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Revision: 1.59
Committed: Sun Dec 14 15:25:44 2008 UTC (15 years, 6 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_73, rel-2_74
Changes since 1.58: +7 -0 lines
Log Message:
fixed jump fix.

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 root 1.57 if (who->flag [FLAG_HIDDEN])
206 root 1.8 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 1.57 op->flag [FLAG_HIDDEN] = 1;
434 root 1.8 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 root 1.57 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
453 root 1.8 {
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     }
538 root 1.44
539 root 1.54 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
540     {
541     new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
542     stop_jump (pl, i, spaces);
543     return 0;
544     }
545    
546 root 1.8 pl->x = x;
547     pl->y = y;
548     pl->map = m;
549 elmex 1.59
550     if (m->at (x, y).move_on & pl->move_type)
551     {
552     new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
553     stop_jump (pl, i, spaces);
554     return 0;
555     }
556 elmex 1.1 }
557 root 1.44
558 root 1.8 stop_jump (pl, i, spaces);
559 root 1.44
560 root 1.8 return calc_skill_exp (pl, NULL, skill);
561 elmex 1.1 }
562    
563     /* jump() - this is both a new type of movement for player/monsters and
564     * an attack as well.
565     * Perhaps we should allow more spaces based on level, eg, level 50
566     * jumper can jump several spaces?
567 root 1.8 */
568     int
569     jump (object *pl, int dir, object *skill)
570 elmex 1.1 {
571 root 1.8 int str = pl->stats.Str;
572     int dex = pl->stats.Dex;
573    
574     dex = dex ? dex : 15;
575     str = str ? str : 10;
576    
577 root 1.43 int stats = str * str * str * dex * skill->level;
578 root 1.46 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
579 root 1.8
580 root 1.43 if (spaces == 0)
581 root 1.8 {
582     new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
583     return 0;
584 elmex 1.1 }
585 root 1.43
586 root 1.8 return attempt_jump (pl, dir, spaces, skill);
587 elmex 1.1 }
588    
589     /* skill_ident() - this code is supposed to allow players to identify
590     * classes of objects with the various "auto-ident" skills. Player must
591     * have unidentified objects of the right type in order for the skill
592     * to work. While multiple classes of objects may be identified,
593     * this code is kind of yucky -- it would be nice to make it a bit
594     * more generalized. Right now, skill indices are embedded in this routine.
595     * Returns amount of experience gained (on successful ident).
596     * - b.t. (thomas@astro.psu.edu)
597     */
598 root 1.8 static int
599     do_skill_detect_curse (object *pl, object *skill)
600     {
601     object *tmp;
602     int success = 0;
603    
604     for (tmp = pl->inv; tmp; tmp = tmp->below)
605     if (!tmp->invisible
606     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
607     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
608     {
609     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
610     esrv_update_item (UPD_FLAGS, pl, tmp);
611     success += calc_skill_exp (pl, tmp, skill);
612     }
613    
614     /* Check ground, too, but only objects the player could pick up */
615 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
616 root 1.8 if (can_pick (pl, tmp) &&
617     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
618     !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
619     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
620     {
621     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
622     esrv_update_item (UPD_FLAGS, pl, tmp);
623     success += calc_skill_exp (pl, tmp, skill);
624     }
625    
626     return success;
627     }
628    
629     static int
630     do_skill_detect_magic (object *pl, object *skill)
631     {
632     object *tmp;
633     int success = 0;
634    
635     for (tmp = pl->inv; tmp; tmp = tmp->below)
636     if (!tmp->invisible
637     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
638     && (is_magical (tmp)) && tmp->item_power < skill->level)
639     {
640     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
641     esrv_update_item (UPD_FLAGS, pl, tmp);
642     success += calc_skill_exp (pl, tmp, skill);
643     }
644    
645     /* Check ground, too, but like above, only if the object can be picked up */
646 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
647 root 1.8 if (can_pick (pl, tmp) &&
648     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
649     {
650     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
651     esrv_update_item (UPD_FLAGS, pl, tmp);
652     success += calc_skill_exp (pl, tmp, skill);
653     }
654 elmex 1.1
655 root 1.8 return success;
656 elmex 1.1 }
657    
658     /* Helper function for do_skill_ident, so that we can loop
659     * over inventory AND objects on the ground conveniently.
660     */
661 root 1.8 int
662     do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
663 elmex 1.1 {
664 root 1.8 int success = 0, chance;
665     int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
666 elmex 1.1
667 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
668     && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
669     {
670     chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
671 elmex 1.1
672 root 1.8 if (skill_value >= chance)
673     {
674     identify (tmp);
675    
676     if (pl->type == PLAYER)
677     {
678     new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
679    
680     if (tmp->msg)
681     {
682     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
683     new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
684     }
685 root 1.50 }
686 elmex 1.1
687 root 1.8 success += calc_skill_exp (pl, tmp, skill);
688     }
689     else
690     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
691     }
692 elmex 1.1
693 root 1.8 return success;
694 elmex 1.1 }
695    
696     /* do_skill_ident() - workhorse for skill_ident() -b.t.
