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Revision: 1.56
Committed: Thu Sep 11 13:46:22 2008 UTC (15 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_71
Changes since 1.55: +9 -7 lines
Log Message:
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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 1.49 * 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 root 1.56 roll -= equip->weight / 10000;
70    
71 root 1.8 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
72     roll -= equip->weight / 5000;
73 root 1.56
74 root 1.8 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
75 root 1.56 roll -= equip->weight / 2000;
76    
77 root 1.8 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
78     roll -= equip->weight / 5000;
79 root 1.56
80 root 1.8 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
81     roll -= equip->weight / 100;
82     }
83 root 1.56
84 root 1.8 if (roll < 0)
85     roll = 0;
86 root 1.56
87 root 1.8 return roll;
88 elmex 1.1 }
89    
90     /*
91     * When stealing: dependent on the intelligence/wisdom of whom you're
92     * stealing from (op in attempt_steal), offset by your dexterity and
93     * skill at stealing. They may notice your attempt, whether successful
94     * or not.
95     * op is the target (person being pilfered)
96     * who is the person doing the stealing.
97     * skill is the skill object (stealing).
98     */
99 root 1.8 static int
100     attempt_steal (object *op, object *who, object *skill)
101 elmex 1.1 {
102 root 1.8 object *success = NULL, *tmp = NULL, *next;
103     int roll = 0, chance = 0, stats_value;
104     rv_vector rv;
105    
106     stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2;
107    
108     /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
109     * they will try to prevent stealing if they can. Only unseen theives will
110     * have much chance of success.
111     */
112     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL))
113     {
114     if (can_detect_enemy (op, who, &rv))
115     {
116     npc_call_help (op);
117     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
118     new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
119     return 0;
120     }
121     else /* help npc to detect thief next time by raising its wisdom */
122     op->stats.Wis += (op->stats.Int / 5) + 1;
123     if (op->stats.Wis > MAX_STAT)
124     op->stats.Wis = MAX_STAT;
125 elmex 1.1 }
126 root 1.32
127 root 1.8 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ))
128     {
129     new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
130     return 0;
131 elmex 1.1 }
132 root 1.32
133     // only allow stealing between hostile players (TODO: probably should change)
134 root 1.8 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful))
135     {
136     new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
137 elmex 1.1 return 0;
138     }
139    
140 root 1.52 /* Ok then, go through their inventory, stealing */
141 root 1.32 for (tmp = op->inv; tmp; tmp = next)
142 root 1.8 {
143     next = tmp->below;
144 root 1.6
145 root 1.8 /* you can't steal worn items, starting items, wiz stuff,
146     * innate abilities, or items w/o a type. Generally
147     * speaking, the invisibility flag prevents experience or
148     * abilities from being stolen since these types are currently
149     * always invisible objects. I was implicit here so as to prevent
150     * future possible problems. -b.t.
151     * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
152     * already -b.t.
153     */
154    
155 root 1.32 if (QUERY_FLAG (tmp, FLAG_APPLIED)
156     || !tmp->type
157 elmex 1.17 || tmp->type == SPELL
158 root 1.32 || QUERY_FLAG (tmp, FLAG_STARTEQUIP)
159     || QUERY_FLAG (tmp, FLAG_NO_STEAL)
160     || tmp->invisible)
161 root 1.8 continue;
162    
163     /* Okay, try stealing this item. Dependent on dexterity of thief,
164     * skill level, see the adj_stealroll fctn for more detail.
165     */
166    
167     roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
168    
169     if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
170     return 0;
171     else if (roll < chance)
172     {
173     pick_up (who, tmp);
174     /* need to see if the player actually stole this item -
175     * if it is in the players inv, assume it is. This prevents
176     * abuses where the player can not carry the item, so just
177     * keeps stealing it over and over.
178     */
179 root 1.10 if (tmp->destroyed () || tmp->env != op)
180 root 1.8 {
181     /* for players, play_sound: steals item */
182     success = tmp;
183     CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
184 root 1.50 }
185 root 1.8
186     break;
187 root 1.6 }
188 root 1.8 } /* for loop looking for an item */
189 elmex 1.1
190 root 1.8 if (!tmp)
191     {
192     new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
193     return 0;
194 elmex 1.1 }
195    
196 root 1.8 /* If you arent high enough level, you might get something BUT
197     * the victim will notice your stealing attempt. Ditto if you
198     * attempt to steal something heavy off them, they're bound to notice
199     */
200    
201     if ((roll >= skill->level) || !chance
202     || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
203     {
204     /* victim figures out where the thief is! */
205     if (who->hide)
206     make_visible (who);
207    
208     if (op->type != PLAYER)
209     {
210     /* The unaggressives look after themselves 8) */
211     if (who->type == PLAYER)
212     {
213     npc_call_help (op);
214     new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
215     }
216 root 1.52
217 root 1.8 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
218     /* all remaining npc items are guarded now. Set flag NO_STEAL
219     * on the victim.
220     */
221     SET_FLAG (op, FLAG_NO_STEAL);
222     }
223     else
224     { /* stealing from another player */
225     char buf[MAX_BUF];
226    
227     /* Notify the other player */
228     if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
229 root 1.52 sprintf (buf, "Your %s is missing!", query_name (success));
230 root 1.8 else
231 root 1.52 sprintf (buf, "Your pack feels strangely lighter.");
232    
233 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
234     if (!success)
235     {
236     if (who->invisible)
237 root 1.52 sprintf (buf, "you feel itchy fingers getting at your pack.");
238 root 1.8 else
239 root 1.52 sprintf (buf, "%s looks very shifty.", query_name (who));
240    
241 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
242 root 1.6 }
243 root 1.8 } /* else stealing from another player */
244     /* play_sound("stop! thief!"); kindofthing */
245     } /* if you weren't 100% successful */
246 root 1.52
247 root 1.8 return success ? 1 : 0;
248 elmex 1.1 }
249    
250 root 1.8 int
251     steal (object *op, int dir, object *skill)
252 elmex 1.1 {
253 root 1.8 object *tmp, *next;
254     sint16 x, y;
255 root 1.11 maptile *m;
256 root 1.8 int mflags;
257 elmex 1.1
258 root 1.8 x = op->x + freearr_x[dir];
259     y = op->y + freearr_y[dir];
260    
261     if (dir == 0)
262     {
263     /* Can't steal from ourself! */
264     return 0;
265 elmex 1.1 }
266    
267 root 1.8 m = op->map;
268     mflags = get_map_flags (m, &m, x, y, &x, &y);
269     /* Out of map - can't do it. If nothing alive on this space,
270     * don't need to look any further.
271     */
272     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
273     return 0;
274    
275     /* If player can't move onto the space, can't steal from it. */
276     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
277     return 0;
278    
279     /* Find the topmost object at this spot */
280 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
281 root 1.8
282     /* For all the stacked objects at this point, attempt a steal */
283     for (; tmp != NULL; tmp = next)
284     {
285     next = tmp->below;
286     /* Minor hack--for multi square beings - make sure we get
287     * the 'head' coz 'tail' objects have no inventory! - b.t.
