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Revision: 1.36
Committed: Mon May 28 21:28:36 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.35: +16 -16 lines
Log Message:
update copyrights in server/*.C

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.36 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.23 *
4 root 1.36 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.23 *
8 root 1.36 * Crossfire TRT is free software; you can redistribute it and/or modify it
9     * under the terms of the GNU General Public License as published by the Free
10     * Software Foundation; either version 2 of the License, or (at your option)
11     * any later version.
12 pippijn 1.23 *
13 root 1.36 * This program is distributed in the hope that it will be useful, but
14     * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15     * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16     * for more details.
17     *
18     * You should have received a copy of the GNU General Public License along
19     * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20     * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 pippijn 1.23 *
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 root 1.8 static int
99     attempt_steal (object *op, object *who, object *skill)
100 elmex 1.1 {
101 root 1.8 object *success = NULL, *tmp = NULL, *next;
102     int roll = 0, chance = 0, stats_value;
103     rv_vector rv;
104    
105     stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2;
106    
107     /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
108     * they will try to prevent stealing if they can. Only unseen theives will
109     * have much chance of success.
110     */
111     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL))
112     {
113     if (can_detect_enemy (op, who, &rv))
114     {
115     npc_call_help (op);
116     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
117     new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
118     return 0;
119     }
120     else /* help npc to detect thief next time by raising its wisdom */
121     op->stats.Wis += (op->stats.Int / 5) + 1;
122     if (op->stats.Wis > MAX_STAT)
123     op->stats.Wis = MAX_STAT;
124 elmex 1.1 }
125 root 1.32
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 root 1.32
132     // only allow stealing between hostile players (TODO: probably should change)
133 root 1.8 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful))
134     {
135     new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
136 elmex 1.1 return 0;
137     }
138    
139 root 1.8 /* Ok then, go thru their inventory, stealing */
140 root 1.32 for (tmp = op->inv; tmp; tmp = next)
141 root 1.8 {
142     next = tmp->below;
143 root 1.6
144 root 1.8 /* you can't steal worn items, starting items, wiz stuff,
145     * innate abilities, or items w/o a type. Generally
146     * speaking, the invisibility flag prevents experience or
147     * abilities from being stolen since these types are currently
148     * always invisible objects. I was implicit here so as to prevent
149     * future possible problems. -b.t.
150     * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
151     * already -b.t.
152     */
153    
154 root 1.32 if (QUERY_FLAG (tmp, FLAG_APPLIED)
155     || !tmp->type
156 elmex 1.17 || tmp->type == SPELL
157 root 1.32 || QUERY_FLAG (tmp, FLAG_STARTEQUIP)
158     || QUERY_FLAG (tmp, FLAG_NO_STEAL)
159     || tmp->invisible)
160 root 1.8 continue;
161    
162     /* Okay, try stealing this item. Dependent on dexterity of thief,
163     * skill level, see the adj_stealroll fctn for more detail.
164     */
165    
166     roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
167    
168     if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
169     return 0;
170     else if (roll < chance)
171     {
172     pick_up (who, tmp);
173     /* need to see if the player actually stole this item -
174     * if it is in the players inv, assume it is. This prevents
175     * abuses where the player can not carry the item, so just
176     * keeps stealing it over and over.
177     */
178 root 1.10 if (tmp->destroyed () || tmp->env != op)
179 root 1.8 {
180     /* for players, play_sound: steals item */
181     success = tmp;
182     CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
183    
184     /* Don't delete it from target player until we know
185     * the thief has picked it up. can't just look at tmp->count,
186     * as it's possible that it got merged when picked up.
187     */
188     if (op->type == PLAYER)
189 root 1.10 esrv_del_item (op->contr, tmp->count);
190 root 1.6 }
191 root 1.8 break;
192 root 1.6 }
193 root 1.8 } /* for loop looking for an item */
194 elmex 1.1
195 root 1.8 if (!tmp)
196     {
197     new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
198     return 0;
199 elmex 1.1 }
200    
201 root 1.8 /* If you arent high enough level, you might get something BUT
202     * the victim will notice your stealing attempt. Ditto if you
203     * attempt to steal something heavy off them, they're bound to notice
204     */
205    
206     if ((roll >= skill->level) || !chance
207     || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
208     {
209    
210     /* victim figures out where the thief is! */
211     if (who->hide)
212     make_visible (who);
213    
214     if (op->type != PLAYER)
215     {
216     /* The unaggressives look after themselves 8) */
217     if (who->type == PLAYER)
218     {
219     npc_call_help (op);
220     new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
221     }
222     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
223     /* all remaining npc items are guarded now. Set flag NO_STEAL
224     * on the victim.
225     */
226     SET_FLAG (op, FLAG_NO_STEAL);
227     }
228     else
229     { /* stealing from another player */
230     char buf[MAX_BUF];
231    
232     /* Notify the other player */
233     if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
234     {
235     sprintf (buf, "Your %s is missing!", query_name (success));
236 root 1.6 }
237 root 1.8 else
238     {
239     sprintf (buf, "Your pack feels strangely lighter.");
240 root 1.6 }
241 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
242     if (!success)
243     {
244     if (who->invisible)
245     {
246     sprintf (buf, "you feel itchy fingers getting at your pack.");
247     }
248     else
249     {
250     sprintf (buf, "%s looks very shifty.", query_name (who));
251 root 1.6 }
252 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
253 root 1.6 }
254 root 1.8 } /* else stealing from another player */
255     /* play_sound("stop! thief!"); kindofthing */
256     } /* if you weren't 100% successful */
257     return success ? 1 : 0;
258 elmex 1.1 }
259    
260 root 1.8 int
261     steal (object *op, int dir, object *skill)
262 elmex 1.1 {
263 root 1.8 object *tmp, *next;
264     sint16 x, y;
265 root 1.11 maptile *m;
266 root 1.8 int mflags;
267 elmex 1.1
268 root 1.8 x = op->x + freearr_x[dir];
269     y = op->y + freearr_y[dir];
270    
271     if (dir == 0)
272     {
273     /* Can't steal from ourself! */
274     return 0;
275 elmex 1.1 }
276    
277 root 1.8 m = op->map;
278     mflags = get_map_flags (m, &m, x, y, &x, &y);
279     /* Out of map - can't do it. If nothing alive on this space,
280     * don't need to look any further.
281     */
282     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
283     return 0;
284    
285     /* If player can't move onto the space, can't steal from it. */
286     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
287     return 0;
288    
289     /* Find the topmost object at this spot */
290 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
291 root 1.8
292     /* For all the stacked objects at this point, attempt a steal */
293     for (; tmp != NULL; tmp = next)
294     {
295     next = tmp->below;
296     /* Minor hack--for multi square beings - make sure we get
297     * the 'head' coz 'tail' objects have no inventory! - b.t.