697     */
698 root 1.8 static int
699     do_skill_ident (object *pl, int obj_class, object *skill)
700     {
701     int success = 0;
702    
703 root 1.39 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
704 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
705     /* check the ground */
706 elmex 1.1
707 root 1.39 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
708 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
709 elmex 1.1
710 root 1.8 return success;
711     }
712 elmex 1.1
713 root 1.8 int
714     skill_ident (object *pl, object *skill)
715     {
716     int success = 0;
717 elmex 1.1
718 root 1.8 if (pl->type != PLAYER)
719     return 0; /* only players will skill-identify */
720 elmex 1.1
721 root 1.8 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
722 elmex 1.1
723 root 1.8 switch (skill->subtype)
724     {
725 root 1.39 case SK_SMITHERY:
726     success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
727     + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
728     + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
729     + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
730     break;
731    
732     case SK_BOWYER:
733     success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
734     break;
735 root 1.6
736 root 1.39 case SK_ALCHEMY:
737     success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
738     + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
739     break;
740    
741     case SK_WOODSMAN:
742     success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
743     break;
744    
745     case SK_JEWELER:
746     success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
747     break;
748    
749     case SK_LITERACY:
750     success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
751     break;
752    
753     case SK_THAUMATURGY:
754     success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
755     break;
756    
757     case SK_DET_CURSE:
758     success = do_skill_detect_curse (pl, skill);
759     if (success)
760     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
761     break;
762    
763     case SK_DET_MAGIC:
764     success = do_skill_detect_magic (pl, skill);
765     if (success)
766     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
767     break;
768    
769     default:
770     LOG (llevError, "Error: bad call to skill_ident()\n");
771     return 0;
772     break;
773 elmex 1.1 }
774 root 1.39
775 root 1.8 if (!success)
776 root 1.39 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
777    
778 root 1.8 return success;
779 elmex 1.1 }
780 root 1.8
781 elmex 1.1 /* players using this skill can 'charm' a monster --
782     * into working for them. It can only be used on
783     * non-special (see below) 'neutral' creatures.
784     * -b.t. (thomas@astro.psu.edu)
785     */
786 root 1.8 int
787     use_oratory (object *pl, int dir, object *skill)
788     {
789     if (pl->type != PLAYER)
790     return 0; /* only players use this skill */
791 root 1.33
792 root 1.34 sint16 x = pl->x + freearr_x[dir],
793     y = pl->y + freearr_y[dir];
794     maptile *m = pl->map;
795    
796     int mflags = get_map_flags (m, &m, x, y, &x, &y);
797 root 1.8 if (mflags & P_OUT_OF_MAP)
798     return 0;
799    
800     /* Save some processing - we have the flag already anyways
801     */
802     if (!(mflags & P_IS_ALIVE))
803     {
804     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
805     return 0;
806 elmex 1.1 }
807    
808 root 1.34 object *tmp;
809 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
810 root 1.8 {
811     /* can't persuade players - return because there is nothing else
812     * on that space to charm. Same for multi space monsters and
813     * special monsters - we don't allow them to be charmed, and there
814     * is no reason to do further processing since they should be the
815     * only monster on the space.
816     */
817 root 1.33 if (tmp->type == PLAYER
818     || tmp->more || tmp->head_ () != tmp
819     || tmp->msg)
820 root 1.8 return 0;
821 elmex 1.1
822 root 1.8 if (QUERY_FLAG (tmp, FLAG_MONSTER))
823     break;
824 elmex 1.1 }
825    
826 root 1.8 if (!tmp)
827     {
828     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
829     return 0;
830 elmex 1.1 }
831    
832 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
833    
834     /* the following conditions limit who may be 'charmed' */
835 elmex 1.1
836 root 1.8 /* it's hostile! */
837     if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
838     {
839     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
840     return 0;
841     }
842 elmex 1.1
843 root 1.8 /* it's already allied! */
844 root 1.34 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
845 root 1.8 {
846 root 1.15 if (tmp->owner == pl)
847 root 1.8 {
848     new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
849     return 0;
850     }
851     else if (skill->level > tmp->level)
852     {
853     /* you steal the follower. Perhaps we should really look at the
854     * level of the owner above?
855     */
856 root 1.15 tmp->set_owner (pl);
857 root 1.33 tmp->skill = skill->skill;
858    
859 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
860     /* Abuse fix - don't give exp since this can otherwise
861     * be used by a couple players to gets lots of exp.
862     */
863     return 0;
864     }
865     else
866     {
867     /* In this case, you can't steal it from the other player */
868     return 0;
869 root 1.6 }
870 root 1.8 } /* Creature was already a pet of someone */
871 elmex 1.1
872 root 1.34 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
873 elmex 1.1
874 root 1.8 /* Ok, got a 'sucker' lets try to make them a follower */
875 root 1.34 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
876 root 1.8 {
877     new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
878    
879 root 1.53 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
880 root 1.15 tmp->set_owner (pl);
881 root 1.33 tmp->skill = skill->skill;
882 root 1.8 tmp->stats.exp = 0;
883     tmp->attack_movement = PETMOVE;
884 root 1.42
885     if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
886     add_friendly_object (tmp);
887    
888 root 1.8 return calc_skill_exp (pl, tmp, skill);
889     }
890     /* Charm failed. Creature may be angry now */
891     else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
892     {
893     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
894     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
895     {
896     remove_friendly_object (tmp);
897     tmp->attack_movement = 0; /* needed? */
898 root 1.6 }
899 root 1.27
900 root 1.8 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
901 elmex 1.1 }
902 root 1.25
903 root 1.8 return 0; /* Fall through - if we get here, we didn't charm anything */
904 elmex 1.1 }
905    
906     /* Singing() -this skill allows the player to pacify nearby creatures.
