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Revision: 1.39
Committed: Tue Jul 3 06:07:07 2007 UTC (16 years, 10 months ago) by root
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Branch: MAIN
Changes since 1.38: +52 -53 lines
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# 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 1.38 * Crossfire TRT 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 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.23 *
13 root 1.38 * 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 root 1.36 *
18 root 1.38 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 pippijn 1.23 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22     */
23 elmex 1.1
24     #include <global.h>
25     #include <object.h>
26 root 1.24 #include <sproto.h>
27 elmex 1.1 #include <living.h>
28     #include <skills.h>
29     #include <spells.h>
30     #include <book.h>
31    
32 root 1.8 /* adj_stealchance() - increased values indicate better attempts */
33     static int
34     adj_stealchance (object *op, object *victim, int roll)
35     {
36     object *equip;
37    
38     if (!op || !victim || !roll)
39     return -1;
40    
41     /* Only prohibit stealing if the player does not have a free
42     * hand available and in fact does have hands.
43     */
44 root 1.30 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
45 root 1.8 {
46     new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!");
47     return -1;
48 elmex 1.1 }
49 root 1.8
50     /* ADJUSTMENTS */
51    
52     /* Its harder to steal from hostile beings! */
53     if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
54     roll = roll / 2;
55    
56     /* Easier to steal from sleeping beings, or if the thief is
57     * unseen */
58     if (QUERY_FLAG (victim, FLAG_SLEEP))
59     roll = roll * 3;
60     else if (op->invisible)
61     roll = roll * 2;
62    
63     /* check stealing 'encumberance'. Having this equipment applied makes
64     * it quite a bit harder to steal.
65     */
66     for (equip = op->inv; equip; equip = equip->below)
67     {
68     if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
69     {
70     roll -= equip->weight / 10000;
71     }
72     if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
73     roll -= equip->weight / 5000;
74     if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
75     {
76     roll -= equip->weight / 2000;
77     }
78     if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
79     roll -= equip->weight / 5000;
80     if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
81     roll -= equip->weight / 100;
82     }
83     if (roll < 0)
84     roll = 0;
85     return roll;
86 elmex 1.1 }
87    
88     /*
89     * When stealing: dependent on the intelligence/wisdom of whom you're
90     * stealing from (op in attempt_steal), offset by your dexterity and
91     * skill at stealing. They may notice your attempt, whether successful
92     * or not.
93     * op is the target (person being pilfered)
94     * who is the person doing the stealing.
95     * skill is the skill object (stealing).
96     */
97 root 1.8 static int
98     attempt_steal (object *op, object *who, object *skill)
99 elmex 1.1 {
100 root 1.8 object *success = NULL, *tmp = NULL, *next;
101     int roll = 0, chance = 0, stats_value;
102     rv_vector rv;
103    
104     stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2;
105    
106     /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
107     * they will try to prevent stealing if they can. Only unseen theives will
108     * have much chance of success.
109     */
110     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL))
111     {
112     if (can_detect_enemy (op, who, &rv))
113     {
114     npc_call_help (op);
115     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
116     new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
117     return 0;
118     }
119     else /* help npc to detect thief next time by raising its wisdom */
120     op->stats.Wis += (op->stats.Int / 5) + 1;
121     if (op->stats.Wis > MAX_STAT)
122     op->stats.Wis = MAX_STAT;
123 elmex 1.1 }
124 root 1.32
125 root 1.8 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ))
126     {
127     new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
128     return 0;
129 elmex 1.1 }
130 root 1.32
131     // only allow stealing between hostile players (TODO: probably should change)
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    
138 root 1.8 /* Ok then, go thru their inventory, stealing */
139 root 1.32 for (tmp = op->inv; tmp; tmp = next)
140 root 1.8 {
141     next = tmp->below;
142 root 1.6
143 root 1.8 /* you can't steal worn items, starting items, wiz stuff,
144     * innate abilities, or items w/o a type. Generally
145     * speaking, the invisibility flag prevents experience or
146     * abilities from being stolen since these types are currently
147     * always invisible objects. I was implicit here so as to prevent
148     * future possible problems. -b.t.
149     * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
150     * already -b.t.
151     */
152    
153 root 1.32 if (QUERY_FLAG (tmp, FLAG_APPLIED)
154     || !tmp->type
155 elmex 1.17 || tmp->type == SPELL
156 root 1.32 || QUERY_FLAG (tmp, FLAG_STARTEQUIP)
157     || QUERY_FLAG (tmp, FLAG_NO_STEAL)
158     || tmp->invisible)
159 root 1.8 continue;
160    
161     /* Okay, try stealing this item. Dependent on dexterity of thief,
162     * skill level, see the adj_stealroll fctn for more detail.
163     */
164    
165     roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
166    
167     if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
168     return 0;
169     else if (roll < chance)
170     {
171     pick_up (who, tmp);
172     /* need to see if the player actually stole this item -
173     * if it is in the players inv, assume it is. This prevents
174     * abuses where the player can not carry the item, so just
175     * keeps stealing it over and over.
176     */
177 root 1.10 if (tmp->destroyed () || tmp->env != op)
178 root 1.8 {
179     /* for players, play_sound: steals item */
180     success = tmp;
181     CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
182    
183     /* Don't delete it from target player until we know
184     * the thief has picked it up. can't just look at tmp->count,
185     * as it's possible that it got merged when picked up.
186     */
187     if (op->type == PLAYER)
188 root 1.10 esrv_del_item (op->contr, tmp->count);
189 root 1.6 }
190 root 1.8 break;
191 root 1.6 }
192 root 1.8 } /* for loop looking for an item */
193 elmex 1.1
194 root 1.8 if (!tmp)
195     {
196     new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
197     return 0;
198 elmex 1.1 }
199    
200 root 1.8 /* If you arent high enough level, you might get something BUT
201     * the victim will notice your stealing attempt. Ditto if you
202     * attempt to steal something heavy off them, they're bound to notice
203     */
204    
205     if ((roll >= skill->level) || !chance
206     || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
207     {
208    
209     /* victim figures out where the thief is! */
210     if (who->hide)
211     make_visible (who);
212    
213     if (op->type != PLAYER)
214     {
215     /* The unaggressives look after themselves 8) */
216     if (who->type == PLAYER)
217     {
218     npc_call_help (op);
219     new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
220     }
221     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
222     /* all remaining npc items are guarded now. Set flag NO_STEAL
223     * on the victim.
