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Revision: 1.52
Committed: Wed Apr 23 21:20:29 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_52
Changes since 1.51: +9 -14 lines
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File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.45 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.23 *
4 root 1.49 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.36 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.23 *
8 root 1.45 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.38 * 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 pippijn 1.23 *
13 root 1.38 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.36 *
18 root 1.38 * 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 pippijn 1.23 *
21 root 1.45 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.23 */
23 elmex 1.1
24     #include <global.h>
25     #include <object.h>
26 root 1.24 #include <sproto.h>
27 elmex 1.1 #include <living.h>
28     #include <skills.h>
29     #include <spells.h>
30     #include <book.h>
31    
32 root 1.8 /* 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 root 1.30 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
45 root 1.8 {
46     new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!");
47     return -1;
48 elmex 1.1 }
49 root 1.8
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 elmex 1.1 }
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 root 1.8 static int
98     attempt_steal (object *op, object *who, object *skill)
99 elmex 1.1 {
100 root 1.8 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 elmex 1.1 }
124 root 1.32
125 root 1.8 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 elmex 1.1 }
130 root 1.32
131     // only allow stealing between hostile players (TODO: probably should change)
132 root 1.8 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 elmex 1.1 return 0;
136     }
137    
138 root 1.52 /* Ok then, go through their inventory, stealing */
139 root 1.32 for (tmp = op->inv; tmp; tmp = next)
140 root 1.8 {
141     next = tmp->below;
142 root 1.6
143 root 1.8 /* 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 root 1.32 if (QUERY_FLAG (tmp, FLAG_APPLIED)
154     || !tmp->type
155 elmex 1.17 || tmp->type == SPELL
156 root 1.32 || QUERY_FLAG (tmp, FLAG_STARTEQUIP)
157     || QUERY_FLAG (tmp, FLAG_NO_STEAL)
158     || tmp->invisible)
159 root 1.8 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 root 1.10 if (tmp->destroyed () || tmp->env != op)
178 root 1.8 {
179     /* for players, play_sound: steals item */
180     success = tmp;
181     CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
182 root 1.50 }
183 root 1.8
184     break;
185 root 1.6 }
186 root 1.8 } /* for loop looking for an item */
187 elmex 1.1
188 root 1.8 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 elmex 1.1 }
193    
194 root 1.8 /* 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     /* victim figures out where the thief is! */
203     if (who->hide)
204     make_visible (who);
205    
206     if (op->type != PLAYER)
207     {
208     /* The unaggressives look after themselves 8) */
209     if (who->type == PLAYER)
210     {
211     npc_call_help (op);
212     new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
213     }
214 root 1.52
215 root 1.8 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 root 1.52 sprintf (buf, "Your %s is missing!", query_name (success));
228 root 1.8 else
229 root 1.52 sprintf (buf, "Your pack feels strangely lighter.");
230    
231 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
232     if (!success)
233     {
234     if (who->invisible)
235 root 1.52 sprintf (buf, "you feel itchy fingers getting at your pack.");
236 root 1.8 else
237 root 1.52 sprintf (buf, "%s looks very shifty.", query_name (who));
238    
239 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, buf);
240 root 1.6 }
241 root 1.8 } /* else stealing from another player */
242     /* play_sound("stop! thief!"); kindofthing */
243     } /* if you weren't 100% successful */
244 root 1.52
245 root 1.8 return success ? 1 : 0;
246 elmex 1.1 }
247    
248 root 1.8 int
249     steal (object *op, int dir, object *skill)
250 elmex 1.1 {
251 root 1.8 object *tmp, *next;
252     sint16 x, y;
253 root 1.11 maptile *m;
254 root 1.8 int mflags;
255 elmex 1.1
256 root 1.8 x = op->x + freearr_x[dir];
257     y = op->y + freearr_y[dir];
258    
259     if (dir == 0)
260     {
261     /* Can't steal from ourself! */
262     return 0;
263 elmex 1.1 }
264    
265 root 1.8 m = op->map;
266     mflags = get_map_flags (m, &m, x, y, &x, &y);
267     /* Out of map - can't do it. If nothing alive on this space,
268     * don't need to look any further.
269     */
270     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
271     return 0;
272    
273     /* If player can't move onto the space, can't steal from it. */
274     if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
275     return 0;
276    
277     /* Find the topmost object at this spot */
278 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
279 root 1.8
280     /* For all the stacked objects at this point, attempt a steal */
281     for (; tmp != NULL; tmp = next)
282     {
283     next = tmp->below;
284     /* Minor hack--for multi square beings - make sure we get
285     * the 'head' coz 'tail' objects have no inventory! - b.t.
286     */
287     if (tmp->head)
288     tmp = tmp->head;
289    
290     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
291     continue;
292    
293     /* do not reveal hidden DMs */
294     if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
295     continue;
296     if (attempt_steal (tmp, op, skill))
297     {
298     if (tmp->type == PLAYER) /* no xp for stealing from another player */
299     return 0;
300 elmex 1.1
301 root 1.8 /* no xp for stealing from pets (of players) */
302     if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
303     {
304 root 1.15 object *owner = tmp->owner;
305 elmex 1.1
306 root 1.8 if (owner != NULL && owner->type == PLAYER)
307 root 1.6 return 0;
308 root 1.8 }
309 root 1.6
310 root 1.8 // reduce monster experience by experience we gained, as to
311     // limit the amount of exp that can be gained by stealing from monsters
312     // (jessies gave ~20,000,000 exp otherwise.
313     int exp = calc_skill_exp (op, tmp, skill);
314 elmex 1.1
315 root 1.8 exp = MIN (tmp->stats.exp, exp);
316     tmp->stats.exp -= exp;
317     return exp;
318 root 1.6 }
319 elmex 1.1 }
320 root 1.8 return 0;
321 elmex 1.1 }
322    
323 root 1.8 static int
324     attempt_pick_lock (object *door, object *pl, object *skill)
325 elmex 1.1 {
326 root 1.8 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
327     int success = 0, number; /* did we get anything? */
328 elmex 1.1
329    
330 root 1.8 /* Try to pick the lock on this item (doors only for now).
331     * Dependent on dexterity/skill SK_level of the player and
332     * the map level difficulty.
333     */
334     number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
335     if (number < (pl->stats.Dex + skill->level - difficulty))
336     {
337     remove_door (door);
338     success = 1;
339     }
340     else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
341     { /* set off any traps? */
342     spring_trap (door->inv, pl);
343     }
344     return success;
345 elmex 1.1 }
346    
347    
348     /* Implementation by bt. (thomas@astro.psu.edu)
349     * monster implementation 7-7-95 by bt.