288     */
289     if (tmp->head)
290     tmp = tmp->head;
291    
292     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
293     continue;
294    
295     /* do not reveal hidden DMs */
296     if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
297     continue;
298     if (attempt_steal (tmp, op, skill))
299     {
300     if (tmp->type == PLAYER) /* no xp for stealing from another player */
301     return 0;
302 elmex 1.1
303 root 1.8 /* no xp for stealing from pets (of players) */
304     if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
305     {
306 root 1.15 object *owner = tmp->owner;
307 elmex 1.1
308 root 1.8 if (owner != NULL && owner->type == PLAYER)
309 root 1.6 return 0;
310 root 1.8 }
311 root 1.6
312 root 1.8 // reduce monster experience by experience we gained, as to
313     // limit the amount of exp that can be gained by stealing from monsters
314     // (jessies gave ~20,000,000 exp otherwise.
315     int exp = calc_skill_exp (op, tmp, skill);
316 elmex 1.1
317 root 1.8 exp = MIN (tmp->stats.exp, exp);
318     tmp->stats.exp -= exp;
319     return exp;
320 root 1.6 }
321 elmex 1.1 }
322 root 1.8 return 0;
323 elmex 1.1 }
324    
325 root 1.8 static int
326     attempt_pick_lock (object *door, object *pl, object *skill)
327 elmex 1.1 {
328 root 1.8 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
329     int success = 0, number; /* did we get anything? */
330 elmex 1.1
331    
332 root 1.8 /* Try to pick the lock on this item (doors only for now).
333     * Dependent on dexterity/skill SK_level of the player and
334     * the map level difficulty.
335     */
336     number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
337     if (number < (pl->stats.Dex + skill->level - difficulty))
338     {
339     remove_door (door);
340     success = 1;
341     }
342     else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
343     { /* set off any traps? */
344     spring_trap (door->inv, pl);
345     }
346     return success;
347 elmex 1.1 }
348    
349    
350     /* Implementation by bt. (thomas@astro.psu.edu)
351     * monster implementation 7-7-95 by bt.
352     */
353    
354 root 1.8 int
355     pick_lock (object *pl, int dir, object *skill)
356 elmex 1.1 {
357 root 1.8 object *tmp;
358     int x = pl->x + freearr_x[dir];
359     int y = pl->y + freearr_y[dir];
360 elmex 1.1
361 root 1.8 if (!dir)
362     dir = pl->facing;
363 elmex 1.1
364 root 1.8 /* For all the stacked objects at this point find a door */
365     if (out_of_map (pl->map, x, y))
366     {
367     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
368     return 0;
369 elmex 1.1 }
370    
371 root 1.16 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
372 root 1.8 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
373     break;
374 elmex 1.1
375 root 1.8 if (!tmp)
376     {
377     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
378     return 0;
379 elmex 1.1 }
380 root 1.8 if (tmp->type == LOCKED_DOOR)
381     {
382     new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
383     return 0;
384 elmex 1.1 }
385    
386 root 1.8 if (!tmp->move_block)
387     {
388     new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
389     return 0;
390 elmex 1.1 }
391    
392 root 1.8 if (attempt_pick_lock (tmp, pl, skill))
393     {
394     new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
395     return calc_skill_exp (pl, NULL, skill);
396     }
397     else
398     {
399     new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
400     return 0;
401 elmex 1.1 }
402 root 1.8 }
403 elmex 1.1
404     /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
405     * a short while (success and duration dependant on player SK_level,
406     * dexterity, charisma, and map difficulty).
407     * Players have a good chance of becoming 'unhidden' if they move
408     * and like invisiblity will be come visible if they attack
409     * Implemented by b.t. (thomas@astro.psu.edu)
410     * July 7, 1995 - made hiding possible for monsters. -b.t.
411 root 1.8 */
412     static int
413     attempt_hide (object *op, object *skill)
414     {
415     int number, difficulty = op->map->difficulty;
416     int terrain = hideability (op);
417    
418     if (terrain < -10) /* not enough cover here */
419     return 0;
420 elmex 1.1
421 root 1.8 /* Hiding success and duration dependant on skill level,
422     * op->stats.Dex, map difficulty and terrain.
423     */
424 root 1.35 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
425 elmex 1.1
426 root 1.8 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
427     {
428     op->invisible += 100; /* set the level of 'hiddeness' */
429 root 1.35
430 root 1.8 if (op->type == PLAYER)
431     op->contr->tmp_invis = 1;
432 root 1.35
433 root 1.8 op->hide = 1;
434     return 1;
435 elmex 1.1 }
436 root 1.35
437 root 1.8 return 0;
438 elmex 1.1 }
439    
440     /* patched this to take terrain into consideration */
441 root 1.8 int
442     hide (object *op, object *skill)
443     {
444     /* the preliminaries -- Can we really hide now? */
445     /* this keeps monsters from using invisibilty spells and hiding */
446 elmex 1.1
447 root 1.8 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
448     {
449     new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
450     return 0;
451     }
452     else if (!op->hide && op->invisible > 0 && op->type == PLAYER)
453     {
454     new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
455     make_visible (op);
456     }
457 elmex 1.1
458 root 1.35 if (op->invisible > 50 * skill->level)
459 root 1.8 {
460     new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
461     return 0;
462 elmex 1.1 }
463 root 1.8
464     if (attempt_hide (op, skill))
465     {
466     new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
467     update_object (op, UP_OBJ_FACE);
468     return calc_skill_exp (op, NULL, skill);
469 elmex 1.1 }
470 root 1.35
471 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
472     return 0;
473 elmex 1.1 }
474    
475     /* stop_jump() - End of jump. Clear flags, restore the map, and
476     * freeze the jumper a while to simulate the exhaustion
477     * of jumping.
478     */
479 root 1.8 static void
480     stop_jump (object *pl, int dist, int spaces)
481     {
482 root 1.18 pl->update_stats ();
483 root 1.20 pl->map->insert (pl, pl->x, pl->y, pl);
484 root 1.54 pl->speed_left -= fabs (pl->speed * 8);
485 elmex 1.1 }
486    
487 root 1.8 static int
488     attempt_jump (object *pl, int dir, int spaces, object *skill)
489     {
490     object *tmp;
491 root 1.54 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
492 root 1.8 sint16 x, y;
493 root 1.11 maptile *m;
494 root 1.8
495 root 1.43 /* Jump loop. Go through spaces object wants to jump. Halt the
496 root 1.8 * jump if a wall or creature is in the way. We set FLAG_FLYING
497     * temporarily to allow player to aviod exits/archs that are not
498     * fly_on, fly_off. This will also prevent pickup of objects
499     * while jumping over them.