907     * There are few limitations on who/what kind of
908     * non-player creatures that may be pacified. Right now, a player
909     * may pacify creatures which have Int == 0. In this routine, once
910     * successfully pacified the creature gets Int=1. Thus, a player
911     * may only pacify a creature once.
912     * BTW, I appologize for the naming of the skill, I couldnt think
913     * of anything better! -b.t.
914     */
915 root 1.8 int
916     singing (object *pl, int dir, object *skill)
917     {
918 root 1.34 int i, exp = 0;
919 root 1.8 object *tmp;
920 root 1.11 maptile *m;
921 root 1.8 sint16 x, y;
922    
923     if (pl->type != PLAYER)
924     return 0; /* only players use this skill */
925    
926     new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
927     for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
928     {
929     x = pl->x + freearr_x[i];
930     y = pl->y + freearr_y[i];
931     m = pl->map;
932    
933 root 1.34 int mflags = get_map_flags (m, &m, x, y, &x, &y);
934 root 1.8 if (mflags & P_OUT_OF_MAP)
935     continue;
936     if (!(mflags & P_IS_ALIVE))
937     continue;
938    
939 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
940 root 1.8 {
941     if (QUERY_FLAG (tmp, FLAG_MONSTER))
942     break;
943     /* can't affect players */
944     if (tmp->type == PLAYER)
945     break;
946     }
947    
948     /* Whole bunch of checks to see if this is a type of monster that would
949     * listen to singing.
950     */
951     if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
952     !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
953     !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
954     (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
955     !QUERY_FLAG (tmp, FLAG_FRIENDLY))
956     { /* already calm */
957    
958     /* stealing isn't really related (although, maybe it should
959     * be). This is mainly to prevent singing to the same monster
960     * over and over again and getting exp for it.
961     */
962 root 1.34 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
963    
964     if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
965 root 1.8 {
966     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
967     new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
968     /* Give exp only if they are not aware */
969 root 1.34
970 root 1.8 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
971     exp += calc_skill_exp (pl, tmp, skill);
972 root 1.34
973 root 1.8 SET_FLAG (tmp, FLAG_NO_STEAL);
974     }
975     else
976     {
977     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
978     SET_FLAG (tmp, FLAG_NO_STEAL);
979 root 1.6 }
980     }
981 elmex 1.1 }
982 root 1.8 return exp;
983 elmex 1.1 }
984    
985     /* The find_traps skill (aka, search). Checks for traps
986     * on the spaces or in certain objects
987     */
988    
989 root 1.8 int
990     find_traps (object *pl, object *skill)
991     {
992     object *tmp, *tmp2;
993     int i, expsum = 0, mflags;
994     sint16 x, y;
995 root 1.11 maptile *m;
996 root 1.8
997     /* First we search all around us for runes and traps, which are
998     * all type RUNE
999     */
1000 root 1.6
1001 root 1.8 for (i = 0; i < 9; i++)
1002     {
1003     x = pl->x + freearr_x[i];
1004     y = pl->y + freearr_y[i];
1005     m = pl->map;
1006    
1007     mflags = get_map_flags (m, &m, x, y, &x, &y);
1008     if (mflags & P_OUT_OF_MAP)
1009     continue;
1010    
1011     /* Check everything in the square for trapness */
1012 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1013 root 1.8 {
1014    
1015     /* And now we'd better do an inventory traversal of each
1016     * of these objects' inventory
1017     * We can narrow this down a bit - no reason to search through
1018     * the players inventory or monsters for that matter.
1019     */
1020     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1021     {
1022     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1023     if (tmp2->type == RUNE || tmp2->type == TRAP)
1024     if (trap_see (pl, tmp2))
1025     {
1026     trap_show (tmp2, tmp);
1027     if (tmp2->stats.Cha > 1)
1028     {
1029     if (!tmp2->owner || tmp2->owner->type != PLAYER)
1030     expsum += calc_skill_exp (pl, tmp2, skill);
1031    
1032     tmp2->stats.Cha = 1; /* unhide the trap */
1033 root 1.6 }
1034 root 1.8 }
1035 root 1.6 }
1036 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1037     {
1038     trap_show (tmp, tmp);
1039     if (tmp->stats.Cha > 1)
1040     {
1041     if (!tmp->owner || tmp->owner->type != PLAYER)
1042     expsum += calc_skill_exp (pl, tmp, skill);
1043     tmp->stats.Cha = 1; /* unhide the trap */
1044 root 1.6 }
1045     }
1046     }
1047 elmex 1.1 }
1048 root 1.8 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1049     return expsum;
1050     }
1051 elmex 1.1
1052     /* remove_trap() - This skill will disarm any previously discovered trap
1053     * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1054 root 1.8 */
1055    
1056     int
1057     remove_trap (object *op, int dir, object *skill)
1058     {
1059     object *tmp, *tmp2;
1060     int i, success = 0, mflags;
1061 root 1.11 maptile *m;
1062 root 1.8 sint16 x, y;
1063 elmex 1.1
1064 root 1.8 for (i = 0; i < 9; i++)
1065     {
1066     x = op->x + freearr_x[i];
1067     y = op->y + freearr_y[i];
1068     m = op->map;
1069    
1070     mflags = get_map_flags (m, &m, x, y, &x, &y);
1071     if (mflags & P_OUT_OF_MAP)
1072     continue;
1073    
1074     /* Check everything in the square for trapness */
1075 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1076 root 1.8 {
1077     /* And now we'd better do an inventory traversal of each
1078     * of these objects inventory. Like above, only
1079     * do this for interesting objects.
