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Revision: 1.62
Committed: Sun Jan 11 04:45:01 2009 UTC (15 years, 4 months ago) by root
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Branch: MAIN
Changes since 1.61: +2 -1 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.45 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.23 *
4 root 1.49 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.36 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.23 *
8 root 1.45 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.38 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.23 *
13 root 1.38 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.36 *
18 root 1.38 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 pippijn 1.23 *
21 root 1.45 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.23 */
23 elmex 1.1
24     #include <global.h>
25     #include <object.h>
26 root 1.24 #include <sproto.h>
27 elmex 1.1 #include <living.h>
28     #include <skills.h>
29     #include <spells.h>
30     #include <book.h>
31    
32 root 1.8 /* adj_stealchance() - increased values indicate better attempts */
33     static int
34     adj_stealchance (object *op, object *victim, int roll)
35     {
36     object *equip;
37    
38     if (!op || !victim || !roll)
39     return -1;
40    
41     /* Only prohibit stealing if the player does not have a free
42     * hand available and in fact does have hands.
43     */
44 root 1.30 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
45 root 1.8 {
46 root 1.62 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with! "
47     "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>");
48 root 1.8 return -1;
49 elmex 1.1 }
50 root 1.8
51     /* ADJUSTMENTS */
52    
53     /* Its harder to steal from hostile beings! */
54     if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
55     roll = roll / 2;
56    
57     /* Easier to steal from sleeping beings, or if the thief is
58     * unseen */
59     if (QUERY_FLAG (victim, FLAG_SLEEP))
60     roll = roll * 3;
61     else if (op->invisible)
62     roll = roll * 2;
63    
64     /* check stealing 'encumberance'. Having this equipment applied makes
65     * it quite a bit harder to steal.
66     */
67     for (equip = op->inv; equip; equip = equip->below)
68     {
69     if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
70 root 1.56 roll -= equip->weight / 10000;
71    
72 root 1.8 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
73     roll -= equip->weight / 5000;
74 root 1.56
75 root 1.8 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
76 root 1.56 roll -= equip->weight / 2000;
77    
78 root 1.8 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
79     roll -= equip->weight / 5000;
80 root 1.56
81 root 1.8 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
82     roll -= equip->weight / 100;
83     }
84 root 1.56
85 root 1.8 if (roll < 0)
86     roll = 0;
87 root 1.56
88 root 1.8 return roll;
89 elmex 1.1 }
90    
91     /*
92     * When stealing: dependent on the intelligence/wisdom of whom you're
93     * stealing from (op in attempt_steal), offset by your dexterity and
94     * skill at stealing. They may notice your attempt, whether successful
95     * or not.
96     * op is the target (person being pilfered)
97     * who is the person doing the stealing.
98     * skill is the skill object (stealing).
99     */
100 root 1.8 static int
101     attempt_steal (object *op, object *who, object *skill)
102 elmex 1.1 {
103 root 1.8 object *success = NULL, *tmp = NULL, *next;
104     int roll = 0, chance = 0, stats_value;
105     rv_vector rv;
106    
107 root 1.60 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
108 root 1.8
109     /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
110     * they will try to prevent stealing if they can. Only unseen theives will
111     * have much chance of success.
112     */
113 root 1.60 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
114 root 1.8 {
115     if (can_detect_enemy (op, who, &rv))
116     {
117     npc_call_help (op);
118     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
119     new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
120     return 0;
121     }
122     else /* help npc to detect thief next time by raising its wisdom */
123     op->stats.Wis += (op->stats.Int / 5) + 1;
124 root 1.60
125 root 1.8 if (op->stats.Wis > MAX_STAT)
126     op->stats.Wis = MAX_STAT;
127 elmex 1.1 }
128 root 1.32
129 root 1.60 if (op->is_player () && op->flag [FLAG_WIZ])
130 root 1.8 {
131     new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
132     return 0;
133 elmex 1.1 }
134 root 1.32
135     // only allow stealing between hostile players (TODO: probably should change)
136 root 1.60 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful))
137 root 1.8 {
138     new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
139 elmex 1.1 return 0;
140     }
141    
142 root 1.52 /* Ok then, go through their inventory, stealing */
143 root 1.32 for (tmp = op->inv; tmp; tmp = next)
144 root 1.8 {
145     next = tmp->below;
146 root 1.6
147 root 1.8 /* you can't steal worn items, starting items, wiz stuff,
148     * innate abilities, or items w/o a type. Generally
149     * speaking, the invisibility flag prevents experience or
150     * abilities from being stolen since these types are currently
151     * always invisible objects. I was implicit here so as to prevent
152     * future possible problems. -b.t.
153     * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
154     * already -b.t.
155     */
156    
157 root 1.32 if (QUERY_FLAG (tmp, FLAG_APPLIED)
158     || !tmp->type
159 elmex 1.17 || tmp->type == SPELL
160 root 1.32 || QUERY_FLAG (tmp, FLAG_STARTEQUIP)
161     || QUERY_FLAG (tmp, FLAG_NO_STEAL)
162     || tmp->invisible)
163 root 1.8 continue;
164    
165     /* Okay, try stealing this item. Dependent on dexterity of thief,
166     * skill level, see the adj_stealroll fctn for more detail.
167     */
168    
169     roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
170    
171     if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
172     return 0;
173     else if (roll < chance)
174     {
175     pick_up (who, tmp);
176     /* need to see if the player actually stole this item -
177     * if it is in the players inv, assume it is. This prevents
178     * abuses where the player can not carry the item, so just
179     * keeps stealing it over and over.
180     */
181 root 1.10 if (tmp->destroyed () || tmp->env != op)
182 root 1.8 {
183     /* for players, play_sound: steals item */
184     success = tmp;
185     CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
186 root 1.50 }
187 root 1.8
188     break;
189 root 1.6 }
190 root 1.8 } /* for loop looking for an item */
191 elmex 1.1
192 root 1.8 if (!tmp)
193     {
194     new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
195     return 0;
196 elmex 1.1 }
197    
198 root 1.8 /* If you arent high enough level, you might get something BUT
199     * the victim will notice your stealing attempt. Ditto if you
200     * attempt to steal something heavy off them, they're bound to notice
201     */
202    
203     if ((roll >= skill->level) || !chance
204     || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
205     {
206     /* victim figures out where the thief is! */
207 root 1.57 if (who->flag [FLAG_HIDDEN])
208 root 1.8 make_visible (who);
209    
210     if (op->type != PLAYER)
211     {
212     /* The unaggressives look after themselves 8) */
213     if (who->type == PLAYER)
214     {
215     npc_call_help (op);
216     new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
217     }
218 root 1.52
219 root 1.8 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
220     /* all remaining npc items are guarded now. Set flag NO_STEAL
221     * on the victim.
