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/cvs/deliantra/server/server/skills.C
Revision: 1.7
Committed: Sun Sep 3 00:18:42 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.6: +9 -13 lines
Log Message:
THIS CODE WILL NOT COMPILE
use the STABLE tag instead.

- major changes in object lifetime and memory management
- replaced manual refcounting by shstr class
- removed quest system
- many optimisations
- major changes

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_skills_c =
3 root 1.7 * "$Id: skills.C,v 1.6 2006-08-29 08:01:38 root Exp $";
4 elmex 1.1 */
5     /*
6     CrossFire, A Multiplayer game for X-windows
7    
8     Copyright (C) 2003 Mark Wedel & Crossfire Development Team
9     Copyright (C) 1992 Frank Tore Johansen
10    
11     This program is free software; you can redistribute it and/or modify
12     it under the terms of the GNU General Public License as published by
13     the Free Software Foundation; either version 2 of the License, or
14     (at your option) any later version.
15    
16     This program is distributed in the hope that it will be useful,
17     but WITHOUT ANY WARRANTY; without even the implied warranty of
18     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19     GNU General Public License for more details.
20    
21     You should have received a copy of the GNU General Public License
22     along with this program; if not, write to the Free Software
23     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24    
25     The authors can be reached via e-mail to crossfire-devel@real-time.com
26     */
27    
28     #include <global.h>
29     #include <object.h>
30     #ifndef __CEXTRACT__
31     #include <sproto.h>
32     #endif
33     #include <living.h>
34     #include <skills.h>
35     #include <spells.h>
36     #include <book.h>
37    
38     /* adj_stealchance() - increased values indicate better attempts */
39     static int adj_stealchance (object *op, object *victim, int roll) {
40     object *equip;
41    
42     if(!op||!victim||!roll) return -1;
43    
44     /* Only prohibit stealing if the player does not have a free
45     * hand available and in fact does have hands.
46     */
47     if(op->type==PLAYER && op->body_used[BODY_ARMS] <=0 &&
48     op->body_info[BODY_ARMS]) {
49 root 1.6 new_draw_info(NDI_UNIQUE, 0,op,"But you have no free hands to steal with!");
50     return -1;
51 elmex 1.1 }
52    
53     /* ADJUSTMENTS */
54    
55     /* Its harder to steal from hostile beings! */
56     if(!QUERY_FLAG(victim, FLAG_UNAGGRESSIVE)) roll = roll/2;
57    
58     /* Easier to steal from sleeping beings, or if the thief is
59     * unseen */
60     if(QUERY_FLAG(victim, FLAG_SLEEP))
61 root 1.6 roll = roll*3;
62 elmex 1.1 else if(op->invisible)
63 root 1.6 roll = roll*2;
64 elmex 1.1
65     /* check stealing 'encumberance'. Having this equipment applied makes
66     * it quite a bit harder to steal.
67     */
68     for(equip=op->inv;equip;equip=equip->below) {
69 root 1.6 if(equip->type==WEAPON&&QUERY_FLAG(equip,FLAG_APPLIED)) {
70     roll -= equip->weight/10000;
71     }
72     if(equip->type==BOW&&QUERY_FLAG(equip,FLAG_APPLIED))
73     roll -= equip->weight/5000;
74     if(equip->type==SHIELD&&QUERY_FLAG(equip,FLAG_APPLIED)) {
75     roll -= equip->weight/2000;
76     }
77     if(equip->type==ARMOUR&&QUERY_FLAG(equip,FLAG_APPLIED))
78     roll -= equip->weight/5000;
79     if(equip->type==GLOVES&&QUERY_FLAG(equip,FLAG_APPLIED))
80     roll -= equip->weight/100;
81 elmex 1.1 }
82     if(roll<0) roll=0;
83     return roll;
84     }
85    
86     /*
87     * When stealing: dependent on the intelligence/wisdom of whom you're
88     * stealing from (op in attempt_steal), offset by your dexterity and
89     * skill at stealing. They may notice your attempt, whether successful
90     * or not.
91     * op is the target (person being pilfered)
92     * who is the person doing the stealing.
93     * skill is the skill object (stealing).
94     */
95    
96     static int attempt_steal(object* op, object* who, object *skill)
97     {
98     object *success=NULL, *tmp=NULL, *next;
99     int roll=0, chance=0, stats_value;
100     rv_vector rv;
101    
102     stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2;
103    
104     /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
105     * they will try to prevent stealing if they can. Only unseen theives will
106     * have much chance of success.
107     */
108     if(op->type!=PLAYER && QUERY_FLAG(op,FLAG_NO_STEAL)) {
109 root 1.6 if(can_detect_enemy(op,who,&rv)) {
110     npc_call_help(op);
111     CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
112     new_draw_info(NDI_UNIQUE, 0,who,"Your attempt is prevented!");
113     return 0;
114     } else /* help npc to detect thief next time by raising its wisdom */
115     op->stats.Wis += (op->stats.Int/5)+1;
116     if (op->stats.Wis > MAX_STAT) op->stats.Wis = MAX_STAT;
117 elmex 1.1 }
118     if (op->type == PLAYER && QUERY_FLAG(op, FLAG_WIZ)) {
119 root 1.6 new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
120     return 0;
121 elmex 1.1 }
122     #ifdef PROHIBIT_PLAYERKILL
123     if(op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) {
124     new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
125     return 0;
126     }
127     #else
128     if(op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) {
129     new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
130     return 0;
131     }
132     #endif
133    
134    
135     /* Ok then, go thru their inventory, stealing */
136     for(tmp = op->inv; tmp != NULL; tmp = next) {
137 root 1.6 next = tmp->below;
138 elmex 1.1
139 root 1.6 /* you can't steal worn items, starting items, wiz stuff,
140     * innate abilities, or items w/o a type. Generally
141     * speaking, the invisibility flag prevents experience or
142     * abilities from being stolen since these types are currently
143     * always invisible objects. I was implicit here so as to prevent
144     * future possible problems. -b.t.
145     * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
146     * already -b.t.
147     */
148    
149     if (QUERY_FLAG(tmp,FLAG_WAS_WIZ) || QUERY_FLAG(tmp, FLAG_APPLIED)
150     || !(tmp->type)
151     || tmp->type == EXPERIENCE || tmp->type == SPELL
152     || QUERY_FLAG(tmp,FLAG_STARTEQUIP)
153     || QUERY_FLAG(tmp,FLAG_NO_STEAL)
154     || tmp->invisible ) continue;
155    
156     /* Okay, try stealing this item. Dependent on dexterity of thief,
157     * skill level, see the adj_stealroll fctn for more detail.
158     */
159    
160     roll=die_roll(2, 100, who, PREFER_LOW)/2; /* weighted 1-100 */
161    
162     if((chance=adj_stealchance(who,op,(stats_value+skill->level * 10 - op->level * 3)))==-1)
163     return 0;
164     else if (roll < chance ) {
165     tag_t tmp_count = tmp->count;
166    
167     pick_up(who, tmp);
168     /* need to see if the player actually stole this item -
169     * if it is in the players inv, assume it is. This prevents
170     * abuses where the player can not carry the item, so just
171     * keeps stealing it over and over.
172     */
173     if (was_destroyed(tmp, tmp_count) || tmp->env != op) {
174     /* for players, play_sound: steals item */
175     success = tmp;
176     CLEAR_FLAG(tmp, FLAG_INV_LOCKED);
177    
178     /* Don't delete it from target player until we know
179     * the thief has picked it up. can't just look at tmp->count,
180     * as it's possible that it got merged when picked up.
181     */
182     if (op->type == PLAYER)
183     esrv_del_item(op->contr, tmp_count);
184     }
185     break;
186     }
187 elmex 1.1 } /* for loop looking for an item */
188    
189     if (!tmp) {
190 root 1.6 new_draw_info_format(NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!",
191     op->type == PLAYER ? "" : "The ", query_name(op));
192     return 0;
193 elmex 1.1 }
194    
195     /* If you arent high enough level, you might get something BUT
196     * the victim will notice your stealing attempt. Ditto if you
197     * attempt to steal something heavy off them, they're bound to notice
198     */
199    
200     if((roll>=skill->level) || !chance
201     ||(tmp && tmp->weight>(250*(random_roll(0, stats_value+skill->level * 10-1, who, PREFER_LOW))))) {
202    
203 root 1.6 /* victim figures out where the thief is! */
204     if(who->hide) make_visible(who);
205 elmex 1.1
206 root 1.6 if(op->type != PLAYER) {
207     /* The unaggressives look after themselves 8) */
208     if(who->type==PLAYER) {
209     npc_call_help(op);
210     new_draw_info_format(NDI_UNIQUE, 0,who,
211     "%s notices your attempted pilfering!",query_name(op));
212     }
213     CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
214     /* all remaining npc items are guarded now. Set flag NO_STEAL
215     * on the victim.
