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Revision: 1.51
Committed: Tue Apr 22 23:53:12 2008 UTC (16 years, 1 month ago) by root
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Branch: MAIN
Changes since 1.50: +2 -2 lines
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# 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 1.49 * Copyright (©) 2005,2006,2007,2008 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 root 1.50 }
183 root 1.8
184     break;
185 root 1.6 }
186 root 1.8 } /* for loop looking for an item */
187 elmex 1.1
188 root 1.8 if (!tmp)
189     {
190     new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
191     return 0;
192 elmex 1.1 }
193    
194 root 1.8 /* If you arent high enough level, you might get something BUT
195     * the victim will notice your stealing attempt. Ditto if you
196     * attempt to steal something heavy off them, they're bound to notice
197     */
198    
199     if ((roll >= skill->level) || !chance
200     || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
201     {
202    
203     /* victim figures out where the thief is! */
204     if (who->hide)
205     make_visible (who);
206    
207     if (op->type != PLAYER)
208     {
209     /* The unaggressives look after themselves 8) */
210     if (who->type == PLAYER)
211     {
212     npc_call_help (op);
213     new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
214     }
215     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
216     /* all remaining npc items are guarded now. Set flag NO_STEAL
217     * on the victim.
218     */
219     SET_FLAG (op, FLAG_NO_STEAL);
220     }
221     else
222     { /* stealing from another player */
223     char buf[MAX_BUF];
224    
225     /* Notify the other player */
226     if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
227     {
228     sprintf (buf, "Your %s is missing!", query_name (success));
229 root 1.6 }
230 root 1.8 else
231     {
232     sprintf (buf, "Your pack feels strangely lighter.");
233 root 1.6 }
234 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
235     if (!success)
236     {
237     if (who->invisible)
238     {
239     sprintf (buf, "you feel itchy fingers getting at your pack.");
240     }
241     else
242     {
243     sprintf (buf, "%s looks very shifty.", query_name (who));
244 root 1.6 }
245 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
246 root 1.6 }
247 root 1.8 } /* else stealing from another player */
248     /* play_sound("stop! thief!"); kindofthing */
249     } /* if you weren't 100% successful */
250     return success ? 1 : 0;
251 elmex 1.1 }
252    
253 root 1.8 int
254     steal (object *op, int dir, object *skill)
255 elmex 1.1 {
256 root 1.8 object *tmp, *next;
257     sint16 x, y;
258 root 1.11 maptile *m;
259 root 1.8 int mflags;
260 elmex 1.1
261 root 1.8 x = op->x + freearr_x[dir];
262     y = op->y + freearr_y[dir];
263    
264     if (dir == 0)
265     {
266     /* Can't steal from ourself! */
267     return 0;
268 elmex 1.1 }
269    
270 root 1.8 m = op->map;
271     mflags = get_map_flags (m, &m, x, y, &x, &y);
272     /* Out of map - can't do it. If nothing alive on this space,
273     * don't need to look any further.
274     */
275     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
276     return 0;
277    
278     /* If player can't move onto the space, can't steal from it. */
279     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
280     return 0;
281    
282     /* Find the topmost object at this spot */
283 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
284 root 1.8
285     /* For all the stacked objects at this point, attempt a steal */
286     for (; tmp != NULL; tmp = next)
287     {
288     next = tmp->below;
289     /* Minor hack--for multi square beings - make sure we get
290     * the 'head' coz 'tail' objects have no inventory! - b.t.
291     */
292     if (tmp->head)
293     tmp = tmp->head;
294    
295     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
296     continue;
297    
298     /* do not reveal hidden DMs */
299     if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
300     continue;
301     if (attempt_steal (tmp, op, skill))
302     {
303     if (tmp->type == PLAYER) /* no xp for stealing from another player */
304     return 0;
305 elmex 1.1
306 root 1.8 /* no xp for stealing from pets (of players) */
307     if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
308     {
309 root 1.15 object *owner = tmp->owner;
310 elmex 1.1
311 root 1.8 if (owner != NULL && owner->type == PLAYER)
312 root 1.6 return 0;
313 root 1.8 }
314 root 1.6
315 root 1.8 // reduce monster experience by experience we gained, as to
316     // limit the amount of exp that can be gained by stealing from monsters
317     // (jessies gave ~20,000,000 exp otherwise.
318     int exp = calc_skill_exp (op, tmp, skill);
319 elmex 1.1
320 root 1.8 exp = MIN (tmp->stats.exp, exp);
321     tmp->stats.exp -= exp;
322     return exp;
323 root 1.6 }
324 elmex 1.1 }
325 root 1.8 return 0;
326 elmex 1.1 }
327    
328 root 1.8 static int
329     attempt_pick_lock (object *door, object *pl, object *skill)
330 elmex 1.1 {
331 root 1.8 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
332     int success = 0, number; /* did we get anything? */
333 elmex 1.1
334    
335 root 1.8 /* Try to pick the lock on this item (doors only for now).
336     * Dependent on dexterity/skill SK_level of the player and
337     * the map level difficulty.
338     */
339     number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
340     if (number < (pl->stats.Dex + skill->level - difficulty))
341     {
342     remove_door (door);
343     success = 1;
344     }
345     else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
346     { /* set off any traps? */
347     spring_trap (door->inv, pl);
348     }
349     return success;
350 elmex 1.1 }
351    
352    
353     /* Implementation by bt. (thomas@astro.psu.edu)
354     * monster implementation 7-7-95 by bt.
355     */
356    
357 root 1.8 int
358     pick_lock (object *pl, int dir, object *skill)
359 elmex 1.1 {
360 root 1.8 object *tmp;
361     int x = pl->x + freearr_x[dir];
362     int y = pl->y + freearr_y[dir];
363 elmex 1.1
364 root 1.8 if (!dir)
365     dir = pl->facing;
366 elmex 1.1
367 root 1.8 /* For all the stacked objects at this point find a door */
368     if (out_of_map (pl->map, x, y))
369     {
370     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
371     return 0;
372 elmex 1.1 }
373    
374 root 1.16 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
375 root 1.8 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
376     break;
377 elmex 1.1
378 root 1.8 if (!tmp)
379     {
380     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
381     return 0;
382 elmex 1.1 }
383 root 1.8 if (tmp->type == LOCKED_DOOR)
384     {
385     new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
386     return 0;
387 elmex 1.1 }
388    
389 root 1.8 if (!tmp->move_block)
390     {
391     new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
392     return 0;
393 elmex 1.1 }
394    
395 root 1.8 if (attempt_pick_lock (tmp, pl, skill))
396     {
397     new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
398     return calc_skill_exp (pl, NULL, skill);
399     }
400     else
401     {
402     new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
403     return 0;
404 elmex 1.1 }
405 root 1.8 }
406 elmex 1.1
407     /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
408     * a short while (success and duration dependant on player SK_level,
409     * dexterity, charisma, and map difficulty).
