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Revision: 1.96
Committed: Thu Apr 28 14:58:08 2011 UTC (13 years ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.95: +70 -7 lines
Log Message:
implemented quad wall and floor removing and open_space exits.

File Contents

# 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 1.95 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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 1.87 op->failmsg ("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 root 1.86 if (equip->type == WEAPON && equip->flag [FLAG_APPLIED])
71 root 1.56 roll -= equip->weight / 10000;
72    
73 root 1.86 if (equip->type == BOW && equip->flag [FLAG_APPLIED])
74 root 1.8 roll -= equip->weight / 5000;
75 root 1.56
76 root 1.86 if (equip->type == SHIELD && equip->flag [FLAG_APPLIED])
77 root 1.56 roll -= equip->weight / 2000;
78    
79 root 1.86 if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED])
80 root 1.8 roll -= equip->weight / 5000;
81 root 1.56
82 root 1.86 if (equip->type == GLOVES && equip->flag [FLAG_APPLIED])
83 root 1.8 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 root 1.86 op->clr_flag (FLAG_UNAGGRESSIVE);
120 root 1.87 who->failmsg ("Your attempt is prevented!");
121 root 1.8 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 root 1.87 who->failmsg ("You can't steal from the dungeon master!\n");
133 root 1.8 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 root 1.87 who->failmsg ("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 1.86 if (tmp->flag [FLAG_APPLIED]
159 root 1.32 || !tmp->type
160 elmex 1.17 || tmp->type == SPELL
161 root 1.86 || tmp->flag [FLAG_STARTEQUIP]
162     || tmp->flag [FLAG_NO_STEAL]
163 root 1.32 || 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 root 1.86 tmp->clr_flag (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 1.86 op->clr_flag (FLAG_UNAGGRESSIVE);
221 root 1.8 /* all remaining npc items are guarded now. Set flag NO_STEAL
222     * on the victim.
223     */
224 root 1.86 op->set_flag (FLAG_NO_STEAL);
225 root 1.8 }
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 root 1.86 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
293 root 1.8 continue;
294    
295     /* do not reveal hidden DMs */
296 root 1.86 if (tmp->type == PLAYER && tmp->flag [FLAG_WIZ] && tmp->contr->hidden)
297 root 1.8 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 root 1.86 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
306 root 1.8 {
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 root 1.87 pl->failmsg ("There is no lock there.");
370 root 1.8 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 root 1.87 pl->failmsg ("There is no lock there.");
380 root 1.8 return 0;
381 elmex 1.1 }
382 root 1.87
383 root 1.8 if (tmp->type == LOCKED_DOOR)
384     {
385 root 1.87 pl->failmsg ("You can't pick that lock! H<You need the right key, no matter how skilled you might be.>");
386 root 1.8 return 0;
387 elmex 1.1 }
388    
389 root 1.8 if (!tmp->move_block)
390     {
391 root 1.87 pl->failmsg ("The door has no lock!");
392 root 1.8 return 0;
393 elmex 1.1 }
394    
395 root 1.8 if (attempt_pick_lock (tmp, pl, skill))
396     {
397     new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
398     return calc_skill_exp (pl, NULL, skill);
399     }
400     else
401     {
402     new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
403     return 0;
404 elmex 1.1 }
405 root 1.8 }
406 elmex 1.1
407     /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
408     * a short while (success and duration dependant on player SK_level,
409     * dexterity, charisma, and map difficulty).
410     * Players have a good chance of becoming 'unhidden' if they move
411     * and like invisiblity will be come visible if they attack
412     * Implemented by b.t. (thomas@astro.psu.edu)
413     * July 7, 1995 - made hiding possible for monsters. -b.t.
414 root 1.8 */
415     static int
416     attempt_hide (object *op, object *skill)
417     {
418     int number, difficulty = op->map->difficulty;
419     int terrain = hideability (op);
420    
421     if (terrain < -10) /* not enough cover here */
422     return 0;
423 elmex 1.1
424 root 1.8 /* Hiding success and duration dependant on skill level,
425     * op->stats.Dex, map difficulty and terrain.
426     */
427 root 1.35 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
428 elmex 1.1
429 root 1.8 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
430     {
431     op->invisible += 100; /* set the level of 'hiddeness' */
432 root 1.35
433 root 1.8 if (op->type == PLAYER)
434     op->contr->tmp_invis = 1;
435 root 1.35
436 root 1.57 op->flag [FLAG_HIDDEN] = 1;
437 root 1.8 return 1;
438 elmex 1.1 }
439 root 1.35
440 root 1.8 return 0;
441 elmex 1.1 }
442    
443     /* patched this to take terrain into consideration */
444 root 1.8 int
445     hide (object *op, object *skill)
446     {
447     /* the preliminaries -- Can we really hide now? */
448     /* this keeps monsters from using invisibilty spells and hiding */
449 elmex 1.1
450 root 1.86 if (op->flag [FLAG_MAKE_INVIS])
451 root 1.8 {
452     new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
453     return 0;
454     }
455 root 1.57 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
456 root 1.8 {
457     new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
458     make_visible (op);
459     }
460 elmex 1.1
461 root 1.35 if (op->invisible > 50 * skill->level)
462 root 1.8 {
463     new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
464     return 0;
465 elmex 1.1 }
466 root 1.8
467     if (attempt_hide (op, skill))
468     {
469     new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
470     update_object (op, UP_OBJ_FACE);
471     return calc_skill_exp (op, NULL, skill);
472 elmex 1.1 }
473 root 1.35
474 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
475     return 0;
476 elmex 1.1 }
477    
478     /* stop_jump() - End of jump. Clear flags, restore the map, and
479     * freeze the jumper a while to simulate the exhaustion
480     * of jumping.
481     */
482 root 1.8 static void
483     stop_jump (object *pl, int dist, int spaces)
484     {
485 root 1.18 pl->update_stats ();
486 root 1.20 pl->map->insert (pl, pl->x, pl->y, pl);
487 root 1.74 pl->speed_left -= pl->speed * 8.;
488 elmex 1.1 }
489    
490 root 1.8 static int
491     attempt_jump (object *pl, int dir, int spaces, object *skill)
492     {
493     object *tmp;
494 root 1.54 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
495 root 1.8 sint16 x, y;
496 root 1.11 maptile *m;
497 root 1.8
498 root 1.43 /* Jump loop. Go through spaces object wants to jump. Halt the
499 root 1.8 * jump if a wall or creature is in the way. We set FLAG_FLYING
500     * temporarily to allow player to aviod exits/archs that are not
501     * fly_on, fly_off. This will also prevent pickup of objects
502     * while jumping over them.
