ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skills.C
Revision: 1.43
Committed: Mon Oct 22 03:11:47 2007 UTC (16 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.42: +12 -16 lines
Log Message:
adding backtraces really helps: the "hitter in no relation to target"
message was actually caused by the jumping skill (ninjas atcually have
it!). jumping removed the hitter from the map and only re-.addedit after
hitting, so it indeed was in no relation to target.

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 1.38 * 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 root 1.43 /* Jump loop. Go through spaces object wants to jump. Halt the
504 root 1.8 * 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 root 1.12 pl->remove ();
510 root 1.8
511     /*
512     * I don't think this is actually needed - all the movement
513     * code is handled in this function, and I don't see anyplace
514     * that cares about the move_type being flying.
515     */
516     pl->move_type |= MOVE_FLY_LOW;
517 root 1.6
518 root 1.8 for (i = 0; i <= spaces; i++)
519     {
520     x = pl->x + dx;
521     y = pl->y + dy;
522     m = pl->map;
523    
524     mflags = get_map_flags (m, &m, x, y, &x, &y);
525    
526     if (mflags & P_OUT_OF_MAP)
527     {
528 root 1.43 stop_jump (pl, i, spaces);
529 root 1.8 return 0;
530     }
531 root 1.43
532 root 1.8 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 root 1.43
546     stop_jump (pl, i, spaces);
547    
548 root 1.8 if (tmp->type != PLAYER ||
549     (pl->type == PLAYER && pl->contr->party == NULL) ||
550     (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
551     exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
552 root 1.43
553 root 1.8 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
554 root 1.6 }
555 root 1.43
556 root 1.8 /* If the space has fly on set (no matter what the space is),
557     * we should get the effects - after all, the player is
558     * effectively flying.
559     */
560     if (tmp->move_on & MOVE_FLY_LOW)
561     {
562     pl->x = x;
563     pl->y = y;
564     pl->map = m;
565     stop_jump (pl, i, spaces);
566     return calc_skill_exp (pl, NULL, skill);
567 root 1.6 }
568     }
569 root 1.8 pl->x = x;
570     pl->y = y;
571     pl->map = m;
572 elmex 1.1 }
573 root 1.8 stop_jump (pl, i, spaces);
574     return calc_skill_exp (pl, NULL, skill);
575 elmex 1.1 }
576    
577     /* jump() - this is both a new type of movement for player/monsters and
578     * an attack as well.
579     * Perhaps we should allow more spaces based on level, eg, level 50
580     * jumper can jump several spaces?
581 root 1.8 */
582     int
583     jump (object *pl, int dir, object *skill)
584 elmex 1.1 {
585 root 1.8 int str = pl->stats.Str;
586     int dex = pl->stats.Dex;
587    
588     dex = dex ? dex : 15;
589     str = str ? str : 10;
590    
591 root 1.43 int stats = str * str * str * dex * skill->level;
592 root 1.8
593 root 1.43 int spaces = min (2, pl->carrying ? stats / pl->carrying : 0);
594 root 1.8
595 root 1.43 if (spaces == 0)
596 root 1.8 {
597     new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
598     return 0;
599 elmex 1.1 }
600 root 1.43
601 root 1.8 return attempt_jump (pl, dir, spaces, skill);
602 elmex 1.1 }
603    
604     /* skill_ident() - this code is supposed to allow players to identify
605     * classes of objects with the various "auto-ident" skills. Player must
606     * have unidentified objects of the right type in order for the skill
607     * to work. While multiple classes of objects may be identified,
608     * this code is kind of yucky -- it would be nice to make it a bit
609     * more generalized. Right now, skill indices are embedded in this routine.
610     * Returns amount of experience gained (on successful ident).
611     * - b.t. (thomas@astro.psu.edu)
612     */
613 root 1.8 static int
614     do_skill_detect_curse (object *pl, object *skill)
615     {
616     object *tmp;
617     int success = 0;
618    
619     for (tmp = pl->inv; tmp; tmp = tmp->below)
620     if (!tmp->invisible
621     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
622     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
623     {
624     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
625     esrv_update_item (UPD_FLAGS, pl, tmp);
626     success += calc_skill_exp (pl, tmp, skill);
627     }
628    
629     /* Check ground, too, but only objects the player could pick up */
630 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
631 root 1.8 if (can_pick (pl, tmp) &&
632     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
633     !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
634     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
635     {
636     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
637     esrv_update_item (UPD_FLAGS, pl, tmp);
638     success += calc_skill_exp (pl, tmp, skill);
639     }
640    
641     return success;
642     }
643    
644     static int
645     do_skill_detect_magic (object *pl, object *skill)
646     {
647     object *tmp;
648     int success = 0;
649    
650     for (tmp = pl->inv; tmp; tmp = tmp->below)
651     if (!tmp->invisible
652     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
653     && (is_magical (tmp)) && tmp->item_power < skill->level)
654     {
655     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
656     esrv_update_item (UPD_FLAGS, pl, tmp);
657     success += calc_skill_exp (pl, tmp, skill);
658     }
659    
660     /* Check ground, too, but like above, only if the object can be picked up */
661 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
662 root 1.8 if (can_pick (pl, tmp) &&
663     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
664     {
665     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
666     esrv_update_item (UPD_FLAGS, pl, tmp);
667     success += calc_skill_exp (pl, tmp, skill);
668     }
669 elmex 1.1
670 root 1.8 return success;
671 elmex 1.1 }
672    
673     /* Helper function for do_skill_ident, so that we can loop
674     * over inventory AND objects on the ground conveniently.
