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Revision: 1.45
Committed: Thu Nov 8 19:43:28 2007 UTC (16 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_4, rel-2_5, rel-2_32, rel-2_43, rel-2_42, rel-2_41
Changes since 1.44: +4 -4 lines
Log Message:
update copyrights and other minor stuff to deliantra

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.45 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.23 *
4 root 1.45 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.36 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.23 *
8 root 1.45 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.38 * 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 root 1.45 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.23 */
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 1.44
570 root 1.8 pl->x = x;
571     pl->y = y;
572     pl->map = m;
573 elmex 1.1 }
574 root 1.44
575 root 1.8 stop_jump (pl, i, spaces);
576 root 1.44
577 root 1.8 return calc_skill_exp (pl, NULL, skill);
578 elmex 1.1 }
579    
580     /* jump() - this is both a new type of movement for player/monsters and
581     * an attack as well.
582     * Perhaps we should allow more spaces based on level, eg, level 50
583     * jumper can jump several spaces?
584 root 1.8 */
585     int
586     jump (object *pl, int dir, object *skill)
587 elmex 1.1 {
588 root 1.8 int str = pl->stats.Str;
589     int dex = pl->stats.Dex;
590    
591     dex = dex ? dex : 15;
592     str = str ? str : 10;
593    
594 root 1.43 int stats = str * str * str * dex * skill->level;
595 root 1.44 int spaces = min (min (3, skill->level), pl->carrying ? stats / pl->carrying : 0);
596 root 1.8
597 root 1.43 if (spaces == 0)
598 root 1.8 {
599     new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
600     return 0;
601 elmex 1.1 }
602 root 1.43
603 root 1.8 return attempt_jump (pl, dir, spaces, skill);
604 elmex 1.1 }
605    
606     /* skill_ident() - this code is supposed to allow players to identify
607     * classes of objects with the various "auto-ident" skills. Player must
608     * have unidentified objects of the right type in order for the skill
609     * to work. While multiple classes of objects may be identified,
610     * this code is kind of yucky -- it would be nice to make it a bit
611     * more generalized. Right now, skill indices are embedded in this routine.
612     * Returns amount of experience gained (on successful ident).
613     * - b.t. (thomas@astro.psu.edu)
614     */
615 root 1.8 static int
616     do_skill_detect_curse (object *pl, object *skill)
617     {
618     object *tmp;
619     int success = 0;
620    
621     for (tmp = pl->inv; tmp; tmp = tmp->below)
622     if (!tmp->invisible
623     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
624     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
625     {
626     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
627     esrv_update_item (UPD_FLAGS, pl, tmp);
628     success += calc_skill_exp (pl, tmp, skill);
629     }
630    
631     /* Check ground, too, but only objects the player could pick up */
632 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
633 root 1.8 if (can_pick (pl, tmp) &&
634     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
635     !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
636     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
637     {
638     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
639     esrv_update_item (UPD_FLAGS, pl, tmp);
640     success += calc_skill_exp (pl, tmp, skill);
641     }
642    
643     return success;
644     }
645    
646     static int
647     do_skill_detect_magic (object *pl, object *skill)
648     {
649     object *tmp;
650     int success = 0;
651    
652     for (tmp = pl->inv; tmp; tmp = tmp->below)
653     if (!tmp->invisible
654     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
655     && (is_magical (tmp)) && tmp->item_power < skill->level)
656     {
657     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
658     esrv_update_item (UPD_FLAGS, pl, tmp);
659     success += calc_skill_exp (pl, tmp, skill);
660     }
661    
662     /* Check ground, too, but like above, only if the object can be picked up */
663 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
664 root 1.8 if (can_pick (pl, tmp) &&
665     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
666     {
667     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
668     esrv_update_item (UPD_FLAGS, pl, tmp);
669     success += calc_skill_exp (pl, tmp, skill);
670     }
671 elmex 1.1
672 root 1.8 return success;
673 elmex 1.1 }
674    
675     /* Helper function for do_skill_ident, so that we can loop
676     * over inventory AND objects on the ground conveniently.
