + freearr_y[dir];
378 elmex 1.1
379 root 1.8 if (!dir)
380     dir = pl->facing;
381 elmex 1.1
382 root 1.8 /* For all the stacked objects at this point find a door */
383     if (out_of_map (pl->map, x, y))
384     {
385     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
386     return 0;
387 elmex 1.1 }
388    
389 root 1.16 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
390 root 1.8 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
391     break;
392 elmex 1.1
393 root 1.8 if (!tmp)
394     {
395     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
396     return 0;
397 elmex 1.1 }
398 root 1.8 if (tmp->type == LOCKED_DOOR)
399     {
400     new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
401     return 0;
402 elmex 1.1 }
403    
404 root 1.8 if (!tmp->move_block)
405     {
406     new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
407     return 0;
408 elmex 1.1 }
409    
410 root 1.8 if (attempt_pick_lock (tmp, pl, skill))
411     {
412     new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
413     return calc_skill_exp (pl, NULL, skill);
414     }
415     else
416     {
417     new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
418     return 0;
419 elmex 1.1 }
420 root 1.8 }
421 elmex 1.1
422    
423     /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
424     * a short while (success and duration dependant on player SK_level,
425     * dexterity, charisma, and map difficulty).
426     * Players have a good chance of becoming 'unhidden' if they move
427     * and like invisiblity will be come visible if they attack
428     * Implemented by b.t. (thomas@astro.psu.edu)
429     * July 7, 1995 - made hiding possible for monsters. -b.t.
430 root 1.8 */
431 elmex 1.1
432 root 1.8 static int
433     attempt_hide (object *op, object *skill)
434     {
435     int number, difficulty = op->map->difficulty;
436     int terrain = hideability (op);
437    
438     if (terrain < -10) /* not enough cover here */
439     return 0;
440 elmex 1.1
441 root 1.8 /* Hiding success and duration dependant on skill level,
442     * op->stats.Dex, map difficulty and terrain.
443     */
444 elmex 1.1
445 root 1.8 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
446     if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
447     {
448     op->invisible += 100; /* set the level of 'hiddeness' */
449     if (op->type == PLAYER)
450     op->contr->tmp_invis = 1;
451     op->hide = 1;
452     return 1;
453 elmex 1.1 }
454 root 1.8 return 0;
455 elmex 1.1 }
456    
457     /* patched this to take terrain into consideration */
458 root 1.8 int
459     hide (object *op, object *skill)
460     {
461    
462     /* the preliminaries -- Can we really hide now? */
463     /* this keeps monsters from using invisibilty spells and hiding */
464 elmex 1.1
465 root 1.8 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
466     {
467     new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
468     return 0;
469     }
470     else if (!op->hide && op->invisible > 0 && op->type == PLAYER)
471     {
472     new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
473     make_visible (op);
474     }
475 elmex 1.1
476 root 1.8 if (op->invisible > (50 * skill->level))
477     {
478     new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
479     return 0;
480 elmex 1.1 }
481 root 1.8
482     if (attempt_hide (op, skill))
483     {
484     new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
485     update_object (op, UP_OBJ_FACE);
486     return calc_skill_exp (op, NULL, skill);
487 elmex 1.1 }
488 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
489     return 0;
490 elmex 1.1 }
491    
492    
493     /* stop_jump() - End of jump. Clear flags, restore the map, and
494     * freeze the jumper a while to simulate the exhaustion
495     * of jumping.
496     */
497 root 1.8 static void
498     stop_jump (object *pl, int dist, int spaces)
499     {
500 root 1.18 pl->update_stats ();
501 root 1.20 pl->map->insert (pl, pl->x, pl->y, pl);
502 elmex 1.1 }
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 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
549 root 1.8 {
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 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
644 root 1.8 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 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
675 root 1.8 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 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
740 root 1.8 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 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
844 root 1.8 {
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 root 1.15 if (tmp->owner == pl)
883 root 1.8 {
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 root 1.15 tmp->set_owner (pl);
893 root 1.8 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 root 1.15 tmp->set_owner (pl);
914 root 1.8 tmp->stats.exp = 0;
915     add_friendly_object (tmp);
916     tmp->attack_movement = PETMOVE;
917     return calc_skill_exp (pl, tmp, skill);
918     }
919     /* Charm failed. Creature may be angry now */
920     else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
921     {
922     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
923     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
924     {
925     CLEAR_FLAG (tmp, FLAG_FRIENDLY);
926     remove_friendly_object (tmp);
927     tmp->attack_movement = 0; /* needed? */
928 root 1.6 }
929 root 1.8 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
930 elmex 1.1 }
931 root 1.8 return 0; /* Fall through - if we get here, we didn't charm anything */
932 elmex 1.1 }
933    
934     /* Singing() -this skill allows the player to pacify nearby creatures.