500     */
501 root 1.12 pl->remove ();
502 root 1.8 pl->move_type |= MOVE_FLY_LOW;
503 root 1.6
504 root 1.8 for (i = 0; i <= spaces; i++)
505     {
506     x = pl->x + dx;
507     y = pl->y + dy;
508     m = pl->map;
509    
510     mflags = get_map_flags (m, &m, x, y, &x, &y);
511    
512     if (mflags & P_OUT_OF_MAP)
513     {
514 root 1.43 stop_jump (pl, i, spaces);
515 root 1.8 return 0;
516     }
517 root 1.43
518 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
519 root 1.8 {
520     /* Jump into creature */
521 root 1.54 if (QUERY_FLAG (tmp, FLAG_MONSTER)
522     || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
523 root 1.8 {
524     new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
525 root 1.43
526     stop_jump (pl, i, spaces);
527    
528 root 1.54 int exp = 0;
529    
530     if (tmp->type != PLAYER
531     || (pl->type == PLAYER && !pl->contr->party)
532     || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
533 root 1.8 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
534 root 1.43
535 root 1.8 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
536 root 1.6 }
537 root 1.43
538 root 1.8 /* If the space has fly on set (no matter what the space is),
539     * we should get the effects - after all, the player is
540     * effectively flying.
541     */
542     if (tmp->move_on & MOVE_FLY_LOW)
543     {
544     pl->x = x;
545     pl->y = y;
546     pl->map = m;
547     stop_jump (pl, i, spaces);
548 root 1.54
549 root 1.8 return calc_skill_exp (pl, NULL, skill);
550 root 1.6 }
551     }
552 root 1.44
553 root 1.54 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
554     {
555     new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
556     stop_jump (pl, i, spaces);
557     return 0;
558     }
559    
560 root 1.8 pl->x = x;
561     pl->y = y;
562     pl->map = m;
563 elmex 1.1 }
564 root 1.44
565 root 1.8 stop_jump (pl, i, spaces);
566 root 1.44
567 root 1.8 return calc_skill_exp (pl, NULL, skill);
568 elmex 1.1 }
569    
570     /* jump() - this is both a new type of movement for player/monsters and
571     * an attack as well.
572     * Perhaps we should allow more spaces based on level, eg, level 50
573     * jumper can jump several spaces?
574 root 1.8 */
575     int
576     jump (object *pl, int dir, object *skill)
577 elmex 1.1 {
578 root 1.8 int str = pl->stats.Str;
579     int dex = pl->stats.Dex;
580    
581     dex = dex ? dex : 15;
582     str = str ? str : 10;
583    
584 root 1.43 int stats = str * str * str * dex * skill->level;
585 root 1.46 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
586 root 1.8
587 root 1.43 if (spaces == 0)
588 root 1.8 {
589     new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
590     return 0;
591 elmex 1.1 }
592 root 1.43
593 root 1.8 return attempt_jump (pl, dir, spaces, skill);
594 elmex 1.1 }
595    
596     /* skill_ident() - this code is supposed to allow players to identify
597     * classes of objects with the various "auto-ident" skills. Player must
598     * have unidentified objects of the right type in order for the skill
599     * to work. While multiple classes of objects may be identified,
600     * this code is kind of yucky -- it would be nice to make it a bit
601     * more generalized. Right now, skill indices are embedded in this routine.
602     * Returns amount of experience gained (on successful ident).
603     * - b.t. (thomas@astro.psu.edu)
604     */
605 root 1.8 static int
606     do_skill_detect_curse (object *pl, object *skill)
607     {
608     object *tmp;
609     int success = 0;
610    
611     for (tmp = pl->inv; tmp; tmp = tmp->below)
612     if (!tmp->invisible
613     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
614     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
615     {
616     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
617     esrv_update_item (UPD_FLAGS, pl, tmp);
618     success += calc_skill_exp (pl, tmp, skill);
619     }
620    
621     /* Check ground, too, but only objects the player could pick up */
622 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
623 root 1.8 if (can_pick (pl, tmp) &&
624     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
625     !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
626     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
627     {
628     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
629     esrv_update_item (UPD_FLAGS, pl, tmp);
630     success += calc_skill_exp (pl, tmp, skill);
631     }
632    
633     return success;
634     }
635    
636     static int
637     do_skill_detect_magic (object *pl, object *skill)
638     {
639     object *tmp;
640     int success = 0;
641    
642     for (tmp = pl->inv; tmp; tmp = tmp->below)
643     if (!tmp->invisible
644     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
645     && (is_magical (tmp)) && tmp->item_power < skill->level)
646     {
647     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
648     esrv_update_item (UPD_FLAGS, pl, tmp);
649     success += calc_skill_exp (pl, tmp, skill);
650     }
651    
652     /* Check ground, too, but like above, only if the object can be picked up */
653 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
654 root 1.8 if (can_pick (pl, tmp) &&
655     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (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 elmex 1.1
662 root 1.8 return success;
663 elmex 1.1 }
664    
665     /* Helper function for do_skill_ident, so that we can loop
666     * over inventory AND objects on the ground conveniently.
667     */
668 root 1.8 int
669     do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
670 elmex 1.1 {
671 root 1.8 int success = 0, chance;
672     int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
673 elmex 1.1
674 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
675     && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
676     {
677     chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
678 elmex 1.1
679 root 1.8 if (skill_value >= chance)
680     {
681     identify (tmp);
682    
683     if (pl->type == PLAYER)
684     {
685     new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
686    
687     if (tmp->msg)
688     {
689     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
690     new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
691     }
692 root 1.50 }
693 elmex 1.1
694 root 1.8 success += calc_skill_exp (pl, tmp, skill);
695     }
696     else
697     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
698     }
699 elmex 1.1
700 root 1.8 return success;
701 elmex 1.1 }
702    
703     /* do_skill_ident() - workhorse for skill_ident() -b.t.
704     */
705 root 1.8 static int
706     do_skill_ident (object *pl, int obj_class, object *skill)
707     {
708     int success = 0;
709    
710 root 1.39 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
711 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
712     /* check the ground */
713 elmex 1.1
714 root 1.39 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
715 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
716 elmex 1.1
717 root 1.8 return success;
718     }
719 elmex 1.1
720 root 1.8 int
721     skill_ident (object *pl, object *skill)
722     {
723     int success = 0;
724 elmex 1.1
725 root 1.8 if (pl->type != PLAYER)
726     return 0; /* only players will skill-identify */
727 elmex 1.1
728 root 1.8 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
729 elmex 1.1
730 root 1.8 switch (skill->subtype)
731     {
732 root 1.39 case SK_SMITHERY:
733     success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
734     + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
735     + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
736     + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
737     break;
738    
739     case SK_BOWYER:
740     success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
741     break;
742 root 1.6
743 root 1.39 case SK_ALCHEMY:
744     success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
745     + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
746     break;
747    
748     case SK_WOODSMAN:
749     success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
750     break;
751    
752     case SK_JEWELER:
753     success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
754     break;
755    
756     case SK_LITERACY:
757     success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
758     break;
759    
760     case SK_THAUMATURGY:
761     success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
762     break;
763    
764     case SK_DET_CURSE:
765     success = do_skill_detect_curse (pl, skill);
766     if (success)
767     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
768     break;
769    
770     case SK_DET_MAGIC:
771     success = do_skill_detect_magic (pl, skill);
772     if (success)
773     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
774     break;
775    
776     default:
777     LOG (llevError, "Error: bad call to skill_ident()\n");
778     return 0;
779     break;
780 elmex 1.1 }
781 root 1.39
782 root 1.8 if (!success)
783 root 1.39 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
784    
785 root 1.8 return success;
786 elmex 1.1 }
787 root 1.8
788 elmex 1.1 /* players using this skill can 'charm' a monster --
789     * into working for them. It can only be used on
790     * non-special (see below) 'neutral' creatures.
