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Revision: 1.9
Committed: Thu Sep 14 22:34:04 2006 UTC (17 years, 9 months ago) by root
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Branch: MAIN
Changes since 1.8: +1 -7 lines
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# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2003 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.9 The authors can be reached via e-mail to <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25     #include <object.h>
26     #ifndef __CEXTRACT__
27 root 1.8 # include <sproto.h>
28 elmex 1.1 #endif
29     #include <living.h>
30     #include <skills.h>
31     #include <spells.h>
32     #include <book.h>
33    
34 root 1.8 /* adj_stealchance() - increased values indicate better attempts */
35     static int
36     adj_stealchance (object *op, object *victim, int roll)
37     {
38     object *equip;
39    
40     if (!op || !victim || !roll)
41     return -1;
42    
43     /* Only prohibit stealing if the player does not have a free
44     * hand available and in fact does have hands.
45     */
46     if (op->type == PLAYER && op->body_used[BODY_ARMS] <= 0 && op->body_info[BODY_ARMS])
47     {
48     new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!");
49     return -1;
50 elmex 1.1 }
51 root 1.8
52     /* ADJUSTMENTS */
53    
54     /* Its harder to steal from hostile beings! */
55     if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
56     roll = roll / 2;
57    
58     /* Easier to steal from sleeping beings, or if the thief is
59     * unseen */
60     if (QUERY_FLAG (victim, FLAG_SLEEP))
61     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     {
72     roll -= equip->weight / 10000;
73     }
74     if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
75     roll -= equip->weight / 5000;
76     if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
77     {
78     roll -= equip->weight / 2000;
79     }
80     if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
81     roll -= equip->weight / 5000;
82     if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
83     roll -= equip->weight / 100;
84     }
85     if (roll < 0)
86     roll = 0;
87     return roll;
88 elmex 1.1 }
89    
90     /*
91     * When stealing: dependent on the intelligence/wisdom of whom you're
92     * stealing from (op in attempt_steal), offset by your dexterity and
93     * skill at stealing. They may notice your attempt, whether successful
94     * or not.
95     * op is the target (person being pilfered)
96     * who is the person doing the stealing.
97     * skill is the skill object (stealing).
98     */
99    
100 root 1.8 static int
101     attempt_steal (object *op, object *who, object *skill)
102 elmex 1.1 {
103 root 1.8 object *success = NULL, *tmp = NULL, *next;
104     int roll = 0, chance = 0, stats_value;
105     rv_vector rv;
106    
107     stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2;
108    
109     /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
110     * they will try to prevent stealing if they can. Only unseen theives will
111     * have much chance of success.
112     */
113     if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL))
114     {
115     if (can_detect_enemy (op, who, &rv))
116     {
117     npc_call_help (op);
118     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
119     new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
120     return 0;
121     }
122     else /* help npc to detect thief next time by raising its wisdom */
123     op->stats.Wis += (op->stats.Int / 5) + 1;
124     if (op->stats.Wis > MAX_STAT)
125     op->stats.Wis = MAX_STAT;
126 elmex 1.1 }
127 root 1.8 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ))
128     {
129     new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
130     return 0;
131 elmex 1.1 }
132     #ifdef PROHIBIT_PLAYERKILL
133 root 1.8 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful))
134     {
135     new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
136 elmex 1.1 return 0;
137     }
138     #else
139 root 1.8 if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing)
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     #endif
145    
146    
147 root 1.8 /* Ok then, go thru their inventory, stealing */
148     for (tmp = op->inv; tmp != NULL; tmp = next)
149     {
150     next = tmp->below;
151 root 1.6
152 root 1.8 /* you can't steal worn items, starting items, wiz stuff,
153     * innate abilities, or items w/o a type. Generally
154     * speaking, the invisibility flag prevents experience or
155     * abilities from being stolen since these types are currently
156     * always invisible objects. I was implicit here so as to prevent
157     * future possible problems. -b.t.
158     * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
159     * already -b.t.
160     */
161    
162     if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED)
163     || !(tmp->type)
164     || tmp->type == EXPERIENCE || tmp->type == SPELL
165     || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible)
166     continue;
167    
168     /* Okay, try stealing this item. Dependent on dexterity of thief,
169     * skill level, see the adj_stealroll fctn for more detail.
170     */
171    
172     roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
173    
174     if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
175     return 0;
176     else if (roll < chance)
177     {
178     tag_t tmp_count = tmp->count;
179    
180     pick_up (who, tmp);
181     /* need to see if the player actually stole this item -
182     * if it is in the players inv, assume it is. This prevents
183     * abuses where the player can not carry the item, so just
184     * keeps stealing it over and over.
185     */
186     if (was_destroyed (tmp, tmp_count) || tmp->env != op)
187     {
188     /* for players, play_sound: steals item */
189     success = tmp;
190     CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
191    
192     /* Don't delete it from target player until we know
193     * the thief has picked it up. can't just look at tmp->count,
194     * as it's possible that it got merged when picked up.
195     */
196     if (op->type == PLAYER)
197     esrv_del_item (op->contr, tmp_count);
198 root 1.6 }
199 root 1.8 break;
200 root 1.6 }
201 root 1.8 } /* for loop looking for an item */
202 elmex 1.1
203 root 1.8 if (!tmp)
204     {
205     new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
206     return 0;
207 elmex 1.1 }
208    
209 root 1.8 /* If you arent high enough level, you might get something BUT
210     * the victim will notice your stealing attempt. Ditto if you
211     * attempt to steal something heavy off them, they're bound to notice
212     */
213    
214     if ((roll >= skill->level) || !chance
215     || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
216     {
217    
218     /* victim figures out where the thief is! */
219     if (who->hide)
220     make_visible (who);
221    
222     if (op->type != PLAYER)
223     {
224     /* The unaggressives look after themselves 8) */
225     if (who->type == PLAYER)
226     {
227     npc_call_help (op);
228     new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
229     }
230     CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
231     /* all remaining npc items are guarded now. Set flag NO_STEAL
232     * on the victim.
233     */
234     SET_FLAG (op, FLAG_NO_STEAL);
235     }
236     else
237     { /* stealing from another player */
238     char buf[MAX_BUF];
239    
240     /* Notify the other player */
241     if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
242     {
243     sprintf (buf, "Your %s is missing!", query_name (success));
244 root 1.6 }
245 root 1.8 else
246     {
247     sprintf (buf, "Your pack feels strangely lighter.");
248 root 1.6 }
249 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
250     if (!success)
251     {
252     if (who->invisible)
253     {
254     sprintf (buf, "you feel itchy fingers getting at your pack.");
255     }
256     else
257     {
258     sprintf (buf, "%s looks very shifty.", query_name (who));
259 root 1.6 }
260 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
261 root 1.6 }
262 root 1.8 } /* else stealing from another player */
263     /* play_sound("stop! thief!"); kindofthing */
264     } /* if you weren't 100% successful */
265     return success ? 1 : 0;
266 elmex 1.1 }
267    
268    
269 root 1.8 int
270     steal (object *op, int dir, object *skill)
271 elmex 1.1 {
272 root 1.8 object *tmp, *next;
273     sint16 x, y;
274     mapstruct *m;
275     int mflags;
276 elmex 1.1
277 root 1.8 x = op->x + freearr_x[dir];
278     y = op->y + freearr_y[dir];
279    
280     if (dir == 0)
281     {
282     /* Can't steal from ourself! */
283     return 0;
284 elmex 1.1 }
285    
286 root 1.8 m = op->map;
287     mflags = get_map_flags (m, &m, x, y, &x, &y);
288     /* Out of map - can't do it. If nothing alive on this space,
289     * don't need to look any further.
