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Revision: 1.51
Committed: Tue Apr 22 23:53:12 2008 UTC (16 years, 1 month ago) by root
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Branch: MAIN
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25 #include <object.h>
26 #include <sproto.h>
27 #include <living.h>
28 #include <skills.h>
29 #include <spells.h>
30 #include <book.h>
31
32 /* adj_stealchance() - increased values indicate better attempts */
33 static int
34 adj_stealchance (object *op, object *victim, int roll)
35 {
36 object *equip;
37
38 if (!op || !victim || !roll)
39 return -1;
40
41 /* Only prohibit stealing if the player does not have a free
42 * hand available and in fact does have hands.
43 */
44 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
45 {
46 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!");
47 return -1;
48 }
49
50 /* ADJUSTMENTS */
51
52 /* Its harder to steal from hostile beings! */
53 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
54 roll = roll / 2;
55
56 /* Easier to steal from sleeping beings, or if the thief is
57 * unseen */
58 if (QUERY_FLAG (victim, FLAG_SLEEP))
59 roll = roll * 3;
60 else if (op->invisible)
61 roll = roll * 2;
62
63 /* check stealing 'encumberance'. Having this equipment applied makes
64 * it quite a bit harder to steal.
65 */
66 for (equip = op->inv; equip; equip = equip->below)
67 {
68 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
69 {
70 roll -= equip->weight / 10000;
71 }
72 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
73 roll -= equip->weight / 5000;
74 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
75 {
76 roll -= equip->weight / 2000;
77 }
78 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
79 roll -= equip->weight / 5000;
80 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
81 roll -= equip->weight / 100;
82 }
83 if (roll < 0)
84 roll = 0;
85 return roll;
86 }
87
88 /*
89 * When stealing: dependent on the intelligence/wisdom of whom you're
90 * stealing from (op in attempt_steal), offset by your dexterity and
91 * skill at stealing. They may notice your attempt, whether successful
92 * or not.
93 * op is the target (person being pilfered)
94 * who is the person doing the stealing.
95 * skill is the skill object (stealing).
96 */
97 static int
98 attempt_steal (object *op, object *who, object *skill)
99 {
100 object *success = NULL, *tmp = NULL, *next;
101 int roll = 0, chance = 0, stats_value;
102 rv_vector rv;
103
104 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2;
105
106 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
107 * they will try to prevent stealing if they can. Only unseen theives will
108 * have much chance of success.
109 */
110 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL))
111 {
112 if (can_detect_enemy (op, who, &rv))
113 {
114 npc_call_help (op);
115 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
116 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
117 return 0;
118 }
119 else /* help npc to detect thief next time by raising its wisdom */
120 op->stats.Wis += (op->stats.Int / 5) + 1;
121 if (op->stats.Wis > MAX_STAT)
122 op->stats.Wis = MAX_STAT;
123 }
124
125 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ))
126 {
127 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
128 return 0;
129 }
130
131 // only allow stealing between hostile players (TODO: probably should change)
132 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful))
133 {
134 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
135 return 0;
136 }
137
138 /* Ok then, go thru their inventory, stealing */
139 for (tmp = op->inv; tmp; tmp = next)
140 {
141 next = tmp->below;
142
143 /* you can't steal worn items, starting items, wiz stuff,
144 * innate abilities, or items w/o a type. Generally
145 * speaking, the invisibility flag prevents experience or
146 * abilities from being stolen since these types are currently
147 * always invisible objects. I was implicit here so as to prevent
148 * future possible problems. -b.t.
149 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
150 * already -b.t.
151 */
152
153 if (QUERY_FLAG (tmp, FLAG_APPLIED)
154 || !tmp->type
155 || tmp->type == SPELL
156 || QUERY_FLAG (tmp, FLAG_STARTEQUIP)
157 || QUERY_FLAG (tmp, FLAG_NO_STEAL)
158 || tmp->invisible)
159 continue;
160
161 /* Okay, try stealing this item. Dependent on dexterity of thief,
162 * skill level, see the adj_stealroll fctn for more detail.
163 */
164
165 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
166
167 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
168 return 0;
169 else if (roll < chance)
170 {
171 pick_up (who, tmp);
172 /* need to see if the player actually stole this item -
173 * if it is in the players inv, assume it is. This prevents
174 * abuses where the player can not carry the item, so just
175 * keeps stealing it over and over.
176 */
177 if (tmp->destroyed () || tmp->env != op)
178 {
179 /* for players, play_sound: steals item */
180 success = tmp;
181 CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
182 }
183
184 break;
185 }
186 } /* for loop looking for an item */
187
188 if (!tmp)
189 {
190 new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
191 return 0;
192 }
193
194 /* If you arent high enough level, you might get something BUT
195 * the victim will notice your stealing attempt. Ditto if you
196 * attempt to steal something heavy off them, they're bound to notice
197 */
198
199 if ((roll >= skill->level) || !chance
200 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
201 {
202
203 /* victim figures out where the thief is! */
204 if (who->hide)
205 make_visible (who);
206
207 if (op->type != PLAYER)
208 {
209 /* The unaggressives look after themselves 8) */
210 if (who->type == PLAYER)
211 {
212 npc_call_help (op);
213 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
214 }
215 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
216 /* all remaining npc items are guarded now. Set flag NO_STEAL
217 * on the victim.
