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Revision: 1.31
Committed: Sat May 12 22:04:20 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.30: +0 -3 lines
Log Message:
some floatingpoint µopts

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.30 * CrossFire, A Multiplayer game
3 pippijn 1.23 *
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 root 1.30 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
46 root 1.8 {
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 root 1.8 int
266     steal (object *op, int dir, object *skill)
267 elmex 1.1 {
268 root 1.8 object *tmp, *next;
269     sint16 x, y;
270 root 1.11 maptile *m;
271 root 1.8 int mflags;
272 elmex 1.1
273 root 1.8 x = op->x + freearr_x[dir];
274     y = op->y + freearr_y[dir];
275    
276     if (dir == 0)
277     {
278     /* Can't steal from ourself! */
279     return 0;
280 elmex 1.1 }
281    
282 root 1.8 m = op->map;
283     mflags = get_map_flags (m, &m, x, y, &x, &y);
284     /* Out of map - can't do it. If nothing alive on this space,
285     * don't need to look any further.
286     */
287     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
288     return 0;
289    
290     /* If player can't move onto the space, can't steal from it. */
291     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
292     return 0;
293    
294     /* Find the topmost object at this spot */
295 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
296 root 1.8
297     /* For all the stacked objects at this point, attempt a steal */
298     for (; tmp != NULL; tmp = next)
299     {
300     next = tmp->below;
301     /* Minor hack--for multi square beings - make sure we get
302     * the 'head' coz 'tail' objects have no inventory! - b.t.
303     */
304     if (tmp->head)
305     tmp = tmp->head;
306    
307     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
308     continue;
309    
310     /* do not reveal hidden DMs */
311     if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
312     continue;
313     if (attempt_steal (tmp, op, skill))
314     {
315     if (tmp->type == PLAYER) /* no xp for stealing from another player */
316     return 0;
317 elmex 1.1
318 root 1.8 /* no xp for stealing from pets (of players) */
319     if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
320     {
321 root 1.15 object *owner = tmp->owner;
322 elmex 1.1
323 root 1.8 if (owner != NULL && owner->type == PLAYER)
324 root 1.6 return 0;
325 root 1.8 }
326 root 1.6
327 root 1.8 // reduce monster experience by experience we gained, as to
328     // limit the amount of exp that can be gained by stealing from monsters
329     // (jessies gave ~20,000,000 exp otherwise.
330     int exp = calc_skill_exp (op, tmp, skill);
331 elmex 1.1
332 root 1.8 exp = MIN (tmp->stats.exp, exp);
333     tmp->stats.exp -= exp;
334     return exp;
335 root 1.6 }
336 elmex 1.1 }
337 root 1.8 return 0;
338 elmex 1.1 }
339    
340 root 1.8 static int
341     attempt_pick_lock (object *door, object *pl, object *skill)
342 elmex 1.1 {
343 root 1.8 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
344     int success = 0, number; /* did we get anything? */
345 elmex 1.1
346    
347 root 1.8 /* Try to pick the lock on this item (doors only for now).
348     * Dependent on dexterity/skill SK_level of the player and
349     * the map level difficulty.
350     */
351     number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
352     if (number < (pl->stats.Dex + skill->level - difficulty))
353     {
354     remove_door (door);
355     success = 1;
356     }
357     else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
358     { /* set off any traps? */
359     spring_trap (door->inv, pl);
360     }
361     return success;
362 elmex 1.1 }
363    
364    
365     /* Implementation by bt. (thomas@astro.psu.edu)
366     * monster implementation 7-7-95 by bt.
367     */
368    
369 root 1.8 int
370     pick_lock (object *pl, int dir, object *skill)
371 elmex 1.1 {
372 root 1.8 object *tmp;
373     int x = pl->x + freearr_x[dir];
374     int y = pl->y + freearr_y[dir];
375 elmex 1.1
376 root 1.8 if (!dir)
377     dir = pl->facing;
378 elmex 1.1
379 root 1.8 /* For all the stacked objects at this point find a door */
380     if (out_of_map (pl->map, x, y))
381     {
382     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
383     return 0;
384 elmex 1.1 }
385    
386 root 1.16 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
387 root 1.8 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
388     break;
389 elmex 1.1
390 root 1.8 if (!tmp)
391     {
392     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
393     return 0;
394 elmex 1.1 }
395 root 1.8 if (tmp->type == LOCKED_DOOR)
396     {
397     new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
398     return 0;
399 elmex 1.1 }
400    
401 root 1.8 if (!tmp->move_block)
402     {
403     new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
404     return 0;
405 elmex 1.1 }
406    
407 root 1.8 if (attempt_pick_lock (tmp, pl, skill))
408     {
409     new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
410     return calc_skill_exp (pl, NULL, skill);
411     }
412     else
413     {
414     new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
415     return 0;
416 elmex 1.1 }
417 root 1.8 }
418 elmex 1.1
419    
420     /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
421     * a short while (success and duration dependant on player SK_level,
422     * dexterity, charisma, and map difficulty).
423     * Players have a good chance of becoming 'unhidden' if they move
424     * and like invisiblity will be come visible if they attack
425     * Implemented by b.t. (thomas@astro.psu.edu)
426     * July 7, 1995 - made hiding possible for monsters. -b.t.
427 root 1.8 */
428 elmex 1.1
429 root 1.8 static int
430     attempt_hide (object *op, object *skill)
431     {
432     int number, difficulty = op->map->difficulty;
433     int terrain = hideability (op);
434    
435     if (terrain < -10) /* not enough cover here */
436     return 0;
437 elmex 1.1
438 root 1.8 /* Hiding success and duration dependant on skill level,
439     * op->stats.Dex, map difficulty and terrain.