298     */
299     if (tmp->head)
300     tmp = tmp->head;
301    
302     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
303     continue;
304    
305     /* do not reveal hidden DMs */
306     if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
307     continue;
308     if (attempt_steal (tmp, op, skill))
309     {
310     if (tmp->type == PLAYER) /* no xp for stealing from another player */
311     return 0;
312 elmex 1.1
313 root 1.8 /* no xp for stealing from pets (of players) */
314     if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
315     {
316 root 1.15 object *owner = tmp->owner;
317 elmex 1.1
318 root 1.8 if (owner != NULL && owner->type == PLAYER)
319 root 1.6 return 0;
320 root 1.8 }
321 root 1.6
322 root 1.8 // reduce monster experience by experience we gained, as to
323     // limit the amount of exp that can be gained by stealing from monsters
324     // (jessies gave ~20,000,000 exp otherwise.
325     int exp = calc_skill_exp (op, tmp, skill);
326 elmex 1.1
327 root 1.8 exp = MIN (tmp->stats.exp, exp);
328     tmp->stats.exp -= exp;
329     return exp;
330 root 1.6 }
331 elmex 1.1 }
332 root 1.8 return 0;
333 elmex 1.1 }
334    
335 root 1.8 static int
336     attempt_pick_lock (object *door, object *pl, object *skill)
337 elmex 1.1 {
338 root 1.8 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
339     int success = 0, number; /* did we get anything? */
340 elmex 1.1
341    
342 root 1.8 /* Try to pick the lock on this item (doors only for now).
343     * Dependent on dexterity/skill SK_level of the player and
344     * the map level difficulty.
345     */
346     number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
347     if (number < (pl->stats.Dex + skill->level - difficulty))
348     {
349     remove_door (door);
350     success = 1;
351     }
352     else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
353     { /* set off any traps? */
354     spring_trap (door->inv, pl);
355     }
356     return success;
357 elmex 1.1 }
358    
359    
360     /* Implementation by bt. (thomas@astro.psu.edu)
361     * monster implementation 7-7-95 by bt.
362     */
363    
364 root 1.8 int
365     pick_lock (object *pl, int dir, object *skill)
366 elmex 1.1 {
367 root 1.8 object *tmp;
368     int x = pl->x + freearr_x[dir];
369     int y = pl->y + freearr_y[dir];
370 elmex 1.1
371 root 1.8 if (!dir)
372     dir = pl->facing;
373 elmex 1.1
374 root 1.8 /* For all the stacked objects at this point find a door */
375     if (out_of_map (pl->map, x, y))
376     {
377     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
378     return 0;
379 elmex 1.1 }
380    
381 root 1.16 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
382 root 1.8 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
383     break;
384 elmex 1.1
385 root 1.8 if (!tmp)
386     {
387     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
388     return 0;
389 elmex 1.1 }
390 root 1.8 if (tmp->type == LOCKED_DOOR)
391     {
392     new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
393     return 0;
394 elmex 1.1 }
395    
396 root 1.8 if (!tmp->move_block)
397     {
398     new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
399     return 0;
400 elmex 1.1 }
401    
402 root 1.8 if (attempt_pick_lock (tmp, pl, skill))
403     {
404     new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
405     return calc_skill_exp (pl, NULL, skill);
406     }
407     else
408     {
409     new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
410     return 0;
411 elmex 1.1 }
412 root 1.8 }
413 elmex 1.1
414     /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
415     * a short while (success and duration dependant on player SK_level,
416     * dexterity, charisma, and map difficulty).
417     * Players have a good chance of becoming 'unhidden' if they move
418     * and like invisiblity will be come visible if they attack
419     * Implemented by b.t. (thomas@astro.psu.edu)
420     * July 7, 1995 - made hiding possible for monsters. -b.t.
421 root 1.8 */
422     static int
423     attempt_hide (object *op, object *skill)
424     {
425     int number, difficulty = op->map->difficulty;
426     int terrain = hideability (op);
427    
428     if (terrain < -10) /* not enough cover here */
429     return 0;
430 elmex 1.1
431 root 1.8 /* Hiding success and duration dependant on skill level,
432     * op->stats.Dex, map difficulty and terrain.
433     */
434 root 1.35 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
435 elmex 1.1
436 root 1.8 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
437     {
438     op->invisible += 100; /* set the level of 'hiddeness' */
439 root 1.35
440 root 1.8 if (op->type == PLAYER)
441     op->contr->tmp_invis = 1;
442 root 1.35
443 root 1.8 op->hide = 1;
444     return 1;
445 elmex 1.1 }
446 root 1.35
447 root 1.8 return 0;
448 elmex 1.1 }
449    
450     /* patched this to take terrain into consideration */
451 root 1.8 int
452     hide (object *op, object *skill)
453     {
454     /* the preliminaries -- Can we really hide now? */
455     /* this keeps monsters from using invisibilty spells and hiding */
456 elmex 1.1
457 root 1.8 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
458     {
459     new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
460     return 0;
461     }
462     else if (!op->hide && op->invisible > 0 && op->type == PLAYER)
463     {
464     new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
465     make_visible (op);
466     }
467 elmex 1.1
468 root 1.35 if (op->invisible > 50 * skill->level)
469 root 1.8 {
470     new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
471     return 0;
472 elmex 1.1 }
473 root 1.8
474     if (attempt_hide (op, skill))
475     {
476     new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
477     update_object (op, UP_OBJ_FACE);
478     return calc_skill_exp (op, NULL, skill);
479 elmex 1.1 }
480 root 1.35
481 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
482     return 0;
483 elmex 1.1 }
484    
485     /* stop_jump() - End of jump. Clear flags, restore the map, and
486     * freeze the jumper a while to simulate the exhaustion
487     * of jumping.
488     */
489 root 1.8 static void
490     stop_jump (object *pl, int dist, int spaces)
491     {
492 root 1.18 pl->update_stats ();
493 root 1.20 pl->map->insert (pl, pl->x, pl->y, pl);
494 elmex 1.1 }
495    
496 root 1.8 static int
497     attempt_jump (object *pl, int dir, int spaces, object *skill)
498     {
499     object *tmp;
500     int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
501     sint16 x, y;
502 root 1.11 maptile *m;
503 root 1.8
504     /* Jump loop. Go through spaces opject wants to jump. Halt the
505     * jump if a wall or creature is in the way. We set FLAG_FLYING
506     * temporarily to allow player to aviod exits/archs that are not
507     * fly_on, fly_off. This will also prevent pickup of objects
508     * while jumping over them.
509     */
510    
511 root 1.12 pl->remove ();
512 root 1.8
513     /*
514     * I don't think this is actually needed - all the movement
515     * code is handled in this function, and I don't see anyplace
516     * that cares about the move_type being flying.