218 */
219 SET_FLAG (op, FLAG_NO_STEAL);
220 }
221 else
222 { /* stealing from another player */
223 char buf[MAX_BUF];
224
225 /* Notify the other player */
226 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
227 {
228 sprintf (buf, "Your %s is missing!", query_name (success));
229 }
230 else
231 {
232 sprintf (buf, "Your pack feels strangely lighter.");
233 }
234 new_draw_info (NDI_UNIQUE, 0, op, buf);
235 if (!success)
236 {
237 if (who->invisible)
238 {
239 sprintf (buf, "you feel itchy fingers getting at your pack.");
240 }
241 else
242 {
243 sprintf (buf, "%s looks very shifty.", query_name (who));
244 }
245 new_draw_info (NDI_UNIQUE, 0, op, buf);
246 }
247 } /* else stealing from another player */
248 /* play_sound("stop! thief!"); kindofthing */
249 } /* if you weren't 100% successful */
250 return success ? 1 : 0;
251 }
252
253 int
254 steal (object *op, int dir, object *skill)
255 {
256 object *tmp, *next;
257 sint16 x, y;
258 maptile *m;
259 int mflags;
260
261 x = op->x + freearr_x[dir];
262 y = op->y + freearr_y[dir];
263
264 if (dir == 0)
265 {
266 /* Can't steal from ourself! */
267 return 0;
268 }
269
270 m = op->map;
271 mflags = get_map_flags (m, &m, x, y, &x, &y);
272 /* Out of map - can't do it. If nothing alive on this space,
273 * don't need to look any further.
274 */
275 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
276 return 0;
277
278 /* If player can't move onto the space, can't steal from it. */
279 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
280 return 0;
281
282 /* Find the topmost object at this spot */
283 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
284
285 /* For all the stacked objects at this point, attempt a steal */
286 for (; tmp != NULL; tmp = next)
287 {
288 next = tmp->below;
289 /* Minor hack--for multi square beings - make sure we get
290 * the 'head' coz 'tail' objects have no inventory! - b.t.
291 */
292 if (tmp->head)
293 tmp = tmp->head;
294
295 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
296 continue;
297
298 /* do not reveal hidden DMs */
299 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
300 continue;
301 if (attempt_steal (tmp, op, skill))
302 {
303 if (tmp->type == PLAYER) /* no xp for stealing from another player */
304 return 0;
305
306 /* no xp for stealing from pets (of players) */
307 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
308 {
309 object *owner = tmp->owner;
310
311 if (owner != NULL && owner->type == PLAYER)
312 return 0;
313 }
314
315 // reduce monster experience by experience we gained, as to
316 // limit the amount of exp that can be gained by stealing from monsters
317 // (jessies gave ~20,000,000 exp otherwise.
318 int exp = calc_skill_exp (op, tmp, skill);
319
320 exp = MIN (tmp->stats.exp, exp);
321 tmp->stats.exp -= exp;
322 return exp;
323 }
324 }
325 return 0;
326 }
327
328 static int
329 attempt_pick_lock (object *door, object *pl, object *skill)
330 {
331 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
332 int success = 0, number; /* did we get anything? */
333
334
335 /* Try to pick the lock on this item (doors only for now).
336 * Dependent on dexterity/skill SK_level of the player and
337 * the map level difficulty.
338 */
339 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
340 if (number < (pl->stats.Dex + skill->level - difficulty))
341 {
342 remove_door (door);
343 success = 1;
344 }
345 else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
346 { /* set off any traps? */
347 spring_trap (door->inv, pl);
348 }
349 return success;
350 }
351
352
353 /* Implementation by bt. (thomas@astro.psu.edu)
354 * monster implementation 7-7-95 by bt.
355 */
356
357 int
358 pick_lock (object *pl, int dir, object *skill)
359 {
360 object *tmp;
361 int x = pl->x + freearr_x[dir];
362 int y = pl->y + freearr_y[dir];
363
364 if (!dir)
365 dir = pl->facing;
366
367 /* For all the stacked objects at this point find a door */
368 if (out_of_map (pl->map, x, y))
369 {
370 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
371 return 0;
372 }
373
374 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
375 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
376 break;
377
378 if (!tmp)
379 {
380 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
381 return 0;
382 }
383 if (tmp->type == LOCKED_DOOR)
384 {
385 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
386 return 0;
387 }
388
389 if (!tmp->move_block)
390 {
391 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
392 return 0;
393 }
394
395 if (attempt_pick_lock (tmp, pl, skill))
396 {
397 new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
398 return calc_skill_exp (pl, NULL, skill);
399 }
400 else
401 {
402 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
403 return 0;
404 }
405 }
406
407 /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
408 * a short while (success and duration dependant on player SK_level,
409 * dexterity, charisma, and map difficulty).
410 * Players have a good chance of becoming 'unhidden' if they move
411 * and like invisiblity will be come visible if they attack
412 * Implemented by b.t. (thomas@astro.psu.edu)
413 * July 7, 1995 - made hiding possible for monsters. -b.t.
414 */
415 static int
416 attempt_hide (object *op, object *skill)
417 {
418 int number, difficulty = op->map->difficulty;
419 int terrain = hideability (op);
420
421 if (terrain < -10) /* not enough cover here */
422 return 0;
423
424 /* Hiding success and duration dependant on skill level,
425 * op->stats.Dex, map difficulty and terrain.
426 */
427 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
428
429 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
430 {
431 op->invisible += 100; /* set the level of 'hiddeness' */
432
433 if (op->type == PLAYER)
434 op->contr->tmp_invis = 1;
435
436 op->hide = 1;
437 return 1;
438 }
439
440 return 0;
441 }
442
443 /* patched this to take terrain into consideration */
444 int
445 hide (object *op, object *skill)
446 {
447 /* the preliminaries -- Can we really hide now? */
448 /* this keeps monsters from using invisibilty spells and hiding */
449
450 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
451 {
452 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
453 return 0;
454 }
455 else if (!op->hide && op->invisible > 0 && op->type == PLAYER)
456 {
457 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
458 make_visible (op);
459 }
460
461 if (op->invisible > 50 * skill->level)
462 {
463 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
464 return 0;
465 }
466
467 if (attempt_hide (op, skill))
468 {
469 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
470 update_object (op, UP_OBJ_FACE);
471 return calc_skill_exp (op, NULL, skill);
472 }
473
474 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
475 return 0;
476 }
477
478 /* stop_jump() - End of jump. Clear flags, restore the map, and
479 * freeze the jumper a while to simulate the exhaustion
480 * of jumping.
