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Revision: 1.8
Committed: Sun Sep 10 15:59:57 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +1530 -1322 lines
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File Contents

# User Rev Content
1 root 1.8
2 elmex 1.1 /*
3     * static char *rcsid_skills_c =
4 root 1.8 * "$Id: skills.C,v 1.7 2006-09-03 00:18:42 root Exp $";
5 elmex 1.1 */
6 root 1.8
7 elmex 1.1 /*
8     CrossFire, A Multiplayer game for X-windows
9    
10     Copyright (C) 2003 Mark Wedel & Crossfire Development Team
11     Copyright (C) 1992 Frank Tore Johansen
12    
13     This program is free software; you can redistribute it and/or modify
14     it under the terms of the GNU General Public License as published by
15     the Free Software Foundation; either version 2 of the License, or
16     (at your option) any later version.
17    
18     This program is distributed in the hope that it will be useful,
19     but WITHOUT ANY WARRANTY; without even the implied warranty of
20     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21     GNU General Public License for more details.
22    
23     You should have received a copy of the GNU General Public License
24     along with this program; if not, write to the Free Software
25     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26    
27     The authors can be reached via e-mail to crossfire-devel@real-time.com
28     */
29    
30     #include <global.h>
31     #include <object.h>
32     #ifndef __CEXTRACT__
33 root 1.8 # include <sproto.h>
34 elmex 1.1 #endif
35     #include <living.h>
36     #include <skills.h>
37     #include <spells.h>
38     #include <book.h>
39    
40 root 1.8 /* adj_stealchance() - increased values indicate better attempts */
41     static int
42     adj_stealchance (object *op, object *victim, int roll)
43     {
44     object *equip;
45    
46     if (!op || !victim || !roll)
47     return -1;
48    
49     /* Only prohibit stealing if the player does not have a free
50     * hand available and in fact does have hands.
51     */
52     if (op->type == PLAYER && op->body_used[BODY_ARMS] <= 0 && op->body_info[BODY_ARMS])
53     {
54     new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!");
55     return -1;
56 elmex 1.1 }
57 root 1.8
58     /* ADJUSTMENTS */
59    
60     /* Its harder to steal from hostile beings! */
61     if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
62     roll = roll / 2;
63    
64     /* Easier to steal from sleeping beings, or if the thief is
65     * unseen */
66     if (QUERY_FLAG (victim, FLAG_SLEEP))
67     roll = roll * 3;
68     else if (op->invisible)
69     roll = roll * 2;
70    
71     /* check stealing 'encumberance'. Having this equipment applied makes
72     * it quite a bit harder to steal.
73     */
74     for (equip = op->inv; equip; equip = equip->below)
75     {
76     if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
77     {
78     roll -= equip->weight / 10000;
79     }
80     if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
81     roll -= equip->weight / 5000;
82     if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
83     {
84     roll -= equip->weight / 2000;
85     }
86     if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
87     roll -= equip->weight / 5000;
88     if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
89     roll -= equip->weight / 100;
90     }
91     if (roll < 0)
92     roll = 0;
93     return roll;
94 elmex 1.1 }
95    
96     /*
97     * When stealing: dependent on the intelligence/wisdom of whom you're
98     * stealing from (op in attempt_steal), offset by your dexterity and
99     * skill at stealing. They may notice your attempt, whether successful
100     * or not.
101     * op is the target (person being pilfered)
102     * who is the person doing the stealing.
103     * skill is the skill object (stealing).
104     */
105    
106 root 1.8 static int
107     attempt_steal (object *op, object *who, object *skill)
108 elmex 1.1 {
109 root 1.8 object *success = NULL, *tmp = NULL, *next;
110     int roll = 0, chance = 0, stats_value;
111     rv_vector rv;
112    
113     stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2;
114    
115     /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
116     * they will try to prevent stealing if they can. Only unseen theives will
117     * have much chance of success.
118     */
119     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL))
120     {
121     if (can_detect_enemy (op, who, &rv))
122     {
123     npc_call_help (op);
124     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
125     new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
126     return 0;
127     }
128     else /* help npc to detect thief next time by raising its wisdom */
129     op->stats.Wis += (op->stats.Int / 5) + 1;
130     if (op->stats.Wis > MAX_STAT)
131     op->stats.Wis = MAX_STAT;
132 elmex 1.1 }
133 root 1.8 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ))
134     {
135     new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
136     return 0;
137 elmex 1.1 }
138     #ifdef PROHIBIT_PLAYERKILL
139 root 1.8 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful))
140     {
141     new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
142 elmex 1.1 return 0;
143     }
144     #else
145 root 1.8 if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing)
146     {
147     new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
148 elmex 1.1 return 0;
149     }
150     #endif
151    
152    
153 root 1.8 /* Ok then, go thru their inventory, stealing */
154     for (tmp = op->inv; tmp != NULL; tmp = next)
155     {
156     next = tmp->below;
157 root 1.6
158 root 1.8 /* you can't steal worn items, starting items, wiz stuff,
159     * innate abilities, or items w/o a type. Generally
160     * speaking, the invisibility flag prevents experience or
161     * abilities from being stolen since these types are currently
162     * always invisible objects. I was implicit here so as to prevent
163     * future possible problems. -b.t.
164     * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
165     * already -b.t.
166     */
167    
168     if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED)
169     || !(tmp->type)
170     || tmp->type == EXPERIENCE || tmp->type == SPELL
171     || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible)
172     continue;
173    
174     /* Okay, try stealing this item. Dependent on dexterity of thief,
175     * skill level, see the adj_stealroll fctn for more detail.
176     */
177    
178     roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
179    
180     if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
181     return 0;
182     else if (roll < chance)
183     {
184     tag_t tmp_count = tmp->count;
185    
186     pick_up (who, tmp);
187     /* need to see if the player actually stole this item -
188     * if it is in the players inv, assume it is. This prevents
189     * abuses where the player can not carry the item, so just
190     * keeps stealing it over and over.
191     */
192     if (was_destroyed (tmp, tmp_count) || tmp->env != op)
193     {
194     /* for players, play_sound: steals item */
195     success = tmp;
196     CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
197    
198     /* Don't delete it from target player until we know
199     * the thief has picked it up. can't just look at tmp->count,
200     * as it's possible that it got merged when picked up.
201     */
202     if (op->type == PLAYER)
203     esrv_del_item (op->contr, tmp_count);
204 root 1.6 }
205 root 1.8 break;
206 root 1.6 }
207 root 1.8 } /* for loop looking for an item */
208 elmex 1.1
209 root 1.8 if (!tmp)
210     {
211     new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
212     return 0;
213 elmex 1.1 }
214    
215 root 1.8 /* If you arent high enough level, you might get something BUT
216     * the victim will notice your stealing attempt. Ditto if you
217     * attempt to steal something heavy off them, they're bound to notice
218     */
219    
220     if ((roll >= skill->level) || !chance
221     || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
222     {
223    
224     /* victim figures out where the thief is! */
225     if (who->hide)
226     make_visible (who);
227    
228     if (op->type != PLAYER)
229     {
230     /* The unaggressives look after themselves 8) */
231     if (who->type == PLAYER)
232     {
233     npc_call_help (op);
234     new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
235     }
236     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
237     /* all remaining npc items are guarded now. Set flag NO_STEAL
238     * on the victim.