440     */
441 elmex 1.1
442 root 1.8 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
443     if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
444     {
445     op->invisible += 100; /* set the level of 'hiddeness' */
446     if (op->type == PLAYER)
447     op->contr->tmp_invis = 1;
448     op->hide = 1;
449     return 1;
450 elmex 1.1 }
451 root 1.8 return 0;
452 elmex 1.1 }
453    
454     /* patched this to take terrain into consideration */
455 root 1.8 int
456     hide (object *op, object *skill)
457     {
458    
459     /* the preliminaries -- Can we really hide now? */
460     /* this keeps monsters from using invisibilty spells and hiding */
461 elmex 1.1
462 root 1.8 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
463     {
464     new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
465     return 0;
466     }
467     else if (!op->hide && op->invisible > 0 && op->type == PLAYER)
468     {
469     new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
470     make_visible (op);
471     }
472 elmex 1.1
473 root 1.8 if (op->invisible > (50 * skill->level))
474     {
475     new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
476     return 0;
477 elmex 1.1 }
478 root 1.8
479     if (attempt_hide (op, skill))
480     {
481     new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
482     update_object (op, UP_OBJ_FACE);
483     return calc_skill_exp (op, NULL, skill);
484 elmex 1.1 }
485 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
486     return 0;
487 elmex 1.1 }
488    
489    
490     /* stop_jump() - End of jump. Clear flags, restore the map, and
491     * freeze the jumper a while to simulate the exhaustion
492     * of jumping.
493     */
494 root 1.8 static void
495     stop_jump (object *pl, int dist, int spaces)
496     {
497 root 1.18 pl->update_stats ();
498 root 1.20 pl->map->insert (pl, pl->x, pl->y, pl);
499 elmex 1.1 }
500    
501 root 1.8 static int
502     attempt_jump (object *pl, int dir, int spaces, object *skill)
503     {
504     object *tmp;
505     int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
506     sint16 x, y;
507 root 1.11 maptile *m;
508 root 1.8
509     /* Jump loop. Go through spaces opject wants to jump. Halt the
510     * jump if a wall or creature is in the way. We set FLAG_FLYING
511     * temporarily to allow player to aviod exits/archs that are not
512     * fly_on, fly_off. This will also prevent pickup of objects
513     * while jumping over them.
514     */
515    
516 root 1.12 pl->remove ();
517 root 1.8
518     /*
519     * I don't think this is actually needed - all the movement
520     * code is handled in this function, and I don't see anyplace
521     * that cares about the move_type being flying.
522     */
523     pl->move_type |= MOVE_FLY_LOW;
524 root 1.6
525 root 1.8 for (i = 0; i <= spaces; i++)
526     {
527     x = pl->x + dx;
528     y = pl->y + dy;
529     m = pl->map;
530    
531     mflags = get_map_flags (m, &m, x, y, &x, &y);
532    
533     if (mflags & P_OUT_OF_MAP)
534     {
535     (void) stop_jump (pl, i, spaces);
536     return 0;
537     }
538     if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
539     {
540     new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
541     stop_jump (pl, i, spaces);
542     return 0;
543     }
544    
545 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
546 root 1.8 {
547     /* Jump into creature */
548     if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
549     {
550     new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
551     if (tmp->type != PLAYER ||
552     (pl->type == PLAYER && pl->contr->party == NULL) ||
553     (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
554     exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
555     stop_jump (pl, i, spaces);
556     return exp; /* note that calc_skill_exp() is already called by skill_attack() */
557 root 1.6 }
558 root 1.8 /* If the space has fly on set (no matter what the space is),
559     * we should get the effects - after all, the player is
560     * effectively flying.
561     */
562     if (tmp->move_on & MOVE_FLY_LOW)
563     {
564     pl->x = x;
565     pl->y = y;
566     pl->map = m;
567     stop_jump (pl, i, spaces);
568     return calc_skill_exp (pl, NULL, skill);
569 root 1.6 }
570     }
571 root 1.8 pl->x = x;
572     pl->y = y;
573     pl->map = m;
574 elmex 1.1 }
575 root 1.8 stop_jump (pl, i, spaces);
576     return calc_skill_exp (pl, NULL, skill);
577 elmex 1.1 }
578    
579     /* jump() - this is both a new type of movement for player/monsters and
580     * an attack as well.
581     * Perhaps we should allow more spaces based on level, eg, level 50
582     * jumper can jump several spaces?
583 root 1.8 */
584 elmex 1.1
585 root 1.8 int
586     jump (object *pl, int dir, object *skill)
587 elmex 1.1 {
588 root 1.8 int spaces = 0, stats;
589     int str = pl->stats.Str;
590     int dex = pl->stats.Dex;
591    
592     dex = dex ? dex : 15;
593     str = str ? str : 10;
594    
595     stats = str * str * str * dex * skill->level;
596    
597     if (pl->carrying != 0) /* don't want div by zero !! */
598     spaces = (int) (stats / pl->carrying);
599     else
600     spaces = 2; /* pl has no objects - gets the far jump */
601    
602     if (spaces > 2)
603     spaces = 2;
604     else if (spaces == 0)
605     {
606     new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
607     return 0;
608 elmex 1.1 }
609 root 1.8 return attempt_jump (pl, dir, spaces, skill);
610 elmex 1.1 }
611    
612    
613     /* skill_ident() - this code is supposed to allow players to identify
614     * classes of objects with the various "auto-ident" skills. Player must
615     * have unidentified objects of the right type in order for the skill
616     * to work. While multiple classes of objects may be identified,
617     * this code is kind of yucky -- it would be nice to make it a bit
618     * more generalized. Right now, skill indices are embedded in this routine.
619     * Returns amount of experience gained (on successful ident).