481 */
482 static void
483 stop_jump (object *pl, int dist, int spaces)
484 {
485 pl->update_stats ();
486 pl->map->insert (pl, pl->x, pl->y, pl);
487 }
488
489 static int
490 attempt_jump (object *pl, int dir, int spaces, object *skill)
491 {
492 object *tmp;
493 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
494 sint16 x, y;
495 maptile *m;
496
497 /* Jump loop. Go through spaces object wants to jump. Halt the
498 * jump if a wall or creature is in the way. We set FLAG_FLYING
499 * temporarily to allow player to aviod exits/archs that are not
500 * fly_on, fly_off. This will also prevent pickup of objects
501 * while jumping over them.
502 */
503 pl->remove ();
504
505 /*
506 * I don't think this is actually needed - all the movement
507 * code is handled in this function, and I don't see anyplace
508 * that cares about the move_type being flying.
509 */
510 pl->move_type |= MOVE_FLY_LOW;
511
512 for (i = 0; i <= spaces; i++)
513 {
514 x = pl->x + dx;
515 y = pl->y + dy;
516 m = pl->map;
517
518 mflags = get_map_flags (m, &m, x, y, &x, &y);
519
520 if (mflags & P_OUT_OF_MAP)
521 {
522 stop_jump (pl, i, spaces);
523 return 0;
524 }
525
526 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
527 {
528 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
529 stop_jump (pl, i, spaces);
530 return 0;
531 }
532
533 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
534 {
535 /* Jump into creature */
536 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
537 {
538 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
539
540 stop_jump (pl, i, spaces);
541
542 if (tmp->type != PLAYER ||
543 (pl->type == PLAYER && pl->contr->party == NULL) ||
544 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
545 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
546
547 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
548 }
549
550 /* If the space has fly on set (no matter what the space is),
551 * we should get the effects - after all, the player is
552 * effectively flying.
553 */
554 if (tmp->move_on & MOVE_FLY_LOW)
555 {
556 pl->x = x;
557 pl->y = y;
558 pl->map = m;
559 stop_jump (pl, i, spaces);
560 return calc_skill_exp (pl, NULL, skill);
561 }
562 }
563
564 pl->x = x;
565 pl->y = y;
566 pl->map = m;
567 }
568
569 stop_jump (pl, i, spaces);
570
571 return calc_skill_exp (pl, NULL, skill);
572 }
573
574 /* jump() - this is both a new type of movement for player/monsters and
575 * an attack as well.
576 * Perhaps we should allow more spaces based on level, eg, level 50
577 * jumper can jump several spaces?
578 */
579 int
580 jump (object *pl, int dir, object *skill)
581 {
582 int str = pl->stats.Str;
583 int dex = pl->stats.Dex;
584
585 dex = dex ? dex : 15;
586 str = str ? str : 10;
587
588 int stats = str * str * str * dex * skill->level;
589 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
590
591 if (spaces == 0)
592 {
593 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
594 return 0;
595 }
596
597 return attempt_jump (pl, dir, spaces, skill);
598 }
599
600 /* skill_ident() - this code is supposed to allow players to identify
601 * classes of objects with the various "auto-ident" skills. Player must
602 * have unidentified objects of the right type in order for the skill
603 * to work. While multiple classes of objects may be identified,
604 * this code is kind of yucky -- it would be nice to make it a bit
605 * more generalized. Right now, skill indices are embedded in this routine.
606 * Returns amount of experience gained (on successful ident).
607 * - b.t. (thomas@astro.psu.edu)
608 */
609 static int
610 do_skill_detect_curse (object *pl, object *skill)
611 {
612 object *tmp;
613 int success = 0;
614
615 for (tmp = pl->inv; tmp; tmp = tmp->below)
616 if (!tmp->invisible
617 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
618 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
619 {
620 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
621 esrv_update_item (UPD_FLAGS, pl, tmp);
622 success += calc_skill_exp (pl, tmp, skill);
623 }
624
625 /* Check ground, too, but only objects the player could pick up */
626 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
627 if (can_pick (pl, tmp) &&
628 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
629 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
630 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
631 {
632 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
633 esrv_update_item (UPD_FLAGS, pl, tmp);
634 success += calc_skill_exp (pl, tmp, skill);
635 }
636
637 return success;
638 }
639
640 static int
641 do_skill_detect_magic (object *pl, object *skill)
642 {
643 object *tmp;
644 int success = 0;
645
646 for (tmp = pl->inv; tmp; tmp = tmp->below)
647 if (!tmp->invisible
648 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
649 && (is_magical (tmp)) && tmp->item_power < skill->level)
650 {
651 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
652 esrv_update_item (UPD_FLAGS, pl, tmp);
653 success += calc_skill_exp (pl, tmp, skill);
654 }
655
656 /* Check ground, too, but like above, only if the object can be picked up */
657 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
658 if (can_pick (pl, tmp) &&
659 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
660 {
661 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
662 esrv_update_item (UPD_FLAGS, pl, tmp);
663 success += calc_skill_exp (pl, tmp, skill);
664 }
665
666 return success;
667 }
668
669 /* Helper function for do_skill_ident, so that we can loop
670 * over inventory AND objects on the ground conveniently.
671 */
672 int
673 do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
674 {
675 int success = 0, chance;
676 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
677
678 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
679 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
680 {
681 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
682
683 if (skill_value >= chance)
684 {
685 identify (tmp);
686
687 if (pl->type == PLAYER)
688 {
689 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
690
691 if (tmp->msg)
692 {
693 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
694 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
695 }
696 }
697
698 success += calc_skill_exp (pl, tmp, skill);
699 }
700 else
701 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
702 }
703
704 return success;
705 }
706
707 /* do_skill_ident() - workhorse for skill_ident() -b.t.
