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Revision: 1.83
Committed: Mon Apr 5 16:24:59 2010 UTC (14 years, 2 months ago) by root
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Branch: MAIN
Changes since 1.82: +2 -2 lines
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# User Rev Content
1 elmex 1.1 /*
2 root 1.45 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.23 *
4 root 1.79 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.78 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 pippijn 1.23 *
8 root 1.66 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * option) any later version.
12 pippijn 1.23 *
13 root 1.38 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.36 *
18 root 1.66 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 pippijn 1.23 *
22 root 1.45 * The authors can be reached via e-mail to <support@deliantra.net>
23 pippijn 1.23 */
24 elmex 1.1
25     #include <global.h>
26     #include <object.h>
27 root 1.24 #include <sproto.h>
28 elmex 1.1 #include <living.h>
29     #include <skills.h>
30     #include <spells.h>
31     #include <book.h>
32    
33 root 1.8 /* adj_stealchance() - increased values indicate better attempts */
34     static int
35     adj_stealchance (object *op, object *victim, int roll)
36     {
37     object *equip;
38    
39     if (!op || !victim || !roll)
40     return -1;
41    
42     /* Only prohibit stealing if the player does not have a free
43     * hand available and in fact does have hands.
44     */
45 root 1.30 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
46 root 1.8 {
47 root 1.62 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with! "
48     "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>");
49 root 1.8 return -1;
50 elmex 1.1 }
51 root 1.8
52     /* ADJUSTMENTS */
53    
54 root 1.71 /* It's harder to steal from hostile beings! */
55 root 1.83 if (!victim->flag [FLAG_UNAGGRESSIVE])
56 root 1.8 roll = roll / 2;
57    
58     /* Easier to steal from sleeping beings, or if the thief is
59     * unseen */
60 root 1.83 if (victim->flag [FLAG_SLEEP])
61 root 1.8 roll = roll * 3;
62     else if (op->invisible)
63     roll = roll * 2;
64    
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     {
70     if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
71 root 1.56 roll -= equip->weight / 10000;
72    
73 root 1.8 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
74     roll -= equip->weight / 5000;
75 root 1.56
76 root 1.8 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
77 root 1.56 roll -= equip->weight / 2000;
78    
79 root 1.8 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
80     roll -= equip->weight / 5000;
81 root 1.56
82 root 1.8 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
83     roll -= equip->weight / 100;
84     }
85 root 1.56
86 root 1.8 if (roll < 0)
87     roll = 0;
88 root 1.56
89 root 1.8 return roll;
90 elmex 1.1 }
91    
92     /*
93     * When stealing: dependent on the intelligence/wisdom of whom you're
94     * stealing from (op in attempt_steal), offset by your dexterity and
95     * skill at stealing. They may notice your attempt, whether successful
96     * or not.
97     * op is the target (person being pilfered)
98     * who is the person doing the stealing.
99     * skill is the skill object (stealing).
100     */
101 root 1.8 static int
102     attempt_steal (object *op, object *who, object *skill)
103 elmex 1.1 {
104 root 1.8 object *success = NULL, *tmp = NULL, *next;
105     int roll = 0, chance = 0, stats_value;
106     rv_vector rv;
107    
108 root 1.60 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
109 root 1.8
110     /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
111     * they will try to prevent stealing if they can. Only unseen theives will
112     * have much chance of success.
113     */
114 root 1.60 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
115 root 1.8 {
116     if (can_detect_enemy (op, who, &rv))
117     {
118     npc_call_help (op);
119     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
120     new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
121     return 0;
122     }
123     else /* help npc to detect thief next time by raising its wisdom */
124     op->stats.Wis += (op->stats.Int / 5) + 1;
125 root 1.60
126 root 1.8 if (op->stats.Wis > MAX_STAT)
127     op->stats.Wis = MAX_STAT;
128 elmex 1.1 }
129 root 1.32
130 root 1.60 if (op->is_player () && op->flag [FLAG_WIZ])
131 root 1.8 {
132     new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
133     return 0;
134 elmex 1.1 }
135 root 1.32
136     // only allow stealing between hostile players (TODO: probably should change)
137 root 1.60 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful))
138 root 1.8 {
139     new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
140 elmex 1.1 return 0;
141     }
142    
143 root 1.52 /* Ok then, go through their inventory, stealing */
144 root 1.32 for (tmp = op->inv; tmp; tmp = next)
145 root 1.8 {
146     next = tmp->below;
147 root 1.6
148 root 1.8 /* you can't steal worn items, starting items, wiz stuff,
149     * innate abilities, or items w/o a type. Generally
150     * speaking, the invisibility flag prevents experience or
151     * abilities from being stolen since these types are currently
152     * always invisible objects. I was implicit here so as to prevent
153     * future possible problems. -b.t.
154     * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
155     * already -b.t.
156     */
157    
158 root 1.32 if (QUERY_FLAG (tmp, FLAG_APPLIED)
159     || !tmp->type
160 elmex 1.17 || tmp->type == SPELL
161 root 1.32 || QUERY_FLAG (tmp, FLAG_STARTEQUIP)
162     || QUERY_FLAG (tmp, FLAG_NO_STEAL)
163     || tmp->invisible)
164 root 1.8 continue;
165    
166     /* Okay, try stealing this item. Dependent on dexterity of thief,
167     * skill level, see the adj_stealroll fctn for more detail.
168     */
169    
170     roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
171    
172     if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
173     return 0;
174     else if (roll < chance)
175     {
176     pick_up (who, tmp);
177     /* need to see if the player actually stole this item -
178     * if it is in the players inv, assume it is. This prevents
179     * abuses where the player can not carry the item, so just
180     * keeps stealing it over and over.
181     */
182 root 1.10 if (tmp->destroyed () || tmp->env != op)
183 root 1.8 {
184     /* for players, play_sound: steals item */
185     success = tmp;
186     CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
187 root 1.50 }
188 root 1.8
189     break;
190 root 1.6 }
191 root 1.8 } /* for loop looking for an item */
192 elmex 1.1
193 root 1.8 if (!tmp)
194     {
195     new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
196     return 0;
197 elmex 1.1 }
198    
199 root 1.8 /* If you arent high enough level, you might get something BUT
200     * the victim will notice your stealing attempt. Ditto if you
201     * attempt to steal something heavy off them, they're bound to notice
202     */
203    
204     if ((roll >= skill->level) || !chance
205     || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
206     {
207     /* victim figures out where the thief is! */
208 root 1.57 if (who->flag [FLAG_HIDDEN])
209 root 1.8 make_visible (who);
210    
211     if (op->type != PLAYER)
212     {
213     /* The unaggressives look after themselves 8) */
214     if (who->type == PLAYER)
215     {
216     npc_call_help (op);
217     new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
218     }
219 root 1.52
220 root 1.8 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
221     /* all remaining npc items are guarded now. Set flag NO_STEAL
222     * on the victim.