222     */
223     SET_FLAG (op, FLAG_NO_STEAL);
224     }
225     else
226     { /* stealing from another player */
227     char buf[MAX_BUF];
228    
229     /* Notify the other player */
230     if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
231 root 1.52 sprintf (buf, "Your %s is missing!", query_name (success));
232 root 1.8 else
233 root 1.52 sprintf (buf, "Your pack feels strangely lighter.");
234    
235 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
236     if (!success)
237     {
238     if (who->invisible)
239 root 1.52 sprintf (buf, "you feel itchy fingers getting at your pack.");
240 root 1.8 else
241 root 1.52 sprintf (buf, "%s looks very shifty.", query_name (who));
242    
243 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
244 root 1.6 }
245 root 1.8 } /* else stealing from another player */
246     /* play_sound("stop! thief!"); kindofthing */
247     } /* if you weren't 100% successful */
248 root 1.52
249 root 1.8 return success ? 1 : 0;
250 elmex 1.1 }
251    
252 root 1.8 int
253     steal (object *op, int dir, object *skill)
254 elmex 1.1 {
255 root 1.8 object *tmp, *next;
256     sint16 x, y;
257 root 1.11 maptile *m;
258 root 1.8 int mflags;
259 elmex 1.1
260 root 1.8 x = op->x + freearr_x[dir];
261     y = op->y + freearr_y[dir];
262    
263     if (dir == 0)
264     {
265     /* Can't steal from ourself! */
266     return 0;
267 elmex 1.1 }
268    
269 root 1.8 m = op->map;
270     mflags = get_map_flags (m, &m, x, y, &x, &y);
271     /* Out of map - can't do it. If nothing alive on this space,
272     * don't need to look any further.
273     */
274     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
275     return 0;
276    
277     /* If player can't move onto the space, can't steal from it. */
278     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
279     return 0;
280    
281     /* Find the topmost object at this spot */
282 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
283 root 1.8
284     /* For all the stacked objects at this point, attempt a steal */
285     for (; tmp != NULL; tmp = next)
286     {
287     next = tmp->below;
288     /* Minor hack--for multi square beings - make sure we get
289     * the 'head' coz 'tail' objects have no inventory! - b.t.
290     */
291     if (tmp->head)
292     tmp = tmp->head;
293    
294     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
295     continue;
296    
297     /* do not reveal hidden DMs */
298     if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
299     continue;
300     if (attempt_steal (tmp, op, skill))
301     {
302     if (tmp->type == PLAYER) /* no xp for stealing from another player */
303     return 0;
304 elmex 1.1
305 root 1.8 /* no xp for stealing from pets (of players) */
306     if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
307     {
308 root 1.15 object *owner = tmp->owner;
309 elmex 1.1
310 root 1.8 if (owner != NULL && owner->type == PLAYER)
311 root 1.6 return 0;
312 root 1.8 }
313 root 1.6
314 root 1.8 // reduce monster experience by experience we gained, as to
315     // limit the amount of exp that can be gained by stealing from monsters
316     // (jessies gave ~20,000,000 exp otherwise.
317     int exp = calc_skill_exp (op, tmp, skill);
318 elmex 1.1
319 root 1.8 exp = MIN (tmp->stats.exp, exp);
320     tmp->stats.exp -= exp;
321     return exp;
322 root 1.6 }
323 elmex 1.1 }
324 root 1.8 return 0;
325 elmex 1.1 }
326    
327 root 1.8 static int
328     attempt_pick_lock (object *door, object *pl, object *skill)
329 elmex 1.1 {
330 root 1.8 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
331     int success = 0, number; /* did we get anything? */
332 elmex 1.1
333    
334 root 1.8 /* Try to pick the lock on this item (doors only for now).
335     * Dependent on dexterity/skill SK_level of the player and
336     * the map level difficulty.
337     */
338     number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
339     if (number < (pl->stats.Dex + skill->level - difficulty))
340     {
341     remove_door (door);
342     success = 1;
343     }
344     else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
345     { /* set off any traps? */
346     spring_trap (door->inv, pl);
347     }
348     return success;
349 elmex 1.1 }
350    
351    
352     /* Implementation by bt. (thomas@astro.psu.edu)
353     * monster implementation 7-7-95 by bt.
354     */
355    
356 root 1.8 int
357     pick_lock (object *pl, int dir, object *skill)
358 elmex 1.1 {
359 root 1.8 object *tmp;
360     int x = pl->x + freearr_x[dir];
361     int y = pl->y + freearr_y[dir];
362 elmex 1.1
363 root 1.8 if (!dir)
364     dir = pl->facing;
365 elmex 1.1
366 root 1.8 /* For all the stacked objects at this point find a door */
367     if (out_of_map (pl->map, x, y))
368     {
369     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
370     return 0;
371 elmex 1.1 }
372    
373 root 1.16 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
374 root 1.8 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
375     break;
376 elmex 1.1
377 root 1.8 if (!tmp)
378     {
379     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
380     return 0;
381 elmex 1.1 }
382 root 1.8 if (tmp->type == LOCKED_DOOR)
383     {
384     new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
385     return 0;
386 elmex 1.1 }
387    
388 root 1.8 if (!tmp->move_block)
389     {
390     new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
391     return 0;
392 elmex 1.1 }
393    
394 root 1.8 if (attempt_pick_lock (tmp, pl, skill))
395     {
396     new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
397     return calc_skill_exp (pl, NULL, skill);
398     }
399     else
400     {
401     new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
402     return 0;
403 elmex 1.1 }
404 root 1.8 }
405 elmex 1.1
406     /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
407     * a short while (success and duration dependant on player SK_level,
408     * dexterity, charisma, and map difficulty).
409     * Players have a good chance of becoming 'unhidden' if they move
410     * and like invisiblity will be come visible if they attack
411     * Implemented by b.t. (thomas@astro.psu.edu)
412     * July 7, 1995 - made hiding possible for monsters. -b.t.
413 root 1.8 */
414     static int
415     attempt_hide (object *op, object *skill)
416     {
417     int number, difficulty = op->map->difficulty;
418     int terrain = hideability (op);
419    
420     if (terrain < -10) /* not enough cover here */
421     return 0;
422 elmex 1.1
423 root 1.8 /* Hiding success and duration dependant on skill level,
424     * op->stats.Dex, map difficulty and terrain.
425     */
426 root 1.35 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
427 elmex 1.1
428 root 1.8 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
429     {
430     op->invisible += 100; /* set the level of 'hiddeness' */
431 root 1.35
432 root 1.8 if (op->type == PLAYER)
433     op->contr->tmp_invis = 1;
434 root 1.35
435 root 1.57 op->flag [FLAG_HIDDEN] = 1;
436 root 1.8 return 1;
437 elmex 1.1 }
438 root 1.35
439 root 1.8 return 0;
440 elmex 1.1 }
441    
442     /* patched this to take terrain into consideration */
443 root 1.8 int
444     hide (object *op, object *skill)
445     {
446     /* the preliminaries -- Can we really hide now? */
447     /* this keeps monsters from using invisibilty spells and hiding */
448 elmex 1.1
449 root 1.8 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
450     {
451     new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
452     return 0;
453     }
454 root 1.57 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
455 root 1.8 {
456     new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
457     make_visible (op);
458     }
459 elmex 1.1
460 root 1.35 if (op->invisible > 50 * skill->level)
461 root 1.8 {
462     new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
463     return 0;
464 elmex 1.1 }
465 root 1.8
466     if (attempt_hide (op, skill))
467     {
468     new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
469     update_object (op, UP_OBJ_FACE);
470     return calc_skill_exp (op, NULL, skill);
471 elmex 1.1 }
472 root 1.35
473 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
474     return 0;
475 elmex 1.1 }
476    
477     /* stop_jump() - End of jump. Clear flags, restore the map, and
478     * freeze the jumper a while to simulate the exhaustion
479     * of jumping.