675     */
676 root 1.8 int
677     do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
678 elmex 1.1 {
679 root 1.8 int success = 0, chance;
680     int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
681 elmex 1.1
682 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
683     && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
684     {
685     chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
686 elmex 1.1
687 root 1.8 if (skill_value >= chance)
688     {
689     identify (tmp);
690    
691     if (pl->type == PLAYER)
692     {
693     new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
694    
695     if (tmp->msg)
696     {
697     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
698     new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
699     }
700 elmex 1.1
701 root 1.8 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
702     if (tmp->map)
703     esrv_send_item (pl, tmp);
704     }
705     success += calc_skill_exp (pl, tmp, skill);
706     }
707     else
708     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
709     }
710 elmex 1.1
711 root 1.8 return success;
712 elmex 1.1 }
713    
714     /* do_skill_ident() - workhorse for skill_ident() -b.t.
715     */
716 root 1.8 static int
717     do_skill_ident (object *pl, int obj_class, object *skill)
718     {
719     int success = 0;
720    
721 root 1.39 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
722 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
723     /* check the ground */
724 elmex 1.1
725 root 1.39 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
726 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
727 elmex 1.1
728 root 1.8 return success;
729     }
730 elmex 1.1
731 root 1.8 int
732     skill_ident (object *pl, object *skill)
733     {
734     int success = 0;
735 elmex 1.1
736 root 1.8 if (pl->type != PLAYER)
737     return 0; /* only players will skill-identify */
738 elmex 1.1
739 root 1.8 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
740 elmex 1.1
741 root 1.8 switch (skill->subtype)
742     {
743 root 1.39 case SK_SMITHERY:
744     success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
745     + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
746     + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
747     + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
748     break;
749    
750     case SK_BOWYER:
751     success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
752     break;
753 root 1.6
754 root 1.39 case SK_ALCHEMY:
755     success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
756     + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
757     break;
758    
759     case SK_WOODSMAN:
760     success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
761     break;
762    
763     case SK_JEWELER:
764     success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
765     break;
766    
767     case SK_LITERACY:
768     success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
769     break;
770    
771     case SK_THAUMATURGY:
772     success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
773     break;
774    
775     case SK_DET_CURSE:
776     success = do_skill_detect_curse (pl, skill);
777     if (success)
778     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
779     break;
780    
781     case SK_DET_MAGIC:
782     success = do_skill_detect_magic (pl, skill);
783     if (success)
784     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
785     break;
786    
787     default:
788     LOG (llevError, "Error: bad call to skill_ident()\n");
789     return 0;
790     break;
791 elmex 1.1 }
792 root 1.39
793 root 1.8 if (!success)
794 root 1.39 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
795    
796 root 1.8 return success;
797 elmex 1.1 }
798 root 1.8
799 elmex 1.1 /* players using this skill can 'charm' a monster --
800     * into working for them. It can only be used on
801     * non-special (see below) 'neutral' creatures.
802     * -b.t. (thomas@astro.psu.edu)
803     */
804 root 1.8 int
805     use_oratory (object *pl, int dir, object *skill)
806     {
807     if (pl->type != PLAYER)
808     return 0; /* only players use this skill */
809 root 1.33
810 root 1.34 sint16 x = pl->x + freearr_x[dir],
811     y = pl->y + freearr_y[dir];
812     maptile *m = pl->map;
813    
814     int mflags = get_map_flags (m, &m, x, y, &x, &y);
815 root 1.8 if (mflags & P_OUT_OF_MAP)
816     return 0;
817    
818     /* Save some processing - we have the flag already anyways
819     */
820     if (!(mflags & P_IS_ALIVE))
821     {
822     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
823     return 0;
824 elmex 1.1 }
825    
826 root 1.34 object *tmp;
827 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
828 root 1.8 {
829     /* can't persuade players - return because there is nothing else
830     * on that space to charm. Same for multi space monsters and
831     * special monsters - we don't allow them to be charmed, and there
832     * is no reason to do further processing since they should be the
833     * only monster on the space.
834     */
835 root 1.33 if (tmp->type == PLAYER
836     || tmp->more || tmp->head_ () != tmp
837     || tmp->msg)
838 root 1.8 return 0;
839 elmex 1.1
840 root 1.8 if (QUERY_FLAG (tmp, FLAG_MONSTER))
841     break;
842 elmex 1.1 }
843    
844 root 1.8 if (!tmp)
845     {
846     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
847     return 0;
848 elmex 1.1 }
849    
850 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
851    
852     /* the following conditions limit who may be 'charmed' */
853 elmex 1.1
854 root 1.8 /* it's hostile! */
855     if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
856     {
857     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
858     return 0;
859     }
860 elmex 1.1
861 root 1.8 /* it's already allied! */
862 root 1.34 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
863 root 1.8 {
864 root 1.15 if (tmp->owner == pl)
865 root 1.8 {
866     new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
867     return 0;
868     }
869     else if (skill->level > tmp->level)
870     {
871     /* you steal the follower. Perhaps we should really look at the
872     * level of the owner above?
873     */
874 root 1.15 tmp->set_owner (pl);
875 root 1.33 tmp->skill = skill->skill;
876    
877 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
878     /* Abuse fix - don't give exp since this can otherwise
879     * be used by a couple players to gets lots of exp.