708 */
709 static int
710 do_skill_ident (object *pl, int obj_class, object *skill)
711 {
712 int success = 0;
713
714 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
715 success += do_skill_ident2 (tmp, pl, obj_class, skill);
716 /* check the ground */
717
718 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
719 success += do_skill_ident2 (tmp, pl, obj_class, skill);
720
721 return success;
722 }
723
724 int
725 skill_ident (object *pl, object *skill)
726 {
727 int success = 0;
728
729 if (pl->type != PLAYER)
730 return 0; /* only players will skill-identify */
731
732 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
733
734 switch (skill->subtype)
735 {
736 case SK_SMITHERY:
737 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
738 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
739 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
740 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
741 break;
742
743 case SK_BOWYER:
744 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
745 break;
746
747 case SK_ALCHEMY:
748 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
749 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
750 break;
751
752 case SK_WOODSMAN:
753 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
754 break;
755
756 case SK_JEWELER:
757 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
758 break;
759
760 case SK_LITERACY:
761 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
762 break;
763
764 case SK_THAUMATURGY:
765 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
766 break;
767
768 case SK_DET_CURSE:
769 success = do_skill_detect_curse (pl, skill);
770 if (success)
771 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
772 break;
773
774 case SK_DET_MAGIC:
775 success = do_skill_detect_magic (pl, skill);
776 if (success)
777 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
778 break;
779
780 default:
781 LOG (llevError, "Error: bad call to skill_ident()\n");
782 return 0;
783 break;
784 }
785
786 if (!success)
787 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
788
789 return success;
790 }
791
792 /* players using this skill can 'charm' a monster --
793 * into working for them. It can only be used on
794 * non-special (see below) 'neutral' creatures.
795 * -b.t. (thomas@astro.psu.edu)
796 */
797 int
798 use_oratory (object *pl, int dir, object *skill)
799 {
800 if (pl->type != PLAYER)
801 return 0; /* only players use this skill */
802
803 sint16 x = pl->x + freearr_x[dir],
804 y = pl->y + freearr_y[dir];
805 maptile *m = pl->map;
806
807 int mflags = get_map_flags (m, &m, x, y, &x, &y);
808 if (mflags & P_OUT_OF_MAP)
809 return 0;
810
811 /* Save some processing - we have the flag already anyways
812 */
813 if (!(mflags & P_IS_ALIVE))
814 {
815 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
816 return 0;
817 }
818
819 object *tmp;
820 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
821 {
822 /* can't persuade players - return because there is nothing else
823 * on that space to charm. Same for multi space monsters and
824 * special monsters - we don't allow them to be charmed, and there
825 * is no reason to do further processing since they should be the
826 * only monster on the space.
827 */
828 if (tmp->type == PLAYER
829 || tmp->more || tmp->head_ () != tmp
830 || tmp->msg)
831 return 0;
832
833 if (QUERY_FLAG (tmp, FLAG_MONSTER))
834 break;
835 }
836
837 if (!tmp)
838 {
839 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
840 return 0;
841 }
842
843 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
844
845 /* the following conditions limit who may be 'charmed' */
846
847 /* it's hostile! */
848 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
849 {
850 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
851 return 0;
852 }
853
854 /* it's already allied! */
855 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
856 {
857 if (tmp->owner == pl)
858 {
859 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
860 return 0;
861 }
862 else if (skill->level > tmp->level)
863 {
864 /* you steal the follower. Perhaps we should really look at the
865 * level of the owner above?
866 */
867 tmp->set_owner (pl);
868 tmp->skill = skill->skill;
869
870 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
871 /* Abuse fix - don't give exp since this can otherwise
872 * be used by a couple players to gets lots of exp.
873 */
874 return 0;
875 }
876 else
877 {
878 /* In this case, you can't steal it from the other player */
879 return 0;
880 }
881 } /* Creature was already a pet of someone */
882
883 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
884
885 /* Ok, got a 'sucker' lets try to make them a follower */
886 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
887 {
888 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
889
890 tmp->set_owner (pl);
891 tmp->skill = skill->skill;
892 tmp->stats.exp = 0;
893 tmp->attack_movement = PETMOVE;
894
895 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
896 add_friendly_object (tmp);
897
898 return calc_skill_exp (pl, tmp, skill);
899 }
900 /* Charm failed. Creature may be angry now */
901 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
902 {
903 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
904 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
905 {
906 remove_friendly_object (tmp);
907 tmp->attack_movement = 0; /* needed? */
908 }
909
910 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
911 }
912
913 return 0; /* Fall through - if we get here, we didn't charm anything */
914 }
915
916 /* Singing() -this skill allows the player to pacify nearby creatures.
917 * There are few limitations on who/what kind of
918 * non-player creatures that may be pacified. Right now, a player
919 * may pacify creatures which have Int == 0. In this routine, once
920 * successfully pacified the creature gets Int=1. Thus, a player
921 * may only pacify a creature once.
922 * BTW, I appologize for the naming of the skill, I couldnt think
923 * of anything better! -b.t.
924 */
925 int
926 singing (object *pl, int dir, object *skill)
927 {
928 int i, exp = 0;
929 object *tmp;
930 maptile *m;
931 sint16 x, y;
932
933 if (pl->type != PLAYER)
934 return 0; /* only players use this skill */
935
936 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
937 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
938 {
939 x = pl->x + freearr_x[i];
940 y = pl->y + freearr_y[i];
941 m = pl->map;
942
943 int mflags = get_map_flags (m, &m, x, y, &x, &y);
944 if (mflags & P_OUT_OF_MAP)
945 continue;
946 if (!(mflags & P_IS_ALIVE))
947 continue;
948
949 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
950 {
951 if (QUERY_FLAG (tmp, FLAG_MONSTER))
952 break;
953 /* can't affect players */
954 if (tmp->type == PLAYER)
955 break;
956 }
957
958 /* Whole bunch of checks to see if this is a type of monster that would
959 * listen to singing.
960 */
961 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
962 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
963 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
964 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
965 !QUERY_FLAG (tmp, FLAG_FRIENDLY))
966 { /* already calm */
967
968 /* stealing isn't really related (although, maybe it should
969 * be). This is mainly to prevent singing to the same monster
970 * over and over again and getting exp for it.