677     */
678 root 1.8 int
679     do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
680 elmex 1.1 {
681 root 1.8 int success = 0, chance;
682     int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
683 elmex 1.1
684 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
685     && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
686     {
687     chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
688 elmex 1.1
689 root 1.8 if (skill_value >= chance)
690     {
691     identify (tmp);
692    
693     if (pl->type == PLAYER)
694     {
695     new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
696    
697     if (tmp->msg)
698     {
699     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
700     new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
701     }
702 elmex 1.1
703 root 1.8 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
704     if (tmp->map)
705     esrv_send_item (pl, tmp);
706     }
707     success += calc_skill_exp (pl, tmp, skill);
708     }
709     else
710     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
711     }
712 elmex 1.1
713 root 1.8 return success;
714 elmex 1.1 }
715    
716     /* do_skill_ident() - workhorse for skill_ident() -b.t.
717     */
718 root 1.8 static int
719     do_skill_ident (object *pl, int obj_class, object *skill)
720     {
721     int success = 0;
722    
723 root 1.39 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
724 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
725     /* check the ground */
726 elmex 1.1
727 root 1.39 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
728 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
729 elmex 1.1
730 root 1.8 return success;
731     }
732 elmex 1.1
733 root 1.8 int
734     skill_ident (object *pl, object *skill)
735     {
736     int success = 0;
737 elmex 1.1
738 root 1.8 if (pl->type != PLAYER)
739     return 0; /* only players will skill-identify */
740 elmex 1.1
741 root 1.8 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
742 elmex 1.1
743 root 1.8 switch (skill->subtype)
744     {
745 root 1.39 case SK_SMITHERY:
746     success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
747     + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
748     + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
749     + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
750     break;
751    
752     case SK_BOWYER:
753     success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
754     break;
755 root 1.6
756 root 1.39 case SK_ALCHEMY:
757     success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
758     + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
759     break;
760    
761     case SK_WOODSMAN:
762     success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
763     break;
764    
765     case SK_JEWELER:
766     success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
767     break;
768    
769     case SK_LITERACY:
770     success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
771     break;
772    
773     case SK_THAUMATURGY:
774     success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
775     break;
776    
777     case SK_DET_CURSE:
778     success = do_skill_detect_curse (pl, skill);
779     if (success)
780     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
781     break;
782    
783     case SK_DET_MAGIC:
784     success = do_skill_detect_magic (pl, skill);
785     if (success)
786     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
787     break;
788    
789     default:
790     LOG (llevError, "Error: bad call to skill_ident()\n");
791     return 0;
792     break;
793 elmex 1.1 }
794 root 1.39
795 root 1.8 if (!success)
796 root 1.39 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
797    
798 root 1.8 return success;
799 elmex 1.1 }
800 root 1.8
801 elmex 1.1 /* players using this skill can 'charm' a monster --
802     * into working for them. It can only be used on
803     * non-special (see below) 'neutral' creatures.
804     * -b.t. (thomas@astro.psu.edu)
805     */
806 root 1.8 int
807     use_oratory (object *pl, int dir, object *skill)
808     {
809     if (pl->type != PLAYER)
810     return 0; /* only players use this skill */
811 root 1.33
812 root 1.34 sint16 x = pl->x + freearr_x[dir],
813     y = pl->y + freearr_y[dir];
814     maptile *m = pl->map;
815    
816     int mflags = get_map_flags (m, &m, x, y, &x, &y);
817 root 1.8 if (mflags & P_OUT_OF_MAP)
818     return 0;
819    
820     /* Save some processing - we have the flag already anyways
821     */
822     if (!(mflags & P_IS_ALIVE))
823     {
824     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
825     return 0;
826 elmex 1.1 }
827    
828 root 1.34 object *tmp;
829 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
830 root 1.8 {
831     /* can't persuade players - return because there is nothing else
832     * on that space to charm. Same for multi space monsters and
833     * special monsters - we don't allow them to be charmed, and there
834     * is no reason to do further processing since they should be the
835     * only monster on the space.