216     */
217     SET_FLAG(op,FLAG_NO_STEAL);
218     } else { /* stealing from another player */
219     char buf[MAX_BUF];
220     /* Notify the other player */
221     if (success && who->stats.Int > random_roll(0, 19, op, PREFER_LOW)) {
222     sprintf(buf, "Your %s is missing!", query_name(success));
223     } else {
224     sprintf(buf, "Your pack feels strangely lighter.");
225     }
226     new_draw_info(NDI_UNIQUE, 0,op,buf);
227     if (!success) {
228     if (who->invisible) {
229     sprintf(buf, "you feel itchy fingers getting at your pack.");
230     } else {
231     sprintf(buf, "%s looks very shifty.", query_name(who));
232     }
233     new_draw_info(NDI_UNIQUE, 0,op,buf);
234     }
235     } /* else stealing from another player */
236     /* play_sound("stop! thief!"); kindofthing */
237 elmex 1.1 } /* if you weren't 100% successful */
238     return success? 1:0;
239     }
240    
241    
242     int steal(object* op, int dir, object *skill)
243     {
244     object *tmp, *next;
245     sint16 x, y;
246     mapstruct *m;
247     int mflags;
248    
249     x = op->x + freearr_x[dir];
250     y = op->y + freearr_y[dir];
251    
252     if(dir == 0) {
253 root 1.6 /* Can't steal from ourself! */
254     return 0;
255 elmex 1.1 }
256    
257     m = op->map;
258     mflags = get_map_flags(m, &m ,x,y, &x, &y);
259     /* Out of map - can't do it. If nothing alive on this space,
260     * don't need to look any further.
261     */
262     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
263 root 1.6 return 0;
264 elmex 1.1
265     /* If player can't move onto the space, can't steal from it. */
266     if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)))
267 root 1.6 return 0;
268 elmex 1.1
269     /* Find the topmost object at this spot */
270     for(tmp = get_map_ob(m,x,y);
271 root 1.6 tmp != NULL && tmp->above != NULL;
272 elmex 1.1 tmp = tmp->above);
273    
274     /* For all the stacked objects at this point, attempt a steal */
275     for(; tmp != NULL; tmp = next) {
276 root 1.6 next = tmp->below;
277     /* Minor hack--for multi square beings - make sure we get
278     * the 'head' coz 'tail' objects have no inventory! - b.t.
279     */
280     if (tmp->head) tmp=tmp->head;
281    
282     if(tmp->type!=PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) continue;
283    
284     /* do not reveal hidden DMs */
285     if (tmp->type == PLAYER && QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden) continue;
286     if (attempt_steal(tmp, op, skill)) {
287     if (tmp->type==PLAYER) /* no xp for stealing from another player */
288     return 0;
289    
290     /* no xp for stealing from pets (of players) */
291     if (QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) {
292     object *owner = get_owner(tmp);
293     if (owner != NULL && owner->type == PLAYER)
294     return 0;
295     }
296 elmex 1.1
297     // reduce monster experience by experience we gained, as to
298     // limit the amount of exp that can be gained by stealing from monsters
299     // (jessies gave ~20,000,000 exp otherwise.
300     int exp = calc_skill_exp (op, tmp, skill);
301     exp = MIN (tmp->stats.exp, exp);
302     tmp->stats.exp -= exp;
303 root 1.6 return exp;
304     }
305 elmex 1.1 }
306     return 0;
307     }
308    
309     static int attempt_pick_lock (object *door, object *pl, object *skill)
310     {
311     int difficulty= pl->map->difficulty ? pl->map->difficulty : 0;
312     int success = 0, number; /* did we get anything? */
313    
314    
315     /* Try to pick the lock on this item (doors only for now).
316     * Dependent on dexterity/skill SK_level of the player and
317     * the map level difficulty.
318     */
319     number = (die_roll(2, 40, pl, PREFER_LOW)-2)/2;
320     if (number < (pl->stats.Dex + skill->level - difficulty)) {
321 root 1.6 remove_door(door);
322     success = 1;
323 elmex 1.1 } else if (door->inv && (door->inv->type==RUNE || door->inv->type==TRAP)) { /* set off any traps? */
324 root 1.6 spring_trap(door->inv,pl);
325 elmex 1.1 }
326     return success;
327     }
328    
329    
330     /* Implementation by bt. (thomas@astro.psu.edu)
331     * monster implementation 7-7-95 by bt.
332     */
333    
334     int pick_lock(object *pl, int dir, object *skill)
335     {
336     object *tmp;
337     int x = pl->x + freearr_x[dir];
338     int y = pl->y + freearr_y[dir];
339    
340     if(!dir) dir=pl->facing;
341    
342     /* For all the stacked objects at this point find a door*/
343     if (out_of_map(pl->map,x,y)) {
344 root 1.6 new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there.");
345     return 0;
346 elmex 1.1 }
347    
348     for(tmp=get_map_ob(pl->map,x,y); tmp; tmp=tmp->above)
349 root 1.6 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) break;
350 elmex 1.1
351     if (!tmp) {
352 root 1.6 new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there.");
353     return 0;
354 elmex 1.1 }
355     if (tmp->type == LOCKED_DOOR) {
356 root 1.6 new_draw_info(NDI_UNIQUE, 0,pl, "You can't pick that lock!");
357     return 0;
358 elmex 1.1 }
359    
360     if (!tmp->move_block) {
361 root 1.6 new_draw_info(NDI_UNIQUE, 0,pl,"The door has no lock!");
362     return 0;
363 elmex 1.1 }
364    
365     if (attempt_pick_lock(tmp, pl, skill)) {
366 root 1.6 new_draw_info(NDI_UNIQUE, 0,pl,"You pick the lock.");
367     return calc_skill_exp(pl,NULL, skill);
368 elmex 1.1 } else {
369 root 1.6 new_draw_info(NDI_UNIQUE, 0,pl, "You fail to pick the lock.");
370     return 0;
371 elmex 1.1 }
372     }
373    
374    
375     /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
376     * a short while (success and duration dependant on player SK_level,
377     * dexterity, charisma, and map difficulty).
378     * Players have a good chance of becoming 'unhidden' if they move
379     * and like invisiblity will be come visible if they attack
380     * Implemented by b.t. (thomas@astro.psu.edu)
381     * July 7, 1995 - made hiding possible for monsters. -b.t.
382     */
383    
384     static int attempt_hide(object *op, object *skill) {
385     int number,difficulty=op->map->difficulty;
386     int terrain = hideability(op);
387    
388     if(terrain<-10) /* not enough cover here */
389 root 1.6 return 0;
390 elmex 1.1
391     /* Hiding success and duration dependant on skill level,
392     * op->stats.Dex, map difficulty and terrain.
393     */
394    
395     number = (die_roll(2, 25, op, PREFER_LOW)-2)/2;
396     if(!stand_near_hostile(op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) {
397 root 1.6 op->invisible += 100; /* set the level of 'hiddeness' */
398     if(op->type==PLAYER)
399     op->contr->tmp_invis=1;
400     op->hide=1;
401     return 1;
402 elmex 1.1 }
403     return 0;
404     }
405    
406     /* patched this to take terrain into consideration */
407    
408     int hide(object *op, object *skill) {
409    
410     /* the preliminaries -- Can we really hide now? */
411     /* this keeps monsters from using invisibilty spells and hiding */
412    
413     if (QUERY_FLAG(op, FLAG_MAKE_INVIS)) {
414 root 1.6 new_draw_info(NDI_UNIQUE, 0,op,"You don't need to hide while invisible!");
415     return 0;
416 elmex 1.1 } else if (!op->hide && op->invisible>0 && op->type == PLAYER) {
417 root 1.6 new_draw_info(NDI_UNIQUE, 0,op,"Your attempt to hide breaks the invisibility spell!");
418     make_visible(op);
419 elmex 1.1 }
420    
421     if(op->invisible>(50*skill->level)) {
422 root 1.6 new_draw_info(NDI_UNIQUE,0,op,"You are as hidden as you can get.");
423     return 0;
424 elmex 1.1 }
425    
426     if(attempt_hide(op, skill)) {
427 root 1.6 new_draw_info(NDI_UNIQUE, 0,op,"You hide in the shadows.");
428     update_object(op,UP_OBJ_FACE);
429     return calc_skill_exp(op, NULL, skill);
430 elmex 1.1 }
431     new_draw_info(NDI_UNIQUE,0,op,"You fail to conceal yourself.");
432     return 0;
433     }
434    
435    
436     /* stop_jump() - End of jump. Clear flags, restore the map, and
437     * freeze the jumper a while to simulate the exhaustion
438     * of jumping.
439     */
440     static void stop_jump(object *pl, int dist, int spaces) {
441     fix_player(pl);
442     insert_ob_in_map(pl,pl->map,pl,0);
443     }
444    
445    
446     static int attempt_jump (object *pl, int dir, int spaces, object *skill) {
447     object *tmp;
448     int i,exp=0,dx=freearr_x[dir],dy=freearr_y[dir], mflags;
449     sint16 x, y;
450     mapstruct *m;
451    
452     /* Jump loop. Go through spaces opject wants to jump. Halt the
453     * jump if a wall or creature is in the way. We set FLAG_FLYING
454     * temporarily to allow player to aviod exits/archs that are not
455     * fly_on, fly_off. This will also prevent pickup of objects
456     * while jumping over them.
