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/cvs/deliantra/server/server/skills.C
Revision: 1.27
Committed: Tue Apr 24 12:32:16 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.26: +2 -0 lines
Log Message:
server crashed this morning because a freed golem tried to follow
his owner, triggering the assertion failure.

the golem had no owner, but the owner still had him in his range slots.

I refactored a bit of the code and rearranged it to hopefully increase
chances of this not occuring again.

File Contents

# 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 root 1.24 #include <sproto.h>
28 elmex 1.1 #include <living.h>
29     #include <skills.h>
30     #include <spells.h>
31     #include <book.h>
32    
33 root 1.8 /* adj_stealchance() - increased values indicate better attempts */
34     static int
35     adj_stealchance (object *op, object *victim, int roll)
36     {
37     object *equip;
38    
39     if (!op || !victim || !roll)
40     return -1;
41    
42     /* Only prohibit stealing if the player does not have a free
43     * hand available and in fact does have hands.
44     */
45     if (op->type == PLAYER && op->body_used[BODY_ARMS] <= 0 && op->body_info[BODY_ARMS])
46     {
47     new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!");
48     return -1;
49 elmex 1.1 }
50 root 1.8
51     /* ADJUSTMENTS */
52    
53     /* Its harder to steal from hostile beings! */
54     if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
55     roll = roll / 2;
56    
57     /* Easier to steal from sleeping beings, or if the thief is
58     * unseen */
59     if (QUERY_FLAG (victim, FLAG_SLEEP))
60     roll = roll * 3;
61     else if (op->invisible)
62     roll = roll * 2;
63    
64     /* check stealing 'encumberance'. Having this equipment applied makes
65     * it quite a bit harder to steal.
66     */
67     for (equip = op->inv; equip; equip = equip->below)
68     {
69     if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
70     {
71     roll -= equip->weight / 10000;
72     }
73     if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
74     roll -= equip->weight / 5000;
75     if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
76     {
77     roll -= equip->weight / 2000;
78     }
79     if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
80     roll -= equip->weight / 5000;
81     if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
82     roll -= equip->weight / 100;
83     }
84     if (roll < 0)
85     roll = 0;
86     return roll;
87 elmex 1.1 }
88    
89     /*
90     * When stealing: dependent on the intelligence/wisdom of whom you're
91     * stealing from (op in attempt_steal), offset by your dexterity and
92     * skill at stealing. They may notice your attempt, whether successful
93     * or not.
94     * op is the target (person being pilfered)
95     * who is the person doing the stealing.
96     * skill is the skill object (stealing).
97     */
98    
99 root 1.8 static int
100     attempt_steal (object *op, object *who, object *skill)
101 elmex 1.1 {
102 root 1.8 object *success = NULL, *tmp = NULL, *next;
103     int roll = 0, chance = 0, stats_value;
104     rv_vector rv;
105    
106     stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2;
107    
108     /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
109     * they will try to prevent stealing if they can. Only unseen theives will
110     * have much chance of success.
111     */
112     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL))
113     {
114     if (can_detect_enemy (op, who, &rv))
115     {
116     npc_call_help (op);
117     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
118     new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
119     return 0;
120     }
121     else /* help npc to detect thief next time by raising its wisdom */
122     op->stats.Wis += (op->stats.Int / 5) + 1;
123     if (op->stats.Wis > MAX_STAT)
124     op->stats.Wis = MAX_STAT;
125 elmex 1.1 }
126 root 1.8 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ))
127     {
128     new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
129     return 0;
130 elmex 1.1 }
131     #ifdef PROHIBIT_PLAYERKILL
132 root 1.8 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful))
133     {
134     new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
135 elmex 1.1 return 0;
136     }
137     #else
138 root 1.8 if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing)
139     {
140     new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
141 elmex 1.1 return 0;
142     }
143     #endif
144    
145    
146 root 1.8 /* Ok then, go thru their inventory, stealing */
147     for (tmp = op->inv; tmp != NULL; tmp = next)
148     {
149     next = tmp->below;
150 root 1.6
151 root 1.8 /* you can't steal worn items, starting items, wiz stuff,
152     * innate abilities, or items w/o a type. Generally
153     * speaking, the invisibility flag prevents experience or
154     * abilities from being stolen since these types are currently
155     * always invisible objects. I was implicit here so as to prevent
156     * future possible problems. -b.t.
157     * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
158     * already -b.t.
159     */
160    
161     if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED)
162     || !(tmp->type)
163 elmex 1.17 || tmp->type == SPELL
164 root 1.8 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible)
165     continue;
166    
167     /* Okay, try stealing this item. Dependent on dexterity of thief,
168     * skill level, see the adj_stealroll fctn for more detail.
169     */
170    
171     roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
172    
173     if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
174     return 0;
175     else if (roll < chance)
176     {
177     pick_up (who, tmp);
178     /* need to see if the player actually stole this item -
179     * if it is in the players inv, assume it is. This prevents
180     * abuses where the player can not carry the item, so just
181     * keeps stealing it over and over.
182     */
183 root 1.10 if (tmp->destroyed () || tmp->env != op)
184 root 1.8 {
185     /* for players, play_sound: steals item */
186     success = tmp;
187     CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
188    
189     /* Don't delete it from target player until we know
190     * the thief has picked it up. can't just look at tmp->count,
191     * as it's possible that it got merged when picked up.
192     */
193     if (op->type == PLAYER)
194 root 1.10 esrv_del_item (op->contr, tmp->count);
195 root 1.6 }
196 root 1.8 break;
197 root 1.6 }
198 root 1.8 } /* for loop looking for an item */
199 elmex 1.1
200 root 1.8 if (!tmp)
201     {
202     new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
203     return 0;
204 elmex 1.1 }
205    
206 root 1.8 /* If you arent high enough level, you might get something BUT
207     * the victim will notice your stealing attempt. Ditto if you
208     * attempt to steal something heavy off them, they're bound to notice
209     */
210    
211     if ((roll >= skill->level) || !chance
212     || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
213     {
214    
215     /* victim figures out where the thief is! */
216     if (who->hide)
217     make_visible (who);
218    
219     if (op->type != PLAYER)
220     {
221     /* The unaggressives look after themselves 8) */
222     if (who->type == PLAYER)
223     {
224     npc_call_help (op);
225     new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
226     }
227     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
228     /* all remaining npc items are guarded now. Set flag NO_STEAL
229     * on the victim.