836     */
837 root 1.33 if (tmp->type == PLAYER
838     || tmp->more || tmp->head_ () != tmp
839     || tmp->msg)
840 root 1.8 return 0;
841 elmex 1.1
842 root 1.8 if (QUERY_FLAG (tmp, FLAG_MONSTER))
843     break;
844 elmex 1.1 }
845    
846 root 1.8 if (!tmp)
847     {
848     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
849     return 0;
850 elmex 1.1 }
851    
852 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
853    
854     /* the following conditions limit who may be 'charmed' */
855 elmex 1.1
856 root 1.8 /* it's hostile! */
857     if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
858     {
859     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
860     return 0;
861     }
862 elmex 1.1
863 root 1.8 /* it's already allied! */
864 root 1.34 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
865 root 1.8 {
866 root 1.15 if (tmp->owner == pl)
867 root 1.8 {
868     new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
869     return 0;
870     }
871     else if (skill->level > tmp->level)
872     {
873     /* you steal the follower. Perhaps we should really look at the
874     * level of the owner above?
875     */
876 root 1.15 tmp->set_owner (pl);
877 root 1.33 tmp->skill = skill->skill;
878    
879 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
880     /* Abuse fix - don't give exp since this can otherwise
881     * be used by a couple players to gets lots of exp.
882     */
883     return 0;
884     }
885     else
886     {
887     /* In this case, you can't steal it from the other player */
888     return 0;
889 root 1.6 }
890 root 1.8 } /* Creature was already a pet of someone */
891 elmex 1.1
892 root 1.34 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
893 elmex 1.1
894 root 1.8 /* Ok, got a 'sucker' lets try to make them a follower */
895 root 1.34 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
896 root 1.8 {
897     new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
898    
899 root 1.15 tmp->set_owner (pl);
900 root 1.33 tmp->skill = skill->skill;
901 root 1.8 tmp->stats.exp = 0;
902     tmp->attack_movement = PETMOVE;
903 root 1.42
904     if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
905     add_friendly_object (tmp);
906    
907 root 1.8 return calc_skill_exp (pl, tmp, skill);
908     }
909     /* Charm failed. Creature may be angry now */
910     else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
911     {
912     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
913     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
914     {
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 1.40
1126 root 1.8 return success;
1127 elmex 1.1 }
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 root 1.8 int
1137     pray (object *pl, object *skill)
1138     {
1139     char buf[MAX_BUF];
1140     object *tmp;
1141    
1142     if (pl->type != PLAYER)
1143     return 0;
1144    
1145     strcpy (buf, "You pray.");
1146    
1147     /* Check all objects - we could stop at floor objects,
1148     * but if someone buries an altar, I don't see a problem with
1149     * going through all the objects, and it shouldn't be much slower
1150     * than extra checks on object attributes.
1151     */
1152     for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1153     {
1154     /* Only if the altar actually belongs to someone do you get special benefits */
1155     if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1156     {
1157     sprintf (buf, "You pray over the %s.", &tmp->name);
1158     pray_at_altar (pl, tmp, skill);
1159     break; /* Only pray at one altar */
1160 root 1.6 }
1161 elmex 1.1 }
1162    
1163 root 1.8 new_draw_info (NDI_BLACK, 0, pl, buf);
1164    
1165     if (pl->stats.grace < pl->stats.maxgrace)
1166     {
1167     pl->stats.grace++;
1168     pl->last_grace = -1;
1169 elmex 1.1 }
1170 root 1.40
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     void
1181     meditate (object *pl, object *skill)
1182     {
1183     object *tmp;
1184 elmex 1.1
1185 root 1.8 if (pl->type != PLAYER)
1186     return; /* players only */
1187 elmex 1.1
1188 root 1.8 /* check if pl has removed encumbering armour and weapons */
1189     if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1190     {
1191     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1192     return;
1193     }
1194     else
1195     {
1196     for (tmp = pl->inv; tmp; tmp = tmp->below)
1197 root 1.35 if (((tmp->type == ARMOUR && skill->level < 12)
1198 root 1.8 || (tmp->type == HELMET && skill->level < 10)
1199 root 1.35 || (tmp->type == SHIELD && skill->level < 6)
1200     || (tmp->type == BOOTS && skill->level < 4)
1201     || (tmp->type == GLOVES && skill->level < 2))
1202     && QUERY_FLAG (tmp, FLAG_APPLIED))
1203 root 1.8 {
1204     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1205     return;
1206 root 1.6 }
1207 elmex 1.1 }
1208    
1209 root 1.8 /* ok let's meditate! Spell points are regained first, then once