410     * Players have a good chance of becoming 'unhidden' if they move
411     * and like invisiblity will be come visible if they attack
412     * Implemented by b.t. (thomas@astro.psu.edu)
413     * July 7, 1995 - made hiding possible for monsters. -b.t.
414 root 1.8 */
415     static int
416     attempt_hide (object *op, object *skill)
417     {
418     int number, difficulty = op->map->difficulty;
419     int terrain = hideability (op);
420    
421     if (terrain < -10) /* not enough cover here */
422     return 0;
423 elmex 1.1
424 root 1.8 /* Hiding success and duration dependant on skill level,
425     * op->stats.Dex, map difficulty and terrain.
426     */
427 root 1.35 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
428 elmex 1.1
429 root 1.8 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
430     {
431     op->invisible += 100; /* set the level of 'hiddeness' */
432 root 1.35
433 root 1.8 if (op->type == PLAYER)
434     op->contr->tmp_invis = 1;
435 root 1.35
436 root 1.8 op->hide = 1;
437     return 1;
438 elmex 1.1 }
439 root 1.35
440 root 1.8 return 0;
441 elmex 1.1 }
442    
443     /* patched this to take terrain into consideration */
444 root 1.8 int
445     hide (object *op, object *skill)
446     {
447     /* the preliminaries -- Can we really hide now? */
448     /* this keeps monsters from using invisibilty spells and hiding */
449 elmex 1.1
450 root 1.8 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
451     {
452     new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
453     return 0;
454     }
455     else if (!op->hide && op->invisible > 0 && op->type == PLAYER)
456     {
457     new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
458     make_visible (op);
459     }
460 elmex 1.1
461 root 1.35 if (op->invisible > 50 * skill->level)
462 root 1.8 {
463     new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
464     return 0;
465 elmex 1.1 }
466 root 1.8
467     if (attempt_hide (op, skill))
468     {
469     new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
470     update_object (op, UP_OBJ_FACE);
471     return calc_skill_exp (op, NULL, skill);
472 elmex 1.1 }
473 root 1.35
474 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
475     return 0;
476 elmex 1.1 }
477    
478     /* stop_jump() - End of jump. Clear flags, restore the map, and
479     * freeze the jumper a while to simulate the exhaustion
480     * of jumping.
481     */
482 root 1.8 static void
483     stop_jump (object *pl, int dist, int spaces)
484     {
485 root 1.18 pl->update_stats ();
486 root 1.20 pl->map->insert (pl, pl->x, pl->y, pl);
487 elmex 1.1 }
488    
489 root 1.8 static int
490     attempt_jump (object *pl, int dir, int spaces, object *skill)
491     {
492     object *tmp;
493     int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
494     sint16 x, y;
495 root 1.11 maptile *m;
496 root 1.8
497 root 1.43 /* Jump loop. Go through spaces object wants to jump. Halt the
498 root 1.8 * jump if a wall or creature is in the way. We set FLAG_FLYING
499     * temporarily to allow player to aviod exits/archs that are not
500     * fly_on, fly_off. This will also prevent pickup of objects
501     * while jumping over them.
502     */
503 root 1.12 pl->remove ();
504 root 1.8
505     /*
506     * I don't think this is actually needed - all the movement
507     * code is handled in this function, and I don't see anyplace
508     * that cares about the move_type being flying.
509     */
510     pl->move_type |= MOVE_FLY_LOW;
511 root 1.6
512 root 1.8 for (i = 0; i <= spaces; i++)
513     {
514     x = pl->x + dx;
515     y = pl->y + dy;
516     m = pl->map;
517    
518     mflags = get_map_flags (m, &m, x, y, &x, &y);
519    
520     if (mflags & P_OUT_OF_MAP)
521     {
522 root 1.43 stop_jump (pl, i, spaces);
523 root 1.8 return 0;
524     }
525 root 1.43
526 root 1.8 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
527     {
528     new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
529     stop_jump (pl, i, spaces);
530     return 0;
531     }
532    
533 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
534 root 1.8 {
535     /* Jump into creature */
536     if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
537     {
538     new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
539 root 1.43
540     stop_jump (pl, i, spaces);
541    
542 root 1.8 if (tmp->type != PLAYER ||
543     (pl->type == PLAYER && pl->contr->party == NULL) ||
544     (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
545     exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
546 root 1.43
547 root 1.8 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
548 root 1.6 }
549 root 1.43
550 root 1.8 /* If the space has fly on set (no matter what the space is),
551     * we should get the effects - after all, the player is
552     * effectively flying.
553     */
554     if (tmp->move_on & MOVE_FLY_LOW)
555     {
556     pl->x = x;
557     pl->y = y;
558     pl->map = m;
559     stop_jump (pl, i, spaces);
560     return calc_skill_exp (pl, NULL, skill);
561 root 1.6 }
562     }
563 root 1.44
564 root 1.8 pl->x = x;
565     pl->y = y;
566     pl->map = m;
567 elmex 1.1 }
568 root 1.44
569 root 1.8 stop_jump (pl, i, spaces);
570 root 1.44
571 root 1.8 return calc_skill_exp (pl, NULL, skill);
572 elmex 1.1 }
573    
574     /* jump() - this is both a new type of movement for player/monsters and
575     * an attack as well.
576     * Perhaps we should allow more spaces based on level, eg, level 50
577     * jumper can jump several spaces?
578 root 1.8 */
579     int
580     jump (object *pl, int dir, object *skill)
581 elmex 1.1 {
582 root 1.8 int str = pl->stats.Str;
583     int dex = pl->stats.Dex;
584    
585     dex = dex ? dex : 15;
586     str = str ? str : 10;
587    
588 root 1.43 int stats = str * str * str * dex * skill->level;
589 root 1.46 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
590 root 1.8
591 root 1.43 if (spaces == 0)
592 root 1.8 {
593     new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
594     return 0;
595 elmex 1.1 }
596 root 1.43
597 root 1.8 return attempt_jump (pl, dir, spaces, skill);
598 elmex 1.1 }
599    
600     /* skill_ident() - this code is supposed to allow players to identify
601     * classes of objects with the various "auto-ident" skills. Player must
602     * have unidentified objects of the right type in order for the skill
603     * to work. While multiple classes of objects may be identified,
604     * this code is kind of yucky -- it would be nice to make it a bit
605     * more generalized. Right now, skill indices are embedded in this routine.