457     */
458    
459     remove_ob(pl);
460    
461     /*
462     * I don't think this is actually needed - all the movement
463     * code is handled in this function, and I don't see anyplace
464     * that cares about the move_type being flying.
465     */
466     pl->move_type |= MOVE_FLY_LOW;
467    
468     for(i=0;i<=spaces;i++) {
469 root 1.6 x = pl->x + dx;
470     y = pl->y + dy;
471     m = pl->map;
472    
473     mflags = get_map_flags(m, &m, x, y, &x, &y);
474    
475     if (mflags & P_OUT_OF_MAP) {
476     (void) stop_jump(pl,i,spaces);
477     return 0;
478     }
479     if (OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, x, y))) {
480     new_draw_info(NDI_UNIQUE, 0,pl,"Your jump is blocked.");
481     stop_jump(pl,i,spaces);
482     return 0;
483     }
484    
485     for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) {
486     /* Jump into creature */
487     if(QUERY_FLAG(tmp, FLAG_MONSTER)
488     || (tmp->type==PLAYER && (!QUERY_FLAG(tmp, FLAG_WIZ) || !tmp->contr->hidden))) {
489     new_draw_info_format(NDI_UNIQUE, 0,pl,"You jump into %s%s.",
490 root 1.7 tmp->type == PLAYER ? "" : "the ", &tmp->name);
491 root 1.6 if(tmp->type!=PLAYER ||
492     (pl->type==PLAYER && pl->contr->party==NULL) ||
493     (pl->type==PLAYER && tmp->type==PLAYER &&
494     pl->contr->party!=tmp->contr->party))
495     exp = skill_attack(tmp,pl,pl->facing,"kicked", skill); /* pl makes an attack */
496     stop_jump(pl,i,spaces);
497     return exp; /* note that calc_skill_exp() is already called by skill_attack() */
498     }
499     /* If the space has fly on set (no matter what the space is),
500     * we should get the effects - after all, the player is
501     * effectively flying.
502     */
503     if (tmp->move_on & MOVE_FLY_LOW) {
504     pl->x = x;
505     pl->y = y;
506     pl->map = m;
507     stop_jump(pl,i,spaces);
508     return calc_skill_exp(pl,NULL, skill);
509     }
510     }
511     pl->x = x;
512     pl->y = y;
513     pl->map = m;
514 elmex 1.1 }
515     stop_jump(pl,i,spaces);
516     return calc_skill_exp(pl,NULL, skill);
517     }
518    
519     /* jump() - this is both a new type of movement for player/monsters and
520     * an attack as well.
521     * Perhaps we should allow more spaces based on level, eg, level 50
522     * jumper can jump several spaces?
523     */
524    
525     int jump(object *pl, int dir, object *skill)
526     {
527     int spaces=0,stats;
528     int str = pl->stats.Str;
529     int dex = pl->stats.Dex;
530    
531     dex = dex ? dex : 15;
532     str = str ? str : 10;
533    
534     stats=str*str*str*dex * skill->level;
535    
536     if(pl->carrying!=0) /* don't want div by zero !! */
537 root 1.6 spaces=(int) (stats/pl->carrying);
538 elmex 1.1 else
539 root 1.6 spaces=2; /* pl has no objects - gets the far jump */
540 elmex 1.1
541     if(spaces>2)
542 root 1.6 spaces = 2;
543 elmex 1.1 else if(spaces==0) {
544 root 1.6 new_draw_info(NDI_UNIQUE, 0,pl,"You are carrying too much weight to jump.");
545     return 0;
546 elmex 1.1 }
547     return attempt_jump(pl,dir,spaces, skill);
548     }
549    
550    
551     /* skill_ident() - this code is supposed to allow players to identify
552     * classes of objects with the various "auto-ident" skills. Player must
553     * have unidentified objects of the right type in order for the skill
554     * to work. While multiple classes of objects may be identified,
555     * this code is kind of yucky -- it would be nice to make it a bit
556     * more generalized. Right now, skill indices are embedded in this routine.
557     * Returns amount of experience gained (on successful ident).
558     * - b.t. (thomas@astro.psu.edu)
559     */
560    
561     static int do_skill_detect_curse(object *pl, object *skill) {
562     object *tmp;
563     int success=0;
564    
565     for(tmp=pl->inv;tmp;tmp=tmp->below)
566 root 1.6 if (!tmp->invisible
567 elmex 1.1 && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED)
568     && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) &&
569 root 1.6 tmp->item_power < skill->level) {
570     SET_FLAG(tmp,FLAG_KNOWN_CURSED);
571     esrv_update_item(UPD_FLAGS, pl, tmp);
572     success+= calc_skill_exp(pl,tmp, skill);
573     }
574 elmex 1.1
575     /* Check ground, too, but only objects the player could pick up */
576     for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above)
577 root 1.6 if (can_pick(pl, tmp) &&
578     !QUERY_FLAG(tmp,FLAG_IDENTIFIED) &&
579     !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED)
580 elmex 1.1 && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) &&
581 root 1.6 tmp->item_power < skill->level) {
582     SET_FLAG(tmp,FLAG_KNOWN_CURSED);
583     esrv_update_item(UPD_FLAGS, pl, tmp);
584     success+= calc_skill_exp(pl,tmp, skill);
585     }
586 elmex 1.1
587     return success;
588     }
589    
590     static int do_skill_detect_magic(object *pl, object *skill) {
591     object *tmp;
592     int success=0;
593    
594     for(tmp=pl->inv;tmp;tmp=tmp->below)
595     if(!tmp->invisible
596 root 1.6 && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)
597     && (is_magical(tmp)) && tmp->item_power < skill->level) {
598 elmex 1.1 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
599 root 1.6 esrv_update_item(UPD_FLAGS, pl, tmp);
600     success+=calc_skill_exp(pl,tmp, skill);
601     }
602 elmex 1.1
603     /* Check ground, too, but like above, only if the object can be picked up*/
604     for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above)
605     if (can_pick(pl, tmp) &&
606 root 1.6 !QUERY_FLAG(tmp,FLAG_IDENTIFIED) &&
607     !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)
608     && (is_magical(tmp)) && tmp->item_power < skill->level) {
609 elmex 1.1 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
610 root 1.6 esrv_update_item(UPD_FLAGS, pl, tmp);
611     success+=calc_skill_exp(pl,tmp, skill);
612     }
613 elmex 1.1
614     return success;
615     }
616    
617     /* Helper function for do_skill_ident, so that we can loop
618     * over inventory AND objects on the ground conveniently.
619     */
620     int do_skill_ident2(object *tmp,object *pl, int obj_class, object *skill)
621     {
622     int success = 0, chance;
623     int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
624    
625     if (!QUERY_FLAG (tmp,FLAG_IDENTIFIED) && !QUERY_FLAG (tmp,FLAG_NO_SKILL_IDENT)
626     && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
627     {
628     chance = die_roll(3, 10, pl, PREFER_LOW) - 3
629     + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
630    
631     if (skill_value >= chance)
632     {
633     identify(tmp);
634    
635     if (pl->type==PLAYER)
636     {
637     new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
638    
639     if (tmp->msg)
640     {
641     new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
642     new_draw_info(NDI_UNIQUE, 0,pl, tmp->msg);
643     }
644    
645     /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
646     if (tmp->map)
647     esrv_send_item (pl, tmp);
648     }
649     success += calc_skill_exp(pl,tmp, skill);
650     }
651     else
652     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
653     }
654    
655     return success;
656     }
657    
658     /* do_skill_ident() - workhorse for skill_ident() -b.t.