517     */
518     pl->move_type |= MOVE_FLY_LOW;
519 root 1.6
520 root 1.8 for (i = 0; i <= spaces; i++)
521     {
522     x = pl->x + dx;
523     y = pl->y + dy;
524     m = pl->map;
525    
526     mflags = get_map_flags (m, &m, x, y, &x, &y);
527    
528     if (mflags & P_OUT_OF_MAP)
529     {
530     (void) stop_jump (pl, i, spaces);
531     return 0;
532     }
533     if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
534     {
535     new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
536     stop_jump (pl, i, spaces);
537     return 0;
538     }
539    
540 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
541 root 1.8 {
542     /* Jump into creature */
543     if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
544     {
545     new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
546     if (tmp->type != PLAYER ||
547     (pl->type == PLAYER && pl->contr->party == NULL) ||
548     (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
549     exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
550     stop_jump (pl, i, spaces);
551     return exp; /* note that calc_skill_exp() is already called by skill_attack() */
552 root 1.6 }
553 root 1.8 /* If the space has fly on set (no matter what the space is),
554     * we should get the effects - after all, the player is
555     * effectively flying.
556     */
557     if (tmp->move_on & MOVE_FLY_LOW)
558     {
559     pl->x = x;
560     pl->y = y;
561     pl->map = m;
562     stop_jump (pl, i, spaces);
563     return calc_skill_exp (pl, NULL, skill);
564 root 1.6 }
565     }
566 root 1.8 pl->x = x;
567     pl->y = y;
568     pl->map = m;
569 elmex 1.1 }
570 root 1.8 stop_jump (pl, i, spaces);
571     return calc_skill_exp (pl, NULL, skill);
572 elmex 1.1 }
573    
574     /* jump() - this is both a new type of movement for player/monsters and
575     * an attack as well.
576     * Perhaps we should allow more spaces based on level, eg, level 50
577     * jumper can jump several spaces?
578 root 1.8 */
579 elmex 1.1
580 root 1.8 int
581     jump (object *pl, int dir, object *skill)
582 elmex 1.1 {
583 root 1.8 int spaces = 0, stats;
584     int str = pl->stats.Str;
585     int dex = pl->stats.Dex;
586    
587     dex = dex ? dex : 15;
588     str = str ? str : 10;
589    
590     stats = str * str * str * dex * skill->level;
591    
592     if (pl->carrying != 0) /* don't want div by zero !! */
593     spaces = (int) (stats / pl->carrying);
594     else
595     spaces = 2; /* pl has no objects - gets the far jump */
596    
597     if (spaces > 2)
598     spaces = 2;
599     else if (spaces == 0)
600     {
601     new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
602     return 0;
603 elmex 1.1 }
604 root 1.8 return attempt_jump (pl, dir, spaces, skill);
605 elmex 1.1 }
606    
607    
608     /* skill_ident() - this code is supposed to allow players to identify
609     * classes of objects with the various "auto-ident" skills. Player must
610     * have unidentified objects of the right type in order for the skill
611     * to work. While multiple classes of objects may be identified,
612     * this code is kind of yucky -- it would be nice to make it a bit
613     * more generalized. Right now, skill indices are embedded in this routine.
614     * Returns amount of experience gained (on successful ident).
615     * - b.t. (thomas@astro.psu.edu)
616     */
617    
618 root 1.8 static int
619     do_skill_detect_curse (object *pl, object *skill)
620     {
621     object *tmp;
622     int success = 0;
623    
624     for (tmp = pl->inv; tmp; tmp = tmp->below)
625     if (!tmp->invisible
626     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
627     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
628     {
629     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
630     esrv_update_item (UPD_FLAGS, pl, tmp);
631     success += calc_skill_exp (pl, tmp, skill);
632     }
633    
634     /* Check ground, too, but only objects the player could pick up */
635 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
636 root 1.8 if (can_pick (pl, tmp) &&
637     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
638     !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
639     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
640     {
641     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
642     esrv_update_item (UPD_FLAGS, pl, tmp);
643     success += calc_skill_exp (pl, tmp, skill);
644     }
645    
646     return success;
647     }
648    
649     static int
650     do_skill_detect_magic (object *pl, object *skill)
651     {
652     object *tmp;
653     int success = 0;
654    
655     for (tmp = pl->inv; tmp; tmp = tmp->below)
656     if (!tmp->invisible
657     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
658     && (is_magical (tmp)) && tmp->item_power < skill->level)
659     {
660     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
661     esrv_update_item (UPD_FLAGS, pl, tmp);
662     success += calc_skill_exp (pl, tmp, skill);
663     }
664    
665     /* Check ground, too, but like above, only if the object can be picked up */
666 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
667 root 1.8 if (can_pick (pl, tmp) &&
668     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
669     {
670     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
671     esrv_update_item (UPD_FLAGS, pl, tmp);
672     success += calc_skill_exp (pl, tmp, skill);
673     }
674 elmex 1.1
675 root 1.8 return success;
676 elmex 1.1 }
677    
678     /* Helper function for do_skill_ident, so that we can loop
679     * over inventory AND objects on the ground conveniently.
680     */
681 root 1.8 int
682     do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
683 elmex 1.1 {
684 root 1.8 int success = 0, chance;
685     int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
686 elmex 1.1
687 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
688     && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
689     {
690     chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
691 elmex 1.1
692 root 1.8 if (skill_value >= chance)
693     {
694     identify (tmp);
695    
696     if (pl->type == PLAYER)
697     {
698     new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
699    
700     if (tmp->msg)
701     {
702     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
703     new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
704     }
705 elmex 1.1
706 root 1.8 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
707     if (tmp->map)
708     esrv_send_item (pl, tmp);
709     }
710     success += calc_skill_exp (pl, tmp, skill);
711     }
712     else
713     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
714     }
715 elmex 1.1
716 root 1.8 return success;
717 elmex 1.1 }
718    
719     /* do_skill_ident() - workhorse for skill_ident() -b.t.
720     */
721 root 1.8 static int
722     do_skill_ident (object *pl, int obj_class, object *skill)
723     {
724     object *tmp;
725     int success = 0;
726    
727     for (tmp = pl->inv; tmp; tmp = tmp->below)
728     success += do_skill_ident2 (tmp, pl, obj_class, skill);
729     /* check the ground */
730 elmex 1.1
731 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
732 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
733 elmex 1.1
734 root 1.8 return success;
735     }
736 elmex 1.1
737 root 1.8 int
738     skill_ident (object *pl, object *skill)
739     {
740     int success = 0;
741 elmex 1.1
742 root 1.8 if (pl->type != PLAYER)
743     return 0; /* only players will skill-identify */
744 elmex 1.1
745 root 1.8 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
746 elmex 1.1
747 root 1.8 switch (skill->subtype)
748     {
749 root 1.6 case SK_SMITHERY:
750 root 1.8 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
751     + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
752     + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
753     + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
754     break;
755 root 1.6
756     case SK_BOWYER:
757 root 1.8 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
758     break;
759 root 1.6
760     case SK_ALCHEMY:
761 root 1.8 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
762     + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
763     break;
764    
765     case SK_WOODSMAN:
766     success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
767     break;
768 root 1.6
769     case SK_JEWELER:
770 root 1.8 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
771     break;
772 root 1.6
773     case SK_LITERACY:
774 root 1.8 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
775     break;
776 root 1.6
777     case SK_THAUMATURGY:
778 root 1.8 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
779     break;
780 root 1.6
781     case SK_DET_CURSE:
782 root 1.8 success = do_skill_detect_curse (pl, skill);
783     if (success)
784     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
785     break;
786 root 1.6
787     case SK_DET_MAGIC:
788 root 1.8 success = do_skill_detect_magic (pl, skill);
789     if (success)
790     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
791     break;
792 root 1.6
793     default:
794 root 1.8 LOG (llevError, "Error: bad call to skill_ident()\n");
795     return 0;
796     break;
797 elmex 1.1 }
798 root 1.8 if (!success)
799     {
800     new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
801 elmex 1.1 }
802 root 1.8 return success;
803 elmex 1.1 }
804 root 1.8
805 elmex 1.1 /* players using this skill can 'charm' a monster --
806     * into working for them. It can only be used on
807     * non-special (see below) 'neutral' creatures.