350     */
351    
352 root 1.8 int
353     pick_lock (object *pl, int dir, object *skill)
354 elmex 1.1 {
355 root 1.8 object *tmp;
356     int x = pl->x + freearr_x[dir];
357     int y = pl->y + freearr_y[dir];
358 elmex 1.1
359 root 1.8 if (!dir)
360     dir = pl->facing;
361 elmex 1.1
362 root 1.8 /* For all the stacked objects at this point find a door */
363     if (out_of_map (pl->map, x, y))
364     {
365     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
366     return 0;
367 elmex 1.1 }
368    
369 root 1.16 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
370 root 1.8 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
371     break;
372 elmex 1.1
373 root 1.8 if (!tmp)
374     {
375     new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
376     return 0;
377 elmex 1.1 }
378 root 1.8 if (tmp->type == LOCKED_DOOR)
379     {
380     new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
381     return 0;
382 elmex 1.1 }
383    
384 root 1.8 if (!tmp->move_block)
385     {
386     new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
387     return 0;
388 elmex 1.1 }
389    
390 root 1.8 if (attempt_pick_lock (tmp, pl, skill))
391     {
392     new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
393     return calc_skill_exp (pl, NULL, skill);
394     }
395     else
396     {
397     new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
398     return 0;
399 elmex 1.1 }
400 root 1.8 }
401 elmex 1.1
402     /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
403     * a short while (success and duration dependant on player SK_level,
404     * dexterity, charisma, and map difficulty).
405     * Players have a good chance of becoming 'unhidden' if they move
406     * and like invisiblity will be come visible if they attack
407     * Implemented by b.t. (thomas@astro.psu.edu)
408     * July 7, 1995 - made hiding possible for monsters. -b.t.
409 root 1.8 */
410     static int
411     attempt_hide (object *op, object *skill)
412     {
413     int number, difficulty = op->map->difficulty;
414     int terrain = hideability (op);
415    
416     if (terrain < -10) /* not enough cover here */
417     return 0;
418 elmex 1.1
419 root 1.8 /* Hiding success and duration dependant on skill level,
420     * op->stats.Dex, map difficulty and terrain.
421     */
422 root 1.35 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
423 elmex 1.1
424 root 1.8 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
425     {
426     op->invisible += 100; /* set the level of 'hiddeness' */
427 root 1.35
428 root 1.8 if (op->type == PLAYER)
429     op->contr->tmp_invis = 1;
430 root 1.35
431 root 1.8 op->hide = 1;
432     return 1;
433 elmex 1.1 }
434 root 1.35
435 root 1.8 return 0;
436 elmex 1.1 }
437    
438     /* patched this to take terrain into consideration */
439 root 1.8 int
440     hide (object *op, object *skill)
441     {
442     /* the preliminaries -- Can we really hide now? */
443     /* this keeps monsters from using invisibilty spells and hiding */
444 elmex 1.1
445 root 1.8 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
446     {
447     new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
448     return 0;
449     }
450     else if (!op->hide && op->invisible > 0 && op->type == PLAYER)
451     {
452     new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
453     make_visible (op);
454     }
455 elmex 1.1
456 root 1.35 if (op->invisible > 50 * skill->level)
457 root 1.8 {
458     new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
459     return 0;
460 elmex 1.1 }
461 root 1.8
462     if (attempt_hide (op, skill))
463     {
464     new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
465     update_object (op, UP_OBJ_FACE);
466     return calc_skill_exp (op, NULL, skill);
467 elmex 1.1 }
468 root 1.35
469 root 1.8 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
470     return 0;
471 elmex 1.1 }
472    
473     /* stop_jump() - End of jump. Clear flags, restore the map, and
474     * freeze the jumper a while to simulate the exhaustion
475     * of jumping.
476     */
477 root 1.8 static void
478     stop_jump (object *pl, int dist, int spaces)
479     {
480 root 1.18 pl->update_stats ();
481 root 1.20 pl->map->insert (pl, pl->x, pl->y, pl);
482 elmex 1.1 }
483    
484 root 1.8 static int
485     attempt_jump (object *pl, int dir, int spaces, object *skill)
486     {
487     object *tmp;
488     int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
489     sint16 x, y;
490 root 1.11 maptile *m;
491 root 1.8
492 root 1.43 /* Jump loop. Go through spaces object wants to jump. Halt the
493 root 1.8 * jump if a wall or creature is in the way. We set FLAG_FLYING
494     * temporarily to allow player to aviod exits/archs that are not
495     * fly_on, fly_off. This will also prevent pickup of objects
496     * while jumping over them.
497     */
498 root 1.12 pl->remove ();
499 root 1.8
500     /*
501     * I don't think this is actually needed - all the movement
502     * code is handled in this function, and I don't see anyplace
503     * that cares about the move_type being flying.
504     */
505     pl->move_type |= MOVE_FLY_LOW;
506 root 1.6
507 root 1.8 for (i = 0; i <= spaces; i++)
508     {
509     x = pl->x + dx;
510     y = pl->y + dy;
511     m = pl->map;
512    
513     mflags = get_map_flags (m, &m, x, y, &x, &y);
514    
515     if (mflags & P_OUT_OF_MAP)
516     {
517 root 1.43 stop_jump (pl, i, spaces);
518 root 1.8 return 0;
519     }
520 root 1.43
521 root 1.8 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
522     {
523     new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
524     stop_jump (pl, i, spaces);
525     return 0;
526     }
527    
528 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
529 root 1.8 {
530     /* Jump into creature */
531     if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
532     {
533     new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
534 root 1.43
535     stop_jump (pl, i, spaces);
536    
537 root 1.8 if (tmp->type != PLAYER ||
538     (pl->type == PLAYER && pl->contr->party == NULL) ||
539     (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
540     exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
541 root 1.43
542 root 1.8 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
543 root 1.6 }
544 root 1.43
545 root 1.8 /* If the space has fly on set (no matter what the space is),
546     * we should get the effects - after all, the player is
547     * effectively flying.
548     */
549     if (tmp->move_on & MOVE_FLY_LOW)
550     {
551     pl->x = x;
552     pl->y = y;
553     pl->map = m;
554     stop_jump (pl, i, spaces);
555     return calc_skill_exp (pl, NULL, skill);
556 root 1.6 }
557     }
558 root 1.44
559 root 1.8 pl->x = x;
560     pl->y = y;
561     pl->map = m;
562 elmex 1.1 }
563 root 1.44
564 root 1.8 stop_jump (pl, i, spaces);
565 root 1.44
566 root 1.8 return calc_skill_exp (pl, NULL, skill);
567 elmex 1.1 }
568    
569     /* jump() - this is both a new type of movement for player/monsters and
570     * an attack as well.