935     * There are few limitations on who/what kind of
936     * non-player creatures that may be pacified. Right now, a player
937     * may pacify creatures which have Int == 0. In this routine, once
938     * successfully pacified the creature gets Int=1. Thus, a player
939     * may only pacify a creature once.
940     * BTW, I appologize for the naming of the skill, I couldnt think
941     * of anything better! -b.t.
942     */
943    
944 root 1.8 int
945     singing (object *pl, int dir, object *skill)
946     {
947     int i, exp = 0, chance, mflags;
948     object *tmp;
949 root 1.11 maptile *m;
950 root 1.8 sint16 x, y;
951    
952     if (pl->type != PLAYER)
953     return 0; /* only players use this skill */
954    
955     new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
956     for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
957     {
958     x = pl->x + freearr_x[i];
959     y = pl->y + freearr_y[i];
960     m = pl->map;
961    
962     mflags = get_map_flags (m, &m, x, y, &x, &y);
963     if (mflags & P_OUT_OF_MAP)
964     continue;
965     if (!(mflags & P_IS_ALIVE))
966     continue;
967    
968 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
969 root 1.8 {
970     if (QUERY_FLAG (tmp, FLAG_MONSTER))
971     break;
972     /* can't affect players */
973     if (tmp->type == PLAYER)
974     break;
975     }
976    
977     /* Whole bunch of checks to see if this is a type of monster that would
978     * listen to singing.
979     */
980     if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
981     !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
982     !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
983     (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
984     !QUERY_FLAG (tmp, FLAG_FRIENDLY))
985     { /* already calm */
986    
987     /* stealing isn't really related (although, maybe it should
988     * be). This is mainly to prevent singing to the same monster
989     * over and over again and getting exp for it.
990     */
991     chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
992     if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH))
993     {
994     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
995     new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
996     /* Give exp only if they are not aware */
997     if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
998     exp += calc_skill_exp (pl, tmp, skill);
999     SET_FLAG (tmp, FLAG_NO_STEAL);
1000     }
1001     else
1002     {
1003     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
1004     SET_FLAG (tmp, FLAG_NO_STEAL);
1005 root 1.6 }
1006     }
1007 elmex 1.1 }
1008 root 1.8 return exp;
1009 elmex 1.1 }
1010    
1011     /* The find_traps skill (aka, search). Checks for traps
1012     * on the spaces or in certain objects
1013     */
1014    
1015 root 1.8 int
1016     find_traps (object *pl, object *skill)
1017     {
1018     object *tmp, *tmp2;
1019     int i, expsum = 0, mflags;
1020     sint16 x, y;
1021 root 1.11 maptile *m;
1022 root 1.8
1023     /* First we search all around us for runes and traps, which are
1024     * all type RUNE
1025     */
1026 root 1.6
1027 root 1.8 for (i = 0; i < 9; i++)
1028     {
1029     x = pl->x + freearr_x[i];
1030     y = pl->y + freearr_y[i];
1031     m = pl->map;
1032    
1033     mflags = get_map_flags (m, &m, x, y, &x, &y);
1034     if (mflags & P_OUT_OF_MAP)
1035     continue;
1036    
1037     /* Check everything in the square for trapness */
1038 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1039 root 1.8 {
1040    
1041     /* And now we'd better do an inventory traversal of each
1042     * of these objects' inventory
1043     * We can narrow this down a bit - no reason to search through
1044     * the players inventory or monsters for that matter.