503     */
504 root 1.12 pl->remove ();
505 root 1.8 pl->move_type |= MOVE_FLY_LOW;
506 root 1.6
507 root 1.8 for (i = 0; i <= spaces; i++)
508     {
509     x = pl->x + dx;
510     y = pl->y + dy;
511     m = pl->map;
512    
513     mflags = get_map_flags (m, &m, x, y, &x, &y);
514    
515     if (mflags & P_OUT_OF_MAP)
516     {
517 root 1.43 stop_jump (pl, i, spaces);
518 root 1.8 return 0;
519     }
520 root 1.43
521 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
522 root 1.8 {
523     /* Jump into creature */
524 root 1.86 if (tmp->flag [FLAG_MONSTER]
525     || (tmp->type == PLAYER && (!tmp->flag [FLAG_WIZ] || !tmp->contr->hidden)))
526 root 1.8 {
527     new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
528 root 1.43
529     stop_jump (pl, i, spaces);
530    
531 root 1.54 int exp = 0;
532    
533     if (tmp->type != PLAYER
534     || (pl->type == PLAYER && !pl->contr->party)
535     || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
536 root 1.8 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
537 root 1.43
538 root 1.8 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
539 root 1.6 }
540     }
541 root 1.44
542 root 1.54 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
543     {
544     new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
545     stop_jump (pl, i, spaces);
546     return 0;
547     }
548    
549 root 1.8 pl->x = x;
550     pl->y = y;
551     pl->map = m;
552 elmex 1.59
553     if (m->at (x, y).move_on & pl->move_type)
554     {
555     new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
556     stop_jump (pl, i, spaces);
557     return 0;
558     }
559 elmex 1.1 }
560 root 1.44
561 root 1.8 stop_jump (pl, i, spaces);
562 root 1.44
563 root 1.8 return calc_skill_exp (pl, NULL, skill);
564 elmex 1.1 }
565    
566     /* jump() - this is both a new type of movement for player/monsters and
567     * an attack as well.
568     * Perhaps we should allow more spaces based on level, eg, level 50
569     * jumper can jump several spaces?
570 root 1.8 */
571     int
572     jump (object *pl, int dir, object *skill)
573 elmex 1.1 {
574 root 1.8 int str = pl->stats.Str;
575     int dex = pl->stats.Dex;
576    
577     dex = dex ? dex : 15;
578     str = str ? str : 10;
579    
580 root 1.43 int stats = str * str * str * dex * skill->level;
581 root 1.46 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
582 root 1.8
583 root 1.43 if (spaces == 0)
584 root 1.8 {
585 root 1.87 pl->failmsg ("You are carrying too much weight to jump.");
586 root 1.8 return 0;
587 elmex 1.1 }
588 root 1.43
589 root 1.8 return attempt_jump (pl, dir, spaces, skill);
590 elmex 1.1 }
591    
592     /* skill_ident() - this code is supposed to allow players to identify
593     * classes of objects with the various "auto-ident" skills. Player must
594     * have unidentified objects of the right type in order for the skill
595     * to work. While multiple classes of objects may be identified,
596     * this code is kind of yucky -- it would be nice to make it a bit
597     * more generalized. Right now, skill indices are embedded in this routine.
598     * Returns amount of experience gained (on successful ident).
599     * - b.t. (thomas@astro.psu.edu)
600     */
601 root 1.8 static int
602     do_skill_detect_curse (object *pl, object *skill)
603     {
604     int success = 0;
605    
606 root 1.92 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
607 root 1.8 if (!tmp->invisible
608 root 1.92 && tmp->need_identify ()
609 root 1.86 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
610 root 1.92 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
611     && tmp->item_power < skill->level)
612 root 1.8 {
613 root 1.86 tmp->set_flag (FLAG_KNOWN_CURSED);
614 root 1.8 esrv_update_item (UPD_FLAGS, pl, tmp);
615     success += calc_skill_exp (pl, tmp, skill);
616     }
617    
618     /* Check ground, too, but only objects the player could pick up */
619 root 1.92 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
620     if (can_pick (pl, tmp)
621     && tmp->need_identify ()
622     && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
623     && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
624     && tmp->item_power < skill->level)
625 root 1.8 {
626 root 1.86 tmp->set_flag (FLAG_KNOWN_CURSED);
627 root 1.8 esrv_update_item (UPD_FLAGS, pl, tmp);
628     success += calc_skill_exp (pl, tmp, skill);
629     }
630    
631     return success;
632     }
633    
634     static int
635     do_skill_detect_magic (object *pl, object *skill)
636     {
637     int success = 0;
638    
639 root 1.92 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
640 root 1.8 if (!tmp->invisible
641 root 1.92 && tmp->need_identify ()
642 root 1.86 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
643 root 1.92 && is_magical (tmp)
644     && tmp->item_power < skill->level)
645 root 1.8 {
646 root 1.86 tmp->set_flag (FLAG_KNOWN_MAGICAL);
647 root 1.8 esrv_update_item (UPD_FLAGS, pl, tmp);
648     success += calc_skill_exp (pl, tmp, skill);
649     }
650    
651     /* Check ground, too, but like above, only if the object can be picked up */
652 root 1.92 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
653 root 1.93 if (can_pick (pl, tmp)
654 root 1.92 && tmp->need_identify ()
655     && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
656     && is_magical (tmp)
657     && tmp->item_power < skill->level)
658 root 1.8 {
659 root 1.86 tmp->set_flag (FLAG_KNOWN_MAGICAL);
660 root 1.8 esrv_update_item (UPD_FLAGS, pl, tmp);
661     success += calc_skill_exp (pl, tmp, skill);
662     }
663 elmex 1.1
664 root 1.8 return success;
665 elmex 1.1 }
666    
667     /* Helper function for do_skill_ident, so that we can loop
668     * over inventory AND objects on the ground conveniently.
669     */
670 root 1.70 static int
671 root 1.8 do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
672 elmex 1.1 {
673 root 1.8 int success = 0, chance;
674     int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
675 elmex 1.1
676 root 1.92 if (!tmp->flag [FLAG_IDENTIFIED]
677     && !tmp->flag [FLAG_NO_SKILL_IDENT]
678     && tmp->need_identify ()
679     && !tmp->invisible
680     && tmp->type == obj_class)
681 root 1.8 {
682     chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
683 elmex 1.1
684 root 1.8 if (skill_value >= chance)
685     {
686     identify (tmp);
687    
688     if (pl->type == PLAYER)
689     {
690     new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
691    
692     if (tmp->msg)
693     {
694     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
695     new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
696     }
697 root 1.50 }
698 elmex 1.1
699 root 1.8 success += calc_skill_exp (pl, tmp, skill);
700     }
701     else
702 root 1.86 tmp->set_flag (FLAG_NO_SKILL_IDENT);
703 root 1.8 }
704 elmex 1.1
705 root 1.8 return success;
706 elmex 1.1 }
707    
708     /* do_skill_ident() - workhorse for skill_ident() -b.t.