808     * -b.t. (thomas@astro.psu.edu)
809     */
810 root 1.8 int
811     use_oratory (object *pl, int dir, object *skill)
812     {
813     if (pl->type != PLAYER)
814     return 0; /* only players use this skill */
815 root 1.33
816 root 1.34 sint16 x = pl->x + freearr_x[dir],
817     y = pl->y + freearr_y[dir];
818     maptile *m = pl->map;
819    
820     int mflags = get_map_flags (m, &m, x, y, &x, &y);
821 root 1.8 if (mflags & P_OUT_OF_MAP)
822     return 0;
823    
824     /* Save some processing - we have the flag already anyways
825     */
826     if (!(mflags & P_IS_ALIVE))
827     {
828     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
829     return 0;
830 elmex 1.1 }
831    
832 root 1.34 object *tmp;
833 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
834 root 1.8 {
835     /* can't persuade players - return because there is nothing else
836     * on that space to charm. Same for multi space monsters and
837     * special monsters - we don't allow them to be charmed, and there
838     * is no reason to do further processing since they should be the
839     * only monster on the space.
840     */
841 root 1.33 if (tmp->type == PLAYER
842     || tmp->more || tmp->head_ () != tmp
843     || tmp->msg)
844 root 1.8 return 0;
845 elmex 1.1
846 root 1.8 if (QUERY_FLAG (tmp, FLAG_MONSTER))
847     break;
848 elmex 1.1 }
849    
850 root 1.8 if (!tmp)
851     {
852     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
853     return 0;
854 elmex 1.1 }
855    
856 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
857    
858     /* the following conditions limit who may be 'charmed' */
859 elmex 1.1
860 root 1.8 /* it's hostile! */
861     if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
862     {
863     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
864     return 0;
865     }
866 elmex 1.1
867 root 1.8 /* it's already allied! */
868 root 1.34 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
869 root 1.8 {
870 root 1.15 if (tmp->owner == pl)
871 root 1.8 {
872     new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
873     return 0;
874     }
875     else if (skill->level > tmp->level)
876     {
877     /* you steal the follower. Perhaps we should really look at the
878     * level of the owner above?
879     */
880 root 1.15 tmp->set_owner (pl);
881 root 1.33 tmp->skill = skill->skill;
882    
883 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
884     /* Abuse fix - don't give exp since this can otherwise
885     * be used by a couple players to gets lots of exp.
886     */
887     return 0;
888     }
889     else
890     {
891     /* In this case, you can't steal it from the other player */
892     return 0;
893 root 1.6 }
894 root 1.8 } /* Creature was already a pet of someone */
895 elmex 1.1
896 root 1.34 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
897 elmex 1.1
898 root 1.8 /* Ok, got a 'sucker' lets try to make them a follower */
899 root 1.34 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
900 root 1.8 {
901     new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
902    
903 root 1.15 tmp->set_owner (pl);
904 root 1.33 tmp->skill = skill->skill;
905 root 1.8 tmp->stats.exp = 0;
906     add_friendly_object (tmp);
907     tmp->attack_movement = PETMOVE;
908     return calc_skill_exp (pl, tmp, skill);
909     }
910     /* Charm failed. Creature may be angry now */
911     else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
912     {
913     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
914     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
915     {
916     CLEAR_FLAG (tmp, FLAG_FRIENDLY);
917     remove_friendly_object (tmp);
918     tmp->attack_movement = 0; /* needed? */
919 root 1.6 }
920 root 1.27
921 root 1.8 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
922 elmex 1.1 }
923 root 1.25
924 root 1.8 return 0; /* Fall through - if we get here, we didn't charm anything */
925 elmex 1.1 }
926    
927     /* Singing() -this skill allows the player to pacify nearby creatures.
928     * There are few limitations on who/what kind of
929     * non-player creatures that may be pacified. Right now, a player
930     * may pacify creatures which have Int == 0. In this routine, once
931     * successfully pacified the creature gets Int=1. Thus, a player
932     * may only pacify a creature once.
933     * BTW, I appologize for the naming of the skill, I couldnt think
934     * of anything better! -b.t.
935     */
936 root 1.8 int
937     singing (object *pl, int dir, object *skill)
938     {
939 root 1.34 int i, exp = 0;
940 root 1.8 object *tmp;
941 root 1.11 maptile *m;
942 root 1.8 sint16 x, y;
943    
944     if (pl->type != PLAYER)
945     return 0; /* only players use this skill */
946    
947     new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
948     for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
949     {
950     x = pl->x + freearr_x[i];
951     y = pl->y + freearr_y[i];
952     m = pl->map;
953    
954 root 1.34 int mflags = get_map_flags (m, &m, x, y, &x, &y);
955 root 1.8 if (mflags & P_OUT_OF_MAP)
956     continue;
957     if (!(mflags & P_IS_ALIVE))
958     continue;
959    
960 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
961 root 1.8 {
962     if (QUERY_FLAG (tmp, FLAG_MONSTER))
963     break;
964     /* can't affect players */
965     if (tmp->type == PLAYER)
966     break;
967     }
968    
969     /* Whole bunch of checks to see if this is a type of monster that would
970     * listen to singing.
971     */
972     if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
973     !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
974     !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
975     (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
976     !QUERY_FLAG (tmp, FLAG_FRIENDLY))
977     { /* already calm */
978    
979     /* stealing isn't really related (although, maybe it should
980     * be). This is mainly to prevent singing to the same monster
981     * over and over again and getting exp for it.