224     */
225     SET_FLAG (op, FLAG_NO_STEAL);
226     }
227     else
228     { /* stealing from another player */
229     char buf[MAX_BUF];
230    
231     /* Notify the other player */
232     if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
233     {
234     sprintf (buf, "Your %s is missing!", query_name (success));
235 root 1.6 }
236 root 1.8 else
237     {
238     sprintf (buf, "Your pack feels strangely lighter.");
239 root 1.6 }
240 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
241     if (!success)
242     {
243     if (who->invisible)
244     {
245     sprintf (buf, "you feel itchy fingers getting at your pack.");
246     }
247     else
248     {
249     sprintf (buf, "%s looks very shifty.", query_name (who));
250 root 1.6 }
251 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
252 root 1.6 }
253 root 1.8 } /* else stealing from another player */
254     /* play_sound("stop! thief!"); kindofthing */
255     } /* if you weren't 100% successful */
256     return success ? 1 : 0;
257 elmex 1.1 }
258    
259 root 1.8 int
260     steal (object *op, int dir, object *skill)
261 elmex 1.1 {
262 root 1.8 object *tmp, *next;
263     sint16 x, y;
264 root 1.11 maptile *m;
265 root 1.8 int mflags;
266 elmex 1.1
267 root 1.8 x = op->x + freearr_x[dir];
268     y = op->y + freearr_y[dir];
269    
270     if (dir == 0)
271     {
272     /* Can't steal from ourself! */
273     return 0;
274 elmex 1.1 }
275    
276 root 1.8 m = op->map;
277     mflags = get_map_flags (m, &m, x, y, &x, &y);
278     /* Out of map - can't do it. If nothing alive on this space,
279     * don't need to look any further.
280     */
281     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
282     return 0;
283    
284     /* If player can't move onto the space, can't steal from it. */
285     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
286     return 0;
287    
288     /* Find the topmost object at this spot */
289 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
290 root 1.8
291     /* For all the stacked objects at this point, attempt a steal */
292     for (; tmp != NULL; tmp = next)
293     {
294     next = tmp->below;
295     /* Minor hack--for multi square beings - make sure we get
296     * the 'head' coz 'tail' objects have no inventory! - b.t.
297     */
298     if (tmp->head)
299     tmp = tmp->head;
300    
301     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
302     continue;
303    
304     /* do not reveal hidden DMs */
305     if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
306     continue;
307     if (attempt_steal (tmp, op, skill))
308     {
309     if (tmp->type == PLAYER) /* no xp for stealing from another player */
310     return 0;
311 elmex 1.1
312 root 1.8 /* no xp for stealing from pets (of players) */
313     if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
314     {
315 root 1.15 object *owner = tmp->owner;
316 elmex 1.1
317 root 1.8 if (owner != NULL && owner->type == PLAYER)
318 root 1.6 return 0;
319 root 1.8 }
320 root 1.6
321 root 1.8 // reduce monster experience by experience we gained, as to
322     // limit the amount of exp that can be gained by stealing from monsters
323     // (jessies gave ~20,000,000 exp otherwise.
324     int exp = calc_skill_exp (op, tmp, skill);
325 elmex 1.1
326 root 1.8 exp = MIN (tmp->stats.exp, exp);
327     tmp->stats.exp -= exp;
328     return exp;
329 root 1.6 }
330 elmex 1.1 }
331 root 1.8 return 0;
332 elmex 1.1 }
333    
334 root 1.8 static int
335     attempt_pick_lock (object *door, object *pl, object *skill)
336 elmex 1.1 {
337 root 1.8 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
338     int success = 0, number; /* did we get anything? */
339 elmex 1.1
340    
341 root 1.8 /* Try to pick the lock on this item (doors only for now).
342     * Dependent on dexterity/skill SK_level of the player and
343     * the map level difficulty.
344     */
345     number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
346     if (number < (pl->stats.Dex + skill->level - difficulty))
347     {
348     remove_door (door);
349     success = 1;
350     }
351     else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
352     { /* set off any traps? */
353     spring_trap (door->inv, pl);
354     }
355     return success;
356 elmex 1.1 }
357    
358    
359     /* Implementation by bt. (thomas@astro.psu.edu)
360     * monster implementation 7-7-95 by bt.
361     */
362    
363 root 1.8 int
364     pick_lock (object *pl, int dir, object *skill)
365 elmex 1.1 {
366 root 1.8 object *tmp;
367     int x = pl->x + freearr_x[dir];
368     int y = pl->y + freearr_y[dir];
369 elmex 1.1
370 root 1.8 if (!dir)
371     dir = pl->facing;
372 elmex 1.1
373 root 1.8 /* For all the stacked objects at this point find a door */
374     if (out_of_map (pl->map, x, y))
375     {
376     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
377     return 0;
378 elmex 1.1 }
379    
380 root 1.16 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
381 root 1.8 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
382     break;
383 elmex 1.1
384 root 1.8 if (!tmp)
385     {
386     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
387     return 0;
388 elmex 1.1 }
389 root 1.8 if (tmp->type == LOCKED_DOOR)
390     {
391     new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
392     return 0;
393 elmex 1.1 }
394    
395 root 1.8 if (!tmp->move_block)
396     {
397     new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
398     return 0;
399 elmex 1.1 }
400    
401 root 1.8 if (attempt_pick_lock (tmp, pl, skill))
402     {
403     new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
404     return calc_skill_exp (pl, NULL, skill);
405     }
406     else
407     {
408     new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
409     return 0;
410 elmex 1.1 }
411 root 1.8 }
412 elmex 1.1
413     /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
414     * a short while (success and duration dependant on player SK_level,
415     * dexterity, charisma, and map difficulty).
416     * Players have a good chance of becoming 'unhidden' if they move
417     * and like invisiblity will be come visible if they attack
418     * Implemented by b.t. (thomas@astro.psu.edu)
419     * July 7, 1995 - made hiding possible for monsters. -b.t.
420 root 1.8 */
421     static int
422     attempt_hide (object *op, object *skill)
423     {
424     int number, difficulty = op->map->difficulty;
425     int terrain = hideability (op);
426    
427     if (terrain < -10) /* not enough cover here */
428     return 0;
429 elmex 1.1
430 root 1.8 /* Hiding success and duration dependant on skill level,
431     * op->stats.Dex, map difficulty and terrain.
432     */
433 root 1.35 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
434 elmex 1.1
435 root 1.8 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
436     {
437     op->invisible += 100; /* set the level of 'hiddeness' */
438 root 1.35
439 root 1.8 if (op->type == PLAYER)
440     op->contr->tmp_invis = 1;
441 root 1.35
442 root 1.8 op->hide = 1;
443     return 1;
444 elmex 1.1 }
445 root 1.35
446 root 1.8 return 0;
447 elmex 1.1 }
448    
449     /* patched this to take terrain into consideration */
450 root 1.8 int
451     hide (object *op, object *skill)
452     {
453     /* the preliminaries -- Can we really hide now? */
454     /* this keeps monsters from using invisibilty spells and hiding */
455 elmex 1.1
456 root 1.8 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
457     {
458     new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
459     return 0;
460     }
461     else if (!op->hide && op->invisible > 0 && op->type == PLAYER)
462     {
463     new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
464     make_visible (op);
465     }
466 elmex 1.1
467 root 1.35 if (op->invisible > 50 * skill->level)
468 root 1.8 {
469     new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
470     return 0;
471 elmex 1.1 }
472 root 1.8
473     if (attempt_hide (op, skill))
474     {
475     new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
476     update_object (op, UP_OBJ_FACE);
477     return calc_skill_exp (op, NULL, skill);
478 elmex 1.1 }
479 root 1.35
480 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
481     return 0;
482 elmex 1.1 }
483    
484     /* stop_jump() - End of jump. Clear flags, restore the map, and
485     * freeze the jumper a while to simulate the exhaustion
486     * of jumping.