791     * -b.t. (thomas@astro.psu.edu)
792     */
793 root 1.8 int
794     use_oratory (object *pl, int dir, object *skill)
795     {
796     if (pl->type != PLAYER)
797     return 0; /* only players use this skill */
798 root 1.33
799 root 1.34 sint16 x = pl->x + freearr_x[dir],
800     y = pl->y + freearr_y[dir];
801     maptile *m = pl->map;
802    
803     int mflags = get_map_flags (m, &m, x, y, &x, &y);
804 root 1.8 if (mflags & P_OUT_OF_MAP)
805     return 0;
806    
807     /* Save some processing - we have the flag already anyways
808     */
809     if (!(mflags & P_IS_ALIVE))
810     {
811     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
812     return 0;
813 elmex 1.1 }
814    
815 root 1.34 object *tmp;
816 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
817 root 1.8 {
818     /* can't persuade players - return because there is nothing else
819     * on that space to charm. Same for multi space monsters and
820     * special monsters - we don't allow them to be charmed, and there
821     * is no reason to do further processing since they should be the
822     * only monster on the space.
823     */
824 root 1.33 if (tmp->type == PLAYER
825     || tmp->more || tmp->head_ () != tmp
826     || tmp->msg)
827 root 1.8 return 0;
828 elmex 1.1
829 root 1.8 if (QUERY_FLAG (tmp, FLAG_MONSTER))
830     break;
831 elmex 1.1 }
832    
833 root 1.8 if (!tmp)
834     {
835     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
836     return 0;
837 elmex 1.1 }
838    
839 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
840    
841     /* the following conditions limit who may be 'charmed' */
842 elmex 1.1
843 root 1.8 /* it's hostile! */
844     if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
845     {
846     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
847     return 0;
848     }
849 elmex 1.1
850 root 1.8 /* it's already allied! */
851 root 1.34 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
852 root 1.8 {
853 root 1.15 if (tmp->owner == pl)
854 root 1.8 {
855     new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
856     return 0;
857     }
858     else if (skill->level > tmp->level)
859     {
860     /* you steal the follower. Perhaps we should really look at the
861     * level of the owner above?
862     */
863 root 1.15 tmp->set_owner (pl);
864 root 1.33 tmp->skill = skill->skill;
865    
866 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
867     /* Abuse fix - don't give exp since this can otherwise
868     * be used by a couple players to gets lots of exp.
869     */
870     return 0;
871     }
872     else
873     {
874     /* In this case, you can't steal it from the other player */
875     return 0;
876 root 1.6 }
877 root 1.8 } /* Creature was already a pet of someone */
878 elmex 1.1
879 root 1.34 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
880 elmex 1.1
881 root 1.8 /* Ok, got a 'sucker' lets try to make them a follower */
882 root 1.34 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
883 root 1.8 {
884     new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
885    
886 root 1.53 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
887 root 1.15 tmp->set_owner (pl);
888 root 1.33 tmp->skill = skill->skill;
889 root 1.8 tmp->stats.exp = 0;
890     tmp->attack_movement = PETMOVE;
891 root 1.42
892     if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
893     add_friendly_object (tmp);
894    
895 root 1.8 return calc_skill_exp (pl, tmp, skill);
896     }
897     /* Charm failed. Creature may be angry now */
898     else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
899     {
900     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
901     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
902     {
903     remove_friendly_object (tmp);
904     tmp->attack_movement = 0; /* needed? */
905 root 1.6 }
906 root 1.27
907 root 1.8 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
908 elmex 1.1 }
909 root 1.25
910 root 1.8 return 0; /* Fall through - if we get here, we didn't charm anything */
911 elmex 1.1 }
912    
913     /* Singing() -this skill allows the player to pacify nearby creatures.
914     * There are few limitations on who/what kind of
915     * non-player creatures that may be pacified. Right now, a player
916     * may pacify creatures which have Int == 0. In this routine, once
917     * successfully pacified the creature gets Int=1. Thus, a player
918     * may only pacify a creature once.
919     * BTW, I appologize for the naming of the skill, I couldnt think
920     * of anything better! -b.t.
921     */
922 root 1.8 int
923     singing (object *pl, int dir, object *skill)
924     {
925 root 1.34 int i, exp = 0;
926 root 1.8 object *tmp;
927 root 1.11 maptile *m;
928 root 1.8 sint16 x, y;
929    
930     if (pl->type != PLAYER)
931     return 0; /* only players use this skill */
932    
933     new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
934     for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
935     {
936     x = pl->x + freearr_x[i];
937     y = pl->y + freearr_y[i];
938     m = pl->map;
939    
940 root 1.34 int mflags = get_map_flags (m, &m, x, y, &x, &y);
941 root 1.8 if (mflags & P_OUT_OF_MAP)
942     continue;
943     if (!(mflags & P_IS_ALIVE))
944     continue;
945    
946 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
947 root 1.8 {
948     if (QUERY_FLAG (tmp, FLAG_MONSTER))
949     break;
950     /* can't affect players */
951     if (tmp->type == PLAYER)
952     break;
953     }
954    
955     /* Whole bunch of checks to see if this is a type of monster that would
956     * listen to singing.
957     */
958     if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
959     !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
960     !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
961     (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
962     !QUERY_FLAG (tmp, FLAG_FRIENDLY))
963     { /* already calm */
964    
965     /* stealing isn't really related (although, maybe it should
966     * be). This is mainly to prevent singing to the same monster
967     * over and over again and getting exp for it.