223     */
224     SET_FLAG (op, FLAG_NO_STEAL);
225     }
226     else
227     { /* stealing from another player */
228     char buf[MAX_BUF];
229    
230     /* Notify the other player */
231     if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
232 root 1.52 sprintf (buf, "Your %s is missing!", query_name (success));
233 root 1.8 else
234 root 1.52 sprintf (buf, "Your pack feels strangely lighter.");
235    
236 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
237     if (!success)
238     {
239     if (who->invisible)
240 root 1.52 sprintf (buf, "you feel itchy fingers getting at your pack.");
241 root 1.8 else
242 root 1.52 sprintf (buf, "%s looks very shifty.", query_name (who));
243    
244 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
245 root 1.6 }
246 root 1.8 } /* else stealing from another player */
247     /* play_sound("stop! thief!"); kindofthing */
248     } /* if you weren't 100% successful */
249 root 1.52
250 root 1.8 return success ? 1 : 0;
251 elmex 1.1 }
252    
253 root 1.8 int
254     steal (object *op, int dir, object *skill)
255 elmex 1.1 {
256 root 1.8 object *tmp, *next;
257     sint16 x, y;
258 root 1.11 maptile *m;
259 root 1.8 int mflags;
260 elmex 1.1
261 root 1.8 x = op->x + freearr_x[dir];
262     y = op->y + freearr_y[dir];
263    
264     if (dir == 0)
265 root 1.76 return 0; // you can't steal from ourself!
266 elmex 1.1
267 root 1.8 m = op->map;
268     mflags = get_map_flags (m, &m, x, y, &x, &y);
269     /* Out of map - can't do it. If nothing alive on this space,
270     * don't need to look any further.
271     */
272     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
273     return 0;
274    
275     /* If player can't move onto the space, can't steal from it. */
276     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
277     return 0;
278    
279     /* Find the topmost object at this spot */
280 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
281 root 1.8
282     /* For all the stacked objects at this point, attempt a steal */
283 root 1.76 for (; tmp; tmp = next)
284 root 1.8 {
285     next = tmp->below;
286     /* Minor hack--for multi square beings - make sure we get
287     * the 'head' coz 'tail' objects have no inventory! - b.t.
288     */
289     if (tmp->head)
290     tmp = tmp->head;
291    
292     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
293     continue;
294    
295     /* do not reveal hidden DMs */
296     if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
297     continue;
298 root 1.76
299 root 1.8 if (attempt_steal (tmp, op, skill))
300     {
301     if (tmp->type == PLAYER) /* no xp for stealing from another player */
302     return 0;
303 elmex 1.1
304 root 1.8 /* no xp for stealing from pets (of players) */
305     if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
306     {
307 root 1.15 object *owner = tmp->owner;
308 elmex 1.1
309 root 1.76 if (owner && owner->type == PLAYER)
310 root 1.6 return 0;
311 root 1.8 }
312 root 1.6
313 root 1.8 // reduce monster experience by experience we gained, as to
314     // limit the amount of exp that can be gained by stealing from monsters
315     // (jessies gave ~20,000,000 exp otherwise.
316     int exp = calc_skill_exp (op, tmp, skill);
317 elmex 1.1
318 root 1.72 exp = min (tmp->stats.exp, exp);
319 root 1.8 tmp->stats.exp -= exp;
320     return exp;
321 root 1.6 }
322 elmex 1.1 }
323 root 1.76
324 root 1.8 return 0;
325 elmex 1.1 }
326    
327 root 1.8 static int
328     attempt_pick_lock (object *door, object *pl, object *skill)
329 elmex 1.1 {
330 root 1.8 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
331     int success = 0, number; /* did we get anything? */
332 elmex 1.1
333    
334 root 1.8 /* Try to pick the lock on this item (doors only for now).
335     * Dependent on dexterity/skill SK_level of the player and
336     * the map level difficulty.
337     */
338     number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
339     if (number < (pl->stats.Dex + skill->level - difficulty))
340     {
341     remove_door (door);
342     success = 1;
343     }
344     else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
345     { /* set off any traps? */
346     spring_trap (door->inv, pl);
347     }
348     return success;
349 elmex 1.1 }
350    
351    
352     /* Implementation by bt. (thomas@astro.psu.edu)
353     * monster implementation 7-7-95 by bt.
354     */
355    
356 root 1.8 int
357     pick_lock (object *pl, int dir, object *skill)
358 elmex 1.1 {
359 root 1.8 object *tmp;
360     int x = pl->x + freearr_x[dir];
361     int y = pl->y + freearr_y[dir];
362 elmex 1.1
363 root 1.8 if (!dir)
364     dir = pl->facing;
365 elmex 1.1
366 root 1.8 /* For all the stacked objects at this point find a door */
367     if (out_of_map (pl->map, x, y))
368     {
369     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
370     return 0;
371 elmex 1.1 }
372    
373 root 1.16 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
374 root 1.8 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
375     break;
376 elmex 1.1
377 root 1.8 if (!tmp)
378     {
379     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
380     return 0;
381 elmex 1.1 }
382 root 1.8 if (tmp->type == LOCKED_DOOR)
383     {
384     new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
385     return 0;
386 elmex 1.1 }
387    
388 root 1.8 if (!tmp->move_block)
389     {
390     new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
391     return 0;
392 elmex 1.1 }
393    
394 root 1.8 if (attempt_pick_lock (tmp, pl, skill))
395     {
396     new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
397     return calc_skill_exp (pl, NULL, skill);
398     }
399     else
400     {
401     new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
402     return 0;
403 elmex 1.1 }
404 root 1.8 }
405 elmex 1.1
406     /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
407     * a short while (success and duration dependant on player SK_level,
408     * dexterity, charisma, and map difficulty).
409     * Players have a good chance of becoming 'unhidden' if they move
410     * and like invisiblity will be come visible if they attack
411     * Implemented by b.t. (thomas@astro.psu.edu)
412     * July 7, 1995 - made hiding possible for monsters. -b.t.
413 root 1.8 */
414     static int
415     attempt_hide (object *op, object *skill)
416     {
417     int number, difficulty = op->map->difficulty;
418     int terrain = hideability (op);
419    
420     if (terrain < -10) /* not enough cover here */
421     return 0;
422 elmex 1.1
423 root 1.8 /* Hiding success and duration dependant on skill level,
424     * op->stats.Dex, map difficulty and terrain.
425     */
426 root 1.35 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
427 elmex 1.1
428 root 1.8 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
429     {
430     op->invisible += 100; /* set the level of 'hiddeness' */
431 root 1.35
432 root 1.8 if (op->type == PLAYER)
433     op->contr->tmp_invis = 1;
434 root 1.35
435 root 1.57 op->flag [FLAG_HIDDEN] = 1;
436 root 1.8 return 1;
437 elmex 1.1 }
438 root 1.35
439 root 1.8 return 0;
440 elmex 1.1 }
441    
442     /* patched this to take terrain into consideration */
443 root 1.8 int
444     hide (object *op, object *skill)
445     {
446     /* the preliminaries -- Can we really hide now? */
447     /* this keeps monsters from using invisibilty spells and hiding */
448 elmex 1.1
449 root 1.8 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
450     {
451     new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
452     return 0;
453     }
454 root 1.57 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
455 root 1.8 {
456     new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
457     make_visible (op);
458     }
459 elmex 1.1
460 root 1.35 if (op->invisible > 50 * skill->level)
461 root 1.8 {
462     new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
463     return 0;
464 elmex 1.1 }
465 root 1.8
466     if (attempt_hide (op, skill))
467     {
468     new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
469     update_object (op, UP_OBJ_FACE);
470     return calc_skill_exp (op, NULL, skill);
471 elmex 1.1 }
472 root 1.35
473 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
474     return 0;
475 elmex 1.1 }
476    
477     /* stop_jump() - End of jump. Clear flags, restore the map, and
478     * freeze the jumper a while to simulate the exhaustion
479     * of jumping.