239     */
240     SET_FLAG (op, FLAG_NO_STEAL);
241     }
242     else
243     { /* stealing from another player */
244     char buf[MAX_BUF];
245    
246     /* Notify the other player */
247     if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
248     {
249     sprintf (buf, "Your %s is missing!", query_name (success));
250 root 1.6 }
251 root 1.8 else
252     {
253     sprintf (buf, "Your pack feels strangely lighter.");
254 root 1.6 }
255 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
256     if (!success)
257     {
258     if (who->invisible)
259     {
260     sprintf (buf, "you feel itchy fingers getting at your pack.");
261     }
262     else
263     {
264     sprintf (buf, "%s looks very shifty.", query_name (who));
265 root 1.6 }
266 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
267 root 1.6 }
268 root 1.8 } /* else stealing from another player */
269     /* play_sound("stop! thief!"); kindofthing */
270     } /* if you weren't 100% successful */
271     return success ? 1 : 0;
272 elmex 1.1 }
273    
274    
275 root 1.8 int
276     steal (object *op, int dir, object *skill)
277 elmex 1.1 {
278 root 1.8 object *tmp, *next;
279     sint16 x, y;
280     mapstruct *m;
281     int mflags;
282 elmex 1.1
283 root 1.8 x = op->x + freearr_x[dir];
284     y = op->y + freearr_y[dir];
285    
286     if (dir == 0)
287     {
288     /* Can't steal from ourself! */
289     return 0;
290 elmex 1.1 }
291    
292 root 1.8 m = op->map;
293     mflags = get_map_flags (m, &m, x, y, &x, &y);
294     /* Out of map - can't do it. If nothing alive on this space,
295     * don't need to look any further.
296     */
297     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
298     return 0;
299    
300     /* If player can't move onto the space, can't steal from it. */
301     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
302     return 0;
303    
304     /* Find the topmost object at this spot */
305     for (tmp = get_map_ob (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
306    
307     /* For all the stacked objects at this point, attempt a steal */
308     for (; tmp != NULL; tmp = next)
309     {
310     next = tmp->below;
311     /* Minor hack--for multi square beings - make sure we get
312     * the 'head' coz 'tail' objects have no inventory! - b.t.
313     */
314     if (tmp->head)
315     tmp = tmp->head;
316    
317     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
318     continue;
319    
320     /* do not reveal hidden DMs */
321     if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
322     continue;
323     if (attempt_steal (tmp, op, skill))
324     {
325     if (tmp->type == PLAYER) /* no xp for stealing from another player */
326     return 0;
327 elmex 1.1
328 root 1.8 /* no xp for stealing from pets (of players) */
329     if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
330     {
331     object *owner = get_owner (tmp);
332 elmex 1.1
333 root 1.8 if (owner != NULL && owner->type == PLAYER)
334 root 1.6 return 0;
335 root 1.8 }
336 root 1.6
337 root 1.8 // reduce monster experience by experience we gained, as to
338     // limit the amount of exp that can be gained by stealing from monsters
339     // (jessies gave ~20,000,000 exp otherwise.
340     int exp = calc_skill_exp (op, tmp, skill);
341 elmex 1.1
342 root 1.8 exp = MIN (tmp->stats.exp, exp);
343     tmp->stats.exp -= exp;
344     return exp;
345 root 1.6 }
346 elmex 1.1 }
347 root 1.8 return 0;
348 elmex 1.1 }
349    
350 root 1.8 static int
351     attempt_pick_lock (object *door, object *pl, object *skill)
352 elmex 1.1 {
353 root 1.8 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
354     int success = 0, number; /* did we get anything? */
355 elmex 1.1
356    
357 root 1.8 /* Try to pick the lock on this item (doors only for now).
358     * Dependent on dexterity/skill SK_level of the player and
359     * the map level difficulty.
360     */
361     number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
362     if (number < (pl->stats.Dex + skill->level - difficulty))
363     {
364     remove_door (door);
365     success = 1;
366     }
367     else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
368     { /* set off any traps? */
369     spring_trap (door->inv, pl);
370     }
371     return success;
372 elmex 1.1 }
373    
374    
375     /* Implementation by bt. (thomas@astro.psu.edu)
376     * monster implementation 7-7-95 by bt.
377     */
378    
379 root 1.8 int
380     pick_lock (object *pl, int dir, object *skill)
381 elmex 1.1 {
382 root 1.8 object *tmp;
383     int x = pl->x + freearr_x[dir];
384     int y = pl->y + freearr_y[dir];
385 elmex 1.1
386 root 1.8 if (!dir)
387     dir = pl->facing;
388 elmex 1.1
389 root 1.8 /* For all the stacked objects at this point find a door */
390     if (out_of_map (pl->map, x, y))
391     {
392     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
393     return 0;
394 elmex 1.1 }
395    
396 root 1.8 for (tmp = get_map_ob (pl->map, x, y); tmp; tmp = tmp->above)
397     if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
398     break;
399 elmex 1.1
400 root 1.8 if (!tmp)
401     {
402     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
403     return 0;
404 elmex 1.1 }
405 root 1.8 if (tmp->type == LOCKED_DOOR)
406     {
407     new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
408     return 0;
409 elmex 1.1 }
410    
411 root 1.8 if (!tmp->move_block)
412     {
413     new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
414     return 0;
415 elmex 1.1 }
416    
417 root 1.8 if (attempt_pick_lock (tmp, pl, skill))
418     {
419     new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
420     return calc_skill_exp (pl, NULL, skill);
421     }
422     else
423     {
424     new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
425     return 0;
426 elmex 1.1 }
427 root 1.8 }
428 elmex 1.1
429    
430     /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
431     * a short while (success and duration dependant on player SK_level,
432     * dexterity, charisma, and map difficulty).
433     * Players have a good chance of becoming 'unhidden' if they move
434     * and like invisiblity will be come visible if they attack
435     * Implemented by b.t. (thomas@astro.psu.edu)
436     * July 7, 1995 - made hiding possible for monsters. -b.t.
437 root 1.8 */
438 elmex 1.1
439 root 1.8 static int
440     attempt_hide (object *op, object *skill)
441     {
442     int number, difficulty = op->map->difficulty;
443     int terrain = hideability (op);
444    
445     if (terrain < -10) /* not enough cover here */
446     return 0;
447 elmex 1.1
448 root 1.8 /* Hiding success and duration dependant on skill level,
449     * op->stats.Dex, map difficulty and terrain.
450     */
451 elmex 1.1
452 root 1.8 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
453     if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
454     {
455     op->invisible += 100; /* set the level of 'hiddeness' */
456     if (op->type == PLAYER)
457     op->contr->tmp_invis = 1;
458     op->hide = 1;
459     return 1;
460 elmex 1.1 }
461 root 1.8 return 0;
462 elmex 1.1 }
463    
464     /* patched this to take terrain into consideration */
465    
466 root 1.8 int
467     hide (object *op, object *skill)
468     {
469    
470     /* the preliminaries -- Can we really hide now? */
471     /* this keeps monsters from using invisibilty spells and hiding */
472 elmex 1.1
473 root 1.8 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
474     {
475     new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
476     return 0;
477     }
478     else if (!op->hide && op->invisible > 0 && op->type == PLAYER)
479     {
480     new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
481     make_visible (op);
482     }
483 elmex 1.1
484 root 1.8 if (op->invisible > (50 * skill->level))
485     {
486     new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
487     return 0;
488 elmex 1.1 }
489 root 1.8
490     if (attempt_hide (op, skill))
491     {
492     new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
493     update_object (op, UP_OBJ_FACE);
494     return calc_skill_exp (op, NULL, skill);
495 elmex 1.1 }
496 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
497     return 0;
498 elmex 1.1 }
499    
500    
501     /* stop_jump() - End of jump. Clear flags, restore the map, and
502     * freeze the jumper a while to simulate the exhaustion
503     * of jumping.