1045     */
1046     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1047     {
1048     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1049     if (tmp2->type == RUNE || tmp2->type == TRAP)
1050     if (trap_see (pl, tmp2))
1051     {
1052     trap_show (tmp2, tmp);
1053     if (tmp2->stats.Cha > 1)
1054     {
1055     if (!tmp2->owner || tmp2->owner->type != PLAYER)
1056     expsum += calc_skill_exp (pl, tmp2, skill);
1057    
1058     tmp2->stats.Cha = 1; /* unhide the trap */
1059 root 1.6 }
1060 root 1.8 }
1061 root 1.6 }
1062 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1063     {
1064     trap_show (tmp, tmp);
1065     if (tmp->stats.Cha > 1)
1066     {
1067     if (!tmp->owner || tmp->owner->type != PLAYER)
1068     expsum += calc_skill_exp (pl, tmp, skill);
1069     tmp->stats.Cha = 1; /* unhide the trap */
1070 root 1.6 }
1071     }
1072     }
1073 elmex 1.1 }
1074 root 1.8 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1075     return expsum;
1076     }
1077 elmex 1.1
1078     /* remove_trap() - This skill will disarm any previously discovered trap
1079     * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1080 root 1.8 */
1081    
1082     int
1083     remove_trap (object *op, int dir, object *skill)
1084     {
1085     object *tmp, *tmp2;
1086     int i, success = 0, mflags;
1087 root 1.11 maptile *m;
1088 root 1.8 sint16 x, y;
1089 elmex 1.1
1090 root 1.8 for (i = 0; i < 9; i++)
1091     {
1092     x = op->x + freearr_x[i];
1093     y = op->y + freearr_y[i];
1094     m = op->map;
1095    
1096     mflags = get_map_flags (m, &m, x, y, &x, &y);
1097     if (mflags & P_OUT_OF_MAP)
1098     continue;
1099    
1100     /* Check everything in the square for trapness */
1101 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1102 root 1.8 {
1103     /* And now we'd better do an inventory traversal of each
1104     * of these objects inventory. Like above, only
1105     * do this for interesting objects.
1106     */
1107    
1108     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1109     {
1110     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1111     if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1112     {
1113     trap_show (tmp2, tmp);
1114     if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1115     {
1116     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1117     success += calc_skill_exp (op, tmp2, skill);
1118     }
1119     }
1120 root 1.6 }
1121 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1122     {
1123     trap_show (tmp, tmp);
1124     if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1125     {
1126     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1127     success += calc_skill_exp (op, tmp, skill);
1128 root 1.6 }
1129     }
1130     }
1131 elmex 1.1 }
1132 root 1.8 return success;
1133 elmex 1.1 }
1134    
1135    
1136     /* pray() - when this skill is called from do_skill(), it allows
1137     * the player to regain lost grace points at a faster rate. -b.t.
1138     * This always returns 0 - return value is used by calling function
1139     * such that if it returns true, player gets exp in that skill. This
1140     * the effect here can be done on demand, we probably don't want to
1141     * give infinite exp by returning true in any cases.
1142     */
1143    
1144 root 1.8 int
1145     pray (object *pl, object *skill)
1146     {
1147     char buf[MAX_BUF];
1148     object *tmp;
1149    
1150     if (pl->type != PLAYER)
1151     return 0;
1152    
1153     strcpy (buf, "You pray.");
1154    
1155     /* Check all objects - we could stop at floor objects,
1156     * but if someone buries an altar, I don't see a problem with
1157     * going through all the objects, and it shouldn't be much slower
1158     * than extra checks on object attributes.
1159     */
1160     for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1161     {
1162     /* Only if the altar actually belongs to someone do you get special benefits */
1163     if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1164     {
1165     sprintf (buf, "You pray over the %s.", &tmp->name);
1166     pray_at_altar (pl, tmp, skill);
1167     break; /* Only pray at one altar */
1168 root 1.6 }
1169 elmex 1.1 }
1170    
1171 root 1.8 new_draw_info (NDI_BLACK, 0, pl, buf);
1172    
1173     if (pl->stats.grace < pl->stats.maxgrace)
1174     {
1175     pl->stats.grace++;
1176     pl->last_grace = -1;
1177 elmex 1.1 }
1178 root 1.8 return 0;
1179 elmex 1.1 }
1180    
1181     /* This skill allows the player to regain a few sp or hp for a
1182     * brief period of concentration. No armour or weapons may be
1183     * wielded/applied for this to work. The amount of time needed
1184     * to concentrate and the # of points regained is dependant on
1185     * the level of the user. - b.t. thomas@astro.psu.edu
1186 root 1.8 */
1187 elmex 1.1
1188 root 1.8 void
1189     meditate (object *pl, object *skill)
1190     {
1191     object *tmp;
1192 elmex 1.1
1193 root 1.8 if (pl->type != PLAYER)
1194     return; /* players only */
1195 elmex 1.1