880     */
881     return 0;
882     }
883     else
884     {
885     /* In this case, you can't steal it from the other player */
886     return 0;
887 root 1.6 }
888 root 1.8 } /* Creature was already a pet of someone */
889 elmex 1.1
890 root 1.34 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
891 elmex 1.1
892 root 1.8 /* Ok, got a 'sucker' lets try to make them a follower */
893 root 1.34 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
894 root 1.8 {
895     new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
896    
897 root 1.15 tmp->set_owner (pl);
898 root 1.33 tmp->skill = skill->skill;
899 root 1.8 tmp->stats.exp = 0;
900     tmp->attack_movement = PETMOVE;
901 root 1.42
902     if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
903     add_friendly_object (tmp);
904    
905 root 1.8 return calc_skill_exp (pl, tmp, skill);
906     }
907     /* Charm failed. Creature may be angry now */
908     else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
909     {
910     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
911     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
912     {
913     remove_friendly_object (tmp);
914     tmp->attack_movement = 0; /* needed? */
915 root 1.6 }
916 root 1.27
917 root 1.8 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
918 elmex 1.1 }
919 root 1.25
920 root 1.8 return 0; /* Fall through - if we get here, we didn't charm anything */
921 elmex 1.1 }
922    
923     /* Singing() -this skill allows the player to pacify nearby creatures.
924     * There are few limitations on who/what kind of
925     * non-player creatures that may be pacified. Right now, a player
926     * may pacify creatures which have Int == 0. In this routine, once
927     * successfully pacified the creature gets Int=1. Thus, a player
928     * may only pacify a creature once.
929     * BTW, I appologize for the naming of the skill, I couldnt think
930     * of anything better! -b.t.
931     */
932 root 1.8 int
933     singing (object *pl, int dir, object *skill)
934     {
935 root 1.34 int i, exp = 0;
936 root 1.8 object *tmp;
937 root 1.11 maptile *m;
938 root 1.8 sint16 x, y;
939    
940     if (pl->type != PLAYER)
941     return 0; /* only players use this skill */
942    
943     new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
944     for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
945     {
946     x = pl->x + freearr_x[i];
947     y = pl->y + freearr_y[i];
948     m = pl->map;
949    
950 root 1.34 int mflags = get_map_flags (m, &m, x, y, &x, &y);
951 root 1.8 if (mflags & P_OUT_OF_MAP)
952     continue;
953     if (!(mflags & P_IS_ALIVE))
954     continue;
955    
956 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
957 root 1.8 {
958     if (QUERY_FLAG (tmp, FLAG_MONSTER))
959     break;
960     /* can't affect players */
961     if (tmp->type == PLAYER)
962     break;
963     }
964    
965     /* Whole bunch of checks to see if this is a type of monster that would
966     * listen to singing.
967     */
968     if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
969     !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
970     !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
971     (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
972     !QUERY_FLAG (tmp, FLAG_FRIENDLY))
973     { /* already calm */
974    
975     /* stealing isn't really related (although, maybe it should
976     * be). This is mainly to prevent singing to the same monster
977     * over and over again and getting exp for it.
978     */
979 root 1.34 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
980    
981     if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
982 root 1.8 {
983     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
984     new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
985     /* Give exp only if they are not aware */
986 root 1.34
987 root 1.8 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
988     exp += calc_skill_exp (pl, tmp, skill);
989 root 1.34
990 root 1.8 SET_FLAG (tmp, FLAG_NO_STEAL);
991     }
992     else
993     {
994     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
995     SET_FLAG (tmp, FLAG_NO_STEAL);
996 root 1.6 }
997     }
998 elmex 1.1 }
999 root 1.8 return exp;
1000 elmex 1.1 }
1001    
1002     /* The find_traps skill (aka, search). Checks for traps
1003     * on the spaces or in certain objects
1004     */
1005    
1006 root 1.8 int
1007     find_traps (object *pl, object *skill)
1008     {
1009     object *tmp, *tmp2;
1010     int i, expsum = 0, mflags;
1011     sint16 x, y;
1012 root 1.11 maptile *m;
1013 root 1.8
1014     /* First we search all around us for runes and traps, which are
1015     * all type RUNE
1016     */
1017 root 1.6
1018 root 1.8 for (i = 0; i < 9; i++)
1019     {
1020     x = pl->x + freearr_x[i];
1021     y = pl->y + freearr_y[i];
1022     m = pl->map;
1023    
1024     mflags = get_map_flags (m, &m, x, y, &x, &y);
1025     if (mflags & P_OUT_OF_MAP)
1026     continue;
1027    
1028     /* Check everything in the square for trapness */
1029 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1030 root 1.8 {
1031    
1032     /* And now we'd better do an inventory traversal of each
1033     * of these objects' inventory
1034     * We can narrow this down a bit - no reason to search through
1035     * the players inventory or monsters for that matter.