480     */
481 root 1.8 static void
482     stop_jump (object *pl, int dist, int spaces)
483     {
484 root 1.18 pl->update_stats ();
485 root 1.20 pl->map->insert (pl, pl->x, pl->y, pl);
486 root 1.74 pl->speed_left -= pl->speed * 8.;
487 elmex 1.1 }
488    
489 root 1.8 static int
490     attempt_jump (object *pl, int dir, int spaces, object *skill)
491     {
492     object *tmp;
493 root 1.54 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
494 root 1.8 sint16 x, y;
495 root 1.11 maptile *m;
496 root 1.8
497 root 1.43 /* Jump loop. Go through spaces object wants to jump. Halt the
498 root 1.8 * jump if a wall or creature is in the way. We set FLAG_FLYING
499     * temporarily to allow player to aviod exits/archs that are not
500     * fly_on, fly_off. This will also prevent pickup of objects
501     * while jumping over them.
502     */
503 root 1.12 pl->remove ();
504 root 1.8 pl->move_type |= MOVE_FLY_LOW;
505 root 1.6
506 root 1.8 for (i = 0; i <= spaces; i++)
507     {
508     x = pl->x + dx;
509     y = pl->y + dy;
510     m = pl->map;
511    
512     mflags = get_map_flags (m, &m, x, y, &x, &y);
513    
514     if (mflags & P_OUT_OF_MAP)
515     {
516 root 1.43 stop_jump (pl, i, spaces);
517 root 1.8 return 0;
518     }
519 root 1.43
520 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
521 root 1.8 {
522     /* Jump into creature */
523 root 1.54 if (QUERY_FLAG (tmp, FLAG_MONSTER)
524     || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
525 root 1.8 {
526     new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
527 root 1.43
528     stop_jump (pl, i, spaces);
529    
530 root 1.54 int exp = 0;
531    
532     if (tmp->type != PLAYER
533     || (pl->type == PLAYER && !pl->contr->party)
534     || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
535 root 1.8 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
536 root 1.43
537 root 1.8 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
538 root 1.6 }
539     }
540 root 1.44
541 root 1.54 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
542     {
543     new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
544     stop_jump (pl, i, spaces);
545     return 0;
546     }
547    
548 root 1.8 pl->x = x;
549     pl->y = y;
550     pl->map = m;
551 elmex 1.59
552     if (m->at (x, y).move_on & pl->move_type)
553     {
554     new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
555     stop_jump (pl, i, spaces);
556     return 0;
557     }
558 elmex 1.1 }
559 root 1.44
560 root 1.8 stop_jump (pl, i, spaces);
561 root 1.44
562 root 1.8 return calc_skill_exp (pl, NULL, skill);
563 elmex 1.1 }
564    
565     /* jump() - this is both a new type of movement for player/monsters and
566     * an attack as well.
567     * Perhaps we should allow more spaces based on level, eg, level 50
568     * jumper can jump several spaces?
569 root 1.8 */
570     int
571     jump (object *pl, int dir, object *skill)
572 elmex 1.1 {
573 root 1.8 int str = pl->stats.Str;
574     int dex = pl->stats.Dex;
575    
576     dex = dex ? dex : 15;
577     str = str ? str : 10;
578    
579 root 1.43 int stats = str * str * str * dex * skill->level;
580 root 1.46 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
581 root 1.8
582 root 1.43 if (spaces == 0)
583 root 1.8 {
584     new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
585     return 0;
586 elmex 1.1 }
587 root 1.43
588 root 1.8 return attempt_jump (pl, dir, spaces, skill);
589 elmex 1.1 }
590    
591     /* skill_ident() - this code is supposed to allow players to identify
592     * classes of objects with the various "auto-ident" skills. Player must
593     * have unidentified objects of the right type in order for the skill
594     * to work. While multiple classes of objects may be identified,
595     * this code is kind of yucky -- it would be nice to make it a bit
596     * more generalized. Right now, skill indices are embedded in this routine.
597     * Returns amount of experience gained (on successful ident).
598     * - b.t. (thomas@astro.psu.edu)
599     */
600 root 1.8 static int
601     do_skill_detect_curse (object *pl, object *skill)
602     {
603     object *tmp;
604     int success = 0;
605    
606     for (tmp = pl->inv; tmp; tmp = tmp->below)
607     if (!tmp->invisible
608     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
609     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
610     {
611     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
612     esrv_update_item (UPD_FLAGS, pl, tmp);
613     success += calc_skill_exp (pl, tmp, skill);
614     }
615    
616     /* Check ground, too, but only objects the player could pick up */
617 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
618 root 1.8 if (can_pick (pl, tmp) &&
619     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
620     !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
621     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
622     {
623     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
624     esrv_update_item (UPD_FLAGS, pl, tmp);
625     success += calc_skill_exp (pl, tmp, skill);
626     }
627    
628     return success;
629     }
630    
631     static int
632     do_skill_detect_magic (object *pl, object *skill)
633     {
634     object *tmp;
635     int success = 0;
636    
637     for (tmp = pl->inv; tmp; tmp = tmp->below)
638     if (!tmp->invisible
639     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
640     && (is_magical (tmp)) && tmp->item_power < skill->level)
641     {
642     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
643     esrv_update_item (UPD_FLAGS, pl, tmp);
644     success += calc_skill_exp (pl, tmp, skill);
645     }
646    
647     /* Check ground, too, but like above, only if the object can be picked up */
648 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
649 root 1.8 if (can_pick (pl, tmp) &&
650     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
651     {
652     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
653     esrv_update_item (UPD_FLAGS, pl, tmp);
654     success += calc_skill_exp (pl, tmp, skill);
655     }
656 elmex 1.1
657 root 1.8 return success;
658 elmex 1.1 }
659    
660     /* Helper function for do_skill_ident, so that we can loop
661     * over inventory AND objects on the ground conveniently.
662     */
663 root 1.70 static int
664 root 1.8 do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
665 elmex 1.1 {
666 root 1.8 int success = 0, chance;
667     int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
668 elmex 1.1
669 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
670     && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
671     {
672     chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
673 elmex 1.1
674 root 1.8 if (skill_value >= chance)
675     {
676     identify (tmp);
677    
678     if (pl->type == PLAYER)
679     {
680     new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
681    
682     if (tmp->msg)
683     {
684     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
685     new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
686     }
687 root 1.50 }
688 elmex 1.1
689 root 1.8 success += calc_skill_exp (pl, tmp, skill);
690     }
691     else
692     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
693     }
694 elmex 1.1
695 root 1.8 return success;
696 elmex 1.1 }
697    
698     /* do_skill_ident() - workhorse for skill_ident() -b.t.
699     */
700 root 1.8 static int
701     do_skill_ident (object *pl, int obj_class, object *skill)
702     {
703     int success = 0;
704    
705 root 1.39 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
706 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
707     /* check the ground */
708 elmex 1.1
709 root 1.39 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
710 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
711 elmex 1.1
712 root 1.8 return success;
713     }
714 elmex 1.1
715 root 1.8 int
716     skill_ident (object *pl, object *skill)
717     {
718     int success = 0;
719 elmex 1.1
720 root 1.8 if (pl->type != PLAYER)
721     return 0; /* only players will skill-identify */
722 elmex 1.1
723 root 1.8 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
724 elmex 1.1
725 root 1.8 switch (skill->subtype)
726     {
727 root 1.39 case SK_SMITHERY:
728     success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
729     + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
730     + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
731     + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
732     break;
733    
734     case SK_BOWYER:
735     success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
736     break;
737 root 1.6
738 root 1.39 case SK_ALCHEMY:
739     success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
740     + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
741     break;
742    
743     case SK_WOODSMAN:
744     success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
745     break;
746    
747     case SK_JEWELER:
748     success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
749     break;
750    
751     case SK_LITERACY:
752     success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
753     break;
754    
755     case SK_THAUMATURGY:
756     success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
757     break;
758    
759     case SK_DET_CURSE:
760     success = do_skill_detect_curse (pl, skill);
761     if (success)
762     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
763     break;
764    
765     case SK_DET_MAGIC:
766     success = do_skill_detect_magic (pl, skill);
767     if (success)
768     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
769     break;
770    
771     default:
772     LOG (llevError, "Error: bad call to skill_ident()\n");
773     return 0;
774     break;
775 elmex 1.1 }
776 root 1.39
777 root 1.8 if (!success)
778 root 1.39 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
779    
780 root 1.8 return success;
781 elmex 1.1 }
782 root 1.8
783 elmex 1.1 /* players using this skill can 'charm' a monster --
784     * into working for them. It can only be used on
785     * non-special (see below) 'neutral' creatures.