290     */
291     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
292     return 0;
293    
294     /* If player can't move onto the space, can't steal from it. */
295     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
296     return 0;
297    
298     /* Find the topmost object at this spot */
299     for (tmp = get_map_ob (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
300    
301     /* For all the stacked objects at this point, attempt a steal */
302     for (; tmp != NULL; tmp = next)
303     {
304     next = tmp->below;
305     /* Minor hack--for multi square beings - make sure we get
306     * the 'head' coz 'tail' objects have no inventory! - b.t.
307     */
308     if (tmp->head)
309     tmp = tmp->head;
310    
311     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
312     continue;
313    
314     /* do not reveal hidden DMs */
315     if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
316     continue;
317     if (attempt_steal (tmp, op, skill))
318     {
319     if (tmp->type == PLAYER) /* no xp for stealing from another player */
320     return 0;
321 elmex 1.1
322 root 1.8 /* no xp for stealing from pets (of players) */
323     if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
324     {
325     object *owner = get_owner (tmp);
326 elmex 1.1
327 root 1.8 if (owner != NULL && owner->type == PLAYER)
328 root 1.6 return 0;
329 root 1.8 }
330 root 1.6
331 root 1.8 // reduce monster experience by experience we gained, as to
332     // limit the amount of exp that can be gained by stealing from monsters
333     // (jessies gave ~20,000,000 exp otherwise.
334     int exp = calc_skill_exp (op, tmp, skill);
335 elmex 1.1
336 root 1.8 exp = MIN (tmp->stats.exp, exp);
337     tmp->stats.exp -= exp;
338     return exp;
339 root 1.6 }
340 elmex 1.1 }
341 root 1.8 return 0;
342 elmex 1.1 }
343    
344 root 1.8 static int
345     attempt_pick_lock (object *door, object *pl, object *skill)
346 elmex 1.1 {
347 root 1.8 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
348     int success = 0, number; /* did we get anything? */
349 elmex 1.1
350    
351 root 1.8 /* Try to pick the lock on this item (doors only for now).
352     * Dependent on dexterity/skill SK_level of the player and
353     * the map level difficulty.
354     */
355     number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
356     if (number < (pl->stats.Dex + skill->level - difficulty))
357     {
358     remove_door (door);
359     success = 1;
360     }
361     else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
362     { /* set off any traps? */
363     spring_trap (door->inv, pl);
364     }
365     return success;
366 elmex 1.1 }
367    
368    
369     /* Implementation by bt. (thomas@astro.psu.edu)
370     * monster implementation 7-7-95 by bt.
371     */
372    
373 root 1.8 int
374     pick_lock (object *pl, int dir, object *skill)
375 elmex 1.1 {
376 root 1.8 object *tmp;
377     int x = pl->x + freearr_x[dir];
378     int y = pl->y + freearr_y[dir];
379 elmex 1.1
380 root 1.8 if (!dir)
381     dir = pl->facing;
382 elmex 1.1
383 root 1.8 /* For all the stacked objects at this point find a door */
384     if (out_of_map (pl->map, x, y))
385     {
386     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
387     return 0;
388 elmex 1.1 }
389    
390 root 1.8 for (tmp = get_map_ob (pl->map, x, y); tmp; tmp = tmp->above)
391     if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
392     break;
393 elmex 1.1
394 root 1.8 if (!tmp)
395     {
396     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
397     return 0;
398 elmex 1.1 }
399 root 1.8 if (tmp->type == LOCKED_DOOR)
400     {
401     new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
402     return 0;
403 elmex 1.1 }
404    
405 root 1.8 if (!tmp->move_block)
406     {
407     new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
408     return 0;
409 elmex 1.1 }
410    
411 root 1.8 if (attempt_pick_lock (tmp, pl, skill))
412     {
413     new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
414     return calc_skill_exp (pl, NULL, skill);
415     }
416     else
417     {
418     new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
419     return 0;
420 elmex 1.1 }
421 root 1.8 }
422 elmex 1.1
423    
424     /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
425     * a short while (success and duration dependant on player SK_level,
426     * dexterity, charisma, and map difficulty).
427     * Players have a good chance of becoming 'unhidden' if they move
428     * and like invisiblity will be come visible if they attack
429     * Implemented by b.t. (thomas@astro.psu.edu)
430     * July 7, 1995 - made hiding possible for monsters. -b.t.
431 root 1.8 */
432 elmex 1.1
433 root 1.8 static int
434     attempt_hide (object *op, object *skill)
435     {
436     int number, difficulty = op->map->difficulty;
437     int terrain = hideability (op);
438    
439     if (terrain < -10) /* not enough cover here */
440     return 0;
441 elmex 1.1
442 root 1.8 /* Hiding success and duration dependant on skill level,
443     * op->stats.Dex, map difficulty and terrain.
444     */
445 elmex 1.1
446 root 1.8 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
447     if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
448     {
449     op->invisible += 100; /* set the level of 'hiddeness' */
450     if (op->type == PLAYER)
451     op->contr->tmp_invis = 1;
452     op->hide = 1;
453     return 1;
454 elmex 1.1 }
455 root 1.8 return 0;
456 elmex 1.1 }
457    
458     /* patched this to take terrain into consideration */
459    
460 root 1.8 int
461     hide (object *op, object *skill)
462     {
463    
464     /* the preliminaries -- Can we really hide now? */
465     /* this keeps monsters from using invisibilty spells and hiding */
466 elmex 1.1
467 root 1.8 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
468     {
469     new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
470     return 0;
471     }
472     else if (!op->hide && op->invisible > 0 && op->type == PLAYER)
473     {
474     new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
475     make_visible (op);
476     }
477 elmex 1.1
478 root 1.8 if (op->invisible > (50 * skill->level))
479     {
480     new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
481     return 0;
482 elmex 1.1 }
483 root 1.8
484     if (attempt_hide (op, skill))
485     {
486     new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
487     update_object (op, UP_OBJ_FACE);
488     return calc_skill_exp (op, NULL, skill);
489 elmex 1.1 }
490 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
491     return 0;
492 elmex 1.1 }
493    
494    
495     /* stop_jump() - End of jump. Clear flags, restore the map, and
496     * freeze the jumper a while to simulate the exhaustion
497     * of jumping.