709     */
710 root 1.8 static int
711     do_skill_ident (object *pl, int obj_class, object *skill)
712     {
713     int success = 0;
714    
715 root 1.39 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
716 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
717     /* check the ground */
718 elmex 1.1
719 root 1.39 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
720 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
721 elmex 1.1
722 root 1.8 return success;
723     }
724 elmex 1.1
725 root 1.8 int
726     skill_ident (object *pl, object *skill)
727     {
728     int success = 0;
729 elmex 1.1
730 root 1.8 if (pl->type != PLAYER)
731     return 0; /* only players will skill-identify */
732 elmex 1.1
733 root 1.8 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
734 elmex 1.1
735 root 1.8 switch (skill->subtype)
736     {
737 root 1.39 case SK_SMITHERY:
738     success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
739     + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
740     + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
741     + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
742     break;
743    
744     case SK_BOWYER:
745     success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
746     break;
747 root 1.6
748 root 1.39 case SK_ALCHEMY:
749     success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
750     + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
751     break;
752    
753     case SK_WOODSMAN:
754     success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
755     break;
756    
757     case SK_JEWELER:
758     success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
759     break;
760    
761     case SK_LITERACY:
762     success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
763     break;
764    
765     case SK_THAUMATURGY:
766     success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
767     break;
768    
769     case SK_DET_CURSE:
770     success = do_skill_detect_curse (pl, skill);
771     if (success)
772 root 1.87 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!");
773 root 1.39 break;
774    
775     case SK_DET_MAGIC:
776     success = do_skill_detect_magic (pl, skill);
777     if (success)
778 root 1.87 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover items imbued with mystic forces!");
779 root 1.39 break;
780    
781     default:
782     LOG (llevError, "Error: bad call to skill_ident()\n");
783     return 0;
784 elmex 1.1 }
785 root 1.39
786 root 1.8 if (!success)
787 root 1.87 new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more.");
788 root 1.39
789 root 1.8 return success;
790 elmex 1.1 }
791 root 1.8
792 elmex 1.1 /* players using this skill can 'charm' a monster --
793     * into working for them. It can only be used on
794     * non-special (see below) 'neutral' creatures.
795     * -b.t. (thomas@astro.psu.edu)
796     */
797 root 1.8 int
798     use_oratory (object *pl, int dir, object *skill)
799     {
800     if (pl->type != PLAYER)
801     return 0; /* only players use this skill */
802 root 1.33
803 root 1.81 if (!dir)
804     {
805     pl->failmsg ("In what direction?");
806     return 0;
807     }
808    
809 root 1.34 sint16 x = pl->x + freearr_x[dir],
810     y = pl->y + freearr_y[dir];
811     maptile *m = pl->map;
812    
813     int mflags = get_map_flags (m, &m, x, y, &x, &y);
814 root 1.8 if (mflags & P_OUT_OF_MAP)
815     return 0;
816    
817     /* Save some processing - we have the flag already anyways
818     */
819     if (!(mflags & P_IS_ALIVE))
820     {
821 root 1.87 pl->failmsg ("There is nothing to orate to.");
822 root 1.8 return 0;
823 elmex 1.1 }
824    
825 root 1.34 object *tmp;
826 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
827 root 1.8 {
828     /* can't persuade players - return because there is nothing else
829     * on that space to charm. Same for multi space monsters and
830     * special monsters - we don't allow them to be charmed, and there
831     * is no reason to do further processing since they should be the
832     * only monster on the space.
833     */
834 root 1.33 if (tmp->type == PLAYER
835     || tmp->more || tmp->head_ () != tmp
836     || tmp->msg)
837 root 1.8 return 0;
838 elmex 1.1
839 root 1.86 if (tmp->flag [FLAG_MONSTER])
840 root 1.8 break;
841 elmex 1.1 }
842    
843 root 1.8 if (!tmp)
844     {
845 root 1.87 pl->failmsg ("There is nothing to orate to.");
846 root 1.8 return 0;
847 elmex 1.1 }
848    
849 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
850    
851     /* the following conditions limit who may be 'charmed' */
852 elmex 1.1
853 root 1.8 /* it's hostile! */
854 root 1.86 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
855 root 1.8 {
856     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
857     return 0;
858     }
859 elmex 1.1
860 root 1.8 /* it's already allied! */
861 root 1.86 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
862 root 1.8 {
863 root 1.15 if (tmp->owner == pl)
864 root 1.8 {
865     new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
866     return 0;
867     }
868     else if (skill->level > tmp->level)
869     {
870     /* you steal the follower. Perhaps we should really look at the
871     * level of the owner above?
872     */
873 root 1.15 tmp->set_owner (pl);
874 root 1.33 tmp->skill = skill->skill;
875    
876 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
877     /* Abuse fix - don't give exp since this can otherwise
878     * be used by a couple players to gets lots of exp.
879     */
880     return 0;
881     }
882     else
883     {
884     /* In this case, you can't steal it from the other player */
885     return 0;
886 root 1.6 }
887 root 1.8 } /* Creature was already a pet of someone */
888 elmex 1.1
889 root 1.34 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
890 elmex 1.1
891 root 1.8 /* Ok, got a 'sucker' lets try to make them a follower */
892 root 1.34 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
893 root 1.8 {
894     new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
895    
896 root 1.53 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
897 root 1.15 tmp->set_owner (pl);
898 root 1.33 tmp->skill = skill->skill;
899 root 1.8 tmp->stats.exp = 0;
900     tmp->attack_movement = PETMOVE;
901 root 1.42
902 root 1.86 if (!tmp->flag [FLAG_FRIENDLY])
903 root 1.42 add_friendly_object (tmp);
904    
905 root 1.8 return calc_skill_exp (pl, tmp, skill);
906     }
907     /* Charm failed. Creature may be angry now */
908     else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
909     {
910     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
911 root 1.86 if (tmp->flag [FLAG_FRIENDLY])
912 root 1.8 {
913     remove_friendly_object (tmp);
914     tmp->attack_movement = 0; /* needed? */
915 root 1.6 }
916 root 1.27
917 root 1.86 tmp->clr_flag (FLAG_UNAGGRESSIVE);
918 elmex 1.1 }
919 root 1.25
920 root 1.8 return 0; /* Fall through - if we get here, we didn't charm anything */
921 elmex 1.1 }
922    
923     /* Singing() -this skill allows the player to pacify nearby creatures.
924     * There are few limitations on who/what kind of
925     * non-player creatures that may be pacified. Right now, a player
926     * may pacify creatures which have Int == 0. In this routine, once
927     * successfully pacified the creature gets Int=1. Thus, a player
928     * may only pacify a creature once.
929     * BTW, I appologize for the naming of the skill, I couldnt think
930     * of anything better! -b.t.
931     */
932 root 1.8 int
933     singing (object *pl, int dir, object *skill)
934     {
935 root 1.34 int i, exp = 0;
936 root 1.8 object *tmp;
937 root 1.11 maptile *m;
938 root 1.8 sint16 x, y;
939    
940     if (pl->type != PLAYER)
941     return 0; /* only players use this skill */
942    
943 root 1.81 if (!dir)
944     {
945     pl->failmsg ("In what direction?");
946     return 0;
947     }
948    
949 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
950 root 1.81 for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir;
951     i < min (skill->level, SIZEOFFREE);
952     i++)
953 root 1.8 {
954     x = pl->x + freearr_x[i];
955     y = pl->y + freearr_y[i];
956     m = pl->map;
957    
958 root 1.34 int mflags = get_map_flags (m, &m, x, y, &x, &y);
959 root 1.8 if (mflags & P_OUT_OF_MAP)
960     continue;
961     if (!(mflags & P_IS_ALIVE))
962     continue;
963    
964 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
965 root 1.8 {
966 root 1.86 if (tmp->flag [FLAG_MONSTER])
967 root 1.8 break;
968     /* can't affect players */
969     if (tmp->type == PLAYER)
970     break;
971     }
972    
973     /* Whole bunch of checks to see if this is a type of monster that would
974     * listen to singing.