786     * -b.t. (thomas@astro.psu.edu)
787     */
788 root 1.8 int
789     use_oratory (object *pl, int dir, object *skill)
790     {
791     if (pl->type != PLAYER)
792     return 0; /* only players use this skill */
793 root 1.33
794 root 1.81 if (!dir)
795     {
796     pl->failmsg ("In what direction?");
797     return 0;
798     }
799    
800 root 1.34 sint16 x = pl->x + freearr_x[dir],
801     y = pl->y + freearr_y[dir];
802     maptile *m = pl->map;
803    
804     int mflags = get_map_flags (m, &m, x, y, &x, &y);
805 root 1.8 if (mflags & P_OUT_OF_MAP)
806     return 0;
807    
808     /* Save some processing - we have the flag already anyways
809     */
810     if (!(mflags & P_IS_ALIVE))
811     {
812     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
813     return 0;
814 elmex 1.1 }
815    
816 root 1.34 object *tmp;
817 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
818 root 1.8 {
819     /* can't persuade players - return because there is nothing else
820     * on that space to charm. Same for multi space monsters and
821     * special monsters - we don't allow them to be charmed, and there
822     * is no reason to do further processing since they should be the
823     * only monster on the space.
824     */
825 root 1.33 if (tmp->type == PLAYER
826     || tmp->more || tmp->head_ () != tmp
827     || tmp->msg)
828 root 1.8 return 0;
829 elmex 1.1
830 root 1.8 if (QUERY_FLAG (tmp, FLAG_MONSTER))
831     break;
832 elmex 1.1 }
833    
834 root 1.8 if (!tmp)
835     {
836     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
837     return 0;
838 elmex 1.1 }
839    
840 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
841    
842     /* the following conditions limit who may be 'charmed' */
843 elmex 1.1
844 root 1.8 /* it's hostile! */
845     if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
846     {
847     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
848     return 0;
849     }
850 elmex 1.1
851 root 1.8 /* it's already allied! */
852 root 1.34 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
853 root 1.8 {
854 root 1.15 if (tmp->owner == pl)
855 root 1.8 {
856     new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
857     return 0;
858     }
859     else if (skill->level > tmp->level)
860     {
861     /* you steal the follower. Perhaps we should really look at the
862     * level of the owner above?
863     */
864 root 1.15 tmp->set_owner (pl);
865 root 1.33 tmp->skill = skill->skill;
866    
867 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
868     /* Abuse fix - don't give exp since this can otherwise
869     * be used by a couple players to gets lots of exp.
870     */
871     return 0;
872     }
873     else
874     {
875     /* In this case, you can't steal it from the other player */
876     return 0;
877 root 1.6 }
878 root 1.8 } /* Creature was already a pet of someone */
879 elmex 1.1
880 root 1.34 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
881 elmex 1.1
882 root 1.8 /* Ok, got a 'sucker' lets try to make them a follower */
883 root 1.34 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
884 root 1.8 {
885     new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
886    
887 root 1.53 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
888 root 1.15 tmp->set_owner (pl);
889 root 1.33 tmp->skill = skill->skill;
890 root 1.8 tmp->stats.exp = 0;
891     tmp->attack_movement = PETMOVE;
892 root 1.42
893     if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
894     add_friendly_object (tmp);
895    
896 root 1.8 return calc_skill_exp (pl, tmp, skill);
897     }
898     /* Charm failed. Creature may be angry now */
899     else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
900     {
901     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
902     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
903     {
904     remove_friendly_object (tmp);
905     tmp->attack_movement = 0; /* needed? */
906 root 1.6 }
907 root 1.27
908 root 1.8 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
909 elmex 1.1 }
910 root 1.25
911 root 1.8 return 0; /* Fall through - if we get here, we didn't charm anything */
912 elmex 1.1 }
913    
914     /* Singing() -this skill allows the player to pacify nearby creatures.
915     * There are few limitations on who/what kind of
916     * non-player creatures that may be pacified. Right now, a player
917     * may pacify creatures which have Int == 0. In this routine, once
918     * successfully pacified the creature gets Int=1. Thus, a player
919     * may only pacify a creature once.
920     * BTW, I appologize for the naming of the skill, I couldnt think
921     * of anything better! -b.t.
922     */
923 root 1.8 int
924     singing (object *pl, int dir, object *skill)
925     {
926 root 1.34 int i, exp = 0;
927 root 1.8 object *tmp;
928 root 1.11 maptile *m;
929 root 1.8 sint16 x, y;
930    
931     if (pl->type != PLAYER)
932     return 0; /* only players use this skill */
933    
934 root 1.81 if (!dir)
935     {
936     pl->failmsg ("In what direction?");
937     return 0;
938     }
939    
940 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
941 root 1.81 for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir;
942     i < min (skill->level, SIZEOFFREE);
943     i++)
944 root 1.8 {
945     x = pl->x + freearr_x[i];
946     y = pl->y + freearr_y[i];
947     m = pl->map;
948    
949 root 1.34 int mflags = get_map_flags (m, &m, x, y, &x, &y);
950 root 1.8 if (mflags & P_OUT_OF_MAP)
951     continue;
952     if (!(mflags & P_IS_ALIVE))
953     continue;
954    
955 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
956 root 1.8 {
957     if (QUERY_FLAG (tmp, FLAG_MONSTER))
958     break;
959     /* can't affect players */
960     if (tmp->type == PLAYER)
961     break;
962     }
963    
964     /* Whole bunch of checks to see if this is a type of monster that would
965     * listen to singing.
966     */
967     if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
968     !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
969     !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
970     (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
971     !QUERY_FLAG (tmp, FLAG_FRIENDLY))
972     { /* already calm */
973    
974     /* stealing isn't really related (although, maybe it should
975     * be). This is mainly to prevent singing to the same monster
976     * over and over again and getting exp for it.
977     */
978 root 1.34 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
979    
980     if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
981 root 1.8 {
982     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
983     new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
984     /* Give exp only if they are not aware */
985 root 1.34
986 root 1.8 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
987     exp += calc_skill_exp (pl, tmp, skill);
988 root 1.34
989 root 1.8 SET_FLAG (tmp, FLAG_NO_STEAL);
990     }
991     else
992     {
993     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
994     SET_FLAG (tmp, FLAG_NO_STEAL);
995 root 1.6 }
996     }
997 elmex 1.1 }
998 root 1.8 return exp;
999 elmex 1.1 }
1000    
1001     /* The find_traps skill (aka, search). Checks for traps
1002     * on the spaces or in certain objects
1003     */
1004 root 1.8 int
1005     find_traps (object *pl, object *skill)
1006     {
1007     object *tmp, *tmp2;
1008     int i, expsum = 0, mflags;
1009     sint16 x, y;
1010 root 1.11 maptile *m;
1011 root 1.8
1012     /* First we search all around us for runes and traps, which are
1013     * all type RUNE
1014     */
1015     for (i = 0; i < 9; i++)
1016     {
1017     x = pl->x + freearr_x[i];
1018     y = pl->y + freearr_y[i];
1019     m = pl->map;
1020    
1021     mflags = get_map_flags (m, &m, x, y, &x, &y);
1022     if (mflags & P_OUT_OF_MAP)
1023     continue;
1024    
1025     /* Check everything in the square for trapness */
1026 root 1.73 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1027 root 1.8 {
1028     /* And now we'd better do an inventory traversal of each
1029     * of these objects' inventory
1030     * We can narrow this down a bit - no reason to search through
1031     * the players inventory or monsters for that matter.
