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Revision: 1.39
Committed: Tue Jul 3 06:07:07 2007 UTC (16 years, 11 months ago) by root
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Branch: MAIN
Changes since 1.38: +52 -53 lines
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# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT 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 <crossfire@schmorp.de>
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 /* Don't delete it from target player until we know
184 * the thief has picked it up. can't just look at tmp->count,
185 * as it's possible that it got merged when picked up.
186 */
187 if (op->type == PLAYER)
188 esrv_del_item (op->contr, tmp->count);
189 }
190 break;
191 }
192 } /* for loop looking for an item */
193
194 if (!tmp)
195 {
196 new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
197 return 0;
198 }
199
200 /* If you arent high enough level, you might get something BUT
201 * the victim will notice your stealing attempt. Ditto if you
202 * attempt to steal something heavy off them, they're bound to notice
203 */
204
205 if ((roll >= skill->level) || !chance
206 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
207 {
208
209 /* victim figures out where the thief is! */
210 if (who->hide)
211 make_visible (who);
212
213 if (op->type != PLAYER)
214 {
215 /* The unaggressives look after themselves 8) */
216 if (who->type == PLAYER)
217 {
218 npc_call_help (op);
219 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
220 }
221 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
222 /* all remaining npc items are guarded now. Set flag NO_STEAL
223 * on the victim.
224 */
225 SET_FLAG (op, FLAG_NO_STEAL);
226 }
227 else
228 { /* stealing from another player */
229 char buf[MAX_BUF];
230
231 /* Notify the other player */
232 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
233 {
234 sprintf (buf, "Your %s is missing!", query_name (success));
235 }
236 else
237 {
238 sprintf (buf, "Your pack feels strangely lighter.");
239 }
240 new_draw_info (NDI_UNIQUE, 0, op, buf);
241 if (!success)
242 {
243 if (who->invisible)
244 {
245 sprintf (buf, "you feel itchy fingers getting at your pack.");
246 }
247 else
248 {
249 sprintf (buf, "%s looks very shifty.", query_name (who));
250 }
251 new_draw_info (NDI_UNIQUE, 0, op, buf);
252 }
253 } /* else stealing from another player */
254 /* play_sound("stop! thief!"); kindofthing */
255 } /* if you weren't 100% successful */
256 return success ? 1 : 0;
257 }
258
259 int
260 steal (object *op, int dir, object *skill)
261 {
262 object *tmp, *next;
263 sint16 x, y;
264 maptile *m;
265 int mflags;
266
267 x = op->x + freearr_x[dir];
268 y = op->y + freearr_y[dir];
269
270 if (dir == 0)
271 {
272 /* Can't steal from ourself! */
273 return 0;
274 }
275
276 m = op->map;
277 mflags = get_map_flags (m, &m, x, y, &x, &y);
278 /* Out of map - can't do it. If nothing alive on this space,
279 * don't need to look any further.
280 */
281 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
282 return 0;
283
284 /* If player can't move onto the space, can't steal from it. */
285 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
286 return 0;
287
288 /* Find the topmost object at this spot */
289 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
290
291 /* For all the stacked objects at this point, attempt a steal */
292 for (; tmp != NULL; tmp = next)
293 {
294 next = tmp->below;
295 /* Minor hack--for multi square beings - make sure we get
296 * the 'head' coz 'tail' objects have no inventory! - b.t.
297 */
298 if (tmp->head)
299 tmp = tmp->head;
300
301 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
302 continue;
303
304 /* do not reveal hidden DMs */
305 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
306 continue;
307 if (attempt_steal (tmp, op, skill))
308 {
309 if (tmp->type == PLAYER) /* no xp for stealing from another player */
310 return 0;
311
312 /* no xp for stealing from pets (of players) */
313 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
314 {
315 object *owner = tmp->owner;
316
317 if (owner != NULL && owner->type == PLAYER)
318 return 0;
319 }
320
321 // reduce monster experience by experience we gained, as to
322 // limit the amount of exp that can be gained by stealing from monsters
323 // (jessies gave ~20,000,000 exp otherwise.