968     */
969 root 1.34 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
970    
971     if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
972 root 1.8 {
973     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
974     new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
975     /* Give exp only if they are not aware */
976 root 1.34
977 root 1.8 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
978     exp += calc_skill_exp (pl, tmp, skill);
979 root 1.34
980 root 1.8 SET_FLAG (tmp, FLAG_NO_STEAL);
981     }
982     else
983     {
984     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
985     SET_FLAG (tmp, FLAG_NO_STEAL);
986 root 1.6 }
987     }
988 elmex 1.1 }
989 root 1.8 return exp;
990 elmex 1.1 }
991    
992     /* The find_traps skill (aka, search). Checks for traps
993     * on the spaces or in certain objects
994     */
995    
996 root 1.8 int
997     find_traps (object *pl, object *skill)
998     {
999     object *tmp, *tmp2;
1000     int i, expsum = 0, mflags;
1001     sint16 x, y;
1002 root 1.11 maptile *m;
1003 root 1.8
1004     /* First we search all around us for runes and traps, which are
1005     * all type RUNE
1006     */
1007 root 1.6
1008 root 1.8 for (i = 0; i < 9; i++)
1009     {
1010     x = pl->x + freearr_x[i];
1011     y = pl->y + freearr_y[i];
1012     m = pl->map;
1013    
1014     mflags = get_map_flags (m, &m, x, y, &x, &y);
1015     if (mflags & P_OUT_OF_MAP)
1016     continue;
1017    
1018     /* Check everything in the square for trapness */
1019 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1020 root 1.8 {
1021    
1022     /* And now we'd better do an inventory traversal of each
1023     * of these objects' inventory
1024     * We can narrow this down a bit - no reason to search through
1025     * the players inventory or monsters for that matter.
1026     */
1027     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1028     {
1029     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1030     if (tmp2->type == RUNE || tmp2->type == TRAP)
1031     if (trap_see (pl, tmp2))
1032     {
1033     trap_show (tmp2, tmp);
1034     if (tmp2->stats.Cha > 1)
1035     {
1036     if (!tmp2->owner || tmp2->owner->type != PLAYER)
1037     expsum += calc_skill_exp (pl, tmp2, skill);
1038    
1039     tmp2->stats.Cha = 1; /* unhide the trap */
1040 root 1.6 }
1041 root 1.8 }
1042 root 1.6 }
1043 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1044     {
1045     trap_show (tmp, tmp);
1046     if (tmp->stats.Cha > 1)
1047     {
1048     if (!tmp->owner || tmp->owner->type != PLAYER)
1049     expsum += calc_skill_exp (pl, tmp, skill);
1050     tmp->stats.Cha = 1; /* unhide the trap */
1051 root 1.6 }
1052     }
1053     }
1054 elmex 1.1 }
1055 root 1.8 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1056     return expsum;
1057     }
1058 elmex 1.1
1059     /* remove_trap() - This skill will disarm any previously discovered trap
1060     * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1061 root 1.8 */
1062    
1063     int
1064     remove_trap (object *op, int dir, object *skill)
1065     {
1066     object *tmp, *tmp2;
1067     int i, success = 0, mflags;
1068 root 1.11 maptile *m;
1069 root 1.8 sint16 x, y;
1070 elmex 1.1
1071 root 1.8 for (i = 0; i < 9; i++)
1072     {
1073     x = op->x + freearr_x[i];
1074     y = op->y + freearr_y[i];
1075     m = op->map;
1076    
1077     mflags = get_map_flags (m, &m, x, y, &x, &y);
1078     if (mflags & P_OUT_OF_MAP)
1079     continue;
1080    
1081     /* Check everything in the square for trapness */
1082 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1083 root 1.8 {
1084     /* And now we'd better do an inventory traversal of each
1085     * of these objects inventory. Like above, only
1086     * do this for interesting objects.
1087     */
1088    
1089     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1090     {
1091     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1092     if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1093     {
1094     trap_show (tmp2, tmp);
1095     if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1096     {
1097     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1098     success += calc_skill_exp (op, tmp2, skill);
1099     }
1100     }
1101 root 1.6 }
1102 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1103     {
1104     trap_show (tmp, tmp);
1105     if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1106     {
1107     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1108     success += calc_skill_exp (op, tmp, skill);
1109 root 1.6 }
1110     }
1111     }
1112 elmex 1.1 }
1113 root 1.40
1114 root 1.8 return success;
1115 elmex 1.1 }
1116    
1117     /* pray() - when this skill is called from do_skill(), it allows
1118     * the player to regain lost grace points at a faster rate. -b.t.
1119     * This always returns 0 - return value is used by calling function
1120     * such that if it returns true, player gets exp in that skill. This
1121     * the effect here can be done on demand, we probably don't want to
1122     * give infinite exp by returning true in any cases.
1123     */
1124 root 1.8 int
1125     pray (object *pl, object *skill)
1126     {
1127     char buf[MAX_BUF];
1128     object *tmp;
1129    
1130     if (pl->type != PLAYER)
1131     return 0;
1132    
1133     strcpy (buf, "You pray.");
1134    
1135     /* Check all objects - we could stop at floor objects,
1136     * but if someone buries an altar, I don't see a problem with
1137     * going through all the objects, and it shouldn't be much slower
1138     * than extra checks on object attributes.
1139     */
1140     for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1141     {
1142     /* Only if the altar actually belongs to someone do you get special benefits */
1143     if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1144     {
1145     sprintf (buf, "You pray over the %s.", &tmp->name);
1146     pray_at_altar (pl, tmp, skill);
1147     break; /* Only pray at one altar */
1148 root 1.6 }
1149 elmex 1.1 }
1150    
1151 root 1.8 new_draw_info (NDI_BLACK, 0, pl, buf);
1152    
1153     if (pl->stats.grace < pl->stats.maxgrace)
1154     {
1155     pl->stats.grace++;
1156     pl->last_grace = -1;
1157 elmex 1.1 }
1158 root 1.40
1159 root 1.8 return 0;
1160 elmex 1.1 }
1161    
1162     /* This skill allows the player to regain a few sp or hp for a
1163     * brief period of concentration. No armour or weapons may be
1164     * wielded/applied for this to work. The amount of time needed
1165     * to concentrate and the # of points regained is dependant on
1166     * the level of the user. - b.t. thomas@astro.psu.edu
1167 root 1.8 */
1168     void
1169     meditate (object *pl, object *skill)
1170     {
1171     object *tmp;
1172 elmex 1.1
1173 root 1.8 if (pl->type != PLAYER)
1174     return; /* players only */
1175 elmex 1.1
1176 root 1.8 /* check if pl has removed encumbering armour and weapons */
1177     if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1178     {
1179     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1180     return;
1181     }
1182     else
1183     {
1184     for (tmp = pl->inv; tmp; tmp = tmp->below)
1185 root 1.35 if (((tmp->type == ARMOUR && skill->level < 12)
1186 root 1.8 || (tmp->type == HELMET && skill->level < 10)
1187 root 1.35 || (tmp->type == SHIELD && skill->level < 6)
1188     || (tmp->type == BOOTS && skill->level < 4)
1189     || (tmp->type == GLOVES && skill->level < 2))
1190     && QUERY_FLAG (tmp, FLAG_APPLIED))
1191 root 1.8 {
1192     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1193     return;
1194 root 1.6 }
1195 elmex 1.1 }
1196    
1197 root 1.8 /* ok let's meditate! Spell points are regained first, then once
1198     * they are maxed we get back hp. Actual incrementing of values
1199     * is handled by the do_some_living() (in player.c). This way magical
1200     * bonuses for healing/sp regeneration are included properly
1201     * No matter what, we will eat up some playing time trying to
1202     * meditate. (see 'factor' variable for what sets the amount of time)
1203     */
1204    
1205     new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1206    