1080     */
1081    
1082     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1083     {
1084     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1085     if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1086     {
1087     trap_show (tmp2, tmp);
1088     if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1089     {
1090     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1091     success += calc_skill_exp (op, tmp2, skill);
1092     }
1093     }
1094 root 1.6 }
1095 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1096     {
1097     trap_show (tmp, tmp);
1098     if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1099     {
1100     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1101     success += calc_skill_exp (op, tmp, skill);
1102 root 1.6 }
1103     }
1104     }
1105 elmex 1.1 }
1106 root 1.40
1107 root 1.8 return success;
1108 elmex 1.1 }
1109    
1110     /* pray() - when this skill is called from do_skill(), it allows
1111     * the player to regain lost grace points at a faster rate. -b.t.
1112     * This always returns 0 - return value is used by calling function
1113     * such that if it returns true, player gets exp in that skill. This
1114     * the effect here can be done on demand, we probably don't want to
1115     * give infinite exp by returning true in any cases.
1116     */
1117 root 1.8 int
1118     pray (object *pl, object *skill)
1119     {
1120     char buf[MAX_BUF];
1121     object *tmp;
1122    
1123     if (pl->type != PLAYER)
1124     return 0;
1125    
1126     strcpy (buf, "You pray.");
1127    
1128     /* Check all objects - we could stop at floor objects,
1129     * but if someone buries an altar, I don't see a problem with
1130     * going through all the objects, and it shouldn't be much slower
1131     * than extra checks on object attributes.
1132     */
1133     for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1134     {
1135     /* Only if the altar actually belongs to someone do you get special benefits */
1136     if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1137     {
1138     sprintf (buf, "You pray over the %s.", &tmp->name);
1139     pray_at_altar (pl, tmp, skill);
1140     break; /* Only pray at one altar */
1141 root 1.6 }
1142 elmex 1.1 }
1143    
1144 root 1.8 new_draw_info (NDI_BLACK, 0, pl, buf);
1145    
1146     if (pl->stats.grace < pl->stats.maxgrace)
1147     {
1148     pl->stats.grace++;
1149     pl->last_grace = -1;
1150 elmex 1.1 }
1151 root 1.40
1152 root 1.8 return 0;
1153 elmex 1.1 }
1154    
1155     /* This skill allows the player to regain a few sp or hp for a
1156     * brief period of concentration. No armour or weapons may be
1157     * wielded/applied for this to work. The amount of time needed
1158     * to concentrate and the # of points regained is dependant on
1159     * the level of the user. - b.t. thomas@astro.psu.edu
1160 root 1.8 */
1161     void
1162     meditate (object *pl, object *skill)
1163     {
1164     object *tmp;
1165 elmex 1.1
1166 root 1.8 if (pl->type != PLAYER)
1167     return; /* players only */
1168 elmex 1.1
1169 root 1.8 /* check if pl has removed encumbering armour and weapons */
1170     if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1171     {
1172     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1173     return;
1174     }
1175     else
1176     {
1177     for (tmp = pl->inv; tmp; tmp = tmp->below)
1178 root 1.35 if (((tmp->type == ARMOUR && skill->level < 12)
1179 root 1.8 || (tmp->type == HELMET && skill->level < 10)
1180 root 1.35 || (tmp->type == SHIELD && skill->level < 6)
1181     || (tmp->type == BOOTS && skill->level < 4)
1182     || (tmp->type == GLOVES && skill->level < 2))
1183     && QUERY_FLAG (tmp, FLAG_APPLIED))
1184 root 1.8 {
1185     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1186     return;
1187 root 1.6 }
1188 elmex 1.1 }
1189    
1190 root 1.8 /* ok let's meditate! Spell points are regained first, then once
1191     * they are maxed we get back hp. Actual incrementing of values
1192     * is handled by the do_some_living() (in player.c). This way magical
1193     * bonuses for healing/sp regeneration are included properly
1194     * No matter what, we will eat up some playing time trying to
1195     * meditate. (see 'factor' variable for what sets the amount of time)
1196     */
1197    
1198     new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1199    
1200     if (pl->stats.sp < pl->stats.maxsp)
1201     {