324 int exp = calc_skill_exp (op, tmp, skill);
325
326 exp = MIN (tmp->stats.exp, exp);
327 tmp->stats.exp -= exp;
328 return exp;
329 }
330 }
331 return 0;
332 }
333
334 static int
335 attempt_pick_lock (object *door, object *pl, object *skill)
336 {
337 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
338 int success = 0, number; /* did we get anything? */
339
340
341 /* Try to pick the lock on this item (doors only for now).
342 * Dependent on dexterity/skill SK_level of the player and
343 * the map level difficulty.
344 */
345 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
346 if (number < (pl->stats.Dex + skill->level - difficulty))
347 {
348 remove_door (door);
349 success = 1;
350 }
351 else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
352 { /* set off any traps? */
353 spring_trap (door->inv, pl);
354 }
355 return success;
356 }
357
358
359 /* Implementation by bt. (thomas@astro.psu.edu)
360 * monster implementation 7-7-95 by bt.
361 */
362
363 int
364 pick_lock (object *pl, int dir, object *skill)
365 {
366 object *tmp;
367 int x = pl->x + freearr_x[dir];
368 int y = pl->y + freearr_y[dir];
369
370 if (!dir)
371 dir = pl->facing;
372
373 /* For all the stacked objects at this point find a door */
374 if (out_of_map (pl->map, x, y))
375 {
376 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
377 return 0;
378 }
379
380 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
381 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
382 break;
383
384 if (!tmp)
385 {
386 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
387 return 0;
388 }
389 if (tmp->type == LOCKED_DOOR)
390 {
391 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
392 return 0;
393 }
394
395 if (!tmp->move_block)
396 {
397 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
398 return 0;
399 }
400
401 if (attempt_pick_lock (tmp, pl, skill))
402 {
403 new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
404 return calc_skill_exp (pl, NULL, skill);
405 }
406 else
407 {
408 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
409 return 0;
410 }
411 }
412
413 /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
414 * a short while (success and duration dependant on player SK_level,
415 * dexterity, charisma, and map difficulty).
416 * Players have a good chance of becoming 'unhidden' if they move
417 * and like invisiblity will be come visible if they attack
418 * Implemented by b.t. (thomas@astro.psu.edu)
419 * July 7, 1995 - made hiding possible for monsters. -b.t.
420 */
421 static int
422 attempt_hide (object *op, object *skill)
423 {
424 int number, difficulty = op->map->difficulty;
425 int terrain = hideability (op);
426
427 if (terrain < -10) /* not enough cover here */
428 return 0;
429
430 /* Hiding success and duration dependant on skill level,
431 * op->stats.Dex, map difficulty and terrain.
432 */
433 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
434
435 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
436 {
437 op->invisible += 100; /* set the level of 'hiddeness' */
438
439 if (op->type == PLAYER)
440 op->contr->tmp_invis = 1;
441
442 op->hide = 1;
443 return 1;
444 }
445
446 return 0;
447 }
448
449 /* patched this to take terrain into consideration */
450 int
451 hide (object *op, object *skill)
452 {
453 /* the preliminaries -- Can we really hide now? */
454 /* this keeps monsters from using invisibilty spells and hiding */
455
456 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
457 {
458 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
459 return 0;
460 }
461 else if (!op->hide && op->invisible > 0 && op->type == PLAYER)
462 {
463 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
464 make_visible (op);
465 }
466
467 if (op->invisible > 50 * skill->level)
468 {
469 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
470 return 0;
471 }
472
473 if (attempt_hide (op, skill))
474 {
475 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
476 update_object (op, UP_OBJ_FACE);
477 return calc_skill_exp (op, NULL, skill);
478 }
479
480 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
481 return 0;
482 }
483
484 /* stop_jump() - End of jump. Clear flags, restore the map, and
485 * freeze the jumper a while to simulate the exhaustion
486 * of jumping.