1032     */
1033     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1034 root 1.73 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1035     if (tmp2->type == RUNE || tmp2->type == TRAP)
1036     if (trap_see (pl, tmp2))
1037     {
1038     trap_show (tmp2, tmp);
1039     if (tmp2->stats.Cha > 1)
1040     {
1041     if (!tmp2->owner || tmp2->owner->type != PLAYER)
1042     expsum += calc_skill_exp (pl, tmp2, skill);
1043    
1044     tmp2->stats.Cha = 1; /* unhide the trap */
1045     }
1046     }
1047    
1048 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1049     {
1050     trap_show (tmp, tmp);
1051     if (tmp->stats.Cha > 1)
1052     {
1053     if (!tmp->owner || tmp->owner->type != PLAYER)
1054     expsum += calc_skill_exp (pl, tmp, skill);
1055     tmp->stats.Cha = 1; /* unhide the trap */
1056 root 1.6 }
1057     }
1058     }
1059 elmex 1.1 }
1060 root 1.73
1061 root 1.8 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1062     return expsum;
1063     }
1064 elmex 1.1
1065     /* remove_trap() - This skill will disarm any previously discovered trap
1066     * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1067 root 1.8 */
1068     int
1069     remove_trap (object *op, int dir, object *skill)
1070     {
1071     object *tmp, *tmp2;
1072     int i, success = 0, mflags;
1073 root 1.11 maptile *m;
1074 root 1.8 sint16 x, y;
1075 elmex 1.1
1076 root 1.8 for (i = 0; i < 9; i++)
1077     {
1078     x = op->x + freearr_x[i];
1079     y = op->y + freearr_y[i];
1080     m = op->map;
1081    
1082     mflags = get_map_flags (m, &m, x, y, &x, &y);
1083     if (mflags & P_OUT_OF_MAP)
1084     continue;
1085    
1086     /* Check everything in the square for trapness */
1087 root 1.69 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1088 root 1.8 {
1089     /* And now we'd better do an inventory traversal of each
1090     * of these objects inventory. Like above, only
1091     * do this for interesting objects.
1092     */
1093    
1094     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1095     {
1096 root 1.69 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1097 root 1.8 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1098     {
1099     trap_show (tmp2, tmp);
1100 root 1.69
1101 root 1.8 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1102     {
1103     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1104     success += calc_skill_exp (op, tmp2, skill);
1105     }
1106     }
1107 root 1.6 }
1108 root 1.69
1109 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1110     {
1111     trap_show (tmp, tmp);
1112 root 1.68
1113 root 1.8 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1114     {
1115     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1116     success += calc_skill_exp (op, tmp, skill);
1117 root 1.6 }
1118     }
1119     }
1120 elmex 1.1 }
1121 root 1.40
1122 root 1.8 return success;
1123 elmex 1.1 }
1124    
1125     /* pray() - when this skill is called from do_skill(), it allows
1126     * the player to regain lost grace points at a faster rate. -b.t.
1127     * This always returns 0 - return value is used by calling function
1128     * such that if it returns true, player gets exp in that skill. This
1129     * the effect here can be done on demand, we probably don't want to
1130     * give infinite exp by returning true in any cases.
1131     */
1132 root 1.8 int
1133     pray (object *pl, object *skill)
1134     {
1135     char buf[MAX_BUF];
1136     object *tmp;
1137    
1138     if (pl->type != PLAYER)
1139     return 0;
1140    
1141     strcpy (buf, "You pray.");
1142    
1143     /* Check all objects - we could stop at floor objects,
1144     * but if someone buries an altar, I don't see a problem with
1145     * going through all the objects, and it shouldn't be much slower
1146     * than extra checks on object attributes.
1147     */
1148 root 1.68 for (tmp = pl->below; tmp; tmp = tmp->below)
1149 root 1.8 {
1150     /* Only if the altar actually belongs to someone do you get special benefits */
1151     if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1152     {
1153     sprintf (buf, "You pray over the %s.", &tmp->name);
1154     pray_at_altar (pl, tmp, skill);
1155     break; /* Only pray at one altar */
1156 root 1.6 }
1157 elmex 1.1 }
1158    
1159 root 1.8 new_draw_info (NDI_BLACK, 0, pl, buf);
1160    
1161     if (pl->stats.grace < pl->stats.maxgrace)
1162     {
1163     pl->stats.grace++;
1164     pl->last_grace = -1;
1165 elmex 1.1 }
1166 root 1.40
1167 root 1.8 return 0;
1168 elmex 1.1 }
1169    
1170     /* This skill allows the player to regain a few sp or hp for a
1171     * brief period of concentration. No armour or weapons may be
1172     * wielded/applied for this to work. The amount of time needed
1173     * to concentrate and the # of points regained is dependant on
1174     * the level of the user. - b.t. thomas@astro.psu.edu
1175 root 1.8 */
1176     void
1177     meditate (object *pl, object *skill)
1178     {
1179     object *tmp;
1180 elmex 1.1
1181 root 1.8 if (pl->type != PLAYER)
1182     return; /* players only */
1183 elmex 1.1
1184 root 1.8 /* check if pl has removed encumbering armour and weapons */
1185     if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1186     {
1187     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1188     return;
1189     }
1190     else
1191     {
1192     for (tmp = pl->inv; tmp; tmp = tmp->below)
1193 root 1.35 if (((tmp->type == ARMOUR && skill->level < 12)
1194 root 1.8 || (tmp->type == HELMET && skill->level < 10)
1195 root 1.35 || (tmp->type == SHIELD && skill->level < 6)
1196     || (tmp->type == BOOTS && skill->level < 4)
1197     || (tmp->type == GLOVES && skill->level < 2))
1198     && QUERY_FLAG (tmp, FLAG_APPLIED))
1199 root 1.8 {
1200     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1201     return;
1202 root 1.6 }
1203 elmex 1.1 }
1204    
1205 root 1.8 /* ok let's meditate! Spell points are regained first, then once
1206     * they are maxed we get back hp. Actual incrementing of values
1207     * is handled by the do_some_living() (in player.c). This way magical
1208     * bonuses for healing/sp regeneration are included properly
1209     * No matter what, we will eat up some playing time trying to
1210     * meditate. (see 'factor' variable for what sets the amount of time)
1211     */
1212    
1213     new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1214    
1215     if (pl->stats.sp < pl->stats.maxsp)
1216     {
1217     pl->stats.sp++;
1218     pl->last_sp = -1;
1219     }
1220     else if (pl->stats.hp < pl->stats.maxhp)
1221     {
1222     pl->stats.hp++;
1223     pl->last_heal = -1;
1224 elmex 1.1 }
1225     }
1226    
1227     /* write_note() - this routine allows players to inscribe messages in
1228 root 1.40 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1229 elmex 1.1 */
1230 root 1.8 static int
1231     write_note (object *pl, object *item, const char *msg, object *skill)
1232     {
1233 sf-marcmagus 1.65 if (!msg_is_safe (msg))
1234 root 1.8 {
1235 root 1.40 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1236 sf-marcmagus 1.65 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1237 root 1.8 return 0;
1238 elmex 1.1 }
1239 root 1.24
1240 root 1.40 int len = strlen (msg);
1241    
1242     if (!is_utf8_string ((U8 *)msg, len))
1243 root 1.8 {
1244 root 1.40 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1245 root 1.8 return 0;
1246 elmex 1.1 }
1247    
1248 root 1.8 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1249 root 1.40 return RESULT_INT (0);