1210     * they are maxed we get back hp. Actual incrementing of values
1211     * is handled by the do_some_living() (in player.c). This way magical
1212     * bonuses for healing/sp regeneration are included properly
1213     * No matter what, we will eat up some playing time trying to
1214     * meditate. (see 'factor' variable for what sets the amount of time)
1215     */
1216    
1217     new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1218    
1219     if (pl->stats.sp < pl->stats.maxsp)
1220     {
1221     pl->stats.sp++;
1222     pl->last_sp = -1;
1223     }
1224     else if (pl->stats.hp < pl->stats.maxhp)
1225     {
1226     pl->stats.hp++;
1227     pl->last_heal = -1;
1228 elmex 1.1 }
1229     }
1230    
1231     /* write_note() - this routine allows players to inscribe messages in
1232 root 1.40 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1233 elmex 1.1 */
1234 root 1.8 static int
1235     write_note (object *pl, object *item, const char *msg, object *skill)
1236     {
1237    
1238 root 1.40 if (strstr (msg, "\nendmsg"))
1239 root 1.8 {
1240 root 1.40 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1241 root 1.8 return 0;
1242 elmex 1.1 }
1243 root 1.24
1244 root 1.40 int len = strlen (msg);
1245    
1246     if (!is_utf8_string ((U8 *)msg, len))
1247 root 1.8 {
1248 root 1.40 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1249 root 1.8 return 0;
1250 elmex 1.1 }
1251    
1252 root 1.8 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1253 root 1.40 return RESULT_INT (0);
1254    
1255     char buf[1024];
1256    
1257     if (len < sizeof (buf) - 2)
1258     {
1259     snprintf (buf, sizeof (buf), "%s\n", msg);
1260 root 1.8
1261 root 1.40 object *newbook = arch_to_object (item->other_arch);
1262     decrease_ob (item);
1263     esrv_send_item (pl, item);
1264     newbook->nrof = 1;
1265     newbook->msg = buf;
1266     newbook->flag [FLAG_IDENTIFIED] = true;
1267    
1268     if (item->subtype == 1) // mailscrolls
1269 root 1.8 {
1270 root 1.40 newbook->name = item->name;
1271     newbook->name_pl = item->name_pl;
1272 root 1.8 }
1273 root 1.24
1274 root 1.40 newbook = insert_ob_in_ob (newbook, pl);
1275     esrv_send_item (pl, newbook);
1276    
1277     pl->contr->play_sound (sound_find ("inscribe_success"));
1278     new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1279 root 1.4 return strlen (msg);
1280 root 1.8 }
1281     else
1282 root 1.40 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name);
1283 elmex 1.1
1284 root 1.8 return 0;
1285 elmex 1.1 }
1286    
1287     /* write_scroll() - this routine allows players to inscribe spell scrolls
1288     * of spells which they know. Backfire effects are possible with the
1289     * severity of the backlash correlated with the difficulty of the scroll
1290     * that is attempted. -b.t. thomas@astro.psu.edu
1291     */
1292 root 1.8 static int
1293     write_scroll (object *pl, object *scroll, object *skill)
1294     {
1295     int success = 0, confused = 0;
1296    
1297 root 1.40 /* Check if we are ready to attempt inscription */
1298     object *chosen_spell = pl->contr->ranged_ob;
1299 root 1.8
1300 root 1.28 if (!chosen_spell || chosen_spell->type != SPELL)
1301 root 1.8 {
1302     new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1303     return 0;
1304     }
1305 root 1.24
1306 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1307     {
1308     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1309     return 0;
1310     }
1311 root 1.24
1312 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1313     {
1314     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1315     return 0;
1316 elmex 1.1 }
1317 root 1.8
1318     /* ok, we are ready to try inscription */
1319     if (QUERY_FLAG (pl, FLAG_CONFUSED))
1320     confused = 1;
1321    
1322     /* Lost mana/grace no matter what */
1323     pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1324     pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1325    
1326     if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1327     {
1328 root 1.40 object *newscroll = arch_to_object (scroll->other_arch);
1329     decrease_ob (scroll);
1330     newscroll->nrof = 1;
1331    
1332     pl->contr->play_sound (sound_find ("inscribe_success"));
1333 root 1.8
1334     if (!confused)
1335     {
1336     newscroll->level = MAX (skill->level, chosen_spell->level);
1337 root 1.40 newscroll->flag [FLAG_IDENTIFIED] = true;
1338     new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1339 root 1.8 }
1340     else
1341     {
1342     chosen_spell = find_random_spell_in_ob (pl, NULL);
1343     if (!chosen_spell)
1344 root 1.6 return 0;
1345 elmex 1.1
1346 root 1.8 newscroll->level = MAX (skill->level, chosen_spell->level);
1347     new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1348     }
1349 elmex 1.1
1350 root 1.40 object *tmp = chosen_spell->clone ();
1351 root 1.8 insert_ob_in_ob (tmp, newscroll);
1352    
1353 root 1.40 /* Same code as from treasure.C - so they can better merge.