620     * - b.t. (thomas@astro.psu.edu)
621     */
622    
623 root 1.8 static int
624     do_skill_detect_curse (object *pl, object *skill)
625     {
626     object *tmp;
627     int success = 0;
628    
629     for (tmp = pl->inv; tmp; tmp = tmp->below)
630     if (!tmp->invisible
631     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
632     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
633     {
634     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
635     esrv_update_item (UPD_FLAGS, pl, tmp);
636     success += calc_skill_exp (pl, tmp, skill);
637     }
638    
639     /* Check ground, too, but only objects the player could pick up */
640 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
641 root 1.8 if (can_pick (pl, tmp) &&
642     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
643     !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
644     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
645     {
646     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
647     esrv_update_item (UPD_FLAGS, pl, tmp);
648     success += calc_skill_exp (pl, tmp, skill);
649     }
650    
651     return success;
652     }
653    
654     static int
655     do_skill_detect_magic (object *pl, object *skill)
656     {
657     object *tmp;
658     int success = 0;
659    
660     for (tmp = pl->inv; tmp; tmp = tmp->below)
661     if (!tmp->invisible
662     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
663     && (is_magical (tmp)) && tmp->item_power < skill->level)
664     {
665     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
666     esrv_update_item (UPD_FLAGS, pl, tmp);
667     success += calc_skill_exp (pl, tmp, skill);
668     }
669    
670     /* Check ground, too, but like above, only if the object can be picked up */
671 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
672 root 1.8 if (can_pick (pl, tmp) &&
673     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
674     {
675     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
676     esrv_update_item (UPD_FLAGS, pl, tmp);
677     success += calc_skill_exp (pl, tmp, skill);
678     }
679 elmex 1.1
680 root 1.8 return success;
681 elmex 1.1 }
682    
683     /* Helper function for do_skill_ident, so that we can loop
684     * over inventory AND objects on the ground conveniently.
685     */
686 root 1.8 int
687     do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
688 elmex 1.1 {
689 root 1.8 int success = 0, chance;
690     int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
691 elmex 1.1
692 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
693     && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
694     {
695     chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
696 elmex 1.1
697 root 1.8 if (skill_value >= chance)
698     {
699     identify (tmp);
700    
701     if (pl->type == PLAYER)
702     {
703     new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
704    
705     if (tmp->msg)
706     {
707     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
708     new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
709     }
710 elmex 1.1
711 root 1.8 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
712     if (tmp->map)
713     esrv_send_item (pl, tmp);
714     }
715     success += calc_skill_exp (pl, tmp, skill);
716     }
717     else
718     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
719     }
720 elmex 1.1
721 root 1.8 return success;
722 elmex 1.1 }
723    
724     /* do_skill_ident() - workhorse for skill_ident() -b.t.
725     */
726 root 1.8 static int
727     do_skill_ident (object *pl, int obj_class, object *skill)
728     {
729     object *tmp;
730     int success = 0;
731    
732     for (tmp = pl->inv; tmp; tmp = tmp->below)
733     success += do_skill_ident2 (tmp, pl, obj_class, skill);
734     /* check the ground */
735 elmex 1.1
736 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
737 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
738 elmex 1.1
739 root 1.8 return success;
740     }
741 elmex 1.1
742 root 1.8 int
743     skill_ident (object *pl, object *skill)
744     {
745     int success = 0;
746 elmex 1.1
747 root 1.8 if (pl->type != PLAYER)
748     return 0; /* only players will skill-identify */
749 elmex 1.1
750 root 1.8 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
751 elmex 1.1
752 root 1.8 switch (skill->subtype)
753     {
754 root 1.6 case SK_SMITHERY:
755 root 1.8 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
756     + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
757     + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
758     + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
759     break;
760 root 1.6
761     case SK_BOWYER:
762 root 1.8 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
763     break;
764 root 1.6
765     case SK_ALCHEMY:
766 root 1.8 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
767     + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
768     break;
769    
770     case SK_WOODSMAN:
771     success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
772     break;
773 root 1.6
774     case SK_JEWELER:
775 root 1.8 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
776     break;
777 root 1.6
778     case SK_LITERACY:
779 root 1.8 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
780     break;
781 root 1.6
782     case SK_THAUMATURGY:
783 root 1.8 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
784     break;
785 root 1.6
786     case SK_DET_CURSE:
787 root 1.8 success = do_skill_detect_curse (pl, skill);
788     if (success)
789     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
790     break;
791 root 1.6
792     case SK_DET_MAGIC:
793 root 1.8 success = do_skill_detect_magic (pl, skill);
794     if (success)
795     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
796     break;
797 root 1.6
798     default:
799 root 1.8 LOG (llevError, "Error: bad call to skill_ident()\n");
800     return 0;
801     break;
802 elmex 1.1 }
803 root 1.8 if (!success)
804     {
805     new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
806 elmex 1.1 }
807 root 1.8 return success;
808 elmex 1.1 }
809 root 1.8
810 elmex 1.1 /* players using this skill can 'charm' a monster --
811     * into working for them. It can only be used on
812     * non-special (see below) 'neutral' creatures.
813     * -b.t. (thomas@astro.psu.edu)
814     */
815 root 1.8 int
816     use_oratory (object *pl, int dir, object *skill)
817     {
818     sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir];
819     int mflags, chance;
820     object *tmp;
821 root 1.11 maptile *m;
822 root 1.8
823     if (pl->type != PLAYER)
824     return 0; /* only players use this skill */
825     m = pl->map;
826     mflags = get_map_flags (m, &m, x, y, &x, &y);
827     if (mflags & P_OUT_OF_MAP)
828     return 0;
829    
830     /* Save some processing - we have the flag already anyways
831     */
832     if (!(mflags & P_IS_ALIVE))
833     {
834     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
835     return 0;
836 elmex 1.1 }
837    
838 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
839 root 1.8 {
840     /* can't persuade players - return because there is nothing else
841     * on that space to charm. Same for multi space monsters and
842     * special monsters - we don't allow them to be charmed, and there
843     * is no reason to do further processing since they should be the
844     * only monster on the space.
845     */
846     if (tmp->type == PLAYER)
847     return 0;
848     if (tmp->more || tmp->head)
849     return 0;
850     if (tmp->msg)
851     return 0;
852 elmex 1.1
853 root 1.8 if (QUERY_FLAG (tmp, FLAG_MONSTER))
854     break;
855 elmex 1.1 }
856    
857 root 1.8 if (!tmp)
858     {
859     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
860     return 0;
861 elmex 1.1 }
862    
863 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
864    
865     /* the following conditions limit who may be 'charmed' */
866 elmex 1.1
867 root 1.8 /* it's hostile! */
868     if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
869     {
870     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
871     return 0;
872     }
873 elmex 1.1
874 root 1.8 /* it's already allied! */
875     if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE))
876     {
877 root 1.15 if (tmp->owner == pl)
878 root 1.8 {
879     new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
880     return 0;
881     }
882     else if (skill->level > tmp->level)
883     {
884     /* you steal the follower. Perhaps we should really look at the
885     * level of the owner above?