1202     pl->stats.sp++;
1203     pl->last_sp = -1;
1204     }
1205     else if (pl->stats.hp < pl->stats.maxhp)
1206     {
1207     pl->stats.hp++;
1208     pl->last_heal = -1;
1209 elmex 1.1 }
1210     }
1211    
1212     /* write_note() - this routine allows players to inscribe messages in
1213 root 1.40 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1214 elmex 1.1 */
1215 root 1.8 static int
1216     write_note (object *pl, object *item, const char *msg, object *skill)
1217     {
1218 root 1.40 if (strstr (msg, "\nendmsg"))
1219 root 1.8 {
1220 root 1.40 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1221 root 1.8 return 0;
1222 elmex 1.1 }
1223 root 1.24
1224 root 1.40 int len = strlen (msg);
1225    
1226     if (!is_utf8_string ((U8 *)msg, len))
1227 root 1.8 {
1228 root 1.40 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1229 root 1.8 return 0;
1230 elmex 1.1 }
1231    
1232 root 1.8 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1233 root 1.40 return RESULT_INT (0);
1234    
1235     char buf[1024];
1236    
1237     if (len < sizeof (buf) - 2)
1238     {
1239     snprintf (buf, sizeof (buf), "%s\n", msg);
1240 root 1.8
1241 root 1.40 object *newbook = arch_to_object (item->other_arch);
1242 root 1.47 item->decrease ();
1243 root 1.40 newbook->nrof = 1;
1244     newbook->msg = buf;
1245     newbook->flag [FLAG_IDENTIFIED] = true;
1246    
1247     if (item->subtype == 1) // mailscrolls
1248 root 1.8 {
1249 root 1.40 newbook->name = item->name;
1250     newbook->name_pl = item->name_pl;
1251 root 1.8 }
1252 root 1.24
1253 root 1.50 pl->insert (newbook);
1254 root 1.40
1255     pl->contr->play_sound (sound_find ("inscribe_success"));
1256     new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1257 root 1.4 return strlen (msg);
1258 root 1.8 }
1259     else
1260 root 1.40 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name);
1261 elmex 1.1
1262 root 1.8 return 0;
1263 elmex 1.1 }
1264    
1265     /* write_scroll() - this routine allows players to inscribe spell scrolls
1266     * of spells which they know. Backfire effects are possible with the
1267     * severity of the backlash correlated with the difficulty of the scroll
1268     * that is attempted. -b.t. thomas@astro.psu.edu
1269     */
1270 root 1.8 static int
1271     write_scroll (object *pl, object *scroll, object *skill)
1272     {
1273     int success = 0, confused = 0;
1274    
1275 root 1.40 /* Check if we are ready to attempt inscription */
1276     object *chosen_spell = pl->contr->ranged_ob;
1277 root 1.8
1278 root 1.28 if (!chosen_spell || chosen_spell->type != SPELL)
1279 root 1.8 {
1280     new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1281     return 0;
1282     }
1283 root 1.24
1284 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1285     {
1286     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1287     return 0;
1288     }
1289 root 1.24
1290 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1291     {
1292     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1293     return 0;
1294 elmex 1.1 }
1295 root 1.8
1296     /* ok, we are ready to try inscription */
1297     if (QUERY_FLAG (pl, FLAG_CONFUSED))
1298     confused = 1;
1299    
1300     /* Lost mana/grace no matter what */
1301     pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1302     pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1303    
1304     if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1305     {
1306 root 1.40 object *newscroll = arch_to_object (scroll->other_arch);
1307 root 1.47 scroll->decrease ();
1308 root 1.40 newscroll->nrof = 1;
1309    
1310     pl->contr->play_sound (sound_find ("inscribe_success"));
1311 root 1.8
1312     if (!confused)
1313     {
1314     newscroll->level = MAX (skill->level, chosen_spell->level);
1315 root 1.40 newscroll->flag [FLAG_IDENTIFIED] = true;
1316     new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1317 root 1.8 }
1318     else
1319     {
1320     chosen_spell = find_random_spell_in_ob (pl, NULL);
1321     if (!chosen_spell)
1322 root 1.6 return 0;
1323 elmex 1.1
1324 root 1.8 newscroll->level = MAX (skill->level, chosen_spell->level);
1325     new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1326     }
1327 elmex 1.1
1328 root 1.40 object *tmp = chosen_spell->clone ();
1329 root 1.8 insert_ob_in_ob (tmp, newscroll);
1330    
1331 root 1.40 /* Same code as from treasure.C - so they can better merge.
1332 root 1.8 * if players want to sell them, so be it.