1036     */
1037     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1038     {
1039     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1040     if (tmp2->type == RUNE || tmp2->type == TRAP)
1041     if (trap_see (pl, tmp2))
1042     {
1043     trap_show (tmp2, tmp);
1044     if (tmp2->stats.Cha > 1)
1045     {
1046     if (!tmp2->owner || tmp2->owner->type != PLAYER)
1047     expsum += calc_skill_exp (pl, tmp2, skill);
1048    
1049     tmp2->stats.Cha = 1; /* unhide the trap */
1050 root 1.6 }
1051 root 1.8 }
1052 root 1.6 }
1053 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1054     {
1055     trap_show (tmp, tmp);
1056     if (tmp->stats.Cha > 1)
1057     {
1058     if (!tmp->owner || tmp->owner->type != PLAYER)
1059     expsum += calc_skill_exp (pl, tmp, skill);
1060     tmp->stats.Cha = 1; /* unhide the trap */
1061 root 1.6 }
1062     }
1063     }
1064 elmex 1.1 }
1065 root 1.8 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1066     return expsum;
1067     }
1068 elmex 1.1
1069     /* remove_trap() - This skill will disarm any previously discovered trap
1070     * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1071 root 1.8 */
1072    
1073     int
1074     remove_trap (object *op, int dir, object *skill)
1075     {
1076     object *tmp, *tmp2;
1077     int i, success = 0, mflags;
1078 root 1.11 maptile *m;
1079 root 1.8 sint16 x, y;
1080 elmex 1.1
1081 root 1.8 for (i = 0; i < 9; i++)
1082     {
1083     x = op->x + freearr_x[i];
1084     y = op->y + freearr_y[i];
1085     m = op->map;
1086    
1087     mflags = get_map_flags (m, &m, x, y, &x, &y);
1088     if (mflags & P_OUT_OF_MAP)
1089     continue;
1090    
1091     /* Check everything in the square for trapness */
1092 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1093 root 1.8 {
1094     /* And now we'd better do an inventory traversal of each
1095     * of these objects inventory. Like above, only
1096     * do this for interesting objects.
1097     */
1098    
1099     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1100     {
1101     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1102     if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1103     {
1104     trap_show (tmp2, tmp);
1105     if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1106     {
1107     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1108     success += calc_skill_exp (op, tmp2, skill);
1109     }
1110     }
1111 root 1.6 }
1112 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1113     {
1114     trap_show (tmp, tmp);
1115     if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1116     {
1117     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1118     success += calc_skill_exp (op, tmp, skill);
1119 root 1.6 }
1120     }
1121     }
1122 elmex 1.1 }
1123 root 1.40
1124 root 1.8 return success;
1125 elmex 1.1 }
1126    
1127     /* pray() - when this skill is called from do_skill(), it allows
1128     * the player to regain lost grace points at a faster rate. -b.t.
1129     * This always returns 0 - return value is used by calling function
1130     * such that if it returns true, player gets exp in that skill. This
1131     * the effect here can be done on demand, we probably don't want to
1132     * give infinite exp by returning true in any cases.
1133     */
1134 root 1.8 int
1135     pray (object *pl, object *skill)
1136     {
1137     char buf[MAX_BUF];
1138     object *tmp;
1139    
1140     if (pl->type != PLAYER)
1141     return 0;
1142    
1143     strcpy (buf, "You pray.");
1144    
1145     /* Check all objects - we could stop at floor objects,
1146     * but if someone buries an altar, I don't see a problem with
1147     * going through all the objects, and it shouldn't be much slower
1148     * than extra checks on object attributes.
1149     */
1150     for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1151     {
1152     /* Only if the altar actually belongs to someone do you get special benefits */
1153     if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1154     {
1155     sprintf (buf, "You pray over the %s.", &tmp->name);
1156     pray_at_altar (pl, tmp, skill);
1157     break; /* Only pray at one altar */
1158 root 1.6 }
1159 elmex 1.1 }
1160    
1161 root 1.8 new_draw_info (NDI_BLACK, 0, pl, buf);
1162    
1163     if (pl->stats.grace < pl->stats.maxgrace)
1164     {
1165     pl->stats.grace++;
1166     pl->last_grace = -1;
1167 elmex 1.1 }
1168 root 1.40
1169 root 1.8 return 0;
1170 elmex 1.1 }
1171    
1172     /* This skill allows the player to regain a few sp or hp for a
1173     * brief period of concentration. No armour or weapons may be
1174     * wielded/applied for this to work. The amount of time needed
1175     * to concentrate and the # of points regained is dependant on
1176     * the level of the user. - b.t. thomas@astro.psu.edu
1177 root 1.8 */
1178     void
1179     meditate (object *pl, object *skill)
1180     {
1181     object *tmp;
1182 elmex 1.1
1183 root 1.8 if (pl->type != PLAYER)
1184     return; /* players only */
1185 elmex 1.1
1186 root 1.8 /* check if pl has removed encumbering armour and weapons */
1187     if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1188     {
1189     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1190     return;
1191     }
1192     else
1193     {
1194     for (tmp = pl->inv; tmp; tmp = tmp->below)
1195 root 1.35 if (((tmp->type == ARMOUR && skill->level < 12)
1196 root 1.8 || (tmp->type == HELMET && skill->level < 10)