975     */
976 root 1.86 if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */
977     !tmp->flag [FLAG_SPLITTING] && /* no ears */
978     !tmp->flag [FLAG_HITBACK] && /* was here before */
979     (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */
980     !tmp->flag [FLAG_FRIENDLY])
981 root 1.8 { /* already calm */
982    
983     /* stealing isn't really related (although, maybe it should
984     * be). This is mainly to prevent singing to the same monster
985     * over and over again and getting exp for it.
986     */
987 root 1.34 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
988    
989     if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
990 root 1.8 {
991 root 1.86 tmp->set_flag (FLAG_UNAGGRESSIVE);
992 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
993     /* Give exp only if they are not aware */
994 root 1.34
995 root 1.86 if (!tmp->flag [FLAG_NO_STEAL])
996 root 1.8 exp += calc_skill_exp (pl, tmp, skill);
997 root 1.34
998 root 1.86 tmp->set_flag (FLAG_NO_STEAL);
999 root 1.8 }
1000     else
1001     {
1002     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
1003 root 1.86 tmp->set_flag (FLAG_NO_STEAL);
1004 root 1.6 }
1005     }
1006 elmex 1.1 }
1007 root 1.8 return exp;
1008 elmex 1.1 }
1009    
1010     /* The find_traps skill (aka, search). Checks for traps
1011     * on the spaces or in certain objects
1012     */
1013 root 1.8 int
1014     find_traps (object *pl, object *skill)
1015     {
1016     object *tmp, *tmp2;
1017     int i, expsum = 0, mflags;
1018     sint16 x, y;
1019 root 1.11 maptile *m;
1020 root 1.8
1021     /* First we search all around us for runes and traps, which are
1022     * all type RUNE
1023     */
1024     for (i = 0; i < 9; i++)
1025     {
1026     x = pl->x + freearr_x[i];
1027     y = pl->y + freearr_y[i];
1028     m = pl->map;
1029    
1030     mflags = get_map_flags (m, &m, x, y, &x, &y);
1031     if (mflags & P_OUT_OF_MAP)
1032     continue;
1033    
1034     /* Check everything in the square for trapness */
1035 root 1.73 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1036 root 1.8 {
1037     /* And now we'd better do an inventory traversal of each
1038     * of these objects' inventory
1039     * We can narrow this down a bit - no reason to search through
1040     * the players inventory or monsters for that matter.
1041     */
1042 root 1.86 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1043 root 1.73 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1044     if (tmp2->type == RUNE || tmp2->type == TRAP)
1045     if (trap_see (pl, tmp2))
1046     {
1047     trap_show (tmp2, tmp);
1048     if (tmp2->stats.Cha > 1)
1049     {
1050     if (!tmp2->owner || tmp2->owner->type != PLAYER)
1051     expsum += calc_skill_exp (pl, tmp2, skill);
1052    
1053     tmp2->stats.Cha = 1; /* unhide the trap */
1054     }
1055     }
1056    
1057 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1058     {
1059     trap_show (tmp, tmp);
1060     if (tmp->stats.Cha > 1)
1061     {
1062     if (!tmp->owner || tmp->owner->type != PLAYER)
1063     expsum += calc_skill_exp (pl, tmp, skill);
1064     tmp->stats.Cha = 1; /* unhide the trap */
1065 root 1.6 }
1066     }
1067     }
1068 elmex 1.1 }
1069 root 1.73
1070 root 1.8 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1071     return expsum;
1072     }
1073 elmex 1.1
1074     /* remove_trap() - This skill will disarm any previously discovered trap
1075     * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1076 root 1.8 */
1077     int
1078     remove_trap (object *op, int dir, object *skill)
1079     {
1080     object *tmp, *tmp2;
1081     int i, success = 0, mflags;
1082 root 1.11 maptile *m;
1083 root 1.8 sint16 x, y;
1084 elmex 1.1
1085 root 1.8 for (i = 0; i < 9; i++)
1086     {
1087     x = op->x + freearr_x[i];
1088     y = op->y + freearr_y[i];
1089     m = op->map;
1090    
1091     mflags = get_map_flags (m, &m, x, y, &x, &y);
1092     if (mflags & P_OUT_OF_MAP)
1093     continue;
1094    
1095     /* Check everything in the square for trapness */
1096 root 1.69 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1097 root 1.8 {
1098     /* And now we'd better do an inventory traversal of each
1099     * of these objects inventory. Like above, only
1100     * do this for interesting objects.
1101     */
1102    
1103 root 1.86 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1104 root 1.8 {
1105 root 1.69 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1106 root 1.8 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1107     {
1108     trap_show (tmp2, tmp);
1109 root 1.69
1110 root 1.8 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1111     {
1112     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1113     success += calc_skill_exp (op, tmp2, skill);
1114     }
1115     }
1116 root 1.6 }
1117 root 1.69
1118 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1119     {
1120     trap_show (tmp, tmp);
1121 root 1.68
1122 root 1.8 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1123     {
1124     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1125     success += calc_skill_exp (op, tmp, skill);
1126 root 1.6 }
1127     }
1128     }
1129 elmex 1.1 }
1130 root 1.40
1131 root 1.8 return success;
1132 elmex 1.1 }
1133    
1134     /* pray() - when this skill is called from do_skill(), it allows
1135     * the player to regain lost grace points at a faster rate. -b.t.
1136     * This always returns 0 - return value is used by calling function
1137     * such that if it returns true, player gets exp in that skill. This
1138     * the effect here can be done on demand, we probably don't want to
1139     * give infinite exp by returning true in any cases.
1140     */
1141 root 1.8 int
1142     pray (object *pl, object *skill)
1143     {
1144     char buf[MAX_BUF];
1145     object *tmp;
1146    
1147     if (pl->type != PLAYER)
1148     return 0;
1149    
1150     strcpy (buf, "You pray.");
1151    
1152     /* Check all objects - we could stop at floor objects,
1153     * but if someone buries an altar, I don't see a problem with
1154     * going through all the objects, and it shouldn't be much slower
1155     * than extra checks on object attributes.