886     */
887 root 1.15 tmp->set_owner (pl);
888 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
889     /* Abuse fix - don't give exp since this can otherwise
890     * be used by a couple players to gets lots of exp.
891     */
892     return 0;
893     }
894     else
895     {
896     /* In this case, you can't steal it from the other player */
897     return 0;
898 root 1.6 }
899 root 1.8 } /* Creature was already a pet of someone */
900 elmex 1.1
901 root 1.8 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2;
902 elmex 1.1
903 root 1.8 /* Ok, got a 'sucker' lets try to make them a follower */
904     if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1))
905     {
906     new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
907    
908 root 1.15 tmp->set_owner (pl);
909 root 1.8 tmp->stats.exp = 0;
910     add_friendly_object (tmp);
911     tmp->attack_movement = PETMOVE;
912     return calc_skill_exp (pl, tmp, skill);
913     }
914 root 1.27
915 root 1.8 /* Charm failed. Creature may be angry now */
916     else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
917     {
918     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
919     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
920     {
921     CLEAR_FLAG (tmp, FLAG_FRIENDLY);
922     remove_friendly_object (tmp);
923     tmp->attack_movement = 0; /* needed? */
924 root 1.6 }
925 root 1.27
926 root 1.8 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
927 elmex 1.1 }
928 root 1.25
929 root 1.8 return 0; /* Fall through - if we get here, we didn't charm anything */
930 elmex 1.1 }
931    
932     /* Singing() -this skill allows the player to pacify nearby creatures.
933     * There are few limitations on who/what kind of
934     * non-player creatures that may be pacified. Right now, a player
935     * may pacify creatures which have Int == 0. In this routine, once
936     * successfully pacified the creature gets Int=1. Thus, a player
937     * may only pacify a creature once.
938     * BTW, I appologize for the naming of the skill, I couldnt think
939     * of anything better! -b.t.
940     */
941    
942 root 1.8 int
943     singing (object *pl, int dir, object *skill)
944     {
945     int i, exp = 0, chance, mflags;
946     object *tmp;
947 root 1.11 maptile *m;
948 root 1.8 sint16 x, y;
949    
950     if (pl->type != PLAYER)
951     return 0; /* only players use this skill */
952    
953     new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
954     for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
955     {
956     x = pl->x + freearr_x[i];
957     y = pl->y + freearr_y[i];
958     m = pl->map;
959    
960     mflags = get_map_flags (m, &m, x, y, &x, &y);
961     if (mflags & P_OUT_OF_MAP)
962     continue;
963     if (!(mflags & P_IS_ALIVE))
964     continue;
965    
966 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
967 root 1.8 {
968     if (QUERY_FLAG (tmp, FLAG_MONSTER))
969     break;
970     /* can't affect players */
971     if (tmp->type == PLAYER)
972     break;
973     }
974    
975     /* Whole bunch of checks to see if this is a type of monster that would
976     * listen to singing.
977     */
978     if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
979     !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
980     !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
981     (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
982     !QUERY_FLAG (tmp, FLAG_FRIENDLY))
983     { /* already calm */
984    
985     /* stealing isn't really related (although, maybe it should
986     * be). This is mainly to prevent singing to the same monster
987     * over and over again and getting exp for it.
988     */
989     chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
990     if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH))
991     {
992     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
993     new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
994     /* Give exp only if they are not aware */
995     if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
996     exp += calc_skill_exp (pl, tmp, skill);
997     SET_FLAG (tmp, FLAG_NO_STEAL);
998     }
999     else
1000     {
1001     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
1002     SET_FLAG (tmp, FLAG_NO_STEAL);
1003 root 1.6 }
1004     }
1005 elmex 1.1 }
1006 root 1.8 return exp;
1007 elmex 1.1 }
1008    
1009     /* The find_traps skill (aka, search). Checks for traps
1010     * on the spaces or in certain objects
1011     */
1012    
1013 root 1.8 int
1014     find_traps (object *pl, object *skill)
1015     {
1016     object *tmp, *tmp2;
1017     int i, expsum = 0, mflags;
1018     sint16 x, y;
1019 root 1.11 maptile *m;
1020 root 1.8
1021     /* First we search all around us for runes and traps, which are
1022     * all type RUNE
1023     */
1024 root 1.6
1025 root 1.8 for (i = 0; i < 9; i++)
1026     {
1027     x = pl->x + freearr_x[i];
1028     y = pl->y + freearr_y[i];
1029     m = pl->map;
1030    
1031     mflags = get_map_flags (m, &m, x, y, &x, &y);
1032     if (mflags & P_OUT_OF_MAP)
1033     continue;
1034    
1035     /* Check everything in the square for trapness */
1036 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1037 root 1.8 {
1038    
1039     /* And now we'd better do an inventory traversal of each
1040     * of these objects' inventory
1041     * We can narrow this down a bit - no reason to search through
1042     * the players inventory or monsters for that matter.