971 */
972 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
973
974 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
975 {
976 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
977 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
978 /* Give exp only if they are not aware */
979
980 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
981 exp += calc_skill_exp (pl, tmp, skill);
982
983 SET_FLAG (tmp, FLAG_NO_STEAL);
984 }
985 else
986 {
987 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
988 SET_FLAG (tmp, FLAG_NO_STEAL);
989 }
990 }
991 }
992 return exp;
993 }
994
995 /* The find_traps skill (aka, search). Checks for traps
996 * on the spaces or in certain objects
997 */
998
999 int
1000 find_traps (object *pl, object *skill)
1001 {
1002 object *tmp, *tmp2;
1003 int i, expsum = 0, mflags;
1004 sint16 x, y;
1005 maptile *m;
1006
1007 /* First we search all around us for runes and traps, which are
1008 * all type RUNE
1009 */
1010
1011 for (i = 0; i < 9; i++)
1012 {
1013 x = pl->x + freearr_x[i];
1014 y = pl->y + freearr_y[i];
1015 m = pl->map;
1016
1017 mflags = get_map_flags (m, &m, x, y, &x, &y);
1018 if (mflags & P_OUT_OF_MAP)
1019 continue;
1020
1021 /* Check everything in the square for trapness */
1022 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1023 {
1024
1025 /* And now we'd better do an inventory traversal of each
1026 * of these objects' inventory
1027 * We can narrow this down a bit - no reason to search through
1028 * the players inventory or monsters for that matter.
1029 */
1030 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1031 {
1032 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1033 if (tmp2->type == RUNE || tmp2->type == TRAP)
1034 if (trap_see (pl, tmp2))
1035 {
1036 trap_show (tmp2, tmp);
1037 if (tmp2->stats.Cha > 1)
1038 {
1039 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1040 expsum += calc_skill_exp (pl, tmp2, skill);
1041
1042 tmp2->stats.Cha = 1; /* unhide the trap */
1043 }
1044 }
1045 }
1046 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1047 {
1048 trap_show (tmp, tmp);
1049 if (tmp->stats.Cha > 1)
1050 {
1051 if (!tmp->owner || tmp->owner->type != PLAYER)
1052 expsum += calc_skill_exp (pl, tmp, skill);
1053 tmp->stats.Cha = 1; /* unhide the trap */
1054 }
1055 }
1056 }
1057 }
1058 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1059 return expsum;
1060 }
1061
1062 /* remove_trap() - This skill will disarm any previously discovered trap
1063 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1064 */
1065
1066 int
1067 remove_trap (object *op, int dir, object *skill)
1068 {
1069 object *tmp, *tmp2;
1070 int i, success = 0, mflags;
1071 maptile *m;
1072 sint16 x, y;
1073
1074 for (i = 0; i < 9; i++)
1075 {
1076 x = op->x + freearr_x[i];
1077 y = op->y + freearr_y[i];
1078 m = op->map;
1079
1080 mflags = get_map_flags (m, &m, x, y, &x, &y);
1081 if (mflags & P_OUT_OF_MAP)
1082 continue;
1083
1084 /* Check everything in the square for trapness */
1085 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1086 {
1087 /* And now we'd better do an inventory traversal of each
1088 * of these objects inventory. Like above, only
1089 * do this for interesting objects.
1090 */
1091
1092 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1093 {
1094 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1095 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1096 {
1097 trap_show (tmp2, tmp);
1098 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1099 {
1100 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1101 success += calc_skill_exp (op, tmp2, skill);
1102 }
1103 }
1104 }
1105 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1106 {
1107 trap_show (tmp, tmp);
1108 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1109 {
1110 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1111 success += calc_skill_exp (op, tmp, skill);
1112 }
1113 }
1114 }
1115 }
1116
1117 return success;
1118 }
1119
1120 /* pray() - when this skill is called from do_skill(), it allows
1121 * the player to regain lost grace points at a faster rate. -b.t.
1122 * This always returns 0 - return value is used by calling function
1123 * such that if it returns true, player gets exp in that skill. This
1124 * the effect here can be done on demand, we probably don't want to
1125 * give infinite exp by returning true in any cases.
1126 */
1127 int
1128 pray (object *pl, object *skill)
1129 {
1130 char buf[MAX_BUF];
1131 object *tmp;
1132
1133 if (pl->type != PLAYER)
1134 return 0;
1135
1136 strcpy (buf, "You pray.");
1137
1138 /* Check all objects - we could stop at floor objects,
1139 * but if someone buries an altar, I don't see a problem with
1140 * going through all the objects, and it shouldn't be much slower
1141 * than extra checks on object attributes.