1156     */
1157 root 1.68 for (tmp = pl->below; tmp; tmp = tmp->below)
1158 root 1.8 {
1159     /* Only if the altar actually belongs to someone do you get special benefits */
1160     if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1161     {
1162     sprintf (buf, "You pray over the %s.", &tmp->name);
1163     pray_at_altar (pl, tmp, skill);
1164     break; /* Only pray at one altar */
1165 root 1.6 }
1166 elmex 1.1 }
1167    
1168 root 1.8 new_draw_info (NDI_BLACK, 0, pl, buf);
1169    
1170     if (pl->stats.grace < pl->stats.maxgrace)
1171     {
1172     pl->stats.grace++;
1173     pl->last_grace = -1;
1174 elmex 1.1 }
1175 root 1.40
1176 root 1.8 return 0;
1177 elmex 1.1 }
1178    
1179     /* This skill allows the player to regain a few sp or hp for a
1180     * brief period of concentration. No armour or weapons may be
1181     * wielded/applied for this to work. The amount of time needed
1182     * to concentrate and the # of points regained is dependant on
1183     * the level of the user. - b.t. thomas@astro.psu.edu
1184 root 1.8 */
1185     void
1186     meditate (object *pl, object *skill)
1187     {
1188     object *tmp;
1189 elmex 1.1
1190 root 1.8 if (pl->type != PLAYER)
1191     return; /* players only */
1192 elmex 1.1
1193 root 1.8 /* check if pl has removed encumbering armour and weapons */
1194 root 1.90 if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6)
1195 root 1.8 {
1196 root 1.87 pl->failmsg ("You can't concentrate while wielding a weapon!\n");
1197 root 1.8 return;
1198     }
1199     else
1200     {
1201     for (tmp = pl->inv; tmp; tmp = tmp->below)
1202 root 1.35 if (((tmp->type == ARMOUR && skill->level < 12)
1203 root 1.8 || (tmp->type == HELMET && skill->level < 10)
1204 root 1.35 || (tmp->type == SHIELD && skill->level < 6)
1205     || (tmp->type == BOOTS && skill->level < 4)
1206     || (tmp->type == GLOVES && skill->level < 2))
1207 root 1.86 && tmp->flag [FLAG_APPLIED])
1208 root 1.8 {
1209 root 1.87 pl->failmsg ("You can't concentrate while wearing so much armour!\n");
1210 root 1.8 return;
1211 root 1.6 }
1212 elmex 1.1 }
1213    
1214 root 1.8 /* ok let's meditate! Spell points are regained first, then once
1215     * they are maxed we get back hp. Actual incrementing of values
1216     * is handled by the do_some_living() (in player.c). This way magical
1217     * bonuses for healing/sp regeneration are included properly
1218     * No matter what, we will eat up some playing time trying to
1219     * meditate. (see 'factor' variable for what sets the amount of time)
1220     */
1221    
1222     new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1223    
1224     if (pl->stats.sp < pl->stats.maxsp)
1225     {
1226     pl->stats.sp++;
1227     pl->last_sp = -1;
1228     }
1229     else if (pl->stats.hp < pl->stats.maxhp)
1230     {
1231     pl->stats.hp++;
1232     pl->last_heal = -1;
1233 elmex 1.1 }
1234     }
1235    
1236     /* write_note() - this routine allows players to inscribe messages in
1237 root 1.40 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1238 elmex 1.1 */
1239 root 1.8 static int
1240     write_note (object *pl, object *item, const char *msg, object *skill)
1241     {
1242 sf-marcmagus 1.65 if (!msg_is_safe (msg))
1243 root 1.8 {
1244 root 1.87 pl->failmsg ("Trying to cheat now are we? H<@-signs are not allowed in notes.>");
1245 sf-marcmagus 1.65 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1246 root 1.8 return 0;
1247 elmex 1.1 }
1248 root 1.24
1249 root 1.40 int len = strlen (msg);
1250    
1251     if (!is_utf8_string ((U8 *)msg, len))
1252 root 1.8 {
1253 root 1.87 pl->failmsg ("Your message is garbled (text must be UTF-8, client-bug)!");
1254 root 1.8 return 0;
1255 elmex 1.1 }
1256    
1257 root 1.8 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1258 root 1.40 return RESULT_INT (0);
1259    
1260 sf-marcmagus 1.67 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1261 root 1.40
1262 sf-marcmagus 1.67 if (char_len <= item->weight_limit)
1263 root 1.40 {
1264 root 1.75 object *newbook = item->other_arch->instance ();
1265 root 1.47 item->decrease ();
1266 root 1.40 newbook->nrof = 1;
1267 sf-marcmagus 1.67 newbook->msg = shstr (msg);
1268 root 1.40 newbook->flag [FLAG_IDENTIFIED] = true;
1269    
1270     if (item->subtype == 1) // mailscrolls
1271 root 1.8 {
1272 root 1.40 newbook->name = item->name;
1273     newbook->name_pl = item->name_pl;
1274 root 1.8 }
1275 root 1.24
1276 root 1.50 pl->insert (newbook);
1277 root 1.40
1278     pl->contr->play_sound (sound_find ("inscribe_success"));
1279     new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1280 sf-marcmagus 1.67 return char_len;
1281 root 1.8 }
1282     else
1283 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.>",
1284     &item->name, item->weight_limit, char_len);
1285 elmex 1.1
1286 root 1.8 return 0;
1287 elmex 1.1 }
1288    
1289     /* write_scroll() - this routine allows players to inscribe spell scrolls
1290     * of spells which they know. Backfire effects are possible with the
1291     * severity of the backlash correlated with the difficulty of the scroll
1292     * that is attempted. -b.t. thomas@astro.psu.edu
1293     */
1294 root 1.8 static int
1295     write_scroll (object *pl, object *scroll, object *skill)
1296     {
1297     int success = 0, confused = 0;
1298    
1299 root 1.40 /* Check if we are ready to attempt inscription */
1300     object *chosen_spell = pl->contr->ranged_ob;
1301 root 1.8
1302 root 1.28 if (!chosen_spell || chosen_spell->type != SPELL)
1303 root 1.8 {
1304 root 1.87 pl->failmsg ("You need a spell readied in order to inscribe!");
1305 root 1.8 return 0;
1306     }
1307 root 1.24
1308 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1309     {
1310 root 1.87 pl->failmsgf ("You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1311 root 1.8 return 0;
1312     }
1313 root 1.24
1314 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1315     {
1316 root 1.87 pl->failmsgf ("You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1317 root 1.8 return 0;
1318 elmex 1.1 }
1319 root 1.8
1320     /* ok, we are ready to try inscription */
1321 root 1.86 if (pl->flag [FLAG_CONFUSED])
1322 root 1.8 confused = 1;
1323    
1324     /* Lost mana/grace no matter what */
1325     pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1326     pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1327    
1328     if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1329     {
1330 root 1.75 object *newscroll = scroll->other_arch->instance ();
1331 root 1.47 scroll->decrease ();
1332 root 1.40 newscroll->nrof = 1;
1333    
1334     pl->contr->play_sound (sound_find ("inscribe_success"));
1335 root 1.8
1336     if (!confused)
1337     {
1338 root 1.72 newscroll->level = max (skill->level, chosen_spell->level);
1339 root 1.40 newscroll->flag [FLAG_IDENTIFIED] = true;
1340     new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1341 root 1.8 }
1342     else
1343     {
1344     chosen_spell = find_random_spell_in_ob (pl, NULL);
1345     if (!chosen_spell)
1346 root 1.6 return 0;
1347 elmex 1.1
1348 root 1.72 newscroll->level = max (skill->level, chosen_spell->level);
1349 root 1.8 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1350     }
1351 elmex 1.1
1352 root 1.40 object *tmp = chosen_spell->clone ();
1353 root 1.8 insert_ob_in_ob (tmp, newscroll);
1354    
1355 root 1.40 /* Same code as from treasure.C - so they can better merge.
1356 root 1.8 * if players want to sell them, so be it.