1333     */
1334 root 1.37 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1335 root 1.8 newscroll->stats.exp = newscroll->value / 5;
1336    
1337 root 1.50 pl->insert (newscroll);
1338 root 1.40
1339 root 1.8 success = calc_skill_exp (pl, newscroll, skill);
1340     if (!confused)
1341     success *= 2;
1342 root 1.40
1343 root 1.8 success = success * skill->level;
1344     return success;
1345     }
1346     else
1347     { /* Inscription has failed */
1348 root 1.40 pl->contr->play_sound (sound_find ("inscribe_fail"));
1349 root 1.8
1350     if (chosen_spell->level > skill->level || confused)
1351     { /*backfire! */
1352     new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1353 root 1.40
1354 root 1.8 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1355 root 1.18 pl->drain_specific_stat (4);
1356 root 1.8 else
1357     {
1358     confuse_player (pl, pl, 99);
1359 root 1.40 return -30 * chosen_spell->level;
1360 root 1.6 }
1361 root 1.8 }
1362     else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1363     {
1364 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.>");
1365 root 1.8 confuse_player (pl, pl, 99);
1366     }
1367     else
1368 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.>");
1369 elmex 1.1 }
1370 root 1.18
1371 root 1.8 return 0;
1372 elmex 1.1 }
1373    
1374     /* write_on_item() - wrapper for write_note and write_scroll */
1375 root 1.8 int
1376     write_on_item (object *pl, const char *params, object *skill)
1377     {
1378     archetype *skat;
1379    
1380     if (pl->type != PLAYER)
1381     return 0;
1382    
1383     if (!params)
1384 root 1.40 params = "";
1385 root 1.24
1386 root 1.8 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1387    
1388     /* Need to be able to read before we can write! */
1389 root 1.37 if (!find_skill_by_name (pl, skat->skill))
1390 root 1.8 {
1391 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.>");
1392 root 1.8 return 0;
1393 elmex 1.1 }
1394    
1395 root 1.40 object *item = find_marked_object (pl);
1396 root 1.8
1397     /* find an item of correct type to write on */
1398 root 1.40 if (!item)
1399 root 1.8 {
1400 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.>");
1401 root 1.40 return 0;
1402     }
1403    
1404     if (item->type != INSCRIBABLE)
1405     {
1406     new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1407 root 1.8 return 0;
1408 elmex 1.1 }
1409    
1410 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1411     {
1412     new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1413     return 0;
1414 elmex 1.1 }
1415 root 1.40
1416     if (item->other_arch->type == SCROLL)
1417 root 1.8 {
1418 root 1.40 if (*params)
1419     {
1420     // check readied scroll
1421     new_draw_info_format (NDI_UNIQUE, 0, pl,
1422     "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1423     "Usage: cast [spell name]; use_skill %s", &skill->skill);
1424     return 0;
1425     }
1426    
1427     return write_scroll (pl, item, skill);
1428 elmex 1.1 }
1429 root 1.40 else
1430     {
1431     if (!*params)
1432     {
1433     new_draw_info_format (NDI_UNIQUE, 0, pl,
1434     "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1435     "Usage: use_skill %s <message>", &skill->skill);
1436     return 0;
1437     }
1438 elmex 1.1
1439 root 1.40 return write_note (pl, item, params, skill);
1440     }
1441 root 1.24
1442 root 1.8 return 0;
1443 elmex 1.1 }
1444    
1445     /* find_throw_ob() - if we request an object, then
1446     * we search for it in the inventory of the owner (you've
1447     * got to be carrying something in order to throw it!).
1448     * If we didnt request an object, then the top object in inventory
1449     * (that is "throwable", ie no throwing your skills away!)
1450     * is the object of choice. Also check to see if object is
1451     * 'throwable' (ie not applied cursed obj, worn, etc).
1452     */
1453 root 1.8 static object *
1454     find_throw_ob (object *op, const char *request)
1455     {
1456     object *tmp;
1457    
1458     if (!op)
1459     { /* safety */
1460     LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1461     return (object *) NULL;
1462     }
1463    
1464     /* prefer marked item */
1465     tmp = find_marked_object (op);
1466     if (tmp != NULL)
1467     {
1468     /* can't toss invisible or inv-locked items */
1469     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1470     {
1471     tmp = NULL;
1472     }
1473     }
1474    
1475     /* look through the inventory */
1476     if (tmp == NULL)
1477     {
1478     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1479     {
1480     /* can't toss invisible or inv-locked items */
1481     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1482     continue;
1483     if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1484     break;
1485 elmex 1.1 }
1486     }
1487    
1488 root 1.8 /* this should prevent us from throwing away
1489     * cursed items, worn armour, etc. Only weapons
1490     * can be thrown from 'hand'.
1491     */
1492     if (!tmp)
1493     return NULL;
1494    
1495     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1496     {
1497     if (tmp->type != WEAPON)
1498     {
1499     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1500     tmp = NULL;
1501     }
1502     else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1503     {
1504     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1505     tmp = NULL;
1506     }
1507     else
1508     {
1509     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1510     {
1511     LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1512     tmp = NULL;
1513 root 1.6 }
1514     }
1515 root 1.8 }
1516     else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1517     {
1518     new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1519     tmp = NULL;
1520 elmex 1.1 }
1521    
1522 root 1.8 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1523     {
1524     LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1525     tmp = NULL;
1526 elmex 1.1 }
1527 root 1.8 return tmp;
1528 elmex 1.1 }
1529    
1530     /* make_throw_ob() We construct the 'carrier' object in
1531     * which we will insert the object that is being thrown.
1532 root 1.51 * This combination becomes the 'thrown object'. -b.t.