1142 */
1143 for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1144 {
1145 /* Only if the altar actually belongs to someone do you get special benefits */
1146 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1147 {
1148 sprintf (buf, "You pray over the %s.", &tmp->name);
1149 pray_at_altar (pl, tmp, skill);
1150 break; /* Only pray at one altar */
1151 }
1152 }
1153
1154 new_draw_info (NDI_BLACK, 0, pl, buf);
1155
1156 if (pl->stats.grace < pl->stats.maxgrace)
1157 {
1158 pl->stats.grace++;
1159 pl->last_grace = -1;
1160 }
1161
1162 return 0;
1163 }
1164
1165 /* This skill allows the player to regain a few sp or hp for a
1166 * brief period of concentration. No armour or weapons may be
1167 * wielded/applied for this to work. The amount of time needed
1168 * to concentrate and the # of points regained is dependant on
1169 * the level of the user. - b.t. thomas@astro.psu.edu
1170 */
1171 void
1172 meditate (object *pl, object *skill)
1173 {
1174 object *tmp;
1175
1176 if (pl->type != PLAYER)
1177 return; /* players only */
1178
1179 /* check if pl has removed encumbering armour and weapons */
1180 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1181 {
1182 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1183 return;
1184 }
1185 else
1186 {
1187 for (tmp = pl->inv; tmp; tmp = tmp->below)
1188 if (((tmp->type == ARMOUR && skill->level < 12)
1189 || (tmp->type == HELMET && skill->level < 10)
1190 || (tmp->type == SHIELD && skill->level < 6)
1191 || (tmp->type == BOOTS && skill->level < 4)
1192 || (tmp->type == GLOVES && skill->level < 2))
1193 && QUERY_FLAG (tmp, FLAG_APPLIED))
1194 {
1195 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1196 return;
1197 }
1198 }
1199
1200 /* ok let's meditate! Spell points are regained first, then once
1201 * they are maxed we get back hp. Actual incrementing of values
1202 * is handled by the do_some_living() (in player.c). This way magical
1203 * bonuses for healing/sp regeneration are included properly
1204 * No matter what, we will eat up some playing time trying to
1205 * meditate. (see 'factor' variable for what sets the amount of time)
1206 */
1207
1208 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1209
1210 if (pl->stats.sp < pl->stats.maxsp)
1211 {
1212 pl->stats.sp++;
1213 pl->last_sp = -1;
1214 }
1215 else if (pl->stats.hp < pl->stats.maxhp)
1216 {
1217 pl->stats.hp++;
1218 pl->last_heal = -1;
1219 }
1220 }
1221
1222 /* write_note() - this routine allows players to inscribe messages in
1223 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1224 */
1225 static int
1226 write_note (object *pl, object *item, const char *msg, object *skill)
1227 {
1228
1229 if (strstr (msg, "\nendmsg"))
1230 {
1231 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1232 return 0;
1233 }
1234
1235 int len = strlen (msg);
1236
1237 if (!is_utf8_string ((U8 *)msg, len))
1238 {
1239 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1240 return 0;
1241 }
1242
1243 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1244 return RESULT_INT (0);
1245
1246 char buf[1024];
1247
1248 if (len < sizeof (buf) - 2)
1249 {
1250 snprintf (buf, sizeof (buf), "%s\n", msg);
1251
1252 object *newbook = arch_to_object (item->other_arch);
1253 item->decrease ();
1254 newbook->nrof = 1;
1255 newbook->msg = buf;
1256 newbook->flag [FLAG_IDENTIFIED] = true;
1257
1258 if (item->subtype == 1) // mailscrolls
1259 {
1260 newbook->name = item->name;
1261 newbook->name_pl = item->name_pl;
1262 }
1263
1264 pl->insert (newbook);
1265
1266 pl->contr->play_sound (sound_find ("inscribe_success"));
1267 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1268 return strlen (msg);
1269 }
1270 else
1271 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name);
1272
1273 return 0;
1274 }
1275
1276 /* write_scroll() - this routine allows players to inscribe spell scrolls
1277 * of spells which they know. Backfire effects are possible with the
1278 * severity of the backlash correlated with the difficulty of the scroll
1279 * that is attempted. -b.t. thomas@astro.psu.edu
1280 */
1281 static int
1282 write_scroll (object *pl, object *scroll, object *skill)
1283 {
1284 int success = 0, confused = 0;
1285
1286 /* Check if we are ready to attempt inscription */
1287 object *chosen_spell = pl->contr->ranged_ob;
1288
1289 if (!chosen_spell || chosen_spell->type != SPELL)
1290 {
1291 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1292 return 0;
1293 }
1294
1295 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1296 {
1297 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1298 return 0;
1299 }
1300
1301 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1302 {
1303 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1304 return 0;
1305 }
1306
1307 /* ok, we are ready to try inscription */
1308 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1309 confused = 1;
1310
1311 /* Lost mana/grace no matter what */
1312 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1313 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1314
1315 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1316 {
1317 object *newscroll = arch_to_object (scroll->other_arch);
1318 scroll->decrease ();
1319 newscroll->nrof = 1;
1320
1321 pl->contr->play_sound (sound_find ("inscribe_success"));
1322
1323 if (!confused)
1324 {
1325 newscroll->level = MAX (skill->level, chosen_spell->level);
1326 newscroll->flag [FLAG_IDENTIFIED] = true;
1327 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1328 }
1329 else
1330 {
1331 chosen_spell = find_random_spell_in_ob (pl, NULL);
1332 if (!chosen_spell)
1333 return 0;
1334
1335 newscroll->level = MAX (skill->level, chosen_spell->level);
1336 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1337 }
1338
1339 object *tmp = chosen_spell->clone ();
1340 insert_ob_in_ob (tmp, newscroll);
1341
1342 /* Same code as from treasure.C - so they can better merge.
1343 * if players want to sell them, so be it.