1354 root 1.8 * if players want to sell them, so be it.
1355     */
1356 root 1.37 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1357 root 1.8 newscroll->stats.exp = newscroll->value / 5;
1358    
1359     newscroll = insert_ob_in_ob (newscroll, pl);
1360     esrv_send_item (pl, newscroll);
1361 root 1.40
1362 root 1.8 success = calc_skill_exp (pl, newscroll, skill);
1363     if (!confused)
1364     success *= 2;
1365 root 1.40
1366 root 1.8 success = success * skill->level;
1367     return success;
1368     }
1369     else
1370     { /* Inscription has failed */
1371 root 1.40 pl->contr->play_sound (sound_find ("inscribe_fail"));
1372 root 1.8
1373     if (chosen_spell->level > skill->level || confused)
1374     { /*backfire! */
1375     new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1376 root 1.40
1377 root 1.8 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1378 root 1.18 pl->drain_specific_stat (4);
1379 root 1.8 else
1380     {
1381     confuse_player (pl, pl, 99);
1382 root 1.40 return -30 * chosen_spell->level;
1383 root 1.6 }
1384 root 1.8 }
1385     else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1386     {
1387 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.>");
1388 root 1.8 confuse_player (pl, pl, 99);
1389     }
1390     else
1391 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.>");
1392 elmex 1.1 }
1393 root 1.18
1394 root 1.8 return 0;
1395 elmex 1.1 }
1396    
1397     /* write_on_item() - wrapper for write_note and write_scroll */
1398 root 1.8 int
1399     write_on_item (object *pl, const char *params, object *skill)
1400     {
1401     archetype *skat;
1402    
1403     if (pl->type != PLAYER)
1404     return 0;
1405    
1406     if (!params)
1407 root 1.40 params = "";
1408 root 1.24
1409 root 1.8 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1410    
1411     /* Need to be able to read before we can write! */
1412 root 1.37 if (!find_skill_by_name (pl, skat->skill))
1413 root 1.8 {
1414 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.>");
1415 root 1.8 return 0;
1416 elmex 1.1 }
1417    
1418 root 1.40 object *item = find_marked_object (pl);
1419 root 1.8
1420     /* find an item of correct type to write on */
1421 root 1.40 if (!item)
1422 root 1.8 {
1423 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.>");
1424     return 0;
1425     }
1426    
1427     if (item->type != INSCRIBABLE)
1428     {
1429     new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1430 root 1.8 return 0;
1431 elmex 1.1 }
1432    
1433 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1434     {
1435     new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1436     return 0;
1437 elmex 1.1 }
1438 root 1.40
1439     if (item->other_arch->type == SCROLL)
1440 root 1.8 {
1441 root 1.40 if (*params)
1442     {
1443     // check readied scroll
1444     new_draw_info_format (NDI_UNIQUE, 0, pl,
1445     "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1446     "Usage: cast [spell name]; use_skill %s", &skill->skill);
1447     return 0;
1448     }
1449    
1450     return write_scroll (pl, item, skill);
1451 elmex 1.1 }
1452 root 1.40 else
1453     {
1454     if (!*params)
1455     {
1456     new_draw_info_format (NDI_UNIQUE, 0, pl,
1457     "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1458     "Usage: use_skill %s <message>", &skill->skill);
1459     return 0;
1460     }
1461 elmex 1.1
1462 root 1.40 return write_note (pl, item, params, skill);
1463     }
1464 root 1.24
1465 root 1.8 return 0;
1466 elmex 1.1 }
1467    
1468     /* find_throw_ob() - if we request an object, then
1469     * we search for it in the inventory of the owner (you've
1470     * got to be carrying something in order to throw it!).