606     * Returns amount of experience gained (on successful ident).
607     * - b.t. (thomas@astro.psu.edu)
608     */
609 root 1.8 static int
610     do_skill_detect_curse (object *pl, object *skill)
611     {
612     object *tmp;
613     int success = 0;
614    
615     for (tmp = pl->inv; tmp; tmp = tmp->below)
616     if (!tmp->invisible
617     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
618     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
619     {
620     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
621     esrv_update_item (UPD_FLAGS, pl, tmp);
622     success += calc_skill_exp (pl, tmp, skill);
623     }
624    
625     /* Check ground, too, but only objects the player could pick up */
626 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
627 root 1.8 if (can_pick (pl, tmp) &&
628     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
629     !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
630     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
631     {
632     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
633     esrv_update_item (UPD_FLAGS, pl, tmp);
634     success += calc_skill_exp (pl, tmp, skill);
635     }
636    
637     return success;
638     }
639    
640     static int
641     do_skill_detect_magic (object *pl, object *skill)
642     {
643     object *tmp;
644     int success = 0;
645    
646     for (tmp = pl->inv; tmp; tmp = tmp->below)
647     if (!tmp->invisible
648     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
649     && (is_magical (tmp)) && tmp->item_power < skill->level)
650     {
651     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
652     esrv_update_item (UPD_FLAGS, pl, tmp);
653     success += calc_skill_exp (pl, tmp, skill);
654     }
655    
656     /* Check ground, too, but like above, only if the object can be picked up */
657 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
658 root 1.8 if (can_pick (pl, tmp) &&
659     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
660     {
661     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
662     esrv_update_item (UPD_FLAGS, pl, tmp);
663     success += calc_skill_exp (pl, tmp, skill);
664     }
665 elmex 1.1
666 root 1.8 return success;
667 elmex 1.1 }
668    
669     /* Helper function for do_skill_ident, so that we can loop
670     * over inventory AND objects on the ground conveniently.
671     */
672 root 1.8 int
673     do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
674 elmex 1.1 {
675 root 1.8 int success = 0, chance;
676     int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
677 elmex 1.1
678 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
679     && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
680     {
681     chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
682 elmex 1.1
683 root 1.8 if (skill_value >= chance)
684     {
685     identify (tmp);
686    
687     if (pl->type == PLAYER)
688     {
689     new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
690    
691     if (tmp->msg)
692     {
693     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
694     new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
695     }
696 root 1.50 }
697 elmex 1.1
698 root 1.8 success += calc_skill_exp (pl, tmp, skill);
699     }
700     else
701     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
702     }
703 elmex 1.1
704 root 1.8 return success;
705 elmex 1.1 }
706    
707     /* do_skill_ident() - workhorse for skill_ident() -b.t.
708     */
709 root 1.8 static int
710     do_skill_ident (object *pl, int obj_class, object *skill)
711     {
712     int success = 0;
713    
714 root 1.39 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
715 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
716     /* check the ground */
717 elmex 1.1
718 root 1.39 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
719 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
720 elmex 1.1
721 root 1.8 return success;
722     }
723 elmex 1.1
724 root 1.8 int
725     skill_ident (object *pl, object *skill)
726     {
727     int success = 0;
728 elmex 1.1
729 root 1.8 if (pl->type != PLAYER)
730     return 0; /* only players will skill-identify */
731 elmex 1.1
732 root 1.8 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
733 elmex 1.1
734 root 1.8 switch (skill->subtype)
735     {
736 root 1.39 case SK_SMITHERY:
737     success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
738     + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
739     + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
740     + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
741     break;
742    
743     case SK_BOWYER:
744     success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
745     break;
746 root 1.6
747 root 1.39 case SK_ALCHEMY:
748     success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
749     + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
750     break;
751    
752     case SK_WOODSMAN:
753     success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
754     break;
755    
756     case SK_JEWELER:
757     success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
758     break;
759    
760     case SK_LITERACY:
761     success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
762     break;
763    
764     case SK_THAUMATURGY:
765     success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
766     break;
767    
768     case SK_DET_CURSE:
769     success = do_skill_detect_curse (pl, skill);
770     if (success)
771     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
772     break;
773    
774     case SK_DET_MAGIC:
775     success = do_skill_detect_magic (pl, skill);
776     if (success)
777     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
778     break;
779    
780     default:
781     LOG (llevError, "Error: bad call to skill_ident()\n");
782     return 0;
783     break;
784 elmex 1.1 }
785 root 1.39
786 root 1.8 if (!success)
787 root 1.39 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
788    
789 root 1.8 return success;
790 elmex 1.1 }
791 root 1.8
792 elmex 1.1 /* players using this skill can 'charm' a monster --
793     * into working for them. It can only be used on
794     * non-special (see below) 'neutral' creatures.
795     * -b.t. (thomas@astro.psu.edu)
796     */
797 root 1.8 int
798     use_oratory (object *pl, int dir, object *skill)
799     {
800     if (pl->type != PLAYER)
801     return 0; /* only players use this skill */
802 root 1.33
803 root 1.34 sint16 x = pl->x + freearr_x[dir],
804     y = pl->y + freearr_y[dir];
805     maptile *m = pl->map;
806    
807     int mflags = get_map_flags (m, &m, x, y, &x, &y);
808 root 1.8 if (mflags & P_OUT_OF_MAP)
809     return 0;
810    
811     /* Save some processing - we have the flag already anyways
812     */
813     if (!(mflags & P_IS_ALIVE))
814     {
815     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
816     return 0;
817 elmex 1.1 }
818    
819 root 1.34 object *tmp;
820 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
821 root 1.8 {
822     /* can't persuade players - return because there is nothing else
823     * on that space to charm. Same for multi space monsters and
824     * special monsters - we don't allow them to be charmed, and there
825     * is no reason to do further processing since they should be the
826     * only monster on the space.