487     */
488 root 1.8 static void
489     stop_jump (object *pl, int dist, int spaces)
490     {
491 root 1.18 pl->update_stats ();
492 root 1.20 pl->map->insert (pl, pl->x, pl->y, pl);
493 elmex 1.1 }
494    
495 root 1.8 static int
496     attempt_jump (object *pl, int dir, int spaces, object *skill)
497     {
498     object *tmp;
499     int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
500     sint16 x, y;
501 root 1.11 maptile *m;
502 root 1.8
503     /* Jump loop. Go through spaces opject wants to jump. Halt the
504     * jump if a wall or creature is in the way. We set FLAG_FLYING
505     * temporarily to allow player to aviod exits/archs that are not
506     * fly_on, fly_off. This will also prevent pickup of objects
507     * while jumping over them.
508     */
509    
510 root 1.12 pl->remove ();
511 root 1.8
512     /*
513     * I don't think this is actually needed - all the movement
514     * code is handled in this function, and I don't see anyplace
515     * that cares about the move_type being flying.
516     */
517     pl->move_type |= MOVE_FLY_LOW;
518 root 1.6
519 root 1.8 for (i = 0; i <= spaces; i++)
520     {
521     x = pl->x + dx;
522     y = pl->y + dy;
523     m = pl->map;
524    
525     mflags = get_map_flags (m, &m, x, y, &x, &y);
526    
527     if (mflags & P_OUT_OF_MAP)
528     {
529     (void) stop_jump (pl, i, spaces);
530     return 0;
531     }
532     if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
533     {
534     new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
535     stop_jump (pl, i, spaces);
536     return 0;
537     }
538    
539 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
540 root 1.8 {
541     /* Jump into creature */
542     if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
543     {
544     new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
545     if (tmp->type != PLAYER ||
546     (pl->type == PLAYER && pl->contr->party == NULL) ||
547     (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
548     exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
549     stop_jump (pl, i, spaces);
550     return exp; /* note that calc_skill_exp() is already called by skill_attack() */
551 root 1.6 }
552 root 1.8 /* If the space has fly on set (no matter what the space is),
553     * we should get the effects - after all, the player is
554     * effectively flying.
555     */
556     if (tmp->move_on & MOVE_FLY_LOW)
557     {
558     pl->x = x;
559     pl->y = y;
560     pl->map = m;
561     stop_jump (pl, i, spaces);
562     return calc_skill_exp (pl, NULL, skill);
563 root 1.6 }
564     }
565 root 1.8 pl->x = x;
566     pl->y = y;
567     pl->map = m;
568 elmex 1.1 }
569 root 1.8 stop_jump (pl, i, spaces);
570     return calc_skill_exp (pl, NULL, skill);
571 elmex 1.1 }
572    
573     /* jump() - this is both a new type of movement for player/monsters and
574     * an attack as well.
575     * Perhaps we should allow more spaces based on level, eg, level 50
576     * jumper can jump several spaces?
577 root 1.8 */
578 elmex 1.1
579 root 1.8 int
580     jump (object *pl, int dir, object *skill)
581 elmex 1.1 {
582 root 1.8 int spaces = 0, stats;
583     int str = pl->stats.Str;
584     int dex = pl->stats.Dex;
585    
586     dex = dex ? dex : 15;
587     str = str ? str : 10;
588    
589     stats = str * str * str * dex * skill->level;
590    
591     if (pl->carrying != 0) /* don't want div by zero !! */
592     spaces = (int) (stats / pl->carrying);
593     else
594     spaces = 2; /* pl has no objects - gets the far jump */
595    
596     if (spaces > 2)
597     spaces = 2;
598     else if (spaces == 0)
599     {
600     new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
601     return 0;
602 elmex 1.1 }
603 root 1.8 return attempt_jump (pl, dir, spaces, skill);
604 elmex 1.1 }
605    
606    
607     /* skill_ident() - this code is supposed to allow players to identify
608     * classes of objects with the various "auto-ident" skills. Player must
609     * have unidentified objects of the right type in order for the skill
610     * to work. While multiple classes of objects may be identified,
611     * this code is kind of yucky -- it would be nice to make it a bit
612     * more generalized. Right now, skill indices are embedded in this routine.
613     * Returns amount of experience gained (on successful ident).
614     * - b.t. (thomas@astro.psu.edu)
615     */
616    
617 root 1.8 static int
618     do_skill_detect_curse (object *pl, object *skill)
619     {
620     object *tmp;
621     int success = 0;
622    
623     for (tmp = pl->inv; tmp; tmp = tmp->below)
624     if (!tmp->invisible
625     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
626     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
627     {
628     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
629     esrv_update_item (UPD_FLAGS, pl, tmp);
630     success += calc_skill_exp (pl, tmp, skill);
631     }
632    
633     /* Check ground, too, but only objects the player could pick up */
634 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
635 root 1.8 if (can_pick (pl, tmp) &&
636     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
637     !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
638     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
639     {
640     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
641     esrv_update_item (UPD_FLAGS, pl, tmp);
642     success += calc_skill_exp (pl, tmp, skill);
643     }
644    
645     return success;
646     }
647    
648     static int
649     do_skill_detect_magic (object *pl, object *skill)
650     {
651     object *tmp;
652     int success = 0;
653    
654     for (tmp = pl->inv; tmp; tmp = tmp->below)
655     if (!tmp->invisible
656     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
657     && (is_magical (tmp)) && tmp->item_power < skill->level)
658     {
659     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
660     esrv_update_item (UPD_FLAGS, pl, tmp);
661     success += calc_skill_exp (pl, tmp, skill);
662     }
663    
664     /* Check ground, too, but like above, only if the object can be picked up */
665 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
666 root 1.8 if (can_pick (pl, tmp) &&
667     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
668     {
669     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
670     esrv_update_item (UPD_FLAGS, pl, tmp);
671     success += calc_skill_exp (pl, tmp, skill);
672     }
673 elmex 1.1
674 root 1.8 return success;
675 elmex 1.1 }
676    
677     /* Helper function for do_skill_ident, so that we can loop
678     * over inventory AND objects on the ground conveniently.
679     */
680 root 1.8 int
681     do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
682 elmex 1.1 {
683 root 1.8 int success = 0, chance;
684     int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
685 elmex 1.1
686 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
687     && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
688     {
689     chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
690 elmex 1.1
691 root 1.8 if (skill_value >= chance)
692     {
693     identify (tmp);
694    
695     if (pl->type == PLAYER)
696     {
697     new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
698    
699     if (tmp->msg)
700     {
701     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
702     new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
703     }
704 elmex 1.1
705 root 1.8 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
706     if (tmp->map)
707     esrv_send_item (pl, tmp);
708     }
709     success += calc_skill_exp (pl, tmp, skill);
710     }
711     else
712     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
713     }
714 elmex 1.1
715 root 1.8 return success;
716 elmex 1.1 }
717    
718     /* do_skill_ident() - workhorse for skill_ident() -b.t.