480     */
481 root 1.8 static void
482     stop_jump (object *pl, int dist, int spaces)
483     {
484 root 1.18 pl->update_stats ();
485 root 1.20 pl->map->insert (pl, pl->x, pl->y, pl);
486 root 1.54 pl->speed_left -= fabs (pl->speed * 8);
487 elmex 1.1 }
488    
489 root 1.8 static int
490     attempt_jump (object *pl, int dir, int spaces, object *skill)
491     {
492     object *tmp;
493 root 1.54 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
494 root 1.8 sint16 x, y;
495 root 1.11 maptile *m;
496 root 1.8
497 root 1.43 /* Jump loop. Go through spaces object wants to jump. Halt the
498 root 1.8 * jump if a wall or creature is in the way. We set FLAG_FLYING
499     * temporarily to allow player to aviod exits/archs that are not
500     * fly_on, fly_off. This will also prevent pickup of objects
501     * while jumping over them.
502     */
503 root 1.12 pl->remove ();
504 root 1.8 pl->move_type |= MOVE_FLY_LOW;
505 root 1.6
506 root 1.8 for (i = 0; i <= spaces; i++)
507     {
508     x = pl->x + dx;
509     y = pl->y + dy;
510     m = pl->map;
511    
512     mflags = get_map_flags (m, &m, x, y, &x, &y);
513    
514     if (mflags & P_OUT_OF_MAP)
515     {
516 root 1.43 stop_jump (pl, i, spaces);
517 root 1.8 return 0;
518     }
519 root 1.43
520 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
521 root 1.8 {
522     /* Jump into creature */
523 root 1.54 if (QUERY_FLAG (tmp, FLAG_MONSTER)
524     || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
525 root 1.8 {
526     new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
527 root 1.43
528     stop_jump (pl, i, spaces);
529    
530 root 1.54 int exp = 0;
531    
532     if (tmp->type != PLAYER
533     || (pl->type == PLAYER && !pl->contr->party)
534     || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
535 root 1.8 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
536 root 1.43
537 root 1.8 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
538 root 1.6 }
539     }
540 root 1.44
541 root 1.54 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
542     {
543     new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
544     stop_jump (pl, i, spaces);
545     return 0;
546     }
547    
548 root 1.8 pl->x = x;
549     pl->y = y;
550     pl->map = m;
551 elmex 1.59
552     if (m->at (x, y).move_on & pl->move_type)
553     {
554     new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
555     stop_jump (pl, i, spaces);
556     return 0;
557     }
558 elmex 1.1 }
559 root 1.44
560 root 1.8 stop_jump (pl, i, spaces);
561 root 1.44
562 root 1.8 return calc_skill_exp (pl, NULL, skill);
563 elmex 1.1 }
564    
565     /* jump() - this is both a new type of movement for player/monsters and
566     * an attack as well.
567     * Perhaps we should allow more spaces based on level, eg, level 50
568     * jumper can jump several spaces?
569 root 1.8 */
570     int
571     jump (object *pl, int dir, object *skill)
572 elmex 1.1 {
573 root 1.8 int str = pl->stats.Str;
574     int dex = pl->stats.Dex;
575    
576     dex = dex ? dex : 15;
577     str = str ? str : 10;
578    
579 root 1.43 int stats = str * str * str * dex * skill->level;
580 root 1.46 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
581 root 1.8
582 root 1.43 if (spaces == 0)
583 root 1.8 {
584     new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
585     return 0;
586 elmex 1.1 }
587 root 1.43
588 root 1.8 return attempt_jump (pl, dir, spaces, skill);
589 elmex 1.1 }
590    
591     /* skill_ident() - this code is supposed to allow players to identify
592     * classes of objects with the various "auto-ident" skills. Player must
593     * have unidentified objects of the right type in order for the skill
594     * to work. While multiple classes of objects may be identified,
595     * this code is kind of yucky -- it would be nice to make it a bit
596     * more generalized. Right now, skill indices are embedded in this routine.
597     * Returns amount of experience gained (on successful ident).
598     * - b.t. (thomas@astro.psu.edu)
599     */
600 root 1.8 static int
601     do_skill_detect_curse (object *pl, object *skill)
602     {
603     object *tmp;
604     int success = 0;
605    
606     for (tmp = pl->inv; tmp; tmp = tmp->below)
607     if (!tmp->invisible
608     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
609     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
610     {
611     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
612     esrv_update_item (UPD_FLAGS, pl, tmp);
613     success += calc_skill_exp (pl, tmp, skill);
614     }
615    
616     /* Check ground, too, but only objects the player could pick up */
617 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
618 root 1.8 if (can_pick (pl, tmp) &&
619     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
620     !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
621     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
622     {
623     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
624     esrv_update_item (UPD_FLAGS, pl, tmp);
625     success += calc_skill_exp (pl, tmp, skill);
626     }
627    
628     return success;
629     }
630    
631     static int
632     do_skill_detect_magic (object *pl, object *skill)
633     {
634     object *tmp;
635     int success = 0;
636    
637     for (tmp = pl->inv; tmp; tmp = tmp->below)
638     if (!tmp->invisible
639     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
640     && (is_magical (tmp)) && tmp->item_power < skill->level)
641     {
642     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
643     esrv_update_item (UPD_FLAGS, pl, tmp);
644     success += calc_skill_exp (pl, tmp, skill);
645     }
646    
647     /* Check ground, too, but like above, only if the object can be picked up */
648 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
649 root 1.8 if (can_pick (pl, tmp) &&
650     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
651     {
652     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
653     esrv_update_item (UPD_FLAGS, pl, tmp);
654     success += calc_skill_exp (pl, tmp, skill);
655     }
656 elmex 1.1
657 root 1.8 return success;
658 elmex 1.1 }
659    
660     /* Helper function for do_skill_ident, so that we can loop
661     * over inventory AND objects on the ground conveniently.
662     */
663 root 1.8 int
664     do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
665 elmex 1.1 {
666 root 1.8 int success = 0, chance;
667     int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
668 elmex 1.1
669 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
670     && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
671     {
672     chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
673 elmex 1.1
674 root 1.8 if (skill_value >= chance)
675     {
676     identify (tmp);
677    
678     if (pl->type == PLAYER)
679     {
680     new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
681    
682     if (tmp->msg)
683     {
684     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
685     new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
686     }
687 root 1.50 }
688 elmex 1.1
689 root 1.8 success += calc_skill_exp (pl, tmp, skill);
690     }
691     else
692     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
693     }
694 elmex 1.1
695 root 1.8 return success;
696 elmex 1.1 }
697    
698     /* do_skill_ident() - workhorse for skill_ident() -b.t.