982     */
983 root 1.34 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
984    
985     if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
986 root 1.8 {
987     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
988     new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
989     /* Give exp only if they are not aware */
990 root 1.34
991 root 1.8 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
992     exp += calc_skill_exp (pl, tmp, skill);
993 root 1.34
994 root 1.8 SET_FLAG (tmp, FLAG_NO_STEAL);
995     }
996     else
997     {
998     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
999     SET_FLAG (tmp, FLAG_NO_STEAL);
1000 root 1.6 }
1001     }
1002 elmex 1.1 }
1003 root 1.8 return exp;
1004 elmex 1.1 }
1005    
1006     /* The find_traps skill (aka, search). Checks for traps
1007     * on the spaces or in certain objects
1008     */
1009    
1010 root 1.8 int
1011     find_traps (object *pl, object *skill)
1012     {
1013     object *tmp, *tmp2;
1014     int i, expsum = 0, mflags;
1015     sint16 x, y;
1016 root 1.11 maptile *m;
1017 root 1.8
1018     /* First we search all around us for runes and traps, which are
1019     * all type RUNE
1020     */
1021 root 1.6
1022 root 1.8 for (i = 0; i < 9; i++)
1023     {
1024     x = pl->x + freearr_x[i];
1025     y = pl->y + freearr_y[i];
1026     m = pl->map;
1027    
1028     mflags = get_map_flags (m, &m, x, y, &x, &y);
1029     if (mflags & P_OUT_OF_MAP)
1030     continue;
1031    
1032     /* Check everything in the square for trapness */
1033 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1034 root 1.8 {
1035    
1036     /* And now we'd better do an inventory traversal of each
1037     * of these objects' inventory
1038     * We can narrow this down a bit - no reason to search through
1039     * the players inventory or monsters for that matter.
1040     */
1041     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1042     {
1043     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1044     if (tmp2->type == RUNE || tmp2->type == TRAP)
1045     if (trap_see (pl, tmp2))
1046     {
1047     trap_show (tmp2, tmp);
1048     if (tmp2->stats.Cha > 1)
1049     {
1050     if (!tmp2->owner || tmp2->owner->type != PLAYER)
1051     expsum += calc_skill_exp (pl, tmp2, skill);
1052    
1053     tmp2->stats.Cha = 1; /* unhide the trap */
1054 root 1.6 }
1055 root 1.8 }
1056 root 1.6 }
1057 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1058     {
1059     trap_show (tmp, tmp);
1060     if (tmp->stats.Cha > 1)
1061     {
1062     if (!tmp->owner || tmp->owner->type != PLAYER)
1063     expsum += calc_skill_exp (pl, tmp, skill);
1064     tmp->stats.Cha = 1; /* unhide the trap */
1065 root 1.6 }
1066     }
1067     }
1068 elmex 1.1 }
1069 root 1.8 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1070     return expsum;
1071     }
1072 elmex 1.1
1073     /* remove_trap() - This skill will disarm any previously discovered trap
1074     * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1075 root 1.8 */
1076    
1077     int
1078     remove_trap (object *op, int dir, object *skill)
1079     {
1080     object *tmp, *tmp2;
1081     int i, success = 0, mflags;
1082 root 1.11 maptile *m;
1083 root 1.8 sint16 x, y;
1084 elmex 1.1
1085 root 1.8 for (i = 0; i < 9; i++)
1086     {
1087     x = op->x + freearr_x[i];
1088     y = op->y + freearr_y[i];
1089     m = op->map;
1090    
1091     mflags = get_map_flags (m, &m, x, y, &x, &y);
1092     if (mflags & P_OUT_OF_MAP)
1093     continue;
1094    
1095     /* Check everything in the square for trapness */
1096 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1097 root 1.8 {
1098     /* And now we'd better do an inventory traversal of each
1099     * of these objects inventory. Like above, only
1100     * do this for interesting objects.
1101     */
1102    
1103     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1104     {
1105     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1106     if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1107     {
1108     trap_show (tmp2, tmp);
1109     if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1110     {
1111     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1112     success += calc_skill_exp (op, tmp2, skill);
1113     }
1114     }
1115 root 1.6 }
1116 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1117     {
1118     trap_show (tmp, tmp);
1119     if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1120     {
1121     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1122     success += calc_skill_exp (op, tmp, skill);
1123 root 1.6 }
1124     }
1125     }
1126 elmex 1.1 }
1127 root 1.8 return success;
1128 elmex 1.1 }
1129    
1130    
1131     /* pray() - when this skill is called from do_skill(), it allows
1132     * the player to regain lost grace points at a faster rate. -b.t.
1133     * This always returns 0 - return value is used by calling function
1134     * such that if it returns true, player gets exp in that skill. This
1135     * the effect here can be done on demand, we probably don't want to
1136     * give infinite exp by returning true in any cases.
1137     */
1138    
1139 root 1.8 int
1140     pray (object *pl, object *skill)
1141     {
1142     char buf[MAX_BUF];
1143     object *tmp;
1144    
1145     if (pl->type != PLAYER)
1146     return 0;
1147    
1148     strcpy (buf, "You pray.");
1149    
1150     /* Check all objects - we could stop at floor objects,
1151     * but if someone buries an altar, I don't see a problem with
1152     * going through all the objects, and it shouldn't be much slower
1153     * than extra checks on object attributes.
1154     */
1155     for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1156     {
1157     /* Only if the altar actually belongs to someone do you get special benefits */
1158     if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1159     {
1160     sprintf (buf, "You pray over the %s.", &tmp->name);
1161     pray_at_altar (pl, tmp, skill);
1162     break; /* Only pray at one altar */
1163 root 1.6 }
1164 elmex 1.1 }
1165    
1166 root 1.8 new_draw_info (NDI_BLACK, 0, pl, buf);
1167    
1168     if (pl->stats.grace < pl->stats.maxgrace)
1169     {
1170     pl->stats.grace++;
1171     pl->last_grace = -1;
1172 elmex 1.1 }
1173 root 1.8 return 0;
1174 elmex 1.1 }
1175    
1176     /* This skill allows the player to regain a few sp or hp for a
1177     * brief period of concentration. No armour or weapons may be
1178     * wielded/applied for this to work. The amount of time needed
1179     * to concentrate and the # of points regained is dependant on
1180     * the level of the user. - b.t. thomas@astro.psu.edu
1181 root 1.8 */
1182 elmex 1.1
1183 root 1.8 void
1184     meditate (object *pl, object *skill)
1185     {
1186     object *tmp;
1187 elmex 1.1
1188 root 1.8 if (pl->type != PLAYER)
1189     return; /* players only */
1190 elmex 1.1
1191 root 1.8 /* check if pl has removed encumbering armour and weapons */
1192     if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1193     {
1194     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1195     return;
1196     }
1197     else
1198     {
1199     for (tmp = pl->inv; tmp; tmp = tmp->below)
1200 root 1.35 if (((tmp->type == ARMOUR && skill->level < 12)
1201 root 1.8 || (tmp->type == HELMET && skill->level < 10)
1202 root 1.35 || (tmp->type == SHIELD && skill->level < 6)
1203     || (tmp->type == BOOTS && skill->level < 4)
1204     || (tmp->type == GLOVES && skill->level < 2))
1205     && QUERY_FLAG (tmp, FLAG_APPLIED))
1206 root 1.8 {
1207     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1208     return;
1209 root 1.6 }
1210 elmex 1.1 }
1211    
1212 root 1.8 /* ok let's meditate! Spell points are regained first, then once
1213     * they are maxed we get back hp. Actual incrementing of values
1214     * is handled by the do_some_living() (in player.c). This way magical
1215     * bonuses for healing/sp regeneration are included properly
1216     * No matter what, we will eat up some playing time trying to
1217     * meditate. (see 'factor' variable for what sets the amount of time)
1218     */
1219    
1220     new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1221    
1222     if (pl->stats.sp < pl->stats.maxsp)
1223     {
1224     pl->stats.sp++;
1225     pl->last_sp = -1;
1226     }
1227     else if (pl->stats.hp < pl->stats.maxhp)
1228     {
1229     pl->stats.hp++;
1230     pl->last_heal = -1;
1231 elmex 1.1 }
1232     }
1233    
1234     /* write_note() - this routine allows players to inscribe messages in
1235     * ordinary 'books' (anything that is type BOOK). b.t.