571     * Perhaps we should allow more spaces based on level, eg, level 50
572     * jumper can jump several spaces?
573 root 1.8 */
574     int
575     jump (object *pl, int dir, object *skill)
576 elmex 1.1 {
577 root 1.8 int str = pl->stats.Str;
578     int dex = pl->stats.Dex;
579    
580     dex = dex ? dex : 15;
581     str = str ? str : 10;
582    
583 root 1.43 int stats = str * str * str * dex * skill->level;
584 root 1.46 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
585 root 1.8
586 root 1.43 if (spaces == 0)
587 root 1.8 {
588     new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
589     return 0;
590 elmex 1.1 }
591 root 1.43
592 root 1.8 return attempt_jump (pl, dir, spaces, skill);
593 elmex 1.1 }
594    
595     /* skill_ident() - this code is supposed to allow players to identify
596     * classes of objects with the various "auto-ident" skills. Player must
597     * have unidentified objects of the right type in order for the skill
598     * to work. While multiple classes of objects may be identified,
599     * this code is kind of yucky -- it would be nice to make it a bit
600     * more generalized. Right now, skill indices are embedded in this routine.
601     * Returns amount of experience gained (on successful ident).
602     * - b.t. (thomas@astro.psu.edu)
603     */
604 root 1.8 static int
605     do_skill_detect_curse (object *pl, object *skill)
606     {
607     object *tmp;
608     int success = 0;
609    
610     for (tmp = pl->inv; tmp; tmp = tmp->below)
611     if (!tmp->invisible
612     && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
613     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
614     {
615     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
616     esrv_update_item (UPD_FLAGS, pl, tmp);
617     success += calc_skill_exp (pl, tmp, skill);
618     }
619    
620     /* Check ground, too, but only objects the player could pick up */
621 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
622 root 1.8 if (can_pick (pl, tmp) &&
623     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
624     !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
625     && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
626     {
627     SET_FLAG (tmp, FLAG_KNOWN_CURSED);
628     esrv_update_item (UPD_FLAGS, pl, tmp);
629     success += calc_skill_exp (pl, tmp, skill);
630     }
631    
632     return success;
633     }
634    
635     static int
636     do_skill_detect_magic (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_MAGICAL)
644     && (is_magical (tmp)) && tmp->item_power < skill->level)
645     {
646     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
647     esrv_update_item (UPD_FLAGS, pl, tmp);
648     success += calc_skill_exp (pl, tmp, skill);
649     }
650    
651     /* Check ground, too, but like above, only if the object can be picked up */
652 root 1.16 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
653 root 1.8 if (can_pick (pl, tmp) &&
654     !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
655     {
656     SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
657     esrv_update_item (UPD_FLAGS, pl, tmp);
658     success += calc_skill_exp (pl, tmp, skill);
659     }
660 elmex 1.1
661 root 1.8 return success;
662 elmex 1.1 }
663    
664     /* Helper function for do_skill_ident, so that we can loop
665     * over inventory AND objects on the ground conveniently.
666     */
667 root 1.8 int
668     do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
669 elmex 1.1 {
670 root 1.8 int success = 0, chance;
671     int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
672 elmex 1.1
673 root 1.8 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
674     && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
675     {
676     chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
677 elmex 1.1
678 root 1.8 if (skill_value >= chance)
679     {
680     identify (tmp);
681    
682     if (pl->type == PLAYER)
683     {
684     new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
685    
686     if (tmp->msg)
687     {
688     new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
689     new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
690     }
691 root 1.50 }
692 elmex 1.1
693 root 1.8 success += calc_skill_exp (pl, tmp, skill);
694     }
695     else
696     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
697     }
698 elmex 1.1
699 root 1.8 return success;
700 elmex 1.1 }
701    
702     /* do_skill_ident() - workhorse for skill_ident() -b.t.
703     */
704 root 1.8 static int
705     do_skill_ident (object *pl, int obj_class, object *skill)
706     {
707     int success = 0;
708    
709 root 1.39 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
710 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
711     /* check the ground */
712 elmex 1.1
713 root 1.39 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
714 root 1.8 success += do_skill_ident2 (tmp, pl, obj_class, skill);
715 elmex 1.1
716 root 1.8 return success;
717     }
718 elmex 1.1
719 root 1.8 int
720     skill_ident (object *pl, object *skill)
721     {
722     int success = 0;
723 elmex 1.1
724 root 1.8 if (pl->type != PLAYER)
725     return 0; /* only players will skill-identify */
726 elmex 1.1
727 root 1.8 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
728 elmex 1.1
729 root 1.8 switch (skill->subtype)
730     {
731 root 1.39 case SK_SMITHERY:
732     success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
733     + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
734     + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
735     + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
736     break;
737    
738     case SK_BOWYER:
739     success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
740     break;
741 root 1.6
742 root 1.39 case SK_ALCHEMY:
743     success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
744     + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
745     break;
746    
747     case SK_WOODSMAN:
748     success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
749     break;
750    
751     case SK_JEWELER:
752     success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
753     break;
754    
755     case SK_LITERACY:
756     success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
757     break;
758    
759     case SK_THAUMATURGY:
760     success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
761     break;
762    
763     case SK_DET_CURSE:
764     success = do_skill_detect_curse (pl, skill);
765     if (success)
766     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
767     break;
768    
769     case SK_DET_MAGIC:
770     success = do_skill_detect_magic (pl, skill);
771     if (success)
772     new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
773     break;
774    
775     default:
776     LOG (llevError, "Error: bad call to skill_ident()\n");
777     return 0;
778     break;
779 elmex 1.1 }
780 root 1.39
781 root 1.8 if (!success)
782 root 1.39 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
783    
784 root 1.8 return success;
785 elmex 1.1 }
786 root 1.8
787 elmex 1.1 /* players using this skill can 'charm' a monster --
788     * into working for them. It can only be used on
789     * non-special (see below) 'neutral' creatures.
790     * -b.t. (thomas@astro.psu.edu)
791     */
792 root 1.8 int
793     use_oratory (object *pl, int dir, object *skill)
794     {
795     if (pl->type != PLAYER)
796     return 0; /* only players use this skill */
797 root 1.33
798 root 1.34 sint16 x = pl->x + freearr_x[dir],
799     y = pl->y + freearr_y[dir];
800     maptile *m = pl->map;
801    
802     int mflags = get_map_flags (m, &m, x, y, &x, &y);
803 root 1.8 if (mflags & P_OUT_OF_MAP)
804     return 0;
805    
806     /* Save some processing - we have the flag already anyways
807     */
808     if (!(mflags & P_IS_ALIVE))
809     {
810     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
811     return 0;
812 elmex 1.1 }
813    
814 root 1.34 object *tmp;
815 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
816 root 1.8 {
817     /* can't persuade players - return because there is nothing else
818     * on that space to charm. Same for multi space monsters and
819     * special monsters - we don't allow them to be charmed, and there
820     * is no reason to do further processing since they should be the
821     * only monster on the space.