699     */
700 root 1.8 static int
701     do_skill_ident (object *pl, int obj_class, object *skill)
702     {
703     int success = 0;
704    
705 root 1.39 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
706 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
707     /* check the ground */
708 elmex 1.1
709 root 1.39 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
710 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
711 elmex 1.1
712 root 1.8 return success;
713     }
714 elmex 1.1
715 root 1.8 int
716     skill_ident (object *pl, object *skill)
717     {
718     int success = 0;
719 elmex 1.1
720 root 1.8 if (pl->type != PLAYER)
721     return 0; /* only players will skill-identify */
722 elmex 1.1
723 root 1.8 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
724 elmex 1.1
725 root 1.8 switch (skill->subtype)
726     {
727 root 1.39 case SK_SMITHERY:
728     success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
729     + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
730     + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
731     + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
732     break;
733    
734     case SK_BOWYER:
735     success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
736     break;
737 root 1.6
738 root 1.39 case SK_ALCHEMY:
739     success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
740     + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
741     break;
742    
743     case SK_WOODSMAN:
744     success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
745     break;
746    
747     case SK_JEWELER:
748     success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
749     break;
750    
751     case SK_LITERACY:
752     success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
753     break;
754    
755     case SK_THAUMATURGY:
756     success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
757     break;
758    
759     case SK_DET_CURSE:
760     success = do_skill_detect_curse (pl, skill);
761     if (success)
762     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
763     break;
764    
765     case SK_DET_MAGIC:
766     success = do_skill_detect_magic (pl, skill);
767     if (success)
768     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
769     break;
770    
771     default:
772     LOG (llevError, "Error: bad call to skill_ident()\n");
773     return 0;
774     break;
775 elmex 1.1 }
776 root 1.39
777 root 1.8 if (!success)
778 root 1.39 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
779    
780 root 1.8 return success;
781 elmex 1.1 }
782 root 1.8
783 elmex 1.1 /* players using this skill can 'charm' a monster --
784     * into working for them. It can only be used on
785     * non-special (see below) 'neutral' creatures.
786     * -b.t. (thomas@astro.psu.edu)
787     */
788 root 1.8 int
789     use_oratory (object *pl, int dir, object *skill)
790     {
791     if (pl->type != PLAYER)
792     return 0; /* only players use this skill */
793 root 1.33
794 root 1.34 sint16 x = pl->x + freearr_x[dir],
795     y = pl->y + freearr_y[dir];
796     maptile *m = pl->map;
797    
798     int mflags = get_map_flags (m, &m, x, y, &x, &y);
799 root 1.8 if (mflags & P_OUT_OF_MAP)
800     return 0;
801    
802     /* Save some processing - we have the flag already anyways
803     */
804     if (!(mflags & P_IS_ALIVE))
805     {
806     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
807     return 0;
808 elmex 1.1 }
809    
810 root 1.34 object *tmp;
811 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
812 root 1.8 {
813     /* can't persuade players - return because there is nothing else
814     * on that space to charm. Same for multi space monsters and
815     * special monsters - we don't allow them to be charmed, and there
816     * is no reason to do further processing since they should be the
817     * only monster on the space.
818     */
819 root 1.33 if (tmp->type == PLAYER
820     || tmp->more || tmp->head_ () != tmp
821     || tmp->msg)
822 root 1.8 return 0;
823 elmex 1.1
824 root 1.8 if (QUERY_FLAG (tmp, FLAG_MONSTER))
825     break;
826 elmex 1.1 }
827    
828 root 1.8 if (!tmp)
829     {
830     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
831     return 0;
832 elmex 1.1 }
833    
834 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
835    
836     /* the following conditions limit who may be 'charmed' */
837 elmex 1.1
838 root 1.8 /* it's hostile! */
839     if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
840     {
841     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
842     return 0;
843     }
844 elmex 1.1
845 root 1.8 /* it's already allied! */
846 root 1.34 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
847 root 1.8 {
848 root 1.15 if (tmp->owner == pl)
849 root 1.8 {
850     new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
851     return 0;
852     }
853     else if (skill->level > tmp->level)
854     {
855     /* you steal the follower. Perhaps we should really look at the
856     * level of the owner above?
857     */
858 root 1.15 tmp->set_owner (pl);
859 root 1.33 tmp->skill = skill->skill;
860    
861 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
862     /* Abuse fix - don't give exp since this can otherwise
863     * be used by a couple players to gets lots of exp.
864     */
865     return 0;
866     }
867     else
868     {
869     /* In this case, you can't steal it from the other player */
870     return 0;
871 root 1.6 }
872 root 1.8 } /* Creature was already a pet of someone */
873 elmex 1.1
874 root 1.34 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
875 elmex 1.1
876 root 1.8 /* Ok, got a 'sucker' lets try to make them a follower */
877 root 1.34 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
878 root 1.8 {
879     new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
880    
881 root 1.53 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
882 root 1.15 tmp->set_owner (pl);
883 root 1.33 tmp->skill = skill->skill;
884 root 1.8 tmp->stats.exp = 0;
885     tmp->attack_movement = PETMOVE;
886 root 1.42
887     if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
888     add_friendly_object (tmp);
889    
890 root 1.8 return calc_skill_exp (pl, tmp, skill);
891     }
892     /* Charm failed. Creature may be angry now */
893     else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
894     {
895     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
896     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
897     {
898     remove_friendly_object (tmp);
899     tmp->attack_movement = 0; /* needed? */
900 root 1.6 }
901 root 1.27
902 root 1.8 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
903 elmex 1.1 }
904 root 1.25
905 root 1.8 return 0; /* Fall through - if we get here, we didn't charm anything */
906 elmex 1.1 }
907    
908     /* Singing() -this skill allows the player to pacify nearby creatures.
909     * There are few limitations on who/what kind of
910     * non-player creatures that may be pacified. Right now, a player
911     * may pacify creatures which have Int == 0. In this routine, once
912     * successfully pacified the creature gets Int=1. Thus, a player
913     * may only pacify a creature once.
914     * BTW, I appologize for the naming of the skill, I couldnt think
915     * of anything better! -b.t.
916     */
917 root 1.8 int
918     singing (object *pl, int dir, object *skill)
919     {
920 root 1.34 int i, exp = 0;
921 root 1.8 object *tmp;
922 root 1.11 maptile *m;
923 root 1.8 sint16 x, y;
924    
925     if (pl->type != PLAYER)
926     return 0; /* only players use this skill */
927    
928     new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
929     for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
930     {
931     x = pl->x + freearr_x[i];
932     y = pl->y + freearr_y[i];
933     m = pl->map;
934    
935 root 1.34 int mflags = get_map_flags (m, &m, x, y, &x, &y);
936 root 1.8 if (mflags & P_OUT_OF_MAP)
937     continue;
938     if (!(mflags & P_IS_ALIVE))
939     continue;
940    
941 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
942 root 1.8 {
943     if (QUERY_FLAG (tmp, FLAG_MONSTER))
944     break;
945     /* can't affect players */
946     if (tmp->type == PLAYER)
947     break;
948     }
949    
950     /* Whole bunch of checks to see if this is a type of monster that would
951     * listen to singing.