1197 root 1.35 || (tmp->type == SHIELD && skill->level < 6)
1198     || (tmp->type == BOOTS && skill->level < 4)
1199     || (tmp->type == GLOVES && skill->level < 2))
1200     && QUERY_FLAG (tmp, FLAG_APPLIED))
1201 root 1.8 {
1202     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1203     return;
1204 root 1.6 }
1205 elmex 1.1 }
1206    
1207 root 1.8 /* ok let's meditate! Spell points are regained first, then once
1208     * they are maxed we get back hp. Actual incrementing of values
1209     * is handled by the do_some_living() (in player.c). This way magical
1210     * bonuses for healing/sp regeneration are included properly
1211     * No matter what, we will eat up some playing time trying to
1212     * meditate. (see 'factor' variable for what sets the amount of time)
1213     */
1214    
1215     new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1216    
1217     if (pl->stats.sp < pl->stats.maxsp)
1218     {
1219     pl->stats.sp++;
1220     pl->last_sp = -1;
1221     }
1222     else if (pl->stats.hp < pl->stats.maxhp)
1223     {
1224     pl->stats.hp++;
1225     pl->last_heal = -1;
1226 elmex 1.1 }
1227     }
1228    
1229     /* write_note() - this routine allows players to inscribe messages in
1230 root 1.40 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1231 elmex 1.1 */
1232 root 1.8 static int
1233     write_note (object *pl, object *item, const char *msg, object *skill)
1234     {
1235    
1236 root 1.40 if (strstr (msg, "\nendmsg"))
1237 root 1.8 {
1238 root 1.40 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1239 root 1.8 return 0;
1240 elmex 1.1 }
1241 root 1.24
1242 root 1.40 int len = strlen (msg);
1243    
1244     if (!is_utf8_string ((U8 *)msg, len))
1245 root 1.8 {
1246 root 1.40 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1247 root 1.8 return 0;
1248 elmex 1.1 }
1249    
1250 root 1.8 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1251 root 1.40 return RESULT_INT (0);
1252    
1253     char buf[1024];
1254    
1255     if (len < sizeof (buf) - 2)
1256     {
1257     snprintf (buf, sizeof (buf), "%s\n", msg);
1258 root 1.8
1259 root 1.40 object *newbook = arch_to_object (item->other_arch);
1260     decrease_ob (item);
1261     esrv_send_item (pl, item);
1262     newbook->nrof = 1;
1263     newbook->msg = buf;
1264     newbook->flag [FLAG_IDENTIFIED] = true;
1265    
1266     if (item->subtype == 1) // mailscrolls
1267 root 1.8 {
1268 root 1.40 newbook->name = item->name;
1269     newbook->name_pl = item->name_pl;
1270 root 1.8 }
1271 root 1.24
1272 root 1.40 newbook = insert_ob_in_ob (newbook, pl);
1273     esrv_send_item (pl, newbook);
1274    
1275     pl->contr->play_sound (sound_find ("inscribe_success"));
1276     new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1277 root 1.4 return strlen (msg);
1278 root 1.8 }
1279     else
1280 root 1.40 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name);
1281 elmex 1.1
1282 root 1.8 return 0;
1283 elmex 1.1 }
1284    
1285     /* write_scroll() - this routine allows players to inscribe spell scrolls
1286     * of spells which they know. Backfire effects are possible with the
1287     * severity of the backlash correlated with the difficulty of the scroll
1288     * that is attempted. -b.t. thomas@astro.psu.edu
1289     */
1290 root 1.8 static int
1291     write_scroll (object *pl, object *scroll, object *skill)
1292     {
1293     int success = 0, confused = 0;
1294    
1295 root 1.40 /* Check if we are ready to attempt inscription */
1296     object *chosen_spell = pl->contr->ranged_ob;
1297 root 1.8
1298 root 1.28 if (!chosen_spell || chosen_spell->type != SPELL)
1299 root 1.8 {
1300     new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1301     return 0;
1302     }
1303 root 1.24
1304 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1305     {
1306     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1307     return 0;
1308     }
1309 root 1.24
1310 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1311     {
1312     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1313     return 0;
1314 elmex 1.1 }
1315 root 1.8
1316     /* ok, we are ready to try inscription */
1317     if (QUERY_FLAG (pl, FLAG_CONFUSED))
1318     confused = 1;
1319    
1320     /* Lost mana/grace no matter what */
1321     pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1322     pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1323    
1324     if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1325     {
1326 root 1.40 object *newscroll = arch_to_object (scroll->other_arch);
1327     decrease_ob (scroll);
1328     newscroll->nrof = 1;
1329    
1330     pl->contr->play_sound (sound_find ("inscribe_success"));
1331 root 1.8
1332     if (!confused)
1333     {
1334     newscroll->level = MAX (skill->level, chosen_spell->level);
1335 root 1.40 newscroll->flag [FLAG_IDENTIFIED] = true;
1336     new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1337 root 1.8 }
1338     else
1339     {
1340     chosen_spell = find_random_spell_in_ob (pl, NULL);
1341     if (!chosen_spell)
1342 root 1.6 return 0;
1343 elmex 1.1
1344 root 1.8 newscroll->level = MAX (skill->level, chosen_spell->level);
1345     new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1346     }
1347 elmex 1.1
1348 root 1.40 object *tmp = chosen_spell->clone ();
1349 root 1.8 insert_ob_in_ob (tmp, newscroll);
1350    
1351 root 1.40 /* Same code as from treasure.C - so they can better merge.
1352 root 1.8 * if players want to sell them, so be it.