822     */
823 root 1.33 if (tmp->type == PLAYER
824     || tmp->more || tmp->head_ () != tmp
825     || tmp->msg)
826 root 1.8 return 0;
827 elmex 1.1
828 root 1.8 if (QUERY_FLAG (tmp, FLAG_MONSTER))
829     break;
830 elmex 1.1 }
831    
832 root 1.8 if (!tmp)
833     {
834     new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
835     return 0;
836 elmex 1.1 }
837    
838 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
839    
840     /* the following conditions limit who may be 'charmed' */
841 elmex 1.1
842 root 1.8 /* it's hostile! */
843     if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
844     {
845     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
846     return 0;
847     }
848 elmex 1.1
849 root 1.8 /* it's already allied! */
850 root 1.34 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
851 root 1.8 {
852 root 1.15 if (tmp->owner == pl)
853 root 1.8 {
854     new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
855     return 0;
856     }
857     else if (skill->level > tmp->level)
858     {
859     /* you steal the follower. Perhaps we should really look at the
860     * level of the owner above?
861     */
862 root 1.15 tmp->set_owner (pl);
863 root 1.33 tmp->skill = skill->skill;
864    
865 root 1.8 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
866     /* Abuse fix - don't give exp since this can otherwise
867     * be used by a couple players to gets lots of exp.
868     */
869     return 0;
870     }
871     else
872     {
873     /* In this case, you can't steal it from the other player */
874     return 0;
875 root 1.6 }
876 root 1.8 } /* Creature was already a pet of someone */
877 elmex 1.1
878 root 1.34 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
879 elmex 1.1
880 root 1.8 /* Ok, got a 'sucker' lets try to make them a follower */
881 root 1.34 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
882 root 1.8 {
883     new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
884    
885 root 1.15 tmp->set_owner (pl);
886 root 1.33 tmp->skill = skill->skill;
887 root 1.8 tmp->stats.exp = 0;
888     tmp->attack_movement = PETMOVE;
889 root 1.42
890     if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
891     add_friendly_object (tmp);
892    
893 root 1.8 return calc_skill_exp (pl, tmp, skill);
894     }
895     /* Charm failed. Creature may be angry now */
896     else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
897     {
898     new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
899     if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
900     {
901     remove_friendly_object (tmp);
902     tmp->attack_movement = 0; /* needed? */
903 root 1.6 }
904 root 1.27
905 root 1.8 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
906 elmex 1.1 }
907 root 1.25
908 root 1.8 return 0; /* Fall through - if we get here, we didn't charm anything */
909 elmex 1.1 }
910    
911     /* Singing() -this skill allows the player to pacify nearby creatures.
912     * There are few limitations on who/what kind of
913     * non-player creatures that may be pacified. Right now, a player
914     * may pacify creatures which have Int == 0. In this routine, once
915     * successfully pacified the creature gets Int=1. Thus, a player
916     * may only pacify a creature once.
917     * BTW, I appologize for the naming of the skill, I couldnt think
918     * of anything better! -b.t.
919     */
920 root 1.8 int
921     singing (object *pl, int dir, object *skill)
922     {
923 root 1.34 int i, exp = 0;
924 root 1.8 object *tmp;
925 root 1.11 maptile *m;
926 root 1.8 sint16 x, y;
927    
928     if (pl->type != PLAYER)
929     return 0; /* only players use this skill */
930    
931     new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
932     for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
933     {
934     x = pl->x + freearr_x[i];
935     y = pl->y + freearr_y[i];
936     m = pl->map;
937    
938 root 1.34 int mflags = get_map_flags (m, &m, x, y, &x, &y);
939 root 1.8 if (mflags & P_OUT_OF_MAP)
940     continue;
941     if (!(mflags & P_IS_ALIVE))
942     continue;
943    
944 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
945 root 1.8 {
946     if (QUERY_FLAG (tmp, FLAG_MONSTER))
947     break;
948     /* can't affect players */
949     if (tmp->type == PLAYER)
950     break;
951     }
952    
953     /* Whole bunch of checks to see if this is a type of monster that would
954     * listen to singing.
955     */
956     if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
957     !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
958     !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
959     (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
960     !QUERY_FLAG (tmp, FLAG_FRIENDLY))
961     { /* already calm */
962    
963     /* stealing isn't really related (although, maybe it should
964     * be). This is mainly to prevent singing to the same monster
965     * over and over again and getting exp for it.
966     */
967 root 1.34 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
968    
969     if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
970 root 1.8 {
971     SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
972     new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
973     /* Give exp only if they are not aware */
974 root 1.34
975 root 1.8 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
976     exp += calc_skill_exp (pl, tmp, skill);
977 root 1.34
978 root 1.8 SET_FLAG (tmp, FLAG_NO_STEAL);
979     }
980     else
981     {
982     new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
983     SET_FLAG (tmp, FLAG_NO_STEAL);
984 root 1.6 }
985     }
986 elmex 1.1 }
987 root 1.8 return exp;
988 elmex 1.1 }
989    
990     /* The find_traps skill (aka, search). Checks for traps
991     * on the spaces or in certain objects
992     */
993    
994 root 1.8 int
995     find_traps (object *pl, object *skill)
996     {
997     object *tmp, *tmp2;
998     int i, expsum = 0, mflags;
999     sint16 x, y;
1000 root 1.11 maptile *m;
1001 root 1.8
1002     /* First we search all around us for runes and traps, which are
1003     * all type RUNE
1004     */
1005 root 1.6
1006 root 1.8 for (i = 0; i < 9; i++)
1007     {
1008     x = pl->x + freearr_x[i];
1009     y = pl->y + freearr_y[i];
1010     m = pl->map;
1011    
1012     mflags = get_map_flags (m, &m, x, y, &x, &y);
1013     if (mflags & P_OUT_OF_MAP)
1014     continue;
1015    
1016     /* Check everything in the square for trapness */
1017 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1018 root 1.8 {
1019    
1020     /* And now we'd better do an inventory traversal of each
1021     * of these objects' inventory
1022     * We can narrow this down a bit - no reason to search through
1023     * the players inventory or monsters for that matter.