230     */
231     SET_FLAG (op, FLAG_NO_STEAL);
232     }
233     else
234     { /* stealing from another player */
235     char buf[MAX_BUF];
236    
237     /* Notify the other player */
238     if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
239     {
240     sprintf (buf, "Your %s is missing!", query_name (success));
241 root 1.6 }
242 root 1.8 else
243     {
244     sprintf (buf, "Your pack feels strangely lighter.");
245 root 1.6 }
246 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
247     if (!success)
248     {
249     if (who->invisible)
250     {
251     sprintf (buf, "you feel itchy fingers getting at your pack.");
252     }
253     else
254     {
255     sprintf (buf, "%s looks very shifty.", query_name (who));
256 root 1.6 }
257 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
258 root 1.6 }
259 root 1.8 } /* else stealing from another player */
260     /* play_sound("stop! thief!"); kindofthing */
261     } /* if you weren't 100% successful */
262     return success ? 1 : 0;
263 elmex 1.1 }
264    
265    
266 root 1.8 int
267     steal (object *op, int dir, object *skill)
268 elmex 1.1 {
269 root 1.8 object *tmp, *next;
270     sint16 x, y;
271 root 1.11 maptile *m;
272 root 1.8 int mflags;
273 elmex 1.1
274 root 1.8 x = op->x + freearr_x[dir];
275     y = op->y + freearr_y[dir];
276    
277     if (dir == 0)
278     {
279     /* Can't steal from ourself! */
280     return 0;
281 elmex 1.1 }
282    
283 root 1.8 m = op->map;
284     mflags = get_map_flags (m, &m, x, y, &x, &y);
285     /* Out of map - can't do it. If nothing alive on this space,
286     * don't need to look any further.
287     */
288     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
289     return 0;
290    
291     /* If player can't move onto the space, can't steal from it. */
292     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
293     return 0;
294    
295     /* Find the topmost object at this spot */
296 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
297 root 1.8
298     /* For all the stacked objects at this point, attempt a steal */
299     for (; tmp != NULL; tmp = next)
300     {
301     next = tmp->below;
302     /* Minor hack--for multi square beings - make sure we get
303     * the 'head' coz 'tail' objects have no inventory! - b.t.
304     */
305     if (tmp->head)
306     tmp = tmp->head;
307    
308     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
309     continue;
310    
311     /* do not reveal hidden DMs */
312     if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
313     continue;
314     if (attempt_steal (tmp, op, skill))
315     {
316     if (tmp->type == PLAYER) /* no xp for stealing from another player */
317     return 0;
318 elmex 1.1
319 root 1.8 /* no xp for stealing from pets (of players) */
320     if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
321     {
322 root 1.15 object *owner = tmp->owner;
323 elmex 1.1
324 root 1.8 if (owner != NULL && owner->type == PLAYER)
325 root 1.6 return 0;
326 root 1.8 }
327 root 1.6
328 root 1.8 // reduce monster experience by experience we gained, as to
329     // limit the amount of exp that can be gained by stealing from monsters
330     // (jessies gave ~20,000,000 exp otherwise.
331     int exp = calc_skill_exp (op, tmp, skill);
332 elmex 1.1
333 root 1.8 exp = MIN (tmp->stats.exp, exp);
334     tmp->stats.exp -= exp;
335     return exp;
336 root 1.6 }
337 elmex 1.1 }
338 root 1.8 return 0;
339 elmex 1.1 }
340    
341 root 1.8 static int
342     attempt_pick_lock (object *door, object *pl, object *skill)
343 elmex 1.1 {
344 root 1.8 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
345     int success = 0, number; /* did we get anything? */
346 elmex 1.1
347    
348 root 1.8 /* Try to pick the lock on this item (doors only for now).
349     * Dependent on dexterity/skill SK_level of the player and
350     * the map level difficulty.
351     */
352     number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
353     if (number < (pl->stats.Dex + skill->level - difficulty))
354     {
355     remove_door (door);
356     success = 1;
357     }
358     else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
359     { /* set off any traps? */
360     spring_trap (door->inv, pl);
361     }
362     return success;
363 elmex 1.1 }
364    
365    
366     /* Implementation by bt. (thomas@astro.psu.edu)
367     * monster implementation 7-7-95 by bt.
368     */
369    
370 root 1.8 int
371     pick_lock (object *pl, int dir, object *skill)
372 elmex 1.1 {
373 root 1.8 object *tmp;
374     int x = pl->x + freearr_x[dir];
375     int y = pl->y + freearr_y[dir];
376 elmex 1.1
377 root 1.8 if (!dir)
378     dir = pl->facing;
379 elmex 1.1
380 root 1.8 /* For all the stacked objects at this point find a door */
381     if (out_of_map (pl->map, x, y))
382     {
383     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
384     return 0;
385 elmex 1.1 }
386    
387 root 1.16 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
388 root 1.8 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
389     break;
390 elmex 1.1
391 root 1.8 if (!tmp)
392     {
393     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
394     return 0;
395 elmex 1.1 }
396 root 1.8 if (tmp->type == LOCKED_DOOR)
397     {
398     new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
399     return 0;
400 elmex 1.1 }
401    
402 root 1.8 if (!tmp->move_block)
403     {
404     new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
405     return 0;
406 elmex 1.1 }
407    
408 root 1.8 if (attempt_pick_lock (tmp, pl, skill))
409     {
410     new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
411     return calc_skill_exp (pl, NULL, skill);
412     }
413     else
414     {
415     new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
416     return 0;
417 elmex 1.1 }
418 root 1.8 }
419 elmex 1.1
420    
421     /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
422     * a short while (success and duration dependant on player SK_level,
423     * dexterity, charisma, and map difficulty).
424     * Players have a good chance of becoming 'unhidden' if they move
425     * and like invisiblity will be come visible if they attack
426     * Implemented by b.t. (thomas@astro.psu.edu)
427     * July 7, 1995 - made hiding possible for monsters. -b.t.
428 root 1.8 */
429 elmex 1.1
430 root 1.8 static int
431     attempt_hide (object *op, object *skill)
432     {
433     int number, difficulty = op->map->difficulty;
434     int terrain = hideability (op);
435    
436     if (terrain < -10) /* not enough cover here */
437     return 0;
438 elmex 1.1
439 root 1.8 /* Hiding success and duration dependant on skill level,
440     * op->stats.Dex, map difficulty and terrain.
441     */
442 elmex 1.1
443 root 1.8 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
444     if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
445     {
446     op->invisible += 100; /* set the level of 'hiddeness' */
447     if (op->type == PLAYER)
448     op->contr->tmp_invis = 1;
449     op->hide = 1;
450     return 1;
451 elmex 1.1 }
452 root 1.8 return 0;
453 elmex 1.1 }
454    
455     /* patched this to take terrain into consideration */
456 root 1.8 int
457     hide (object *op, object *skill)
458     {
459    
460     /* the preliminaries -- Can we really hide now? */
461     /* this keeps monsters from using invisibilty spells and hiding */
462 elmex 1.1
463 root 1.8 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
464     {
465     new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
466     return 0;
467     }
468     else if (!op->hide && op->invisible > 0 && op->type == PLAYER)
469     {
470     new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
471     make_visible (op);
472     }
473 elmex 1.1
474 root 1.8 if (op->invisible > (50 * skill->level))
475     {
476     new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
477     return 0;
478 elmex 1.1 }
479 root 1.8
480     if (attempt_hide (op, skill))
481     {
482     new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
483     update_object (op, UP_OBJ_FACE);
484     return calc_skill_exp (op, NULL, skill);
485 elmex 1.1 }
486 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
487     return 0;
488 elmex 1.1 }
489    
490    
491     /* stop_jump() - End of jump. Clear flags, restore the map, and
492     * freeze the jumper a while to simulate the exhaustion
493     * of jumping.