1357     */
1358 root 1.37 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1359 root 1.8 newscroll->stats.exp = newscroll->value / 5;
1360    
1361 root 1.50 pl->insert (newscroll);
1362 root 1.40
1363 root 1.8 success = calc_skill_exp (pl, newscroll, skill);
1364     if (!confused)
1365     success *= 2;
1366 root 1.40
1367 root 1.8 success = success * skill->level;
1368     return success;
1369     }
1370     else
1371     { /* Inscription has failed */
1372 root 1.40 pl->contr->play_sound (sound_find ("inscribe_fail"));
1373 root 1.8
1374     if (chosen_spell->level > skill->level || confused)
1375     { /*backfire! */
1376 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.>");
1377 root 1.40
1378 root 1.8 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1379 root 1.18 pl->drain_specific_stat (4);
1380 root 1.8 else
1381     {
1382     confuse_player (pl, pl, 99);
1383 root 1.40 return -30 * chosen_spell->level;
1384 root 1.6 }
1385 root 1.8 }
1386     else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1387     {
1388 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.>");
1389 root 1.8 confuse_player (pl, pl, 99);
1390     }
1391     else
1392 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.>");
1393 elmex 1.1 }
1394 root 1.18
1395 root 1.8 return 0;
1396 elmex 1.1 }
1397    
1398     /* write_on_item() - wrapper for write_note and write_scroll */
1399 root 1.8 int
1400     write_on_item (object *pl, const char *params, object *skill)
1401     {
1402     archetype *skat;
1403    
1404     if (pl->type != PLAYER)
1405     return 0;
1406    
1407     if (!params)
1408 root 1.40 params = "";
1409 root 1.24
1410 root 1.8 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1411    
1412     /* Need to be able to read before we can write! */
1413 root 1.37 if (!find_skill_by_name (pl, skat->skill))
1414 root 1.8 {
1415 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.>");
1416 root 1.8 return 0;
1417 elmex 1.1 }
1418    
1419 root 1.89 object *item = pl->mark ();
1420 root 1.8
1421     /* find an item of correct type to write on */
1422 root 1.40 if (!item)
1423 root 1.8 {
1424 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.>");
1425 root 1.40 return 0;
1426     }
1427    
1428     if (item->type != INSCRIBABLE)
1429     {
1430     new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1431 root 1.8 return 0;
1432 elmex 1.1 }
1433    
1434 root 1.86 if (item->flag [FLAG_UNPAID])
1435 root 1.8 {
1436     new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1437     return 0;
1438 elmex 1.1 }
1439 root 1.40
1440     if (item->other_arch->type == SCROLL)
1441 root 1.8 {
1442 root 1.40 if (*params)
1443     {
1444     // check readied scroll
1445 root 1.87 pl->failmsgf ("When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1446     "Usage: cast [spell name]; use_skill %s", &skill->skill);
1447 root 1.40 return 0;
1448     }
1449    
1450     return write_scroll (pl, item, skill);
1451 elmex 1.1 }
1452 root 1.40 else
1453     {
1454     if (!*params)
1455     {
1456 root 1.87 pl->failmsgf ("When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1457     "Usage: use_skill %s <message>", &skill->skill);
1458 root 1.40 return 0;
1459     }
1460 elmex 1.1
1461 root 1.40 return write_note (pl, item, params, skill);
1462     }
1463 root 1.24
1464 root 1.8 return 0;
1465 elmex 1.1 }
1466    
1467     /* find_throw_ob() - if we request an object, then
1468     * we search for it in the inventory of the owner (you've
1469     * got to be carrying something in order to throw it!).
1470     * If we didnt request an object, then the top object in inventory
1471     * (that is "throwable", ie no throwing your skills away!)
1472     * is the object of choice. Also check to see if object is
1473     * 'throwable' (ie not applied cursed obj, worn, etc).
1474     */
1475 root 1.8 static object *
1476     find_throw_ob (object *op, const char *request)
1477     {
1478 root 1.82 /* prefer marked item */
1479 root 1.89 object *tmp = op->mark ();
1480 root 1.8
1481 root 1.82 /* can't toss invisible or inv-locked items */
1482 root 1.88 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1483 root 1.82 tmp = 0;
1484 root 1.8
1485     /* look through the inventory */
1486 root 1.88 if (!tmp)
1487 root 1.82 for (tmp = op->inv; tmp; tmp = tmp->below)
1488     {
1489     /* can't toss invisible or inv-locked items */
1490 root 1.86 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1491 root 1.82 continue;
1492    
1493     if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1494     break;
1495     }
1496 elmex 1.1
1497 root 1.8 /* this should prevent us from throwing away
1498     * cursed items, worn armour, etc. Only weapons
1499     * can be thrown from 'hand'.
1500     */
1501     if (!tmp)
1502 root 1.82 return 0;
1503 root 1.8
1504 root 1.82 if (tmp->flag [FLAG_APPLIED])
1505 root 1.8 {
1506     if (tmp->type != WEAPON)
1507     {
1508 root 1.87 op->failmsgf ("You can't throw %s. H<Unapply it first.>", query_name (tmp));
1509 root 1.82 tmp = 0;
1510 root 1.8 }
1511 root 1.86 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1512 root 1.8 {
1513 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));
1514     tmp = 0;
1515 root 1.8 }
1516     else
1517     {
1518 root 1.84 if (!op->apply (tmp, AP_UNAPPLY))
1519 root 1.8 {
1520     LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1521 root 1.82 tmp = 0;
1522 root 1.6 }
1523     }
1524 root 1.8 }
1525 root 1.86 else if (tmp->flag [FLAG_UNPAID])
1526 root 1.8 {
1527 root 1.87 op->failmsgf ("You should pay for the %s first.", query_name (tmp));
1528 root 1.82 tmp = 0;
1529 elmex 1.1 }
1530    
1531 root 1.82 //TODO: why not chekc first and give sensible message to player?
1532 root 1.86 if (tmp && tmp->flag [FLAG_INV_LOCKED])
1533 root 1.8 {
1534     LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1535 root 1.82 tmp = 0;
1536 elmex 1.1 }
1537 root 1.82
1538 root 1.8 return tmp;
1539 elmex 1.1 }
1540    
1541     /* make_throw_ob() We construct the 'carrier' object in
1542     * which we will insert the object that is being thrown.
1543 root 1.51 * This combination becomes the 'thrown object'. -b.t.
1544 elmex 1.1 */
1545 root 1.8 static object *
1546     make_throw_ob (object *orig)
1547     {
1548     if (!orig)
1549 root 1.51 return 0;
1550 elmex 1.1
1551 root 1.86 if (orig->flag [FLAG_APPLIED])
1552 root 1.8 {
1553     LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1554     /* insufficient workaround, but better than nothing */
1555 root 1.86 orig->clr_flag (FLAG_APPLIED);
1556 root 1.8 }
1557 root 1.14
1558     object *toss_item = orig->clone ();
1559    
1560 root 1.8 toss_item->type = THROWN_OBJ;
1561 root 1.86 toss_item->clr_flag (FLAG_CHANGING);
1562 root 1.8 toss_item->stats.dam = 0; /* default damage */
1563 root 1.41 toss_item->insert (orig);
1564    
1565 root 1.8 return toss_item;
1566 elmex 1.1 }
1567    
1568     /* do_throw() - op throws any object toss_item. This code
1569     * was borrowed from fire_bow.