1196 root 1.8 /* check if pl has removed encumbering armour and weapons */
1197     if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1198     {
1199     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1200     return;
1201     }
1202     else
1203     {
1204     for (tmp = pl->inv; tmp; tmp = tmp->below)
1205     if (((tmp->type == ARMOUR && skill->level < 12)
1206     || (tmp->type == HELMET && skill->level < 10)
1207     || (tmp->type == SHIELD && skill->level < 6)
1208     || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED))
1209     {
1210     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1211     return;
1212 root 1.6 }
1213 elmex 1.1 }
1214    
1215 root 1.8 /* ok let's meditate! Spell points are regained first, then once
1216     * they are maxed we get back hp. Actual incrementing of values
1217     * is handled by the do_some_living() (in player.c). This way magical
1218     * bonuses for healing/sp regeneration are included properly
1219     * No matter what, we will eat up some playing time trying to
1220     * meditate. (see 'factor' variable for what sets the amount of time)
1221     */
1222    
1223     new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1224    
1225     if (pl->stats.sp < pl->stats.maxsp)
1226     {
1227     pl->stats.sp++;
1228     pl->last_sp = -1;
1229     }
1230     else if (pl->stats.hp < pl->stats.maxhp)
1231     {
1232     pl->stats.hp++;
1233     pl->last_heal = -1;
1234 elmex 1.1 }
1235     }
1236    
1237     /* write_note() - this routine allows players to inscribe messages in
1238     * ordinary 'books' (anything that is type BOOK). b.t.
1239     */
1240    
1241 root 1.8 static int
1242     write_note (object *pl, object *item, const char *msg, object *skill)
1243     {
1244     char buf[1024];
1245     object *newBook = NULL;
1246    
1247     /* a pair of sanity checks */
1248     if (!item || item->type != BOOK)
1249     return 0;
1250    
1251     if (!msg)
1252     {
1253     new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1254     new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1255     return 0;
1256 elmex 1.1 }
1257 root 1.8 if (strcasestr_local (msg, "endmsg"))
1258     {
1259     new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1260     return 0;
1261 elmex 1.1 }
1262    
1263 root 1.8 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1264     return strlen (msg);
1265    
1266     buf[0] = 0;
1267     if (!book_overflow (item->msg, msg, sizeof (buf)))
1268     { /* add msg string to book */
1269     if (item->msg)
1270     strcpy (buf, item->msg);
1271    
1272     strcat (buf, msg);
1273     strcat (buf, "\n"); /* new msg needs a LF */
1274     if (item->nrof > 1)
1275     {
1276 root 1.14 newBook = item->clone ();
1277 root 1.8 decrease_ob (item);
1278     esrv_send_item (pl, item);
1279     newBook->nrof = 1;
1280     newBook->msg = buf;
1281     newBook = insert_ob_in_ob (newBook, pl);
1282     esrv_send_item (pl, newBook);
1283     }
1284     else
1285     {
1286     item->msg = buf;
1287     /* This shouldn't be necessary - the object hasn't changed in any
1288     * visible way
1289     */
1290     /* esrv_send_item(pl, item); */
1291     }
1292     new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item));
1293 root 1.4 return strlen (msg);
1294 root 1.8 }
1295     else
1296     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item));
1297 elmex 1.1
1298 root 1.8 return 0;
1299 elmex 1.1 }
1300    
1301     /* write_scroll() - this routine allows players to inscribe spell scrolls
1302     * of spells which they know. Backfire effects are possible with the
1303     * severity of the backlash correlated with the difficulty of the scroll
1304     * that is attempted. -b.t. thomas@astro.psu.edu
1305     */
1306    
1307 root 1.8 static int
1308     write_scroll (object *pl, object *scroll, object *skill)
1309     {
1310     int success = 0, confused = 0;
1311     object *newscroll, *chosen_spell, *tmp;
1312    
1313     /* this is a sanity check */
1314     if (scroll->type != SCROLL)
1315     {
1316     new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1317     return 0;
1318     }
1319    
1320     /* Check if we are ready to attempt inscription */
1321     chosen_spell = pl->contr->ranges[range_magic];
1322     if (!chosen_spell)
1323     {
1324     new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1325     return 0;
1326     }
1327     if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1328     {
1329     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1330     return 0;
1331     }
1332     if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1333     {
1334     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1335     return 0;
1336 elmex 1.1 }
1337 root 1.8
1338     /* if there is a spell already on the scroll then player could easily
1339     * accidently read it while trying to write the new one. give player
1340     * a 50% chance to overwrite spell at their own level
1341     */
1342     if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1343     {
1344     new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1345     manual_apply (pl, scroll, 0);