719     */
720 root 1.8 static int
721     do_skill_ident (object *pl, int obj_class, object *skill)
722     {
723     int success = 0;
724    
725 root 1.39 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
726 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
727     /* check the ground */
728 elmex 1.1
729 root 1.39 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
730 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
731 elmex 1.1
732 root 1.8 return success;
733     }
734 elmex 1.1
735 root 1.8 int
736     skill_ident (object *pl, object *skill)
737     {
738     int success = 0;
739 elmex 1.1
740 root 1.8 if (pl->type != PLAYER)
741     return 0; /* only players will skill-identify */
742 elmex 1.1
743 root 1.8 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
744 elmex 1.1
745 root 1.8 switch (skill->subtype)
746     {
747 root 1.39 case SK_SMITHERY:
748     success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
749     + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
750     + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
751     + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
752     break;
753    
754     case SK_BOWYER:
755     success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
756     break;
757 root 1.6
758 root 1.39 case SK_ALCHEMY:
759     success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
760     + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
761     break;
762    
763     case SK_WOODSMAN:
764     success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
765     break;
766    
767     case SK_JEWELER:
768     success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
769     break;
770    
771     case SK_LITERACY:
772     success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
773     break;
774    
775     case SK_THAUMATURGY:
776     success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
777     break;
778    
779     case SK_DET_CURSE:
780     success = do_skill_detect_curse (pl, skill);
781     if (success)
782     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
783     break;
784    
785     case SK_DET_MAGIC:
786     success = do_skill_detect_magic (pl, skill);
787     if (success)
788     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
789     break;
790    
791     default:
792     LOG (llevError, "Error: bad call to skill_ident()\n");
793     return 0;
794     break;
795 elmex 1.1 }
796 root 1.39
797 root 1.8 if (!success)
798 root 1.39 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
799    
800 root 1.8 return success;
801 elmex 1.1 }
802 root 1.8
803 elmex 1.1 /* players using this skill can 'charm' a monster --
804     * into working for them. It can only be used on
805     * non-special (see below) 'neutral' creatures.
806     * -b.t. (thomas@astro.psu.edu)
807     */
808 root 1.8 int
809     use_oratory (object *pl, int dir, object *skill)
810     {
811     if (pl->type != PLAYER)
812     return 0; /* only players use this skill */
813 root 1.33
814 root 1.34 sint16 x = pl->x + freearr_x[dir],
815     y = pl->y + freearr_y[dir];
816     maptile *m = pl->map;
817    
818     int mflags = get_map_flags (m, &m, x, y, &x, &y);
819 root 1.8 if (mflags & P_OUT_OF_MAP)
820     return 0;
821    
822     /* Save some processing - we have the flag already anyways
823     */
824     if (!(mflags & P_IS_ALIVE))
825     {
826     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
827     return 0;
828 elmex 1.1 }
829    
830 root 1.34 object *tmp;
831 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
832 root 1.8 {
833     /* can't persuade players - return because there is nothing else
834     * on that space to charm. Same for multi space monsters and
835     * special monsters - we don't allow them to be charmed, and there
836     * is no reason to do further processing since they should be the
837     * only monster on the space.
838     */
839 root 1.33 if (tmp->type == PLAYER
840     || tmp->more || tmp->head_ () != tmp
841     || tmp->msg)
842 root 1.8 return 0;
843 elmex 1.1
844 root 1.8 if (QUERY_FLAG (tmp, FLAG_MONSTER))
845     break;
846 elmex 1.1 }
847    
848 root 1.8 if (!tmp)
849     {
850     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
851     return 0;
852 elmex 1.1 }
853    
854 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
855    
856     /* the following conditions limit who may be 'charmed' */
857 elmex 1.1
858 root 1.8 /* it's hostile! */
859     if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
860     {
861     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
862     return 0;
863     }
864 elmex 1.1
865 root 1.8 /* it's already allied! */
866 root 1.34 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
867 root 1.8 {
868 root 1.15 if (tmp->owner == pl)
869 root 1.8 {
870     new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
871     return 0;
872     }
873     else if (skill->level > tmp->level)
874     {
875     /* you steal the follower. Perhaps we should really look at the
876     * level of the owner above?
877     */
878 root 1.15 tmp->set_owner (pl);
879 root 1.33 tmp->skill = skill->skill;
880    
881 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
882     /* Abuse fix - don't give exp since this can otherwise
883     * be used by a couple players to gets lots of exp.
884     */
885     return 0;
886     }
887     else
888     {
889     /* In this case, you can't steal it from the other player */
890     return 0;
891 root 1.6 }
892 root 1.8 } /* Creature was already a pet of someone */
893 elmex 1.1
894 root 1.34 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
895 elmex 1.1
896 root 1.8 /* Ok, got a 'sucker' lets try to make them a follower */
897 root 1.34 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
898 root 1.8 {
899     new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
900    
901 root 1.15 tmp->set_owner (pl);
902 root 1.33 tmp->skill = skill->skill;
903 root 1.8 tmp->stats.exp = 0;
904     add_friendly_object (tmp);
905     tmp->attack_movement = PETMOVE;
906     return calc_skill_exp (pl, tmp, skill);
907     }
908     /* Charm failed. Creature may be angry now */
909     else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
910     {
911     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
912     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
913     {
914     CLEAR_FLAG (tmp, FLAG_FRIENDLY);
915     remove_friendly_object (tmp);
916     tmp->attack_movement = 0; /* needed? */
917 root 1.6 }
918 root 1.27
919 root 1.8 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
920 elmex 1.1 }
921 root 1.25
922 root 1.8 return 0; /* Fall through - if we get here, we didn't charm anything */
923 elmex 1.1 }
924    
925     /* Singing() -this skill allows the player to pacify nearby creatures.
926     * There are few limitations on who/what kind of
927     * non-player creatures that may be pacified. Right now, a player
928     * may pacify creatures which have Int == 0. In this routine, once
929     * successfully pacified the creature gets Int=1. Thus, a player
930     * may only pacify a creature once.
931     * BTW, I appologize for the naming of the skill, I couldnt think
932     * of anything better! -b.t.
933     */
934 root 1.8 int
935     singing (object *pl, int dir, object *skill)
936     {
937 root 1.34 int i, exp = 0;
938 root 1.8 object *tmp;
939 root 1.11 maptile *m;
940 root 1.8 sint16 x, y;
941    
942     if (pl->type != PLAYER)
943     return 0; /* only players use this skill */
944    
945     new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
946     for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
947     {
948     x = pl->x + freearr_x[i];
949     y = pl->y + freearr_y[i];
950     m = pl->map;
951    
952 root 1.34 int mflags = get_map_flags (m, &m, x, y, &x, &y);
953 root 1.8 if (mflags & P_OUT_OF_MAP)
954     continue;
955     if (!(mflags & P_IS_ALIVE))
956     continue;
957    
958 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
959 root 1.8 {
960     if (QUERY_FLAG (tmp, FLAG_MONSTER))
961     break;
962     /* can't affect players */
963     if (tmp->type == PLAYER)
964     break;
965     }
966    
967     /* Whole bunch of checks to see if this is a type of monster that would
968     * listen to singing.
969     */
970     if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
971     !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
972     !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
973     (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
974     !QUERY_FLAG (tmp, FLAG_FRIENDLY))
975     { /* already calm */
976    
977     /* stealing isn't really related (although, maybe it should
978     * be). This is mainly to prevent singing to the same monster
979     * over and over again and getting exp for it.