1570     * Returns 1 if skill was successfully used, 0 if not
1571     */
1572 root 1.8 static int
1573     do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1574     {
1575     object *throw_ob = toss_item, *left = NULL;
1576     int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1577     int pause_f, weight_f = 0, mflags;
1578     float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1579 root 1.11 maptile *m;
1580 root 1.8 sint16 sx, sy;
1581    
1582 root 1.82 if (!throw_ob)
1583 root 1.8 {
1584 root 1.87 op->failmsg ("You have nothing to throw.");
1585 root 1.8 return 0;
1586 elmex 1.1 }
1587 root 1.82
1588 root 1.86 if (throw_ob->flag [FLAG_STARTEQUIP])
1589 root 1.8 {
1590 root 1.87 op->failmsg ("The gods won't let you throw that. "
1591     "H<Well, they would, but they would retrieve it "
1592     "- you wouldn't want that, would you?>");
1593 root 1.10
1594 root 1.8 return 0;
1595     }
1596    
1597     /* Because throwing effectiveness must be reduced by the
1598     * encumbrance of the thrower and weight of the object. THus,
1599     * we use the concept of 'effective strength' as defined below.
1600     */
1601    
1602     /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1603     if (str > MAX_STAT)
1604     {
1605     str_factor = (float) str / (float) MAX_STAT;
1606     str = MAX_STAT;
1607 elmex 1.1 }
1608    
1609 root 1.8 /* the more we carry, the less we can throw. Limit only on players */
1610     maxc = max_carry[str] * 1000;
1611     if (op->carrying > maxc && op->type == PLAYER)
1612     load_factor = (float) maxc / (float) op->carrying;
1613    
1614     /* lighter items are thrown harder, farther, faster */
1615     if (throw_ob->weight > 0)
1616     item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1617     else
1618     { /* 0 or negative weight?!? Odd object, can't throw it */
1619 root 1.87 op->failmsgf ("You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1620 root 1.8 return 0;
1621 elmex 1.1 }
1622 root 1.8
1623 root 1.82 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1624     * item_factor * str_factor;
1625 root 1.8
1626     /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1627     * account for super-strong throwers. */
1628 root 1.82 min_it (eff_str, MAX_STAT);
1629 elmex 1.1
1630     #ifdef DEBUG_THROW
1631 root 1.8 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1632     LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1633     LOG (llevDebug, " str_factor=%f\n", str_factor);
1634     LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1635 elmex 1.1 #endif
1636    
1637 root 1.8 /* 3 things here prevent a throw, you aimed at your feet, you
1638     * have no effective throwing strength, or you threw at something
1639     * that flying objects can't get through.
1640     */
1641     mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1642    
1643     if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1644     {
1645 root 1.20 /* bounces off 'wall', and drops to feet */
1646     throw_ob->insert_at (part, op);
1647 root 1.8
1648     if (op->type == PLAYER)
1649     {
1650     if (eff_str <= 1)
1651 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));
1652 root 1.8 else if (!dir)
1653 root 1.20 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1654 root 1.8 else
1655     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1656 root 1.6 }
1657 root 1.20
1658 root 1.8 return 0;
1659     } /* if object can't be thrown */
1660    
1661     left = throw_ob; /* these are throwing objects left to the player */
1662    
1663     /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1664     * and returns NULL. We must use 'left' then
1665     */
1666 root 1.48 if (!(throw_ob = throw_ob->split ()))
1667 root 1.8 {
1668     throw_ob = left;
1669 root 1.12 left->remove ();
1670 root 1.8 }
1671    
1672     /* special case: throwing powdery substances like dust, dirt */
1673     if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1674     {
1675     cast_dust (op, throw_ob, dir);
1676     return 1;
1677     }
1678    
1679     /* Make a thrown object -- insert real object in a 'carrier' object.
1680     * If unsuccessfull at making the "thrown_obj", we just reinsert
1681     * the original object back into inventory and exit
1682     */
1683     if ((toss_item = make_throw_ob (throw_ob)))
1684     {
1685     throw_ob = toss_item;
1686     throw_ob->skill = skill->skill;
1687 elmex 1.1 }
1688 root 1.8 else
1689     {
1690     insert_ob_in_ob (throw_ob, op);
1691     return 0;
1692 elmex 1.1 }
1693    
1694 root 1.15 throw_ob->set_owner (op);
1695 root 1.8 /* At some point in the attack code, the actual real object (op->inv)
1696     * becomes the hitter. As such, we need to make sure that has a proper
1697     * owner value so exp goes to the right place.
1698     */
1699 root 1.15 throw_ob->inv->set_owner (op);
1700 root 1.8 throw_ob->direction = dir;
1701    
1702     /* the damage bonus from the force of the throw */
1703 root 1.41 dam = int (str_factor * dam_bonus[eff_str]);
1704 root 1.8
1705     /* Now, lets adjust the properties of the thrown_ob. */
1706    
1707     /* how far to fly */
1708     throw_ob->last_sp = (eff_str * 3) / 5;
1709    
1710     /* speed */
1711 root 1.19 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1712 root 1.8
1713     /* item damage. Eff_str and item weight influence damage done */
1714     weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1715     throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1716    
1717     /* chance of breaking. Proportional to force used and weight of item */
1718     throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1719    
1720     /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1721     throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1722 elmex 1.1
1723 root 1.8 /* the properties of objects which are meant to be thrown (ie dart,
1724     * throwing knife, etc) will differ from ordinary items. Lets tailor
1725     * this stuff in here.
1726     */
1727    
1728 root 1.86 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1729 root 1.8 {
1730     throw_ob->last_sp += eff_str / 3; /* fly a little further */
1731     throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1732     throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1733     /* only throw objects get directional faces */
1734 root 1.64 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1735     throw_ob->set_anim_frame (dir);
1736 root 1.8 }
1737     else
1738     {
1739 root 1.26 uint16 mat = throw_ob->materials;
1740    
1741 root 1.8 /* some materials will adjust properties.. */
1742 root 1.26 if (mat & M_LEATHER)
1743 root 1.8 {
1744     throw_ob->stats.dam -= 1;
1745     throw_ob->stats.food -= 10;
1746     }
1747 root 1.19
1748 root 1.26 if (mat & M_GLASS)
1749 root 1.8 throw_ob->stats.food += 60;
1750    
1751 root 1.26 if (mat & M_ORGANIC)
1752 root 1.8 {
1753     throw_ob->stats.dam -= 3;
1754     throw_ob->stats.food += 55;
1755     }
1756 root 1.19
1757 root 1.26 if (mat & M_PAPER || mat & M_CLOTH)
1758 root 1.8 {
1759     throw_ob->stats.dam -= 5;
1760     throw_ob->speed *= 0.8;
1761     throw_ob->stats.wc += 3;
1762     throw_ob->stats.food -= 30;
1763     }
1764 root 1.19
1765 root 1.8 /* light obj have more wind resistance, fly slower */
1766     if (throw_ob->weight > 500)
1767     throw_ob->speed *= 0.8;
1768 root 1.19
1769 root 1.8 if (throw_ob->weight > 50)
1770     throw_ob->speed *= 0.5;
1771     } /* else tailor thrown object */
1772    
1773     /* some limits, and safeties (needed?) */
1774 root 1.82 max_it (throw_ob->stats.dam, 0);
1775     min_it (throw_ob->last_sp, eff_str);
1776     max_it (throw_ob->stats.food, 0);
1777     min_it (throw_ob->stats.wc, 30);
1778 root 1.8
1779     /* how long to pause the thrower. Higher values mean less pause */
1780     pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1781    
1782     /* Put a lower limit on this */
1783 root 1.82 clamp_it (pause_f, 10, 100);
1784 root 1.8
1785     /* Changed in 0.94.2 - the calculation before was really goofy.