827     */
828 root 1.33 if (tmp->type == PLAYER
829     || tmp->more || tmp->head_ () != tmp
830     || tmp->msg)
831 root 1.8 return 0;
832 elmex 1.1
833 root 1.8 if (QUERY_FLAG (tmp, FLAG_MONSTER))
834     break;
835 elmex 1.1 }
836    
837 root 1.8 if (!tmp)
838     {
839     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
840     return 0;
841 elmex 1.1 }
842    
843 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
844    
845     /* the following conditions limit who may be 'charmed' */
846 elmex 1.1
847 root 1.8 /* it's hostile! */
848     if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
849     {
850     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
851     return 0;
852     }
853 elmex 1.1
854 root 1.8 /* it's already allied! */
855 root 1.34 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
856 root 1.8 {
857 root 1.15 if (tmp->owner == pl)
858 root 1.8 {
859     new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
860     return 0;
861     }
862     else if (skill->level > tmp->level)
863     {
864     /* you steal the follower. Perhaps we should really look at the
865     * level of the owner above?
866     */
867 root 1.15 tmp->set_owner (pl);
868 root 1.33 tmp->skill = skill->skill;
869    
870 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
871     /* Abuse fix - don't give exp since this can otherwise
872     * be used by a couple players to gets lots of exp.
873     */
874     return 0;
875     }
876     else
877     {
878     /* In this case, you can't steal it from the other player */
879     return 0;
880 root 1.6 }
881 root 1.8 } /* Creature was already a pet of someone */
882 elmex 1.1
883 root 1.34 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
884 elmex 1.1
885 root 1.8 /* Ok, got a 'sucker' lets try to make them a follower */
886 root 1.34 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
887 root 1.8 {
888     new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
889    
890 root 1.15 tmp->set_owner (pl);
891 root 1.33 tmp->skill = skill->skill;
892 root 1.8 tmp->stats.exp = 0;
893     tmp->attack_movement = PETMOVE;
894 root 1.42
895     if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
896     add_friendly_object (tmp);
897    
898 root 1.8 return calc_skill_exp (pl, tmp, skill);
899     }
900     /* Charm failed. Creature may be angry now */
901     else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
902     {
903     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
904     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
905     {
906     remove_friendly_object (tmp);
907     tmp->attack_movement = 0; /* needed? */
908 root 1.6 }
909 root 1.27
910 root 1.8 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
911 elmex 1.1 }
912 root 1.25
913 root 1.8 return 0; /* Fall through - if we get here, we didn't charm anything */
914 elmex 1.1 }
915    
916     /* Singing() -this skill allows the player to pacify nearby creatures.
917     * There are few limitations on who/what kind of
918     * non-player creatures that may be pacified. Right now, a player
919     * may pacify creatures which have Int == 0. In this routine, once
920     * successfully pacified the creature gets Int=1. Thus, a player
921     * may only pacify a creature once.
922     * BTW, I appologize for the naming of the skill, I couldnt think
923     * of anything better! -b.t.
924     */
925 root 1.8 int
926     singing (object *pl, int dir, object *skill)
927     {
928 root 1.34 int i, exp = 0;
929 root 1.8 object *tmp;
930 root 1.11 maptile *m;
931 root 1.8 sint16 x, y;
932    
933     if (pl->type != PLAYER)
934     return 0; /* only players use this skill */
935    
936     new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
937     for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
938     {
939     x = pl->x + freearr_x[i];
940     y = pl->y + freearr_y[i];
941     m = pl->map;
942    
943 root 1.34 int mflags = get_map_flags (m, &m, x, y, &x, &y);
944 root 1.8 if (mflags & P_OUT_OF_MAP)
945     continue;
946     if (!(mflags & P_IS_ALIVE))
947     continue;
948    
949 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
950 root 1.8 {
951     if (QUERY_FLAG (tmp, FLAG_MONSTER))
952     break;
953     /* can't affect players */
954     if (tmp->type == PLAYER)
955     break;
956     }
957    
958     /* Whole bunch of checks to see if this is a type of monster that would
959     * listen to singing.
960     */
961     if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
962     !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
963     !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
964     (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
965     !QUERY_FLAG (tmp, FLAG_FRIENDLY))
966     { /* already calm */
967    
968     /* stealing isn't really related (although, maybe it should
969     * be). This is mainly to prevent singing to the same monster
970     * over and over again and getting exp for it.
971     */
972 root 1.34 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
973    
974     if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
975 root 1.8 {
976     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
977     new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
978     /* Give exp only if they are not aware */
979 root 1.34
980 root 1.8 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
981     exp += calc_skill_exp (pl, tmp, skill);
982 root 1.34
983 root 1.8 SET_FLAG (tmp, FLAG_NO_STEAL);
984     }
985     else
986     {
987     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
988     SET_FLAG (tmp, FLAG_NO_STEAL);
989 root 1.6 }
990     }
991 elmex 1.1 }
992 root 1.8 return exp;
993 elmex 1.1 }
994    
995     /* The find_traps skill (aka, search). Checks for traps
996     * on the spaces or in certain objects
997     */
998    
999 root 1.8 int
1000     find_traps (object *pl, object *skill)
1001     {
1002     object *tmp, *tmp2;
1003     int i, expsum = 0, mflags;
1004     sint16 x, y;
1005 root 1.11 maptile *m;
1006 root 1.8
1007     /* First we search all around us for runes and traps, which are
1008     * all type RUNE
1009     */
1010 root 1.6
1011 root 1.8 for (i = 0; i < 9; i++)
1012     {
1013     x = pl->x + freearr_x[i];
1014     y = pl->y + freearr_y[i];
1015     m = pl->map;
1016    
1017     mflags = get_map_flags (m, &m, x, y, &x, &y);
1018     if (mflags & P_OUT_OF_MAP)
1019     continue;
1020    
1021     /* Check everything in the square for trapness */
1022 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1023 root 1.8 {
1024    
1025     /* And now we'd better do an inventory traversal of each
1026     * of these objects' inventory
1027     * We can narrow this down a bit - no reason to search through
1028     * the players inventory or monsters for that matter.