659     */
660     static int do_skill_ident(object *pl, int obj_class, object *skill) {
661     object *tmp;
662     int success=0;
663    
664     for(tmp=pl->inv;tmp;tmp=tmp->below)
665 root 1.6 success+=do_skill_ident2(tmp,pl,obj_class, skill);
666     /* check the ground */
667 elmex 1.1
668     for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above)
669 root 1.6 success+=do_skill_ident2(tmp,pl,obj_class, skill);
670    
671 elmex 1.1 return success;
672     }
673    
674     int skill_ident(object *pl, object *skill) {
675     int success=0;
676    
677     if(pl->type != PLAYER) return 0; /* only players will skill-identify */
678    
679     new_draw_info(NDI_UNIQUE, 0,pl,"You look at the objects nearby...");
680    
681     switch (skill->subtype) {
682 root 1.6 case SK_SMITHERY:
683     success += do_skill_ident(pl,WEAPON, skill) + do_skill_ident(pl,ARMOUR, skill)
684     + do_skill_ident(pl,BRACERS,skill) + do_skill_ident(pl,CLOAK,skill)
685     + do_skill_ident(pl,BOOTS,skill) + do_skill_ident(pl,SHIELD,skill)
686     + do_skill_ident(pl,GIRDLE,skill) + do_skill_ident(pl,HELMET,skill)
687     + do_skill_ident(pl,GLOVES,skill);
688     break;
689    
690     case SK_BOWYER:
691     success += do_skill_ident(pl,BOW,skill) + do_skill_ident(pl,ARROW,skill);
692     break;
693    
694     case SK_ALCHEMY:
695     success += do_skill_ident(pl,POTION,skill) + do_skill_ident(pl,POISON,skill)
696     + do_skill_ident(pl,CONTAINER,skill)
697     + do_skill_ident(pl,DRINK,skill) + do_skill_ident(pl,INORGANIC,skill);
698     break;
699    
700     case SK_WOODSMAN:
701     success += do_skill_ident(pl,FOOD,skill) + do_skill_ident(pl,DRINK,skill)
702     + do_skill_ident(pl,FLESH,skill);
703     break;
704    
705     case SK_JEWELER:
706     success += do_skill_ident(pl,GEM,skill) + do_skill_ident(pl,RING,skill) +
707     do_skill_ident(pl,AMULET,skill);
708     break;
709    
710     case SK_LITERACY:
711     success += do_skill_ident(pl,SPELLBOOK,skill)
712     + do_skill_ident(pl,SCROLL,skill) + do_skill_ident(pl,BOOK,skill);
713     break;
714    
715     case SK_THAUMATURGY:
716     success += do_skill_ident(pl,WAND,skill) + do_skill_ident(pl,ROD,skill)
717     + do_skill_ident(pl,HORN,skill);
718     break;
719    
720     case SK_DET_CURSE:
721     success = do_skill_detect_curse(pl,skill);
722     if(success)
723     new_draw_info(NDI_UNIQUE, 0,pl,"...and discover cursed items!");
724     break;
725    
726     case SK_DET_MAGIC:
727     success = do_skill_detect_magic(pl,skill);
728     if(success)
729     new_draw_info(NDI_UNIQUE, 0,pl,
730     "...and discover items imbued with mystic forces!");
731     break;
732    
733     default:
734     LOG(llevError,"Error: bad call to skill_ident()\n");
735     return 0;
736     break;
737 elmex 1.1 }
738     if(!success) {
739 root 1.6 new_draw_info(NDI_UNIQUE, 0,pl,"...and learn nothing more.");
740 elmex 1.1 }
741     return success;
742     }
743    
744    
745     /* players using this skill can 'charm' a monster --
746     * into working for them. It can only be used on
747     * non-special (see below) 'neutral' creatures.
748     * -b.t. (thomas@astro.psu.edu)
749     */
750    
751     int use_oratory(object *pl, int dir, object *skill) {
752     sint16 x=pl->x+freearr_x[dir],y=pl->y+freearr_y[dir];
753     int mflags,chance;
754     object *tmp;
755     mapstruct *m;
756    
757     if(pl->type!=PLAYER) return 0; /* only players use this skill */
758     m = pl->map;
759     mflags =get_map_flags(m, &m, x,y, &x, &y);
760     if (mflags & P_OUT_OF_MAP) return 0;
761    
762     /* Save some processing - we have the flag already anyways
763     */
764     if (!(mflags & P_IS_ALIVE)) {
765 root 1.6 new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
766     return 0;
767 elmex 1.1 }
768    
769     for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
770     /* can't persuade players - return because there is nothing else
771 root 1.6 * on that space to charm. Same for multi space monsters and
772     * special monsters - we don't allow them to be charmed, and there
773     * is no reason to do further processing since they should be the
774     * only monster on the space.
775     */
776 elmex 1.1 if(tmp->type==PLAYER) return 0;
777     if(tmp->more || tmp->head) return 0;
778 root 1.6 if(tmp->msg) return 0;
779 elmex 1.1
780 root 1.6 if(QUERY_FLAG(tmp,FLAG_MONSTER)) break;
781 elmex 1.1 }
782    
783     if (!tmp) {
784 root 1.6 new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
785     return 0;
786 elmex 1.1 }
787    
788     new_draw_info_format(NDI_UNIQUE,
789 root 1.6 0,pl, "You orate to the %s.",query_name(tmp));
790 elmex 1.1
791     /* the following conditions limit who may be 'charmed' */
792    
793     /* it's hostile! */
794     if(!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && !QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
795 root 1.6 new_draw_info_format(NDI_UNIQUE, 0,pl,
796     "Too bad the %s isn't listening!\n",query_name(tmp));
797     return 0;
798 elmex 1.1 }
799    
800     /* it's already allied! */
801     if(QUERY_FLAG(tmp,FLAG_FRIENDLY)&&(tmp->attack_movement==PETMOVE)){
802 root 1.6 if(get_owner(tmp)==pl) {
803     new_draw_info(NDI_UNIQUE, 0,pl,
804     "Your follower loves your speech.\n");
805     return 0;
806     } else if (skill->level > tmp->level) {
807     /* you steal the follower. Perhaps we should really look at the
808     * level of the owner above?
809     */
810     set_owner(tmp,pl);
811     new_draw_info_format(NDI_UNIQUE, 0,pl,
812     "You convince the %s to follow you instead!\n",
813     query_name(tmp));
814     /* Abuse fix - don't give exp since this can otherwise
815     * be used by a couple players to gets lots of exp.
816     */
817     return 0;
818     } else {
819     /* In this case, you can't steal it from the other player */
820     return 0;
821     }
822 elmex 1.1 } /* Creature was already a pet of someone */
823    
824     chance=skill->level*2+(pl->stats.Cha-2*tmp->stats.Int)/2;
825    
826     /* Ok, got a 'sucker' lets try to make them a follower */
827     if(chance>0 && tmp->level<(random_roll(0, chance-1, pl, PREFER_HIGH)-1)) {
828 root 1.6 new_draw_info_format(NDI_UNIQUE, 0,pl,
829     "You convince the %s to become your follower.\n",
830     query_name(tmp));
831    
832     set_owner(tmp,pl);
833     tmp->stats.exp = 0;
834     add_friendly_object(tmp);
835     SET_FLAG(tmp,FLAG_FRIENDLY);
836     tmp->attack_movement = PETMOVE;
837     return calc_skill_exp(pl,tmp, skill);
838 elmex 1.1 }
839     /* Charm failed. Creature may be angry now */
840     else if((skill->level+((pl->stats.Cha-10)/2)) < random_roll(1, 2*tmp->level, pl, PREFER_LOW)) {
841 root 1.6 new_draw_info_format(NDI_UNIQUE, 0,pl,
842     "Your speech angers the %s!\n",query_name(tmp));
843     if(QUERY_FLAG(tmp,FLAG_FRIENDLY)) {
844     CLEAR_FLAG(tmp,FLAG_FRIENDLY);
845     remove_friendly_object(tmp);
846     tmp->attack_movement = 0; /* needed? */
847     }
848     CLEAR_FLAG(tmp,FLAG_UNAGGRESSIVE);
849 elmex 1.1 }
850     return 0; /* Fall through - if we get here, we didn't charm anything */
851     }
852    
853     /* Singing() -this skill allows the player to pacify nearby creatures.
854     * There are few limitations on who/what kind of
855     * non-player creatures that may be pacified. Right now, a player
856     * may pacify creatures which have Int == 0. In this routine, once
857     * successfully pacified the creature gets Int=1. Thus, a player
858     * may only pacify a creature once.
859     * BTW, I appologize for the naming of the skill, I couldnt think
860     * of anything better! -b.t.
861     */
862    
863     int singing(object *pl, int dir, object *skill) {
864     int i,exp = 0,chance, mflags;
865     object *tmp;
866     mapstruct *m;
867     sint16 x, y;
868    
869     if(pl->type!=PLAYER) return 0; /* only players use this skill */
870    
871 elmex 1.2 new_draw_info_format(NDI_UNIQUE,0,pl, "You sing.");
872     for(i=0;i<MIN(skill->level,SIZEOFFREE);i++) {
873 root 1.6 x = pl->x+freearr_x[i];
874     y = pl->y+freearr_y[i];
875     m = pl->map;
876    
877     mflags =get_map_flags(m, &m, x,y, &x, &y);
878     if (mflags & P_OUT_OF_MAP) continue;
879     if (!(mflags & P_IS_ALIVE)) continue;
880    
881     for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) {
882     if(QUERY_FLAG(tmp,FLAG_MONSTER)) break;
883     /* can't affect players */
884 elmex 1.1 if(tmp->type==PLAYER) break;
885 root 1.6 }
886 elmex 1.1
887 root 1.6 /* Whole bunch of checks to see if this is a type of monster that would
888     * listen to singing.