494     */
495 root 1.8 static void
496     stop_jump (object *pl, int dist, int spaces)
497     {
498 root 1.18 pl->update_stats ();
499 root 1.20 pl->map->insert (pl, pl->x, pl->y, pl);
500 elmex 1.1 }
501    
502 root 1.8 static int
503     attempt_jump (object *pl, int dir, int spaces, object *skill)
504     {
505     object *tmp;
506     int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
507     sint16 x, y;
508 root 1.11 maptile *m;
509 root 1.8
510     /* Jump loop. Go through spaces opject wants to jump. Halt the
511     * jump if a wall or creature is in the way. We set FLAG_FLYING
512     * temporarily to allow player to aviod exits/archs that are not
513     * fly_on, fly_off. This will also prevent pickup of objects
514     * while jumping over them.
515     */
516    
517 root 1.12 pl->remove ();
518 root 1.8
519     /*
520     * I don't think this is actually needed - all the movement
521     * code is handled in this function, and I don't see anyplace
522     * that cares about the move_type being flying.
523     */
524     pl->move_type |= MOVE_FLY_LOW;
525 root 1.6
526 root 1.8 for (i = 0; i <= spaces; i++)
527     {
528     x = pl->x + dx;
529     y = pl->y + dy;
530     m = pl->map;
531    
532     mflags = get_map_flags (m, &m, x, y, &x, &y);
533    
534     if (mflags & P_OUT_OF_MAP)
535     {
536     (void) stop_jump (pl, i, spaces);
537     return 0;
538     }
539     if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
540     {
541     new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
542     stop_jump (pl, i, spaces);
543     return 0;
544     }
545    
546 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
547 root 1.8 {
548     /* Jump into creature */
549     if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
550     {
551     new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
552     if (tmp->type != PLAYER ||
553     (pl->type == PLAYER && pl->contr->party == NULL) ||
554     (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
555     exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
556     stop_jump (pl, i, spaces);
557     return exp; /* note that calc_skill_exp() is already called by skill_attack() */
558 root 1.6 }
559 root 1.8 /* If the space has fly on set (no matter what the space is),
560     * we should get the effects - after all, the player is
561     * effectively flying.
562     */
563     if (tmp->move_on & MOVE_FLY_LOW)
564     {
565     pl->x = x;
566     pl->y = y;
567     pl->map = m;
568     stop_jump (pl, i, spaces);
569     return calc_skill_exp (pl, NULL, skill);
570 root 1.6 }
571     }
572 root 1.8 pl->x = x;
573     pl->y = y;
574     pl->map = m;
575 elmex 1.1 }
576 root 1.8 stop_jump (pl, i, spaces);
577     return calc_skill_exp (pl, NULL, skill);
578 elmex 1.1 }
579    
580     /* jump() - this is both a new type of movement for player/monsters and
581     * an attack as well.
582     * Perhaps we should allow more spaces based on level, eg, level 50
583     * jumper can jump several spaces?
584 root 1.8 */
585 elmex 1.1
586 root 1.8 int
587     jump (object *pl, int dir, object *skill)
588 elmex 1.1 {
589 root 1.8 int spaces = 0, stats;
590     int str = pl->stats.Str;
591     int dex = pl->stats.Dex;
592    
593     dex = dex ? dex : 15;
594     str = str ? str : 10;
595    
596     stats = str * str * str * dex * skill->level;
597    
598     if (pl->carrying != 0) /* don't want div by zero !! */
599     spaces = (int) (stats / pl->carrying);
600     else
601     spaces = 2; /* pl has no objects - gets the far jump */
602    
603     if (spaces > 2)
604     spaces = 2;
605     else if (spaces == 0)
606     {
607     new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
608     return 0;
609 elmex 1.1 }
610 root 1.8 return attempt_jump (pl, dir, spaces, skill);
611 elmex 1.1 }
612    
613    
614     /* skill_ident() - this code is supposed to allow players to identify
615     * classes of objects with the various "auto-ident" skills. Player must
616     * have unidentified objects of the right type in order for the skill
617     * to work. While multiple classes of objects may be identified,
618     * this code is kind of yucky -- it would be nice to make it a bit
619     * more generalized. Right now, skill indices are embedded in this routine.
620     * Returns amount of experience gained (on successful ident).
621     * - b.t. (thomas@astro.psu.edu)
622     */
623    
624 root 1.8 static int
625     do_skill_detect_curse (object *pl, object *skill)
626     {
627     object *tmp;
628     int success = 0;
629    
630     for (tmp = pl->inv; tmp; tmp = tmp->below)
631     if (!tmp->invisible
632     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
633     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
634     {
635     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
636     esrv_update_item (UPD_FLAGS, pl, tmp);
637     success += calc_skill_exp (pl, tmp, skill);
638     }
639    
640     /* Check ground, too, but only objects the player could pick up */
641 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
642 root 1.8 if (can_pick (pl, tmp) &&
643     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
644     !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
645     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
646     {
647     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
648     esrv_update_item (UPD_FLAGS, pl, tmp);
649     success += calc_skill_exp (pl, tmp, skill);
650     }
651    
652     return success;
653     }
654    
655     static int
656     do_skill_detect_magic (object *pl, object *skill)
657     {
658     object *tmp;
659     int success = 0;
660    
661     for (tmp = pl->inv; tmp; tmp = tmp->below)
662     if (!tmp->invisible
663     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
664     && (is_magical (tmp)) && tmp->item_power < skill->level)
665     {
666     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
667     esrv_update_item (UPD_FLAGS, pl, tmp);
668     success += calc_skill_exp (pl, tmp, skill);
669     }
670    
671     /* Check ground, too, but like above, only if the object can be picked up */
672 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
673 root 1.8 if (can_pick (pl, tmp) &&
674     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
675     {
676     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
677     esrv_update_item (UPD_FLAGS, pl, tmp);
678     success += calc_skill_exp (pl, tmp, skill);
679     }
680 elmex 1.1
681 root 1.8 return success;
682 elmex 1.1 }
683    
684     /* Helper function for do_skill_ident, so that we can loop
685     * over inventory AND objects on the ground conveniently.