487 */
488 static void
489 stop_jump (object *pl, int dist, int spaces)
490 {
491 pl->update_stats ();
492 pl->map->insert (pl, pl->x, pl->y, pl);
493 }
494
495 static int
496 attempt_jump (object *pl, int dir, int spaces, object *skill)
497 {
498 object *tmp;
499 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
500 sint16 x, y;
501 maptile *m;
502
503 /* Jump loop. Go through spaces opject wants to jump. Halt the
504 * jump if a wall or creature is in the way. We set FLAG_FLYING
505 * temporarily to allow player to aviod exits/archs that are not
506 * fly_on, fly_off. This will also prevent pickup of objects
507 * while jumping over them.
508 */
509
510 pl->remove ();
511
512 /*
513 * I don't think this is actually needed - all the movement
514 * code is handled in this function, and I don't see anyplace
515 * that cares about the move_type being flying.
516 */
517 pl->move_type |= MOVE_FLY_LOW;
518
519 for (i = 0; i <= spaces; i++)
520 {
521 x = pl->x + dx;
522 y = pl->y + dy;
523 m = pl->map;
524
525 mflags = get_map_flags (m, &m, x, y, &x, &y);
526
527 if (mflags & P_OUT_OF_MAP)
528 {
529 (void) stop_jump (pl, i, spaces);
530 return 0;
531 }
532 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
533 {
534 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
535 stop_jump (pl, i, spaces);
536 return 0;
537 }
538
539 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
540 {
541 /* Jump into creature */
542 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
543 {
544 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
545 if (tmp->type != PLAYER ||
546 (pl->type == PLAYER && pl->contr->party == NULL) ||
547 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
548 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
549 stop_jump (pl, i, spaces);
550 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
551 }
552 /* If the space has fly on set (no matter what the space is),
553 * we should get the effects - after all, the player is
554 * effectively flying.
555 */
556 if (tmp->move_on & MOVE_FLY_LOW)
557 {
558 pl->x = x;
559 pl->y = y;
560 pl->map = m;
561 stop_jump (pl, i, spaces);
562 return calc_skill_exp (pl, NULL, skill);
563 }
564 }
565 pl->x = x;
566 pl->y = y;
567 pl->map = m;
568 }
569 stop_jump (pl, i, spaces);
570 return calc_skill_exp (pl, NULL, skill);
571 }
572
573 /* jump() - this is both a new type of movement for player/monsters and
574 * an attack as well.
575 * Perhaps we should allow more spaces based on level, eg, level 50
576 * jumper can jump several spaces?
577 */
578
579 int
580 jump (object *pl, int dir, object *skill)
581 {
582 int spaces = 0, stats;
583 int str = pl->stats.Str;
584 int dex = pl->stats.Dex;
585
586 dex = dex ? dex : 15;
587 str = str ? str : 10;
588
589 stats = str * str * str * dex * skill->level;
590
591 if (pl->carrying != 0) /* don't want div by zero !! */
592 spaces = (int) (stats / pl->carrying);
593 else
594 spaces = 2; /* pl has no objects - gets the far jump */
595
596 if (spaces > 2)
597 spaces = 2;
598 else if (spaces == 0)
599 {
600 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
601 return 0;
602 }
603 return attempt_jump (pl, dir, spaces, skill);
604 }
605
606
607 /* skill_ident() - this code is supposed to allow players to identify
608 * classes of objects with the various "auto-ident" skills. Player must
609 * have unidentified objects of the right type in order for the skill
610 * to work. While multiple classes of objects may be identified,
611 * this code is kind of yucky -- it would be nice to make it a bit
612 * more generalized. Right now, skill indices are embedded in this routine.
613 * Returns amount of experience gained (on successful ident).