952     */
953     if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
954     !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
955     !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
956     (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
957     !QUERY_FLAG (tmp, FLAG_FRIENDLY))
958     { /* already calm */
959    
960     /* stealing isn't really related (although, maybe it should
961     * be). This is mainly to prevent singing to the same monster
962     * over and over again and getting exp for it.
963     */
964 root 1.34 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
965    
966     if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
967 root 1.8 {
968     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
969     new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
970     /* Give exp only if they are not aware */
971 root 1.34
972 root 1.8 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
973     exp += calc_skill_exp (pl, tmp, skill);
974 root 1.34
975 root 1.8 SET_FLAG (tmp, FLAG_NO_STEAL);
976     }
977     else
978     {
979     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
980     SET_FLAG (tmp, FLAG_NO_STEAL);
981 root 1.6 }
982     }
983 elmex 1.1 }
984 root 1.8 return exp;
985 elmex 1.1 }
986    
987     /* The find_traps skill (aka, search). Checks for traps
988     * on the spaces or in certain objects
989     */
990    
991 root 1.8 int
992     find_traps (object *pl, object *skill)
993     {
994     object *tmp, *tmp2;
995     int i, expsum = 0, mflags;
996     sint16 x, y;
997 root 1.11 maptile *m;
998 root 1.8
999     /* First we search all around us for runes and traps, which are
1000     * all type RUNE
1001     */
1002 root 1.6
1003 root 1.8 for (i = 0; i < 9; i++)
1004     {
1005     x = pl->x + freearr_x[i];
1006     y = pl->y + freearr_y[i];
1007     m = pl->map;
1008    
1009     mflags = get_map_flags (m, &m, x, y, &x, &y);
1010     if (mflags & P_OUT_OF_MAP)
1011     continue;
1012    
1013     /* Check everything in the square for trapness */
1014 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1015 root 1.8 {
1016    
1017     /* And now we'd better do an inventory traversal of each
1018     * of these objects' inventory
1019     * We can narrow this down a bit - no reason to search through
1020     * the players inventory or monsters for that matter.
1021     */
1022     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1023     {
1024     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1025     if (tmp2->type == RUNE || tmp2->type == TRAP)
1026     if (trap_see (pl, tmp2))
1027     {
1028     trap_show (tmp2, tmp);
1029     if (tmp2->stats.Cha > 1)
1030     {
1031     if (!tmp2->owner || tmp2->owner->type != PLAYER)
1032     expsum += calc_skill_exp (pl, tmp2, skill);
1033    
1034     tmp2->stats.Cha = 1; /* unhide the trap */
1035 root 1.6 }
1036 root 1.8 }
1037 root 1.6 }
1038 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1039     {
1040     trap_show (tmp, tmp);
1041     if (tmp->stats.Cha > 1)
1042     {
1043     if (!tmp->owner || tmp->owner->type != PLAYER)
1044     expsum += calc_skill_exp (pl, tmp, skill);
1045     tmp->stats.Cha = 1; /* unhide the trap */
1046 root 1.6 }
1047     }
1048     }
1049 elmex 1.1 }
1050 root 1.8 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1051     return expsum;
1052     }
1053 elmex 1.1
1054     /* remove_trap() - This skill will disarm any previously discovered trap
1055     * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1056 root 1.8 */
1057    
1058     int
1059     remove_trap (object *op, int dir, object *skill)
1060     {
1061     object *tmp, *tmp2;
1062     int i, success = 0, mflags;
1063 root 1.11 maptile *m;
1064 root 1.8 sint16 x, y;
1065 elmex 1.1
1066 root 1.8 for (i = 0; i < 9; i++)
1067     {
1068     x = op->x + freearr_x[i];
1069     y = op->y + freearr_y[i];
1070     m = op->map;
1071    
1072     mflags = get_map_flags (m, &m, x, y, &x, &y);
1073     if (mflags & P_OUT_OF_MAP)
1074     continue;
1075    
1076     /* Check everything in the square for trapness */
1077 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1078 root 1.8 {
1079     /* And now we'd better do an inventory traversal of each
1080     * of these objects inventory. Like above, only
1081     * do this for interesting objects.
1082     */
1083    
1084     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1085     {
1086     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1087     if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1088     {
1089     trap_show (tmp2, tmp);
1090     if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1091     {
1092     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1093     success += calc_skill_exp (op, tmp2, skill);
1094     }
1095     }
1096 root 1.6 }
1097 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1098     {
1099     trap_show (tmp, tmp);
1100     if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1101     {
1102     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1103     success += calc_skill_exp (op, tmp, skill);
1104 root 1.6 }
1105     }
1106     }
1107 elmex 1.1 }
1108 root 1.40
1109 root 1.8 return success;
1110 elmex 1.1 }
1111    
1112     /* pray() - when this skill is called from do_skill(), it allows
1113     * the player to regain lost grace points at a faster rate. -b.t.
1114     * This always returns 0 - return value is used by calling function
1115     * such that if it returns true, player gets exp in that skill. This
1116     * the effect here can be done on demand, we probably don't want to
1117     * give infinite exp by returning true in any cases.
1118     */
1119 root 1.8 int
1120     pray (object *pl, object *skill)
1121     {
1122     char buf[MAX_BUF];
1123     object *tmp;
1124    
1125     if (pl->type != PLAYER)
1126     return 0;
1127    
1128     strcpy (buf, "You pray.");
1129    
1130     /* Check all objects - we could stop at floor objects,
1131     * but if someone buries an altar, I don't see a problem with
1132     * going through all the objects, and it shouldn't be much slower
1133     * than extra checks on object attributes.