498     */
499 root 1.8 static void
500     stop_jump (object *pl, int dist, int spaces)
501     {
502     fix_player (pl);
503     insert_ob_in_map (pl, pl->map, pl, 0);
504 elmex 1.1 }
505    
506    
507 root 1.8 static int
508     attempt_jump (object *pl, int dir, int spaces, object *skill)
509     {
510     object *tmp;
511     int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
512     sint16 x, y;
513     mapstruct *m;
514    
515     /* Jump loop. Go through spaces opject wants to jump. Halt the
516     * jump if a wall or creature is in the way. We set FLAG_FLYING
517     * temporarily to allow player to aviod exits/archs that are not
518     * fly_on, fly_off. This will also prevent pickup of objects
519     * while jumping over them.
520     */
521    
522     remove_ob (pl);
523    
524     /*
525     * I don't think this is actually needed - all the movement
526     * code is handled in this function, and I don't see anyplace
527     * that cares about the move_type being flying.
528     */
529     pl->move_type |= MOVE_FLY_LOW;
530 root 1.6
531 root 1.8 for (i = 0; i <= spaces; i++)
532     {
533     x = pl->x + dx;
534     y = pl->y + dy;
535     m = pl->map;
536    
537     mflags = get_map_flags (m, &m, x, y, &x, &y);
538    
539     if (mflags & P_OUT_OF_MAP)
540     {
541     (void) stop_jump (pl, i, spaces);
542     return 0;
543     }
544     if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
545     {
546     new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
547     stop_jump (pl, i, spaces);
548     return 0;
549     }
550    
551     for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
552     {
553     /* Jump into creature */
554     if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
555     {
556     new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
557     if (tmp->type != PLAYER ||
558     (pl->type == PLAYER && pl->contr->party == NULL) ||
559     (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
560     exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
561     stop_jump (pl, i, spaces);
562     return exp; /* note that calc_skill_exp() is already called by skill_attack() */
563 root 1.6 }
564 root 1.8 /* If the space has fly on set (no matter what the space is),
565     * we should get the effects - after all, the player is
566     * effectively flying.
567     */
568     if (tmp->move_on & MOVE_FLY_LOW)
569     {
570     pl->x = x;
571     pl->y = y;
572     pl->map = m;
573     stop_jump (pl, i, spaces);
574     return calc_skill_exp (pl, NULL, skill);
575 root 1.6 }
576     }
577 root 1.8 pl->x = x;
578     pl->y = y;
579     pl->map = m;
580 elmex 1.1 }
581 root 1.8 stop_jump (pl, i, spaces);
582     return calc_skill_exp (pl, NULL, skill);
583 elmex 1.1 }
584    
585     /* jump() - this is both a new type of movement for player/monsters and
586     * an attack as well.
587     * Perhaps we should allow more spaces based on level, eg, level 50
588     * jumper can jump several spaces?
589 root 1.8 */
590 elmex 1.1
591 root 1.8 int
592     jump (object *pl, int dir, object *skill)
593 elmex 1.1 {
594 root 1.8 int spaces = 0, stats;
595     int str = pl->stats.Str;
596     int dex = pl->stats.Dex;
597    
598     dex = dex ? dex : 15;
599     str = str ? str : 10;
600    
601     stats = str * str * str * dex * skill->level;
602    
603     if (pl->carrying != 0) /* don't want div by zero !! */
604     spaces = (int) (stats / pl->carrying);
605     else
606     spaces = 2; /* pl has no objects - gets the far jump */
607    
608     if (spaces > 2)
609     spaces = 2;
610     else if (spaces == 0)
611     {
612     new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
613     return 0;
614 elmex 1.1 }
615 root 1.8 return attempt_jump (pl, dir, spaces, skill);
616 elmex 1.1 }
617    
618    
619     /* skill_ident() - this code is supposed to allow players to identify
620     * classes of objects with the various "auto-ident" skills. Player must
621     * have unidentified objects of the right type in order for the skill
622     * to work. While multiple classes of objects may be identified,
623     * this code is kind of yucky -- it would be nice to make it a bit
624     * more generalized. Right now, skill indices are embedded in this routine.
625     * Returns amount of experience gained (on successful ident).
626     * - b.t. (thomas@astro.psu.edu)
627     */
628    
629 root 1.8 static int
630     do_skill_detect_curse (object *pl, object *skill)
631     {
632     object *tmp;
633     int success = 0;
634    
635     for (tmp = pl->inv; tmp; tmp = tmp->below)
636     if (!tmp->invisible
637     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
638     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
639     {
640     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
641     esrv_update_item (UPD_FLAGS, pl, tmp);
642     success += calc_skill_exp (pl, tmp, skill);
643     }
644    
645     /* Check ground, too, but only objects the player could pick up */
646     for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
647     if (can_pick (pl, tmp) &&
648     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
649     !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
650     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
651     {
652     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
653     esrv_update_item (UPD_FLAGS, pl, tmp);
654     success += calc_skill_exp (pl, tmp, skill);
655     }
656    
657     return success;
658     }
659    
660     static int
661     do_skill_detect_magic (object *pl, object *skill)
662     {
663     object *tmp;
664     int success = 0;
665    
666     for (tmp = pl->inv; tmp; tmp = tmp->below)
667     if (!tmp->invisible
668     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
669     && (is_magical (tmp)) && tmp->item_power < skill->level)
670     {
671     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
672     esrv_update_item (UPD_FLAGS, pl, tmp);
673     success += calc_skill_exp (pl, tmp, skill);
674     }
675    
676     /* Check ground, too, but like above, only if the object can be picked up */
677     for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
678     if (can_pick (pl, tmp) &&
679     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
680     {
681     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
682     esrv_update_item (UPD_FLAGS, pl, tmp);
683     success += calc_skill_exp (pl, tmp, skill);
684     }
685 elmex 1.1
686 root 1.8 return success;
687 elmex 1.1 }
688    
689     /* Helper function for do_skill_ident, so that we can loop
690     * over inventory AND objects on the ground conveniently.
691     */
692 root 1.8 int
693     do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
694 elmex 1.1 {
695 root 1.8 int success = 0, chance;
696     int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
697 elmex 1.1
698 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
699     && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
700     {
701     chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
702 elmex 1.1
703 root 1.8 if (skill_value >= chance)
704     {
705     identify (tmp);
706    
707     if (pl->type == PLAYER)
708     {
709     new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
710    
711     if (tmp->msg)
712     {
713     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
714     new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
715     }
716 elmex 1.1
717 root 1.8 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
718     if (tmp->map)
719     esrv_send_item (pl, tmp);
720     }
721     success += calc_skill_exp (pl, tmp, skill);
722     }
723     else
724     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
725     }
726 elmex 1.1
727 root 1.8 return success;
728 elmex 1.1 }
729    
730     /* do_skill_ident() - workhorse for skill_ident() -b.t.