1043     */
1044     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1045     {
1046     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1047     if (tmp2->type == RUNE || tmp2->type == TRAP)
1048     if (trap_see (pl, tmp2))
1049     {
1050     trap_show (tmp2, tmp);
1051     if (tmp2->stats.Cha > 1)
1052     {
1053     if (!tmp2->owner || tmp2->owner->type != PLAYER)
1054     expsum += calc_skill_exp (pl, tmp2, skill);
1055    
1056     tmp2->stats.Cha = 1; /* unhide the trap */
1057 root 1.6 }
1058 root 1.8 }
1059 root 1.6 }
1060 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1061     {
1062     trap_show (tmp, tmp);
1063     if (tmp->stats.Cha > 1)
1064     {
1065     if (!tmp->owner || tmp->owner->type != PLAYER)
1066     expsum += calc_skill_exp (pl, tmp, skill);
1067     tmp->stats.Cha = 1; /* unhide the trap */
1068 root 1.6 }
1069     }
1070     }
1071 elmex 1.1 }
1072 root 1.8 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1073     return expsum;
1074     }
1075 elmex 1.1
1076     /* remove_trap() - This skill will disarm any previously discovered trap
1077     * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1078 root 1.8 */
1079    
1080     int
1081     remove_trap (object *op, int dir, object *skill)
1082     {
1083     object *tmp, *tmp2;
1084     int i, success = 0, mflags;
1085 root 1.11 maptile *m;
1086 root 1.8 sint16 x, y;
1087 elmex 1.1
1088 root 1.8 for (i = 0; i < 9; i++)
1089     {
1090     x = op->x + freearr_x[i];
1091     y = op->y + freearr_y[i];
1092     m = op->map;
1093    
1094     mflags = get_map_flags (m, &m, x, y, &x, &y);
1095     if (mflags & P_OUT_OF_MAP)
1096     continue;
1097    
1098     /* Check everything in the square for trapness */
1099 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1100 root 1.8 {
1101     /* And now we'd better do an inventory traversal of each
1102     * of these objects inventory. Like above, only
1103     * do this for interesting objects.
1104     */
1105    
1106     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1107     {
1108     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1109     if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1110     {
1111     trap_show (tmp2, tmp);
1112     if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1113     {
1114     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1115     success += calc_skill_exp (op, tmp2, skill);
1116     }
1117     }
1118 root 1.6 }
1119 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1120     {
1121     trap_show (tmp, tmp);
1122     if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1123     {
1124     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1125     success += calc_skill_exp (op, tmp, skill);
1126 root 1.6 }
1127     }
1128     }
1129 elmex 1.1 }
1130 root 1.8 return success;
1131 elmex 1.1 }
1132    
1133    
1134     /* pray() - when this skill is called from do_skill(), it allows
1135     * the player to regain lost grace points at a faster rate. -b.t.
1136     * This always returns 0 - return value is used by calling function
1137     * such that if it returns true, player gets exp in that skill. This
1138     * the effect here can be done on demand, we probably don't want to
1139     * give infinite exp by returning true in any cases.
1140     */
1141    
1142 root 1.8 int
1143     pray (object *pl, object *skill)
1144     {
1145     char buf[MAX_BUF];
1146     object *tmp;
1147    
1148     if (pl->type != PLAYER)
1149     return 0;
1150    
1151     strcpy (buf, "You pray.");
1152    
1153     /* Check all objects - we could stop at floor objects,
1154     * but if someone buries an altar, I don't see a problem with
1155     * going through all the objects, and it shouldn't be much slower
1156     * than extra checks on object attributes.
1157     */
1158     for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1159     {
1160     /* Only if the altar actually belongs to someone do you get special benefits */
1161     if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1162     {
1163     sprintf (buf, "You pray over the %s.", &tmp->name);
1164     pray_at_altar (pl, tmp, skill);
1165     break; /* Only pray at one altar */
1166 root 1.6 }
1167 elmex 1.1 }
1168    
1169 root 1.8 new_draw_info (NDI_BLACK, 0, pl, buf);
1170    
1171     if (pl->stats.grace < pl->stats.maxgrace)
1172     {
1173     pl->stats.grace++;
1174     pl->last_grace = -1;
1175 elmex 1.1 }
1176 root 1.8 return 0;
1177 elmex 1.1 }
1178    
1179     /* This skill allows the player to regain a few sp or hp for a
1180     * brief period of concentration. No armour or weapons may be
1181     * wielded/applied for this to work. The amount of time needed
1182     * to concentrate and the # of points regained is dependant on
1183     * the level of the user. - b.t. thomas@astro.psu.edu
1184 root 1.8 */
1185 elmex 1.1
1186 root 1.8 void
1187     meditate (object *pl, object *skill)
1188     {
1189     object *tmp;
1190 elmex 1.1
1191 root 1.8 if (pl->type != PLAYER)
1192     return; /* players only */
1193 elmex 1.1
1194 root 1.8 /* check if pl has removed encumbering armour and weapons */
1195     if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1196     {
1197     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1198     return;
1199     }
1200     else
1201     {
1202     for (tmp = pl->inv; tmp; tmp = tmp->below)
1203     if (((tmp->type == ARMOUR && skill->level < 12)
1204     || (tmp->type == HELMET && skill->level < 10)
1205     || (tmp->type == SHIELD && skill->level < 6)
1206     || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED))
1207     {
1208     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1209     return;
1210 root 1.6 }
1211 elmex 1.1 }
1212    
1213 root 1.8 /* ok let's meditate! Spell points are regained first, then once
1214     * they are maxed we get back hp. Actual incrementing of values
1215     * is handled by the do_some_living() (in player.c). This way magical
1216     * bonuses for healing/sp regeneration are included properly
1217     * No matter what, we will eat up some playing time trying to
1218     * meditate. (see 'factor' variable for what sets the amount of time)
1219     */
1220    
1221     new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1222    
1223     if (pl->stats.sp < pl->stats.maxsp)
1224     {
1225     pl->stats.sp++;
1226     pl->last_sp = -1;
1227     }
1228     else if (pl->stats.hp < pl->stats.maxhp)
1229     {
1230     pl->stats.hp++;
1231     pl->last_heal = -1;
1232 elmex 1.1 }
1233     }
1234    
1235     /* write_note() - this routine allows players to inscribe messages in
1236     * ordinary 'books' (anything that is type BOOK). b.t.