889     */
890     if (tmp && QUERY_FLAG(tmp, FLAG_MONSTER) &&
891     !QUERY_FLAG(tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
892     !QUERY_FLAG(tmp, FLAG_SPLITTING) && /* no ears */
893     !QUERY_FLAG(tmp, FLAG_HITBACK) && /* was here before */
894     (tmp->level <= skill->level) &&
895     (!tmp->head) &&
896     !QUERY_FLAG(tmp, FLAG_UNDEAD) &&
897     !QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && /* already calm */
898     !QUERY_FLAG(tmp,FLAG_FRIENDLY)) { /* already calm */
899    
900     /* stealing isn't really related (although, maybe it should
901     * be). This is mainly to prevent singing to the same monster
902     * over and over again and getting exp for it.
903     */
904     chance=skill->level*2+(pl->stats.Cha-5-tmp->stats.Int)/2;
905     if(chance && tmp->level*2<random_roll(0, chance-1, pl, PREFER_HIGH)) {
906     SET_FLAG(tmp,FLAG_UNAGGRESSIVE);
907     new_draw_info_format(NDI_UNIQUE, 0,pl,
908     "You calm down the %s\n",query_name(tmp));
909     /* Give exp only if they are not aware */
910     if(!QUERY_FLAG(tmp,FLAG_NO_STEAL))
911     exp += calc_skill_exp(pl,tmp, skill);
912     SET_FLAG(tmp,FLAG_NO_STEAL);
913     } else {
914 elmex 1.1 new_draw_info_format(NDI_UNIQUE, 0,pl,
915     "Too bad the %s isn't listening!\n",query_name(tmp));
916 root 1.6 SET_FLAG(tmp,FLAG_NO_STEAL);
917     }
918     }
919 elmex 1.1 }
920     return exp;
921     }
922    
923     /* The find_traps skill (aka, search). Checks for traps
924     * on the spaces or in certain objects
925     */
926    
927     int find_traps (object *pl, object *skill) {
928     object *tmp,*tmp2;
929     int i,expsum=0, mflags;
930     sint16 x,y;
931     mapstruct *m;
932    
933     /* First we search all around us for runes and traps, which are
934     * all type RUNE
935     */
936    
937     for(i=0;i<9;i++) {
938 root 1.6 x = pl->x+freearr_x[i];
939     y = pl->y+freearr_y[i];
940     m = pl->map;
941 elmex 1.1
942 root 1.6 mflags =get_map_flags(m, &m, x,y, &x, &y);
943     if (mflags & P_OUT_OF_MAP) continue;
944 elmex 1.1
945     /* Check everything in the square for trapness */
946     for(tmp = get_map_ob(m, x, y); tmp!=NULL;tmp=tmp->above) {
947    
948     /* And now we'd better do an inventory traversal of each
949     * of these objects' inventory
950 root 1.6 * We can narrow this down a bit - no reason to search through
951     * the players inventory or monsters for that matter.
952     */
953     if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) {
954     for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below)
955     if(tmp2->type==RUNE || tmp2->type == TRAP)
956     if(trap_see(pl,tmp2)) {
957     trap_show(tmp2,tmp);
958     if(tmp2->stats.Cha>1) {
959     if (!tmp2->owner || tmp2->owner->type!=PLAYER)
960     expsum += calc_skill_exp(pl,tmp2, skill);
961    
962     tmp2->stats.Cha = 1; /* unhide the trap */
963     }
964     }
965     }
966 elmex 1.1 if((tmp->type==RUNE || tmp->type == TRAP) && trap_see(pl,tmp)) {
967 root 1.6 trap_show(tmp,tmp);
968     if(tmp->stats.Cha>1) {
969     if (!tmp->owner || tmp->owner->type!=PLAYER)
970     expsum += calc_skill_exp(pl,tmp, skill);
971     tmp->stats.Cha = 1; /* unhide the trap */
972     }
973     }
974     }
975 elmex 1.1 }
976     new_draw_info(NDI_BLACK, 0, pl, "You search the area.");
977     return expsum;
978     }
979    
980     /* remove_trap() - This skill will disarm any previously discovered trap
981     * the algorithm is based (almost totally) on the old command_disarm() - b.t.
982     */
983    
984     int remove_trap (object *op, int dir, object *skill) {
985     object *tmp,*tmp2;
986     int i,success=0,mflags;
987     mapstruct *m;
988     sint16 x,y;
989    
990     for(i=0;i<9;i++) {
991 root 1.6 x = op->x + freearr_x[i];
992     y = op->y + freearr_y[i];
993     m = op->map;
994    
995     mflags =get_map_flags(m, &m, x,y, &x, &y);
996     if (mflags & P_OUT_OF_MAP) continue;
997    
998     /* Check everything in the square for trapness */
999     for(tmp = get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) {
1000     /* And now we'd better do an inventory traversal of each
1001     * of these objects inventory. Like above, only
1002     * do this for interesting objects.
1003     */
1004    
1005     if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) {
1006     for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below)
1007     if((tmp2->type==RUNE || tmp2->type == TRAP) && tmp2->stats.Cha<=1) {
1008     trap_show(tmp2,tmp);
1009     if(trap_disarm(op,tmp2,1, skill) && (!tmp2->owner || tmp2->owner->type!=PLAYER)) {
1010     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1011     success += calc_skill_exp(op,tmp2, skill);
1012     }
1013     }
1014     }
1015     if((tmp->type==RUNE || tmp->type==TRAP) && tmp->stats.Cha<=1) {
1016     trap_show(tmp,tmp);
1017     if (trap_disarm(op,tmp,1,skill) && (!tmp->owner || tmp->owner->type!=PLAYER)) {
1018     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1019     success += calc_skill_exp(op,tmp,skill);
1020     }
1021     }
1022     }
1023 elmex 1.1 }
1024     return success;
1025     }
1026    
1027    
1028     /* pray() - when this skill is called from do_skill(), it allows
1029     * the player to regain lost grace points at a faster rate. -b.t.
1030     * This always returns 0 - return value is used by calling function
1031     * such that if it returns true, player gets exp in that skill. This
1032     * the effect here can be done on demand, we probably don't want to
1033     * give infinite exp by returning true in any cases.
1034     */
1035    
1036     int pray (object *pl, object *skill) {
1037     char buf[MAX_BUF];
1038     object *tmp;
1039    
1040     if(pl->type!=PLAYER) return 0;
1041    
1042     strcpy(buf,"You pray.");
1043    
1044     /* Check all objects - we could stop at floor objects,
1045     * but if someone buries an altar, I don't see a problem with
1046     * going through all the objects, and it shouldn't be much slower
1047     * than extra checks on object attributes.
1048     */
1049     for (tmp=pl->below; tmp!=NULL; tmp=tmp->below) {
1050 root 1.6 /* Only if the altar actually belongs to someone do you get special benefits */
1051     if(tmp && tmp->type==HOLY_ALTAR && tmp->other_arch) {
1052 root 1.7 sprintf(buf,"You pray over the %s.", &tmp->name);
1053 root 1.6 pray_at_altar(pl,tmp, skill);
1054     break; /* Only pray at one altar */
1055     }
1056 elmex 1.1 }
1057    
1058     new_draw_info(NDI_BLACK,0,pl,buf);
1059    
1060     if(pl->stats.grace < pl->stats.maxgrace) {
1061 root 1.6 pl->stats.grace++;
1062     pl->last_grace = -1;
1063 elmex 1.1 }
1064     return 0;
1065     }
1066    
1067     /* This skill allows the player to regain a few sp or hp for a
1068     * brief period of concentration. No armour or weapons may be
1069     * wielded/applied for this to work. The amount of time needed
1070     * to concentrate and the # of points regained is dependant on
1071     * the level of the user. - b.t. thomas@astro.psu.edu
1072     */
1073    
1074     void meditate (object *pl, object *skill) {
1075     object *tmp;
1076    
1077     if(pl->type!=PLAYER) return; /* players only */
1078    
1079     /* check if pl has removed encumbering armour and weapons */
1080     if(QUERY_FLAG(pl,FLAG_READY_WEAPON) && (skill->level<6)) {
1081     new_draw_info(NDI_UNIQUE,0,pl,
1082 root 1.6 "You can't concentrate while wielding a weapon!\n");
1083     return;
1084 elmex 1.1 } else {
1085 root 1.6 for(tmp=pl->inv;tmp;tmp=tmp->below)
1086 elmex 1.1 if (( (tmp->type==ARMOUR && skill->level<12)
1087 root 1.6 || (tmp->type==HELMET && skill->level<10)
1088     || (tmp->type==SHIELD && skill->level<6)
1089     || (tmp->type==BOOTS && skill->level<4)
1090     || (tmp->type==GLOVES && skill->level<2) )
1091 elmex 1.1 && QUERY_FLAG(tmp,FLAG_APPLIED)) {
1092     new_draw_info(NDI_UNIQUE,0,pl,
1093 root 1.6 "You can't concentrate while wearing so much armour!\n");
1094     return;
1095     }
1096 elmex 1.1 }
1097    
1098     /* ok let's meditate! Spell points are regained first, then once
1099     * they are maxed we get back hp. Actual incrementing of values
1100     * is handled by the do_some_living() (in player.c). This way magical
1101     * bonuses for healing/sp regeneration are included properly
1102     * No matter what, we will eat up some playing time trying to
1103     * meditate. (see 'factor' variable for what sets the amount of time)
1104     */
1105    
1106     new_draw_info(NDI_BLACK,0,pl, "You meditate.");
1107    
1108     if(pl->stats.sp < pl->stats.maxsp) {
1109 root 1.6 pl->stats.sp++;
1110     pl->last_sp = -1;
1111 elmex 1.1 } else if (pl->stats.hp < pl->stats.maxhp) {
1112 root 1.6 pl->stats.hp++;
1113     pl->last_heal = -1;
1114 elmex 1.1 }
1115     }
1116    
1117     /* write_note() - this routine allows players to inscribe messages in
1118     * ordinary 'books' (anything that is type BOOK). b.t.