504     */
505 root 1.8 static void
506     stop_jump (object *pl, int dist, int spaces)
507     {
508     fix_player (pl);
509     insert_ob_in_map (pl, pl->map, pl, 0);
510 elmex 1.1 }
511    
512    
513 root 1.8 static int
514     attempt_jump (object *pl, int dir, int spaces, object *skill)
515     {
516     object *tmp;
517     int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
518     sint16 x, y;
519     mapstruct *m;
520    
521     /* Jump loop. Go through spaces opject wants to jump. Halt the
522     * jump if a wall or creature is in the way. We set FLAG_FLYING
523     * temporarily to allow player to aviod exits/archs that are not
524     * fly_on, fly_off. This will also prevent pickup of objects
525     * while jumping over them.
526     */
527    
528     remove_ob (pl);
529    
530     /*
531     * I don't think this is actually needed - all the movement
532     * code is handled in this function, and I don't see anyplace
533     * that cares about the move_type being flying.
534     */
535     pl->move_type |= MOVE_FLY_LOW;
536 root 1.6
537 root 1.8 for (i = 0; i <= spaces; i++)
538     {
539     x = pl->x + dx;
540     y = pl->y + dy;
541     m = pl->map;
542    
543     mflags = get_map_flags (m, &m, x, y, &x, &y);
544    
545     if (mflags & P_OUT_OF_MAP)
546     {
547     (void) stop_jump (pl, i, spaces);
548     return 0;
549     }
550     if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
551     {
552     new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
553     stop_jump (pl, i, spaces);
554     return 0;
555     }
556    
557     for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
558     {
559     /* Jump into creature */
560     if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
561     {
562     new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
563     if (tmp->type != PLAYER ||
564     (pl->type == PLAYER && pl->contr->party == NULL) ||
565     (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
566     exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
567     stop_jump (pl, i, spaces);
568     return exp; /* note that calc_skill_exp() is already called by skill_attack() */
569 root 1.6 }
570 root 1.8 /* If the space has fly on set (no matter what the space is),
571     * we should get the effects - after all, the player is
572     * effectively flying.
573     */
574     if (tmp->move_on & MOVE_FLY_LOW)
575     {
576     pl->x = x;
577     pl->y = y;
578     pl->map = m;
579     stop_jump (pl, i, spaces);
580     return calc_skill_exp (pl, NULL, skill);
581 root 1.6 }
582     }
583 root 1.8 pl->x = x;
584     pl->y = y;
585     pl->map = m;
586 elmex 1.1 }
587 root 1.8 stop_jump (pl, i, spaces);
588     return calc_skill_exp (pl, NULL, skill);
589 elmex 1.1 }
590    
591     /* jump() - this is both a new type of movement for player/monsters and
592     * an attack as well.
593     * Perhaps we should allow more spaces based on level, eg, level 50
594     * jumper can jump several spaces?
595 root 1.8 */
596 elmex 1.1
597 root 1.8 int
598     jump (object *pl, int dir, object *skill)
599 elmex 1.1 {
600 root 1.8 int spaces = 0, stats;
601     int str = pl->stats.Str;
602     int dex = pl->stats.Dex;
603    
604     dex = dex ? dex : 15;
605     str = str ? str : 10;
606    
607     stats = str * str * str * dex * skill->level;
608    
609     if (pl->carrying != 0) /* don't want div by zero !! */
610     spaces = (int) (stats / pl->carrying);
611     else
612     spaces = 2; /* pl has no objects - gets the far jump */
613    
614     if (spaces > 2)
615     spaces = 2;
616     else if (spaces == 0)
617     {
618     new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
619     return 0;
620 elmex 1.1 }
621 root 1.8 return attempt_jump (pl, dir, spaces, skill);
622 elmex 1.1 }
623    
624    
625     /* skill_ident() - this code is supposed to allow players to identify
626     * classes of objects with the various "auto-ident" skills. Player must
627     * have unidentified objects of the right type in order for the skill
628     * to work. While multiple classes of objects may be identified,
629     * this code is kind of yucky -- it would be nice to make it a bit
630     * more generalized. Right now, skill indices are embedded in this routine.
631     * Returns amount of experience gained (on successful ident).
632     * - b.t. (thomas@astro.psu.edu)
633     */
634    
635 root 1.8 static int
636     do_skill_detect_curse (object *pl, object *skill)
637     {
638     object *tmp;
639     int success = 0;
640    
641     for (tmp = pl->inv; tmp; tmp = tmp->below)
642     if (!tmp->invisible
643     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
644     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
645     {
646     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
647     esrv_update_item (UPD_FLAGS, pl, tmp);
648     success += calc_skill_exp (pl, tmp, skill);
649     }
650    
651     /* Check ground, too, but only objects the player could pick up */
652     for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
653     if (can_pick (pl, tmp) &&
654     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
655     !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
656     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
657     {
658     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
659     esrv_update_item (UPD_FLAGS, pl, tmp);
660     success += calc_skill_exp (pl, tmp, skill);
661     }
662    
663     return success;
664     }
665    
666     static int
667     do_skill_detect_magic (object *pl, object *skill)
668     {
669     object *tmp;
670     int success = 0;
671    
672     for (tmp = pl->inv; tmp; tmp = tmp->below)
673     if (!tmp->invisible
674     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
675     && (is_magical (tmp)) && tmp->item_power < skill->level)
676     {
677     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
678     esrv_update_item (UPD_FLAGS, pl, tmp);
679     success += calc_skill_exp (pl, tmp, skill);
680     }
681    
682     /* Check ground, too, but like above, only if the object can be picked up */
683     for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
684     if (can_pick (pl, tmp) &&
685     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
686     {
687     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
688     esrv_update_item (UPD_FLAGS, pl, tmp);
689     success += calc_skill_exp (pl, tmp, skill);
690     }
691 elmex 1.1
692 root 1.8 return success;
693 elmex 1.1 }
694    
695     /* Helper function for do_skill_ident, so that we can loop
696     * over inventory AND objects on the ground conveniently.
697     */
698 root 1.8 int
699     do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
700 elmex 1.1 {
701 root 1.8 int success = 0, chance;
702     int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
703 elmex 1.1
704 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
705     && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
706     {
707     chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
708 elmex 1.1
709 root 1.8 if (skill_value >= chance)
710     {
711     identify (tmp);
712    
713     if (pl->type == PLAYER)
714     {
715     new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
716    
717     if (tmp->msg)
718     {
719     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
720     new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
721     }
722 elmex 1.1
723 root 1.8 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
724     if (tmp->map)
725     esrv_send_item (pl, tmp);
726     }
727     success += calc_skill_exp (pl, tmp, skill);
728     }
729     else
730     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
731     }
732 elmex 1.1
733 root 1.8 return success;
734 elmex 1.1 }
735    
736     /* do_skill_ident() - workhorse for skill_ident() -b.t.