614 * - b.t. (thomas@astro.psu.edu)
615 */
616
617 static int
618 do_skill_detect_curse (object *pl, object *skill)
619 {
620 object *tmp;
621 int success = 0;
622
623 for (tmp = pl->inv; tmp; tmp = tmp->below)
624 if (!tmp->invisible
625 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
626 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
627 {
628 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
629 esrv_update_item (UPD_FLAGS, pl, tmp);
630 success += calc_skill_exp (pl, tmp, skill);
631 }
632
633 /* Check ground, too, but only objects the player could pick up */
634 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
635 if (can_pick (pl, tmp) &&
636 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
637 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
638 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
639 {
640 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
641 esrv_update_item (UPD_FLAGS, pl, tmp);
642 success += calc_skill_exp (pl, tmp, skill);
643 }
644
645 return success;
646 }
647
648 static int
649 do_skill_detect_magic (object *pl, object *skill)
650 {
651 object *tmp;
652 int success = 0;
653
654 for (tmp = pl->inv; tmp; tmp = tmp->below)
655 if (!tmp->invisible
656 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
657 && (is_magical (tmp)) && tmp->item_power < skill->level)
658 {
659 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
660 esrv_update_item (UPD_FLAGS, pl, tmp);
661 success += calc_skill_exp (pl, tmp, skill);
662 }
663
664 /* Check ground, too, but like above, only if the object can be picked up */
665 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
666 if (can_pick (pl, tmp) &&
667 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
668 {
669 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
670 esrv_update_item (UPD_FLAGS, pl, tmp);
671 success += calc_skill_exp (pl, tmp, skill);
672 }
673
674 return success;
675 }
676
677 /* Helper function for do_skill_ident, so that we can loop
678 * over inventory AND objects on the ground conveniently.
679 */
680 int
681 do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
682 {
683 int success = 0, chance;
684 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
685
686 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
687 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
688 {
689 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
690
691 if (skill_value >= chance)
692 {
693 identify (tmp);
694
695 if (pl->type == PLAYER)
696 {
697 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
698
699 if (tmp->msg)
700 {
701 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
702 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
703 }
704
705 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
706 if (tmp->map)
707 esrv_send_item (pl, tmp);
708 }
709 success += calc_skill_exp (pl, tmp, skill);
710 }
711 else
712 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
713 }
714
715 return success;
716 }
717
718 /* do_skill_ident() - workhorse for skill_ident() -b.t.
719 */
720 static int
721 do_skill_ident (object *pl, int obj_class, object *skill)
722 {
723 int success = 0;
724
725 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
726 success += do_skill_ident2 (tmp, pl, obj_class, skill);
727 /* check the ground */
728
729 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
730 success += do_skill_ident2 (tmp, pl, obj_class, skill);
731
732 return success;
733 }
734
735 int
736 skill_ident (object *pl, object *skill)
737 {
738 int success = 0;
739
740 if (pl->type != PLAYER)
741 return 0; /* only players will skill-identify */
742
743 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
744
745 switch (skill->subtype)
746 {
747 case SK_SMITHERY:
748 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
749 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
750 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
751 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
752 break;
753
754 case SK_BOWYER:
755 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
756 break;
757
758 case SK_ALCHEMY:
759 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
760 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
761 break;
762
763 case SK_WOODSMAN:
764 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
765 break;
766
767 case SK_JEWELER:
768 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
769 break;
770
771 case SK_LITERACY:
772 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
773 break;
774
775 case SK_THAUMATURGY:
776 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
777 break;
778
779 case SK_DET_CURSE:
780 success = do_skill_detect_curse (pl, skill);
781 if (success)
782 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
783 break;
784
785 case SK_DET_MAGIC:
786 success = do_skill_detect_magic (pl, skill);
787 if (success)
788 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
789 break;
790
791 default:
792 LOG (llevError, "Error: bad call to skill_ident()\n");
793 return 0;
794 break;
795 }
796
797 if (!success)
798 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
799
800 return success;
801 }
802
803 /* players using this skill can 'charm' a monster --
804 * into working for them. It can only be used on
805 * non-special (see below) 'neutral' creatures.
806 * -b.t. (thomas@astro.psu.edu)
807 */
808 int
809 use_oratory (object *pl, int dir, object *skill)
810 {
811 if (pl->type != PLAYER)
812 return 0; /* only players use this skill */
813
814 sint16 x = pl->x + freearr_x[dir],
815 y = pl->y + freearr_y[dir];
816 maptile *m = pl->map;
817
818 int mflags = get_map_flags (m, &m, x, y, &x, &y);
819 if (mflags & P_OUT_OF_MAP)
820 return 0;
821
822 /* Save some processing - we have the flag already anyways
823 */
824 if (!(mflags & P_IS_ALIVE))
825 {
826 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
827 return 0;
828 }
829
830 object *tmp;
831 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
832 {
833 /* can't persuade players - return because there is nothing else
834 * on that space to charm. Same for multi space monsters and
835 * special monsters - we don't allow them to be charmed, and there
836 * is no reason to do further processing since they should be the
837 * only monster on the space.