1119     */
1120    
1121     static int write_note(object *pl, object *item, const char *msg, object *skill) {
1122     char buf[1024];
1123     object *newBook = NULL;
1124    
1125     /* a pair of sanity checks */
1126     if(!item||item->type!=BOOK) return 0;
1127    
1128     if(!msg) {
1129 root 1.6 new_draw_info(NDI_UNIQUE,0,pl,"No message to write!");
1130 root 1.7 new_draw_info_format(NDI_UNIQUE,0,pl,"Usage: use_skill %s <message>", &skill->skill);
1131 root 1.6 return 0;
1132 elmex 1.1 }
1133     if (strcasestr_local(msg, "endmsg")) {
1134 root 1.6 new_draw_info(NDI_UNIQUE,0,pl,"Trying to cheat now are we?");
1135     return 0;
1136 elmex 1.1 }
1137    
1138 root 1.4 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1139     return strlen (msg);
1140 elmex 1.1
1141     buf[0] = 0;
1142     if(!book_overflow(item->msg,msg,sizeof (buf))) { /* add msg string to book */
1143 root 1.6 if(item->msg)
1144     strcpy(buf,item->msg);
1145 elmex 1.1
1146 root 1.6 strcat(buf,msg);
1147     strcat(buf,"\n"); /* new msg needs a LF */
1148     if(item->nrof > 1) {
1149     newBook = get_object();
1150     copy_object(item, newBook);
1151     decrease_ob(item);
1152     esrv_send_item(pl, item);
1153     newBook->nrof = 1;
1154 root 1.7 newBook->msg = buf;
1155 root 1.6 newBook = insert_ob_in_ob(newBook, pl);
1156     esrv_send_item(pl, newBook);
1157     } else {
1158 root 1.7 item->msg=buf;
1159 elmex 1.1 /* This shouldn't be necessary - the object hasn't changed in any
1160     * visible way
1161     */
1162     /* esrv_send_item(pl, item);*/
1163 root 1.6 }
1164 elmex 1.1 new_draw_info_format(NDI_UNIQUE,0,pl, "You write in the %s.",
1165     query_short_name(item));
1166 root 1.6 return strlen(msg);
1167 elmex 1.1 } else
1168     new_draw_info_format(NDI_UNIQUE,0,pl,
1169     "Your message won't fit in the %s!",
1170     query_short_name(item));
1171    
1172     return 0;
1173     }
1174    
1175     /* write_scroll() - this routine allows players to inscribe spell scrolls
1176     * of spells which they know. Backfire effects are possible with the
1177     * severity of the backlash correlated with the difficulty of the scroll
1178     * that is attempted. -b.t. thomas@astro.psu.edu
1179     */
1180    
1181     static int write_scroll (object *pl, object *scroll, object *skill) {
1182     int success=0,confused=0;
1183     object *newscroll, *chosen_spell, *tmp;
1184    
1185     /* this is a sanity check */
1186     if (scroll->type!=SCROLL) {
1187 root 1.6 new_draw_info(NDI_UNIQUE,0,pl,"A spell can only be inscribed into a scroll!");
1188     return 0;
1189 elmex 1.1 }
1190    
1191     /* Check if we are ready to attempt inscription */
1192     chosen_spell=pl->contr->ranges[range_magic];
1193     if(!chosen_spell) {
1194 root 1.6 new_draw_info(NDI_UNIQUE,0,pl,
1195     "You need a spell readied in order to inscribe!");
1196     return 0;
1197 elmex 1.1 }
1198     if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE) > pl->stats.grace) {
1199     new_draw_info_format(NDI_UNIQUE,0,pl,
1200 root 1.6 "You don't have enough grace to write a scroll of %s.",
1201 root 1.7 &chosen_spell->name);
1202 root 1.6 return 0;
1203 elmex 1.1 }
1204     if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA) > pl->stats.sp) {
1205     new_draw_info_format(NDI_UNIQUE,0,pl,
1206 root 1.6 "You don't have enough mana to write a scroll of %s.",
1207 root 1.7 &chosen_spell->name);
1208 root 1.6 return 0;
1209 elmex 1.1 }
1210    
1211     /* if there is a spell already on the scroll then player could easily
1212     * accidently read it while trying to write the new one. give player
1213     * a 50% chance to overwrite spell at their own level
1214     */
1215     if((scroll->stats.sp || scroll->inv) &&
1216     random_roll(0, scroll->level*2, pl, PREFER_LOW)>skill->level) {
1217 root 1.6 new_draw_info_format(NDI_UNIQUE,0,pl,
1218     "Oops! You accidently read it while trying to write on it.");
1219     manual_apply(pl,scroll,0);
1220     return 0;
1221 elmex 1.1 }
1222    
1223     /* ok, we are ready to try inscription */
1224     if(QUERY_FLAG(pl,FLAG_CONFUSED)) confused = 1;
1225    
1226     /* Lost mana/grace no matter what */
1227     pl->stats.grace-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE);
1228     pl->stats.sp-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA);
1229    
1230     if (random_roll(0, chosen_spell->level*4-1, pl, PREFER_LOW) < skill->level) {
1231 root 1.6 if (scroll->nrof > 1) {
1232     newscroll = get_object();
1233     copy_object(scroll, newscroll);
1234     decrease_ob(scroll);
1235     newscroll->nrof = 1;
1236     } else {
1237     newscroll = scroll;
1238     }
1239    
1240     if(!confused) {
1241     newscroll->level= MAX(skill->level, chosen_spell->level);
1242     new_draw_info(NDI_UNIQUE,0,pl,
1243     "You succeed in writing a new scroll.");
1244     } else {
1245     chosen_spell = find_random_spell_in_ob(pl, NULL);
1246     if (!chosen_spell) return 0;
1247    
1248     newscroll->level= MAX(skill->level, chosen_spell->level);
1249     new_draw_info(NDI_UNIQUE,0,pl,
1250     "In your confused state, you write down some odd spell.");
1251     }
1252 elmex 1.1
1253 root 1.6 if (newscroll->inv) {
1254     object *ninv;
1255    
1256     ninv = newscroll->inv;
1257     remove_ob(ninv);
1258     free_object(ninv);
1259     }
1260     tmp = get_object();
1261     copy_object(chosen_spell, tmp);
1262     insert_ob_in_ob(tmp, newscroll);
1263    
1264     /* Same code as from treasure.c - so they can better merge.
1265     * if players want to sell them, so be it.