737     */
738 root 1.8 static int
739     do_skill_ident (object *pl, int obj_class, object *skill)
740     {
741     object *tmp;
742     int success = 0;
743    
744     for (tmp = pl->inv; tmp; tmp = tmp->below)
745     success += do_skill_ident2 (tmp, pl, obj_class, skill);
746     /* check the ground */
747 elmex 1.1
748 root 1.8 for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
749     success += do_skill_ident2 (tmp, pl, obj_class, skill);
750 elmex 1.1
751 root 1.8 return success;
752     }
753 elmex 1.1
754 root 1.8 int
755     skill_ident (object *pl, object *skill)
756     {
757     int success = 0;
758 elmex 1.1
759 root 1.8 if (pl->type != PLAYER)
760     return 0; /* only players will skill-identify */
761 elmex 1.1
762 root 1.8 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
763 elmex 1.1
764 root 1.8 switch (skill->subtype)
765     {
766 root 1.6 case SK_SMITHERY:
767 root 1.8 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
768     + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
769     + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
770     + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
771     break;
772 root 1.6
773     case SK_BOWYER:
774 root 1.8 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
775     break;
776 root 1.6
777     case SK_ALCHEMY:
778 root 1.8 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
779     + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
780     break;
781    
782     case SK_WOODSMAN:
783     success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
784     break;
785 root 1.6
786     case SK_JEWELER:
787 root 1.8 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
788     break;
789 root 1.6
790     case SK_LITERACY:
791 root 1.8 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
792     break;
793 root 1.6
794     case SK_THAUMATURGY:
795 root 1.8 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
796     break;
797 root 1.6
798     case SK_DET_CURSE:
799 root 1.8 success = do_skill_detect_curse (pl, skill);
800     if (success)
801     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
802     break;
803 root 1.6
804     case SK_DET_MAGIC:
805 root 1.8 success = do_skill_detect_magic (pl, skill);
806     if (success)
807     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
808     break;
809 root 1.6
810     default:
811 root 1.8 LOG (llevError, "Error: bad call to skill_ident()\n");
812     return 0;
813     break;
814 elmex 1.1 }
815 root 1.8 if (!success)
816     {
817     new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
818 elmex 1.1 }
819 root 1.8 return success;
820 elmex 1.1 }
821 root 1.8
822 elmex 1.1
823     /* players using this skill can 'charm' a monster --
824     * into working for them. It can only be used on
825     * non-special (see below) 'neutral' creatures.
826     * -b.t. (thomas@astro.psu.edu)
827     */
828    
829 root 1.8 int
830     use_oratory (object *pl, int dir, object *skill)
831     {
832     sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir];
833     int mflags, chance;
834     object *tmp;
835     mapstruct *m;
836    
837     if (pl->type != PLAYER)
838     return 0; /* only players use this skill */
839     m = pl->map;
840     mflags = get_map_flags (m, &m, x, y, &x, &y);
841     if (mflags & P_OUT_OF_MAP)
842     return 0;
843    
844     /* Save some processing - we have the flag already anyways
845     */
846     if (!(mflags & P_IS_ALIVE))
847     {
848     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
849     return 0;
850 elmex 1.1 }
851    
852 root 1.8 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
853     {
854     /* can't persuade players - return because there is nothing else
855     * on that space to charm. Same for multi space monsters and
856     * special monsters - we don't allow them to be charmed, and there
857     * is no reason to do further processing since they should be the
858     * only monster on the space.
859     */
860     if (tmp->type == PLAYER)
861     return 0;
862     if (tmp->more || tmp->head)
863     return 0;
864     if (tmp->msg)
865     return 0;
866 elmex 1.1
867 root 1.8 if (QUERY_FLAG (tmp, FLAG_MONSTER))
868     break;
869 elmex 1.1 }
870    
871 root 1.8 if (!tmp)
872     {
873     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
874     return 0;
875 elmex 1.1 }
876    
877 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
878    
879     /* the following conditions limit who may be 'charmed' */
880 elmex 1.1
881 root 1.8 /* it's hostile! */
882     if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
883     {
884     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
885     return 0;
886     }
887 elmex 1.1
888 root 1.8 /* it's already allied! */
889     if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE))
890     {
891     if (get_owner (tmp) == pl)
892     {
893     new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
894     return 0;
895     }
896     else if (skill->level > tmp->level)
897     {
898     /* you steal the follower. Perhaps we should really look at the
899     * level of the owner above?
900     */
901     set_owner (tmp, pl);
902     new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
903     /* Abuse fix - don't give exp since this can otherwise
904     * be used by a couple players to gets lots of exp.
905     */
906     return 0;
907     }
908     else
909     {
910     /* In this case, you can't steal it from the other player */
911     return 0;
912 root 1.6 }
913 root 1.8 } /* Creature was already a pet of someone */
914 elmex 1.1
915 root 1.8 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2;
916 elmex 1.1
917 root 1.8 /* Ok, got a 'sucker' lets try to make them a follower */
918     if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1))
919     {
920     new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
921    
922     set_owner (tmp, pl);
923     tmp->stats.exp = 0;
924     add_friendly_object (tmp);
925     SET_FLAG (tmp, FLAG_FRIENDLY);
926     tmp->attack_movement = PETMOVE;
927     return calc_skill_exp (pl, tmp, skill);
928     }
929     /* Charm failed. Creature may be angry now */
930     else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
931     {
932     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
933     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
934     {
935     CLEAR_FLAG (tmp, FLAG_FRIENDLY);
936     remove_friendly_object (tmp);
937     tmp->attack_movement = 0; /* needed? */
938 root 1.6 }
939 root 1.8 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
940 elmex 1.1 }
941 root 1.8 return 0; /* Fall through - if we get here, we didn't charm anything */
942 elmex 1.1 }
943    
944     /* Singing() -this skill allows the player to pacify nearby creatures.
945     * There are few limitations on who/what kind of
946     * non-player creatures that may be pacified. Right now, a player
947     * may pacify creatures which have Int == 0. In this routine, once
948     * successfully pacified the creature gets Int=1. Thus, a player
949     * may only pacify a creature once.
950     * BTW, I appologize for the naming of the skill, I couldnt think
951     * of anything better! -b.t.
952     */
953    
954 root 1.8 int
955     singing (object *pl, int dir, object *skill)
956     {
957     int i, exp = 0, chance, mflags;
958     object *tmp;
959     mapstruct *m;
960     sint16 x, y;
961    
962     if (pl->type != PLAYER)
963     return 0; /* only players use this skill */
964    
965     new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
966     for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
967     {
968     x = pl->x + freearr_x[i];
969     y = pl->y + freearr_y[i];
970     m = pl->map;
971    
972     mflags = get_map_flags (m, &m, x, y, &x, &y);
973     if (mflags & P_OUT_OF_MAP)
974     continue;
975     if (!(mflags & P_IS_ALIVE))
976     continue;
977    
978     for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
979     {
980     if (QUERY_FLAG (tmp, FLAG_MONSTER))
981     break;
982     /* can't affect players */
983     if (tmp->type == PLAYER)
984     break;
985     }
986    
987     /* Whole bunch of checks to see if this is a type of monster that would
988     * listen to singing.