838 */
839 if (tmp->type == PLAYER
840 || tmp->more || tmp->head_ () != tmp
841 || tmp->msg)
842 return 0;
843
844 if (QUERY_FLAG (tmp, FLAG_MONSTER))
845 break;
846 }
847
848 if (!tmp)
849 {
850 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
851 return 0;
852 }
853
854 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
855
856 /* the following conditions limit who may be 'charmed' */
857
858 /* it's hostile! */
859 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
860 {
861 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
862 return 0;
863 }
864
865 /* it's already allied! */
866 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
867 {
868 if (tmp->owner == pl)
869 {
870 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
871 return 0;
872 }
873 else if (skill->level > tmp->level)
874 {
875 /* you steal the follower. Perhaps we should really look at the
876 * level of the owner above?
877 */
878 tmp->set_owner (pl);
879 tmp->skill = skill->skill;
880
881 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
882 /* Abuse fix - don't give exp since this can otherwise
883 * be used by a couple players to gets lots of exp.
884 */
885 return 0;
886 }
887 else
888 {
889 /* In this case, you can't steal it from the other player */
890 return 0;
891 }
892 } /* Creature was already a pet of someone */
893
894 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
895
896 /* Ok, got a 'sucker' lets try to make them a follower */
897 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
898 {
899 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
900
901 tmp->set_owner (pl);
902 tmp->skill = skill->skill;
903 tmp->stats.exp = 0;
904 add_friendly_object (tmp);
905 tmp->attack_movement = PETMOVE;
906 return calc_skill_exp (pl, tmp, skill);
907 }
908 /* Charm failed. Creature may be angry now */
909 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
910 {
911 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
912 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
913 {
914 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
915 remove_friendly_object (tmp);
916 tmp->attack_movement = 0; /* needed? */
917 }
918
919 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
920 }
921
922 return 0; /* Fall through - if we get here, we didn't charm anything */
923 }
924
925 /* Singing() -this skill allows the player to pacify nearby creatures.
926 * There are few limitations on who/what kind of
927 * non-player creatures that may be pacified. Right now, a player
928 * may pacify creatures which have Int == 0. In this routine, once
929 * successfully pacified the creature gets Int=1. Thus, a player
930 * may only pacify a creature once.
931 * BTW, I appologize for the naming of the skill, I couldnt think
932 * of anything better! -b.t.
933 */
934 int
935 singing (object *pl, int dir, object *skill)
936 {
937 int i, exp = 0;
938 object *tmp;
939 maptile *m;
940 sint16 x, y;
941
942 if (pl->type != PLAYER)
943 return 0; /* only players use this skill */
944
945 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
946 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
947 {
948 x = pl->x + freearr_x[i];
949 y = pl->y + freearr_y[i];
950 m = pl->map;
951
952 int mflags = get_map_flags (m, &m, x, y, &x, &y);
953 if (mflags & P_OUT_OF_MAP)
954 continue;
955 if (!(mflags & P_IS_ALIVE))
956 continue;
957
958 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
959 {
960 if (QUERY_FLAG (tmp, FLAG_MONSTER))
961 break;
962 /* can't affect players */
963 if (tmp->type == PLAYER)
964 break;
965 }
966
967 /* Whole bunch of checks to see if this is a type of monster that would
968 * listen to singing.
969 */
970 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
971 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
972 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
973 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
974 !QUERY_FLAG (tmp, FLAG_FRIENDLY))
975 { /* already calm */
976
977 /* stealing isn't really related (although, maybe it should
978 * be). This is mainly to prevent singing to the same monster
979 * over and over again and getting exp for it.