1236     */
1237 root 1.8 static int
1238     write_note (object *pl, object *item, const char *msg, object *skill)
1239     {
1240     char buf[1024];
1241     object *newBook = NULL;
1242    
1243     /* a pair of sanity checks */
1244     if (!item || item->type != BOOK)
1245     return 0;
1246    
1247     if (!msg)
1248     {
1249     new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1250     new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1251     return 0;
1252 elmex 1.1 }
1253 root 1.24
1254 root 1.8 if (strcasestr_local (msg, "endmsg"))
1255     {
1256     new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1257     return 0;
1258 elmex 1.1 }
1259    
1260 root 1.8 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1261     return strlen (msg);
1262    
1263     buf[0] = 0;
1264     if (!book_overflow (item->msg, msg, sizeof (buf)))
1265     { /* add msg string to book */
1266     if (item->msg)
1267     strcpy (buf, item->msg);
1268    
1269     strcat (buf, msg);
1270     strcat (buf, "\n"); /* new msg needs a LF */
1271     if (item->nrof > 1)
1272     {
1273 root 1.14 newBook = item->clone ();
1274 root 1.8 decrease_ob (item);
1275     esrv_send_item (pl, item);
1276     newBook->nrof = 1;
1277     newBook->msg = buf;
1278     newBook = insert_ob_in_ob (newBook, pl);
1279     esrv_send_item (pl, newBook);
1280     }
1281     else
1282     {
1283     item->msg = buf;
1284     /* This shouldn't be necessary - the object hasn't changed in any
1285     * visible way
1286     */
1287     /* esrv_send_item(pl, item); */
1288     }
1289 root 1.24
1290 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item));
1291 root 1.4 return strlen (msg);
1292 root 1.8 }
1293     else
1294     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item));
1295 elmex 1.1
1296 root 1.8 return 0;
1297 elmex 1.1 }
1298    
1299     /* write_scroll() - this routine allows players to inscribe spell scrolls
1300     * of spells which they know. Backfire effects are possible with the
1301     * severity of the backlash correlated with the difficulty of the scroll
1302     * that is attempted. -b.t. thomas@astro.psu.edu
1303     */
1304    
1305 root 1.8 static int
1306     write_scroll (object *pl, object *scroll, object *skill)
1307     {
1308     int success = 0, confused = 0;
1309     object *newscroll, *chosen_spell, *tmp;
1310    
1311     /* this is a sanity check */
1312     if (scroll->type != SCROLL)
1313     {
1314     new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1315     return 0;
1316     }
1317    
1318     /* Check if we are ready to attempt inscription */
1319 root 1.28 chosen_spell = pl->contr->ranged_ob;
1320     if (!chosen_spell || chosen_spell->type != SPELL)
1321 root 1.8 {
1322     new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1323     return 0;
1324     }
1325 root 1.24
1326 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1327     {
1328     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1329     return 0;
1330     }
1331 root 1.24
1332 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1333     {
1334     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1335     return 0;
1336 elmex 1.1 }
1337 root 1.8
1338     /* if there is a spell already on the scroll then player could easily
1339     * accidently read it while trying to write the new one. give player
1340     * a 50% chance to overwrite spell at their own level
1341     */
1342     if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1343     {
1344     new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1345     manual_apply (pl, scroll, 0);
1346     return 0;
1347 elmex 1.1 }
1348    
1349 root 1.8 /* ok, we are ready to try inscription */
1350     if (QUERY_FLAG (pl, FLAG_CONFUSED))
1351     confused = 1;
1352    
1353     /* Lost mana/grace no matter what */
1354     pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1355     pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1356    
1357     if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1358     {
1359     if (scroll->nrof > 1)
1360     {
1361 root 1.14 newscroll = scroll->clone ();
1362 root 1.8 decrease_ob (scroll);
1363     newscroll->nrof = 1;
1364     }
1365     else
1366 root 1.24 newscroll = scroll;
1367 root 1.8
1368     if (!confused)
1369     {
1370     newscroll->level = MAX (skill->level, chosen_spell->level);
1371     new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll.");
1372     }
1373     else
1374     {
1375     chosen_spell = find_random_spell_in_ob (pl, NULL);
1376     if (!chosen_spell)
1377 root 1.6 return 0;
1378 elmex 1.1
1379 root 1.8 newscroll->level = MAX (skill->level, chosen_spell->level);
1380     new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1381     }
1382 elmex 1.1
1383 root 1.8 if (newscroll->inv)
1384 root 1.13 newscroll->inv->destroy ();
1385 root 1.8
1386 root 1.14 tmp = chosen_spell->clone ();
1387 root 1.8 insert_ob_in_ob (tmp, newscroll);
1388    
1389     /* Same code as from treasure.c - so they can better merge.
1390     * if players want to sell them, so be it.
1391     */
1392     newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1393     newscroll->stats.exp = newscroll->value / 5;
1394    
1395     /* wait until finished manipulating the scroll before inserting it */
1396     if (newscroll == scroll)
1397     {
1398     /* Remove to correctly merge with other items which may exist in inventory */
1399 root 1.12 newscroll->remove ();
1400 root 1.8 esrv_del_item (pl->contr, newscroll->count);
1401     }
1402 root 1.24
1403 root 1.8 newscroll = insert_ob_in_ob (newscroll, pl);
1404     esrv_send_item (pl, newscroll);
1405     success = calc_skill_exp (pl, newscroll, skill);
1406     if (!confused)
1407     success *= 2;
1408     success = success * skill->level;
1409     return success;
1410    
1411     }
1412     else
1413     { /* Inscription has failed */
1414    
1415     if (chosen_spell->level > skill->level || confused)
1416     { /*backfire! */
1417     new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1418     if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1419 root 1.18 pl->drain_specific_stat (4);
1420 root 1.8 else
1421     {
1422     confuse_player (pl, pl, 99);
1423     return (-30 * chosen_spell->level);
1424 root 1.6 }
1425 root 1.8 }
1426     else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1427     {
1428     new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!");
1429     confuse_player (pl, pl, 99);
1430     }
1431     else
1432     new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll.");
1433 elmex 1.1 }
1434 root 1.18
1435 root 1.8 return 0;
1436 elmex 1.1 }
1437    
1438     /* write_on_item() - wrapper for write_note and write_scroll */
1439 root 1.8 int
1440     write_on_item (object *pl, const char *params, object *skill)
1441     {
1442     object *item;
1443     const char *string = params;
1444     int msgtype;
1445     archetype *skat;
1446    
1447     if (pl->type != PLAYER)
1448     return 0;
1449    
1450     if (!params)
1451     {
1452     params = "";
1453     string = params;
1454     }
1455 root 1.24
1456 root 1.8 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1457    
1458     /* Need to be able to read before we can write! */
1459     if (!find_skill_by_name (pl, skat->clone.skill))
1460     {
1461     new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!");
1462     return 0;
1463 elmex 1.1 }
1464    
1465 root 1.8 /* if there is a message then it goes in a book and no message means
1466     * write active spell into the scroll
1467     */
1468     msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1469    
1470     /* find an item of correct type to write on */
1471     if (!(item = find_marked_object (pl)))
1472     {
1473     new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on.");
1474     return 0;
1475 elmex 1.1 }
1476    
1477 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1478     {
1479     new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1480     return 0;
1481 elmex 1.1 }
1482 root 1.8 if (msgtype != item->type)
1483     {
1484     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll");
1485     return 0;
1486 elmex 1.1 }
1487    
1488 root 1.8 if (msgtype == SCROLL)
1489 root 1.24 return write_scroll (pl, item, skill);
1490 root 1.8 else if (msgtype == BOOK)
1491 root 1.24 return write_note (pl, item, string, skill);
1492    
1493 root 1.8 return 0;
1494 elmex 1.1 }
1495    
1496     /* find_throw_ob() - if we request an object, then
1497     * we search for it in the inventory of the owner (you've
1498     * got to be carrying something in order to throw it!).