989     */
990     if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
991     !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
992     !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
993     (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
994     !QUERY_FLAG (tmp, FLAG_FRIENDLY))
995     { /* already calm */
996    
997     /* stealing isn't really related (although, maybe it should
998     * be). This is mainly to prevent singing to the same monster
999     * over and over again and getting exp for it.
1000     */
1001     chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
1002     if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH))
1003     {
1004     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
1005     new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
1006     /* Give exp only if they are not aware */
1007     if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
1008     exp += calc_skill_exp (pl, tmp, skill);
1009     SET_FLAG (tmp, FLAG_NO_STEAL);
1010     }
1011     else
1012     {
1013     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
1014     SET_FLAG (tmp, FLAG_NO_STEAL);
1015 root 1.6 }
1016     }
1017 elmex 1.1 }
1018 root 1.8 return exp;
1019 elmex 1.1 }
1020    
1021     /* The find_traps skill (aka, search). Checks for traps
1022     * on the spaces or in certain objects
1023     */
1024    
1025 root 1.8 int
1026     find_traps (object *pl, object *skill)
1027     {
1028     object *tmp, *tmp2;
1029     int i, expsum = 0, mflags;
1030     sint16 x, y;
1031     mapstruct *m;
1032    
1033     /* First we search all around us for runes and traps, which are
1034     * all type RUNE
1035     */
1036 root 1.6
1037 root 1.8 for (i = 0; i < 9; i++)
1038     {
1039     x = pl->x + freearr_x[i];
1040     y = pl->y + freearr_y[i];
1041     m = pl->map;
1042    
1043     mflags = get_map_flags (m, &m, x, y, &x, &y);
1044     if (mflags & P_OUT_OF_MAP)
1045     continue;
1046    
1047     /* Check everything in the square for trapness */
1048     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1049     {
1050    
1051     /* And now we'd better do an inventory traversal of each
1052     * of these objects' inventory
1053     * We can narrow this down a bit - no reason to search through
1054     * the players inventory or monsters for that matter.
1055     */
1056     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1057     {
1058     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1059     if (tmp2->type == RUNE || tmp2->type == TRAP)
1060     if (trap_see (pl, tmp2))
1061     {
1062     trap_show (tmp2, tmp);
1063     if (tmp2->stats.Cha > 1)
1064     {
1065     if (!tmp2->owner || tmp2->owner->type != PLAYER)
1066     expsum += calc_skill_exp (pl, tmp2, skill);
1067    
1068     tmp2->stats.Cha = 1; /* unhide the trap */
1069 root 1.6 }
1070 root 1.8 }
1071 root 1.6 }
1072 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1073     {
1074     trap_show (tmp, tmp);
1075     if (tmp->stats.Cha > 1)
1076     {
1077     if (!tmp->owner || tmp->owner->type != PLAYER)
1078     expsum += calc_skill_exp (pl, tmp, skill);
1079     tmp->stats.Cha = 1; /* unhide the trap */
1080 root 1.6 }
1081     }
1082     }
1083 elmex 1.1 }
1084 root 1.8 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1085     return expsum;
1086     }
1087 elmex 1.1
1088     /* remove_trap() - This skill will disarm any previously discovered trap
1089     * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1090 root 1.8 */
1091    
1092     int
1093     remove_trap (object *op, int dir, object *skill)
1094     {
1095     object *tmp, *tmp2;
1096     int i, success = 0, mflags;
1097     mapstruct *m;
1098     sint16 x, y;
1099 elmex 1.1
1100 root 1.8 for (i = 0; i < 9; i++)
1101     {
1102     x = op->x + freearr_x[i];
1103     y = op->y + freearr_y[i];
1104     m = op->map;
1105    
1106     mflags = get_map_flags (m, &m, x, y, &x, &y);
1107     if (mflags & P_OUT_OF_MAP)
1108     continue;
1109    
1110     /* Check everything in the square for trapness */
1111     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1112     {
1113     /* And now we'd better do an inventory traversal of each
1114     * of these objects inventory. Like above, only
1115     * do this for interesting objects.
1116     */
1117    
1118     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1119     {
1120     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1121     if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1122     {
1123     trap_show (tmp2, tmp);
1124     if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1125     {
1126     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1127     success += calc_skill_exp (op, tmp2, skill);
1128     }
1129     }
1130 root 1.6 }
1131 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1132     {
1133     trap_show (tmp, tmp);
1134     if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1135     {
1136     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1137     success += calc_skill_exp (op, tmp, skill);
1138 root 1.6 }
1139     }
1140     }
1141 elmex 1.1 }
1142 root 1.8 return success;
1143 elmex 1.1 }
1144    
1145    
1146     /* pray() - when this skill is called from do_skill(), it allows
1147     * the player to regain lost grace points at a faster rate. -b.t.
1148     * This always returns 0 - return value is used by calling function
1149     * such that if it returns true, player gets exp in that skill. This
1150     * the effect here can be done on demand, we probably don't want to
1151     * give infinite exp by returning true in any cases.
1152     */
1153    
1154 root 1.8 int
1155     pray (object *pl, object *skill)
1156     {
1157     char buf[MAX_BUF];
1158     object *tmp;
1159    
1160     if (pl->type != PLAYER)
1161     return 0;
1162    
1163     strcpy (buf, "You pray.");
1164    
1165     /* Check all objects - we could stop at floor objects,
1166     * but if someone buries an altar, I don't see a problem with
1167     * going through all the objects, and it shouldn't be much slower
1168     * than extra checks on object attributes.
1169     */
1170     for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1171     {
1172     /* Only if the altar actually belongs to someone do you get special benefits */
1173     if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1174     {
1175     sprintf (buf, "You pray over the %s.", &tmp->name);
1176     pray_at_altar (pl, tmp, skill);
1177     break; /* Only pray at one altar */
1178 root 1.6 }
1179 elmex 1.1 }
1180    
1181 root 1.8 new_draw_info (NDI_BLACK, 0, pl, buf);
1182    
1183     if (pl->stats.grace < pl->stats.maxgrace)
1184     {
1185     pl->stats.grace++;
1186     pl->last_grace = -1;
1187 elmex 1.1 }
1188 root 1.8 return 0;
1189 elmex 1.1 }
1190    
1191     /* This skill allows the player to regain a few sp or hp for a
1192     * brief period of concentration. No armour or weapons may be
1193     * wielded/applied for this to work. The amount of time needed
1194     * to concentrate and the # of points regained is dependant on
1195     * the level of the user. - b.t. thomas@astro.psu.edu
1196 root 1.8 */
1197 elmex 1.1
1198 root 1.8 void
1199     meditate (object *pl, object *skill)
1200     {
1201     object *tmp;
1202 elmex 1.1
1203 root 1.8 if (pl->type != PLAYER)
1204     return; /* players only */
1205 elmex 1.1
1206 root 1.8 /* check if pl has removed encumbering armour and weapons */
1207     if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1208     {
1209     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1210     return;
1211     }
1212     else
1213     {
1214     for (tmp = pl->inv; tmp; tmp = tmp->below)
1215     if (((tmp->type == ARMOUR && skill->level < 12)
1216     || (tmp->type == HELMET && skill->level < 10)
1217     || (tmp->type == SHIELD && skill->level < 6)
1218     || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED))
1219     {
1220     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1221     return;
1222 root 1.6 }
1223 elmex 1.1 }
1224    
1225 root 1.8 /* ok let's meditate! Spell points are regained first, then once
1226     * they are maxed we get back hp. Actual incrementing of values
1227     * is handled by the do_some_living() (in player.c). This way magical
1228     * bonuses for healing/sp regeneration are included properly
1229     * No matter what, we will eat up some playing time trying to
1230     * meditate. (see 'factor' variable for what sets the amount of time)
1231     */
1232    
1233     new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1234    
1235     if (pl->stats.sp < pl->stats.maxsp)
1236     {
1237     pl->stats.sp++;
1238     pl->last_sp = -1;
1239     }
1240     else if (pl->stats.hp < pl->stats.maxhp)
1241     {
1242     pl->stats.hp++;
1243     pl->last_heal = -1;
1244 elmex 1.1 }
1245     }
1246    
1247     /* write_note() - this routine allows players to inscribe messages in
1248     * ordinary 'books' (anything that is type BOOK). b.t.