731     */
732 root 1.8 static int
733     do_skill_ident (object *pl, int obj_class, object *skill)
734     {
735     object *tmp;
736     int success = 0;
737    
738     for (tmp = pl->inv; tmp; tmp = tmp->below)
739     success += do_skill_ident2 (tmp, pl, obj_class, skill);
740     /* check the ground */
741 elmex 1.1
742 root 1.8 for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
743     success += do_skill_ident2 (tmp, pl, obj_class, skill);
744 elmex 1.1
745 root 1.8 return success;
746     }
747 elmex 1.1
748 root 1.8 int
749     skill_ident (object *pl, object *skill)
750     {
751     int success = 0;
752 elmex 1.1
753 root 1.8 if (pl->type != PLAYER)
754     return 0; /* only players will skill-identify */
755 elmex 1.1
756 root 1.8 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
757 elmex 1.1
758 root 1.8 switch (skill->subtype)
759     {
760 root 1.6 case SK_SMITHERY:
761 root 1.8 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
762     + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
763     + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
764     + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
765     break;
766 root 1.6
767     case SK_BOWYER:
768 root 1.8 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
769     break;
770 root 1.6
771     case SK_ALCHEMY:
772 root 1.8 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
773     + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
774     break;
775    
776     case SK_WOODSMAN:
777     success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
778     break;
779 root 1.6
780     case SK_JEWELER:
781 root 1.8 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
782     break;
783 root 1.6
784     case SK_LITERACY:
785 root 1.8 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
786     break;
787 root 1.6
788     case SK_THAUMATURGY:
789 root 1.8 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
790     break;
791 root 1.6
792     case SK_DET_CURSE:
793 root 1.8 success = do_skill_detect_curse (pl, skill);
794     if (success)
795     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
796     break;
797 root 1.6
798     case SK_DET_MAGIC:
799 root 1.8 success = do_skill_detect_magic (pl, skill);
800     if (success)
801     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
802     break;
803 root 1.6
804     default:
805 root 1.8 LOG (llevError, "Error: bad call to skill_ident()\n");
806     return 0;
807     break;
808 elmex 1.1 }
809 root 1.8 if (!success)
810     {
811     new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
812 elmex 1.1 }
813 root 1.8 return success;
814 elmex 1.1 }
815 root 1.8
816 elmex 1.1
817     /* players using this skill can 'charm' a monster --
818     * into working for them. It can only be used on
819     * non-special (see below) 'neutral' creatures.
820     * -b.t. (thomas@astro.psu.edu)
821     */
822    
823 root 1.8 int
824     use_oratory (object *pl, int dir, object *skill)
825     {
826     sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir];
827     int mflags, chance;
828     object *tmp;
829     mapstruct *m;
830    
831     if (pl->type != PLAYER)
832     return 0; /* only players use this skill */
833     m = pl->map;
834     mflags = get_map_flags (m, &m, x, y, &x, &y);
835     if (mflags & P_OUT_OF_MAP)
836     return 0;
837    
838     /* Save some processing - we have the flag already anyways
839     */
840     if (!(mflags & P_IS_ALIVE))
841     {
842     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
843     return 0;
844 elmex 1.1 }
845    
846 root 1.8 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
847     {
848     /* can't persuade players - return because there is nothing else
849     * on that space to charm. Same for multi space monsters and
850     * special monsters - we don't allow them to be charmed, and there
851     * is no reason to do further processing since they should be the
852     * only monster on the space.
853     */
854     if (tmp->type == PLAYER)
855     return 0;
856     if (tmp->more || tmp->head)
857     return 0;
858     if (tmp->msg)
859     return 0;
860 elmex 1.1
861 root 1.8 if (QUERY_FLAG (tmp, FLAG_MONSTER))
862     break;
863 elmex 1.1 }
864    
865 root 1.8 if (!tmp)
866     {
867     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
868     return 0;
869 elmex 1.1 }
870    
871 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
872    
873     /* the following conditions limit who may be 'charmed' */
874 elmex 1.1
875 root 1.8 /* it's hostile! */
876     if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
877     {
878     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
879     return 0;
880     }
881 elmex 1.1
882 root 1.8 /* it's already allied! */
883     if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE))
884     {
885     if (get_owner (tmp) == pl)
886     {
887     new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
888     return 0;
889     }
890     else if (skill->level > tmp->level)
891     {
892     /* you steal the follower. Perhaps we should really look at the
893     * level of the owner above?
894     */
895     set_owner (tmp, pl);
896     new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
897     /* Abuse fix - don't give exp since this can otherwise
898     * be used by a couple players to gets lots of exp.
899     */
900     return 0;
901     }
902     else
903     {
904     /* In this case, you can't steal it from the other player */
905     return 0;
906 root 1.6 }
907 root 1.8 } /* Creature was already a pet of someone */
908 elmex 1.1
909 root 1.8 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2;
910 elmex 1.1
911 root 1.8 /* Ok, got a 'sucker' lets try to make them a follower */
912     if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1))
913     {
914     new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
915    
916     set_owner (tmp, pl);
917     tmp->stats.exp = 0;
918     add_friendly_object (tmp);
919     SET_FLAG (tmp, FLAG_FRIENDLY);
920     tmp->attack_movement = PETMOVE;
921     return calc_skill_exp (pl, tmp, skill);
922     }
923     /* Charm failed. Creature may be angry now */
924     else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
925     {
926     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
927     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
928     {
929     CLEAR_FLAG (tmp, FLAG_FRIENDLY);
930     remove_friendly_object (tmp);
931     tmp->attack_movement = 0; /* needed? */
932 root 1.6 }
933 root 1.8 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
934 elmex 1.1 }
935 root 1.8 return 0; /* Fall through - if we get here, we didn't charm anything */
936 elmex 1.1 }
937    
938     /* Singing() -this skill allows the player to pacify nearby creatures.
939     * There are few limitations on who/what kind of
940     * non-player creatures that may be pacified. Right now, a player
941     * may pacify creatures which have Int == 0. In this routine, once
942     * successfully pacified the creature gets Int=1. Thus, a player
943     * may only pacify a creature once.
944     * BTW, I appologize for the naming of the skill, I couldnt think
945     * of anything better! -b.t.
946     */
947    
948 root 1.8 int
949     singing (object *pl, int dir, object *skill)
950     {
951     int i, exp = 0, chance, mflags;
952     object *tmp;
953     mapstruct *m;
954     sint16 x, y;
955    
956     if (pl->type != PLAYER)
957     return 0; /* only players use this skill */
958    
959     new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
960     for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
961     {
962     x = pl->x + freearr_x[i];
963     y = pl->y + freearr_y[i];
964     m = pl->map;
965    
966     mflags = get_map_flags (m, &m, x, y, &x, &y);
967     if (mflags & P_OUT_OF_MAP)
968     continue;
969     if (!(mflags & P_IS_ALIVE))
970     continue;
971    
972     for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
973     {
974     if (QUERY_FLAG (tmp, FLAG_MONSTER))
975     break;
976     /* can't affect players */
977     if (tmp->type == PLAYER)
978     break;
979     }
980    
981     /* Whole bunch of checks to see if this is a type of monster that would
982     * listen to singing.
983     */
984     if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
985     !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
986     !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
987     (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
988     !QUERY_FLAG (tmp, FLAG_FRIENDLY))
989     { /* already calm */
990    
991     /* stealing isn't really related (although, maybe it should
992     * be). This is mainly to prevent singing to the same monster
993     * over and over again and getting exp for it.