1266     */
1267     newscroll->value = newscroll->arch->clone.value * newscroll->inv->value *
1268     (newscroll->level +50) / (newscroll->inv->level + 50);
1269     newscroll->stats.exp = newscroll->value/5;
1270    
1271     /* wait until finished manipulating the scroll before inserting it */
1272     if (newscroll == scroll)
1273 elmex 1.1 {
1274     /* Remove to correctly merge with other items which may exist in inventory */
1275     remove_ob(newscroll);
1276     esrv_del_item(pl->contr,newscroll->count);
1277     }
1278 root 1.6 newscroll=insert_ob_in_ob(newscroll,pl);
1279     esrv_send_item(pl, newscroll);
1280     success = calc_skill_exp(pl,newscroll, skill);
1281     if(!confused) success *= 2;
1282 elmex 1.1 success = success * skill->level;
1283 root 1.6 return success;
1284 elmex 1.1
1285     } else { /* Inscription has failed */
1286    
1287 root 1.6 if(chosen_spell->level>skill->level || confused) { /*backfire!*/
1288     new_draw_info(NDI_UNIQUE,0,pl,
1289     "Ouch! Your attempt to write a new scroll strains your mind!");
1290     if(random_roll(0, 1, pl, PREFER_LOW)==1)
1291     drain_specific_stat(pl,4);
1292     else {
1293     confuse_player(pl,pl,99);
1294     return (-30*chosen_spell->level);
1295     }
1296     } else if(random_roll(0, pl->stats.Int-1, pl, PREFER_HIGH) < 15) {
1297     new_draw_info(NDI_UNIQUE,0,pl,
1298     "Your attempt to write a new scroll rattles your mind!");
1299     confuse_player(pl,pl,99);
1300     } else
1301     new_draw_info(NDI_UNIQUE,0,pl,"You fail to write a new scroll.");
1302 elmex 1.1 }
1303     return 0;
1304     }
1305    
1306     /* write_on_item() - wrapper for write_note and write_scroll */
1307     int write_on_item (object *pl,const char *params, object *skill) {
1308     object *item;
1309     const char *string=params;
1310     int msgtype;
1311     archetype *skat;
1312    
1313     if(pl->type!=PLAYER) return 0;
1314    
1315     if (!params) {
1316 root 1.6 params="";
1317     string=params;
1318 elmex 1.1 }
1319     skat = get_archetype_by_type_subtype(SKILL, SK_LITERACY);
1320    
1321     /* Need to be able to read before we can write! */
1322     if(!find_skill_by_name(pl,skat->clone.skill)) {
1323 root 1.6 new_draw_info(NDI_UNIQUE,0,pl,
1324     "You must learn to read before you can write!");
1325     return 0;
1326 elmex 1.1 }
1327    
1328     /* if there is a message then it goes in a book and no message means
1329     * write active spell into the scroll
1330     */
1331     msgtype = (string[0]!='\0') ? BOOK : SCROLL;
1332    
1333     /* find an item of correct type to write on */
1334     if ( !(item = find_marked_object(pl))){
1335 root 1.6 new_draw_info(NDI_UNIQUE,0,pl,"You don't have any marked item to write on.");
1336     return 0;
1337 elmex 1.1 }
1338    
1339     if(QUERY_FLAG(item,FLAG_UNPAID)) {
1340 root 1.6 new_draw_info(NDI_UNIQUE,0,pl,
1341     "You had better pay for that before you write on it.");
1342     return 0;
1343 elmex 1.1 }
1344     if (msgtype != item->type) {
1345 root 1.6 new_draw_info_format(NDI_UNIQUE,0,pl,"You have no %s to write on",
1346 elmex 1.1 msgtype==BOOK ? "book" : "scroll");
1347 root 1.6 return 0;
1348 elmex 1.1 }
1349    
1350     if (msgtype == SCROLL) {
1351 root 1.6 return write_scroll(pl,item, skill);
1352 elmex 1.1 } else if (msgtype == BOOK) {
1353 root 1.6 return write_note(pl,item,string, skill);
1354 elmex 1.1 }
1355     return 0;
1356     }
1357    
1358    
1359    
1360     /* find_throw_ob() - if we request an object, then
1361     * we search for it in the inventory of the owner (you've
1362     * got to be carrying something in order to throw it!).
1363     * If we didnt request an object, then the top object in inventory
1364     * (that is "throwable", ie no throwing your skills away!)
1365     * is the object of choice. Also check to see if object is
1366     * 'throwable' (ie not applied cursed obj, worn, etc).
1367     */
1368    
1369     static object *find_throw_ob( object *op, const char *request ) {
1370     object *tmp;
1371    
1372     if(!op) { /* safety */
1373 root 1.6 LOG(llevError,"find_throw_ob(): confused! have a NULL thrower!\n");
1374     return (object *) NULL;
1375 elmex 1.1 }
1376    
1377     /* prefer marked item */
1378     tmp = find_marked_object(op);
1379     if (tmp != NULL) {
1380     /* can't toss invisible or inv-locked items */
1381     if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
1382     tmp = NULL;
1383     }
1384     }
1385    
1386     /* look through the inventory */
1387     if (tmp == NULL) {
1388     for (tmp = op->inv; tmp != NULL; tmp = tmp->below) {
1389     /* can't toss invisible or inv-locked items */
1390     if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED))
1391     continue;
1392     if (!request
1393     || !strcmp(query_name(tmp), request)
1394     || !strcmp(tmp->name, request))
1395     break;
1396     }
1397     }
1398    
1399     /* this should prevent us from throwing away
1400     * cursed items, worn armour, etc. Only weapons
1401     * can be thrown from 'hand'.
1402     */
1403     if (!tmp) return NULL;
1404    
1405     if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
1406 root 1.6 if(tmp->type!=WEAPON) {
1407     new_draw_info_format(NDI_UNIQUE, 0,op,
1408     "You can't throw %s.",query_name(tmp));
1409     tmp = NULL;
1410     } else if (QUERY_FLAG(tmp,FLAG_CURSED)||QUERY_FLAG(tmp,FLAG_DAMNED)) {
1411     new_draw_info_format(NDI_UNIQUE, 0,op,
1412     "The %s sticks to your hand!",query_name(tmp));
1413     tmp = NULL;
1414     } else {
1415     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) {
1416     LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1417     tmp = NULL;
1418     }
1419     }
1420 elmex 1.1 } else if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
1421 root 1.6 new_draw_info_format(NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name(tmp));
1422     tmp = NULL;
1423 elmex 1.1 }
1424    
1425     if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) {
1426 root 1.6 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1427     tmp=NULL;
1428 elmex 1.1 }
1429     return tmp;
1430     }
1431    
1432     /* make_throw_ob() We construct the 'carrier' object in
1433     * which we will insert the object that is being thrown.
1434     * This combination becomes the 'thrown object'. -b.t.
1435     */
1436    
1437     static object *make_throw_ob (object *orig) {
1438     object *toss_item;
1439    
1440     if(!orig) return NULL;
1441    
1442     toss_item=get_object();
1443     if (QUERY_FLAG (orig, FLAG_APPLIED)) {
1444 root 1.6 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1445     /* insufficient workaround, but better than nothing */
1446     CLEAR_FLAG (orig, FLAG_APPLIED);
1447 elmex 1.1 }
1448     copy_object(orig,toss_item);
1449     toss_item->type = THROWN_OBJ;
1450     CLEAR_FLAG(toss_item,FLAG_CHANGING);
1451     toss_item->stats.dam = 0; /* default damage */
1452     insert_ob_in_ob(orig,toss_item);
1453     return toss_item;
1454     }
1455    
1456    
1457     /* do_throw() - op throws any object toss_item. This code
1458     * was borrowed from fire_bow.
1459     * Returns 1 if skill was successfully used, 0 if not
1460     */
1461    
1462     static int do_throw(object *op, object *part, object *toss_item, int dir, object *skill) {
1463     object *throw_ob=toss_item, *left=NULL;
1464     tag_t left_tag;
1465     int eff_str = 0,maxc,str=op->stats.Str,dam=0;
1466     int pause_f,weight_f=0, mflags;
1467     float str_factor=1.0,load_factor=1.0,item_factor=1.0;
1468     mapstruct *m;
1469     sint16 sx, sy;
1470     tag_t tag;
1471    
1472     if(throw_ob==NULL) {
1473 root 1.6 if(op->type==PLAYER) {
1474     new_draw_info(NDI_UNIQUE, 0,op,"You have nothing to throw.");
1475     }
1476     return 0;
1477 elmex 1.1 }
1478     if (QUERY_FLAG(throw_ob, FLAG_STARTEQUIP)) {
1479 root 1.6 if (op->type==PLAYER) {
1480     new_draw_info(NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1481     }
1482     return 0;
1483 elmex 1.1 }
1484    
1485     /* Because throwing effectiveness must be reduced by the
1486     * encumbrance of the thrower and weight of the object. THus,
1487     * we use the concept of 'effective strength' as defined below.
1488     */
1489    
1490     /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1491     if(str>MAX_STAT) {
1492 root 1.6 str_factor = (float) str /(float) MAX_STAT; str = MAX_STAT;
1493 elmex 1.1 }
1494    
1495     /* the more we carry, the less we can throw. Limit only on players */
1496     maxc=max_carry[str]*1000;
1497     if(op->carrying>maxc&&op->type==PLAYER)
1498 root 1.6 load_factor = (float)maxc/(float) op->carrying;
1499 elmex 1.1
1500     /* lighter items are thrown harder, farther, faster */
1501     if(throw_ob->weight>0)
1502 root 1.6 item_factor = (float) maxc/(float) (3.0 * throw_ob->weight);
1503 elmex 1.1 else { /* 0 or negative weight?!? Odd object, can't throw it */
1504 root 1.6 new_draw_info_format(NDI_UNIQUE, 0,op,"You can't throw %s.\n",
1505     query_name(throw_ob));
1506     return 0;
1507 elmex 1.1 }
1508    
1509     eff_str = (int) (str * (load_factor<1.0?load_factor:1.0));
1510     eff_str = (int) ((float) eff_str * item_factor * str_factor);
1511    
1512     /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1513     * account for super-strong throwers. */
1514     if(eff_str>MAX_STAT) eff_str=MAX_STAT;
1515    
1516     #ifdef DEBUG_THROW
1517     LOG(llevDebug,"%s carries %d, eff_str=%d\n",op->name,op->carrying,eff_str);
1518     LOG(llevDebug," max_c=%d, item_f=%f, load_f=%f, str=%d\n",maxc,
1519     item_factor,load_factor,op->stats.Str);
1520     LOG(llevDebug," str_factor=%f\n",str_factor);
1521     LOG(llevDebug," item %s weight= %d\n",throw_ob->name,throw_ob->weight);
1522     #endif
1523    
1524     /* 3 things here prevent a throw, you aimed at your feet, you
1525     * have no effective throwing strength, or you threw at something
1526     * that flying objects can't get through.