1249     */
1250    
1251 root 1.8 static int
1252     write_note (object *pl, object *item, const char *msg, object *skill)
1253     {
1254     char buf[1024];
1255     object *newBook = NULL;
1256    
1257     /* a pair of sanity checks */
1258     if (!item || item->type != BOOK)
1259     return 0;
1260    
1261     if (!msg)
1262     {
1263     new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1264     new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1265     return 0;
1266 elmex 1.1 }
1267 root 1.8 if (strcasestr_local (msg, "endmsg"))
1268     {
1269     new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1270     return 0;
1271 elmex 1.1 }
1272    
1273 root 1.8 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1274     return strlen (msg);
1275    
1276     buf[0] = 0;
1277     if (!book_overflow (item->msg, msg, sizeof (buf)))
1278     { /* add msg string to book */
1279     if (item->msg)
1280     strcpy (buf, item->msg);
1281    
1282     strcat (buf, msg);
1283     strcat (buf, "\n"); /* new msg needs a LF */
1284     if (item->nrof > 1)
1285     {
1286     newBook = get_object ();
1287     copy_object (item, newBook);
1288     decrease_ob (item);
1289     esrv_send_item (pl, item);
1290     newBook->nrof = 1;
1291     newBook->msg = buf;
1292     newBook = insert_ob_in_ob (newBook, pl);
1293     esrv_send_item (pl, newBook);
1294     }
1295     else
1296     {
1297     item->msg = buf;
1298     /* This shouldn't be necessary - the object hasn't changed in any
1299     * visible way
1300     */
1301     /* esrv_send_item(pl, item); */
1302     }
1303     new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item));
1304 root 1.4 return strlen (msg);
1305 root 1.8 }
1306     else
1307     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item));
1308 elmex 1.1
1309 root 1.8 return 0;
1310 elmex 1.1 }
1311    
1312     /* write_scroll() - this routine allows players to inscribe spell scrolls
1313     * of spells which they know. Backfire effects are possible with the
1314     * severity of the backlash correlated with the difficulty of the scroll
1315     * that is attempted. -b.t. thomas@astro.psu.edu
1316     */
1317    
1318 root 1.8 static int
1319     write_scroll (object *pl, object *scroll, object *skill)
1320     {
1321     int success = 0, confused = 0;
1322     object *newscroll, *chosen_spell, *tmp;
1323    
1324     /* this is a sanity check */
1325     if (scroll->type != SCROLL)
1326     {
1327     new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1328     return 0;
1329     }
1330    
1331     /* Check if we are ready to attempt inscription */
1332     chosen_spell = pl->contr->ranges[range_magic];
1333     if (!chosen_spell)
1334     {
1335     new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1336     return 0;
1337     }
1338     if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1339     {
1340     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1341     return 0;
1342     }
1343     if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1344     {
1345     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1346     return 0;
1347 elmex 1.1 }
1348 root 1.8
1349     /* if there is a spell already on the scroll then player could easily
1350     * accidently read it while trying to write the new one. give player
1351     * a 50% chance to overwrite spell at their own level
1352     */
1353     if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1354     {
1355     new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1356     manual_apply (pl, scroll, 0);
1357     return 0;
1358 elmex 1.1 }
1359    
1360 root 1.8 /* ok, we are ready to try inscription */
1361     if (QUERY_FLAG (pl, FLAG_CONFUSED))
1362     confused = 1;
1363    
1364     /* Lost mana/grace no matter what */
1365     pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1366     pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1367    
1368     if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1369     {
1370     if (scroll->nrof > 1)
1371     {
1372     newscroll = get_object ();
1373     copy_object (scroll, newscroll);
1374     decrease_ob (scroll);
1375     newscroll->nrof = 1;
1376     }
1377     else
1378     {
1379     newscroll = scroll;
1380     }
1381    
1382     if (!confused)
1383     {
1384     newscroll->level = MAX (skill->level, chosen_spell->level);
1385     new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll.");
1386     }
1387     else
1388     {
1389     chosen_spell = find_random_spell_in_ob (pl, NULL);
1390     if (!chosen_spell)
1391 root 1.6 return 0;
1392 elmex 1.1
1393 root 1.8 newscroll->level = MAX (skill->level, chosen_spell->level);
1394     new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1395     }
1396 elmex 1.1
1397 root 1.8 if (newscroll->inv)
1398     {
1399     object *ninv;
1400    
1401     ninv = newscroll->inv;
1402     remove_ob (ninv);
1403     free_object (ninv);
1404     }
1405     tmp = get_object ();
1406     copy_object (chosen_spell, tmp);
1407     insert_ob_in_ob (tmp, newscroll);
1408    
1409     /* Same code as from treasure.c - so they can better merge.
1410     * if players want to sell them, so be it.