1250    
1251 sf-marcmagus 1.67 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1252 root 1.40
1253 sf-marcmagus 1.67 if (char_len <= item->weight_limit)
1254 root 1.40 {
1255 root 1.75 object *newbook = item->other_arch->instance ();
1256 root 1.47 item->decrease ();
1257 root 1.40 newbook->nrof = 1;
1258 sf-marcmagus 1.67 newbook->msg = shstr (msg);
1259 root 1.40 newbook->flag [FLAG_IDENTIFIED] = true;
1260    
1261     if (item->subtype == 1) // mailscrolls
1262 root 1.8 {
1263 root 1.40 newbook->name = item->name;
1264     newbook->name_pl = item->name_pl;
1265 root 1.8 }
1266 root 1.24
1267 root 1.50 pl->insert (newbook);
1268 root 1.40
1269     pl->contr->play_sound (sound_find ("inscribe_success"));
1270     new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1271 sf-marcmagus 1.67 return char_len;
1272 root 1.8 }
1273     else
1274 sf-marcmagus 1.67 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s! H<It is only big enough for %d characters, your message had %d characters.>",
1275     &item->name, item->weight_limit, char_len);
1276 elmex 1.1
1277 root 1.8 return 0;
1278 elmex 1.1 }
1279    
1280     /* write_scroll() - this routine allows players to inscribe spell scrolls
1281     * of spells which they know. Backfire effects are possible with the
1282     * severity of the backlash correlated with the difficulty of the scroll
1283     * that is attempted. -b.t. thomas@astro.psu.edu
1284     */
1285 root 1.8 static int
1286     write_scroll (object *pl, object *scroll, object *skill)
1287     {
1288     int success = 0, confused = 0;
1289    
1290 root 1.40 /* Check if we are ready to attempt inscription */
1291     object *chosen_spell = pl->contr->ranged_ob;
1292 root 1.8
1293 root 1.28 if (!chosen_spell || chosen_spell->type != SPELL)
1294 root 1.8 {
1295     new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1296     return 0;
1297     }
1298 root 1.24
1299 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1300     {
1301     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1302     return 0;
1303     }
1304 root 1.24
1305 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1306     {
1307     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1308     return 0;
1309 elmex 1.1 }
1310 root 1.8
1311     /* ok, we are ready to try inscription */
1312     if (QUERY_FLAG (pl, FLAG_CONFUSED))
1313     confused = 1;
1314    
1315     /* Lost mana/grace no matter what */
1316     pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1317     pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1318    
1319     if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1320     {
1321 root 1.75 object *newscroll = scroll->other_arch->instance ();
1322 root 1.47 scroll->decrease ();
1323 root 1.40 newscroll->nrof = 1;
1324    
1325     pl->contr->play_sound (sound_find ("inscribe_success"));
1326 root 1.8
1327     if (!confused)
1328     {
1329 root 1.72 newscroll->level = max (skill->level, chosen_spell->level);
1330 root 1.40 newscroll->flag [FLAG_IDENTIFIED] = true;
1331     new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1332 root 1.8 }
1333     else
1334     {
1335     chosen_spell = find_random_spell_in_ob (pl, NULL);
1336     if (!chosen_spell)
1337 root 1.6 return 0;
1338 elmex 1.1
1339 root 1.72 newscroll->level = max (skill->level, chosen_spell->level);
1340 root 1.8 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1341     }
1342 elmex 1.1
1343 root 1.40 object *tmp = chosen_spell->clone ();
1344 root 1.8 insert_ob_in_ob (tmp, newscroll);
1345    
1346 root 1.40 /* Same code as from treasure.C - so they can better merge.
1347 root 1.8 * if players want to sell them, so be it.
1348     */
1349 root 1.37 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1350 root 1.8 newscroll->stats.exp = newscroll->value / 5;
1351    
1352 root 1.50 pl->insert (newscroll);
1353 root 1.40
1354 root 1.8 success = calc_skill_exp (pl, newscroll, skill);
1355     if (!confused)
1356     success *= 2;
1357 root 1.40
1358 root 1.8 success = success * skill->level;
1359     return success;
1360     }
1361     else
1362     { /* Inscription has failed */
1363 root 1.40 pl->contr->play_sound (sound_find ("inscribe_fail"));
1364 root 1.8
1365     if (chosen_spell->level > skill->level || confused)
1366     { /*backfire! */
1367 root 1.77 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind! H<The spell level is too high for your inscription skill.>");
1368 root 1.40
1369 root 1.8 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1370 root 1.18 pl->drain_specific_stat (4);
1371 root 1.8 else
1372     {
1373     confuse_player (pl, pl, 99);
1374 root 1.40 return -30 * chosen_spell->level;
1375 root 1.6 }
1376 root 1.8 }
1377     else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1378     {
1379 root 1.40 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind! H<Frankly spoken, you were too dumb and unlucky.>");
1380 root 1.8 confuse_player (pl, pl, 99);
1381     }
1382     else
1383 root 1.40 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>");
1384 elmex 1.1 }
1385 root 1.18
1386 root 1.8 return 0;
1387 elmex 1.1 }
1388    
1389     /* write_on_item() - wrapper for write_note and write_scroll */
1390 root 1.8 int
1391     write_on_item (object *pl, const char *params, object *skill)
1392     {
1393     archetype *skat;
1394    
1395     if (pl->type != PLAYER)
1396     return 0;
1397    
1398     if (!params)
1399 root 1.40 params = "";
1400 root 1.24
1401 root 1.8 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1402    
1403     /* Need to be able to read before we can write! */
1404 root 1.37 if (!find_skill_by_name (pl, skat->skill))
1405 root 1.8 {
1406 root 1.40 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1407 root 1.8 return 0;
1408 elmex 1.1 }
1409    
1410 root 1.40 object *item = find_marked_object (pl);
1411 root 1.8
1412     /* find an item of correct type to write on */
1413 root 1.40 if (!item)
1414 root 1.8 {
1415 root 1.56 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on. H<Use the mark command or the popup menu to make an item.>");
1416 root 1.40 return 0;
1417     }
1418    
1419     if (item->type != INSCRIBABLE)
1420     {
1421     new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1422 root 1.8 return 0;
1423 elmex 1.1 }
1424    
1425 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1426     {
1427     new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1428     return 0;
1429 elmex 1.1 }
1430 root 1.40
1431     if (item->other_arch->type == SCROLL)
1432 root 1.8 {
1433 root 1.40 if (*params)
1434     {
1435     // check readied scroll
1436     new_draw_info_format (NDI_UNIQUE, 0, pl,
1437     "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1438     "Usage: cast [spell name]; use_skill %s", &skill->skill);
1439     return 0;
1440     }
1441    
1442     return write_scroll (pl, item, skill);
1443 elmex 1.1 }
1444 root 1.40 else
1445     {
1446     if (!*params)
1447     {
1448     new_draw_info_format (NDI_UNIQUE, 0, pl,
1449     "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1450     "Usage: use_skill %s <message>", &skill->skill);
1451     return 0;
1452     }
1453 elmex 1.1
1454 root 1.40 return write_note (pl, item, params, skill);
1455     }
1456 root 1.24
1457 root 1.8 return 0;
1458 elmex 1.1 }
1459    
1460     /* find_throw_ob() - if we request an object, then
1461     * we search for it in the inventory of the owner (you've
1462     * got to be carrying something in order to throw it!).