1024     */
1025     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1026     {
1027     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1028     if (tmp2->type == RUNE || tmp2->type == TRAP)
1029     if (trap_see (pl, tmp2))
1030     {
1031     trap_show (tmp2, tmp);
1032     if (tmp2->stats.Cha > 1)
1033     {
1034     if (!tmp2->owner || tmp2->owner->type != PLAYER)
1035     expsum += calc_skill_exp (pl, tmp2, skill);
1036    
1037     tmp2->stats.Cha = 1; /* unhide the trap */
1038 root 1.6 }
1039 root 1.8 }
1040 root 1.6 }
1041 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1042     {
1043     trap_show (tmp, tmp);
1044     if (tmp->stats.Cha > 1)
1045     {
1046     if (!tmp->owner || tmp->owner->type != PLAYER)
1047     expsum += calc_skill_exp (pl, tmp, skill);
1048     tmp->stats.Cha = 1; /* unhide the trap */
1049 root 1.6 }
1050     }
1051     }
1052 elmex 1.1 }
1053 root 1.8 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1054     return expsum;
1055     }
1056 elmex 1.1
1057     /* remove_trap() - This skill will disarm any previously discovered trap
1058     * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1059 root 1.8 */
1060    
1061     int
1062     remove_trap (object *op, int dir, object *skill)
1063     {
1064     object *tmp, *tmp2;
1065     int i, success = 0, mflags;
1066 root 1.11 maptile *m;
1067 root 1.8 sint16 x, y;
1068 elmex 1.1
1069 root 1.8 for (i = 0; i < 9; i++)
1070     {
1071     x = op->x + freearr_x[i];
1072     y = op->y + freearr_y[i];
1073     m = op->map;
1074    
1075     mflags = get_map_flags (m, &m, x, y, &x, &y);
1076     if (mflags & P_OUT_OF_MAP)
1077     continue;
1078    
1079     /* Check everything in the square for trapness */
1080 root 1.16 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1081 root 1.8 {
1082     /* And now we'd better do an inventory traversal of each
1083     * of these objects inventory. Like above, only
1084     * do this for interesting objects.
1085     */
1086    
1087     if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1088     {
1089     for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1090     if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1091     {
1092     trap_show (tmp2, tmp);
1093     if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1094     {
1095     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1096     success += calc_skill_exp (op, tmp2, skill);
1097     }
1098     }
1099 root 1.6 }
1100 root 1.8 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1101     {
1102     trap_show (tmp, tmp);
1103     if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1104     {
1105     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1106     success += calc_skill_exp (op, tmp, skill);
1107 root 1.6 }
1108     }
1109     }
1110 elmex 1.1 }
1111 root 1.40
1112 root 1.8 return success;
1113 elmex 1.1 }
1114    
1115     /* pray() - when this skill is called from do_skill(), it allows
1116     * the player to regain lost grace points at a faster rate. -b.t.
1117     * This always returns 0 - return value is used by calling function
1118     * such that if it returns true, player gets exp in that skill. This
1119     * the effect here can be done on demand, we probably don't want to
1120     * give infinite exp by returning true in any cases.
1121     */
1122 root 1.8 int
1123     pray (object *pl, object *skill)
1124     {
1125     char buf[MAX_BUF];
1126     object *tmp;
1127    
1128     if (pl->type != PLAYER)
1129     return 0;
1130    
1131     strcpy (buf, "You pray.");
1132    
1133     /* Check all objects - we could stop at floor objects,
1134     * but if someone buries an altar, I don't see a problem with
1135     * going through all the objects, and it shouldn't be much slower
1136     * than extra checks on object attributes.
1137     */
1138     for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1139     {
1140     /* Only if the altar actually belongs to someone do you get special benefits */
1141     if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1142     {
1143     sprintf (buf, "You pray over the %s.", &tmp->name);
1144     pray_at_altar (pl, tmp, skill);
1145     break; /* Only pray at one altar */
1146 root 1.6 }
1147 elmex 1.1 }
1148    
1149 root 1.8 new_draw_info (NDI_BLACK, 0, pl, buf);
1150    
1151     if (pl->stats.grace < pl->stats.maxgrace)
1152     {
1153     pl->stats.grace++;
1154     pl->last_grace = -1;
1155 elmex 1.1 }
1156 root 1.40
1157 root 1.8 return 0;
1158 elmex 1.1 }
1159    
1160     /* This skill allows the player to regain a few sp or hp for a
1161     * brief period of concentration. No armour or weapons may be
1162     * wielded/applied for this to work. The amount of time needed
1163     * to concentrate and the # of points regained is dependant on
1164     * the level of the user. - b.t. thomas@astro.psu.edu
1165 root 1.8 */
1166     void
1167     meditate (object *pl, object *skill)
1168     {
1169     object *tmp;
1170 elmex 1.1
1171 root 1.8 if (pl->type != PLAYER)
1172     return; /* players only */
1173 elmex 1.1
1174 root 1.8 /* check if pl has removed encumbering armour and weapons */
1175     if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1176     {
1177     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1178     return;
1179     }
1180     else
1181     {
1182     for (tmp = pl->inv; tmp; tmp = tmp->below)
1183 root 1.35 if (((tmp->type == ARMOUR && skill->level < 12)
1184 root 1.8 || (tmp->type == HELMET && skill->level < 10)
1185 root 1.35 || (tmp->type == SHIELD && skill->level < 6)
1186     || (tmp->type == BOOTS && skill->level < 4)
1187     || (tmp->type == GLOVES && skill->level < 2))
1188     && QUERY_FLAG (tmp, FLAG_APPLIED))
1189 root 1.8 {
1190     new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1191     return;
1192 root 1.6 }
1193 elmex 1.1 }
1194    
1195 root 1.8 /* ok let's meditate! Spell points are regained first, then once
1196     * they are maxed we get back hp. Actual incrementing of values
1197     * is handled by the do_some_living() (in player.c). This way magical
1198     * bonuses for healing/sp regeneration are included properly
1199     * No matter what, we will eat up some playing time trying to
1200     * meditate. (see 'factor' variable for what sets the amount of time)
1201     */
1202    
1203     new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1204    
1205     if (pl->stats.sp < pl->stats.maxsp)
1206     {
1207     pl->stats.sp++;
1208     pl->last_sp = -1;
1209     }
1210     else if (pl->stats.hp < pl->stats.maxhp)
1211     {
1212     pl->stats.hp++;
1213     pl->last_heal = -1;
1214 elmex 1.1 }
1215     }
1216    
1217     /* write_note() - this routine allows players to inscribe messages in
1218 root 1.40 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1219 elmex 1.1 */
1220 root 1.8 static int
1221     write_note (object *pl, object *item, const char *msg, object *skill)
1222     {
1223    
1224 root 1.40 if (strstr (msg, "\nendmsg"))
1225 root 1.8 {
1226 root 1.40 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1227 root 1.8 return 0;
1228 elmex 1.1 }
1229 root 1.24
1230 root 1.40 int len = strlen (msg);
1231    
1232     if (!is_utf8_string ((U8 *)msg, len))
1233 root 1.8 {
1234 root 1.40 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1235 root 1.8 return 0;