1499     * If we didnt request an object, then the top object in inventory
1500     * (that is "throwable", ie no throwing your skills away!)
1501     * is the object of choice. Also check to see if object is
1502     * 'throwable' (ie not applied cursed obj, worn, etc).
1503     */
1504 root 1.8 static object *
1505     find_throw_ob (object *op, const char *request)
1506     {
1507     object *tmp;
1508    
1509     if (!op)
1510     { /* safety */
1511     LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1512     return (object *) NULL;
1513     }
1514    
1515     /* prefer marked item */
1516     tmp = find_marked_object (op);
1517     if (tmp != NULL)
1518     {
1519     /* can't toss invisible or inv-locked items */
1520     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1521     {
1522     tmp = NULL;
1523     }
1524     }
1525    
1526     /* look through the inventory */
1527     if (tmp == NULL)
1528     {
1529     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1530     {
1531     /* can't toss invisible or inv-locked items */
1532     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1533     continue;
1534     if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1535     break;
1536 elmex 1.1 }
1537     }
1538    
1539 root 1.8 /* this should prevent us from throwing away
1540     * cursed items, worn armour, etc. Only weapons
1541     * can be thrown from 'hand'.
1542     */
1543     if (!tmp)
1544     return NULL;
1545    
1546     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1547     {
1548     if (tmp->type != WEAPON)
1549     {
1550     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1551     tmp = NULL;
1552     }
1553     else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1554     {
1555     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1556     tmp = NULL;
1557     }
1558     else
1559     {
1560     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1561     {
1562     LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1563     tmp = NULL;
1564 root 1.6 }
1565     }
1566 root 1.8 }
1567     else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1568     {
1569     new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1570     tmp = NULL;
1571 elmex 1.1 }
1572    
1573 root 1.8 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1574     {
1575     LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1576     tmp = NULL;
1577 elmex 1.1 }
1578 root 1.8 return tmp;
1579 elmex 1.1 }
1580    
1581     /* make_throw_ob() We construct the 'carrier' object in
1582     * which we will insert the object that is being thrown.
1583     * This combination becomes the 'thrown object'. -b.t.
1584     */
1585 root 1.8 static object *
1586     make_throw_ob (object *orig)
1587     {
1588     if (!orig)
1589     return NULL;
1590 elmex 1.1
1591 root 1.8 if (QUERY_FLAG (orig, FLAG_APPLIED))
1592     {
1593     LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1594     /* insufficient workaround, but better than nothing */
1595     CLEAR_FLAG (orig, FLAG_APPLIED);
1596     }
1597 root 1.14
1598     object *toss_item = orig->clone ();
1599    
1600 root 1.8 toss_item->type = THROWN_OBJ;
1601     CLEAR_FLAG (toss_item, FLAG_CHANGING);
1602     toss_item->stats.dam = 0; /* default damage */
1603     insert_ob_in_ob (orig, toss_item);
1604     return toss_item;
1605 elmex 1.1 }
1606    
1607     /* do_throw() - op throws any object toss_item. This code
1608     * was borrowed from fire_bow.
1609     * Returns 1 if skill was successfully used, 0 if not
1610     */
1611 root 1.8 static int
1612     do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1613     {
1614     object *throw_ob = toss_item, *left = NULL;
1615     int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1616     int pause_f, weight_f = 0, mflags;
1617     float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1618 root 1.11 maptile *m;
1619 root 1.8 sint16 sx, sy;
1620    
1621     if (throw_ob == NULL)
1622     {
1623     if (op->type == PLAYER)
1624 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1625    
1626 root 1.8 return 0;
1627 elmex 1.1 }
1628 root 1.8 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1629     {
1630     if (op->type == PLAYER)
1631 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1632    
1633 root 1.8 return 0;
1634     }
1635    
1636     /* Because throwing effectiveness must be reduced by the
1637     * encumbrance of the thrower and weight of the object. THus,
1638     * we use the concept of 'effective strength' as defined below.
1639     */
1640    
1641     /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1642     if (str > MAX_STAT)
1643     {
1644     str_factor = (float) str / (float) MAX_STAT;
1645     str = MAX_STAT;
1646 elmex 1.1 }
1647    
1648 root 1.8 /* the more we carry, the less we can throw. Limit only on players */
1649     maxc = max_carry[str] * 1000;
1650     if (op->carrying > maxc && op->type == PLAYER)
1651     load_factor = (float) maxc / (float) op->carrying;
1652    
1653     /* lighter items are thrown harder, farther, faster */
1654     if (throw_ob->weight > 0)
1655     item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1656     else
1657     { /* 0 or negative weight?!? Odd object, can't throw it */
1658     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1659     return 0;
1660 elmex 1.1 }
1661 root 1.8
1662     eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1663     eff_str = (int) ((float) eff_str * item_factor * str_factor);
1664    
1665     /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1666     * account for super-strong throwers. */
1667     if (eff_str > MAX_STAT)
1668     eff_str = MAX_STAT;
1669 elmex 1.1
1670     #ifdef DEBUG_THROW
1671 root 1.8 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1672     LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1673     LOG (llevDebug, " str_factor=%f\n", str_factor);
1674     LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1675 elmex 1.1 #endif
1676    
1677 root 1.8 /* 3 things here prevent a throw, you aimed at your feet, you
1678     * have no effective throwing strength, or you threw at something
1679     * that flying objects can't get through.