1029     */
1030     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1031     {
1032     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1033     if (tmp2->type == RUNE || tmp2->type == TRAP)
1034     if (trap_see (pl, tmp2))
1035     {
1036     trap_show (tmp2, tmp);
1037     if (tmp2->stats.Cha > 1)
1038     {
1039     if (!tmp2->owner || tmp2->owner->type != PLAYER)
1040     expsum += calc_skill_exp (pl, tmp2, skill);
1041    
1042     tmp2->stats.Cha = 1; /* unhide the trap */
1043 root 1.6 }
1044 root 1.8 }
1045 root 1.6 }
1046 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1047     {
1048     trap_show (tmp, tmp);
1049     if (tmp->stats.Cha > 1)
1050     {
1051     if (!tmp->owner || tmp->owner->type != PLAYER)
1052     expsum += calc_skill_exp (pl, tmp, skill);
1053     tmp->stats.Cha = 1; /* unhide the trap */
1054 root 1.6 }
1055     }
1056     }
1057 elmex 1.1 }
1058 root 1.8 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1059     return expsum;
1060     }
1061 elmex 1.1
1062     /* remove_trap() - This skill will disarm any previously discovered trap
1063     * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1064 root 1.8 */
1065    
1066     int
1067     remove_trap (object *op, int dir, object *skill)
1068     {
1069     object *tmp, *tmp2;
1070     int i, success = 0, mflags;
1071 root 1.11 maptile *m;
1072 root 1.8 sint16 x, y;
1073 elmex 1.1
1074 root 1.8 for (i = 0; i < 9; i++)
1075     {
1076     x = op->x + freearr_x[i];
1077     y = op->y + freearr_y[i];
1078     m = op->map;
1079    
1080     mflags = get_map_flags (m, &m, x, y, &x, &y);
1081     if (mflags & P_OUT_OF_MAP)
1082     continue;
1083    
1084     /* Check everything in the square for trapness */
1085 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1086 root 1.8 {
1087     /* And now we'd better do an inventory traversal of each
1088     * of these objects inventory. Like above, only
1089     * do this for interesting objects.
1090     */
1091    
1092     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1093     {
1094     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1095     if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1096     {
1097     trap_show (tmp2, tmp);
1098     if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1099     {
1100     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1101     success += calc_skill_exp (op, tmp2, skill);
1102     }
1103     }
1104 root 1.6 }
1105 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1106     {
1107     trap_show (tmp, tmp);
1108     if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1109     {
1110     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1111     success += calc_skill_exp (op, tmp, skill);
1112 root 1.6 }
1113     }
1114     }
1115 elmex 1.1 }
1116 root 1.40
1117 root 1.8 return success;
1118 elmex 1.1 }
1119    
1120     /* pray() - when this skill is called from do_skill(), it allows
1121     * the player to regain lost grace points at a faster rate. -b.t.
1122     * This always returns 0 - return value is used by calling function
1123     * such that if it returns true, player gets exp in that skill. This
1124     * the effect here can be done on demand, we probably don't want to
1125     * give infinite exp by returning true in any cases.
1126     */
1127 root 1.8 int
1128     pray (object *pl, object *skill)
1129     {
1130     char buf[MAX_BUF];
1131     object *tmp;
1132    
1133     if (pl->type != PLAYER)
1134     return 0;
1135    
1136     strcpy (buf, "You pray.");
1137    
1138     /* Check all objects - we could stop at floor objects,
1139     * but if someone buries an altar, I don't see a problem with
1140     * going through all the objects, and it shouldn't be much slower
1141     * than extra checks on object attributes.
1142     */
1143     for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1144     {
1145     /* Only if the altar actually belongs to someone do you get special benefits */
1146     if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1147     {
1148     sprintf (buf, "You pray over the %s.", &tmp->name);
1149     pray_at_altar (pl, tmp, skill);
1150     break; /* Only pray at one altar */
1151 root 1.6 }
1152 elmex 1.1 }
1153    
1154 root 1.8 new_draw_info (NDI_BLACK, 0, pl, buf);
1155    
1156     if (pl->stats.grace < pl->stats.maxgrace)
1157     {
1158     pl->stats.grace++;
1159     pl->last_grace = -1;
1160 elmex 1.1 }
1161 root 1.40
1162 root 1.8 return 0;
1163 elmex 1.1 }
1164    
1165     /* This skill allows the player to regain a few sp or hp for a
1166     * brief period of concentration. No armour or weapons may be
1167     * wielded/applied for this to work. The amount of time needed
1168     * to concentrate and the # of points regained is dependant on
1169     * the level of the user. - b.t. thomas@astro.psu.edu
1170 root 1.8 */
1171     void
1172     meditate (object *pl, object *skill)
1173     {
1174     object *tmp;
1175 elmex 1.1
1176 root 1.8 if (pl->type != PLAYER)
1177     return; /* players only */
1178 elmex 1.1
1179 root 1.8 /* check if pl has removed encumbering armour and weapons */
1180     if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1181     {
1182     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1183     return;
1184     }
1185     else
1186     {
1187     for (tmp = pl->inv; tmp; tmp = tmp->below)
1188 root 1.35 if (((tmp->type == ARMOUR && skill->level < 12)
1189 root 1.8 || (tmp->type == HELMET && skill->level < 10)
1190 root 1.35 || (tmp->type == SHIELD && skill->level < 6)
1191     || (tmp->type == BOOTS && skill->level < 4)
1192     || (tmp->type == GLOVES && skill->level < 2))
1193     && QUERY_FLAG (tmp, FLAG_APPLIED))
1194 root 1.8 {
1195     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1196     return;
1197 root 1.6 }
1198 elmex 1.1 }
1199    
1200 root 1.8 /* ok let's meditate! Spell points are regained first, then once
1201     * they are maxed we get back hp. Actual incrementing of values
1202     * is handled by the do_some_living() (in player.c). This way magical
1203     * bonuses for healing/sp regeneration are included properly
1204     * No matter what, we will eat up some playing time trying to
1205     * meditate. (see 'factor' variable for what sets the amount of time)
1206     */
1207    
1208     new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1209    
1210     if (pl->stats.sp < pl->stats.maxsp)
1211     {
1212     pl->stats.sp++;
1213     pl->last_sp = -1;
1214     }
1215     else if (pl->stats.hp < pl->stats.maxhp)
1216     {
1217     pl->stats.hp++;
1218     pl->last_heal = -1;
1219 elmex 1.1 }
1220     }
1221    
1222     /* write_note() - this routine allows players to inscribe messages in
1223 root 1.40 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1224 elmex 1.1 */
1225 root 1.8 static int
1226     write_note (object *pl, object *item, const char *msg, object *skill)
1227     {
1228    
1229 root 1.40 if (strstr (msg, "\nendmsg"))
1230 root 1.8 {
1231 root 1.40 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1232 root 1.8 return 0;
1233 elmex 1.1 }
1234 root 1.24
1235 root 1.40 int len = strlen (msg);
1236    
1237     if (!is_utf8_string ((U8 *)msg, len))
1238 root 1.8 {