1346     return 0;
1347 elmex 1.1 }
1348    
1349 root 1.8 /* ok, we are ready to try inscription */
1350     if (QUERY_FLAG (pl, FLAG_CONFUSED))
1351     confused = 1;
1352    
1353     /* Lost mana/grace no matter what */
1354     pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1355     pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1356    
1357     if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1358     {
1359     if (scroll->nrof > 1)
1360     {
1361 root 1.14 newscroll = scroll->clone ();
1362 root 1.8 decrease_ob (scroll);
1363     newscroll->nrof = 1;
1364     }
1365     else
1366     {
1367     newscroll = scroll;
1368     }
1369    
1370     if (!confused)
1371     {
1372     newscroll->level = MAX (skill->level, chosen_spell->level);
1373     new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll.");
1374     }
1375     else
1376     {
1377     chosen_spell = find_random_spell_in_ob (pl, NULL);
1378     if (!chosen_spell)
1379 root 1.6 return 0;
1380 elmex 1.1
1381 root 1.8 newscroll->level = MAX (skill->level, chosen_spell->level);
1382     new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1383     }
1384 elmex 1.1
1385 root 1.8 if (newscroll->inv)
1386 root 1.13 newscroll->inv->destroy ();
1387 root 1.8
1388 root 1.14 tmp = chosen_spell->clone ();
1389 root 1.8 insert_ob_in_ob (tmp, newscroll);
1390    
1391     /* Same code as from treasure.c - so they can better merge.
1392     * if players want to sell them, so be it.
1393     */
1394     newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1395     newscroll->stats.exp = newscroll->value / 5;
1396    
1397     /* wait until finished manipulating the scroll before inserting it */
1398     if (newscroll == scroll)
1399     {
1400     /* Remove to correctly merge with other items which may exist in inventory */
1401 root 1.12 newscroll->remove ();
1402 root 1.8 esrv_del_item (pl->contr, newscroll->count);
1403     }
1404     newscroll = insert_ob_in_ob (newscroll, pl);
1405     esrv_send_item (pl, newscroll);
1406     success = calc_skill_exp (pl, newscroll, skill);
1407     if (!confused)
1408     success *= 2;
1409     success = success * skill->level;
1410     return success;
1411    
1412     }
1413     else
1414     { /* Inscription has failed */
1415    
1416     if (chosen_spell->level > skill->level || confused)
1417     { /*backfire! */
1418     new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1419     if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1420 root 1.18 pl->drain_specific_stat (4);
1421 root 1.8 else
1422     {
1423     confuse_player (pl, pl, 99);
1424     return (-30 * chosen_spell->level);
1425 root 1.6 }
1426 root 1.8 }
1427     else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1428     {
1429     new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!");
1430     confuse_player (pl, pl, 99);
1431     }
1432     else
1433     new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll.");
1434 elmex 1.1 }
1435 root 1.18
1436 root 1.8 return 0;
1437 elmex 1.1 }
1438    
1439     /* write_on_item() - wrapper for write_note and write_scroll */
1440 root 1.8 int
1441     write_on_item (object *pl, const char *params, object *skill)
1442     {
1443     object *item;
1444     const char *string = params;
1445     int msgtype;
1446     archetype *skat;
1447    
1448     if (pl->type != PLAYER)
1449     return 0;
1450    
1451     if (!params)
1452     {
1453     params = "";
1454     string = params;
1455     }
1456     skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1457    
1458     /* Need to be able to read before we can write! */
1459     if (!find_skill_by_name (pl, skat->clone.skill))
1460     {
1461     new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!");
1462     return 0;
1463 elmex 1.1 }
1464    
1465 root 1.8 /* if there is a message then it goes in a book and no message means
1466     * write active spell into the scroll
1467     */
1468     msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1469    
1470     /* find an item of correct type to write on */
1471     if (!(item = find_marked_object (pl)))
1472     {
1473     new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on.");
1474     return 0;
1475 elmex 1.1 }
1476    
1477 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1478     {
1479     new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1480     return 0;
1481 elmex 1.1 }
1482 root 1.8 if (msgtype != item->type)
1483     {
1484     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll");
1485     return 0;
1486 elmex 1.1 }
1487    
1488 root 1.8 if (msgtype == SCROLL)
1489     {
1490     return write_scroll (pl, item, skill);
1491 elmex 1.1 }
1492 root 1.8 else if (msgtype == BOOK)
1493     {
1494     return write_note (pl, item, string, skill);
1495     }
1496     return 0;
1497 elmex 1.1 }
1498    
1499    
1500    
1501     /* find_throw_ob() - if we request an object, then
1502     * we search for it in the inventory of the owner (you've
1503     * got to be carrying something in order to throw it!).