994     */
995     chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
996     if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH))
997     {
998     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
999     new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
1000     /* Give exp only if they are not aware */
1001     if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
1002     exp += calc_skill_exp (pl, tmp, skill);
1003     SET_FLAG (tmp, FLAG_NO_STEAL);
1004     }
1005     else
1006     {
1007     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
1008     SET_FLAG (tmp, FLAG_NO_STEAL);
1009 root 1.6 }
1010     }
1011 elmex 1.1 }
1012 root 1.8 return exp;
1013 elmex 1.1 }
1014    
1015     /* The find_traps skill (aka, search). Checks for traps
1016     * on the spaces or in certain objects
1017     */
1018    
1019 root 1.8 int
1020     find_traps (object *pl, object *skill)
1021     {
1022     object *tmp, *tmp2;
1023     int i, expsum = 0, mflags;
1024     sint16 x, y;
1025     mapstruct *m;
1026    
1027     /* First we search all around us for runes and traps, which are
1028     * all type RUNE
1029     */
1030 root 1.6
1031 root 1.8 for (i = 0; i < 9; i++)
1032     {
1033     x = pl->x + freearr_x[i];
1034     y = pl->y + freearr_y[i];
1035     m = pl->map;
1036    
1037     mflags = get_map_flags (m, &m, x, y, &x, &y);
1038     if (mflags & P_OUT_OF_MAP)
1039     continue;
1040    
1041     /* Check everything in the square for trapness */
1042     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1043     {
1044    
1045     /* And now we'd better do an inventory traversal of each
1046     * of these objects' inventory
1047     * We can narrow this down a bit - no reason to search through
1048     * the players inventory or monsters for that matter.
1049     */
1050     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1051     {
1052     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1053     if (tmp2->type == RUNE || tmp2->type == TRAP)
1054     if (trap_see (pl, tmp2))
1055     {
1056     trap_show (tmp2, tmp);
1057     if (tmp2->stats.Cha > 1)
1058     {
1059     if (!tmp2->owner || tmp2->owner->type != PLAYER)
1060     expsum += calc_skill_exp (pl, tmp2, skill);
1061    
1062     tmp2->stats.Cha = 1; /* unhide the trap */
1063 root 1.6 }
1064 root 1.8 }
1065 root 1.6 }
1066 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1067     {
1068     trap_show (tmp, tmp);
1069     if (tmp->stats.Cha > 1)
1070     {
1071     if (!tmp->owner || tmp->owner->type != PLAYER)
1072     expsum += calc_skill_exp (pl, tmp, skill);
1073     tmp->stats.Cha = 1; /* unhide the trap */
1074 root 1.6 }
1075     }
1076     }
1077 elmex 1.1 }
1078 root 1.8 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1079     return expsum;
1080     }
1081 elmex 1.1
1082     /* remove_trap() - This skill will disarm any previously discovered trap
1083     * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1084 root 1.8 */
1085    
1086     int
1087     remove_trap (object *op, int dir, object *skill)
1088     {
1089     object *tmp, *tmp2;
1090     int i, success = 0, mflags;
1091     mapstruct *m;
1092     sint16 x, y;
1093 elmex 1.1
1094 root 1.8 for (i = 0; i < 9; i++)
1095     {
1096     x = op->x + freearr_x[i];
1097     y = op->y + freearr_y[i];
1098     m = op->map;
1099    
1100     mflags = get_map_flags (m, &m, x, y, &x, &y);
1101     if (mflags & P_OUT_OF_MAP)
1102     continue;
1103    
1104     /* Check everything in the square for trapness */
1105     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1106     {
1107     /* And now we'd better do an inventory traversal of each
1108     * of these objects inventory. Like above, only
1109     * do this for interesting objects.
1110     */
1111    
1112     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1113     {
1114     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1115     if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1116     {
1117     trap_show (tmp2, tmp);
1118     if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1119     {
1120     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1121     success += calc_skill_exp (op, tmp2, skill);
1122     }
1123     }
1124 root 1.6 }
1125 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1126     {
1127     trap_show (tmp, tmp);
1128     if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1129     {
1130     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1131     success += calc_skill_exp (op, tmp, skill);
1132 root 1.6 }
1133     }
1134     }
1135 elmex 1.1 }
1136 root 1.8 return success;
1137 elmex 1.1 }
1138    
1139    
1140     /* pray() - when this skill is called from do_skill(), it allows
1141     * the player to regain lost grace points at a faster rate. -b.t.
1142     * This always returns 0 - return value is used by calling function
1143     * such that if it returns true, player gets exp in that skill. This
1144     * the effect here can be done on demand, we probably don't want to
1145     * give infinite exp by returning true in any cases.
1146     */
1147    
1148 root 1.8 int
1149     pray (object *pl, object *skill)
1150     {
1151     char buf[MAX_BUF];
1152     object *tmp;
1153    
1154     if (pl->type != PLAYER)
1155     return 0;
1156    
1157     strcpy (buf, "You pray.");
1158    
1159     /* Check all objects - we could stop at floor objects,
1160     * but if someone buries an altar, I don't see a problem with
1161     * going through all the objects, and it shouldn't be much slower
1162     * than extra checks on object attributes.
1163     */
1164     for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1165     {
1166     /* Only if the altar actually belongs to someone do you get special benefits */
1167     if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1168     {
1169     sprintf (buf, "You pray over the %s.", &tmp->name);
1170     pray_at_altar (pl, tmp, skill);
1171     break; /* Only pray at one altar */
1172 root 1.6 }
1173 elmex 1.1 }
1174    
1175 root 1.8 new_draw_info (NDI_BLACK, 0, pl, buf);
1176    
1177     if (pl->stats.grace < pl->stats.maxgrace)
1178     {
1179     pl->stats.grace++;
1180     pl->last_grace = -1;
1181 elmex 1.1 }
1182 root 1.8 return 0;
1183 elmex 1.1 }
1184    
1185     /* This skill allows the player to regain a few sp or hp for a
1186     * brief period of concentration. No armour or weapons may be
1187     * wielded/applied for this to work. The amount of time needed
1188     * to concentrate and the # of points regained is dependant on
1189     * the level of the user. - b.t. thomas@astro.psu.edu
1190 root 1.8 */
1191 elmex 1.1
1192 root 1.8 void
1193     meditate (object *pl, object *skill)
1194     {
1195     object *tmp;
1196 elmex 1.1
1197 root 1.8 if (pl->type != PLAYER)
1198     return; /* players only */
1199 elmex 1.1
1200 root 1.8 /* check if pl has removed encumbering armour and weapons */
1201     if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1202     {
1203     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1204     return;
1205     }
1206     else
1207     {
1208     for (tmp = pl->inv; tmp; tmp = tmp->below)
1209     if (((tmp->type == ARMOUR && skill->level < 12)
1210     || (tmp->type == HELMET && skill->level < 10)
1211     || (tmp->type == SHIELD && skill->level < 6)
1212     || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED))
1213     {
1214     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1215     return;
1216 root 1.6 }
1217 elmex 1.1 }
1218    
1219 root 1.8 /* ok let's meditate! Spell points are regained first, then once
1220     * they are maxed we get back hp. Actual incrementing of values
1221     * is handled by the do_some_living() (in player.c). This way magical
1222     * bonuses for healing/sp regeneration are included properly
1223     * No matter what, we will eat up some playing time trying to
1224     * meditate. (see 'factor' variable for what sets the amount of time)
1225     */
1226    
1227     new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1228    
1229     if (pl->stats.sp < pl->stats.maxsp)
1230     {
1231     pl->stats.sp++;
1232     pl->last_sp = -1;
1233     }
1234     else if (pl->stats.hp < pl->stats.maxhp)
1235     {
1236     pl->stats.hp++;
1237     pl->last_heal = -1;
1238 elmex 1.1 }
1239     }
1240    
1241     /* write_note() - this routine allows players to inscribe messages in
1242     * ordinary 'books' (anything that is type BOOK). b.t.