980     */
981 root 1.34 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
982    
983     if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
984 root 1.8 {
985     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
986     new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
987     /* Give exp only if they are not aware */
988 root 1.34
989 root 1.8 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
990     exp += calc_skill_exp (pl, tmp, skill);
991 root 1.34
992 root 1.8 SET_FLAG (tmp, FLAG_NO_STEAL);
993     }
994     else
995     {
996     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
997     SET_FLAG (tmp, FLAG_NO_STEAL);
998 root 1.6 }
999     }
1000 elmex 1.1 }
1001 root 1.8 return exp;
1002 elmex 1.1 }
1003    
1004     /* The find_traps skill (aka, search). Checks for traps
1005     * on the spaces or in certain objects
1006     */
1007    
1008 root 1.8 int
1009     find_traps (object *pl, object *skill)
1010     {
1011     object *tmp, *tmp2;
1012     int i, expsum = 0, mflags;
1013     sint16 x, y;
1014 root 1.11 maptile *m;
1015 root 1.8
1016     /* First we search all around us for runes and traps, which are
1017     * all type RUNE
1018     */
1019 root 1.6
1020 root 1.8 for (i = 0; i < 9; i++)
1021     {
1022     x = pl->x + freearr_x[i];
1023     y = pl->y + freearr_y[i];
1024     m = pl->map;
1025    
1026     mflags = get_map_flags (m, &m, x, y, &x, &y);
1027     if (mflags & P_OUT_OF_MAP)
1028     continue;
1029    
1030     /* Check everything in the square for trapness */
1031 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1032 root 1.8 {
1033    
1034     /* And now we'd better do an inventory traversal of each
1035     * of these objects' inventory
1036     * We can narrow this down a bit - no reason to search through
1037     * the players inventory or monsters for that matter.
1038     */
1039     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1040     {
1041     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1042     if (tmp2->type == RUNE || tmp2->type == TRAP)
1043     if (trap_see (pl, tmp2))
1044     {
1045     trap_show (tmp2, tmp);
1046     if (tmp2->stats.Cha > 1)
1047     {
1048     if (!tmp2->owner || tmp2->owner->type != PLAYER)
1049     expsum += calc_skill_exp (pl, tmp2, skill);
1050    
1051     tmp2->stats.Cha = 1; /* unhide the trap */
1052 root 1.6 }
1053 root 1.8 }
1054 root 1.6 }
1055 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1056     {
1057     trap_show (tmp, tmp);
1058     if (tmp->stats.Cha > 1)
1059     {
1060     if (!tmp->owner || tmp->owner->type != PLAYER)
1061     expsum += calc_skill_exp (pl, tmp, skill);
1062     tmp->stats.Cha = 1; /* unhide the trap */
1063 root 1.6 }
1064     }
1065     }
1066 elmex 1.1 }
1067 root 1.8 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1068     return expsum;
1069     }
1070 elmex 1.1
1071     /* remove_trap() - This skill will disarm any previously discovered trap
1072     * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1073 root 1.8 */
1074    
1075     int
1076     remove_trap (object *op, int dir, object *skill)
1077     {
1078     object *tmp, *tmp2;
1079     int i, success = 0, mflags;
1080 root 1.11 maptile *m;
1081 root 1.8 sint16 x, y;
1082 elmex 1.1
1083 root 1.8 for (i = 0; i < 9; i++)
1084     {
1085     x = op->x + freearr_x[i];
1086     y = op->y + freearr_y[i];
1087     m = op->map;
1088    
1089     mflags = get_map_flags (m, &m, x, y, &x, &y);
1090     if (mflags & P_OUT_OF_MAP)
1091     continue;
1092    
1093     /* Check everything in the square for trapness */
1094 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1095 root 1.8 {
1096     /* And now we'd better do an inventory traversal of each
1097     * of these objects inventory. Like above, only
1098     * do this for interesting objects.
1099     */
1100    
1101     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1102     {
1103     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1104     if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1105     {
1106     trap_show (tmp2, tmp);
1107     if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1108     {
1109     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1110     success += calc_skill_exp (op, tmp2, skill);
1111     }
1112     }
1113 root 1.6 }
1114 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1115     {
1116     trap_show (tmp, tmp);
1117     if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1118     {
1119     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1120     success += calc_skill_exp (op, tmp, skill);
1121 root 1.6 }
1122     }
1123     }
1124 elmex 1.1 }
1125 root 1.8 return success;
1126 elmex 1.1 }
1127    
1128    
1129     /* pray() - when this skill is called from do_skill(), it allows
1130     * the player to regain lost grace points at a faster rate. -b.t.
1131     * This always returns 0 - return value is used by calling function
1132     * such that if it returns true, player gets exp in that skill. This
1133     * the effect here can be done on demand, we probably don't want to
1134     * give infinite exp by returning true in any cases.
1135     */
1136    
1137 root 1.8 int
1138     pray (object *pl, object *skill)
1139     {
1140     char buf[MAX_BUF];
1141     object *tmp;
1142    
1143     if (pl->type != PLAYER)
1144     return 0;
1145    
1146     strcpy (buf, "You pray.");
1147    
1148     /* Check all objects - we could stop at floor objects,
1149     * but if someone buries an altar, I don't see a problem with
1150     * going through all the objects, and it shouldn't be much slower
1151     * than extra checks on object attributes.
1152     */
1153     for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1154     {
1155     /* Only if the altar actually belongs to someone do you get special benefits */
1156     if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1157     {
1158     sprintf (buf, "You pray over the %s.", &tmp->name);
1159     pray_at_altar (pl, tmp, skill);
1160     break; /* Only pray at one altar */
1161 root 1.6 }
1162 elmex 1.1 }
1163    
1164 root 1.8 new_draw_info (NDI_BLACK, 0, pl, buf);
1165    
1166     if (pl->stats.grace < pl->stats.maxgrace)
1167     {
1168     pl->stats.grace++;
1169     pl->last_grace = -1;
1170 elmex 1.1 }
1171 root 1.8 return 0;
1172 elmex 1.1 }
1173    
1174     /* This skill allows the player to regain a few sp or hp for a
1175     * brief period of concentration. No armour or weapons may be
1176     * wielded/applied for this to work. The amount of time needed
1177     * to concentrate and the # of points regained is dependant on
1178     * the level of the user. - b.t. thomas@astro.psu.edu
1179 root 1.8 */
1180 elmex 1.1
1181 root 1.8 void
1182     meditate (object *pl, object *skill)
1183     {
1184     object *tmp;
1185 elmex 1.1
1186 root 1.8 if (pl->type != PLAYER)
1187     return; /* players only */
1188 elmex 1.1
1189 root 1.8 /* check if pl has removed encumbering armour and weapons */
1190     if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1191     {
1192     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1193     return;
1194     }
1195     else
1196     {
1197     for (tmp = pl->inv; tmp; tmp = tmp->below)
1198 root 1.35 if (((tmp->type == ARMOUR && skill->level < 12)
1199 root 1.8 || (tmp->type == HELMET && skill->level < 10)
1200 root 1.35 || (tmp->type == SHIELD && skill->level < 6)
1201     || (tmp->type == BOOTS && skill->level < 4)
1202     || (tmp->type == GLOVES && skill->level < 2))
1203     && QUERY_FLAG (tmp, FLAG_APPLIED))
1204 root 1.8 {
1205     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1206     return;
1207 root 1.6 }
1208 elmex 1.1 }
1209    
1210 root 1.8 /* ok let's meditate! Spell points are regained first, then once
1211     * they are maxed we get back hp. Actual incrementing of values
1212     * is handled by the do_some_living() (in player.c). This way magical
1213     * bonuses for healing/sp regeneration are included properly
1214     * No matter what, we will eat up some playing time trying to
1215     * meditate. (see 'factor' variable for what sets the amount of time)
1216     */
1217    
1218     new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1219    
1220     if (pl->stats.sp < pl->stats.maxsp)
1221     {
1222     pl->stats.sp++;
1223     pl->last_sp = -1;
1224     }
1225     else if (pl->stats.hp < pl->stats.maxhp)
1226     {
1227     pl->stats.hp++;
1228     pl->last_heal = -1;
1229 elmex 1.1 }
1230     }
1231    
1232     /* write_note() - this routine allows players to inscribe messages in
1233     * ordinary 'books' (anything that is type BOOK). b.t.