1504     * If we didnt request an object, then the top object in inventory
1505     * (that is "throwable", ie no throwing your skills away!)
1506     * is the object of choice. Also check to see if object is
1507     * 'throwable' (ie not applied cursed obj, worn, etc).
1508     */
1509    
1510 root 1.8 static object *
1511     find_throw_ob (object *op, const char *request)
1512     {
1513     object *tmp;
1514    
1515     if (!op)
1516     { /* safety */
1517     LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1518     return (object *) NULL;
1519     }
1520    
1521     /* prefer marked item */
1522     tmp = find_marked_object (op);
1523     if (tmp != NULL)
1524     {
1525     /* can't toss invisible or inv-locked items */
1526     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1527     {
1528     tmp = NULL;
1529     }
1530     }
1531    
1532     /* look through the inventory */
1533     if (tmp == NULL)
1534     {
1535     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1536     {
1537     /* can't toss invisible or inv-locked items */
1538     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1539     continue;
1540     if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1541     break;
1542 elmex 1.1 }
1543     }
1544    
1545 root 1.8 /* this should prevent us from throwing away
1546     * cursed items, worn armour, etc. Only weapons
1547     * can be thrown from 'hand'.
1548     */
1549     if (!tmp)
1550     return NULL;
1551    
1552     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1553     {
1554     if (tmp->type != WEAPON)
1555     {
1556     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1557     tmp = NULL;
1558     }
1559     else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1560     {
1561     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1562     tmp = NULL;
1563     }
1564     else
1565     {
1566     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1567     {
1568     LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1569     tmp = NULL;
1570 root 1.6 }
1571     }
1572 root 1.8 }
1573     else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1574     {
1575     new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1576     tmp = NULL;
1577 elmex 1.1 }
1578    
1579 root 1.8 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1580     {
1581     LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1582     tmp = NULL;
1583 elmex 1.1 }
1584 root 1.8 return tmp;
1585 elmex 1.1 }
1586    
1587     /* make_throw_ob() We construct the 'carrier' object in
1588     * which we will insert the object that is being thrown.
1589     * This combination becomes the 'thrown object'. -b.t.
1590     */
1591    
1592 root 1.8 static object *
1593     make_throw_ob (object *orig)
1594     {
1595     if (!orig)
1596     return NULL;
1597 elmex 1.1
1598 root 1.8 if (QUERY_FLAG (orig, FLAG_APPLIED))
1599     {
1600     LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1601     /* insufficient workaround, but better than nothing */
1602     CLEAR_FLAG (orig, FLAG_APPLIED);
1603     }
1604 root 1.14
1605     object *toss_item = orig->clone ();
1606    
1607 root 1.8 toss_item->type = THROWN_OBJ;
1608     CLEAR_FLAG (toss_item, FLAG_CHANGING);
1609     toss_item->stats.dam = 0; /* default damage */
1610     insert_ob_in_ob (orig, toss_item);
1611     return toss_item;
1612 elmex 1.1 }
1613    
1614    
1615     /* do_throw() - op throws any object toss_item. This code
1616     * was borrowed from fire_bow.
1617     * Returns 1 if skill was successfully used, 0 if not
1618     */
1619    
1620 root 1.8 static int
1621     do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1622     {
1623     object *throw_ob = toss_item, *left = NULL;
1624     int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1625     int pause_f, weight_f = 0, mflags;
1626     float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1627 root 1.11 maptile *m;
1628 root 1.8 sint16 sx, sy;
1629    
1630     if (throw_ob == NULL)
1631     {
1632     if (op->type == PLAYER)
1633 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1634    
1635 root 1.8 return 0;
1636 elmex 1.1 }
1637 root 1.8 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1638     {
1639     if (op->type == PLAYER)
1640 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1641    
1642 root 1.8 return 0;
1643     }
1644    
1645     /* Because throwing effectiveness must be reduced by the
1646     * encumbrance of the thrower and weight of the object. THus,
1647     * we use the concept of 'effective strength' as defined below.