1243     */
1244    
1245 root 1.8 static int
1246     write_note (object *pl, object *item, const char *msg, object *skill)
1247     {
1248     char buf[1024];
1249     object *newBook = NULL;
1250    
1251     /* a pair of sanity checks */
1252     if (!item || item->type != BOOK)
1253     return 0;
1254    
1255     if (!msg)
1256     {
1257     new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1258     new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1259     return 0;
1260 elmex 1.1 }
1261 root 1.8 if (strcasestr_local (msg, "endmsg"))
1262     {
1263     new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1264     return 0;
1265 elmex 1.1 }
1266    
1267 root 1.8 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1268     return strlen (msg);
1269    
1270     buf[0] = 0;
1271     if (!book_overflow (item->msg, msg, sizeof (buf)))
1272     { /* add msg string to book */
1273     if (item->msg)
1274     strcpy (buf, item->msg);
1275    
1276     strcat (buf, msg);
1277     strcat (buf, "\n"); /* new msg needs a LF */
1278     if (item->nrof > 1)
1279     {
1280     newBook = get_object ();
1281     copy_object (item, newBook);
1282     decrease_ob (item);
1283     esrv_send_item (pl, item);
1284     newBook->nrof = 1;
1285     newBook->msg = buf;
1286     newBook = insert_ob_in_ob (newBook, pl);
1287     esrv_send_item (pl, newBook);
1288     }
1289     else
1290     {
1291     item->msg = buf;
1292     /* This shouldn't be necessary - the object hasn't changed in any
1293     * visible way
1294     */
1295     /* esrv_send_item(pl, item); */
1296     }
1297     new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item));
1298 root 1.4 return strlen (msg);
1299 root 1.8 }
1300     else
1301     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item));
1302 elmex 1.1
1303 root 1.8 return 0;
1304 elmex 1.1 }
1305    
1306     /* write_scroll() - this routine allows players to inscribe spell scrolls
1307     * of spells which they know. Backfire effects are possible with the
1308     * severity of the backlash correlated with the difficulty of the scroll
1309     * that is attempted. -b.t. thomas@astro.psu.edu
1310     */
1311    
1312 root 1.8 static int
1313     write_scroll (object *pl, object *scroll, object *skill)
1314     {
1315     int success = 0, confused = 0;
1316     object *newscroll, *chosen_spell, *tmp;
1317    
1318     /* this is a sanity check */
1319     if (scroll->type != SCROLL)
1320     {
1321     new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1322     return 0;
1323     }
1324    
1325     /* Check if we are ready to attempt inscription */
1326     chosen_spell = pl->contr->ranges[range_magic];
1327     if (!chosen_spell)
1328     {
1329     new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1330     return 0;
1331     }
1332     if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1333     {
1334     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1335     return 0;
1336     }
1337     if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1338     {
1339     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1340     return 0;
1341 elmex 1.1 }
1342 root 1.8
1343     /* if there is a spell already on the scroll then player could easily
1344     * accidently read it while trying to write the new one. give player
1345     * a 50% chance to overwrite spell at their own level
1346     */
1347     if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1348     {
1349     new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1350     manual_apply (pl, scroll, 0);
1351     return 0;
1352 elmex 1.1 }
1353    
1354 root 1.8 /* ok, we are ready to try inscription */
1355     if (QUERY_FLAG (pl, FLAG_CONFUSED))
1356     confused = 1;
1357    
1358     /* Lost mana/grace no matter what */
1359     pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1360     pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1361    
1362     if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1363     {
1364     if (scroll->nrof > 1)
1365     {
1366     newscroll = get_object ();
1367     copy_object (scroll, newscroll);
1368     decrease_ob (scroll);
1369     newscroll->nrof = 1;
1370     }
1371     else
1372     {
1373     newscroll = scroll;
1374     }
1375    
1376     if (!confused)
1377     {
1378     newscroll->level = MAX (skill->level, chosen_spell->level);
1379     new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll.");
1380     }
1381     else
1382     {
1383     chosen_spell = find_random_spell_in_ob (pl, NULL);
1384     if (!chosen_spell)
1385 root 1.6 return 0;
1386 elmex 1.1
1387 root 1.8 newscroll->level = MAX (skill->level, chosen_spell->level);
1388     new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1389     }
1390 elmex 1.1
1391 root 1.8 if (newscroll->inv)
1392     {
1393     object *ninv;
1394    
1395     ninv = newscroll->inv;
1396     remove_ob (ninv);
1397     free_object (ninv);
1398     }
1399     tmp = get_object ();
1400     copy_object (chosen_spell, tmp);
1401     insert_ob_in_ob (tmp, newscroll);
1402    
1403     /* Same code as from treasure.c - so they can better merge.
1404     * if players want to sell them, so be it.
1405     */
1406     newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1407     newscroll->stats.exp = newscroll->value / 5;
1408    
1409     /* wait until finished manipulating the scroll before inserting it */
1410     if (newscroll == scroll)
1411     {
1412     /* Remove to correctly merge with other items which may exist in inventory */
1413     remove_ob (newscroll);
1414     esrv_del_item (pl->contr, newscroll->count);
1415     }
1416     newscroll = insert_ob_in_ob (newscroll, pl);
1417     esrv_send_item (pl, newscroll);
1418     success = calc_skill_exp (pl, newscroll, skill);
1419     if (!confused)
1420     success *= 2;
1421     success = success * skill->level;
1422     return success;
1423    
1424     }
1425     else
1426     { /* Inscription has failed */
1427    
1428     if (chosen_spell->level > skill->level || confused)
1429     { /*backfire! */
1430     new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1431     if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1432     drain_specific_stat (pl, 4);
1433     else
1434     {
1435     confuse_player (pl, pl, 99);
1436     return (-30 * chosen_spell->level);
1437 root 1.6 }
1438 root 1.8 }
1439     else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1440     {
1441     new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!");
1442     confuse_player (pl, pl, 99);
1443     }
1444     else
1445     new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll.");
1446 elmex 1.1 }
1447 root 1.8 return 0;
1448 elmex 1.1 }
1449    
1450     /* write_on_item() - wrapper for write_note and write_scroll */
1451 root 1.8 int
1452     write_on_item (object *pl, const char *params, object *skill)
1453     {
1454     object *item;
1455     const char *string = params;
1456     int msgtype;
1457     archetype *skat;
1458    
1459     if (pl->type != PLAYER)
1460     return 0;
1461    
1462     if (!params)
1463     {
1464     params = "";
1465     string = params;
1466     }
1467     skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1468    
1469     /* Need to be able to read before we can write! */
1470     if (!find_skill_by_name (pl, skat->clone.skill))
1471     {
1472     new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!");
1473     return 0;
1474 elmex 1.1 }
1475    
1476 root 1.8 /* if there is a message then it goes in a book and no message means
1477     * write active spell into the scroll
1478     */
1479     msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1480    
1481     /* find an item of correct type to write on */
1482     if (!(item = find_marked_object (pl)))
1483     {
1484     new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on.");
1485     return 0;
1486 elmex 1.1 }
1487    
1488 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1489     {
1490     new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1491     return 0;
1492 elmex 1.1 }
1493 root 1.8 if (msgtype != item->type)
1494     {
1495     new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll");
1496     return 0;
1497 elmex 1.1 }
1498    
1499 root 1.8 if (msgtype == SCROLL)
1500     {
1501     return write_scroll (pl, item, skill);
1502 elmex 1.1 }
1503 root 1.8 else if (msgtype == BOOK)
1504     {
1505     return write_note (pl, item, string, skill);
1506     }
1507     return 0;
1508 elmex 1.1 }
1509    
1510    
1511    
1512     /* find_throw_ob() - if we request an object, then
1513     * we search for it in the inventory of the owner (you've
1514     * got to be carrying something in order to throw it!).