1411     */
1412     newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1413     newscroll->stats.exp = newscroll->value / 5;
1414    
1415     /* wait until finished manipulating the scroll before inserting it */
1416     if (newscroll == scroll)
1417     {
1418     /* Remove to correctly merge with other items which may exist in inventory */
1419     remove_ob (newscroll);
1420     esrv_del_item (pl->contr, newscroll->count);
1421     }
1422     newscroll = insert_ob_in_ob (newscroll, pl);
1423     esrv_send_item (pl, newscroll);
1424     success = calc_skill_exp (pl, newscroll, skill);
1425     if (!confused)
1426     success *= 2;
1427     success = success * skill->level;
1428     return success;
1429    
1430     }
1431     else
1432     { /* Inscription has failed */
1433    
1434     if (chosen_spell->level > skill->level || confused)
1435     { /*backfire! */
1436     new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1437     if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1438     drain_specific_stat (pl, 4);
1439     else
1440     {
1441     confuse_player (pl, pl, 99);
1442     return (-30 * chosen_spell->level);
1443 root 1.6 }
1444 root 1.8 }
1445     else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1446     {
1447     new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!");
1448     confuse_player (pl, pl, 99);
1449     }
1450     else
1451     new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll.");
1452 elmex 1.1 }
1453 root 1.8 return 0;
1454 elmex 1.1 }
1455    
1456     /* write_on_item() - wrapper for write_note and write_scroll */
1457 root 1.8 int
1458     write_on_item (object *pl, const char *params, object *skill)
1459     {
1460     object *item;
1461     const char *string = params;
1462     int msgtype;
1463     archetype *skat;
1464    
1465     if (pl->type != PLAYER)
1466     return 0;
1467    
1468     if (!params)
1469     {
1470     params = "";
1471     string = params;
1472     }
1473     skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1474    
1475     /* Need to be able to read before we can write! */
1476     if (!find_skill_by_name (pl, skat->clone.skill))
1477     {
1478     new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!");
1479     return 0;
1480 elmex 1.1 }
1481    
1482 root 1.8 /* if there is a message then it goes in a book and no message means
1483     * write active spell into the scroll
1484     */
1485     msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1486    
1487     /* find an item of correct type to write on */
1488     if (!(item = find_marked_object (pl)))
1489     {
1490     new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on.");
1491     return 0;
1492 elmex 1.1 }
1493    
1494 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1495     {
1496     new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1497     return 0;
1498 elmex 1.1 }
1499 root 1.8 if (msgtype != item->type)
1500     {
1501     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll");
1502     return 0;
1503 elmex 1.1 }
1504    
1505 root 1.8 if (msgtype == SCROLL)
1506     {
1507     return write_scroll (pl, item, skill);
1508 elmex 1.1 }
1509 root 1.8 else if (msgtype == BOOK)
1510     {
1511     return write_note (pl, item, string, skill);
1512     }
1513     return 0;
1514 elmex 1.1 }
1515    
1516    
1517    
1518     /* find_throw_ob() - if we request an object, then
1519     * we search for it in the inventory of the owner (you've
1520     * got to be carrying something in order to throw it!).
1521     * If we didnt request an object, then the top object in inventory
1522     * (that is "throwable", ie no throwing your skills away!)
1523     * is the object of choice. Also check to see if object is
1524     * 'throwable' (ie not applied cursed obj, worn, etc).
1525     */
1526    
1527 root 1.8 static object *
1528     find_throw_ob (object *op, const char *request)
1529     {
1530     object *tmp;
1531    
1532     if (!op)
1533     { /* safety */
1534     LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1535     return (object *) NULL;
1536     }
1537    
1538     /* prefer marked item */
1539     tmp = find_marked_object (op);
1540     if (tmp != NULL)
1541     {
1542     /* can't toss invisible or inv-locked items */
1543     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1544     {
1545     tmp = NULL;
1546     }
1547     }
1548    
1549     /* look through the inventory */
1550     if (tmp == NULL)
1551     {
1552     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1553     {
1554     /* can't toss invisible or inv-locked items */
1555     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1556     continue;
1557     if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1558     break;
1559 elmex 1.1 }
1560     }
1561    
1562 root 1.8 /* this should prevent us from throwing away
1563     * cursed items, worn armour, etc. Only weapons
1564     * can be thrown from 'hand'.
1565     */
1566     if (!tmp)
1567     return NULL;
1568    
1569     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1570     {
1571     if (tmp->type != WEAPON)
1572     {
1573     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1574     tmp = NULL;
1575     }
1576     else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1577     {
1578     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1579     tmp = NULL;
1580     }
1581     else
1582     {
1583     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1584     {
1585     LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1586     tmp = NULL;
1587 root 1.6 }
1588     }
1589 root 1.8 }
1590     else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1591     {
1592     new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1593     tmp = NULL;
1594 elmex 1.1 }
1595    
1596 root 1.8 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1597     {
1598     LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1599     tmp = NULL;
1600 elmex 1.1 }
1601 root 1.8 return tmp;
1602 elmex 1.1 }
1603    
1604     /* make_throw_ob() We construct the 'carrier' object in
1605     * which we will insert the object that is being thrown.
1606     * This combination becomes the 'thrown object'. -b.t.
1607     */
1608    
1609 root 1.8 static object *
1610     make_throw_ob (object *orig)
1611     {
1612     object *toss_item;
1613 elmex 1.1
1614 root 1.8 if (!orig)
1615     return NULL;
1616 elmex 1.1
1617 root 1.8 toss_item = get_object ();
1618     if (QUERY_FLAG (orig, FLAG_APPLIED))
1619     {
1620     LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1621     /* insufficient workaround, but better than nothing */
1622     CLEAR_FLAG (orig, FLAG_APPLIED);
1623     }
1624     copy_object (orig, toss_item);
1625     toss_item->type = THROWN_OBJ;
1626     CLEAR_FLAG (toss_item, FLAG_CHANGING);
1627     toss_item->stats.dam = 0; /* default damage */
1628     insert_ob_in_ob (orig, toss_item);
1629     return toss_item;
1630 elmex 1.1 }
1631    
1632    
1633     /* do_throw() - op throws any object toss_item. This code
1634     * was borrowed from fire_bow.
1635     * Returns 1 if skill was successfully used, 0 if not
1636     */
1637    
1638 root 1.8 static int
1639     do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1640     {
1641     object *throw_ob = toss_item, *left = NULL;
1642     tag_t left_tag;
1643     int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1644     int pause_f, weight_f = 0, mflags;
1645     float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1646     mapstruct *m;
1647     sint16 sx, sy;
1648     tag_t tag;
1649    
1650     if (throw_ob == NULL)
1651     {
1652     if (op->type == PLAYER)
1653     {
1654     new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1655 root 1.6 }
1656 root 1.8 return 0;
1657 elmex 1.1 }
1658 root 1.8 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1659     {
1660     if (op->type == PLAYER)
1661     {
1662     new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1663 root 1.6 }
1664 root 1.8 return 0;
1665     }
1666    
1667     /* Because throwing effectiveness must be reduced by the
1668     * encumbrance of the thrower and weight of the object. THus,
1669     * we use the concept of 'effective strength' as defined below.
1670     */
1671    
1672     /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1673     if (str > MAX_STAT)
1674     {
1675     str_factor = (float) str / (float) MAX_STAT;
1676     str = MAX_STAT;
1677 elmex 1.1 }
1678    
1679 root 1.8 /* the more we carry, the less we can throw. Limit only on players */
1680     maxc = max_carry[str] * 1000;
1681     if (op->carrying > maxc && op->type == PLAYER)
1682     load_factor = (float) maxc / (float) op->carrying;
1683    
1684     /* lighter items are thrown harder, farther, faster */
1685     if (throw_ob->weight > 0)
1686     item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1687     else
1688     { /* 0 or negative weight?!? Odd object, can't throw it */
1689     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1690     return 0;
1691 elmex 1.1 }
1692 root 1.8
1693     eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1694     eff_str = (int) ((float) eff_str * item_factor * str_factor);
1695    
1696     /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1697     * account for super-strong throwers. */
1698     if (eff_str > MAX_STAT)
1699     eff_str = MAX_STAT;
1700 elmex 1.1
1701     #ifdef DEBUG_THROW
1702 root 1.8 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1703     LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1704     LOG (llevDebug, " str_factor=%f\n", str_factor);
1705     LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1706 elmex 1.1 #endif
1707    
1708 root 1.8 /* 3 things here prevent a throw, you aimed at your feet, you
1709     * have no effective throwing strength, or you threw at something
1710     * that flying objects can't get through.