1207     if (pl->stats.sp < pl->stats.maxsp)
1208     {
1209     pl->stats.sp++;
1210     pl->last_sp = -1;
1211     }
1212     else if (pl->stats.hp < pl->stats.maxhp)
1213     {
1214     pl->stats.hp++;
1215     pl->last_heal = -1;
1216 elmex 1.1 }
1217     }
1218    
1219     /* write_note() - this routine allows players to inscribe messages in
1220 root 1.40 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1221 elmex 1.1 */
1222 root 1.8 static int
1223     write_note (object *pl, object *item, const char *msg, object *skill)
1224     {
1225 root 1.40 if (strstr (msg, "\nendmsg"))
1226 root 1.8 {
1227 root 1.40 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1228 root 1.8 return 0;
1229 elmex 1.1 }
1230 root 1.24
1231 root 1.40 int len = strlen (msg);
1232    
1233     if (!is_utf8_string ((U8 *)msg, len))
1234 root 1.8 {
1235 root 1.40 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1236 root 1.8 return 0;
1237 elmex 1.1 }
1238    
1239 root 1.8 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1240 root 1.40 return RESULT_INT (0);
1241    
1242     char buf[1024];
1243    
1244     if (len < sizeof (buf) - 2)
1245     {
1246     snprintf (buf, sizeof (buf), "%s\n", msg);
1247 root 1.8
1248 root 1.40 object *newbook = arch_to_object (item->other_arch);
1249 root 1.47 item->decrease ();
1250 root 1.40 newbook->nrof = 1;
1251     newbook->msg = buf;
1252     newbook->flag [FLAG_IDENTIFIED] = true;
1253    
1254     if (item->subtype == 1) // mailscrolls
1255 root 1.8 {
1256 root 1.40 newbook->name = item->name;
1257     newbook->name_pl = item->name_pl;
1258 root 1.8 }
1259 root 1.24
1260 root 1.50 pl->insert (newbook);
1261 root 1.40
1262     pl->contr->play_sound (sound_find ("inscribe_success"));
1263     new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1264 root 1.4 return strlen (msg);
1265 root 1.8 }
1266     else
1267 root 1.40 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name);
1268 elmex 1.1
1269 root 1.8 return 0;
1270 elmex 1.1 }
1271    
1272     /* write_scroll() - this routine allows players to inscribe spell scrolls
1273     * of spells which they know. Backfire effects are possible with the
1274     * severity of the backlash correlated with the difficulty of the scroll
1275     * that is attempted. -b.t. thomas@astro.psu.edu
1276     */
1277 root 1.8 static int
1278     write_scroll (object *pl, object *scroll, object *skill)
1279     {
1280     int success = 0, confused = 0;
1281    
1282 root 1.40 /* Check if we are ready to attempt inscription */
1283     object *chosen_spell = pl->contr->ranged_ob;
1284 root 1.8
1285 root 1.28 if (!chosen_spell || chosen_spell->type != SPELL)
1286 root 1.8 {
1287     new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1288     return 0;
1289     }
1290 root 1.24
1291 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1292     {
1293     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1294     return 0;
1295     }
1296 root 1.24
1297 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1298     {
1299     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1300     return 0;
1301 elmex 1.1 }
1302 root 1.8
1303     /* ok, we are ready to try inscription */
1304     if (QUERY_FLAG (pl, FLAG_CONFUSED))
1305     confused = 1;
1306    
1307     /* Lost mana/grace no matter what */
1308     pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1309     pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1310    
1311     if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1312     {
1313 root 1.40 object *newscroll = arch_to_object (scroll->other_arch);
1314 root 1.47 scroll->decrease ();
1315 root 1.40 newscroll->nrof = 1;
1316    
1317     pl->contr->play_sound (sound_find ("inscribe_success"));
1318 root 1.8
1319     if (!confused)
1320     {
1321     newscroll->level = MAX (skill->level, chosen_spell->level);
1322 root 1.40 newscroll->flag [FLAG_IDENTIFIED] = true;
1323     new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1324 root 1.8 }
1325     else
1326     {
1327     chosen_spell = find_random_spell_in_ob (pl, NULL);
1328     if (!chosen_spell)
1329 root 1.6 return 0;
1330 elmex 1.1
1331 root 1.8 newscroll->level = MAX (skill->level, chosen_spell->level);
1332     new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1333     }
1334 elmex 1.1
1335 root 1.40 object *tmp = chosen_spell->clone ();
1336 root 1.8 insert_ob_in_ob (tmp, newscroll);
1337    
1338 root 1.40 /* Same code as from treasure.C - so they can better merge.
1339 root 1.8 * if players want to sell them, so be it.
1340     */
1341 root 1.37 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1342 root 1.8 newscroll->stats.exp = newscroll->value / 5;
1343    
1344 root 1.50 pl->insert (newscroll);
1345 root 1.40
1346 root 1.8 success = calc_skill_exp (pl, newscroll, skill);
1347     if (!confused)
1348     success *= 2;
1349 root 1.40
1350 root 1.8 success = success * skill->level;
1351     return success;
1352     }
1353     else
1354     { /* Inscription has failed */
1355 root 1.40 pl->contr->play_sound (sound_find ("inscribe_fail"));
1356 root 1.8
1357     if (chosen_spell->level > skill->level || confused)
1358     { /*backfire! */
1359     new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1360 root 1.40
1361 root 1.8 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1362 root 1.18 pl->drain_specific_stat (4);
1363 root 1.8 else
1364     {
1365     confuse_player (pl, pl, 99);
1366 root 1.40 return -30 * chosen_spell->level;
1367 root 1.6 }
1368 root 1.8 }
1369     else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1370     {
1371 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.>");
1372 root 1.8 confuse_player (pl, pl, 99);
1373     }
1374     else
1375 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.>");
1376 elmex 1.1 }
1377 root 1.18
1378 root 1.8 return 0;
1379 elmex 1.1 }
1380    
1381     /* write_on_item() - wrapper for write_note and write_scroll */
1382 root 1.8 int
1383     write_on_item (object *pl, const char *params, object *skill)
1384     {
1385     archetype *skat;
1386    
1387     if (pl->type != PLAYER)
1388     return 0;
1389    
1390     if (!params)
1391 root 1.40 params = "";
1392 root 1.24
1393 root 1.8 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1394    
1395     /* Need to be able to read before we can write! */
1396 root 1.37 if (!find_skill_by_name (pl, skat->skill))
1397 root 1.8 {
1398 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.>");
1399 root 1.8 return 0;
1400 elmex 1.1 }
1401    
1402 root 1.40 object *item = find_marked_object (pl);
1403 root 1.8
1404     /* find an item of correct type to write on */
1405 root 1.40 if (!item)
1406 root 1.8 {
1407 root 1.56 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 make an item.>");
1408 root 1.40 return 0;
1409     }
1410    
1411     if (item->type != INSCRIBABLE)
1412     {
1413     new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1414 root 1.8 return 0;
1415 elmex 1.1 }
1416    
1417 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1418     {
1419     new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1420     return 0;
1421 elmex 1.1 }
1422 root 1.40
1423     if (item->other_arch->type == SCROLL)
1424 root 1.8 {
1425 root 1.40 if (*params)
1426     {
1427     // check readied scroll
1428     new_draw_info_format (NDI_UNIQUE, 0, pl,
1429     "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1430     "Usage: cast [spell name]; use_skill %s", &skill->skill);
1431     return 0;
1432     }
1433    
1434     return write_scroll (pl, item, skill);
1435 elmex 1.1 }
1436 root 1.40 else
1437     {
1438     if (!*params)
1439     {
1440     new_draw_info_format (NDI_UNIQUE, 0, pl,
1441     "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1442     "Usage: use_skill %s <message>", &skill->skill);
1443     return 0;
1444     }
1445 elmex 1.1
1446 root 1.40 return write_note (pl, item, params, skill);
1447     }
1448 root 1.24
1449 root 1.8 return 0;
1450 elmex 1.1 }
1451    
1452     /* find_throw_ob() - if we request an object, then
1453     * we search for it in the inventory of the owner (you've
1454     * got to be carrying something in order to throw it!).