1463     * If we didnt request an object, then the top object in inventory
1464     * (that is "throwable", ie no throwing your skills away!)
1465     * is the object of choice. Also check to see if object is
1466     * 'throwable' (ie not applied cursed obj, worn, etc).
1467     */
1468 root 1.8 static object *
1469     find_throw_ob (object *op, const char *request)
1470     {
1471 root 1.82 /* prefer marked item */
1472     object *tmp = find_marked_object (op);
1473 root 1.8
1474 root 1.82 /* can't toss invisible or inv-locked items */
1475     if (tmp && (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)))
1476     tmp = 0;
1477 root 1.8
1478     /* look through the inventory */
1479 root 1.82 if (tmp)
1480     for (tmp = op->inv; tmp; tmp = tmp->below)
1481     {
1482     /* can't toss invisible or inv-locked items */
1483     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1484     continue;
1485    
1486     if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1487     break;
1488     }
1489 elmex 1.1
1490 root 1.8 /* this should prevent us from throwing away
1491     * cursed items, worn armour, etc. Only weapons
1492     * can be thrown from 'hand'.
1493     */
1494     if (!tmp)
1495 root 1.82 return 0;
1496 root 1.8
1497 root 1.82 if (tmp->flag [FLAG_APPLIED])
1498 root 1.8 {
1499     if (tmp->type != WEAPON)
1500     {
1501 root 1.82 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s. H<Unapply it first.>", query_name (tmp));
1502     tmp = 0;
1503 root 1.8 }
1504     else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1505     {
1506 root 1.82 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand! H<Cursed or damned items cannot be removed.>", query_name (tmp));
1507     tmp = 0;
1508 root 1.8 }
1509     else
1510     {
1511     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1512     {
1513     LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1514 root 1.82 tmp = 0;
1515 root 1.6 }
1516     }
1517 root 1.8 }
1518     else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1519     {
1520     new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1521 root 1.82 tmp = 0;
1522 elmex 1.1 }
1523    
1524 root 1.82 //TODO: why not chekc first and give sensible message to player?
1525 root 1.8 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1526     {
1527     LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1528 root 1.82 tmp = 0;
1529 elmex 1.1 }
1530 root 1.82
1531 root 1.8 return tmp;
1532 elmex 1.1 }
1533    
1534     /* make_throw_ob() We construct the 'carrier' object in
1535     * which we will insert the object that is being thrown.
1536 root 1.51 * This combination becomes the 'thrown object'. -b.t.
1537 elmex 1.1 */
1538 root 1.8 static object *
1539     make_throw_ob (object *orig)
1540     {
1541     if (!orig)
1542 root 1.51 return 0;
1543 elmex 1.1
1544 root 1.8 if (QUERY_FLAG (orig, FLAG_APPLIED))
1545     {
1546     LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1547     /* insufficient workaround, but better than nothing */
1548     CLEAR_FLAG (orig, FLAG_APPLIED);
1549     }
1550 root 1.14
1551     object *toss_item = orig->clone ();
1552    
1553 root 1.8 toss_item->type = THROWN_OBJ;
1554     CLEAR_FLAG (toss_item, FLAG_CHANGING);
1555     toss_item->stats.dam = 0; /* default damage */
1556 root 1.41 toss_item->insert (orig);
1557    
1558 root 1.8 return toss_item;
1559 elmex 1.1 }
1560    
1561     /* do_throw() - op throws any object toss_item. This code
1562     * was borrowed from fire_bow.
1563     * Returns 1 if skill was successfully used, 0 if not
1564     */
1565 root 1.8 static int
1566     do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1567     {
1568     object *throw_ob = toss_item, *left = NULL;
1569     int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1570     int pause_f, weight_f = 0, mflags;
1571     float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1572 root 1.11 maptile *m;
1573 root 1.8 sint16 sx, sy;
1574    
1575 root 1.82 if (!throw_ob)
1576 root 1.8 {
1577     if (op->type == PLAYER)
1578 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1579    
1580 root 1.8 return 0;
1581 elmex 1.1 }
1582 root 1.82
1583 root 1.8 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1584     {
1585     if (op->type == PLAYER)
1586 root 1.82 new_draw_info (NDI_UNIQUE, 0, op,
1587     "The gods won't let you throw that. "
1588     "H<Well, they would, but they would retrieve it "
1589     "- you wouldn't want that, would you?>");
1590 root 1.10
1591 root 1.8 return 0;
1592     }
1593    
1594     /* Because throwing effectiveness must be reduced by the
1595     * encumbrance of the thrower and weight of the object. THus,
1596     * we use the concept of 'effective strength' as defined below.
1597     */
1598    
1599     /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1600     if (str > MAX_STAT)
1601     {
1602     str_factor = (float) str / (float) MAX_STAT;
1603     str = MAX_STAT;
1604 elmex 1.1 }
1605    
1606 root 1.8 /* the more we carry, the less we can throw. Limit only on players */
1607     maxc = max_carry[str] * 1000;
1608     if (op->carrying > maxc && op->type == PLAYER)
1609     load_factor = (float) maxc / (float) op->carrying;
1610    
1611     /* lighter items are thrown harder, farther, faster */
1612     if (throw_ob->weight > 0)
1613     item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1614     else
1615     { /* 0 or negative weight?!? Odd object, can't throw it */
1616 root 1.82 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1617 root 1.8 return 0;
1618 elmex 1.1 }
1619 root 1.8
1620 root 1.82 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1621     * item_factor * str_factor;
1622 root 1.8
1623     /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1624     * account for super-strong throwers. */
1625 root 1.82 min_it (eff_str, MAX_STAT);
1626 elmex 1.1
1627     #ifdef DEBUG_THROW
1628 root 1.8 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1629     LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1630     LOG (llevDebug, " str_factor=%f\n", str_factor);
1631     LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1632 elmex 1.1 #endif
1633    
1634 root 1.8 /* 3 things here prevent a throw, you aimed at your feet, you
1635     * have no effective throwing strength, or you threw at something
1636     * that flying objects can't get through.
1637     */
1638     mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1639    
1640     if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1641     {
1642 root 1.20 /* bounces off 'wall', and drops to feet */
1643     throw_ob->insert_at (part, op);
1644 root 1.8
1645     if (op->type == PLAYER)
1646     {
1647     if (eff_str <= 1)
1648 root 1.20 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1649 root 1.8 else if (!dir)
1650 root 1.20 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1651 root 1.8 else
1652     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 root 1.6 }
1654 root 1.20
1655 root 1.8 return 0;
1656     } /* if object can't be thrown */
1657    
1658     left = throw_ob; /* these are throwing objects left to the player */
1659    
1660     /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1661     * and returns NULL. We must use 'left' then
1662     */
1663 root 1.48 if (!(throw_ob = throw_ob->split ()))
1664 root 1.8 {
1665     throw_ob = left;
1666 root 1.12 left->remove ();
1667 root 1.8 }
1668    
1669     /* special case: throwing powdery substances like dust, dirt */
1670     if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1671     {
1672     cast_dust (op, throw_ob, dir);
1673     return 1;
1674     }
1675    
1676     /* Make a thrown object -- insert real object in a 'carrier' object.