1236 elmex 1.1 }
1237    
1238 root 1.8 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1239 root 1.40 return RESULT_INT (0);
1240    
1241     char buf[1024];
1242    
1243     if (len < sizeof (buf) - 2)
1244     {
1245     snprintf (buf, sizeof (buf), "%s\n", msg);
1246 root 1.8
1247 root 1.40 object *newbook = arch_to_object (item->other_arch);
1248 root 1.47 item->decrease ();
1249 root 1.40 newbook->nrof = 1;
1250     newbook->msg = buf;
1251     newbook->flag [FLAG_IDENTIFIED] = true;
1252    
1253     if (item->subtype == 1) // mailscrolls
1254 root 1.8 {
1255 root 1.40 newbook->name = item->name;
1256     newbook->name_pl = item->name_pl;
1257 root 1.8 }
1258 root 1.24
1259 root 1.50 pl->insert (newbook);
1260 root 1.40
1261     pl->contr->play_sound (sound_find ("inscribe_success"));
1262     new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1263 root 1.4 return strlen (msg);
1264 root 1.8 }
1265     else
1266 root 1.40 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name);
1267 elmex 1.1
1268 root 1.8 return 0;
1269 elmex 1.1 }
1270    
1271     /* write_scroll() - this routine allows players to inscribe spell scrolls
1272     * of spells which they know. Backfire effects are possible with the
1273     * severity of the backlash correlated with the difficulty of the scroll
1274     * that is attempted. -b.t. thomas@astro.psu.edu
1275     */
1276 root 1.8 static int
1277     write_scroll (object *pl, object *scroll, object *skill)
1278     {
1279     int success = 0, confused = 0;
1280    
1281 root 1.40 /* Check if we are ready to attempt inscription */
1282     object *chosen_spell = pl->contr->ranged_ob;
1283 root 1.8
1284 root 1.28 if (!chosen_spell || chosen_spell->type != SPELL)
1285 root 1.8 {
1286     new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1287     return 0;
1288     }
1289 root 1.24
1290 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1291     {
1292     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1293     return 0;
1294     }
1295 root 1.24
1296 root 1.8 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1297     {
1298     new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1299     return 0;
1300 elmex 1.1 }
1301 root 1.8
1302     /* ok, we are ready to try inscription */
1303     if (QUERY_FLAG (pl, FLAG_CONFUSED))
1304     confused = 1;
1305    
1306     /* Lost mana/grace no matter what */
1307     pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1308     pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1309    
1310     if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1311     {
1312 root 1.40 object *newscroll = arch_to_object (scroll->other_arch);
1313 root 1.47 scroll->decrease ();
1314 root 1.40 newscroll->nrof = 1;
1315    
1316     pl->contr->play_sound (sound_find ("inscribe_success"));
1317 root 1.8
1318     if (!confused)
1319     {
1320     newscroll->level = MAX (skill->level, chosen_spell->level);
1321 root 1.40 newscroll->flag [FLAG_IDENTIFIED] = true;
1322     new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1323 root 1.8 }
1324     else
1325     {
1326     chosen_spell = find_random_spell_in_ob (pl, NULL);
1327     if (!chosen_spell)
1328 root 1.6 return 0;
1329 elmex 1.1
1330 root 1.8 newscroll->level = MAX (skill->level, chosen_spell->level);
1331     new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1332     }
1333 elmex 1.1
1334 root 1.40 object *tmp = chosen_spell->clone ();
1335 root 1.8 insert_ob_in_ob (tmp, newscroll);
1336    
1337 root 1.40 /* Same code as from treasure.C - so they can better merge.
1338 root 1.8 * if players want to sell them, so be it.
1339     */
1340 root 1.37 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1341 root 1.8 newscroll->stats.exp = newscroll->value / 5;
1342    
1343 root 1.50 pl->insert (newscroll);
1344 root 1.40
1345 root 1.8 success = calc_skill_exp (pl, newscroll, skill);
1346     if (!confused)
1347     success *= 2;
1348 root 1.40
1349 root 1.8 success = success * skill->level;
1350     return success;
1351     }
1352     else
1353     { /* Inscription has failed */
1354 root 1.40 pl->contr->play_sound (sound_find ("inscribe_fail"));
1355 root 1.8
1356     if (chosen_spell->level > skill->level || confused)
1357     { /*backfire! */
1358     new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1359 root 1.40
1360 root 1.8 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1361 root 1.18 pl->drain_specific_stat (4);
1362 root 1.8 else
1363     {
1364     confuse_player (pl, pl, 99);
1365 root 1.40 return -30 * chosen_spell->level;
1366 root 1.6 }
1367 root 1.8 }
1368     else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1369     {
1370 root 1.40 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind! H<Frankly spoken, you were too dumb and unlucky.>");
1371 root 1.8 confuse_player (pl, pl, 99);
1372     }
1373     else
1374 root 1.40 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>");
1375 elmex 1.1 }
1376 root 1.18
1377 root 1.8 return 0;
1378 elmex 1.1 }
1379    
1380     /* write_on_item() - wrapper for write_note and write_scroll */
1381 root 1.8 int
1382     write_on_item (object *pl, const char *params, object *skill)
1383     {
1384     archetype *skat;
1385    
1386     if (pl->type != PLAYER)
1387     return 0;
1388    
1389     if (!params)
1390 root 1.40 params = "";
1391 root 1.24
1392 root 1.8 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1393    
1394     /* Need to be able to read before we can write! */
1395 root 1.37 if (!find_skill_by_name (pl, skat->skill))
1396 root 1.8 {
1397 root 1.40 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1398 root 1.8 return 0;
1399 elmex 1.1 }
1400    
1401 root 1.40 object *item = find_marked_object (pl);
1402 root 1.8
1403     /* find an item of correct type to write on */
1404 root 1.40 if (!item)
1405 root 1.8 {
1406 root 1.40 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.>");
1407     return 0;
1408     }
1409    
1410     if (item->type != INSCRIBABLE)
1411     {
1412     new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1413 root 1.8 return 0;
1414 elmex 1.1 }
1415    
1416 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1417     {
1418     new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1419     return 0;
1420 elmex 1.1 }
1421 root 1.40
1422     if (item->other_arch->type == SCROLL)
1423 root 1.8 {
1424 root 1.40 if (*params)
1425     {
1426     // check readied scroll
1427     new_draw_info_format (NDI_UNIQUE, 0, pl,
1428     "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1429     "Usage: cast [spell name]; use_skill %s", &skill->skill);
1430     return 0;
1431     }
1432    
1433     return write_scroll (pl, item, skill);
1434 elmex 1.1 }
1435 root 1.40 else
1436     {
1437     if (!*params)
1438     {
1439     new_draw_info_format (NDI_UNIQUE, 0, pl,
1440     "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1441     "Usage: use_skill %s <message>", &skill->skill);
1442     return 0;
1443     }
1444 elmex 1.1
1445 root 1.40 return write_note (pl, item, params, skill);
1446     }
1447 root 1.24
1448 root 1.8 return 0;
1449 elmex 1.1 }
1450    
1451     /* find_throw_ob() - if we request an object, then
1452     * we search for it in the inventory of the owner (you've
1453     * got to be carrying something in order to throw it!).