1239 root 1.40 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1240 root 1.8 return 0;
1241 elmex 1.1 }
1242    
1243 root 1.8 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1244 root 1.40 return RESULT_INT (0);
1245    
1246     char buf[1024];
1247    
1248     if (len < sizeof (buf) - 2)
1249     {
1250     snprintf (buf, sizeof (buf), "%s\n", msg);
1251 root 1.8
1252 root 1.40 object *newbook = arch_to_object (item->other_arch);
1253 root 1.47 item->decrease ();
1254 root 1.40 newbook->nrof = 1;
1255     newbook->msg = buf;
1256     newbook->flag [FLAG_IDENTIFIED] = true;
1257    
1258     if (item->subtype == 1) // mailscrolls
1259 root 1.8 {
1260 root 1.40 newbook->name = item->name;
1261     newbook->name_pl = item->name_pl;
1262 root 1.8 }
1263 root 1.24
1264 root 1.50 pl->insert (newbook);
1265 root 1.40
1266     pl->contr->play_sound (sound_find ("inscribe_success"));
1267     new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1268 root 1.4 return strlen (msg);
1269 root 1.8 }
1270     else
1271 root 1.40 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name);
1272 elmex 1.1
1273 root 1.8 return 0;
1274 elmex 1.1 }
1275    
1276     /* write_scroll() - this routine allows players to inscribe spell scrolls
1277     * of spells which they know. Backfire effects are possible with the
1278     * severity of the backlash correlated with the difficulty of the scroll
1279     * that is attempted. -b.t. thomas@astro.psu.edu
1280     */
1281 root 1.8 static int
1282     write_scroll (object *pl, object *scroll, object *skill)
1283     {
1284     int success = 0, confused = 0;
1285    
1286 root 1.40 /* Check if we are ready to attempt inscription */
1287     object *chosen_spell = pl->contr->ranged_ob;
1288 root 1.8
1289 root 1.28 if (!chosen_spell || chosen_spell->type != SPELL)
1290 root 1.8 {
1291     new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1292     return 0;
1293     }
1294 root 1.24
1295 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1296     {
1297     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1298     return 0;
1299     }
1300 root 1.24
1301 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1302     {
1303     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1304     return 0;
1305 elmex 1.1 }
1306 root 1.8
1307     /* ok, we are ready to try inscription */
1308     if (QUERY_FLAG (pl, FLAG_CONFUSED))
1309     confused = 1;
1310    
1311     /* Lost mana/grace no matter what */
1312     pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1313     pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1314    
1315     if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1316     {
1317 root 1.40 object *newscroll = arch_to_object (scroll->other_arch);
1318 root 1.47 scroll->decrease ();
1319 root 1.40 newscroll->nrof = 1;
1320    
1321     pl->contr->play_sound (sound_find ("inscribe_success"));
1322 root 1.8
1323     if (!confused)
1324     {
1325     newscroll->level = MAX (skill->level, chosen_spell->level);
1326 root 1.40 newscroll->flag [FLAG_IDENTIFIED] = true;
1327     new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1328 root 1.8 }
1329     else
1330     {
1331     chosen_spell = find_random_spell_in_ob (pl, NULL);
1332     if (!chosen_spell)
1333 root 1.6 return 0;
1334 elmex 1.1
1335 root 1.8 newscroll->level = MAX (skill->level, chosen_spell->level);
1336     new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1337     }
1338 elmex 1.1
1339 root 1.40 object *tmp = chosen_spell->clone ();
1340 root 1.8 insert_ob_in_ob (tmp, newscroll);
1341    
1342 root 1.40 /* Same code as from treasure.C - so they can better merge.
1343 root 1.8 * if players want to sell them, so be it.
1344     */
1345 root 1.37 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1346 root 1.8 newscroll->stats.exp = newscroll->value / 5;
1347    
1348 root 1.50 pl->insert (newscroll);
1349 root 1.40
1350 root 1.8 success = calc_skill_exp (pl, newscroll, skill);
1351     if (!confused)
1352     success *= 2;
1353 root 1.40
1354 root 1.8 success = success * skill->level;
1355     return success;
1356     }
1357     else
1358     { /* Inscription has failed */
1359 root 1.40 pl->contr->play_sound (sound_find ("inscribe_fail"));
1360 root 1.8
1361     if (chosen_spell->level > skill->level || confused)
1362     { /*backfire! */
1363     new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1364 root 1.40
1365 root 1.8 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1366 root 1.18 pl->drain_specific_stat (4);
1367 root 1.8 else
1368     {
1369     confuse_player (pl, pl, 99);
1370 root 1.40 return -30 * chosen_spell->level;
1371 root 1.6 }
1372 root 1.8 }
1373     else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1374     {
1375 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.>");
1376 root 1.8 confuse_player (pl, pl, 99);
1377     }
1378     else
1379 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.>");
1380 elmex 1.1 }
1381 root 1.18
1382 root 1.8 return 0;
1383 elmex 1.1 }
1384    
1385     /* write_on_item() - wrapper for write_note and write_scroll */
1386 root 1.8 int
1387     write_on_item (object *pl, const char *params, object *skill)
1388     {
1389     archetype *skat;
1390    
1391     if (pl->type != PLAYER)
1392     return 0;
1393    
1394     if (!params)
1395 root 1.40 params = "";
1396 root 1.24
1397 root 1.8 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1398    
1399     /* Need to be able to read before we can write! */
1400 root 1.37 if (!find_skill_by_name (pl, skat->skill))
1401 root 1.8 {
1402 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.>");
1403 root 1.8 return 0;
1404 elmex 1.1 }
1405    
1406 root 1.40 object *item = find_marked_object (pl);
1407 root 1.8
1408     /* find an item of correct type to write on */
1409 root 1.40 if (!item)
1410 root 1.8 {
1411 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.>");
1412     return 0;
1413     }
1414    
1415     if (item->type != INSCRIBABLE)
1416     {
1417     new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1418 root 1.8 return 0;
1419 elmex 1.1 }
1420    
1421 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1422     {
1423     new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1424     return 0;
1425 elmex 1.1 }
1426 root 1.40
1427     if (item->other_arch->type == SCROLL)
1428 root 1.8 {
1429 root 1.40 if (*params)
1430     {
1431     // check readied scroll
1432     new_draw_info_format (NDI_UNIQUE, 0, pl,
1433     "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1434     "Usage: cast [spell name]; use_skill %s", &skill->skill);
1435     return 0;
1436     }
1437    
1438     return write_scroll (pl, item, skill);
1439 elmex 1.1 }
1440 root 1.40 else
1441     {
1442     if (!*params)
1443     {
1444     new_draw_info_format (NDI_UNIQUE, 0, pl,
1445     "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1446     "Usage: use_skill %s <message>", &skill->skill);
1447     return 0;
1448     }
1449 elmex 1.1
1450 root 1.40 return write_note (pl, item, params, skill);
1451     }
1452 root 1.24
1453 root 1.8 return 0;
1454 elmex 1.1 }
1455    
1456     /* find_throw_ob() - if we request an object, then
1457     * we search for it in the inventory of the owner (you've
1458     * got to be carrying something in order to throw it!).