1711     */
1712     mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1713    
1714     if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1715     {
1716    
1717     /* bounces off 'wall', and drops to feet */
1718     remove_ob (throw_ob);
1719     throw_ob->x = part->x;
1720     throw_ob->y = part->y;
1721     insert_ob_in_map (throw_ob, part->map, op, 0);
1722     if (op->type == PLAYER)
1723     {
1724     if (eff_str <= 1)
1725     {
1726     new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1727 root 1.6 }
1728 root 1.8 else if (!dir)
1729     {
1730     new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1731 root 1.6 }
1732 root 1.8 else
1733     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1734 root 1.6 }
1735 root 1.8 return 0;
1736     } /* if object can't be thrown */
1737    
1738     left = throw_ob; /* these are throwing objects left to the player */
1739     left_tag = left->count;
1740    
1741     /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1742     * and returns NULL. We must use 'left' then
1743     */
1744    
1745     if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1746     {
1747     throw_ob = left;
1748     remove_ob (left);
1749     if (op->type == PLAYER)
1750     esrv_del_item (op->contr, left->count);
1751     }
1752     else if (op->type == PLAYER)
1753     {
1754     if (was_destroyed (left, left_tag))
1755     esrv_del_item (op->contr, left_tag);
1756     else
1757     esrv_update_item (UPD_NROF, op, left);
1758     }
1759    
1760     /* special case: throwing powdery substances like dust, dirt */
1761     if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1762     {
1763     cast_dust (op, throw_ob, dir);
1764     return 1;
1765     }
1766    
1767     /* Make a thrown object -- insert real object in a 'carrier' object.
1768     * If unsuccessfull at making the "thrown_obj", we just reinsert
1769     * the original object back into inventory and exit
1770     */
1771     if ((toss_item = make_throw_ob (throw_ob)))
1772     {
1773     throw_ob = toss_item;
1774     throw_ob->skill = skill->skill;
1775 elmex 1.1 }
1776 root 1.8 else
1777     {
1778     insert_ob_in_ob (throw_ob, op);
1779     return 0;
1780 elmex 1.1 }
1781    
1782 root 1.8 set_owner (throw_ob, op);
1783     /* At some point in the attack code, the actual real object (op->inv)
1784     * becomes the hitter. As such, we need to make sure that has a proper
1785     * owner value so exp goes to the right place.
1786     */
1787     set_owner (throw_ob->inv, op);
1788     throw_ob->direction = dir;
1789     throw_ob->x = part->x;
1790     throw_ob->y = part->y;
1791    
1792     /* the damage bonus from the force of the throw */
1793     dam = (int) (str_factor * dam_bonus[eff_str]);
1794    
1795     /* Now, lets adjust the properties of the thrown_ob. */
1796    
1797     /* how far to fly */
1798     throw_ob->last_sp = (eff_str * 3) / 5;
1799    
1800     /* speed */
1801     throw_ob->speed = (speed_bonus[eff_str] + 1.0) / 1.5;
1802     throw_ob->speed = MIN (1.0, throw_ob->speed); /* no faster than an arrow! */
1803    
1804     /* item damage. Eff_str and item weight influence damage done */
1805     weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1806     throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1807    
1808     /* chance of breaking. Proportional to force used and weight of item */
1809     throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1810    
1811     /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1812     throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1813 elmex 1.1
1814 root 1.8
1815     /* the properties of objects which are meant to be thrown (ie dart,
1816     * throwing knife, etc) will differ from ordinary items. Lets tailor
1817     * this stuff in here.
1818     */
1819    
1820     if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1821     {
1822     throw_ob->last_sp += eff_str / 3; /* fly a little further */
1823     throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1824     throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1825     /* only throw objects get directional faces */
1826     if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1827     SET_ANIMATION (throw_ob, dir);
1828     }
1829     else
1830     {
1831     /* some materials will adjust properties.. */
1832     if (throw_ob->material & M_LEATHER)
1833     {
1834     throw_ob->stats.dam -= 1;
1835     throw_ob->stats.food -= 10;
1836     }
1837     if (throw_ob->material & M_GLASS)
1838     throw_ob->stats.food += 60;
1839    
1840     if (throw_ob->material & M_ORGANIC)
1841     {
1842     throw_ob->stats.dam -= 3;
1843     throw_ob->stats.food += 55;
1844     }
1845     if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH)
1846     {
1847     throw_ob->stats.dam -= 5;
1848     throw_ob->speed *= 0.8;
1849     throw_ob->stats.wc += 3;
1850     throw_ob->stats.food -= 30;
1851     }
1852     /* light obj have more wind resistance, fly slower */
1853     if (throw_ob->weight > 500)
1854     throw_ob->speed *= 0.8;
1855     if (throw_ob->weight > 50)
1856     throw_ob->speed *= 0.5;
1857    
1858     } /* else tailor thrown object */
1859    
1860     /* some limits, and safeties (needed?) */
1861     if (throw_ob->stats.dam < 0)
1862     throw_ob->stats.dam = 0;
1863     if (throw_ob->last_sp > eff_str)
1864     throw_ob->last_sp = eff_str;
1865     if (throw_ob->stats.food < 0)
1866     throw_ob->stats.food = 0;
1867     if (throw_ob->stats.food > 100)
1868     throw_ob->stats.food = 100;
1869     if (throw_ob->stats.wc > 30)
1870     throw_ob->stats.wc = 30;
1871    
1872     /* how long to pause the thrower. Higher values mean less pause */
1873     pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1874    
1875     /* Put a lower limit on this */
1876     if (pause_f < 10)
1877     pause_f = 10;
1878     if (pause_f > 100)
1879     pause_f = 100;
1880    
1881     /* Changed in 0.94.2 - the calculation before was really goofy.
1882     * In short summary, a throw can take anywhere between speed 5 and
1883     * speed 0.5
1884     */
1885     op->speed_left -= 50 / pause_f;
1886    
1887     update_ob_speed (throw_ob);
1888     throw_ob->speed_left = 0;
1889     throw_ob->map = part->map;
1890    
1891     throw_ob->move_type = MOVE_FLY_LOW;
1892     throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1893 elmex 1.1
1894     #if 0
1895 root 1.8 /* need to put in a good sound for this */
1896     play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1897 elmex 1.1 #endif
1898 root 1.8
1899 elmex 1.1 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1900 root 1.8 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1901 elmex 1.1 #ifdef DEBUG_THROW
1902 root 1.8 LOG (llevDebug, " pause_f=%d \n", pause_f);
1903     LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1904     throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1905     LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1906 elmex 1.1 #endif
1907 root 1.8 tag = throw_ob->count;
1908     insert_ob_in_map (throw_ob, part->map, op, 0);
1909     if (!was_destroyed (throw_ob, tag))
1910     move_arrow (throw_ob);
1911     return 1;
1912     }
1913    
1914     int
1915     skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1916     {
1917     object *throw_ob;
1918    
1919     if (op->type == PLAYER)
1920     throw_ob = find_throw_ob (op, params);
1921     else
1922     throw_ob = find_mon_throw_ob (op);
1923 elmex 1.1
1924 root 1.8 return do_throw (op, part, throw_ob, dir, skill);
1925 elmex 1.1 }