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Revision: 1.8
Committed: Sun Sep 10 15:59:57 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +1530 -1322 lines
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File Contents

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