1648     */
1649    
1650     /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1651     if (str > MAX_STAT)
1652     {
1653     str_factor = (float) str / (float) MAX_STAT;
1654     str = MAX_STAT;
1655 elmex 1.1 }
1656    
1657 root 1.8 /* the more we carry, the less we can throw. Limit only on players */
1658     maxc = max_carry[str] * 1000;
1659     if (op->carrying > maxc && op->type == PLAYER)
1660     load_factor = (float) maxc / (float) op->carrying;
1661    
1662     /* lighter items are thrown harder, farther, faster */
1663     if (throw_ob->weight > 0)
1664     item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1665     else
1666     { /* 0 or negative weight?!? Odd object, can't throw it */
1667     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1668     return 0;
1669 elmex 1.1 }
1670 root 1.8
1671     eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1672     eff_str = (int) ((float) eff_str * item_factor * str_factor);
1673    
1674     /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1675     * account for super-strong throwers. */
1676     if (eff_str > MAX_STAT)
1677     eff_str = MAX_STAT;
1678 elmex 1.1
1679     #ifdef DEBUG_THROW
1680 root 1.8 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1681     LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1682     LOG (llevDebug, " str_factor=%f\n", str_factor);
1683     LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1684 elmex 1.1 #endif
1685    
1686 root 1.8 /* 3 things here prevent a throw, you aimed at your feet, you
1687     * have no effective throwing strength, or you threw at something
1688     * that flying objects can't get through.
1689     */
1690     mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1691    
1692     if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1693     {
1694 root 1.20 /* bounces off 'wall', and drops to feet */
1695     throw_ob->insert_at (part, op);
1696 root 1.8
1697     if (op->type == PLAYER)
1698     {
1699     if (eff_str <= 1)
1700 root 1.20 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1701 root 1.8 else if (!dir)
1702 root 1.20 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1703 root 1.8 else
1704     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1705 root 1.6 }
1706 root 1.20
1707 root 1.8 return 0;
1708     } /* if object can't be thrown */
1709    
1710     left = throw_ob; /* these are throwing objects left to the player */
1711    
1712     /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1713     * and returns NULL. We must use 'left' then
1714     */
1715    
1716     if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1717     {
1718     throw_ob = left;
1719 root 1.12 left->remove ();
1720 root 1.8 if (op->type == PLAYER)
1721     esrv_del_item (op->contr, left->count);
1722     }
1723     else if (op->type == PLAYER)
1724     {
1725 root 1.10 if (left->destroyed ())
1726     esrv_del_item (op->contr, left->count);
1727 root 1.8 else
1728     esrv_update_item (UPD_NROF, op, left);
1729     }
1730    
1731     /* special case: throwing powdery substances like dust, dirt */
1732     if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1733     {
1734     cast_dust (op, throw_ob, dir);
1735     return 1;
1736     }
1737    
1738     /* Make a thrown object -- insert real object in a 'carrier' object.
1739     * If unsuccessfull at making the "thrown_obj", we just reinsert
1740     * the original object back into inventory and exit
1741     */
1742     if ((toss_item = make_throw_ob (throw_ob)))
1743     {
1744     throw_ob = toss_item;
1745     throw_ob->skill = skill->skill;
1746 elmex 1.1 }
1747 root 1.8 else
1748     {
1749     insert_ob_in_ob (throw_ob, op);
1750     return 0;
1751 elmex 1.1 }
1752    
1753 root 1.15 throw_ob->set_owner (op);
1754 root 1.8 /* At some point in the attack code, the actual real object (op->inv)
1755     * becomes the hitter. As such, we need to make sure that has a proper
1756     * owner value so exp goes to the right place.