1533 elmex 1.1 */
1534 root 1.8 static object *
1535     make_throw_ob (object *orig)
1536     {
1537     if (!orig)
1538 root 1.51 return 0;
1539 elmex 1.1
1540 root 1.8 if (QUERY_FLAG (orig, FLAG_APPLIED))
1541     {
1542     LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1543     /* insufficient workaround, but better than nothing */
1544     CLEAR_FLAG (orig, FLAG_APPLIED);
1545     }
1546 root 1.14
1547     object *toss_item = orig->clone ();
1548    
1549 root 1.8 toss_item->type = THROWN_OBJ;
1550     CLEAR_FLAG (toss_item, FLAG_CHANGING);
1551     toss_item->stats.dam = 0; /* default damage */
1552 root 1.41 toss_item->insert (orig);
1553    
1554 root 1.8 return toss_item;
1555 elmex 1.1 }
1556    
1557     /* do_throw() - op throws any object toss_item. This code
1558     * was borrowed from fire_bow.
1559     * Returns 1 if skill was successfully used, 0 if not
1560     */
1561 root 1.8 static int
1562     do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1563     {
1564     object *throw_ob = toss_item, *left = NULL;
1565     int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1566     int pause_f, weight_f = 0, mflags;
1567     float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1568 root 1.11 maptile *m;
1569 root 1.8 sint16 sx, sy;
1570    
1571     if (throw_ob == NULL)
1572     {
1573     if (op->type == PLAYER)
1574 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1575    
1576 root 1.8 return 0;
1577 elmex 1.1 }
1578 root 1.8 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1579     {
1580     if (op->type == PLAYER)
1581 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1582    
1583 root 1.8 return 0;
1584     }
1585    
1586     /* Because throwing effectiveness must be reduced by the
1587     * encumbrance of the thrower and weight of the object. THus,
1588     * we use the concept of 'effective strength' as defined below.
1589     */
1590    
1591     /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1592     if (str > MAX_STAT)
1593     {
1594     str_factor = (float) str / (float) MAX_STAT;
1595     str = MAX_STAT;
1596 elmex 1.1 }
1597    
1598 root 1.8 /* the more we carry, the less we can throw. Limit only on players */
1599     maxc = max_carry[str] * 1000;
1600     if (op->carrying > maxc && op->type == PLAYER)
1601     load_factor = (float) maxc / (float) op->carrying;
1602    
1603     /* lighter items are thrown harder, farther, faster */
1604     if (throw_ob->weight > 0)
1605     item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1606     else
1607     { /* 0 or negative weight?!? Odd object, can't throw it */
1608     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1609     return 0;
1610 elmex 1.1 }
1611 root 1.8
1612     eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1613     eff_str = (int) ((float) eff_str * item_factor * str_factor);
1614    
1615     /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1616     * account for super-strong throwers. */
1617     if (eff_str > MAX_STAT)
1618     eff_str = MAX_STAT;
1619 elmex 1.1
1620     #ifdef DEBUG_THROW
1621 root 1.8 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1622     LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1623     LOG (llevDebug, " str_factor=%f\n", str_factor);
1624     LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1625 elmex 1.1 #endif
1626    
1627 root 1.8 /* 3 things here prevent a throw, you aimed at your feet, you
1628     * have no effective throwing strength, or you threw at something
1629     * that flying objects can't get through.
1630     */
1631     mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1632    
1633     if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1634     {
1635 root 1.20 /* bounces off 'wall', and drops to feet */
1636     throw_ob->insert_at (part, op);
1637 root 1.8
1638     if (op->type == PLAYER)
1639     {
1640     if (eff_str <= 1)
1641 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));
1642 root 1.8 else if (!dir)
1643 root 1.20 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1644 root 1.8 else
1645     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1646 root 1.6 }
1647 root 1.20
1648 root 1.8 return 0;
1649     } /* if object can't be thrown */
1650    
1651     left = throw_ob; /* these are throwing objects left to the player */
1652    
1653     /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1654     * and returns NULL. We must use 'left' then
1655     */
1656 root 1.48 if (!(throw_ob = throw_ob->split ()))
1657 root 1.8 {
1658     throw_ob = left;
1659 root 1.12 left->remove ();
1660 root 1.8 }
1661    
1662     /* special case: throwing powdery substances like dust, dirt */
1663     if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1664     {
1665     cast_dust (op, throw_ob, dir);
1666     return 1;
1667     }
1668    
1669     /* Make a thrown object -- insert real object in a 'carrier' object.
1670     * If unsuccessfull at making the "thrown_obj", we just reinsert
1671     * the original object back into inventory and exit
1672     */
1673     if ((toss_item = make_throw_ob (throw_ob)))
1674     {
1675     throw_ob = toss_item;
1676     throw_ob->skill = skill->skill;
1677 elmex 1.1 }
1678 root 1.8 else
1679     {
1680     insert_ob_in_ob (throw_ob, op);
1681     return 0;
1682 elmex 1.1 }
1683    
1684 root 1.15 throw_ob->set_owner (op);
1685 root 1.8 /* At some point in the attack code, the actual real object (op->inv)
1686     * becomes the hitter. As such, we need to make sure that has a proper
1687     * owner value so exp goes to the right place.