686     */
687 root 1.8 int
688     do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
689 elmex 1.1 {
690 root 1.8 int success = 0, chance;
691     int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
692 elmex 1.1
693 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
694     && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
695     {
696     chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
697 elmex 1.1
698 root 1.8 if (skill_value >= chance)
699     {
700     identify (tmp);
701    
702     if (pl->type == PLAYER)
703     {
704     new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
705    
706     if (tmp->msg)
707     {
708     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
709     new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
710     }
711 elmex 1.1
712 root 1.8 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
713     if (tmp->map)
714     esrv_send_item (pl, tmp);
715     }
716     success += calc_skill_exp (pl, tmp, skill);
717     }
718     else
719     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
720     }
721 elmex 1.1
722 root 1.8 return success;
723 elmex 1.1 }
724    
725     /* do_skill_ident() - workhorse for skill_ident() -b.t.
726     */
727 root 1.8 static int
728     do_skill_ident (object *pl, int obj_class, object *skill)
729     {
730     object *tmp;
731     int success = 0;
732    
733     for (tmp = pl->inv; tmp; tmp = tmp->below)
734     success += do_skill_ident2 (tmp, pl, obj_class, skill);
735     /* check the ground */
736 elmex 1.1
737 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
738 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
739 elmex 1.1
740 root 1.8 return success;
741     }
742 elmex 1.1
743 root 1.8 int
744     skill_ident (object *pl, object *skill)
745     {
746     int success = 0;
747 elmex 1.1
748 root 1.8 if (pl->type != PLAYER)
749     return 0; /* only players will skill-identify */
750 elmex 1.1
751 root 1.8 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
752 elmex 1.1
753 root 1.8 switch (skill->subtype)
754     {
755 root 1.6 case SK_SMITHERY:
756 root 1.8 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
757     + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
758     + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
759     + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
760     break;
761 root 1.6
762     case SK_BOWYER:
763 root 1.8 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
764     break;
765 root 1.6
766     case SK_ALCHEMY:
767 root 1.8 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
768     + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
769     break;
770    
771     case SK_WOODSMAN:
772     success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
773     break;
774 root 1.6
775     case SK_JEWELER:
776 root 1.8 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
777     break;
778 root 1.6
779     case SK_LITERACY:
780 root 1.8 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
781     break;
782 root 1.6
783     case SK_THAUMATURGY:
784 root 1.8 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
785     break;
786 root 1.6
787     case SK_DET_CURSE:
788 root 1.8 success = do_skill_detect_curse (pl, skill);
789     if (success)
790     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
791     break;
792 root 1.6
793     case SK_DET_MAGIC:
794 root 1.8 success = do_skill_detect_magic (pl, skill);
795     if (success)
796     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
797     break;
798 root 1.6
799     default:
800 root 1.8 LOG (llevError, "Error: bad call to skill_ident()\n");
801     return 0;
802     break;
803 elmex 1.1 }
804 root 1.8 if (!success)
805     {
806     new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
807 elmex 1.1 }
808 root 1.8 return success;
809 elmex 1.1 }
810 root 1.8
811 elmex 1.1 /* players using this skill can 'charm' a monster --
812     * into working for them. It can only be used on
813     * non-special (see below) 'neutral' creatures.
814     * -b.t. (thomas@astro.psu.edu)
815     */
816 root 1.8 int
817     use_oratory (object *pl, int dir, object *skill)
818     {
819     sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir];
820     int mflags, chance;
821     object *tmp;
822 root 1.11 maptile *m;
823 root 1.8
824     if (pl->type != PLAYER)
825     return 0; /* only players use this skill */
826     m = pl->map;
827     mflags = get_map_flags (m, &m, x, y, &x, &y);
828     if (mflags & P_OUT_OF_MAP)
829     return 0;
830    
831     /* Save some processing - we have the flag already anyways
832     */
833     if (!(mflags & P_IS_ALIVE))
834     {
835     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
836     return 0;
837 elmex 1.1 }
838    
839 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
840 root 1.8 {
841     /* can't persuade players - return because there is nothing else
842     * on that space to charm. Same for multi space monsters and
843     * special monsters - we don't allow them to be charmed, and there
844     * is no reason to do further processing since they should be the
845     * only monster on the space.
846     */
847     if (tmp->type == PLAYER)
848     return 0;
849     if (tmp->more || tmp->head)
850     return 0;
851     if (tmp->msg)
852     return 0;
853 elmex 1.1
854 root 1.8 if (QUERY_FLAG (tmp, FLAG_MONSTER))
855     break;
856 elmex 1.1 }
857    
858 root 1.8 if (!tmp)
859     {
860     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
861     return 0;
862 elmex 1.1 }
863    
864 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
865    
866     /* the following conditions limit who may be 'charmed' */
867 elmex 1.1
868 root 1.8 /* it's hostile! */
869     if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
870     {
871     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
872     return 0;
873     }
874 elmex 1.1
875 root 1.8 /* it's already allied! */
876     if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE))
877     {
878 root 1.15 if (tmp->owner == pl)
879 root 1.8 {
880     new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
881     return 0;
882     }
883     else if (skill->level > tmp->level)
884     {
885     /* you steal the follower. Perhaps we should really look at the
886     * level of the owner above?
887     */
888 root 1.15 tmp->set_owner (pl);
889 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
890     /* Abuse fix - don't give exp since this can otherwise
891     * be used by a couple players to gets lots of exp.
892     */
893     return 0;
894     }
895     else
896     {
897     /* In this case, you can't steal it from the other player */
898     return 0;
899 root 1.6 }
900 root 1.8 } /* Creature was already a pet of someone */
901 elmex 1.1
902 root 1.8 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2;
903 elmex 1.1
904 root 1.8 /* Ok, got a 'sucker' lets try to make them a follower */
905     if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1))
906     {
907     new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
908    
909 root 1.15 tmp->set_owner (pl);
910 root 1.8 tmp->stats.exp = 0;
911     add_friendly_object (tmp);
912     tmp->attack_movement = PETMOVE;
913     return calc_skill_exp (pl, tmp, skill);
914     }
915 root 1.27
916 root 1.8 /* Charm failed. Creature may be angry now */
917     else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
918     {
919     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
920     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
921     {
922     CLEAR_FLAG (tmp, FLAG_FRIENDLY);
923     remove_friendly_object (tmp);
924     tmp->attack_movement = 0; /* needed? */
925 root 1.6 }
926 root 1.27
927 root 1.8 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
928 elmex 1.1 }
929 root 1.25
930 root 1.8 return 0; /* Fall through - if we get here, we didn't charm anything */
931 elmex 1.1 }
932    
933     /* Singing() -this skill allows the player to pacify nearby creatures.