1515     * If we didnt request an object, then the top object in inventory
1516     * (that is "throwable", ie no throwing your skills away!)
1517     * is the object of choice. Also check to see if object is
1518     * 'throwable' (ie not applied cursed obj, worn, etc).
1519     */
1520    
1521 root 1.8 static object *
1522     find_throw_ob (object *op, const char *request)
1523     {
1524     object *tmp;
1525    
1526     if (!op)
1527     { /* safety */
1528     LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1529     return (object *) NULL;
1530     }
1531    
1532     /* prefer marked item */
1533     tmp = find_marked_object (op);
1534     if (tmp != NULL)
1535     {
1536     /* can't toss invisible or inv-locked items */
1537     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1538     {
1539     tmp = NULL;
1540     }
1541     }
1542    
1543     /* look through the inventory */
1544     if (tmp == NULL)
1545     {
1546     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1547     {
1548     /* can't toss invisible or inv-locked items */
1549     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1550     continue;
1551     if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1552     break;
1553 elmex 1.1 }
1554     }
1555    
1556 root 1.8 /* this should prevent us from throwing away
1557     * cursed items, worn armour, etc. Only weapons
1558     * can be thrown from 'hand'.
1559     */
1560     if (!tmp)
1561     return NULL;
1562    
1563     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1564     {
1565     if (tmp->type != WEAPON)
1566     {
1567     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1568     tmp = NULL;
1569     }
1570     else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1571     {
1572     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1573     tmp = NULL;
1574     }
1575     else
1576     {
1577     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1578     {
1579     LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1580     tmp = NULL;
1581 root 1.6 }
1582     }
1583 root 1.8 }
1584     else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1585     {
1586     new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1587     tmp = NULL;
1588 elmex 1.1 }
1589    
1590 root 1.8 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1591     {
1592     LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1593     tmp = NULL;
1594 elmex 1.1 }
1595 root 1.8 return tmp;
1596 elmex 1.1 }
1597    
1598     /* make_throw_ob() We construct the 'carrier' object in
1599     * which we will insert the object that is being thrown.
1600     * This combination becomes the 'thrown object'. -b.t.
1601     */
1602    
1603 root 1.8 static object *
1604     make_throw_ob (object *orig)
1605     {
1606     object *toss_item;
1607 elmex 1.1
1608 root 1.8 if (!orig)
1609     return NULL;
1610 elmex 1.1
1611 root 1.8 toss_item = get_object ();
1612     if (QUERY_FLAG (orig, FLAG_APPLIED))
1613     {
1614     LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1615     /* insufficient workaround, but better than nothing */
1616     CLEAR_FLAG (orig, FLAG_APPLIED);
1617     }
1618     copy_object (orig, toss_item);
1619     toss_item->type = THROWN_OBJ;
1620     CLEAR_FLAG (toss_item, FLAG_CHANGING);
1621     toss_item->stats.dam = 0; /* default damage */
1622     insert_ob_in_ob (orig, toss_item);
1623     return toss_item;
1624 elmex 1.1 }
1625    
1626    
1627     /* do_throw() - op throws any object toss_item. This code
1628     * was borrowed from fire_bow.
1629     * Returns 1 if skill was successfully used, 0 if not
1630     */
1631    
1632 root 1.8 static int
1633     do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1634     {
1635     object *throw_ob = toss_item, *left = NULL;
1636     tag_t left_tag;
1637     int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1638     int pause_f, weight_f = 0, mflags;
1639     float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1640     mapstruct *m;
1641     sint16 sx, sy;
1642     tag_t tag;
1643    
1644     if (throw_ob == NULL)
1645     {
1646     if (op->type == PLAYER)
1647     {
1648     new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1649 root 1.6 }
1650 root 1.8 return 0;
1651 elmex 1.1 }
1652 root 1.8 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1653     {
1654     if (op->type == PLAYER)
1655     {
1656     new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1657 root 1.6 }
1658 root 1.8 return 0;
1659     }
1660    
1661     /* Because throwing effectiveness must be reduced by the
1662     * encumbrance of the thrower and weight of the object. THus,
1663     * we use the concept of 'effective strength' as defined below.
1664     */
1665    
1666     /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1667     if (str > MAX_STAT)
1668     {
1669     str_factor = (float) str / (float) MAX_STAT;
1670     str = MAX_STAT;
1671 elmex 1.1 }
1672    
1673 root 1.8 /* the more we carry, the less we can throw. Limit only on players */
1674     maxc = max_carry[str] * 1000;
1675     if (op->carrying > maxc && op->type == PLAYER)
1676     load_factor = (float) maxc / (float) op->carrying;
1677    
1678     /* lighter items are thrown harder, farther, faster */
1679     if (throw_ob->weight > 0)
1680     item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1681     else
1682     { /* 0 or negative weight?!? Odd object, can't throw it */
1683     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1684     return 0;
1685 elmex 1.1 }
1686 root 1.8
1687     eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1688     eff_str = (int) ((float) eff_str * item_factor * str_factor);
1689    
1690     /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1691     * account for super-strong throwers. */
1692     if (eff_str > MAX_STAT)
1693     eff_str = MAX_STAT;
1694 elmex 1.1
1695     #ifdef DEBUG_THROW
1696 root 1.8 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1697     LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1698     LOG (llevDebug, " str_factor=%f\n", str_factor);
1699     LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1700 elmex 1.1 #endif
1701    
1702 root 1.8 /* 3 things here prevent a throw, you aimed at your feet, you
1703     * have no effective throwing strength, or you threw at something
1704     * that flying objects can't get through.