1688     */
1689 root 1.15 throw_ob->inv->set_owner (op);
1690 root 1.8 throw_ob->direction = dir;
1691    
1692     /* the damage bonus from the force of the throw */
1693 root 1.41 dam = int (str_factor * dam_bonus[eff_str]);
1694 root 1.8
1695     /* Now, lets adjust the properties of the thrown_ob. */
1696    
1697     /* how far to fly */
1698     throw_ob->last_sp = (eff_str * 3) / 5;
1699    
1700     /* speed */
1701 root 1.19 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1702 root 1.8
1703     /* item damage. Eff_str and item weight influence damage done */
1704     weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1705     throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1706    
1707     /* chance of breaking. Proportional to force used and weight of item */
1708     throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1709    
1710     /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1711     throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1712 elmex 1.1
1713 root 1.8 /* the properties of objects which are meant to be thrown (ie dart,
1714     * throwing knife, etc) will differ from ordinary items. Lets tailor
1715     * this stuff in here.
1716     */
1717    
1718     if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1719     {
1720     throw_ob->last_sp += eff_str / 3; /* fly a little further */
1721     throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1722     throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1723     /* only throw objects get directional faces */
1724     if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1725     SET_ANIMATION (throw_ob, dir);
1726     }
1727     else
1728     {
1729 root 1.26 uint16 mat = throw_ob->materials;
1730    
1731 root 1.8 /* some materials will adjust properties.. */
1732 root 1.26 if (mat & M_LEATHER)
1733 root 1.8 {
1734     throw_ob->stats.dam -= 1;
1735     throw_ob->stats.food -= 10;
1736     }
1737 root 1.19
1738 root 1.26 if (mat & M_GLASS)
1739 root 1.8 throw_ob->stats.food += 60;
1740    
1741 root 1.26 if (mat & M_ORGANIC)
1742 root 1.8 {
1743     throw_ob->stats.dam -= 3;
1744     throw_ob->stats.food += 55;
1745     }
1746 root 1.19
1747 root 1.26 if (mat & M_PAPER || mat & M_CLOTH)
1748 root 1.8 {
1749     throw_ob->stats.dam -= 5;
1750     throw_ob->speed *= 0.8;
1751     throw_ob->stats.wc += 3;
1752     throw_ob->stats.food -= 30;
1753     }
1754 root 1.19
1755 root 1.8 /* light obj have more wind resistance, fly slower */
1756     if (throw_ob->weight > 500)
1757     throw_ob->speed *= 0.8;
1758 root 1.19
1759 root 1.8 if (throw_ob->weight > 50)
1760     throw_ob->speed *= 0.5;
1761     } /* else tailor thrown object */
1762    
1763     /* some limits, and safeties (needed?) */
1764     if (throw_ob->stats.dam < 0)
1765     throw_ob->stats.dam = 0;
1766     if (throw_ob->last_sp > eff_str)
1767     throw_ob->last_sp = eff_str;
1768     if (throw_ob->stats.food < 0)
1769     throw_ob->stats.food = 0;
1770     if (throw_ob->stats.food > 100)
1771     throw_ob->stats.food = 100;
1772     if (throw_ob->stats.wc > 30)
1773     throw_ob->stats.wc = 30;
1774    
1775     /* how long to pause the thrower. Higher values mean less pause */
1776     pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1777    
1778     /* Put a lower limit on this */
1779     if (pause_f < 10)
1780     pause_f = 10;
1781     if (pause_f > 100)
1782     pause_f = 100;
1783    
1784     /* Changed in 0.94.2 - the calculation before was really goofy.
1785     * In short summary, a throw can take anywhere between speed 5 and
1786     * speed 0.5
1787     */
1788     op->speed_left -= 50 / pause_f;
1789    
1790     throw_ob->speed_left = 0;
1791     throw_ob->map = part->map;
1792    
1793     throw_ob->move_type = MOVE_FLY_LOW;
1794     throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1795 elmex 1.1
1796     #if 0
1797 root 1.8 /* need to put in a good sound for this */
1798     play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1799 elmex 1.1 #endif
1800 root 1.8
1801 elmex 1.1 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1802 root 1.8 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1803 elmex 1.1 #ifdef DEBUG_THROW
1804 root 1.8 LOG (llevDebug, " pause_f=%d \n", pause_f);
1805     LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1806     throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1807     LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1808 elmex 1.1 #endif
1809 root 1.20
1810     throw_ob->insert_at (part, op);
1811 root 1.10
1812     if (!throw_ob->destroyed ())
1813 root 1.8 move_arrow (throw_ob);
1814 root 1.10
1815 root 1.8 return 1;
1816     }
1817    
1818     int
1819     skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1820     {
1821     object *throw_ob;
1822    
1823     if (op->type == PLAYER)
1824     throw_ob = find_throw_ob (op, params);
1825     else
1826     throw_ob = find_mon_throw_ob (op);
1827 elmex 1.1
1828 root 1.8 return do_throw (op, part, throw_ob, dir, skill);
1829 elmex 1.1 }