1234     */
1235 root 1.8 static int
1236     write_note (object *pl, object *item, const char *msg, object *skill)
1237     {
1238     char buf[1024];
1239     object *newBook = NULL;
1240    
1241     /* a pair of sanity checks */
1242     if (!item || item->type != BOOK)
1243     return 0;
1244    
1245     if (!msg)
1246     {
1247     new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1248     new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1249     return 0;
1250 elmex 1.1 }
1251 root 1.24
1252 root 1.8 if (strcasestr_local (msg, "endmsg"))
1253     {
1254     new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1255     return 0;
1256 elmex 1.1 }
1257    
1258 root 1.8 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1259     return strlen (msg);
1260    
1261     buf[0] = 0;
1262     if (!book_overflow (item->msg, msg, sizeof (buf)))
1263     { /* add msg string to book */
1264     if (item->msg)
1265     strcpy (buf, item->msg);
1266    
1267     strcat (buf, msg);
1268     strcat (buf, "\n"); /* new msg needs a LF */
1269     if (item->nrof > 1)
1270     {
1271 root 1.14 newBook = item->clone ();
1272 root 1.8 decrease_ob (item);
1273     esrv_send_item (pl, item);
1274     newBook->nrof = 1;
1275     newBook->msg = buf;
1276     newBook = insert_ob_in_ob (newBook, pl);
1277     esrv_send_item (pl, newBook);
1278     }
1279     else
1280     {
1281     item->msg = buf;
1282     /* This shouldn't be necessary - the object hasn't changed in any
1283     * visible way
1284     */
1285     /* esrv_send_item(pl, item); */
1286     }
1287 root 1.24
1288 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item));
1289 root 1.4 return strlen (msg);
1290 root 1.8 }
1291     else
1292     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item));
1293 elmex 1.1
1294 root 1.8 return 0;
1295 elmex 1.1 }
1296    
1297     /* write_scroll() - this routine allows players to inscribe spell scrolls
1298     * of spells which they know. Backfire effects are possible with the
1299     * severity of the backlash correlated with the difficulty of the scroll
1300     * that is attempted. -b.t. thomas@astro.psu.edu
1301     */
1302    
1303 root 1.8 static int
1304     write_scroll (object *pl, object *scroll, object *skill)
1305     {
1306     int success = 0, confused = 0;
1307     object *newscroll, *chosen_spell, *tmp;
1308    
1309     /* this is a sanity check */
1310     if (scroll->type != SCROLL)
1311     {
1312     new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1313     return 0;
1314     }
1315    
1316     /* Check if we are ready to attempt inscription */
1317 root 1.28 chosen_spell = pl->contr->ranged_ob;
1318     if (!chosen_spell || chosen_spell->type != SPELL)
1319 root 1.8 {
1320     new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1321     return 0;
1322     }
1323 root 1.24
1324 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1325     {
1326     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1327     return 0;
1328     }
1329 root 1.24
1330 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1331     {
1332     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1333     return 0;
1334 elmex 1.1 }
1335 root 1.8
1336     /* if there is a spell already on the scroll then player could easily
1337     * accidently read it while trying to write the new one. give player
1338     * a 50% chance to overwrite spell at their own level
1339     */
1340     if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1341     {
1342     new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1343     manual_apply (pl, scroll, 0);
1344     return 0;
1345 elmex 1.1 }
1346    
1347 root 1.8 /* ok, we are ready to try inscription */
1348     if (QUERY_FLAG (pl, FLAG_CONFUSED))
1349     confused = 1;
1350    
1351     /* Lost mana/grace no matter what */
1352     pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1353     pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1354    
1355     if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1356     {
1357     if (scroll->nrof > 1)
1358     {
1359 root 1.14 newscroll = scroll->clone ();
1360 root 1.8 decrease_ob (scroll);
1361     newscroll->nrof = 1;
1362     }
1363     else
1364 root 1.24 newscroll = scroll;
1365 root 1.8
1366     if (!confused)
1367     {
1368     newscroll->level = MAX (skill->level, chosen_spell->level);
1369     new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll.");
1370     }
1371     else
1372     {
1373     chosen_spell = find_random_spell_in_ob (pl, NULL);
1374     if (!chosen_spell)
1375 root 1.6 return 0;
1376 elmex 1.1
1377 root 1.8 newscroll->level = MAX (skill->level, chosen_spell->level);
1378     new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1379     }
1380 elmex 1.1
1381 root 1.8 if (newscroll->inv)
1382 root 1.13 newscroll->inv->destroy ();
1383 root 1.8
1384 root 1.14 tmp = chosen_spell->clone ();
1385 root 1.8 insert_ob_in_ob (tmp, newscroll);
1386    
1387     /* Same code as from treasure.c - so they can better merge.
1388     * if players want to sell them, so be it.