1353     */
1354 root 1.37 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1355 root 1.8 newscroll->stats.exp = newscroll->value / 5;
1356    
1357     newscroll = insert_ob_in_ob (newscroll, pl);
1358     esrv_send_item (pl, newscroll);
1359 root 1.40
1360 root 1.8 success = calc_skill_exp (pl, newscroll, skill);
1361     if (!confused)
1362     success *= 2;
1363 root 1.40
1364 root 1.8 success = success * skill->level;
1365     return success;
1366     }
1367     else
1368     { /* Inscription has failed */
1369 root 1.40 pl->contr->play_sound (sound_find ("inscribe_fail"));
1370 root 1.8
1371     if (chosen_spell->level > skill->level || confused)
1372     { /*backfire! */
1373     new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1374 root 1.40
1375 root 1.8 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1376 root 1.18 pl->drain_specific_stat (4);
1377 root 1.8 else
1378     {
1379     confuse_player (pl, pl, 99);
1380 root 1.40 return -30 * chosen_spell->level;
1381 root 1.6 }
1382 root 1.8 }
1383     else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1384     {
1385 root 1.40 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind! H<Frankly spoken, you were too dumb and unlucky.>");
1386 root 1.8 confuse_player (pl, pl, 99);
1387     }
1388     else
1389 root 1.40 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>");
1390 elmex 1.1 }
1391 root 1.18
1392 root 1.8 return 0;
1393 elmex 1.1 }
1394    
1395     /* write_on_item() - wrapper for write_note and write_scroll */
1396 root 1.8 int
1397     write_on_item (object *pl, const char *params, object *skill)
1398     {
1399     archetype *skat;
1400    
1401     if (pl->type != PLAYER)
1402     return 0;
1403    
1404     if (!params)
1405 root 1.40 params = "";
1406 root 1.24
1407 root 1.8 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1408    
1409     /* Need to be able to read before we can write! */
1410 root 1.37 if (!find_skill_by_name (pl, skat->skill))
1411 root 1.8 {
1412 root 1.40 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1413 root 1.8 return 0;
1414 elmex 1.1 }
1415    
1416 root 1.40 object *item = find_marked_object (pl);
1417 root 1.8
1418     /* find an item of correct type to write on */
1419 root 1.40 if (!item)
1420 root 1.8 {
1421 root 1.40 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on. H<Use the mark command or the popup menu to makr an item.>");
1422     return 0;
1423     }
1424    
1425     if (item->type != INSCRIBABLE)
1426     {
1427     new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1428 root 1.8 return 0;
1429 elmex 1.1 }
1430    
1431 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1432     {
1433     new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1434     return 0;
1435 elmex 1.1 }
1436 root 1.40
1437     if (item->other_arch->type == SCROLL)
1438 root 1.8 {
1439 root 1.40 if (*params)
1440     {
1441     // check readied scroll
1442     new_draw_info_format (NDI_UNIQUE, 0, pl,
1443     "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1444     "Usage: cast [spell name]; use_skill %s", &skill->skill);
1445     return 0;
1446     }
1447    
1448     return write_scroll (pl, item, skill);
1449 elmex 1.1 }
1450 root 1.40 else
1451     {
1452     if (!*params)
1453     {
1454     new_draw_info_format (NDI_UNIQUE, 0, pl,
1455     "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1456     "Usage: use_skill %s <message>", &skill->skill);
1457     return 0;
1458     }
1459 elmex 1.1
1460 root 1.40 return write_note (pl, item, params, skill);
1461     }
1462 root 1.24
1463 root 1.8 return 0;
1464 elmex 1.1 }
1465    
1466     /* find_throw_ob() - if we request an object, then
1467     * we search for it in the inventory of the owner (you've
1468     * got to be carrying something in order to throw it!).
1469     * If we didnt request an object, then the top object in inventory
1470     * (that is "throwable", ie no throwing your skills away!)
1471     * is the object of choice. Also check to see if object is
1472     * 'throwable' (ie not applied cursed obj, worn, etc).
1473     */
1474 root 1.8 static object *
1475     find_throw_ob (object *op, const char *request)
1476     {
1477     object *tmp;
1478    
1479     if (!op)
1480     { /* safety */
1481     LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1482     return (object *) NULL;
1483     }
1484    
1485     /* prefer marked item */
1486     tmp = find_marked_object (op);
1487     if (tmp != NULL)
1488     {
1489     /* can't toss invisible or inv-locked items */
1490     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1491     {
1492     tmp = NULL;
1493     }
1494     }
1495    
1496     /* look through the inventory */
1497     if (tmp == NULL)
1498     {
1499     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1500     {
1501     /* can't toss invisible or inv-locked items */
1502     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1503     continue;
1504     if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1505     break;
1506 elmex 1.1 }
1507     }
1508    
1509 root 1.8 /* this should prevent us from throwing away
1510     * cursed items, worn armour, etc. Only weapons
1511     * can be thrown from 'hand'.
1512     */
1513     if (!tmp)
1514     return NULL;
1515    
1516     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1517     {
1518     if (tmp->type != WEAPON)
1519     {
1520     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1521     tmp = NULL;
1522     }
1523     else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1524     {
1525     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1526     tmp = NULL;
1527     }
1528     else
1529     {
1530     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1531     {
1532     LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1533     tmp = NULL;
1534 root 1.6 }
1535     }
1536 root 1.8 }
1537     else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1538     {
1539     new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1540     tmp = NULL;
1541 elmex 1.1 }
1542    
1543 root 1.8 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1544     {
1545     LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1546     tmp = NULL;
1547 elmex 1.1 }
1548 root 1.8 return tmp;
1549 elmex 1.1 }
1550    
1551     /* make_throw_ob() We construct the 'carrier' object in
1552     * which we will insert the object that is being thrown.