1677     * If unsuccessfull at making the "thrown_obj", we just reinsert
1678     * the original object back into inventory and exit
1679     */
1680     if ((toss_item = make_throw_ob (throw_ob)))
1681     {
1682     throw_ob = toss_item;
1683     throw_ob->skill = skill->skill;
1684 elmex 1.1 }
1685 root 1.8 else
1686     {
1687     insert_ob_in_ob (throw_ob, op);
1688     return 0;
1689 elmex 1.1 }
1690    
1691 root 1.15 throw_ob->set_owner (op);
1692 root 1.8 /* At some point in the attack code, the actual real object (op->inv)
1693     * becomes the hitter. As such, we need to make sure that has a proper
1694     * owner value so exp goes to the right place.
1695     */
1696 root 1.15 throw_ob->inv->set_owner (op);
1697 root 1.8 throw_ob->direction = dir;
1698    
1699     /* the damage bonus from the force of the throw */
1700 root 1.41 dam = int (str_factor * dam_bonus[eff_str]);
1701 root 1.8
1702     /* Now, lets adjust the properties of the thrown_ob. */
1703    
1704     /* how far to fly */
1705     throw_ob->last_sp = (eff_str * 3) / 5;
1706    
1707     /* speed */
1708 root 1.19 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1709 root 1.8
1710     /* item damage. Eff_str and item weight influence damage done */
1711     weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1712     throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1713    
1714     /* chance of breaking. Proportional to force used and weight of item */
1715     throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1716    
1717     /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1718     throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1719 elmex 1.1
1720 root 1.8 /* the properties of objects which are meant to be thrown (ie dart,
1721     * throwing knife, etc) will differ from ordinary items. Lets tailor
1722     * this stuff in here.
1723     */
1724    
1725     if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1726     {
1727     throw_ob->last_sp += eff_str / 3; /* fly a little further */
1728     throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1729     throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1730     /* only throw objects get directional faces */
1731 root 1.64 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1732     throw_ob->set_anim_frame (dir);
1733 root 1.8 }
1734     else
1735     {
1736 root 1.26 uint16 mat = throw_ob->materials;
1737    
1738 root 1.8 /* some materials will adjust properties.. */
1739 root 1.26 if (mat & M_LEATHER)
1740 root 1.8 {
1741     throw_ob->stats.dam -= 1;
1742     throw_ob->stats.food -= 10;
1743     }
1744 root 1.19
1745 root 1.26 if (mat & M_GLASS)
1746 root 1.8 throw_ob->stats.food += 60;
1747    
1748 root 1.26 if (mat & M_ORGANIC)
1749 root 1.8 {
1750     throw_ob->stats.dam -= 3;
1751     throw_ob->stats.food += 55;
1752     }
1753 root 1.19
1754 root 1.26 if (mat & M_PAPER || mat & M_CLOTH)
1755 root 1.8 {
1756     throw_ob->stats.dam -= 5;
1757     throw_ob->speed *= 0.8;
1758     throw_ob->stats.wc += 3;
1759     throw_ob->stats.food -= 30;
1760     }
1761 root 1.19
1762 root 1.8 /* light obj have more wind resistance, fly slower */
1763     if (throw_ob->weight > 500)
1764     throw_ob->speed *= 0.8;
1765 root 1.19
1766 root 1.8 if (throw_ob->weight > 50)
1767     throw_ob->speed *= 0.5;
1768     } /* else tailor thrown object */
1769    
1770     /* some limits, and safeties (needed?) */
1771 root 1.82 max_it (throw_ob->stats.dam, 0);
1772     min_it (throw_ob->last_sp, eff_str);
1773     max_it (throw_ob->stats.food, 0);
1774     min_it (throw_ob->stats.wc, 30);
1775 root 1.8
1776     /* how long to pause the thrower. Higher values mean less pause */
1777     pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1778    
1779     /* Put a lower limit on this */
1780 root 1.82 clamp_it (pause_f, 10, 100);
1781 root 1.8
1782     /* Changed in 0.94.2 - the calculation before was really goofy.
1783     * In short summary, a throw can take anywhere between speed 5 and
1784     * speed 0.5
1785     */
1786     op->speed_left -= 50 / pause_f;
1787    
1788     throw_ob->speed_left = 0;
1789     throw_ob->map = part->map;
1790    
1791     throw_ob->move_type = MOVE_FLY_LOW;
1792     throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1793 elmex 1.1
1794     #if 0
1795 root 1.8 /* need to put in a good sound for this */
1796     play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1797 elmex 1.1 #endif
1798 root 1.8
1799 elmex 1.1 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1800 root 1.8 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1801 elmex 1.1 #ifdef DEBUG_THROW
1802 root 1.8 LOG (llevDebug, " pause_f=%d \n", pause_f);
1803     LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1804     throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1805     LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1806 elmex 1.1 #endif
1807 root 1.20
1808     throw_ob->insert_at (part, op);
1809 root 1.10
1810     if (!throw_ob->destroyed ())
1811 root 1.8 move_arrow (throw_ob);
1812 root 1.10
1813 root 1.8 return 1;
1814     }
1815    
1816     int
1817     skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1818     {
1819     object *throw_ob;
1820    
1821     if (op->type == PLAYER)
1822     throw_ob = find_throw_ob (op, params);
1823     else
1824     throw_ob = find_mon_throw_ob (op);
1825 elmex 1.1
1826 root 1.8 return do_throw (op, part, throw_ob, dir, skill);
1827 elmex 1.1 }
1828 root 1.80
1829     bool
1830     skill_mining (object *who, object *tool, object *skill, int dir, const char *string)
1831     {
1832 root 1.82 if (!who->is_player ())
1833     return 0;
1834    
1835     if (!dir)
1836     {
1837     who->failmsg ("In what direction?");
1838     return 0;
1839     }
1840    
1841     mapxy pos (who); pos.move (dir);
1842    
1843     if (!pos.normalise ())
1844     {
1845     who->failmsg (format (
1846     "You brandish your %s, with not so convincing results. "
1847     "H<There is nothing in this direction.>",
1848     &tool->name
1849     ));
1850     return 0;
1851     }
1852    
1853     mapspace &ms = pos.ms ();
1854    
1855     for (object *vein = pos.ms ().top; vein; vein = vein->below)
1856     if (vein->type == VEIN)
1857     {
1858     who->speed_left -= who->speed / tool->speed;
1859    
1860     who->play_sound (tool->sound);
1861    
1862     if (rndm (100 - vein->stats.ac) > rndm (tool->stats.wc))
1863     who->failmsg (format (
1864     "You use your %s.... nothing. "
1865     "H<Try again, perhaps?>",
1866     &tool->name
1867     ));
1868     else if (vein->race != tool->race)
1869     who->failmsg (format (
1870     "You use your %s.... but it doesn't work. "
1871     "H<Maybe you are using the wrong tool?>",
1872     &tool->name
1873     ));
1874     else if (!vein->stats.food)
1875     who->failmsg (format (
1876     "You use your %s.... but there is nothing. "
1877     "H<This space is exhausted, you should try somewhere else.>",
1878     &tool->name
1879     ));
1880     else
1881     {
1882     --vein->stats.food;
1883    
1884     object *ore = vein->other_arch->instance ();
1885    
1886     who->statusmsg (format (
1887     "You use your %s.... and find some %s!",
1888     &tool->name, &ore->name
1889     ));
1890    
1891     ore->insert_at (who);
1892    
1893     return true;
1894     }
1895     }
1896    
1897 root 1.80 return false;
1898     }
1899    
1900     bool
1901     skill_fishing (object *who, object *tool, object *skill, int dir, const char *string)
1902     {
1903     printf ("******** fishing\n");
1904     return false;
1905     }