1389     */
1390 root 1.37 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1391 root 1.8 newscroll->stats.exp = newscroll->value / 5;
1392    
1393     /* wait until finished manipulating the scroll before inserting it */
1394     if (newscroll == scroll)
1395     {
1396     /* Remove to correctly merge with other items which may exist in inventory */
1397 root 1.12 newscroll->remove ();
1398 root 1.8 esrv_del_item (pl->contr, newscroll->count);
1399     }
1400 root 1.24
1401 root 1.8 newscroll = insert_ob_in_ob (newscroll, pl);
1402     esrv_send_item (pl, newscroll);
1403     success = calc_skill_exp (pl, newscroll, skill);
1404     if (!confused)
1405     success *= 2;
1406     success = success * skill->level;
1407     return success;
1408    
1409     }
1410     else
1411     { /* Inscription has failed */
1412    
1413     if (chosen_spell->level > skill->level || confused)
1414     { /*backfire! */
1415     new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1416     if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1417 root 1.18 pl->drain_specific_stat (4);
1418 root 1.8 else
1419     {
1420     confuse_player (pl, pl, 99);
1421     return (-30 * chosen_spell->level);
1422 root 1.6 }
1423 root 1.8 }
1424     else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1425     {
1426     new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!");
1427     confuse_player (pl, pl, 99);
1428     }
1429     else
1430     new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll.");
1431 elmex 1.1 }
1432 root 1.18
1433 root 1.8 return 0;
1434 elmex 1.1 }
1435    
1436     /* write_on_item() - wrapper for write_note and write_scroll */
1437 root 1.8 int
1438     write_on_item (object *pl, const char *params, object *skill)
1439     {
1440     object *item;
1441     const char *string = params;
1442     int msgtype;
1443     archetype *skat;
1444    
1445     if (pl->type != PLAYER)
1446     return 0;
1447    
1448     if (!params)
1449     {
1450     params = "";
1451     string = params;
1452     }
1453 root 1.24
1454 root 1.8 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1455    
1456     /* Need to be able to read before we can write! */
1457 root 1.37 if (!find_skill_by_name (pl, skat->skill))
1458 root 1.8 {
1459     new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!");
1460     return 0;
1461 elmex 1.1 }
1462    
1463 root 1.8 /* if there is a message then it goes in a book and no message means
1464     * write active spell into the scroll
1465     */
1466     msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1467    
1468     /* find an item of correct type to write on */
1469     if (!(item = find_marked_object (pl)))
1470     {
1471     new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on.");
1472     return 0;
1473 elmex 1.1 }
1474    
1475 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1476     {
1477     new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1478     return 0;
1479 elmex 1.1 }
1480 root 1.8 if (msgtype != item->type)
1481     {
1482     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll");
1483     return 0;
1484 elmex 1.1 }
1485    
1486 root 1.8 if (msgtype == SCROLL)
1487 root 1.24 return write_scroll (pl, item, skill);
1488 root 1.8 else if (msgtype == BOOK)
1489 root 1.24 return write_note (pl, item, string, skill);
1490    
1491 root 1.8 return 0;
1492 elmex 1.1 }
1493    
1494     /* find_throw_ob() - if we request an object, then
1495     * we search for it in the inventory of the owner (you've
1496     * got to be carrying something in order to throw it!).
1497     * If we didnt request an object, then the top object in inventory
1498     * (that is "throwable", ie no throwing your skills away!)
1499     * is the object of choice. Also check to see if object is
1500     * 'throwable' (ie not applied cursed obj, worn, etc).
1501     */
1502 root 1.8 static object *
1503     find_throw_ob (object *op, const char *request)
1504     {
1505     object *tmp;
1506    
1507     if (!op)
1508     { /* safety */
1509     LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1510     return (object *) NULL;
1511     }
1512    
1513     /* prefer marked item */
1514     tmp = find_marked_object (op);
1515     if (tmp != NULL)
1516     {
1517     /* can't toss invisible or inv-locked items */
1518     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1519     {
1520     tmp = NULL;
1521     }
1522     }
1523    
1524     /* look through the inventory */
1525     if (tmp == NULL)
1526     {
1527     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1528     {
1529     /* can't toss invisible or inv-locked items */
1530     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1531     continue;
1532     if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1533     break;
1534 elmex 1.1 }
1535     }
1536    
1537 root 1.8 /* this should prevent us from throwing away
1538     * cursed items, worn armour, etc. Only weapons
1539     * can be thrown from 'hand'.
1540     */
1541     if (!tmp)
1542     return NULL;
1543    
1544     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1545     {
1546     if (tmp->type != WEAPON)
1547     {
1548     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1549     tmp = NULL;
1550     }
1551     else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1552     {
1553     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1554     tmp = NULL;
1555     }
1556     else
1557     {
1558     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1559     {
1560     LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1561     tmp = NULL;
1562 root 1.6 }
1563     }
1564 root 1.8 }
1565     else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1566     {
1567     new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1568     tmp = NULL;
1569 elmex 1.1 }
1570    
1571 root 1.8 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1572     {
1573     LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1574     tmp = NULL;
1575 elmex 1.1 }
1576 root 1.8 return tmp;
1577 elmex 1.1 }
1578    
1579     /* make_throw_ob() We construct the 'carrier' object in
1580     * which we will insert the object that is being thrown.
1581     * This combination becomes the 'thrown object'. -b.t.
1582     */
1583 root 1.8 static object *
1584     make_throw_ob (object *orig)
1585     {
1586     if (!orig)
1587     return NULL;
1588 elmex 1.1
1589 root 1.8 if (QUERY_FLAG (orig, FLAG_APPLIED))
1590     {
1591     LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1592     /* insufficient workaround, but better than nothing */
1593     CLEAR_FLAG (orig, FLAG_APPLIED);
1594     }
1595 root 1.14
1596     object *toss_item = orig->clone ();
1597    
1598 root 1.8 toss_item->type = THROWN_OBJ;
1599     CLEAR_FLAG (toss_item, FLAG_CHANGING);
1600     toss_item->stats.dam = 0; /* default damage */
1601     insert_ob_in_ob (orig, toss_item);
1602     return toss_item;
1603 elmex 1.1 }
1604    
1605     /* do_throw() - op throws any object toss_item. This code
1606     * was borrowed from fire_bow.
1607     * Returns 1 if skill was successfully used, 0 if not
1608     */
1609 root 1.8 static int
1610     do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1611     {
1612     object *throw_ob = toss_item, *left = NULL;
1613     int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1614     int pause_f, weight_f = 0, mflags;
1615     float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1616 root 1.11 maptile *m;
1617 root 1.8 sint16 sx, sy;
1618    
1619     if (throw_ob == NULL)
1620     {
1621     if (op->type == PLAYER)
1622 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1623    
1624 root 1.8 return 0;
1625 elmex 1.1 }
1626 root 1.8 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1627     {
1628     if (op->type == PLAYER)
1629 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1630    
1631 root 1.8 return 0;
1632     }
1633    
1634     /* Because throwing effectiveness must be reduced by the
1635     * encumbrance of the thrower and weight of the object. THus,
1636     * we use the concept of 'effective strength' as defined below.
1637     */
1638    
1639     /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1640     if (str > MAX_STAT)
1641     {
1642     str_factor = (float) str / (float) MAX_STAT;
1643     str = MAX_STAT;
1644 elmex 1.1 }
1645    
1646 root 1.8 /* the more we carry, the less we can throw. Limit only on players */
1647     maxc = max_carry[str] * 1000;
1648     if (op->carrying > maxc && op->type == PLAYER)
1649     load_factor = (float) maxc / (float) op->carrying;
1650    
1651     /* lighter items are thrown harder, farther, faster */
1652     if (throw_ob->weight > 0)
1653     item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1654     else
1655     { /* 0 or negative weight?!? Odd object, can't throw it */
1656     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1657     return 0;
1658 elmex 1.1 }
1659 root 1.8
1660     eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1661     eff_str = (int) ((float) eff_str * item_factor * str_factor);
1662    
1663     /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1664     * account for super-strong throwers. */
1665     if (eff_str > MAX_STAT)
1666     eff_str = MAX_STAT;
1667 elmex 1.1
1668     #ifdef DEBUG_THROW
1669 root 1.8 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1670     LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1671     LOG (llevDebug, " str_factor=%f\n", str_factor);
1672     LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1673 elmex 1.1 #endif
1674    
1675 root 1.8 /* 3 things here prevent a throw, you aimed at your feet, you
1676     * have no effective throwing strength, or you threw at something
1677     * that flying objects can't get through.