1134     */
1135     for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1136     {
1137     /* Only if the altar actually belongs to someone do you get special benefits */
1138     if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1139     {
1140     sprintf (buf, "You pray over the %s.", &tmp->name);
1141     pray_at_altar (pl, tmp, skill);
1142     break; /* Only pray at one altar */
1143 root 1.6 }
1144 elmex 1.1 }
1145    
1146 root 1.8 new_draw_info (NDI_BLACK, 0, pl, buf);
1147    
1148     if (pl->stats.grace < pl->stats.maxgrace)
1149     {
1150     pl->stats.grace++;
1151     pl->last_grace = -1;
1152 elmex 1.1 }
1153 root 1.40
1154 root 1.8 return 0;
1155 elmex 1.1 }
1156    
1157     /* This skill allows the player to regain a few sp or hp for a
1158     * brief period of concentration. No armour or weapons may be
1159     * wielded/applied for this to work. The amount of time needed
1160     * to concentrate and the # of points regained is dependant on
1161     * the level of the user. - b.t. thomas@astro.psu.edu
1162 root 1.8 */
1163     void
1164     meditate (object *pl, object *skill)
1165     {
1166     object *tmp;
1167 elmex 1.1
1168 root 1.8 if (pl->type != PLAYER)
1169     return; /* players only */
1170 elmex 1.1
1171 root 1.8 /* check if pl has removed encumbering armour and weapons */
1172     if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1173     {
1174     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1175     return;
1176     }
1177     else
1178     {
1179     for (tmp = pl->inv; tmp; tmp = tmp->below)
1180 root 1.35 if (((tmp->type == ARMOUR && skill->level < 12)
1181 root 1.8 || (tmp->type == HELMET && skill->level < 10)
1182 root 1.35 || (tmp->type == SHIELD && skill->level < 6)
1183     || (tmp->type == BOOTS && skill->level < 4)
1184     || (tmp->type == GLOVES && skill->level < 2))
1185     && QUERY_FLAG (tmp, FLAG_APPLIED))
1186 root 1.8 {
1187     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1188     return;
1189 root 1.6 }
1190 elmex 1.1 }
1191    
1192 root 1.8 /* ok let's meditate! Spell points are regained first, then once
1193     * they are maxed we get back hp. Actual incrementing of values
1194     * is handled by the do_some_living() (in player.c). This way magical
1195     * bonuses for healing/sp regeneration are included properly
1196     * No matter what, we will eat up some playing time trying to
1197     * meditate. (see 'factor' variable for what sets the amount of time)
1198     */
1199    
1200     new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1201    
1202     if (pl->stats.sp < pl->stats.maxsp)
1203     {
1204     pl->stats.sp++;
1205     pl->last_sp = -1;
1206     }
1207     else if (pl->stats.hp < pl->stats.maxhp)
1208     {
1209     pl->stats.hp++;
1210     pl->last_heal = -1;
1211 elmex 1.1 }
1212     }
1213    
1214     /* write_note() - this routine allows players to inscribe messages in
1215 root 1.40 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1216 elmex 1.1 */
1217 root 1.8 static int
1218     write_note (object *pl, object *item, const char *msg, object *skill)
1219     {
1220 root 1.40 if (strstr (msg, "\nendmsg"))
1221 root 1.8 {
1222 root 1.40 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1223 root 1.8 return 0;
1224 elmex 1.1 }
1225 root 1.24
1226 root 1.40 int len = strlen (msg);
1227    
1228     if (!is_utf8_string ((U8 *)msg, len))
1229 root 1.8 {
1230 root 1.40 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1231 root 1.8 return 0;
1232 elmex 1.1 }
1233    
1234 root 1.8 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1235 root 1.40 return RESULT_INT (0);
1236    
1237     char buf[1024];
1238    
1239     if (len < sizeof (buf) - 2)
1240     {
1241     snprintf (buf, sizeof (buf), "%s\n", msg);
1242 root 1.8
1243 root 1.40 object *newbook = arch_to_object (item->other_arch);
1244 root 1.47 item->decrease ();
1245 root 1.40 newbook->nrof = 1;
1246     newbook->msg = buf;
1247     newbook->flag [FLAG_IDENTIFIED] = true;
1248    
1249     if (item->subtype == 1) // mailscrolls
1250 root 1.8 {
1251 root 1.40 newbook->name = item->name;
1252     newbook->name_pl = item->name_pl;
1253 root 1.8 }
1254 root 1.24
1255 root 1.50 pl->insert (newbook);
1256 root 1.40
1257     pl->contr->play_sound (sound_find ("inscribe_success"));
1258     new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1259 root 1.4 return strlen (msg);
1260 root 1.8 }
1261     else
1262 root 1.40 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name);
1263 elmex 1.1
1264 root 1.8 return 0;
1265 elmex 1.1 }
1266    
1267     /* write_scroll() - this routine allows players to inscribe spell scrolls
1268     * of spells which they know. Backfire effects are possible with the
1269     * severity of the backlash correlated with the difficulty of the scroll
1270     * that is attempted. -b.t. thomas@astro.psu.edu
1271     */
1272 root 1.8 static int
1273     write_scroll (object *pl, object *scroll, object *skill)
1274     {
1275     int success = 0, confused = 0;
1276    
1277 root 1.40 /* Check if we are ready to attempt inscription */
1278     object *chosen_spell = pl->contr->ranged_ob;
1279 root 1.8
1280 root 1.28 if (!chosen_spell || chosen_spell->type != SPELL)
1281 root 1.8 {
1282     new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1283     return 0;
1284     }
1285 root 1.24
1286 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1287     {
1288     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1289     return 0;
1290     }
1291 root 1.24
1292 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1293     {
1294     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1295     return 0;
1296 elmex 1.1 }
1297 root 1.8
1298     /* ok, we are ready to try inscription */
1299     if (QUERY_FLAG (pl, FLAG_CONFUSED))
1300     confused = 1;
1301    
1302     /* Lost mana/grace no matter what */
1303     pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1304     pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1305    
1306     if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1307     {
1308 root 1.40 object *newscroll = arch_to_object (scroll->other_arch);
1309 root 1.47 scroll->decrease ();
1310 root 1.40 newscroll->nrof = 1;
1311    
1312     pl->contr->play_sound (sound_find ("inscribe_success"));
1313 root 1.8
1314     if (!confused)
1315     {
1316     newscroll->level = MAX (skill->level, chosen_spell->level);
1317 root 1.40 newscroll->flag [FLAG_IDENTIFIED] = true;
1318     new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1319 root 1.8 }
1320     else
1321     {
1322     chosen_spell = find_random_spell_in_ob (pl, NULL);
1323     if (!chosen_spell)
1324 root 1.6 return 0;
1325 elmex 1.1
1326 root 1.8 newscroll->level = MAX (skill->level, chosen_spell->level);
1327     new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1328     }
1329 elmex 1.1
1330 root 1.40 object *tmp = chosen_spell->clone ();
1331 root 1.8 insert_ob_in_ob (tmp, newscroll);
1332    
1333 root 1.40 /* Same code as from treasure.C - so they can better merge.
1334 root 1.8 * if players want to sell them, so be it.