1553     * This combination becomes the 'thrown object'. -b.t.
1554     */
1555 root 1.8 static object *
1556     make_throw_ob (object *orig)
1557     {
1558     if (!orig)
1559     return NULL;
1560 elmex 1.1
1561 root 1.8 if (QUERY_FLAG (orig, FLAG_APPLIED))
1562     {
1563     LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1564     /* insufficient workaround, but better than nothing */
1565     CLEAR_FLAG (orig, FLAG_APPLIED);
1566     }
1567 root 1.14
1568     object *toss_item = orig->clone ();
1569    
1570 root 1.8 toss_item->type = THROWN_OBJ;
1571     CLEAR_FLAG (toss_item, FLAG_CHANGING);
1572     toss_item->stats.dam = 0; /* default damage */
1573 root 1.41 toss_item->insert (orig);
1574    
1575 root 1.8 return toss_item;
1576 elmex 1.1 }
1577    
1578     /* do_throw() - op throws any object toss_item. This code
1579     * was borrowed from fire_bow.
1580     * Returns 1 if skill was successfully used, 0 if not
1581     */
1582 root 1.8 static int
1583     do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1584     {
1585     object *throw_ob = toss_item, *left = NULL;
1586     int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1587     int pause_f, weight_f = 0, mflags;
1588     float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1589 root 1.11 maptile *m;
1590 root 1.8 sint16 sx, sy;
1591    
1592     if (throw_ob == NULL)
1593     {
1594     if (op->type == PLAYER)
1595 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1596    
1597 root 1.8 return 0;
1598 elmex 1.1 }
1599 root 1.8 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1600     {
1601     if (op->type == PLAYER)
1602 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1603    
1604 root 1.8 return 0;
1605     }
1606    
1607     /* Because throwing effectiveness must be reduced by the
1608     * encumbrance of the thrower and weight of the object. THus,
1609     * we use the concept of 'effective strength' as defined below.
1610     */
1611    
1612     /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1613     if (str > MAX_STAT)
1614     {
1615     str_factor = (float) str / (float) MAX_STAT;
1616     str = MAX_STAT;
1617 elmex 1.1 }
1618    
1619 root 1.8 /* the more we carry, the less we can throw. Limit only on players */
1620     maxc = max_carry[str] * 1000;
1621     if (op->carrying > maxc && op->type == PLAYER)
1622     load_factor = (float) maxc / (float) op->carrying;
1623    
1624     /* lighter items are thrown harder, farther, faster */
1625     if (throw_ob->weight > 0)
1626     item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1627     else
1628     { /* 0 or negative weight?!? Odd object, can't throw it */
1629     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1630     return 0;
1631 elmex 1.1 }
1632 root 1.8
1633     eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1634     eff_str = (int) ((float) eff_str * item_factor * str_factor);
1635    
1636     /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1637     * account for super-strong throwers. */
1638     if (eff_str > MAX_STAT)
1639     eff_str = MAX_STAT;
1640 elmex 1.1
1641     #ifdef DEBUG_THROW
1642 root 1.8 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1643     LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1644     LOG (llevDebug, " str_factor=%f\n", str_factor);
1645     LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1646 elmex 1.1 #endif
1647    
1648 root 1.8 /* 3 things here prevent a throw, you aimed at your feet, you
1649     * have no effective throwing strength, or you threw at something
1650     * that flying objects can't get through.
1651     */
1652     mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1653    
1654     if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1655     {
1656 root 1.20 /* bounces off 'wall', and drops to feet */
1657     throw_ob->insert_at (part, op);
1658 root 1.8
1659     if (op->type == PLAYER)
1660     {
1661     if (eff_str <= 1)
1662 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));
1663 root 1.8 else if (!dir)
1664 root 1.20 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1665 root 1.8 else
1666     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1667 root 1.6 }
1668 root 1.20
1669 root 1.8 return 0;
1670     } /* if object can't be thrown */
1671    
1672     left = throw_ob; /* these are throwing objects left to the player */
1673    
1674     /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1675     * and returns NULL. We must use 'left' then
1676     */
1677    
1678     if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1679     {
1680     throw_ob = left;
1681 root 1.12 left->remove ();
1682 root 1.8 if (op->type == PLAYER)
1683     esrv_del_item (op->contr, left->count);
1684     }
1685     else if (op->type == PLAYER)
1686     {
1687 root 1.10 if (left->destroyed ())
1688     esrv_del_item (op->contr, left->count);
1689 root 1.8 else
1690     esrv_update_item (UPD_NROF, op, left);
1691     }
1692    
1693     /* special case: throwing powdery substances like dust, dirt */
1694     if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1695     {
1696     cast_dust (op, throw_ob, dir);
1697     return 1;
1698     }
1699    
1700     /* Make a thrown object -- insert real object in a 'carrier' object.
1701     * If unsuccessfull at making the "thrown_obj", we just reinsert
1702     * the original object back into inventory and exit
1703     */
1704     if ((toss_item = make_throw_ob (throw_ob)))
1705     {
1706     throw_ob = toss_item;
1707     throw_ob->skill = skill->skill;
1708 elmex 1.1 }
1709 root 1.8 else
1710     {
1711     insert_ob_in_ob (throw_ob, op);
1712     return 0;
1713 elmex 1.1 }
1714    
1715 root 1.15 throw_ob->set_owner (op);
1716 root 1.8 /* At some point in the attack code, the actual real object (op->inv)
1717     * becomes the hitter. As such, we need to make sure that has a proper
1718     * owner value so exp goes to the right place.