1678     */
1679     mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1680    
1681     if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1682     {
1683 root 1.20 /* bounces off 'wall', and drops to feet */
1684     throw_ob->insert_at (part, op);
1685 root 1.8
1686     if (op->type == PLAYER)
1687     {
1688     if (eff_str <= 1)
1689 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));
1690 root 1.8 else if (!dir)
1691 root 1.20 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1692 root 1.8 else
1693     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1694 root 1.6 }
1695 root 1.20
1696 root 1.8 return 0;
1697     } /* if object can't be thrown */
1698    
1699     left = throw_ob; /* these are throwing objects left to the player */
1700    
1701     /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1702     * and returns NULL. We must use 'left' then
1703     */
1704    
1705     if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1706     {
1707     throw_ob = left;
1708 root 1.12 left->remove ();
1709 root 1.8 if (op->type == PLAYER)
1710     esrv_del_item (op->contr, left->count);
1711     }
1712     else if (op->type == PLAYER)
1713     {
1714 root 1.10 if (left->destroyed ())
1715     esrv_del_item (op->contr, left->count);
1716 root 1.8 else
1717     esrv_update_item (UPD_NROF, op, left);
1718     }
1719    
1720     /* special case: throwing powdery substances like dust, dirt */
1721     if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1722     {
1723     cast_dust (op, throw_ob, dir);
1724     return 1;
1725     }
1726    
1727     /* Make a thrown object -- insert real object in a 'carrier' object.
1728     * If unsuccessfull at making the "thrown_obj", we just reinsert
1729     * the original object back into inventory and exit
1730     */
1731     if ((toss_item = make_throw_ob (throw_ob)))
1732     {
1733     throw_ob = toss_item;
1734     throw_ob->skill = skill->skill;
1735 elmex 1.1 }
1736 root 1.8 else
1737     {
1738     insert_ob_in_ob (throw_ob, op);
1739     return 0;
1740 elmex 1.1 }
1741    
1742 root 1.15 throw_ob->set_owner (op);
1743 root 1.8 /* At some point in the attack code, the actual real object (op->inv)
1744     * becomes the hitter. As such, we need to make sure that has a proper
1745     * owner value so exp goes to the right place.
1746     */
1747 root 1.15 throw_ob->inv->set_owner (op);
1748 root 1.8 throw_ob->direction = dir;
1749    
1750     /* the damage bonus from the force of the throw */
1751     dam = (int) (str_factor * dam_bonus[eff_str]);
1752    
1753     /* Now, lets adjust the properties of the thrown_ob. */
1754    
1755     /* how far to fly */
1756     throw_ob->last_sp = (eff_str * 3) / 5;
1757    
1758     /* speed */
1759 root 1.19 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1760 root 1.8
1761     /* item damage. Eff_str and item weight influence damage done */
1762     weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1763     throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1764    
1765     /* chance of breaking. Proportional to force used and weight of item */
1766     throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1767    
1768     /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1769     throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1770 elmex 1.1
1771 root 1.8 /* the properties of objects which are meant to be thrown (ie dart,
1772     * throwing knife, etc) will differ from ordinary items. Lets tailor
1773     * this stuff in here.
1774     */
1775    
1776     if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1777     {
1778     throw_ob->last_sp += eff_str / 3; /* fly a little further */
1779     throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1780     throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1781     /* only throw objects get directional faces */
1782     if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1783     SET_ANIMATION (throw_ob, dir);
1784     }
1785     else
1786     {
1787 root 1.26 uint16 mat = throw_ob->materials;
1788    
1789 root 1.8 /* some materials will adjust properties.. */
1790 root 1.26 if (mat & M_LEATHER)
1791 root 1.8 {
1792     throw_ob->stats.dam -= 1;
1793     throw_ob->stats.food -= 10;
1794     }
1795 root 1.19
1796 root 1.26 if (mat & M_GLASS)
1797 root 1.8 throw_ob->stats.food += 60;
1798    
1799 root 1.26 if (mat & M_ORGANIC)
1800 root 1.8 {
1801     throw_ob->stats.dam -= 3;
1802     throw_ob->stats.food += 55;
1803     }
1804 root 1.19
1805 root 1.26 if (mat & M_PAPER || mat & M_CLOTH)
1806 root 1.8 {
1807     throw_ob->stats.dam -= 5;
1808     throw_ob->speed *= 0.8;
1809     throw_ob->stats.wc += 3;
1810     throw_ob->stats.food -= 30;
1811     }
1812 root 1.19
1813 root 1.8 /* light obj have more wind resistance, fly slower */
1814     if (throw_ob->weight > 500)
1815     throw_ob->speed *= 0.8;
1816 root 1.19
1817 root 1.8 if (throw_ob->weight > 50)
1818     throw_ob->speed *= 0.5;
1819     } /* else tailor thrown object */
1820    
1821     /* some limits, and safeties (needed?) */
1822     if (throw_ob->stats.dam < 0)
1823     throw_ob->stats.dam = 0;
1824     if (throw_ob->last_sp > eff_str)
1825     throw_ob->last_sp = eff_str;
1826     if (throw_ob->stats.food < 0)
1827     throw_ob->stats.food = 0;
1828     if (throw_ob->stats.food > 100)
1829     throw_ob->stats.food = 100;
1830     if (throw_ob->stats.wc > 30)
1831     throw_ob->stats.wc = 30;
1832    
1833     /* how long to pause the thrower. Higher values mean less pause */
1834     pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1835    
1836     /* Put a lower limit on this */
1837     if (pause_f < 10)
1838     pause_f = 10;
1839     if (pause_f > 100)
1840     pause_f = 100;
1841    
1842     /* Changed in 0.94.2 - the calculation before was really goofy.
1843     * In short summary, a throw can take anywhere between speed 5 and
1844     * speed 0.5
1845     */
1846     op->speed_left -= 50 / pause_f;
1847    
1848     throw_ob->speed_left = 0;
1849     throw_ob->map = part->map;
1850    
1851     throw_ob->move_type = MOVE_FLY_LOW;
1852     throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1853 elmex 1.1
1854     #if 0
1855 root 1.8 /* need to put in a good sound for this */
1856     play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1857 elmex 1.1 #endif
1858 root 1.8
1859 elmex 1.1 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1860 root 1.8 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1861 elmex 1.1 #ifdef DEBUG_THROW
1862 root 1.8 LOG (llevDebug, " pause_f=%d \n", pause_f);
1863     LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1864     throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1865     LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1866 elmex 1.1 #endif
1867 root 1.20
1868     throw_ob->insert_at (part, op);
1869 root 1.10
1870     if (!throw_ob->destroyed ())
1871 root 1.8 move_arrow (throw_ob);
1872 root 1.10
1873 root 1.8 return 1;
1874     }
1875    
1876     int
1877     skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1878     {
1879     object *throw_ob;
1880    
1881     if (op->type == PLAYER)
1882     throw_ob = find_throw_ob (op, params);
1883     else
1884     throw_ob = find_mon_throw_ob (op);
1885 elmex 1.1
1886 root 1.8 return do_throw (op, part, throw_ob, dir, skill);
1887 elmex 1.1 }