1459     * If we didnt request an object, then the top object in inventory
1460     * (that is "throwable", ie no throwing your skills away!)
1461     * is the object of choice. Also check to see if object is
1462     * 'throwable' (ie not applied cursed obj, worn, etc).
1463     */
1464 root 1.8 static object *
1465     find_throw_ob (object *op, const char *request)
1466     {
1467     object *tmp;
1468    
1469     if (!op)
1470     { /* safety */
1471     LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1472     return (object *) NULL;
1473     }
1474    
1475     /* prefer marked item */
1476     tmp = find_marked_object (op);
1477     if (tmp != NULL)
1478     {
1479     /* can't toss invisible or inv-locked items */
1480     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1481     {
1482     tmp = NULL;
1483     }
1484     }
1485    
1486     /* look through the inventory */
1487     if (tmp == NULL)
1488     {
1489     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1490     {
1491     /* can't toss invisible or inv-locked items */
1492     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1493     continue;
1494     if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1495     break;
1496 elmex 1.1 }
1497     }
1498    
1499 root 1.8 /* this should prevent us from throwing away
1500     * cursed items, worn armour, etc. Only weapons
1501     * can be thrown from 'hand'.
1502     */
1503     if (!tmp)
1504     return NULL;
1505    
1506     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1507     {
1508     if (tmp->type != WEAPON)
1509     {
1510     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1511     tmp = NULL;
1512     }
1513     else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1514     {
1515     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1516     tmp = NULL;
1517     }
1518     else
1519     {
1520     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1521     {
1522     LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1523     tmp = NULL;
1524 root 1.6 }
1525     }
1526 root 1.8 }
1527     else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1528     {
1529     new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1530     tmp = NULL;
1531 elmex 1.1 }
1532    
1533 root 1.8 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1534     {
1535     LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1536     tmp = NULL;
1537 elmex 1.1 }
1538 root 1.8 return tmp;
1539 elmex 1.1 }
1540    
1541     /* make_throw_ob() We construct the 'carrier' object in
1542     * which we will insert the object that is being thrown.
1543 root 1.51 * This combination becomes the 'thrown object'. -b.t.
1544 elmex 1.1 */
1545 root 1.8 static object *
1546     make_throw_ob (object *orig)
1547     {
1548     if (!orig)
1549 root 1.51 return 0;
1550 elmex 1.1
1551 root 1.8 if (QUERY_FLAG (orig, FLAG_APPLIED))
1552     {
1553     LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1554     /* insufficient workaround, but better than nothing */
1555     CLEAR_FLAG (orig, FLAG_APPLIED);
1556     }
1557 root 1.14
1558     object *toss_item = orig->clone ();
1559    
1560 root 1.8 toss_item->type = THROWN_OBJ;
1561     CLEAR_FLAG (toss_item, FLAG_CHANGING);
1562     toss_item->stats.dam = 0; /* default damage */
1563 root 1.41 toss_item->insert (orig);
1564    
1565 root 1.8 return toss_item;
1566 elmex 1.1 }
1567    
1568     /* do_throw() - op throws any object toss_item. This code
1569     * was borrowed from fire_bow.
1570     * Returns 1 if skill was successfully used, 0 if not
1571     */
1572 root 1.8 static int
1573     do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1574     {
1575     object *throw_ob = toss_item, *left = NULL;
1576     int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1577     int pause_f, weight_f = 0, mflags;
1578     float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1579 root 1.11 maptile *m;
1580 root 1.8 sint16 sx, sy;
1581    
1582     if (throw_ob == NULL)
1583     {
1584     if (op->type == PLAYER)
1585 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1586    
1587 root 1.8 return 0;
1588 elmex 1.1 }
1589 root 1.8 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1590     {
1591     if (op->type == PLAYER)
1592 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1593    
1594 root 1.8 return 0;
1595     }
1596    
1597     /* Because throwing effectiveness must be reduced by the
1598     * encumbrance of the thrower and weight of the object. THus,
1599     * we use the concept of 'effective strength' as defined below.
1600     */
1601    
1602     /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1603     if (str > MAX_STAT)
1604     {
1605     str_factor = (float) str / (float) MAX_STAT;
1606     str = MAX_STAT;
1607 elmex 1.1 }
1608    
1609 root 1.8 /* the more we carry, the less we can throw. Limit only on players */
1610     maxc = max_carry[str] * 1000;
1611     if (op->carrying > maxc && op->type == PLAYER)
1612     load_factor = (float) maxc / (float) op->carrying;
1613    
1614     /* lighter items are thrown harder, farther, faster */
1615     if (throw_ob->weight > 0)
1616     item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1617     else
1618     { /* 0 or negative weight?!? Odd object, can't throw it */
1619     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1620     return 0;
1621 elmex 1.1 }
1622 root 1.8
1623     eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1624     eff_str = (int) ((float) eff_str * item_factor * str_factor);
1625    
1626     /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1627     * account for super-strong throwers. */
1628     if (eff_str > MAX_STAT)
1629     eff_str = MAX_STAT;
1630 elmex 1.1
1631     #ifdef DEBUG_THROW
1632 root 1.8 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1633     LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1634     LOG (llevDebug, " str_factor=%f\n", str_factor);
1635     LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1636 elmex 1.1 #endif
1637    
1638 root 1.8 /* 3 things here prevent a throw, you aimed at your feet, you
1639     * have no effective throwing strength, or you threw at something
1640     * that flying objects can't get through.