1471     * If we didnt request an object, then the top object in inventory
1472     * (that is "throwable", ie no throwing your skills away!)
1473     * is the object of choice. Also check to see if object is
1474     * 'throwable' (ie not applied cursed obj, worn, etc).
1475     */
1476 root 1.8 static object *
1477     find_throw_ob (object *op, const char *request)
1478     {
1479     object *tmp;
1480    
1481     if (!op)
1482     { /* safety */
1483     LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1484     return (object *) NULL;
1485     }
1486    
1487     /* prefer marked item */
1488     tmp = find_marked_object (op);
1489     if (tmp != NULL)
1490     {
1491     /* can't toss invisible or inv-locked items */
1492     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1493     {
1494     tmp = NULL;
1495     }
1496     }
1497    
1498     /* look through the inventory */
1499     if (tmp == NULL)
1500     {
1501     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1502     {
1503     /* can't toss invisible or inv-locked items */
1504     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1505     continue;
1506     if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1507     break;
1508 elmex 1.1 }
1509     }
1510    
1511 root 1.8 /* this should prevent us from throwing away
1512     * cursed items, worn armour, etc. Only weapons
1513     * can be thrown from 'hand'.
1514     */
1515     if (!tmp)
1516     return NULL;
1517    
1518     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1519     {
1520     if (tmp->type != WEAPON)
1521     {
1522     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1523     tmp = NULL;
1524     }
1525     else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1526     {
1527     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1528     tmp = NULL;
1529     }
1530     else
1531     {
1532     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1533     {
1534     LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1535     tmp = NULL;
1536 root 1.6 }
1537     }
1538 root 1.8 }
1539     else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1540     {
1541     new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1542     tmp = NULL;
1543 elmex 1.1 }
1544    
1545 root 1.8 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1546     {
1547     LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1548     tmp = NULL;
1549 elmex 1.1 }
1550 root 1.8 return tmp;
1551 elmex 1.1 }
1552    
1553     /* make_throw_ob() We construct the 'carrier' object in
1554     * which we will insert the object that is being thrown.
1555     * This combination becomes the 'thrown object'. -b.t.
1556     */
1557 root 1.8 static object *
1558     make_throw_ob (object *orig)
1559     {
1560     if (!orig)
1561     return NULL;
1562 elmex 1.1
1563 root 1.8 if (QUERY_FLAG (orig, FLAG_APPLIED))
1564     {
1565     LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1566     /* insufficient workaround, but better than nothing */
1567     CLEAR_FLAG (orig, FLAG_APPLIED);
1568     }
1569 root 1.14
1570     object *toss_item = orig->clone ();
1571    
1572 root 1.8 toss_item->type = THROWN_OBJ;
1573     CLEAR_FLAG (toss_item, FLAG_CHANGING);
1574     toss_item->stats.dam = 0; /* default damage */
1575 root 1.41 toss_item->insert (orig);
1576    
1577 root 1.8 return toss_item;
1578 elmex 1.1 }
1579    
1580     /* do_throw() - op throws any object toss_item. This code
1581     * was borrowed from fire_bow.
1582     * Returns 1 if skill was successfully used, 0 if not
1583     */
1584 root 1.8 static int
1585     do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1586     {
1587     object *throw_ob = toss_item, *left = NULL;
1588     int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1589     int pause_f, weight_f = 0, mflags;
1590     float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1591 root 1.11 maptile *m;
1592 root 1.8 sint16 sx, sy;
1593    
1594     if (throw_ob == NULL)
1595     {
1596     if (op->type == PLAYER)
1597 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1598    
1599 root 1.8 return 0;
1600 elmex 1.1 }
1601 root 1.8 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1602     {
1603     if (op->type == PLAYER)
1604 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1605    
1606 root 1.8 return 0;
1607     }
1608    
1609     /* Because throwing effectiveness must be reduced by the
1610     * encumbrance of the thrower and weight of the object. THus,
1611     * we use the concept of 'effective strength' as defined below.