934     * There are few limitations on who/what kind of
935     * non-player creatures that may be pacified. Right now, a player
936     * may pacify creatures which have Int == 0. In this routine, once
937     * successfully pacified the creature gets Int=1. Thus, a player
938     * may only pacify a creature once.
939     * BTW, I appologize for the naming of the skill, I couldnt think
940     * of anything better! -b.t.
941     */
942    
943 root 1.8 int
944     singing (object *pl, int dir, object *skill)
945     {
946     int i, exp = 0, chance, mflags;
947     object *tmp;
948 root 1.11 maptile *m;
949 root 1.8 sint16 x, y;
950    
951     if (pl->type != PLAYER)
952     return 0; /* only players use this skill */
953    
954     new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
955     for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
956     {
957     x = pl->x + freearr_x[i];
958     y = pl->y + freearr_y[i];
959     m = pl->map;
960    
961     mflags = get_map_flags (m, &m, x, y, &x, &y);
962     if (mflags & P_OUT_OF_MAP)
963     continue;
964     if (!(mflags & P_IS_ALIVE))
965     continue;
966    
967 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
968 root 1.8 {
969     if (QUERY_FLAG (tmp, FLAG_MONSTER))
970     break;
971     /* can't affect players */
972     if (tmp->type == PLAYER)
973     break;
974     }
975    
976     /* Whole bunch of checks to see if this is a type of monster that would
977     * listen to singing.
978     */
979     if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
980     !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
981     !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
982     (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
983     !QUERY_FLAG (tmp, FLAG_FRIENDLY))
984     { /* already calm */
985    
986     /* stealing isn't really related (although, maybe it should
987     * be). This is mainly to prevent singing to the same monster
988     * over and over again and getting exp for it.
989     */
990     chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
991     if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH))
992     {
993     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
994     new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
995     /* Give exp only if they are not aware */
996     if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
997     exp += calc_skill_exp (pl, tmp, skill);
998     SET_FLAG (tmp, FLAG_NO_STEAL);
999     }
1000     else
1001     {
1002     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
1003     SET_FLAG (tmp, FLAG_NO_STEAL);
1004 root 1.6 }
1005     }
1006 elmex 1.1 }
1007 root 1.8 return exp;
1008 elmex 1.1 }
1009    
1010     /* The find_traps skill (aka, search). Checks for traps
1011     * on the spaces or in certain objects
1012     */
1013    
1014 root 1.8 int
1015     find_traps (object *pl, object *skill)
1016     {
1017     object *tmp, *tmp2;
1018     int i, expsum = 0, mflags;
1019     sint16 x, y;
1020 root 1.11 maptile *m;
1021 root 1.8
1022     /* First we search all around us for runes and traps, which are
1023     * all type RUNE
1024     */
1025 root 1.6
1026 root 1.8 for (i = 0; i < 9; i++)
1027     {
1028     x = pl->x + freearr_x[i];
1029     y = pl->y + freearr_y[i];
1030     m = pl->map;
1031    
1032     mflags = get_map_flags (m, &m, x, y, &x, &y);
1033     if (mflags & P_OUT_OF_MAP)
1034     continue;
1035    
1036     /* Check everything in the square for trapness */
1037 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1038 root 1.8 {
1039    
1040     /* And now we'd better do an inventory traversal of each
1041     * of these objects' inventory
1042     * We can narrow this down a bit - no reason to search through
1043     * the players inventory or monsters for that matter.
1044     */
1045     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1046     {
1047     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1048     if (tmp2->type == RUNE || tmp2->type == TRAP)
1049     if (trap_see (pl, tmp2))
1050     {
1051     trap_show (tmp2, tmp);
1052     if (tmp2->stats.Cha > 1)
1053     {
1054     if (!tmp2->owner || tmp2->owner->type != PLAYER)
1055     expsum += calc_skill_exp (pl, tmp2, skill);
1056    
1057     tmp2->stats.Cha = 1; /* unhide the trap */
1058 root 1.6 }
1059 root 1.8 }
1060 root 1.6 }
1061 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1062     {
1063     trap_show (tmp, tmp);
1064     if (tmp->stats.Cha > 1)
1065     {
1066     if (!tmp->owner || tmp->owner->type != PLAYER)
1067     expsum += calc_skill_exp (pl, tmp, skill);
1068     tmp->stats.Cha = 1; /* unhide the trap */
1069 root 1.6 }
1070     }
1071     }
1072 elmex 1.1 }
1073 root 1.8 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1074     return expsum;
1075     }
1076 elmex 1.1
1077     /* remove_trap() - This skill will disarm any previously discovered trap
1078     * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1079 root 1.8 */
1080    
1081     int
1082     remove_trap (object *op, int dir, object *skill)
1083     {
1084     object *tmp, *tmp2;
1085     int i, success = 0, mflags;
1086 root 1.11 maptile *m;
1087 root 1.8 sint16 x, y;
1088 elmex 1.1
1089 root 1.8 for (i = 0; i < 9; i++)
1090     {
1091     x = op->x + freearr_x[i];
1092     y = op->y + freearr_y[i];
1093     m = op->map;
1094    
1095     mflags = get_map_flags (m, &m, x, y, &x, &y);
1096     if (mflags & P_OUT_OF_MAP)
1097     continue;
1098    
1099     /* Check everything in the square for trapness */
1100 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1101 root 1.8 {
1102     /* And now we'd better do an inventory traversal of each
1103     * of these objects inventory. Like above, only
1104     * do this for interesting objects.
1105     */
1106    
1107     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1108     {
1109     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1110     if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1111     {
1112     trap_show (tmp2, tmp);
1113     if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1114     {
1115     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1116     success += calc_skill_exp (op, tmp2, skill);
1117     }
1118     }
1119 root 1.6 }
1120 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1121     {
1122     trap_show (tmp, tmp);
1123     if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1124     {
1125     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1126     success += calc_skill_exp (op, tmp, skill);
1127 root 1.6 }
1128     }
1129     }
1130 elmex 1.1 }
1131 root 1.8 return success;
1132 elmex 1.1 }
1133    
1134    
1135     /* pray() - when this skill is called from do_skill(), it allows
1136     * the player to regain lost grace points at a faster rate. -b.t.
1137     * This always returns 0 - return value is used by calling function
1138     * such that if it returns true, player gets exp in that skill. This
1139     * the effect here can be done on demand, we probably don't want to
1140     * give infinite exp by returning true in any cases.
1141     */
1142    
1143 root 1.8 int
1144     pray (object *pl, object *skill)
1145     {
1146     char buf[MAX_BUF];
1147     object *tmp;
1148    
1149     if (pl->type != PLAYER)
1150     return 0;
1151    
1152     strcpy (buf, "You pray.");
1153    
1154     /* Check all objects - we could stop at floor objects,
1155     * but if someone buries an altar, I don't see a problem with
1156     * going through all the objects, and it shouldn't be much slower
1157     * than extra checks on object attributes.