1344 */
1345 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1346 newscroll->stats.exp = newscroll->value / 5;
1347
1348 pl->insert (newscroll);
1349
1350 success = calc_skill_exp (pl, newscroll, skill);
1351 if (!confused)
1352 success *= 2;
1353
1354 success = success * skill->level;
1355 return success;
1356 }
1357 else
1358 { /* Inscription has failed */
1359 pl->contr->play_sound (sound_find ("inscribe_fail"));
1360
1361 if (chosen_spell->level > skill->level || confused)
1362 { /*backfire! */
1363 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1364
1365 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1366 pl->drain_specific_stat (4);
1367 else
1368 {
1369 confuse_player (pl, pl, 99);
1370 return -30 * chosen_spell->level;
1371 }
1372 }
1373 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1374 {
1375 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind! H<Frankly spoken, you were too dumb and unlucky.>");
1376 confuse_player (pl, pl, 99);
1377 }
1378 else
1379 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>");
1380 }
1381
1382 return 0;
1383 }
1384
1385 /* write_on_item() - wrapper for write_note and write_scroll */
1386 int
1387 write_on_item (object *pl, const char *params, object *skill)
1388 {
1389 archetype *skat;
1390
1391 if (pl->type != PLAYER)
1392 return 0;
1393
1394 if (!params)
1395 params = "";
1396
1397 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1398
1399 /* Need to be able to read before we can write! */
1400 if (!find_skill_by_name (pl, skat->skill))
1401 {
1402 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1403 return 0;
1404 }
1405
1406 object *item = find_marked_object (pl);
1407
1408 /* find an item of correct type to write on */
1409 if (!item)
1410 {
1411 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on. H<Use the mark command or the popup menu to makr an item.>");
1412 return 0;
1413 }
1414
1415 if (item->type != INSCRIBABLE)
1416 {
1417 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1418 return 0;
1419 }
1420
1421 if (QUERY_FLAG (item, FLAG_UNPAID))
1422 {
1423 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1424 return 0;
1425 }
1426
1427 if (item->other_arch->type == SCROLL)
1428 {
1429 if (*params)
1430 {
1431 // check readied scroll
1432 new_draw_info_format (NDI_UNIQUE, 0, pl,
1433 "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1434 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1435 return 0;
1436 }
1437
1438 return write_scroll (pl, item, skill);
1439 }
1440 else
1441 {
1442 if (!*params)
1443 {
1444 new_draw_info_format (NDI_UNIQUE, 0, pl,
1445 "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1446 "Usage: use_skill %s <message>", &skill->skill);
1447 return 0;
1448 }
1449
1450 return write_note (pl, item, params, skill);
1451 }
1452
1453 return 0;
1454 }
1455
1456 /* find_throw_ob() - if we request an object, then
1457 * we search for it in the inventory of the owner (you've
1458 * got to be carrying something in order to throw it!).
1459 * If we didnt request an object, then the top object in inventory
1460 * (that is "throwable", ie no throwing your skills away!)
1461 * is the object of choice. Also check to see if object is
1462 * 'throwable' (ie not applied cursed obj, worn, etc).
1463 */
1464 static object *
1465 find_throw_ob (object *op, const char *request)
1466 {
1467 object *tmp;
1468
1469 if (!op)
1470 { /* safety */
1471 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1472 return (object *) NULL;
1473 }
1474
1475 /* prefer marked item */
1476 tmp = find_marked_object (op);
1477 if (tmp != NULL)
1478 {
1479 /* can't toss invisible or inv-locked items */
1480 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1481 {
1482 tmp = NULL;
1483 }
1484 }
1485
1486 /* look through the inventory */
1487 if (tmp == NULL)
1488 {
1489 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1490 {
1491 /* can't toss invisible or inv-locked items */
1492 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1493 continue;
1494 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1495 break;
1496 }
1497 }
1498
1499 /* this should prevent us from throwing away
1500 * cursed items, worn armour, etc. Only weapons
1501 * can be thrown from 'hand'.
1502 */
1503 if (!tmp)
1504 return NULL;
1505
1506 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1507 {
1508 if (tmp->type != WEAPON)
1509 {
1510 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1511 tmp = NULL;
1512 }
1513 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1514 {
1515 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1516 tmp = NULL;
1517 }
1518 else
1519 {
1520 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1521 {
1522 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1523 tmp = NULL;
1524 }
1525 }
1526 }
1527 else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1528 {
1529 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1530 tmp = NULL;
1531 }
1532
1533 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1534 {
1535 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1536 tmp = NULL;
1537 }
1538 return tmp;
1539 }
1540
1541 /* make_throw_ob() We construct the 'carrier' object in
1542 * which we will insert the object that is being thrown.
1543 * This combination becomes the 'thrown object'. -b.t.
1544 */
1545 static object *
1546 make_throw_ob (object *orig)
1547 {
1548 if (!orig)
1549 return 0;
1550
1551 if (QUERY_FLAG (orig, FLAG_APPLIED))
1552 {
1553 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1554 /* insufficient workaround, but better than nothing */
1555 CLEAR_FLAG (orig, FLAG_APPLIED);
1556 }
1557
1558 object *toss_item = orig->clone ();
1559
1560 toss_item->type = THROWN_OBJ;
1561 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1562 toss_item->stats.dam = 0; /* default damage */
1563 toss_item->insert (orig);
1564
1565 return toss_item;
1566 }
1567
1568 /* do_throw() - op throws any object toss_item. This code
1569 * was borrowed from fire_bow.
1570 * Returns 1 if skill was successfully used, 0 if not
1571 */
1572 static int
1573 do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1574 {
1575 object *throw_ob = toss_item, *left = NULL;
1576 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1577 int pause_f, weight_f = 0, mflags;
1578 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1579 maptile *m;
1580 sint16 sx, sy;
1581
1582 if (throw_ob == NULL)
1583 {
1584 if (op->type == PLAYER)
1585 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1586
1587 return 0;
1588 }
1589 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1590 {
1591 if (op->type == PLAYER)
1592 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1593
1594 return 0;
1595 }
1596
1597 /* Because throwing effectiveness must be reduced by the
1598 * encumbrance of the thrower and weight of the object. THus,
1599 * we use the concept of 'effective strength' as defined below.
1600 */
1601
1602 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1603 if (str > MAX_STAT)
1604 {
1605 str_factor = (float) str / (float) MAX_STAT;
1606 str = MAX_STAT;
1607 }
1608
1609 /* the more we carry, the less we can throw. Limit only on players */
1610 maxc = max_carry[str] * 1000;
1611 if (op->carrying > maxc && op->type == PLAYER)
1612 load_factor = (float) maxc / (float) op->carrying;
1613
1614 /* lighter items are thrown harder, farther, faster */
1615 if (throw_ob->weight > 0)
1616 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1617 else
1618 { /* 0 or negative weight?!? Odd object, can't throw it */
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1620 return 0;
1621 }
1622
1623 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1624 eff_str = (int) ((float) eff_str * item_factor * str_factor);
1625
1626 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1627 * account for super-strong throwers. */
1628 if (eff_str > MAX_STAT)
1629 eff_str = MAX_STAT;
1630
1631 #ifdef DEBUG_THROW
1632 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1633 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1634 LOG (llevDebug, " str_factor=%f\n", str_factor);
1635 LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1636 #endif
1637
1638 /* 3 things here prevent a throw, you aimed at your feet, you
1639 * have no effective throwing strength, or you threw at something
1640 * that flying objects can't get through.