1335     */
1336 root 1.37 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1337 root 1.8 newscroll->stats.exp = newscroll->value / 5;
1338    
1339 root 1.50 pl->insert (newscroll);
1340 root 1.40
1341 root 1.8 success = calc_skill_exp (pl, newscroll, skill);
1342     if (!confused)
1343     success *= 2;
1344 root 1.40
1345 root 1.8 success = success * skill->level;
1346     return success;
1347     }
1348     else
1349     { /* Inscription has failed */
1350 root 1.40 pl->contr->play_sound (sound_find ("inscribe_fail"));
1351 root 1.8
1352     if (chosen_spell->level > skill->level || confused)
1353     { /*backfire! */
1354     new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1355 root 1.40
1356 root 1.8 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1357 root 1.18 pl->drain_specific_stat (4);
1358 root 1.8 else
1359     {
1360     confuse_player (pl, pl, 99);
1361 root 1.40 return -30 * chosen_spell->level;
1362 root 1.6 }
1363 root 1.8 }
1364     else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1365     {
1366 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.>");
1367 root 1.8 confuse_player (pl, pl, 99);
1368     }
1369     else
1370 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.>");
1371 elmex 1.1 }
1372 root 1.18
1373 root 1.8 return 0;
1374 elmex 1.1 }
1375    
1376     /* write_on_item() - wrapper for write_note and write_scroll */
1377 root 1.8 int
1378     write_on_item (object *pl, const char *params, object *skill)
1379     {
1380     archetype *skat;
1381    
1382     if (pl->type != PLAYER)
1383     return 0;
1384    
1385     if (!params)
1386 root 1.40 params = "";
1387 root 1.24
1388 root 1.8 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1389    
1390     /* Need to be able to read before we can write! */
1391 root 1.37 if (!find_skill_by_name (pl, skat->skill))
1392 root 1.8 {
1393 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.>");
1394 root 1.8 return 0;
1395 elmex 1.1 }
1396    
1397 root 1.40 object *item = find_marked_object (pl);
1398 root 1.8
1399     /* find an item of correct type to write on */
1400 root 1.40 if (!item)
1401 root 1.8 {
1402 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.>");
1403 root 1.40 return 0;
1404     }
1405    
1406     if (item->type != INSCRIBABLE)
1407     {
1408     new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1409 root 1.8 return 0;
1410 elmex 1.1 }
1411    
1412 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1413     {
1414     new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1415     return 0;
1416 elmex 1.1 }
1417 root 1.40
1418     if (item->other_arch->type == SCROLL)
1419 root 1.8 {
1420 root 1.40 if (*params)
1421     {
1422     // check readied scroll
1423     new_draw_info_format (NDI_UNIQUE, 0, pl,
1424     "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1425     "Usage: cast [spell name]; use_skill %s", &skill->skill);
1426     return 0;
1427     }
1428    
1429     return write_scroll (pl, item, skill);
1430 elmex 1.1 }
1431 root 1.40 else
1432     {
1433     if (!*params)
1434     {
1435     new_draw_info_format (NDI_UNIQUE, 0, pl,
1436     "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1437     "Usage: use_skill %s <message>", &skill->skill);
1438     return 0;
1439     }
1440 elmex 1.1
1441 root 1.40 return write_note (pl, item, params, skill);
1442     }
1443 root 1.24
1444 root 1.8 return 0;
1445 elmex 1.1 }
1446    
1447     /* find_throw_ob() - if we request an object, then
1448     * we search for it in the inventory of the owner (you've
1449     * got to be carrying something in order to throw it!).
1450     * If we didnt request an object, then the top object in inventory
1451     * (that is "throwable", ie no throwing your skills away!)
1452     * is the object of choice. Also check to see if object is
1453     * 'throwable' (ie not applied cursed obj, worn, etc).
1454     */
1455 root 1.8 static object *
1456     find_throw_ob (object *op, const char *request)
1457     {
1458     object *tmp;
1459    
1460     if (!op)
1461     { /* safety */
1462     LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1463     return (object *) NULL;
1464     }
1465    
1466     /* prefer marked item */
1467     tmp = find_marked_object (op);
1468     if (tmp != NULL)
1469     {
1470     /* can't toss invisible or inv-locked items */
1471     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1472     {
1473     tmp = NULL;
1474     }
1475     }
1476    
1477     /* look through the inventory */
1478     if (tmp == NULL)
1479     {
1480     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1481     {
1482     /* can't toss invisible or inv-locked items */
1483     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1484     continue;
1485 root 1.61 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1486 root 1.8 break;
1487 elmex 1.1 }
1488     }
1489    
1490 root 1.8 /* this should prevent us from throwing away
1491     * cursed items, worn armour, etc. Only weapons
1492     * can be thrown from 'hand'.
1493     */
1494     if (!tmp)
1495     return NULL;
1496    
1497     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1498     {
1499     if (tmp->type != WEAPON)
1500     {
1501     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1502     tmp = NULL;
1503     }
1504     else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1505     {
1506     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1507     tmp = NULL;
1508     }
1509     else
1510     {
1511     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1512     {
1513     LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1514     tmp = NULL;
1515 root 1.6 }
1516     }
1517 root 1.8 }
1518     else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1519     {
1520     new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1521     tmp = NULL;
1522 elmex 1.1 }
1523    
1524 root 1.8 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1525     {
1526     LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1527     tmp = NULL;
1528 elmex 1.1 }
1529 root 1.8 return tmp;
1530 elmex 1.1 }
1531    
1532     /* make_throw_ob() We construct the 'carrier' object in
1533     * which we will insert the object that is being thrown.
1534 root 1.51 * This combination becomes the 'thrown object'. -b.t.
1535 elmex 1.1 */
1536 root 1.8 static object *
1537     make_throw_ob (object *orig)
1538     {
1539     if (!orig)
1540 root 1.51 return 0;
1541 elmex 1.1
1542 root 1.8 if (QUERY_FLAG (orig, FLAG_APPLIED))
1543     {
1544     LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1545     /* insufficient workaround, but better than nothing */
1546     CLEAR_FLAG (orig, FLAG_APPLIED);
1547     }
1548 root 1.14
1549     object *toss_item = orig->clone ();
1550    
1551 root 1.8 toss_item->type = THROWN_OBJ;
1552     CLEAR_FLAG (toss_item, FLAG_CHANGING);
1553     toss_item->stats.dam = 0; /* default damage */
1554 root 1.41 toss_item->insert (orig);
1555    
1556 root 1.8 return toss_item;
1557 elmex 1.1 }
1558    
1559     /* do_throw() - op throws any object toss_item. This code
1560     * was borrowed from fire_bow.
1561     * Returns 1 if skill was successfully used, 0 if not
1562     */
1563 root 1.8 static int
1564     do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1565     {
1566     object *throw_ob = toss_item, *left = NULL;
1567     int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1568     int pause_f, weight_f = 0, mflags;
1569     float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1570 root 1.11 maptile *m;
1571 root 1.8 sint16 sx, sy;
1572    
1573     if (throw_ob == NULL)
1574     {
1575     if (op->type == PLAYER)
1576 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1577    
1578 root 1.8 return 0;
1579 elmex 1.1 }
1580 root 1.8 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1581     {
1582     if (op->type == PLAYER)
1583 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1584    
1585 root 1.8 return 0;
1586     }
1587    
1588     /* Because throwing effectiveness must be reduced by the
1589     * encumbrance of the thrower and weight of the object. THus,
1590     * we use the concept of 'effective strength' as defined below.
1591     */
1592    
1593     /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1594     if (str > MAX_STAT)
1595     {
1596     str_factor = (float) str / (float) MAX_STAT;
1597     str = MAX_STAT;
1598 elmex 1.1 }
1599    
1600 root 1.8 /* the more we carry, the less we can throw. Limit only on players */
1601     maxc = max_carry[str] * 1000;
1602     if (op->carrying > maxc && op->type == PLAYER)
1603     load_factor = (float) maxc / (float) op->carrying;
1604    
1605     /* lighter items are thrown harder, farther, faster */
1606     if (throw_ob->weight > 0)
1607     item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1608     else
1609     { /* 0 or negative weight?!? Odd object, can't throw it */
1610     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1611     return 0;
1612 elmex 1.1 }
1613 root 1.8
1614     eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1615     eff_str = (int) ((float) eff_str * item_factor * str_factor);
1616    
1617     /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1618     * account for super-strong throwers. */
1619     if (eff_str > MAX_STAT)
1620     eff_str = MAX_STAT;
1621 elmex 1.1
1622     #ifdef DEBUG_THROW
1623 root 1.8 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1624     LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1625     LOG (llevDebug, " str_factor=%f\n", str_factor);
1626     LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1627 elmex 1.1 #endif
1628    
1629 root 1.8 /* 3 things here prevent a throw, you aimed at your feet, you
1630     * have no effective throwing strength, or you threw at something
1631     * that flying objects can't get through.