1612     */
1613    
1614     /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1615     if (str > MAX_STAT)
1616     {
1617     str_factor = (float) str / (float) MAX_STAT;
1618     str = MAX_STAT;
1619 elmex 1.1 }
1620    
1621 root 1.8 /* the more we carry, the less we can throw. Limit only on players */
1622     maxc = max_carry[str] * 1000;
1623     if (op->carrying > maxc && op->type == PLAYER)
1624     load_factor = (float) maxc / (float) op->carrying;
1625    
1626     /* lighter items are thrown harder, farther, faster */
1627     if (throw_ob->weight > 0)
1628     item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1629     else
1630     { /* 0 or negative weight?!? Odd object, can't throw it */
1631     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1632     return 0;
1633 elmex 1.1 }
1634 root 1.8
1635     eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1636     eff_str = (int) ((float) eff_str * item_factor * str_factor);
1637    
1638     /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1639     * account for super-strong throwers. */
1640     if (eff_str > MAX_STAT)
1641     eff_str = MAX_STAT;
1642 elmex 1.1
1643     #ifdef DEBUG_THROW
1644 root 1.8 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1645     LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1646     LOG (llevDebug, " str_factor=%f\n", str_factor);
1647     LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1648 elmex 1.1 #endif
1649    
1650 root 1.8 /* 3 things here prevent a throw, you aimed at your feet, you
1651     * have no effective throwing strength, or you threw at something
1652     * that flying objects can't get through.
1653     */
1654     mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1655    
1656     if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1657     {
1658 root 1.20 /* bounces off 'wall', and drops to feet */
1659     throw_ob->insert_at (part, op);
1660 root 1.8
1661     if (op->type == PLAYER)
1662     {
1663     if (eff_str <= 1)
1664 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));
1665 root 1.8 else if (!dir)
1666 root 1.20 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1667 root 1.8 else
1668     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1669 root 1.6 }
1670 root 1.20
1671 root 1.8 return 0;
1672     } /* if object can't be thrown */
1673    
1674     left = throw_ob; /* these are throwing objects left to the player */
1675    
1676     /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1677     * and returns NULL. We must use 'left' then
1678     */
1679    
1680     if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1681     {
1682     throw_ob = left;
1683 root 1.12 left->remove ();
1684 root 1.8 if (op->type == PLAYER)
1685     esrv_del_item (op->contr, left->count);
1686     }
1687     else if (op->type == PLAYER)
1688     {
1689 root 1.10 if (left->destroyed ())
1690     esrv_del_item (op->contr, left->count);
1691 root 1.8 else
1692     esrv_update_item (UPD_NROF, op, left);
1693     }
1694    
1695     /* special case: throwing powdery substances like dust, dirt */
1696     if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1697     {
1698     cast_dust (op, throw_ob, dir);
1699     return 1;
1700     }
1701    
1702     /* Make a thrown object -- insert real object in a 'carrier' object.
1703     * If unsuccessfull at making the "thrown_obj", we just reinsert
1704     * the original object back into inventory and exit
1705     */
1706     if ((toss_item = make_throw_ob (throw_ob)))
1707     {
1708     throw_ob = toss_item;
1709     throw_ob->skill = skill->skill;
1710 elmex 1.1 }
1711 root 1.8 else
1712     {
1713     insert_ob_in_ob (throw_ob, op);
1714     return 0;
1715 elmex 1.1 }
1716    
1717 root 1.15 throw_ob->set_owner (op);
1718 root 1.8 /* At some point in the attack code, the actual real object (op->inv)
1719     * becomes the hitter. As such, we need to make sure that has a proper
1720     * owner value so exp goes to the right place.
1721     */
1722 root 1.15 throw_ob->inv->set_owner (op);
1723 root 1.8 throw_ob->direction = dir;
1724    
1725     /* the damage bonus from the force of the throw */
1726 root 1.41 dam = int (str_factor * dam_bonus[eff_str]);
1727 root 1.8
1728     /* Now, lets adjust the properties of the thrown_ob. */
1729    
1730     /* how far to fly */
1731     throw_ob->last_sp = (eff_str * 3) / 5;
1732    
1733     /* speed */
1734 root 1.19 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1735 root 1.8
1736     /* item damage. Eff_str and item weight influence damage done */
1737     weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1738     throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1739    
1740     /* chance of breaking. Proportional to force used and weight of item */
1741     throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1742    
1743     /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1744     throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1745 elmex 1.1
1746 root 1.8 /* the properties of objects which are meant to be thrown (ie dart,
1747     * throwing knife, etc) will differ from ordinary items. Lets tailor
1748     * this stuff in here.