1237     */
1238 root 1.8 static int
1239     write_note (object *pl, object *item, const char *msg, object *skill)
1240     {
1241     char buf[1024];
1242     object *newBook = NULL;
1243    
1244     /* a pair of sanity checks */
1245     if (!item || item->type != BOOK)
1246     return 0;
1247    
1248     if (!msg)
1249     {
1250     new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1251     new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1252     return 0;
1253 elmex 1.1 }
1254 root 1.24
1255 root 1.8 if (strcasestr_local (msg, "endmsg"))
1256     {
1257     new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1258     return 0;
1259 elmex 1.1 }
1260    
1261 root 1.8 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1262     return strlen (msg);
1263    
1264     buf[0] = 0;
1265     if (!book_overflow (item->msg, msg, sizeof (buf)))
1266     { /* add msg string to book */
1267     if (item->msg)
1268     strcpy (buf, item->msg);
1269    
1270     strcat (buf, msg);
1271     strcat (buf, "\n"); /* new msg needs a LF */
1272     if (item->nrof > 1)
1273     {
1274 root 1.14 newBook = item->clone ();
1275 root 1.8 decrease_ob (item);
1276     esrv_send_item (pl, item);
1277     newBook->nrof = 1;
1278     newBook->msg = buf;
1279     newBook = insert_ob_in_ob (newBook, pl);
1280     esrv_send_item (pl, newBook);
1281     }
1282     else
1283     {
1284     item->msg = buf;
1285     /* This shouldn't be necessary - the object hasn't changed in any
1286     * visible way
1287     */
1288     /* esrv_send_item(pl, item); */
1289     }
1290 root 1.24
1291 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item));
1292 root 1.4 return strlen (msg);
1293 root 1.8 }
1294     else
1295     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item));
1296 elmex 1.1
1297 root 1.8 return 0;
1298 elmex 1.1 }
1299    
1300     /* write_scroll() - this routine allows players to inscribe spell scrolls
1301     * of spells which they know. Backfire effects are possible with the
1302     * severity of the backlash correlated with the difficulty of the scroll
1303     * that is attempted. -b.t. thomas@astro.psu.edu
1304     */
1305    
1306 root 1.8 static int
1307     write_scroll (object *pl, object *scroll, object *skill)
1308     {
1309     int success = 0, confused = 0;
1310     object *newscroll, *chosen_spell, *tmp;
1311    
1312     /* this is a sanity check */
1313     if (scroll->type != SCROLL)
1314     {
1315     new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1316     return 0;
1317     }
1318    
1319     /* Check if we are ready to attempt inscription */
1320 root 1.28 chosen_spell = pl->contr->ranged_ob;
1321     if (!chosen_spell || chosen_spell->type != SPELL)
1322 root 1.8 {
1323     new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1324     return 0;
1325     }
1326 root 1.24
1327 root 1.8 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 root 1.24
1333 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1334     {
1335     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1336     return 0;
1337 elmex 1.1 }
1338 root 1.8
1339     /* if there is a spell already on the scroll then player could easily
1340     * accidently read it while trying to write the new one. give player
1341     * a 50% chance to overwrite spell at their own level
1342     */
1343     if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1344     {
1345     new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1346     manual_apply (pl, scroll, 0);
1347     return 0;
1348 elmex 1.1 }
1349    
1350 root 1.8 /* ok, we are ready to try inscription */
1351     if (QUERY_FLAG (pl, FLAG_CONFUSED))
1352     confused = 1;
1353    
1354     /* Lost mana/grace no matter what */
1355     pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1356     pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1357    
1358     if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1359     {
1360     if (scroll->nrof > 1)
1361     {
1362 root 1.14 newscroll = scroll->clone ();
1363 root 1.8 decrease_ob (scroll);
1364     newscroll->nrof = 1;
1365     }
1366     else
1367 root 1.24 newscroll = scroll;
1368 root 1.8
1369     if (!confused)
1370     {
1371     newscroll->level = MAX (skill->level, chosen_spell->level);
1372     new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll.");
1373     }
1374     else
1375     {
1376     chosen_spell = find_random_spell_in_ob (pl, NULL);
1377     if (!chosen_spell)
1378 root 1.6 return 0;
1379 elmex 1.1
1380 root 1.8 newscroll->level = MAX (skill->level, chosen_spell->level);
1381     new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1382     }
1383 elmex 1.1
1384 root 1.8 if (newscroll->inv)
1385 root 1.13 newscroll->inv->destroy ();
1386 root 1.8
1387 root 1.14 tmp = chosen_spell->clone ();
1388 root 1.8 insert_ob_in_ob (tmp, newscroll);
1389    
1390     /* Same code as from treasure.c - so they can better merge.
1391     * if players want to sell them, so be it.
1392     */
1393     newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1394     newscroll->stats.exp = newscroll->value / 5;
1395    
1396     /* wait until finished manipulating the scroll before inserting it */
1397     if (newscroll == scroll)
1398     {
1399     /* Remove to correctly merge with other items which may exist in inventory */
1400 root 1.12 newscroll->remove ();
1401 root 1.8 esrv_del_item (pl->contr, newscroll->count);
1402     }
1403 root 1.24
1404 root 1.8 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 root 1.24
1457 root 1.8 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1458    
1459     /* Need to be able to read before we can write! */
1460     if (!find_skill_by_name (pl, skat->clone.skill))
1461     {
1462     new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!");
1463     return 0;
1464 elmex 1.1 }
1465    
1466 root 1.8 /* if there is a message then it goes in a book and no message means
1467     * write active spell into the scroll
1468     */
1469     msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1470    
1471     /* find an item of correct type to write on */
1472     if (!(item = find_marked_object (pl)))
1473     {
1474     new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on.");
1475     return 0;
1476 elmex 1.1 }
1477    
1478 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1479     {
1480     new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1481     return 0;
1482 elmex 1.1 }
1483 root 1.8 if (msgtype != item->type)
1484     {
1485     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll");
1486     return 0;
1487 elmex 1.1 }
1488    
1489 root 1.8 if (msgtype == SCROLL)
1490 root 1.24 return write_scroll (pl, item, skill);
1491 root 1.8 else if (msgtype == BOOK)
1492 root 1.24 return write_note (pl, item, string, skill);
1493    
1494 root 1.8 return 0;
1495 elmex 1.1 }
1496    
1497     /* find_throw_ob() - if we request an object, then
1498     * we search for it in the inventory of the owner (you've
1499     * got to be carrying something in order to throw it!).
1500     * If we didnt request an object, then the top object in inventory
1501     * (that is "throwable", ie no throwing your skills away!)
1502     * is the object of choice. Also check to see if object is
1503     * 'throwable' (ie not applied cursed obj, worn, etc).