1786     * In short summary, a throw can take anywhere between speed 5 and
1787     * speed 0.5
1788     */
1789     op->speed_left -= 50 / pause_f;
1790    
1791     throw_ob->speed_left = 0;
1792     throw_ob->map = part->map;
1793    
1794     throw_ob->move_type = MOVE_FLY_LOW;
1795     throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1796 elmex 1.1
1797 root 1.94 throw_ob->set_speed (throw_ob->speed);
1798    
1799 elmex 1.1 #if 0
1800 root 1.8 /* need to put in a good sound for this */
1801     play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1802 elmex 1.1 #endif
1803 root 1.8
1804 elmex 1.1 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1805 root 1.8 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1806 elmex 1.1 #ifdef DEBUG_THROW
1807 root 1.8 LOG (llevDebug, " pause_f=%d \n", pause_f);
1808     LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1809     throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1810     LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1811 elmex 1.1 #endif
1812 root 1.20
1813     throw_ob->insert_at (part, op);
1814 root 1.10
1815     if (!throw_ob->destroyed ())
1816 root 1.8 move_arrow (throw_ob);
1817 root 1.10
1818 root 1.8 return 1;
1819     }
1820    
1821     int
1822     skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1823     {
1824     object *throw_ob;
1825    
1826     if (op->type == PLAYER)
1827     throw_ob = find_throw_ob (op, params);
1828     else
1829     throw_ob = find_mon_throw_ob (op);
1830 elmex 1.1
1831 root 1.8 return do_throw (op, part, throw_ob, dir, skill);
1832 elmex 1.1 }
1833 root 1.80
1834     bool
1835     skill_mining (object *who, object *tool, object *skill, int dir, const char *string)
1836     {
1837 root 1.82 if (!who->is_player ())
1838     return 0;
1839    
1840     if (!dir)
1841     {
1842     who->failmsg ("In what direction?");
1843     return 0;
1844     }
1845    
1846     mapxy pos (who); pos.move (dir);
1847    
1848     if (!pos.normalise ())
1849     {
1850 root 1.85 who->failmsgf (
1851 root 1.82 "You brandish your %s, with not so convincing results. "
1852     "H<There is nothing in this direction.>",
1853     &tool->name
1854 root 1.85 );
1855 root 1.82 return 0;
1856     }
1857    
1858     mapspace &ms = pos.ms ();
1859    
1860 elmex 1.96 for (object *mine_obj = pos.ms ().top; mine_obj; mine_obj = mine_obj->below)
1861     if (mine_obj->type == VEIN)
1862 root 1.82 {
1863     who->speed_left -= who->speed / tool->speed;
1864    
1865     who->play_sound (tool->sound);
1866    
1867 elmex 1.96 if (rndm (100 - mine_obj->stats.ac) > rndm (tool->stats.wc))
1868 root 1.85 who->failmsgf (
1869 root 1.82 "You use your %s.... nothing. "
1870     "H<Try again, perhaps?>",
1871     &tool->name
1872 root 1.85 );
1873 elmex 1.96 else if (mine_obj->race != tool->race)
1874 root 1.85 who->failmsgf (
1875 root 1.82 "You use your %s.... but it doesn't work. "
1876     "H<Maybe you are using the wrong tool?>",
1877     &tool->name
1878 root 1.85 );
1879 elmex 1.96 else if (!mine_obj->stats.food)
1880 root 1.85 who->failmsgf (
1881 root 1.82 "You use your %s.... but there is nothing. "
1882     "H<This space is exhausted, you should try somewhere else.>",
1883     &tool->name
1884 root 1.85 );
1885 root 1.82 else
1886     {
1887 elmex 1.96 --mine_obj->stats.food;
1888 root 1.82
1889 elmex 1.96 object *ore = mine_obj->other_arch->instance ();
1890 root 1.82
1891     who->statusmsg (format (
1892     "You use your %s.... and find some %s!",
1893     &tool->name, &ore->name
1894     ));
1895    
1896     ore->insert_at (who);
1897    
1898     return true;
1899     }
1900     }
1901 elmex 1.96 else if (mine_obj->flag [FLAG_IS_QUAD])
1902     {
1903     if (mine_obj->flag [FLAG_IS_FLOOR])
1904     {
1905     if (mine_obj->arch->archname == shstr_quad_open_space)
1906     {
1907     }
1908    
1909     maptile *lower_floor = pos.m->tile_available (TILE_DOWN);
1910     if (!lower_floor)
1911     {
1912     who->failmsgf (
1913     "Whoops, your attempt to remove the floor failed. "
1914     "H<Try it again until it works.>"
1915     );
1916     return false;
1917     }
1918    
1919     mapxy below_pos (lower_floor, pos.x, pos.y);
1920     if (!below_pos.normalise ())
1921     {
1922     who->failmsgf (
1923     "Whoops, your attempt to remove the floor failed. "
1924     "H<Try it again until it works.>"
1925     );
1926     return false;
1927     }
1928    
1929     // first insert open space here:
1930     struct archetype *open_space_arch = archetype::find (shstr_quad_open_space);
1931     if (!open_space_arch)
1932     {
1933     who->failmsgf (
1934     "Ouch, the quad building system is broken. Contact a dungeon master!"
1935     );
1936     return false;
1937     }
1938    
1939     object *open_space_floor = open_space_arch->instance ();
1940     insert_ob_in_map_at (
1941     open_space_floor, pos.m, mine_obj, INS_BELOW_ORIGINATOR, pos.x, pos.y);
1942    
1943     // next we will remove the wall in the lower layer:
1944     mapspace &below_ms = below_pos.ms ();
1945     for (object *quad_obj = below_ms.top; quad_obj; quad_obj = quad_obj->below)
1946     {
1947     if (quad_obj->flag [FLAG_IS_FLOOR])
1948     break;
1949    
1950     if (quad_obj->flag [FLAG_IS_QUAD])
1951     {
1952     quad_obj->remove ();
1953     who->insert (quad_obj);
1954     break;
1955     }
1956     }
1957     }
1958    
1959     // FIXME: there should be chance assigned, like above with veins!
1960     who->play_sound (tool->sound);
1961     who->insert (mine_obj);
1962     return true;
1963     }
1964 root 1.82
1965 root 1.80 return false;
1966     }
1967