1632     */
1633     mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1634    
1635     if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1636     {
1637 root 1.20 /* bounces off 'wall', and drops to feet */
1638     throw_ob->insert_at (part, op);
1639 root 1.8
1640     if (op->type == PLAYER)
1641     {
1642     if (eff_str <= 1)
1643 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));
1644 root 1.8 else if (!dir)
1645 root 1.20 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1646 root 1.8 else
1647     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1648 root 1.6 }
1649 root 1.20
1650 root 1.8 return 0;
1651     } /* if object can't be thrown */
1652    
1653     left = throw_ob; /* these are throwing objects left to the player */
1654    
1655     /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1656     * and returns NULL. We must use 'left' then
1657     */
1658 root 1.48 if (!(throw_ob = throw_ob->split ()))
1659 root 1.8 {
1660     throw_ob = left;
1661 root 1.12 left->remove ();
1662 root 1.8 }
1663    
1664     /* special case: throwing powdery substances like dust, dirt */
1665     if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1666     {
1667     cast_dust (op, throw_ob, dir);
1668     return 1;
1669     }
1670    
1671     /* Make a thrown object -- insert real object in a 'carrier' object.
1672     * If unsuccessfull at making the "thrown_obj", we just reinsert
1673     * the original object back into inventory and exit
1674     */
1675     if ((toss_item = make_throw_ob (throw_ob)))
1676     {
1677     throw_ob = toss_item;
1678     throw_ob->skill = skill->skill;
1679 elmex 1.1 }
1680 root 1.8 else
1681     {
1682     insert_ob_in_ob (throw_ob, op);
1683     return 0;
1684 elmex 1.1 }
1685    
1686 root 1.15 throw_ob->set_owner (op);
1687 root 1.8 /* At some point in the attack code, the actual real object (op->inv)
1688     * becomes the hitter. As such, we need to make sure that has a proper
1689     * owner value so exp goes to the right place.
1690     */
1691 root 1.15 throw_ob->inv->set_owner (op);
1692 root 1.8 throw_ob->direction = dir;
1693    
1694     /* the damage bonus from the force of the throw */
1695 root 1.41 dam = int (str_factor * dam_bonus[eff_str]);
1696 root 1.8
1697     /* Now, lets adjust the properties of the thrown_ob. */
1698    
1699     /* how far to fly */
1700     throw_ob->last_sp = (eff_str * 3) / 5;
1701    
1702     /* speed */
1703 root 1.19 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1704 root 1.8
1705     /* item damage. Eff_str and item weight influence damage done */
1706     weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1707     throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1708    
1709     /* chance of breaking. Proportional to force used and weight of item */
1710     throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1711    
1712     /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1713     throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1714 elmex 1.1
1715 root 1.8 /* the properties of objects which are meant to be thrown (ie dart,
1716     * throwing knife, etc) will differ from ordinary items. Lets tailor
1717     * this stuff in here.
1718     */
1719    
1720     if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1721     {
1722     throw_ob->last_sp += eff_str / 3; /* fly a little further */
1723     throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1724     throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1725     /* only throw objects get directional faces */
1726     if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1727     SET_ANIMATION (throw_ob, dir);
1728     }
1729     else
1730     {
1731 root 1.26 uint16 mat = throw_ob->materials;
1732    
1733 root 1.8 /* some materials will adjust properties.. */
1734 root 1.26 if (mat & M_LEATHER)
1735 root 1.8 {
1736     throw_ob->stats.dam -= 1;
1737     throw_ob->stats.food -= 10;
1738     }
1739 root 1.19
1740 root 1.26 if (mat & M_GLASS)
1741 root 1.8 throw_ob->stats.food += 60;
1742    
1743 root 1.26 if (mat & M_ORGANIC)
1744 root 1.8 {
1745     throw_ob->stats.dam -= 3;
1746     throw_ob->stats.food += 55;
1747     }
1748 root 1.19
1749 root 1.26 if (mat & M_PAPER || mat & M_CLOTH)
1750 root 1.8 {
1751     throw_ob->stats.dam -= 5;
1752     throw_ob->speed *= 0.8;
1753     throw_ob->stats.wc += 3;
1754     throw_ob->stats.food -= 30;
1755     }
1756 root 1.19
1757 root 1.8 /* light obj have more wind resistance, fly slower */
1758     if (throw_ob->weight > 500)
1759     throw_ob->speed *= 0.8;
1760 root 1.19
1761 root 1.8 if (throw_ob->weight > 50)
1762     throw_ob->speed *= 0.5;
1763     } /* else tailor thrown object */
1764    
1765     /* some limits, and safeties (needed?) */
1766     if (throw_ob->stats.dam < 0)
1767     throw_ob->stats.dam = 0;
1768     if (throw_ob->last_sp > eff_str)
1769     throw_ob->last_sp = eff_str;
1770     if (throw_ob->stats.food < 0)
1771     throw_ob->stats.food = 0;
1772     if (throw_ob->stats.food > 100)
1773     throw_ob->stats.food = 100;
1774     if (throw_ob->stats.wc > 30)
1775     throw_ob->stats.wc = 30;
1776    
1777     /* how long to pause the thrower. Higher values mean less pause */
1778     pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1779    
1780     /* Put a lower limit on this */
1781     if (pause_f < 10)
1782     pause_f = 10;
1783     if (pause_f > 100)
1784     pause_f = 100;
1785    
1786     /* Changed in 0.94.2 - the calculation before was really goofy.
1787     * In short summary, a throw can take anywhere between speed 5 and
1788     * speed 0.5
1789     */
1790     op->speed_left -= 50 / pause_f;
1791    
1792     throw_ob->speed_left = 0;
1793     throw_ob->map = part->map;
1794    
1795     throw_ob->move_type = MOVE_FLY_LOW;
1796     throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1797 elmex 1.1
1798     #if 0
1799 root 1.8 /* need to put in a good sound for this */
1800     play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1801 elmex 1.1 #endif
1802 root 1.8
1803 elmex 1.1 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1804 root 1.8 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1805 elmex 1.1 #ifdef DEBUG_THROW
1806 root 1.8 LOG (llevDebug, " pause_f=%d \n", pause_f);
1807     LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1808     throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1809     LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1810 elmex 1.1 #endif
1811 root 1.20
1812     throw_ob->insert_at (part, op);
1813 root 1.10
1814     if (!throw_ob->destroyed ())
1815 root 1.8 move_arrow (throw_ob);
1816 root 1.10
1817 root 1.8 return 1;
1818     }
1819    
1820     int
1821     skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1822     {
1823     object *throw_ob;
1824    
1825     if (op->type == PLAYER)
1826     throw_ob = find_throw_ob (op, params);
1827     else
1828     throw_ob = find_mon_throw_ob (op);
1829 elmex 1.1
1830 root 1.8 return do_throw (op, part, throw_ob, dir, skill);
1831 elmex 1.1 }