1749     */
1750    
1751     if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1752     {
1753     throw_ob->last_sp += eff_str / 3; /* fly a little further */
1754     throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1755     throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1756     /* only throw objects get directional faces */
1757     if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1758     SET_ANIMATION (throw_ob, dir);
1759     }
1760     else
1761     {
1762 root 1.26 uint16 mat = throw_ob->materials;
1763    
1764 root 1.8 /* some materials will adjust properties.. */
1765 root 1.26 if (mat & M_LEATHER)
1766 root 1.8 {
1767     throw_ob->stats.dam -= 1;
1768     throw_ob->stats.food -= 10;
1769     }
1770 root 1.19
1771 root 1.26 if (mat & M_GLASS)
1772 root 1.8 throw_ob->stats.food += 60;
1773    
1774 root 1.26 if (mat & M_ORGANIC)
1775 root 1.8 {
1776     throw_ob->stats.dam -= 3;
1777     throw_ob->stats.food += 55;
1778     }
1779 root 1.19
1780 root 1.26 if (mat & M_PAPER || mat & M_CLOTH)
1781 root 1.8 {
1782     throw_ob->stats.dam -= 5;
1783     throw_ob->speed *= 0.8;
1784     throw_ob->stats.wc += 3;
1785     throw_ob->stats.food -= 30;
1786     }
1787 root 1.19
1788 root 1.8 /* light obj have more wind resistance, fly slower */
1789     if (throw_ob->weight > 500)
1790     throw_ob->speed *= 0.8;
1791 root 1.19
1792 root 1.8 if (throw_ob->weight > 50)
1793     throw_ob->speed *= 0.5;
1794     } /* else tailor thrown object */
1795    
1796     /* some limits, and safeties (needed?) */
1797     if (throw_ob->stats.dam < 0)
1798     throw_ob->stats.dam = 0;
1799     if (throw_ob->last_sp > eff_str)
1800     throw_ob->last_sp = eff_str;
1801     if (throw_ob->stats.food < 0)
1802     throw_ob->stats.food = 0;
1803     if (throw_ob->stats.food > 100)
1804     throw_ob->stats.food = 100;
1805     if (throw_ob->stats.wc > 30)
1806     throw_ob->stats.wc = 30;
1807    
1808     /* how long to pause the thrower. Higher values mean less pause */
1809     pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1810    
1811     /* Put a lower limit on this */
1812     if (pause_f < 10)
1813     pause_f = 10;
1814     if (pause_f > 100)
1815     pause_f = 100;
1816    
1817     /* Changed in 0.94.2 - the calculation before was really goofy.
1818     * In short summary, a throw can take anywhere between speed 5 and
1819     * speed 0.5
1820     */
1821     op->speed_left -= 50 / pause_f;
1822    
1823     throw_ob->speed_left = 0;
1824     throw_ob->map = part->map;
1825    
1826     throw_ob->move_type = MOVE_FLY_LOW;
1827     throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1828 elmex 1.1
1829     #if 0
1830 root 1.8 /* need to put in a good sound for this */
1831     play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1832 elmex 1.1 #endif
1833 root 1.8
1834 elmex 1.1 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1835 root 1.8 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1836 elmex 1.1 #ifdef DEBUG_THROW
1837 root 1.8 LOG (llevDebug, " pause_f=%d \n", pause_f);
1838     LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1839     throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1840     LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1841 elmex 1.1 #endif
1842 root 1.20
1843     throw_ob->insert_at (part, op);
1844 root 1.10
1845     if (!throw_ob->destroyed ())
1846 root 1.8 move_arrow (throw_ob);
1847 root 1.10
1848 root 1.8 return 1;
1849     }
1850    
1851     int
1852     skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1853     {
1854     object *throw_ob;
1855    
1856     if (op->type == PLAYER)
1857     throw_ob = find_throw_ob (op, params);
1858     else
1859     throw_ob = find_mon_throw_ob (op);
1860 elmex 1.1
1861 root 1.8 return do_throw (op, part, throw_ob, dir, skill);
1862 elmex 1.1 }