1158     */
1159     for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1160     {
1161     /* Only if the altar actually belongs to someone do you get special benefits */
1162     if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1163     {
1164     sprintf (buf, "You pray over the %s.", &tmp->name);
1165     pray_at_altar (pl, tmp, skill);
1166     break; /* Only pray at one altar */
1167 root 1.6 }
1168 elmex 1.1 }
1169    
1170 root 1.8 new_draw_info (NDI_BLACK, 0, pl, buf);
1171    
1172     if (pl->stats.grace < pl->stats.maxgrace)
1173     {
1174     pl->stats.grace++;
1175     pl->last_grace = -1;
1176 elmex 1.1 }
1177 root 1.8 return 0;
1178 elmex 1.1 }
1179    
1180     /* This skill allows the player to regain a few sp or hp for a
1181     * brief period of concentration. No armour or weapons may be
1182     * wielded/applied for this to work. The amount of time needed
1183     * to concentrate and the # of points regained is dependant on
1184     * the level of the user. - b.t. thomas@astro.psu.edu
1185 root 1.8 */
1186 elmex 1.1
1187 root 1.8 void
1188     meditate (object *pl, object *skill)
1189     {
1190     object *tmp;
1191 elmex 1.1
1192 root 1.8 if (pl->type != PLAYER)
1193     return; /* players only */
1194 elmex 1.1
1195 root 1.8 /* check if pl has removed encumbering armour and weapons */
1196     if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1197     {
1198     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1199     return;
1200     }
1201     else
1202     {
1203     for (tmp = pl->inv; tmp; tmp = tmp->below)
1204     if (((tmp->type == ARMOUR && skill->level < 12)
1205     || (tmp->type == HELMET && skill->level < 10)
1206     || (tmp->type == SHIELD && skill->level < 6)
1207     || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED))
1208     {
1209     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1210     return;
1211 root 1.6 }
1212 elmex 1.1 }
1213    
1214 root 1.8 /* ok let's meditate! Spell points are regained first, then once
1215     * they are maxed we get back hp. Actual incrementing of values
1216     * is handled by the do_some_living() (in player.c). This way magical
1217     * bonuses for healing/sp regeneration are included properly
1218     * No matter what, we will eat up some playing time trying to
1219     * meditate. (see 'factor' variable for what sets the amount of time)
1220     */
1221    
1222     new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1223    
1224     if (pl->stats.sp < pl->stats.maxsp)
1225     {
1226     pl->stats.sp++;
1227     pl->last_sp = -1;
1228     }
1229     else if (pl->stats.hp < pl->stats.maxhp)
1230     {
1231     pl->stats.hp++;
1232     pl->last_heal = -1;
1233 elmex 1.1 }
1234     }
1235    
1236     /* write_note() - this routine allows players to inscribe messages in
1237     * ordinary 'books' (anything that is type BOOK). b.t.
1238     */
1239 root 1.8 static int
1240     write_note (object *pl, object *item, const char *msg, object *skill)
1241     {
1242     char buf[1024];
1243     object *newBook = NULL;
1244    
1245     /* a pair of sanity checks */
1246     if (!item || item->type != BOOK)
1247     return 0;
1248    
1249     if (!msg)
1250     {
1251     new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1252     new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1253     return 0;
1254 elmex 1.1 }
1255 root 1.24
1256 root 1.8 if (strcasestr_local (msg, "endmsg"))
1257     {
1258     new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1259     return 0;
1260 elmex 1.1 }
1261    
1262 root 1.8 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1263     return strlen (msg);
1264    
1265     buf[0] = 0;
1266     if (!book_overflow (item->msg, msg, sizeof (buf)))
1267     { /* add msg string to book */
1268     if (item->msg)
1269     strcpy (buf, item->msg);
1270    
1271     strcat (buf, msg);
1272     strcat (buf, "\n"); /* new msg needs a LF */
1273     if (item->nrof > 1)
1274     {
1275 root 1.14 newBook = item->clone ();
1276 root 1.8 decrease_ob (item);
1277     esrv_send_item (pl, item);
1278     newBook->nrof = 1;
1279     newBook->msg = buf;
1280     newBook = insert_ob_in_ob (newBook, pl);
1281     esrv_send_item (pl, newBook);
1282     }
1283     else
1284     {
1285     item->msg = buf;
1286     /* This shouldn't be necessary - the object hasn't changed in any
1287     * visible way
1288     */
1289     /* esrv_send_item(pl, item); */
1290     }
1291 root 1.24
1292 root 1.8 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 root 1.24
1328 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1329     {
1330     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1331     return 0;
1332     }
1333 root 1.24
1334 root 1.8 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 1.14 newscroll = scroll->clone ();
1364 root 1.8 decrease_ob (scroll);
1365     newscroll->nrof = 1;
1366     }
1367     else
1368 root 1.24 newscroll = scroll;
1369 root 1.8
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 root 1.24
1405 root 1.8 newscroll = insert_ob_in_ob (newscroll, pl);
1406     esrv_send_item (pl, newscroll);
1407     success = calc_skill_exp (pl, newscroll, skill);
1408     if (!confused)
1409     success *= 2;
1410     success = success * skill->level;
1411     return success;
1412    
1413     }
1414     else
1415     { /* Inscription has failed */
1416    
1417     if (chosen_spell->level > skill->level || confused)
1418     { /*backfire! */
1419     new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1420     if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1421 root 1.18 pl->drain_specific_stat (4);
1422 root 1.8 else
1423     {
1424     confuse_player (pl, pl, 99);
1425     return (-30 * chosen_spell->level);
1426 root 1.6 }
1427 root 1.8 }
1428     else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1429     {
1430     new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!");
1431     confuse_player (pl, pl, 99);
1432     }
1433     else
1434     new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll.");
1435 elmex 1.1 }
1436 root 1.18
1437 root 1.8 return 0;
1438 elmex 1.1 }
1439    
1440     /* write_on_item() - wrapper for write_note and write_scroll */
1441 root 1.8 int
1442     write_on_item (object *pl, const char *params, object *skill)
1443     {
1444     object *item;
1445     const char *string = params;
1446     int msgtype;
1447     archetype *skat;
1448    
1449     if (pl->type != PLAYER)
1450     return 0;
1451    
1452     if (!params)
1453     {
1454     params = "";
1455     string = params;
1456     }
1457 root 1.24
1458 root 1.8 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1459    
1460     /* Need to be able to read before we can write! */
1461     if (!find_skill_by_name (pl, skat->clone.skill))
1462     {
1463     new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!");
1464     return 0;
1465 elmex 1.1 }
1466    
1467 root 1.8 /* if there is a message then it goes in a book and no message means
1468     * write active spell into the scroll
1469     */
1470     msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1471    
1472     /* find an item of correct type to write on */
1473     if (!(item = find_marked_object (pl)))
1474     {
1475     new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on.");
1476     return 0;
1477 elmex 1.1 }
1478    
1479 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1480     {
1481     new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1482     return 0;
1483 elmex 1.1 }
1484 root 1.8 if (msgtype != item->type)
1485     {
1486     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll");
1487     return 0;
1488 elmex 1.1 }
1489    
1490 root 1.8 if (msgtype == SCROLL)
1491 root 1.24 return write_scroll (pl, item, skill);
1492 root 1.8 else if (msgtype == BOOK)
1493 root 1.24 return write_note (pl, item, string, skill);
1494    
1495 root 1.8 return 0;
1496 elmex 1.1 }
1497    
1498     /* find_throw_ob() - if we request an object, then
1499     * we search for it in the inventory of the owner (you've
1500     * got to be carrying something in order to throw it!).