1504     */
1505 root 1.8 static object *
1506     find_throw_ob (object *op, const char *request)
1507     {
1508     object *tmp;
1509    
1510     if (!op)
1511     { /* safety */
1512     LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1513     return (object *) NULL;
1514     }
1515    
1516     /* prefer marked item */
1517     tmp = find_marked_object (op);
1518     if (tmp != NULL)
1519     {
1520     /* can't toss invisible or inv-locked items */
1521     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1522     {
1523     tmp = NULL;
1524     }
1525     }
1526    
1527     /* look through the inventory */
1528     if (tmp == NULL)
1529     {
1530     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1531     {
1532     /* can't toss invisible or inv-locked items */
1533     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1534     continue;
1535     if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1536     break;
1537 elmex 1.1 }
1538     }
1539    
1540 root 1.8 /* this should prevent us from throwing away
1541     * cursed items, worn armour, etc. Only weapons
1542     * can be thrown from 'hand'.
1543     */
1544     if (!tmp)
1545     return NULL;
1546    
1547     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1548     {
1549     if (tmp->type != WEAPON)
1550     {
1551     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1552     tmp = NULL;
1553     }
1554     else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1555     {
1556     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1557     tmp = NULL;
1558     }
1559     else
1560     {
1561     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1562     {
1563     LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1564     tmp = NULL;
1565 root 1.6 }
1566     }
1567 root 1.8 }
1568     else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1569     {
1570     new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1571     tmp = NULL;
1572 elmex 1.1 }
1573    
1574 root 1.8 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1575     {
1576     LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1577     tmp = NULL;
1578 elmex 1.1 }
1579 root 1.8 return tmp;
1580 elmex 1.1 }
1581    
1582     /* make_throw_ob() We construct the 'carrier' object in
1583     * which we will insert the object that is being thrown.
1584     * This combination becomes the 'thrown object'. -b.t.
1585     */
1586 root 1.8 static object *
1587     make_throw_ob (object *orig)
1588     {
1589     if (!orig)
1590     return NULL;
1591 elmex 1.1
1592 root 1.8 if (QUERY_FLAG (orig, FLAG_APPLIED))
1593     {
1594     LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1595     /* insufficient workaround, but better than nothing */
1596     CLEAR_FLAG (orig, FLAG_APPLIED);
1597     }
1598 root 1.14
1599     object *toss_item = orig->clone ();
1600    
1601 root 1.8 toss_item->type = THROWN_OBJ;
1602     CLEAR_FLAG (toss_item, FLAG_CHANGING);
1603     toss_item->stats.dam = 0; /* default damage */
1604     insert_ob_in_ob (orig, toss_item);
1605     return toss_item;
1606 elmex 1.1 }
1607    
1608     /* do_throw() - op throws any object toss_item. This code
1609     * was borrowed from fire_bow.
1610     * Returns 1 if skill was successfully used, 0 if not
1611     */
1612 root 1.8 static int
1613     do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1614     {
1615     object *throw_ob = toss_item, *left = NULL;
1616     int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1617     int pause_f, weight_f = 0, mflags;
1618     float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1619 root 1.11 maptile *m;
1620 root 1.8 sint16 sx, sy;
1621    
1622     if (throw_ob == NULL)
1623     {
1624     if (op->type == PLAYER)
1625 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1626    
1627 root 1.8 return 0;
1628 elmex 1.1 }
1629 root 1.8 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1630     {
1631     if (op->type == PLAYER)
1632 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1633    
1634 root 1.8 return 0;
1635     }
1636    
1637     /* Because throwing effectiveness must be reduced by the
1638     * encumbrance of the thrower and weight of the object. THus,
1639     * we use the concept of 'effective strength' as defined below.
1640     */
1641    
1642     /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1643     if (str > MAX_STAT)
1644     {
1645     str_factor = (float) str / (float) MAX_STAT;
1646     str = MAX_STAT;
1647 elmex 1.1 }
1648    
1649 root 1.8 /* the more we carry, the less we can throw. Limit only on players */
1650     maxc = max_carry[str] * 1000;
1651     if (op->carrying > maxc && op->type == PLAYER)
1652     load_factor = (float) maxc / (float) op->carrying;
1653    
1654     /* lighter items are thrown harder, farther, faster */
1655     if (throw_ob->weight > 0)
1656     item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1657     else
1658     { /* 0 or negative weight?!? Odd object, can't throw it */
1659     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1660     return 0;
1661 elmex 1.1 }
1662 root 1.8
1663     eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1664     eff_str = (int) ((float) eff_str * item_factor * str_factor);
1665    
1666     /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1667     * account for super-strong throwers. */
1668     if (eff_str > MAX_STAT)
1669     eff_str = MAX_STAT;
1670 elmex 1.1
1671     #ifdef DEBUG_THROW
1672 root 1.8 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1673     LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1674     LOG (llevDebug, " str_factor=%f\n", str_factor);
1675     LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1676 elmex 1.1 #endif
1677    
1678 root 1.8 /* 3 things here prevent a throw, you aimed at your feet, you
1679     * have no effective throwing strength, or you threw at something
1680     * that flying objects can't get through.
1681     */
1682     mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1683    
1684     if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1685     {
1686 root 1.20 /* bounces off 'wall', and drops to feet */
1687     throw_ob->insert_at (part, op);
1688 root 1.8
1689     if (op->type == PLAYER)
1690     {
1691     if (eff_str <= 1)
1692 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));
1693 root 1.8 else if (!dir)
1694 root 1.20 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1695 root 1.8 else
1696     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1697 root 1.6 }
1698 root 1.20
1699 root 1.8 return 0;
1700     } /* if object can't be thrown */
1701    
1702     left = throw_ob; /* these are throwing objects left to the player */
1703    
1704     /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1705     * and returns NULL. We must use 'left' then
1706     */
1707    
1708     if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1709     {
1710     throw_ob = left;
1711 root 1.12 left->remove ();
1712 root 1.8 if (op->type == PLAYER)
1713     esrv_del_item (op->contr, left->count);
1714     }
1715     else if (op->type == PLAYER)
1716     {
1717 root 1.10 if (left->destroyed ())
1718     esrv_del_item (op->contr, left->count);
1719 root 1.8 else
1720     esrv_update_item (UPD_NROF, op, left);
1721     }
1722    
1723     /* special case: throwing powdery substances like dust, dirt */
1724     if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1725     {
1726     cast_dust (op, throw_ob, dir);
1727     return 1;
1728     }
1729    
1730     /* Make a thrown object -- insert real object in a 'carrier' object.