1705     */
1706     mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1707    
1708     if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1709     {
1710    
1711     /* bounces off 'wall', and drops to feet */
1712     remove_ob (throw_ob);
1713     throw_ob->x = part->x;
1714     throw_ob->y = part->y;
1715     insert_ob_in_map (throw_ob, part->map, op, 0);
1716     if (op->type == PLAYER)
1717     {
1718     if (eff_str <= 1)
1719     {
1720     new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1721 root 1.6 }
1722 root 1.8 else if (!dir)
1723     {
1724     new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1725 root 1.6 }
1726 root 1.8 else
1727     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1728 root 1.6 }
1729 root 1.8 return 0;
1730     } /* if object can't be thrown */
1731    
1732     left = throw_ob; /* these are throwing objects left to the player */
1733     left_tag = left->count;
1734    
1735     /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1736     * and returns NULL. We must use 'left' then
1737     */
1738    
1739     if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1740     {
1741     throw_ob = left;
1742     remove_ob (left);
1743     if (op->type == PLAYER)
1744     esrv_del_item (op->contr, left->count);
1745     }
1746     else if (op->type == PLAYER)
1747     {
1748     if (was_destroyed (left, left_tag))
1749     esrv_del_item (op->contr, left_tag);
1750     else
1751     esrv_update_item (UPD_NROF, op, left);
1752     }
1753    
1754     /* special case: throwing powdery substances like dust, dirt */
1755     if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1756     {
1757     cast_dust (op, throw_ob, dir);
1758     return 1;
1759     }
1760    
1761     /* Make a thrown object -- insert real object in a 'carrier' object.
1762     * If unsuccessfull at making the "thrown_obj", we just reinsert
1763     * the original object back into inventory and exit
1764     */
1765     if ((toss_item = make_throw_ob (throw_ob)))
1766     {
1767     throw_ob = toss_item;
1768     throw_ob->skill = skill->skill;
1769 elmex 1.1 }
1770 root 1.8 else
1771     {
1772     insert_ob_in_ob (throw_ob, op);
1773     return 0;
1774 elmex 1.1 }
1775    
1776 root 1.8 set_owner (throw_ob, op);
1777     /* At some point in the attack code, the actual real object (op->inv)
1778     * becomes the hitter. As such, we need to make sure that has a proper
1779     * owner value so exp goes to the right place.
1780     */
1781     set_owner (throw_ob->inv, op);
1782     throw_ob->direction = dir;
1783     throw_ob->x = part->x;
1784     throw_ob->y = part->y;
1785    
1786     /* the damage bonus from the force of the throw */
1787     dam = (int) (str_factor * dam_bonus[eff_str]);
1788    
1789     /* Now, lets adjust the properties of the thrown_ob. */
1790    
1791     /* how far to fly */
1792     throw_ob->last_sp = (eff_str * 3) / 5;
1793    
1794     /* speed */
1795     throw_ob->speed = (speed_bonus[eff_str] + 1.0) / 1.5;
1796     throw_ob->speed = MIN (1.0, throw_ob->speed); /* no faster than an arrow! */
1797    
1798     /* item damage. Eff_str and item weight influence damage done */
1799     weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1800     throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1801    
1802     /* chance of breaking. Proportional to force used and weight of item */
1803     throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1804    
1805     /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1806     throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1807 elmex 1.1
1808 root 1.8
1809     /* the properties of objects which are meant to be thrown (ie dart,
1810     * throwing knife, etc) will differ from ordinary items. Lets tailor
1811     * this stuff in here.
1812     */
1813    
1814     if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1815     {
1816     throw_ob->last_sp += eff_str / 3; /* fly a little further */
1817     throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1818     throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1819     /* only throw objects get directional faces */
1820     if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1821     SET_ANIMATION (throw_ob, dir);
1822     }
1823     else
1824     {
1825     /* some materials will adjust properties.. */
1826     if (throw_ob->material & M_LEATHER)
1827     {
1828     throw_ob->stats.dam -= 1;
1829     throw_ob->stats.food -= 10;
1830     }
1831     if (throw_ob->material & M_GLASS)
1832     throw_ob->stats.food += 60;
1833    
1834     if (throw_ob->material & M_ORGANIC)
1835     {
1836     throw_ob->stats.dam -= 3;
1837     throw_ob->stats.food += 55;
1838     }
1839     if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH)
1840     {
1841     throw_ob->stats.dam -= 5;
1842     throw_ob->speed *= 0.8;
1843     throw_ob->stats.wc += 3;
1844     throw_ob->stats.food -= 30;
1845     }
1846     /* light obj have more wind resistance, fly slower */
1847     if (throw_ob->weight > 500)
1848     throw_ob->speed *= 0.8;
1849     if (throw_ob->weight > 50)
1850     throw_ob->speed *= 0.5;
1851    
1852     } /* else tailor thrown object */
1853    
1854     /* some limits, and safeties (needed?) */
1855     if (throw_ob->stats.dam < 0)
1856     throw_ob->stats.dam = 0;
1857     if (throw_ob->last_sp > eff_str)
1858     throw_ob->last_sp = eff_str;
1859     if (throw_ob->stats.food < 0)
1860     throw_ob->stats.food = 0;
1861     if (throw_ob->stats.food > 100)
1862     throw_ob->stats.food = 100;
1863     if (throw_ob->stats.wc > 30)
1864     throw_ob->stats.wc = 30;
1865    
1866     /* how long to pause the thrower. Higher values mean less pause */
1867     pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1868    
1869     /* Put a lower limit on this */
1870     if (pause_f < 10)
1871     pause_f = 10;
1872     if (pause_f > 100)
1873     pause_f = 100;
1874    
1875     /* Changed in 0.94.2 - the calculation before was really goofy.
1876     * In short summary, a throw can take anywhere between speed 5 and
1877     * speed 0.5
1878     */
1879     op->speed_left -= 50 / pause_f;
1880    
1881     update_ob_speed (throw_ob);
1882     throw_ob->speed_left = 0;
1883     throw_ob->map = part->map;
1884    
1885     throw_ob->move_type = MOVE_FLY_LOW;
1886     throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1887 elmex 1.1
1888     #if 0
1889 root 1.8 /* need to put in a good sound for this */
1890     play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1891 elmex 1.1 #endif
1892 root 1.8
1893 elmex 1.1 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1894 root 1.8 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1895 elmex 1.1 #ifdef DEBUG_THROW
1896 root 1.8 LOG (llevDebug, " pause_f=%d \n", pause_f);
1897     LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1898     throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1899     LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1900 elmex 1.1 #endif
1901 root 1.8 tag = throw_ob->count;
1902     insert_ob_in_map (throw_ob, part->map, op, 0);
1903     if (!was_destroyed (throw_ob, tag))
1904     move_arrow (throw_ob);
1905     return 1;
1906     }
1907    
1908     int
1909     skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1910     {
1911     object *throw_ob;
1912    
1913     if (op->type == PLAYER)
1914     throw_ob = find_throw_ob (op, params);
1915     else
1916     throw_ob = find_mon_throw_ob (op);
1917 elmex 1.1
1918 root 1.8 return do_throw (op, part, throw_ob, dir, skill);
1919 elmex 1.1 }