1680     */
1681     mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1682    
1683     if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1684     {
1685 root 1.20 /* bounces off 'wall', and drops to feet */
1686     throw_ob->insert_at (part, op);
1687 root 1.8
1688     if (op->type == PLAYER)
1689     {
1690     if (eff_str <= 1)
1691 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));
1692 root 1.8 else if (!dir)
1693 root 1.20 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1694 root 1.8 else
1695     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1696 root 1.6 }
1697 root 1.20
1698 root 1.8 return 0;
1699     } /* if object can't be thrown */
1700    
1701     left = throw_ob; /* these are throwing objects left to the player */
1702    
1703     /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1704     * and returns NULL. We must use 'left' then
1705     */
1706    
1707     if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1708     {
1709     throw_ob = left;
1710 root 1.12 left->remove ();
1711 root 1.8 if (op->type == PLAYER)
1712     esrv_del_item (op->contr, left->count);
1713     }
1714     else if (op->type == PLAYER)
1715     {
1716 root 1.10 if (left->destroyed ())
1717     esrv_del_item (op->contr, left->count);
1718 root 1.8 else
1719     esrv_update_item (UPD_NROF, op, left);
1720     }
1721    
1722     /* special case: throwing powdery substances like dust, dirt */
1723     if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1724     {
1725     cast_dust (op, throw_ob, dir);
1726     return 1;
1727     }
1728    
1729     /* Make a thrown object -- insert real object in a 'carrier' object.
1730     * If unsuccessfull at making the "thrown_obj", we just reinsert
1731     * the original object back into inventory and exit
1732     */
1733     if ((toss_item = make_throw_ob (throw_ob)))
1734     {
1735     throw_ob = toss_item;
1736     throw_ob->skill = skill->skill;
1737 elmex 1.1 }
1738 root 1.8 else
1739     {
1740     insert_ob_in_ob (throw_ob, op);
1741     return 0;
1742 elmex 1.1 }
1743    
1744 root 1.15 throw_ob->set_owner (op);
1745 root 1.8 /* At some point in the attack code, the actual real object (op->inv)
1746     * becomes the hitter. As such, we need to make sure that has a proper
1747     * owner value so exp goes to the right place.
1748     */
1749 root 1.15 throw_ob->inv->set_owner (op);
1750 root 1.8 throw_ob->direction = dir;
1751    
1752     /* the damage bonus from the force of the throw */
1753     dam = (int) (str_factor * dam_bonus[eff_str]);
1754    
1755     /* Now, lets adjust the properties of the thrown_ob. */
1756    
1757     /* how far to fly */
1758     throw_ob->last_sp = (eff_str * 3) / 5;
1759    
1760     /* speed */
1761 root 1.19 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1762 root 1.8
1763     /* item damage. Eff_str and item weight influence damage done */
1764     weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1765     throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1766    
1767     /* chance of breaking. Proportional to force used and weight of item */
1768     throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1769    
1770     /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1771     throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1772 elmex 1.1
1773 root 1.8 /* the properties of objects which are meant to be thrown (ie dart,
1774     * throwing knife, etc) will differ from ordinary items. Lets tailor
1775     * this stuff in here.
1776     */
1777    
1778     if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1779     {
1780     throw_ob->last_sp += eff_str / 3; /* fly a little further */
1781     throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1782     throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1783     /* only throw objects get directional faces */
1784     if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1785     SET_ANIMATION (throw_ob, dir);
1786     }
1787     else
1788     {
1789 root 1.26 uint16 mat = throw_ob->materials;
1790    
1791 root 1.8 /* some materials will adjust properties.. */
1792 root 1.26 if (mat & M_LEATHER)
1793 root 1.8 {
1794     throw_ob->stats.dam -= 1;
1795     throw_ob->stats.food -= 10;
1796     }
1797 root 1.19
1798 root 1.26 if (mat & M_GLASS)
1799 root 1.8 throw_ob->stats.food += 60;
1800    
1801 root 1.26 if (mat & M_ORGANIC)
1802 root 1.8 {
1803     throw_ob->stats.dam -= 3;
1804     throw_ob->stats.food += 55;
1805     }
1806 root 1.19
1807 root 1.26 if (mat & M_PAPER || mat & M_CLOTH)
1808 root 1.8 {
1809     throw_ob->stats.dam -= 5;
1810     throw_ob->speed *= 0.8;
1811     throw_ob->stats.wc += 3;
1812     throw_ob->stats.food -= 30;
1813     }
1814 root 1.19
1815 root 1.8 /* light obj have more wind resistance, fly slower */
1816     if (throw_ob->weight > 500)
1817     throw_ob->speed *= 0.8;
1818 root 1.19
1819 root 1.8 if (throw_ob->weight > 50)
1820     throw_ob->speed *= 0.5;
1821     } /* else tailor thrown object */
1822    
1823     /* some limits, and safeties (needed?) */
1824     if (throw_ob->stats.dam < 0)
1825     throw_ob->stats.dam = 0;
1826     if (throw_ob->last_sp > eff_str)
1827     throw_ob->last_sp = eff_str;
1828     if (throw_ob->stats.food < 0)
1829     throw_ob->stats.food = 0;
1830     if (throw_ob->stats.food > 100)
1831     throw_ob->stats.food = 100;
1832     if (throw_ob->stats.wc > 30)
1833     throw_ob->stats.wc = 30;
1834    
1835     /* how long to pause the thrower. Higher values mean less pause */
1836     pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1837    
1838     /* Put a lower limit on this */
1839     if (pause_f < 10)
1840     pause_f = 10;
1841     if (pause_f > 100)
1842     pause_f = 100;
1843    
1844     /* Changed in 0.94.2 - the calculation before was really goofy.
1845     * In short summary, a throw can take anywhere between speed 5 and
1846     * speed 0.5
1847     */
1848     op->speed_left -= 50 / pause_f;
1849    
1850     throw_ob->speed_left = 0;
1851     throw_ob->map = part->map;
1852    
1853     throw_ob->move_type = MOVE_FLY_LOW;
1854     throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1855 elmex 1.1
1856     #if 0
1857 root 1.8 /* need to put in a good sound for this */
1858     play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1859 elmex 1.1 #endif
1860 root 1.8
1861 elmex 1.1 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1862 root 1.8 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1863 elmex 1.1 #ifdef DEBUG_THROW
1864 root 1.8 LOG (llevDebug, " pause_f=%d \n", pause_f);
1865     LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1866     throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1867     LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1868 elmex 1.1 #endif
1869 root 1.20
1870     throw_ob->insert_at (part, op);
1871 root 1.10
1872     if (!throw_ob->destroyed ())
1873 root 1.8 move_arrow (throw_ob);
1874 root 1.10
1875 root 1.8 return 1;
1876     }
1877    
1878     int
1879     skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1880     {
1881     object *throw_ob;
1882    
1883     if (op->type == PLAYER)
1884     throw_ob = find_throw_ob (op, params);
1885     else
1886     throw_ob = find_mon_throw_ob (op);
1887 elmex 1.1
1888 root 1.8 return do_throw (op, part, throw_ob, dir, skill);
1889 elmex 1.1 }