1731     * If unsuccessfull at making the "thrown_obj", we just reinsert
1732     * the original object back into inventory and exit
1733     */
1734     if ((toss_item = make_throw_ob (throw_ob)))
1735     {
1736     throw_ob = toss_item;
1737     throw_ob->skill = skill->skill;
1738 elmex 1.1 }
1739 root 1.8 else
1740     {
1741     insert_ob_in_ob (throw_ob, op);
1742     return 0;
1743 elmex 1.1 }
1744    
1745 root 1.15 throw_ob->set_owner (op);
1746 root 1.8 /* At some point in the attack code, the actual real object (op->inv)
1747     * becomes the hitter. As such, we need to make sure that has a proper
1748     * owner value so exp goes to the right place.
1749     */
1750 root 1.15 throw_ob->inv->set_owner (op);
1751 root 1.8 throw_ob->direction = dir;
1752    
1753     /* the damage bonus from the force of the throw */
1754     dam = (int) (str_factor * dam_bonus[eff_str]);
1755    
1756     /* Now, lets adjust the properties of the thrown_ob. */
1757    
1758     /* how far to fly */
1759     throw_ob->last_sp = (eff_str * 3) / 5;
1760    
1761     /* speed */
1762 root 1.19 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1763 root 1.8
1764     /* item damage. Eff_str and item weight influence damage done */
1765     weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1766     throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1767    
1768     /* chance of breaking. Proportional to force used and weight of item */
1769     throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1770    
1771     /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1772     throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1773 elmex 1.1
1774 root 1.8 /* the properties of objects which are meant to be thrown (ie dart,
1775     * throwing knife, etc) will differ from ordinary items. Lets tailor
1776     * this stuff in here.
1777     */
1778    
1779     if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1780     {
1781     throw_ob->last_sp += eff_str / 3; /* fly a little further */
1782     throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1783     throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1784     /* only throw objects get directional faces */
1785     if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1786     SET_ANIMATION (throw_ob, dir);
1787     }
1788     else
1789     {
1790 root 1.26 uint16 mat = throw_ob->materials;
1791    
1792 root 1.8 /* some materials will adjust properties.. */
1793 root 1.26 if (mat & M_LEATHER)
1794 root 1.8 {
1795     throw_ob->stats.dam -= 1;
1796     throw_ob->stats.food -= 10;
1797     }
1798 root 1.19
1799 root 1.26 if (mat & M_GLASS)
1800 root 1.8 throw_ob->stats.food += 60;
1801    
1802 root 1.26 if (mat & M_ORGANIC)
1803 root 1.8 {
1804     throw_ob->stats.dam -= 3;
1805     throw_ob->stats.food += 55;
1806     }
1807 root 1.19
1808 root 1.26 if (mat & M_PAPER || mat & M_CLOTH)
1809 root 1.8 {
1810     throw_ob->stats.dam -= 5;
1811     throw_ob->speed *= 0.8;
1812     throw_ob->stats.wc += 3;
1813     throw_ob->stats.food -= 30;
1814     }
1815 root 1.19
1816 root 1.8 /* light obj have more wind resistance, fly slower */
1817     if (throw_ob->weight > 500)
1818     throw_ob->speed *= 0.8;
1819 root 1.19
1820 root 1.8 if (throw_ob->weight > 50)
1821     throw_ob->speed *= 0.5;
1822     } /* else tailor thrown object */
1823    
1824     /* some limits, and safeties (needed?) */
1825     if (throw_ob->stats.dam < 0)
1826     throw_ob->stats.dam = 0;
1827     if (throw_ob->last_sp > eff_str)
1828     throw_ob->last_sp = eff_str;
1829     if (throw_ob->stats.food < 0)
1830     throw_ob->stats.food = 0;
1831     if (throw_ob->stats.food > 100)
1832     throw_ob->stats.food = 100;
1833     if (throw_ob->stats.wc > 30)
1834     throw_ob->stats.wc = 30;
1835    
1836     /* how long to pause the thrower. Higher values mean less pause */
1837     pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1838    
1839     /* Put a lower limit on this */
1840     if (pause_f < 10)
1841     pause_f = 10;
1842     if (pause_f > 100)
1843     pause_f = 100;
1844    
1845     /* Changed in 0.94.2 - the calculation before was really goofy.
1846     * In short summary, a throw can take anywhere between speed 5 and
1847     * speed 0.5
1848     */
1849     op->speed_left -= 50 / pause_f;
1850    
1851     throw_ob->speed_left = 0;
1852     throw_ob->map = part->map;
1853    
1854     throw_ob->move_type = MOVE_FLY_LOW;
1855     throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1856 elmex 1.1
1857     #if 0
1858 root 1.8 /* need to put in a good sound for this */
1859     play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1860 elmex 1.1 #endif
1861 root 1.8
1862 elmex 1.1 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1863 root 1.8 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1864 elmex 1.1 #ifdef DEBUG_THROW
1865 root 1.8 LOG (llevDebug, " pause_f=%d \n", pause_f);
1866     LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1867     throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1868     LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1869 elmex 1.1 #endif
1870 root 1.20
1871     throw_ob->insert_at (part, op);
1872 root 1.10
1873     if (!throw_ob->destroyed ())
1874 root 1.8 move_arrow (throw_ob);
1875 root 1.10
1876 root 1.8 return 1;
1877     }
1878    
1879     int
1880     skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1881     {
1882     object *throw_ob;
1883    
1884     if (op->type == PLAYER)
1885     throw_ob = find_throw_ob (op, params);
1886     else
1887     throw_ob = find_mon_throw_ob (op);
1888 elmex 1.1
1889 root 1.8 return do_throw (op, part, throw_ob, dir, skill);
1890 elmex 1.1 }