1501     * If we didnt request an object, then the top object in inventory
1502     * (that is "throwable", ie no throwing your skills away!)
1503     * is the object of choice. Also check to see if object is
1504     * 'throwable' (ie not applied cursed obj, worn, etc).
1505     */
1506 root 1.8 static object *
1507     find_throw_ob (object *op, const char *request)
1508     {
1509     object *tmp;
1510    
1511     if (!op)
1512     { /* safety */
1513     LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1514     return (object *) NULL;
1515     }
1516    
1517     /* prefer marked item */
1518     tmp = find_marked_object (op);
1519     if (tmp != NULL)
1520     {
1521     /* can't toss invisible or inv-locked items */
1522     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1523     {
1524     tmp = NULL;
1525     }
1526     }
1527    
1528     /* look through the inventory */
1529     if (tmp == NULL)
1530     {
1531     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1532     {
1533     /* can't toss invisible or inv-locked items */
1534     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1535     continue;
1536     if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1537     break;
1538 elmex 1.1 }
1539     }
1540    
1541 root 1.8 /* this should prevent us from throwing away
1542     * cursed items, worn armour, etc. Only weapons
1543     * can be thrown from 'hand'.
1544     */
1545     if (!tmp)
1546     return NULL;
1547    
1548     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1549     {
1550     if (tmp->type != WEAPON)
1551     {
1552     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1553     tmp = NULL;
1554     }
1555     else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1556     {
1557     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1558     tmp = NULL;
1559     }
1560     else
1561     {
1562     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1563     {
1564     LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1565     tmp = NULL;
1566 root 1.6 }
1567     }
1568 root 1.8 }
1569     else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1570     {
1571     new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1572     tmp = NULL;
1573 elmex 1.1 }
1574    
1575 root 1.8 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1576     {
1577     LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1578     tmp = NULL;
1579 elmex 1.1 }
1580 root 1.8 return tmp;
1581 elmex 1.1 }
1582    
1583     /* make_throw_ob() We construct the 'carrier' object in
1584     * which we will insert the object that is being thrown.
1585     * This combination becomes the 'thrown object'. -b.t.
1586     */
1587    
1588 root 1.8 static object *
1589     make_throw_ob (object *orig)
1590     {
1591     if (!orig)
1592     return NULL;
1593 elmex 1.1
1594 root 1.8 if (QUERY_FLAG (orig, FLAG_APPLIED))
1595     {
1596     LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1597     /* insufficient workaround, but better than nothing */
1598     CLEAR_FLAG (orig, FLAG_APPLIED);
1599     }
1600 root 1.14
1601     object *toss_item = orig->clone ();
1602    
1603 root 1.8 toss_item->type = THROWN_OBJ;
1604     CLEAR_FLAG (toss_item, FLAG_CHANGING);
1605     toss_item->stats.dam = 0; /* default damage */
1606     insert_ob_in_ob (orig, toss_item);
1607     return toss_item;
1608 elmex 1.1 }
1609    
1610    
1611     /* do_throw() - op throws any object toss_item. This code
1612     * was borrowed from fire_bow.
1613     * Returns 1 if skill was successfully used, 0 if not
1614     */
1615    
1616 root 1.8 static int
1617     do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1618     {
1619     object *throw_ob = toss_item, *left = NULL;
1620     int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1621     int pause_f, weight_f = 0, mflags;
1622     float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1623 root 1.11 maptile *m;
1624 root 1.8 sint16 sx, sy;
1625    
1626     if (throw_ob == NULL)
1627     {
1628     if (op->type == PLAYER)
1629 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1630    
1631 root 1.8 return 0;
1632 elmex 1.1 }
1633 root 1.8 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1634     {
1635     if (op->type == PLAYER)
1636 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1637    
1638 root 1.8 return 0;
1639     }
1640    
1641     /* Because throwing effectiveness must be reduced by the
1642     * encumbrance of the thrower and weight of the object. THus,
1643     * we use the concept of 'effective strength' as defined below.
1644     */
1645    
1646     /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1647     if (str > MAX_STAT)
1648     {
1649     str_factor = (float) str / (float) MAX_STAT;
1650     str = MAX_STAT;
1651 elmex 1.1 }
1652    
1653 root 1.8 /* the more we carry, the less we can throw. Limit only on players */
1654     maxc = max_carry[str] * 1000;
1655     if (op->carrying > maxc && op->type == PLAYER)
1656     load_factor = (float) maxc / (float) op->carrying;
1657    
1658     /* lighter items are thrown harder, farther, faster */
1659     if (throw_ob->weight > 0)
1660     item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1661     else
1662     { /* 0 or negative weight?!? Odd object, can't throw it */
1663     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1664     return 0;
1665 elmex 1.1 }
1666 root 1.8
1667     eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1668     eff_str = (int) ((float) eff_str * item_factor * str_factor);
1669    
1670     /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1671     * account for super-strong throwers. */
1672     if (eff_str > MAX_STAT)
1673     eff_str = MAX_STAT;
1674 elmex 1.1
1675     #ifdef DEBUG_THROW
1676 root 1.8 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1677     LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1678     LOG (llevDebug, " str_factor=%f\n", str_factor);
1679     LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1680 elmex 1.1 #endif
1681    
1682 root 1.8 /* 3 things here prevent a throw, you aimed at your feet, you
1683     * have no effective throwing strength, or you threw at something
1684     * that flying objects can't get through.