1455     * If we didnt request an object, then the top object in inventory
1456     * (that is "throwable", ie no throwing your skills away!)
1457     * is the object of choice. Also check to see if object is
1458     * 'throwable' (ie not applied cursed obj, worn, etc).
1459     */
1460 root 1.8 static object *
1461     find_throw_ob (object *op, const char *request)
1462     {
1463     object *tmp;
1464    
1465     if (!op)
1466     { /* safety */
1467     LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1468     return (object *) NULL;
1469     }
1470    
1471     /* prefer marked item */
1472     tmp = find_marked_object (op);
1473     if (tmp != NULL)
1474     {
1475     /* can't toss invisible or inv-locked items */
1476     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1477     {
1478     tmp = NULL;
1479     }
1480     }
1481    
1482     /* look through the inventory */
1483     if (tmp == NULL)
1484     {
1485     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1486     {
1487     /* can't toss invisible or inv-locked items */
1488     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1489     continue;
1490     if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1491     break;
1492 elmex 1.1 }
1493     }
1494    
1495 root 1.8 /* this should prevent us from throwing away
1496     * cursed items, worn armour, etc. Only weapons
1497     * can be thrown from 'hand'.
1498     */
1499     if (!tmp)
1500     return NULL;
1501    
1502     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1503     {
1504     if (tmp->type != WEAPON)
1505     {
1506     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1507     tmp = NULL;
1508     }
1509     else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1510     {
1511     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1512     tmp = NULL;
1513     }
1514     else
1515     {
1516     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1517     {
1518     LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1519     tmp = NULL;
1520 root 1.6 }
1521     }
1522 root 1.8 }
1523     else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1524     {
1525     new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1526     tmp = NULL;
1527 elmex 1.1 }
1528    
1529 root 1.8 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1530     {
1531     LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1532     tmp = NULL;
1533 elmex 1.1 }
1534 root 1.8 return tmp;
1535 elmex 1.1 }
1536    
1537     /* make_throw_ob() We construct the 'carrier' object in
1538     * which we will insert the object that is being thrown.
1539 root 1.51 * This combination becomes the 'thrown object'. -b.t.
1540 elmex 1.1 */
1541 root 1.8 static object *
1542     make_throw_ob (object *orig)
1543     {
1544     if (!orig)
1545 root 1.51 return 0;
1546 elmex 1.1
1547 root 1.8 if (QUERY_FLAG (orig, FLAG_APPLIED))
1548     {
1549     LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1550     /* insufficient workaround, but better than nothing */
1551     CLEAR_FLAG (orig, FLAG_APPLIED);
1552     }
1553 root 1.14
1554     object *toss_item = orig->clone ();
1555    
1556 root 1.8 toss_item->type = THROWN_OBJ;
1557     CLEAR_FLAG (toss_item, FLAG_CHANGING);
1558     toss_item->stats.dam = 0; /* default damage */
1559 root 1.41 toss_item->insert (orig);
1560    
1561 root 1.8 return toss_item;
1562 elmex 1.1 }
1563    
1564     /* do_throw() - op throws any object toss_item. This code
1565     * was borrowed from fire_bow.
1566     * Returns 1 if skill was successfully used, 0 if not
1567     */
1568 root 1.8 static int
1569     do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1570     {
1571     object *throw_ob = toss_item, *left = NULL;
1572     int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1573     int pause_f, weight_f = 0, mflags;
1574     float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1575 root 1.11 maptile *m;
1576 root 1.8 sint16 sx, sy;
1577    
1578     if (throw_ob == NULL)
1579     {
1580     if (op->type == PLAYER)
1581 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1582    
1583 root 1.8 return 0;
1584 elmex 1.1 }
1585 root 1.8 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1586     {
1587     if (op->type == PLAYER)
1588 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1589    
1590 root 1.8 return 0;
1591     }
1592    
1593     /* Because throwing effectiveness must be reduced by the
1594     * encumbrance of the thrower and weight of the object. THus,
1595     * we use the concept of 'effective strength' as defined below.
1596     */
1597    
1598     /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1599     if (str > MAX_STAT)
1600     {
1601     str_factor = (float) str / (float) MAX_STAT;
1602     str = MAX_STAT;
1603 elmex 1.1 }
1604    
1605 root 1.8 /* the more we carry, the less we can throw. Limit only on players */
1606     maxc = max_carry[str] * 1000;
1607     if (op->carrying > maxc && op->type == PLAYER)
1608     load_factor = (float) maxc / (float) op->carrying;
1609    
1610     /* lighter items are thrown harder, farther, faster */
1611     if (throw_ob->weight > 0)
1612     item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1613     else
1614     { /* 0 or negative weight?!? Odd object, can't throw it */
1615     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1616     return 0;
1617 elmex 1.1 }
1618 root 1.8
1619     eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1620     eff_str = (int) ((float) eff_str * item_factor * str_factor);
1621    
1622     /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1623     * account for super-strong throwers. */
1624     if (eff_str > MAX_STAT)
1625     eff_str = MAX_STAT;
1626 elmex 1.1
1627     #ifdef DEBUG_THROW
1628 root 1.8 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1629     LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1630     LOG (llevDebug, " str_factor=%f\n", str_factor);
1631     LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1632 elmex 1.1 #endif
1633    
1634 root 1.8 /* 3 things here prevent a throw, you aimed at your feet, you
1635     * have no effective throwing strength, or you threw at something
1636     * that flying objects can't get through.