1454     * If we didnt request an object, then the top object in inventory
1455     * (that is "throwable", ie no throwing your skills away!)
1456     * is the object of choice. Also check to see if object is
1457     * 'throwable' (ie not applied cursed obj, worn, etc).
1458     */
1459 root 1.8 static object *
1460     find_throw_ob (object *op, const char *request)
1461     {
1462     object *tmp;
1463    
1464     if (!op)
1465     { /* safety */
1466     LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1467     return (object *) NULL;
1468     }
1469    
1470     /* prefer marked item */
1471     tmp = find_marked_object (op);
1472     if (tmp != NULL)
1473     {
1474     /* can't toss invisible or inv-locked items */
1475     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1476     {
1477     tmp = NULL;
1478     }
1479     }
1480    
1481     /* look through the inventory */
1482     if (tmp == NULL)
1483     {
1484     for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1485     {
1486     /* can't toss invisible or inv-locked items */
1487     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1488     continue;
1489     if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1490     break;
1491 elmex 1.1 }
1492     }
1493    
1494 root 1.8 /* this should prevent us from throwing away
1495     * cursed items, worn armour, etc. Only weapons
1496     * can be thrown from 'hand'.
1497     */
1498     if (!tmp)
1499     return NULL;
1500    
1501     if (QUERY_FLAG (tmp, FLAG_APPLIED))
1502     {
1503     if (tmp->type != WEAPON)
1504     {
1505     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1506     tmp = NULL;
1507     }
1508     else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1509     {
1510     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1511     tmp = NULL;
1512     }
1513     else
1514     {
1515     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1516     {
1517     LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1518     tmp = NULL;
1519 root 1.6 }
1520     }
1521 root 1.8 }
1522     else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1523     {
1524     new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1525     tmp = NULL;
1526 elmex 1.1 }
1527    
1528 root 1.8 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1529     {
1530     LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1531     tmp = NULL;
1532 elmex 1.1 }
1533 root 1.8 return tmp;
1534 elmex 1.1 }
1535    
1536     /* make_throw_ob() We construct the 'carrier' object in
1537     * which we will insert the object that is being thrown.
1538 root 1.51 * This combination becomes the 'thrown object'. -b.t.
1539 elmex 1.1 */
1540 root 1.8 static object *
1541     make_throw_ob (object *orig)
1542     {
1543     if (!orig)
1544 root 1.51 return 0;
1545 elmex 1.1
1546 root 1.8 if (QUERY_FLAG (orig, FLAG_APPLIED))
1547     {
1548     LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1549     /* insufficient workaround, but better than nothing */
1550     CLEAR_FLAG (orig, FLAG_APPLIED);
1551     }
1552 root 1.14
1553     object *toss_item = orig->clone ();
1554    
1555 root 1.8 toss_item->type = THROWN_OBJ;
1556     CLEAR_FLAG (toss_item, FLAG_CHANGING);
1557     toss_item->stats.dam = 0; /* default damage */
1558 root 1.41 toss_item->insert (orig);
1559    
1560 root 1.8 return toss_item;
1561 elmex 1.1 }
1562    
1563     /* do_throw() - op throws any object toss_item. This code
1564     * was borrowed from fire_bow.
1565     * Returns 1 if skill was successfully used, 0 if not
1566     */
1567 root 1.8 static int
1568     do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1569     {
1570     object *throw_ob = toss_item, *left = NULL;
1571     int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1572     int pause_f, weight_f = 0, mflags;
1573     float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1574 root 1.11 maptile *m;
1575 root 1.8 sint16 sx, sy;
1576    
1577     if (throw_ob == NULL)
1578     {
1579     if (op->type == PLAYER)
1580 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1581    
1582 root 1.8 return 0;
1583 elmex 1.1 }
1584 root 1.8 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1585     {
1586     if (op->type == PLAYER)
1587 root 1.10 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1588    
1589 root 1.8 return 0;
1590     }
1591    
1592     /* Because throwing effectiveness must be reduced by the
1593     * encumbrance of the thrower and weight of the object. THus,
1594     * we use the concept of 'effective strength' as defined below.
1595     */
1596    
1597     /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1598     if (str > MAX_STAT)
1599     {
1600     str_factor = (float) str / (float) MAX_STAT;
1601     str = MAX_STAT;
1602 elmex 1.1 }
1603    
1604 root 1.8 /* the more we carry, the less we can throw. Limit only on players */
1605     maxc = max_carry[str] * 1000;
1606     if (op->carrying > maxc && op->type == PLAYER)
1607     load_factor = (float) maxc / (float) op->carrying;
1608    
1609     /* lighter items are thrown harder, farther, faster */
1610     if (throw_ob->weight > 0)
1611     item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1612     else
1613     { /* 0 or negative weight?!? Odd object, can't throw it */
1614     new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1615     return 0;
1616 elmex 1.1 }
1617 root 1.8
1618     eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1619     eff_str = (int) ((float) eff_str * item_factor * str_factor);
1620    
1621     /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1622     * account for super-strong throwers. */
1623     if (eff_str > MAX_STAT)
1624     eff_str = MAX_STAT;
1625 elmex 1.1
1626     #ifdef DEBUG_THROW
1627 root 1.8 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1628     LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1629     LOG (llevDebug, " str_factor=%f\n", str_factor);
1630     LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1631 elmex 1.1 #endif
1632    
1633 root 1.8 /* 3 things here prevent a throw, you aimed at your feet, you
1634     * have no effective throwing strength, or you threw at something
1635     * that flying objects can't get through.