1757     */
1758 root 1.15 throw_ob->inv->set_owner (op);
1759 root 1.8 throw_ob->direction = dir;
1760    
1761     /* the damage bonus from the force of the throw */
1762     dam = (int) (str_factor * dam_bonus[eff_str]);
1763    
1764     /* Now, lets adjust the properties of the thrown_ob. */
1765    
1766     /* how far to fly */
1767     throw_ob->last_sp = (eff_str * 3) / 5;
1768    
1769     /* speed */
1770 root 1.19 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1771 root 1.8
1772     /* item damage. Eff_str and item weight influence damage done */
1773     weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1774     throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1775    
1776     /* chance of breaking. Proportional to force used and weight of item */
1777     throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1778    
1779     /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1780     throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1781 elmex 1.1
1782 root 1.8 /* the properties of objects which are meant to be thrown (ie dart,
1783     * throwing knife, etc) will differ from ordinary items. Lets tailor
1784     * this stuff in here.
1785     */
1786    
1787     if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1788     {
1789     throw_ob->last_sp += eff_str / 3; /* fly a little further */
1790     throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1791     throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1792     /* only throw objects get directional faces */
1793     if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1794     SET_ANIMATION (throw_ob, dir);
1795     }
1796     else
1797     {
1798     /* some materials will adjust properties.. */
1799     if (throw_ob->material & M_LEATHER)
1800     {
1801     throw_ob->stats.dam -= 1;
1802     throw_ob->stats.food -= 10;
1803     }
1804 root 1.19
1805 root 1.8 if (throw_ob->material & M_GLASS)
1806     throw_ob->stats.food += 60;
1807    
1808     if (throw_ob->material & M_ORGANIC)
1809     {
1810     throw_ob->stats.dam -= 3;
1811     throw_ob->stats.food += 55;
1812     }
1813 root 1.19
1814 root 1.8 if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH)
1815     {
1816     throw_ob->stats.dam -= 5;
1817     throw_ob->speed *= 0.8;
1818     throw_ob->stats.wc += 3;
1819     throw_ob->stats.food -= 30;
1820     }
1821 root 1.19
1822 root 1.8 /* light obj have more wind resistance, fly slower */
1823     if (throw_ob->weight > 500)
1824     throw_ob->speed *= 0.8;
1825 root 1.19
1826 root 1.8 if (throw_ob->weight > 50)
1827     throw_ob->speed *= 0.5;
1828     } /* else tailor thrown object */
1829    
1830     /* some limits, and safeties (needed?) */
1831     if (throw_ob->stats.dam < 0)
1832     throw_ob->stats.dam = 0;
1833     if (throw_ob->last_sp > eff_str)
1834     throw_ob->last_sp = eff_str;
1835     if (throw_ob->stats.food < 0)
1836     throw_ob->stats.food = 0;
1837     if (throw_ob->stats.food > 100)
1838     throw_ob->stats.food = 100;
1839     if (throw_ob->stats.wc > 30)
1840     throw_ob->stats.wc = 30;
1841    
1842     /* how long to pause the thrower. Higher values mean less pause */
1843     pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1844    
1845     /* Put a lower limit on this */
1846     if (pause_f < 10)
1847     pause_f = 10;
1848     if (pause_f > 100)
1849     pause_f = 100;
1850    
1851     /* Changed in 0.94.2 - the calculation before was really goofy.
1852     * In short summary, a throw can take anywhere between speed 5 and
1853     * speed 0.5
1854     */
1855     op->speed_left -= 50 / pause_f;
1856    
1857     throw_ob->speed_left = 0;
1858     throw_ob->map = part->map;
1859    
1860     throw_ob->move_type = MOVE_FLY_LOW;
1861     throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1862 elmex 1.1
1863     #if 0
1864 root 1.8 /* need to put in a good sound for this */
1865     play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1866 elmex 1.1 #endif
1867 root 1.8
1868 elmex 1.1 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1869 root 1.8 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1870 elmex 1.1 #ifdef DEBUG_THROW
1871 root 1.8 LOG (llevDebug, " pause_f=%d \n", pause_f);
1872     LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1873     throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1874     LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1875 elmex 1.1 #endif
1876 root 1.20
1877     throw_ob->insert_at (part, op);
1878 root 1.10
1879     if (!throw_ob->destroyed ())
1880 root 1.8 move_arrow (throw_ob);
1881 root 1.10
1882 root 1.8 return 1;
1883     }
1884    
1885     int
1886     skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1887     {
1888     object *throw_ob;
1889    
1890     if (op->type == PLAYER)
1891     throw_ob = find_throw_ob (op, params);
1892     else
1893     throw_ob = find_mon_throw_ob (op);
1894 elmex 1.1
1895 root 1.8 return do_throw (op, part, throw_ob, dir, skill);
1896 elmex 1.1 }