1637     */
1638     mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1639    
1640     if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1641     {
1642 root 1.20 /* bounces off 'wall', and drops to feet */
1643     throw_ob->insert_at (part, op);
1644 root 1.8
1645     if (op->type == PLAYER)
1646     {
1647     if (eff_str <= 1)
1648 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));
1649 root 1.8 else if (!dir)
1650 root 1.20 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1651 root 1.8 else
1652     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 root 1.6 }
1654 root 1.20
1655 root 1.8 return 0;
1656     } /* if object can't be thrown */
1657    
1658     left = throw_ob; /* these are throwing objects left to the player */
1659    
1660     /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1661     * and returns NULL. We must use 'left' then
1662     */
1663 root 1.48 if (!(throw_ob = throw_ob->split ()))
1664 root 1.8 {
1665     throw_ob = left;
1666 root 1.12 left->remove ();
1667 root 1.8 }
1668    
1669     /* special case: throwing powdery substances like dust, dirt */
1670     if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1671     {
1672     cast_dust (op, throw_ob, dir);
1673     return 1;
1674     }
1675    
1676     /* Make a thrown object -- insert real object in a 'carrier' object.
1677     * If unsuccessfull at making the "thrown_obj", we just reinsert
1678     * the original object back into inventory and exit
1679     */
1680     if ((toss_item = make_throw_ob (throw_ob)))
1681     {
1682     throw_ob = toss_item;
1683     throw_ob->skill = skill->skill;
1684 elmex 1.1 }
1685 root 1.8 else
1686     {
1687     insert_ob_in_ob (throw_ob, op);
1688     return 0;
1689 elmex 1.1 }
1690    
1691 root 1.15 throw_ob->set_owner (op);
1692 root 1.8 /* At some point in the attack code, the actual real object (op->inv)
1693     * becomes the hitter. As such, we need to make sure that has a proper
1694     * owner value so exp goes to the right place.
1695     */
1696 root 1.15 throw_ob->inv->set_owner (op);
1697 root 1.8 throw_ob->direction = dir;
1698    
1699     /* the damage bonus from the force of the throw */
1700 root 1.41 dam = int (str_factor * dam_bonus[eff_str]);
1701 root 1.8
1702     /* Now, lets adjust the properties of the thrown_ob. */
1703    
1704     /* how far to fly */
1705     throw_ob->last_sp = (eff_str * 3) / 5;
1706    
1707     /* speed */
1708 root 1.19 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1709 root 1.8
1710     /* item damage. Eff_str and item weight influence damage done */
1711     weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1712     throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1713    
1714     /* chance of breaking. Proportional to force used and weight of item */
1715     throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1716    
1717     /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1718     throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1719 elmex 1.1
1720 root 1.8 /* the properties of objects which are meant to be thrown (ie dart,
1721     * throwing knife, etc) will differ from ordinary items. Lets tailor
1722     * this stuff in here.
1723     */
1724    
1725     if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1726     {
1727     throw_ob->last_sp += eff_str / 3; /* fly a little further */
1728     throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1729     throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1730     /* only throw objects get directional faces */
1731     if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1732     SET_ANIMATION (throw_ob, dir);
1733     }
1734     else
1735     {
1736 root 1.26 uint16 mat = throw_ob->materials;
1737    
1738 root 1.8 /* some materials will adjust properties.. */
1739 root 1.26 if (mat & M_LEATHER)
1740 root 1.8 {
1741     throw_ob->stats.dam -= 1;
1742     throw_ob->stats.food -= 10;
1743     }
1744 root 1.19
1745 root 1.26 if (mat & M_GLASS)
1746 root 1.8 throw_ob->stats.food += 60;
1747    
1748 root 1.26 if (mat & M_ORGANIC)
1749 root 1.8 {
1750     throw_ob->stats.dam -= 3;
1751     throw_ob->stats.food += 55;
1752     }
1753 root 1.19
1754 root 1.26 if (mat & M_PAPER || mat & M_CLOTH)
1755 root 1.8 {
1756     throw_ob->stats.dam -= 5;
1757     throw_ob->speed *= 0.8;
1758     throw_ob->stats.wc += 3;
1759     throw_ob->stats.food -= 30;
1760     }
1761 root 1.19
1762 root 1.8 /* light obj have more wind resistance, fly slower */
1763     if (throw_ob->weight > 500)
1764     throw_ob->speed *= 0.8;
1765 root 1.19
1766 root 1.8 if (throw_ob->weight > 50)
1767     throw_ob->speed *= 0.5;
1768     } /* else tailor thrown object */
1769    
1770     /* some limits, and safeties (needed?) */
1771     if (throw_ob->stats.dam < 0)
1772     throw_ob->stats.dam = 0;
1773     if (throw_ob->last_sp > eff_str)
1774     throw_ob->last_sp = eff_str;
1775     if (throw_ob->stats.food < 0)
1776     throw_ob->stats.food = 0;
1777     if (throw_ob->stats.food > 100)
1778     throw_ob->stats.food = 100;
1779     if (throw_ob->stats.wc > 30)
1780     throw_ob->stats.wc = 30;
1781    
1782     /* how long to pause the thrower. Higher values mean less pause */
1783     pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1784    
1785     /* Put a lower limit on this */
1786     if (pause_f < 10)
1787     pause_f = 10;
1788     if (pause_f > 100)
1789     pause_f = 100;
1790    
1791     /* Changed in 0.94.2 - the calculation before was really goofy.
1792     * In short summary, a throw can take anywhere between speed 5 and
1793     * speed 0.5
1794     */
1795     op->speed_left -= 50 / pause_f;
1796    
1797     throw_ob->speed_left = 0;
1798     throw_ob->map = part->map;
1799    
1800     throw_ob->move_type = MOVE_FLY_LOW;
1801     throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1802 elmex 1.1
1803     #if 0
1804 root 1.8 /* need to put in a good sound for this */
1805     play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1806 elmex 1.1 #endif
1807 root 1.8
1808 elmex 1.1 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1809 root 1.8 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1810 elmex 1.1 #ifdef DEBUG_THROW
1811 root 1.8 LOG (llevDebug, " pause_f=%d \n", pause_f);
1812     LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1813     throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1814     LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1815 elmex 1.1 #endif
1816 root 1.20
1817     throw_ob->insert_at (part, op);
1818 root 1.10
1819     if (!throw_ob->destroyed ())
1820 root 1.8 move_arrow (throw_ob);
1821 root 1.10
1822 root 1.8 return 1;
1823     }
1824    
1825     int
1826     skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1827     {
1828     object *throw_ob;
1829    
1830     if (op->type == PLAYER)
1831     throw_ob = find_throw_ob (op, params);
1832     else
1833     throw_ob = find_mon_throw_ob (op);
1834 elmex 1.1
1835 root 1.8 return do_throw (op, part, throw_ob, dir, skill);
1836 elmex 1.1 }