1636     */
1637     mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1638    
1639     if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1640     {
1641 root 1.20 /* bounces off 'wall', and drops to feet */
1642     throw_ob->insert_at (part, op);
1643 root 1.8
1644     if (op->type == PLAYER)
1645     {
1646     if (eff_str <= 1)
1647 root 1.20 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1648 root 1.8 else if (!dir)
1649 root 1.20 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1650 root 1.8 else
1651     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 root 1.6 }
1653 root 1.20
1654 root 1.8 return 0;
1655     } /* if object can't be thrown */
1656    
1657     left = throw_ob; /* these are throwing objects left to the player */
1658    
1659     /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1660     * and returns NULL. We must use 'left' then
1661     */
1662 root 1.48 if (!(throw_ob = throw_ob->split ()))
1663 root 1.8 {
1664     throw_ob = left;
1665 root 1.12 left->remove ();
1666 root 1.8 }
1667    
1668     /* special case: throwing powdery substances like dust, dirt */
1669     if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1670     {
1671     cast_dust (op, throw_ob, dir);
1672     return 1;
1673     }
1674    
1675     /* Make a thrown object -- insert real object in a 'carrier' object.
1676     * If unsuccessfull at making the "thrown_obj", we just reinsert
1677     * the original object back into inventory and exit
1678     */
1679     if ((toss_item = make_throw_ob (throw_ob)))
1680     {
1681     throw_ob = toss_item;
1682     throw_ob->skill = skill->skill;
1683 elmex 1.1 }
1684 root 1.8 else
1685     {
1686     insert_ob_in_ob (throw_ob, op);
1687     return 0;
1688 elmex 1.1 }
1689    
1690 root 1.15 throw_ob->set_owner (op);
1691 root 1.8 /* At some point in the attack code, the actual real object (op->inv)
1692     * becomes the hitter. As such, we need to make sure that has a proper
1693     * owner value so exp goes to the right place.
1694     */
1695 root 1.15 throw_ob->inv->set_owner (op);
1696 root 1.8 throw_ob->direction = dir;
1697    
1698     /* the damage bonus from the force of the throw */
1699 root 1.41 dam = int (str_factor * dam_bonus[eff_str]);
1700 root 1.8
1701     /* Now, lets adjust the properties of the thrown_ob. */
1702    
1703     /* how far to fly */
1704     throw_ob->last_sp = (eff_str * 3) / 5;
1705    
1706     /* speed */
1707 root 1.19 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1708 root 1.8
1709     /* item damage. Eff_str and item weight influence damage done */
1710     weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1711     throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1712    
1713     /* chance of breaking. Proportional to force used and weight of item */
1714     throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1715    
1716     /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1717     throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1718 elmex 1.1
1719 root 1.8 /* the properties of objects which are meant to be thrown (ie dart,
1720     * throwing knife, etc) will differ from ordinary items. Lets tailor
1721     * this stuff in here.
1722     */
1723    
1724     if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1725     {
1726     throw_ob->last_sp += eff_str / 3; /* fly a little further */
1727     throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1728     throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1729     /* only throw objects get directional faces */
1730     if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1731     SET_ANIMATION (throw_ob, dir);
1732     }
1733     else
1734     {
1735 root 1.26 uint16 mat = throw_ob->materials;
1736    
1737 root 1.8 /* some materials will adjust properties.. */
1738 root 1.26 if (mat & M_LEATHER)
1739 root 1.8 {
1740     throw_ob->stats.dam -= 1;
1741     throw_ob->stats.food -= 10;
1742     }
1743 root 1.19
1744 root 1.26 if (mat & M_GLASS)
1745 root 1.8 throw_ob->stats.food += 60;
1746    
1747 root 1.26 if (mat & M_ORGANIC)
1748 root 1.8 {
1749     throw_ob->stats.dam -= 3;
1750     throw_ob->stats.food += 55;
1751     }
1752 root 1.19
1753 root 1.26 if (mat & M_PAPER || mat & M_CLOTH)
1754 root 1.8 {
1755     throw_ob->stats.dam -= 5;
1756     throw_ob->speed *= 0.8;
1757     throw_ob->stats.wc += 3;
1758     throw_ob->stats.food -= 30;
1759     }
1760 root 1.19
1761 root 1.8 /* light obj have more wind resistance, fly slower */
1762     if (throw_ob->weight > 500)
1763     throw_ob->speed *= 0.8;
1764 root 1.19
1765 root 1.8 if (throw_ob->weight > 50)
1766     throw_ob->speed *= 0.5;
1767     } /* else tailor thrown object */
1768    
1769     /* some limits, and safeties (needed?) */
1770     if (throw_ob->stats.dam < 0)
1771     throw_ob->stats.dam = 0;
1772     if (throw_ob->last_sp > eff_str)
1773     throw_ob->last_sp = eff_str;
1774     if (throw_ob->stats.food < 0)
1775     throw_ob->stats.food = 0;
1776     if (throw_ob->stats.food > 100)
1777     throw_ob->stats.food = 100;
1778     if (throw_ob->stats.wc > 30)
1779     throw_ob->stats.wc = 30;
1780    
1781     /* how long to pause the thrower. Higher values mean less pause */
1782     pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1783    
1784     /* Put a lower limit on this */
1785     if (pause_f < 10)
1786     pause_f = 10;
1787     if (pause_f > 100)
1788     pause_f = 100;
1789    
1790     /* Changed in 0.94.2 - the calculation before was really goofy.
1791     * In short summary, a throw can take anywhere between speed 5 and
1792     * speed 0.5
1793     */
1794     op->speed_left -= 50 / pause_f;
1795    
1796     throw_ob->speed_left = 0;
1797     throw_ob->map = part->map;
1798    
1799     throw_ob->move_type = MOVE_FLY_LOW;
1800     throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1801 elmex 1.1
1802     #if 0
1803 root 1.8 /* need to put in a good sound for this */
1804     play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1805 elmex 1.1 #endif
1806 root 1.8
1807 elmex 1.1 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1808 root 1.8 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1809 elmex 1.1 #ifdef DEBUG_THROW
1810 root 1.8 LOG (llevDebug, " pause_f=%d \n", pause_f);
1811     LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1812     throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1813     LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1814 elmex 1.1 #endif
1815 root 1.20
1816     throw_ob->insert_at (part, op);
1817 root 1.10
1818     if (!throw_ob->destroyed ())
1819 root 1.8 move_arrow (throw_ob);
1820 root 1.10
1821 root 1.8 return 1;
1822     }
1823    
1824     int
1825     skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1826     {
1827     object *throw_ob;
1828    
1829     if (op->type == PLAYER)
1830     throw_ob = find_throw_ob (op, params);
1831     else
1832     throw_ob = find_mon_throw_ob (op);
1833 elmex 1.1
1834 root 1.8 return do_throw (op, part, throw_ob, dir, skill);
1835 elmex 1.1 }