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/cvs/deliantra/server/server/skills.C
Revision: 1.20
Committed: Tue Dec 26 20:04:09 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.19: +8 -16 lines
Log Message:
- added maptile->insert and object->insert_at methods that might
  make code using it clearer.
- replaced some insert_ob_in_map calls.

File Contents

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