1527     */
1528     mflags = get_map_flags(part->map,&m, part->x+freearr_x[dir],part->y+freearr_y[dir],&sx,&sy);
1529    
1530     if(!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) ||
1531     (GET_MAP_MOVE_BLOCK(m, sx, sy) & MOVE_FLY_LOW)) {
1532    
1533 root 1.6 /* bounces off 'wall', and drops to feet */
1534     remove_ob(throw_ob);
1535     throw_ob->x = part->x; throw_ob->y = part->y;
1536     insert_ob_in_map(throw_ob,part->map,op,0);
1537     if(op->type==PLAYER) {
1538     if(eff_str<=1) {
1539     new_draw_info_format(NDI_UNIQUE, 0,op,
1540     "Your load is so heavy you drop %s to the ground.",
1541     query_name(throw_ob));
1542     }
1543     else if(!dir) {
1544     new_draw_info_format(NDI_UNIQUE, 0,op,"You throw %s at the ground.",
1545     query_name(throw_ob));
1546     }
1547     else
1548     new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1549     }
1550     return 0;
1551 elmex 1.1 } /* if object can't be thrown */
1552    
1553     left = throw_ob; /* these are throwing objects left to the player */
1554     left_tag = left->count;
1555    
1556     /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1557     * and returns NULL. We must use 'left' then
1558     */
1559    
1560     if((throw_ob = get_split_ob(throw_ob, 1))==NULL) {
1561 root 1.6 throw_ob = left;
1562     remove_ob(left);
1563     if (op->type==PLAYER)
1564     esrv_del_item(op->contr, left->count);
1565 elmex 1.1 }
1566     else if (op->type==PLAYER) {
1567 root 1.6 if (was_destroyed (left, left_tag))
1568     esrv_del_item(op->contr, left_tag);
1569     else
1570     esrv_update_item(UPD_NROF, op, left);
1571 elmex 1.1 }
1572    
1573     /* special case: throwing powdery substances like dust, dirt */
1574     if(throw_ob->type == POTION && throw_ob->subtype == POT_DUST) {
1575 root 1.6 cast_dust(op,throw_ob,dir);
1576     return 1;
1577 elmex 1.1 }
1578    
1579     /* Make a thrown object -- insert real object in a 'carrier' object.
1580     * If unsuccessfull at making the "thrown_obj", we just reinsert
1581     * the original object back into inventory and exit
1582     */
1583     if((toss_item = make_throw_ob(throw_ob))) {
1584 root 1.6 throw_ob = toss_item;
1585 root 1.7 throw_ob->skill = skill->skill;
1586 elmex 1.1 }
1587     else {
1588 root 1.6 insert_ob_in_ob(throw_ob,op);
1589     return 0;
1590 elmex 1.1 }
1591    
1592     set_owner(throw_ob,op);
1593     /* At some point in the attack code, the actual real object (op->inv)
1594     * becomes the hitter. As such, we need to make sure that has a proper
1595     * owner value so exp goes to the right place.
1596     */
1597     set_owner(throw_ob->inv,op);
1598     throw_ob->direction=dir;
1599     throw_ob->x = part->x;
1600     throw_ob->y = part->y;
1601    
1602     /* the damage bonus from the force of the throw */
1603     dam = (int) (str_factor * dam_bonus[eff_str]);
1604    
1605     /* Now, lets adjust the properties of the thrown_ob. */
1606    
1607     /* how far to fly */
1608     throw_ob->last_sp = (eff_str*3)/5;
1609    
1610     /* speed */
1611     throw_ob->speed = (speed_bonus[eff_str]+1.0)/1.5;
1612     throw_ob->speed = MIN(1.0,throw_ob->speed); /* no faster than an arrow! */
1613    
1614     /* item damage. Eff_str and item weight influence damage done */
1615     weight_f = (throw_ob->weight/2000)>MAX_STAT?MAX_STAT:(throw_ob->weight/2000);
1616     throw_ob->stats.dam += (dam/3) + dam_bonus[weight_f]
1617     + (throw_ob->weight/15000) - 2;
1618    
1619     /* chance of breaking. Proportional to force used and weight of item */
1620     throw_ob->stats.food = (dam/2) + (throw_ob->weight/60000);
1621    
1622     /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1623     throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex]
1624 root 1.6 - thaco_bonus[eff_str] - skill->level;
1625 elmex 1.1
1626    
1627     /* the properties of objects which are meant to be thrown (ie dart,
1628     * throwing knife, etc) will differ from ordinary items. Lets tailor
1629     * this stuff in here.
1630     */
1631    
1632     if(QUERY_FLAG(throw_ob->inv,FLAG_IS_THROWN)) {
1633 root 1.6 throw_ob->last_sp += eff_str/3; /* fly a little further */
1634     throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1635     throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1636     /* only throw objects get directional faces */
1637     if(GET_ANIM_ID(throw_ob) && NUM_ANIMATIONS(throw_ob))
1638     SET_ANIMATION(throw_ob, dir);
1639 elmex 1.1 } else {
1640 root 1.6 /* some materials will adjust properties.. */
1641     if(throw_ob->material&M_LEATHER) {
1642     throw_ob->stats.dam -= 1;
1643     throw_ob->stats.food -= 10;
1644     }
1645     if(throw_ob->material&M_GLASS) throw_ob->stats.food += 60;
1646 elmex 1.1
1647 root 1.6 if(throw_ob->material&M_ORGANIC) {
1648     throw_ob->stats.dam -= 3;
1649     throw_ob->stats.food += 55;
1650     }
1651     if(throw_ob->material&M_PAPER||throw_ob->material&M_CLOTH) {
1652     throw_ob->stats.dam -= 5; throw_ob->speed *= 0.8;
1653     throw_ob->stats.wc += 3; throw_ob->stats.food -= 30;
1654     }
1655     /* light obj have more wind resistance, fly slower*/
1656     if(throw_ob->weight>500) throw_ob->speed *= 0.8;
1657     if(throw_ob->weight>50) throw_ob->speed *= 0.5;
1658 elmex 1.1
1659     } /* else tailor thrown object */
1660    
1661     /* some limits, and safeties (needed?) */
1662     if(throw_ob->stats.dam<0) throw_ob->stats.dam=0;
1663     if(throw_ob->last_sp>eff_str) throw_ob->last_sp=eff_str;
1664     if(throw_ob->stats.food<0) throw_ob->stats.food=0;
1665     if(throw_ob->stats.food>100) throw_ob->stats.food=100;
1666     if(throw_ob->stats.wc>30) throw_ob->stats.wc=30;
1667    
1668     /* how long to pause the thrower. Higher values mean less pause */
1669     pause_f = ((2*eff_str)/3)+20+skill->level;
1670    
1671     /* Put a lower limit on this */
1672     if (pause_f < 10) pause_f=10;
1673     if (pause_f > 100) pause_f=100;
1674    
1675     /* Changed in 0.94.2 - the calculation before was really goofy.
1676     * In short summary, a throw can take anywhere between speed 5 and
1677     * speed 0.5
1678     */
1679     op->speed_left -= 50 / pause_f;
1680    
1681     update_ob_speed(throw_ob);
1682     throw_ob->speed_left = 0;
1683     throw_ob->map = part->map;
1684    
1685     throw_ob->move_type = MOVE_FLY_LOW;
1686     throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1687    
1688     #if 0
1689     /* need to put in a good sound for this */
1690     play_sound_map(op->map, op->x, op->y, SOUND_THROW_OBJ);
1691     #endif
1692     /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1693 root 1.5 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1694 elmex 1.1 #ifdef DEBUG_THROW
1695     LOG(llevDebug," pause_f=%d \n",pause_f);
1696     LOG(llevDebug," %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1697     throw_ob->name,throw_ob->stats.wc,throw_ob->stats.dam,
1698     throw_ob->last_sp,throw_ob->speed,throw_ob->stats.food);
1699     LOG(llevDebug,"inserting tossitem (%d) into map\n",throw_ob->count);
1700     #endif
1701     tag = throw_ob->count;
1702     insert_ob_in_map(throw_ob,part->map,op,0);
1703     if (!was_destroyed (throw_ob, tag))
1704     move_arrow(throw_ob);
1705     return 1;
1706     }
1707    
1708     int skill_throw (object *op, object *part, int dir, const char *params, object *skill) {
1709     object *throw_ob;
1710    
1711     if(op->type==PLAYER)
1712 root 1.6 throw_ob = find_throw_ob(op,params);
1713 elmex 1.1 else
1714 root 1.6 throw_ob = find_mon_throw_ob(op);
1715 elmex 1.1
1716     return do_throw(op,part, throw_ob,dir, skill);
1717     }