1641     */
1642     mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1643    
1644     if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1645     {
1646 root 1.20 /* bounces off 'wall', and drops to feet */
1647     throw_ob->insert_at (part, op);
1648 root 1.8
1649     if (op->type == PLAYER)
1650     {
1651     if (eff_str <= 1)
1652 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));
1653 root 1.8 else if (!dir)
1654 root 1.20 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1655 root 1.8 else
1656     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1657 root 1.6 }
1658 root 1.20
1659 root 1.8 return 0;
1660     } /* if object can't be thrown */
1661    
1662     left = throw_ob; /* these are throwing objects left to the player */
1663    
1664     /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1665     * and returns NULL. We must use 'left' then
1666     */
1667 root 1.48 if (!(throw_ob = throw_ob->split ()))
1668 root 1.8 {
1669     throw_ob = left;
1670 root 1.12 left->remove ();
1671 root 1.8 }
1672    
1673     /* special case: throwing powdery substances like dust, dirt */
1674     if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1675     {
1676     cast_dust (op, throw_ob, dir);
1677     return 1;
1678     }
1679    
1680     /* Make a thrown object -- insert real object in a 'carrier' object.
1681     * If unsuccessfull at making the "thrown_obj", we just reinsert
1682     * the original object back into inventory and exit
1683     */
1684     if ((toss_item = make_throw_ob (throw_ob)))
1685     {
1686     throw_ob = toss_item;
1687     throw_ob->skill = skill->skill;
1688 elmex 1.1 }
1689 root 1.8 else
1690     {
1691     insert_ob_in_ob (throw_ob, op);
1692     return 0;
1693 elmex 1.1 }
1694    
1695 root 1.15 throw_ob->set_owner (op);
1696 root 1.8 /* At some point in the attack code, the actual real object (op->inv)
1697     * becomes the hitter. As such, we need to make sure that has a proper
1698     * owner value so exp goes to the right place.
1699     */
1700 root 1.15 throw_ob->inv->set_owner (op);
1701 root 1.8 throw_ob->direction = dir;
1702    
1703     /* the damage bonus from the force of the throw */
1704 root 1.41 dam = int (str_factor * dam_bonus[eff_str]);
1705 root 1.8
1706     /* Now, lets adjust the properties of the thrown_ob. */
1707    
1708     /* how far to fly */
1709     throw_ob->last_sp = (eff_str * 3) / 5;
1710    
1711     /* speed */
1712 root 1.19 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1713 root 1.8
1714     /* item damage. Eff_str and item weight influence damage done */
1715     weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1716     throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1717    
1718     /* chance of breaking. Proportional to force used and weight of item */
1719     throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1720    
1721     /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1722     throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1723 elmex 1.1
1724 root 1.8 /* the properties of objects which are meant to be thrown (ie dart,
1725     * throwing knife, etc) will differ from ordinary items. Lets tailor
1726     * this stuff in here.
1727     */
1728    
1729     if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1730     {
1731     throw_ob->last_sp += eff_str / 3; /* fly a little further */
1732     throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1733     throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1734     /* only throw objects get directional faces */
1735     if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1736     SET_ANIMATION (throw_ob, dir);
1737     }
1738     else
1739     {
1740 root 1.26 uint16 mat = throw_ob->materials;
1741    
1742 root 1.8 /* some materials will adjust properties.. */
1743 root 1.26 if (mat & M_LEATHER)
1744 root 1.8 {
1745     throw_ob->stats.dam -= 1;
1746     throw_ob->stats.food -= 10;
1747     }
1748 root 1.19
1749 root 1.26 if (mat & M_GLASS)
1750 root 1.8 throw_ob->stats.food += 60;
1751    
1752 root 1.26 if (mat & M_ORGANIC)
1753 root 1.8 {
1754     throw_ob->stats.dam -= 3;
1755     throw_ob->stats.food += 55;
1756     }
1757 root 1.19
1758 root 1.26 if (mat & M_PAPER || mat & M_CLOTH)
1759 root 1.8 {
1760     throw_ob->stats.dam -= 5;
1761     throw_ob->speed *= 0.8;
1762     throw_ob->stats.wc += 3;
1763     throw_ob->stats.food -= 30;
1764     }
1765 root 1.19
1766 root 1.8 /* light obj have more wind resistance, fly slower */
1767     if (throw_ob->weight > 500)
1768     throw_ob->speed *= 0.8;
1769 root 1.19
1770 root 1.8 if (throw_ob->weight > 50)
1771     throw_ob->speed *= 0.5;
1772     } /* else tailor thrown object */
1773    
1774     /* some limits, and safeties (needed?) */
1775     if (throw_ob->stats.dam < 0)
1776     throw_ob->stats.dam = 0;
1777     if (throw_ob->last_sp > eff_str)
1778     throw_ob->last_sp = eff_str;
1779     if (throw_ob->stats.food < 0)
1780     throw_ob->stats.food = 0;
1781     if (throw_ob->stats.food > 100)
1782     throw_ob->stats.food = 100;
1783     if (throw_ob->stats.wc > 30)
1784     throw_ob->stats.wc = 30;
1785    
1786     /* how long to pause the thrower. Higher values mean less pause */
1787     pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1788    
1789     /* Put a lower limit on this */
1790     if (pause_f < 10)
1791     pause_f = 10;
1792     if (pause_f > 100)
1793     pause_f = 100;
1794    
1795     /* Changed in 0.94.2 - the calculation before was really goofy.
1796     * In short summary, a throw can take anywhere between speed 5 and
1797     * speed 0.5
1798     */
1799     op->speed_left -= 50 / pause_f;
1800    
1801     throw_ob->speed_left = 0;
1802     throw_ob->map = part->map;
1803    
1804     throw_ob->move_type = MOVE_FLY_LOW;
1805     throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1806 elmex 1.1
1807     #if 0
1808 root 1.8 /* need to put in a good sound for this */
1809     play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1810 elmex 1.1 #endif
1811 root 1.8
1812 elmex 1.1 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1813 root 1.8 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1814 elmex 1.1 #ifdef DEBUG_THROW
1815 root 1.8 LOG (llevDebug, " pause_f=%d \n", pause_f);
1816     LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1817     throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1818     LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1819 elmex 1.1 #endif
1820 root 1.20
1821     throw_ob->insert_at (part, op);
1822 root 1.10
1823     if (!throw_ob->destroyed ())
1824 root 1.8 move_arrow (throw_ob);
1825 root 1.10
1826 root 1.8 return 1;
1827     }
1828    
1829     int
1830     skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1831     {
1832     object *throw_ob;
1833    
1834     if (op->type == PLAYER)
1835     throw_ob = find_throw_ob (op, params);
1836     else
1837     throw_ob = find_mon_throw_ob (op);
1838 elmex 1.1
1839 root 1.8 return do_throw (op, part, throw_ob, dir, skill);
1840 elmex 1.1 }