1719     */
1720 root 1.15 throw_ob->inv->set_owner (op);
1721 root 1.8 throw_ob->direction = dir;
1722    
1723     /* the damage bonus from the force of the throw */
1724 root 1.41 dam = int (str_factor * dam_bonus[eff_str]);
1725 root 1.8
1726     /* Now, lets adjust the properties of the thrown_ob. */
1727    
1728     /* how far to fly */
1729     throw_ob->last_sp = (eff_str * 3) / 5;
1730    
1731     /* speed */
1732 root 1.19 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1733 root 1.8
1734     /* item damage. Eff_str and item weight influence damage done */
1735     weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1736     throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1737    
1738     /* chance of breaking. Proportional to force used and weight of item */
1739     throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1740    
1741     /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1742     throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1743 elmex 1.1
1744 root 1.8 /* the properties of objects which are meant to be thrown (ie dart,
1745     * throwing knife, etc) will differ from ordinary items. Lets tailor
1746     * this stuff in here.
1747     */
1748    
1749     if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1750     {
1751     throw_ob->last_sp += eff_str / 3; /* fly a little further */
1752     throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1753     throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1754     /* only throw objects get directional faces */
1755     if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1756     SET_ANIMATION (throw_ob, dir);
1757     }
1758     else
1759     {
1760 root 1.26 uint16 mat = throw_ob->materials;
1761    
1762 root 1.8 /* some materials will adjust properties.. */
1763 root 1.26 if (mat & M_LEATHER)
1764 root 1.8 {
1765     throw_ob->stats.dam -= 1;
1766     throw_ob->stats.food -= 10;
1767     }
1768 root 1.19
1769 root 1.26 if (mat & M_GLASS)
1770 root 1.8 throw_ob->stats.food += 60;
1771    
1772 root 1.26 if (mat & M_ORGANIC)
1773 root 1.8 {
1774     throw_ob->stats.dam -= 3;
1775     throw_ob->stats.food += 55;
1776     }
1777 root 1.19
1778 root 1.26 if (mat & M_PAPER || mat & M_CLOTH)
1779 root 1.8 {
1780     throw_ob->stats.dam -= 5;
1781     throw_ob->speed *= 0.8;
1782     throw_ob->stats.wc += 3;
1783     throw_ob->stats.food -= 30;
1784     }
1785 root 1.19
1786 root 1.8 /* light obj have more wind resistance, fly slower */
1787     if (throw_ob->weight > 500)
1788     throw_ob->speed *= 0.8;
1789 root 1.19
1790 root 1.8 if (throw_ob->weight > 50)
1791     throw_ob->speed *= 0.5;
1792     } /* else tailor thrown object */
1793    
1794     /* some limits, and safeties (needed?) */
1795     if (throw_ob->stats.dam < 0)
1796     throw_ob->stats.dam = 0;
1797     if (throw_ob->last_sp > eff_str)
1798     throw_ob->last_sp = eff_str;
1799     if (throw_ob->stats.food < 0)
1800     throw_ob->stats.food = 0;
1801     if (throw_ob->stats.food > 100)
1802     throw_ob->stats.food = 100;
1803     if (throw_ob->stats.wc > 30)
1804     throw_ob->stats.wc = 30;
1805    
1806     /* how long to pause the thrower. Higher values mean less pause */
1807     pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1808    
1809     /* Put a lower limit on this */
1810     if (pause_f < 10)
1811     pause_f = 10;
1812     if (pause_f > 100)
1813     pause_f = 100;
1814    
1815     /* Changed in 0.94.2 - the calculation before was really goofy.
1816     * In short summary, a throw can take anywhere between speed 5 and
1817     * speed 0.5
1818     */
1819     op->speed_left -= 50 / pause_f;
1820    
1821     throw_ob->speed_left = 0;
1822     throw_ob->map = part->map;
1823    
1824     throw_ob->move_type = MOVE_FLY_LOW;
1825     throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1826 elmex 1.1
1827     #if 0
1828 root 1.8 /* need to put in a good sound for this */
1829     play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1830 elmex 1.1 #endif
1831 root 1.8
1832 elmex 1.1 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1833 root 1.8 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1834 elmex 1.1 #ifdef DEBUG_THROW
1835 root 1.8 LOG (llevDebug, " pause_f=%d \n", pause_f);
1836     LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1837     throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1838     LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1839 elmex 1.1 #endif
1840 root 1.20
1841     throw_ob->insert_at (part, op);
1842 root 1.10
1843     if (!throw_ob->destroyed ())
1844 root 1.8 move_arrow (throw_ob);
1845 root 1.10
1846 root 1.8 return 1;
1847     }
1848    
1849     int
1850     skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1851     {
1852     object *throw_ob;
1853    
1854     if (op->type == PLAYER)
1855     throw_ob = find_throw_ob (op, params);
1856     else
1857     throw_ob = find_mon_throw_ob (op);
1858 elmex 1.1
1859 root 1.8 return do_throw (op, part, throw_ob, dir, skill);
1860 elmex 1.1 }