1685     */
1686     mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1687    
1688     if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1689     {
1690 root 1.20 /* bounces off 'wall', and drops to feet */
1691     throw_ob->insert_at (part, op);
1692 root 1.8
1693     if (op->type == PLAYER)
1694     {
1695     if (eff_str <= 1)
1696 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));
1697 root 1.8 else if (!dir)
1698 root 1.20 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1699 root 1.8 else
1700     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1701 root 1.6 }
1702 root 1.20
1703 root 1.8 return 0;
1704     } /* if object can't be thrown */
1705    
1706     left = throw_ob; /* these are throwing objects left to the player */
1707    
1708     /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1709     * and returns NULL. We must use 'left' then
1710     */
1711    
1712     if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1713     {
1714     throw_ob = left;
1715 root 1.12 left->remove ();
1716 root 1.8 if (op->type == PLAYER)
1717     esrv_del_item (op->contr, left->count);
1718     }
1719     else if (op->type == PLAYER)
1720     {
1721 root 1.10 if (left->destroyed ())
1722     esrv_del_item (op->contr, left->count);
1723 root 1.8 else
1724     esrv_update_item (UPD_NROF, op, left);
1725     }
1726    
1727     /* special case: throwing powdery substances like dust, dirt */
1728     if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1729     {
1730     cast_dust (op, throw_ob, dir);
1731     return 1;
1732     }
1733    
1734     /* Make a thrown object -- insert real object in a 'carrier' object.
1735     * If unsuccessfull at making the "thrown_obj", we just reinsert
1736     * the original object back into inventory and exit
1737     */
1738     if ((toss_item = make_throw_ob (throw_ob)))
1739     {
1740     throw_ob = toss_item;
1741     throw_ob->skill = skill->skill;
1742 elmex 1.1 }
1743 root 1.8 else
1744     {
1745     insert_ob_in_ob (throw_ob, op);
1746     return 0;
1747 elmex 1.1 }
1748    
1749 root 1.15 throw_ob->set_owner (op);
1750 root 1.8 /* At some point in the attack code, the actual real object (op->inv)
1751     * becomes the hitter. As such, we need to make sure that has a proper
1752     * owner value so exp goes to the right place.
1753     */
1754 root 1.15 throw_ob->inv->set_owner (op);
1755 root 1.8 throw_ob->direction = dir;
1756    
1757     /* the damage bonus from the force of the throw */
1758     dam = (int) (str_factor * dam_bonus[eff_str]);
1759    
1760     /* Now, lets adjust the properties of the thrown_ob. */
1761    
1762     /* how far to fly */
1763     throw_ob->last_sp = (eff_str * 3) / 5;
1764    
1765     /* speed */
1766 root 1.19 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1767 root 1.8
1768     /* item damage. Eff_str and item weight influence damage done */
1769     weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1770     throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1771    
1772     /* chance of breaking. Proportional to force used and weight of item */
1773     throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1774    
1775     /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1776     throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1777 elmex 1.1
1778 root 1.8 /* the properties of objects which are meant to be thrown (ie dart,
1779     * throwing knife, etc) will differ from ordinary items. Lets tailor
1780     * this stuff in here.
1781     */
1782    
1783     if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1784     {
1785     throw_ob->last_sp += eff_str / 3; /* fly a little further */
1786     throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1787     throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1788     /* only throw objects get directional faces */
1789     if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1790     SET_ANIMATION (throw_ob, dir);
1791     }
1792     else
1793     {
1794 root 1.26 uint16 mat = throw_ob->materials;
1795    
1796 root 1.8 /* some materials will adjust properties.. */
1797 root 1.26 if (mat & M_LEATHER)
1798 root 1.8 {
1799     throw_ob->stats.dam -= 1;
1800     throw_ob->stats.food -= 10;
1801     }
1802 root 1.19
1803 root 1.26 if (mat & M_GLASS)
1804 root 1.8 throw_ob->stats.food += 60;
1805    
1806 root 1.26 if (mat & M_ORGANIC)
1807 root 1.8 {
1808     throw_ob->stats.dam -= 3;
1809     throw_ob->stats.food += 55;
1810     }
1811 root 1.19
1812 root 1.26 if (mat & M_PAPER || mat & M_CLOTH)
1813 root 1.8 {
1814     throw_ob->stats.dam -= 5;
1815     throw_ob->speed *= 0.8;
1816     throw_ob->stats.wc += 3;
1817     throw_ob->stats.food -= 30;
1818     }
1819 root 1.19
1820 root 1.8 /* light obj have more wind resistance, fly slower */
1821     if (throw_ob->weight > 500)
1822     throw_ob->speed *= 0.8;
1823 root 1.19
1824 root 1.8 if (throw_ob->weight > 50)
1825     throw_ob->speed *= 0.5;
1826     } /* else tailor thrown object */
1827    
1828     /* some limits, and safeties (needed?) */
1829     if (throw_ob->stats.dam < 0)
1830     throw_ob->stats.dam = 0;
1831     if (throw_ob->last_sp > eff_str)
1832     throw_ob->last_sp = eff_str;
1833     if (throw_ob->stats.food < 0)
1834     throw_ob->stats.food = 0;
1835     if (throw_ob->stats.food > 100)
1836     throw_ob->stats.food = 100;
1837     if (throw_ob->stats.wc > 30)
1838     throw_ob->stats.wc = 30;
1839    
1840     /* how long to pause the thrower. Higher values mean less pause */
1841     pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1842    
1843     /* Put a lower limit on this */
1844     if (pause_f < 10)
1845     pause_f = 10;
1846     if (pause_f > 100)
1847     pause_f = 100;
1848    
1849     /* Changed in 0.94.2 - the calculation before was really goofy.
1850     * In short summary, a throw can take anywhere between speed 5 and
1851     * speed 0.5
1852     */
1853     op->speed_left -= 50 / pause_f;
1854    
1855     throw_ob->speed_left = 0;
1856     throw_ob->map = part->map;
1857    
1858     throw_ob->move_type = MOVE_FLY_LOW;
1859     throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1860 elmex 1.1
1861     #if 0
1862 root 1.8 /* need to put in a good sound for this */
1863     play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1864 elmex 1.1 #endif
1865 root 1.8
1866 elmex 1.1 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1867 root 1.8 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1868 elmex 1.1 #ifdef DEBUG_THROW
1869 root 1.8 LOG (llevDebug, " pause_f=%d \n", pause_f);
1870     LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1871     throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1872     LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1873 elmex 1.1 #endif
1874 root 1.20
1875     throw_ob->insert_at (part, op);
1876 root 1.10
1877     if (!throw_ob->destroyed ())
1878 root 1.8 move_arrow (throw_ob);
1879 root 1.10
1880 root 1.8 return 1;
1881     }
1882    
1883     int
1884     skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1885     {
1886     object *throw_ob;
1887    
1888     if (op->type == PLAYER)
1889     throw_ob = find_throw_ob (op, params);
1890     else
1891     throw_ob = find_mon_throw_ob (op);
1892 elmex 1.1
1893 root 1.8 return do_throw (op, part, throw_ob, dir, skill);
1894 elmex 1.1 }