1641 */
1642 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1643
1644 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1645 {
1646 /* bounces off 'wall', and drops to feet */
1647 throw_ob->insert_at (part, op);
1648
1649 if (op->type == PLAYER)
1650 {
1651 if (eff_str <= 1)
1652 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1653 else if (!dir)
1654 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1655 else
1656 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1657 }
1658
1659 return 0;
1660 } /* if object can't be thrown */
1661
1662 left = throw_ob; /* these are throwing objects left to the player */
1663
1664 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1665 * and returns NULL. We must use 'left' then
1666 */
1667 if (!(throw_ob = throw_ob->split ()))
1668 {
1669 throw_ob = left;
1670 left->remove ();
1671 }
1672
1673 /* special case: throwing powdery substances like dust, dirt */
1674 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1675 {
1676 cast_dust (op, throw_ob, dir);
1677 return 1;
1678 }
1679
1680 /* Make a thrown object -- insert real object in a 'carrier' object.
1681 * If unsuccessfull at making the "thrown_obj", we just reinsert
1682 * the original object back into inventory and exit
1683 */
1684 if ((toss_item = make_throw_ob (throw_ob)))
1685 {
1686 throw_ob = toss_item;
1687 throw_ob->skill = skill->skill;
1688 }
1689 else
1690 {
1691 insert_ob_in_ob (throw_ob, op);
1692 return 0;
1693 }
1694
1695 throw_ob->set_owner (op);
1696 /* At some point in the attack code, the actual real object (op->inv)
1697 * becomes the hitter. As such, we need to make sure that has a proper
1698 * owner value so exp goes to the right place.
1699 */
1700 throw_ob->inv->set_owner (op);
1701 throw_ob->direction = dir;
1702
1703 /* the damage bonus from the force of the throw */
1704 dam = int (str_factor * dam_bonus[eff_str]);
1705
1706 /* Now, lets adjust the properties of the thrown_ob. */
1707
1708 /* how far to fly */
1709 throw_ob->last_sp = (eff_str * 3) / 5;
1710
1711 /* speed */
1712 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1713
1714 /* item damage. Eff_str and item weight influence damage done */
1715 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1716 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1717
1718 /* chance of breaking. Proportional to force used and weight of item */
1719 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1720
1721 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1722 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1723
1724 /* the properties of objects which are meant to be thrown (ie dart,
1725 * throwing knife, etc) will differ from ordinary items. Lets tailor
1726 * this stuff in here.
1727 */
1728
1729 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1730 {
1731 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1732 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1733 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1734 /* only throw objects get directional faces */
1735 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1736 SET_ANIMATION (throw_ob, dir);
1737 }
1738 else
1739 {
1740 uint16 mat = throw_ob->materials;
1741
1742 /* some materials will adjust properties.. */
1743 if (mat & M_LEATHER)
1744 {
1745 throw_ob->stats.dam -= 1;
1746 throw_ob->stats.food -= 10;
1747 }
1748
1749 if (mat & M_GLASS)
1750 throw_ob->stats.food += 60;
1751
1752 if (mat & M_ORGANIC)
1753 {
1754 throw_ob->stats.dam -= 3;
1755 throw_ob->stats.food += 55;
1756 }
1757
1758 if (mat & M_PAPER || mat & M_CLOTH)
1759 {
1760 throw_ob->stats.dam -= 5;
1761 throw_ob->speed *= 0.8;
1762 throw_ob->stats.wc += 3;
1763 throw_ob->stats.food -= 30;
1764 }
1765
1766 /* light obj have more wind resistance, fly slower */
1767 if (throw_ob->weight > 500)
1768 throw_ob->speed *= 0.8;
1769
1770 if (throw_ob->weight > 50)
1771 throw_ob->speed *= 0.5;
1772 } /* else tailor thrown object */
1773
1774 /* some limits, and safeties (needed?) */
1775 if (throw_ob->stats.dam < 0)
1776 throw_ob->stats.dam = 0;
1777 if (throw_ob->last_sp > eff_str)
1778 throw_ob->last_sp = eff_str;
1779 if (throw_ob->stats.food < 0)
1780 throw_ob->stats.food = 0;
1781 if (throw_ob->stats.food > 100)
1782 throw_ob->stats.food = 100;
1783 if (throw_ob->stats.wc > 30)
1784 throw_ob->stats.wc = 30;
1785
1786 /* how long to pause the thrower. Higher values mean less pause */
1787 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1788
1789 /* Put a lower limit on this */
1790 if (pause_f < 10)
1791 pause_f = 10;
1792 if (pause_f > 100)
1793 pause_f = 100;
1794
1795 /* Changed in 0.94.2 - the calculation before was really goofy.
1796 * In short summary, a throw can take anywhere between speed 5 and
1797 * speed 0.5
1798 */
1799 op->speed_left -= 50 / pause_f;
1800
1801 throw_ob->speed_left = 0;
1802 throw_ob->map = part->map;
1803
1804 throw_ob->move_type = MOVE_FLY_LOW;
1805 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1806
1807 #if 0
1808 /* need to put in a good sound for this */
1809 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1810 #endif
1811
1812 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1813 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1814 #ifdef DEBUG_THROW
1815 LOG (llevDebug, " pause_f=%d \n", pause_f);
1816 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1817 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1818 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1819 #endif
1820
1821 throw_ob->insert_at (part, op);
1822
1823 if (!throw_ob->destroyed ())
1824 move_arrow (throw_ob);
1825
1826 return 1;
1827 }
1828
1829 int
1830 skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1831 {
1832 object *throw_ob;
1833
1834 if (op->type == PLAYER)
1835 throw_ob = find_throw_ob (op, params);
1836 else
1837 throw_ob = find_mon_throw_ob (op);
1838
1839 return do_throw (op, part, throw_ob, dir, skill);
1840 }