980 */
981 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
982
983 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
984 {
985 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
986 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
987 /* Give exp only if they are not aware */
988
989 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
990 exp += calc_skill_exp (pl, tmp, skill);
991
992 SET_FLAG (tmp, FLAG_NO_STEAL);
993 }
994 else
995 {
996 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
997 SET_FLAG (tmp, FLAG_NO_STEAL);
998 }
999 }
1000 }
1001 return exp;
1002 }
1003
1004 /* The find_traps skill (aka, search). Checks for traps
1005 * on the spaces or in certain objects
1006 */
1007
1008 int
1009 find_traps (object *pl, object *skill)
1010 {
1011 object *tmp, *tmp2;
1012 int i, expsum = 0, mflags;
1013 sint16 x, y;
1014 maptile *m;
1015
1016 /* First we search all around us for runes and traps, which are
1017 * all type RUNE
1018 */
1019
1020 for (i = 0; i < 9; i++)
1021 {
1022 x = pl->x + freearr_x[i];
1023 y = pl->y + freearr_y[i];
1024 m = pl->map;
1025
1026 mflags = get_map_flags (m, &m, x, y, &x, &y);
1027 if (mflags & P_OUT_OF_MAP)
1028 continue;
1029
1030 /* Check everything in the square for trapness */
1031 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1032 {
1033
1034 /* And now we'd better do an inventory traversal of each
1035 * of these objects' inventory
1036 * We can narrow this down a bit - no reason to search through
1037 * the players inventory or monsters for that matter.
1038 */
1039 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1040 {
1041 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1042 if (tmp2->type == RUNE || tmp2->type == TRAP)
1043 if (trap_see (pl, tmp2))
1044 {
1045 trap_show (tmp2, tmp);
1046 if (tmp2->stats.Cha > 1)
1047 {
1048 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1049 expsum += calc_skill_exp (pl, tmp2, skill);
1050
1051 tmp2->stats.Cha = 1; /* unhide the trap */
1052 }
1053 }
1054 }
1055 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1056 {
1057 trap_show (tmp, tmp);
1058 if (tmp->stats.Cha > 1)
1059 {
1060 if (!tmp->owner || tmp->owner->type != PLAYER)
1061 expsum += calc_skill_exp (pl, tmp, skill);
1062 tmp->stats.Cha = 1; /* unhide the trap */
1063 }
1064 }
1065 }
1066 }
1067 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1068 return expsum;
1069 }
1070
1071 /* remove_trap() - This skill will disarm any previously discovered trap
1072 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1073 */
1074
1075 int
1076 remove_trap (object *op, int dir, object *skill)
1077 {
1078 object *tmp, *tmp2;
1079 int i, success = 0, mflags;
1080 maptile *m;
1081 sint16 x, y;
1082
1083 for (i = 0; i < 9; i++)
1084 {
1085 x = op->x + freearr_x[i];
1086 y = op->y + freearr_y[i];
1087 m = op->map;
1088
1089 mflags = get_map_flags (m, &m, x, y, &x, &y);
1090 if (mflags & P_OUT_OF_MAP)
1091 continue;
1092
1093 /* Check everything in the square for trapness */
1094 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1095 {
1096 /* And now we'd better do an inventory traversal of each
1097 * of these objects inventory. Like above, only
1098 * do this for interesting objects.
1099 */
1100
1101 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1102 {
1103 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1104 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1105 {
1106 trap_show (tmp2, tmp);
1107 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1108 {
1109 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1110 success += calc_skill_exp (op, tmp2, skill);
1111 }
1112 }
1113 }
1114 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1115 {
1116 trap_show (tmp, tmp);
1117 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1118 {
1119 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1120 success += calc_skill_exp (op, tmp, skill);
1121 }
1122 }
1123 }
1124 }
1125 return success;
1126 }
1127
1128
1129 /* pray() - when this skill is called from do_skill(), it allows
1130 * the player to regain lost grace points at a faster rate. -b.t.
1131 * This always returns 0 - return value is used by calling function
1132 * such that if it returns true, player gets exp in that skill. This
1133 * the effect here can be done on demand, we probably don't want to
1134 * give infinite exp by returning true in any cases.
1135 */
1136
1137 int
1138 pray (object *pl, object *skill)
1139 {
1140 char buf[MAX_BUF];
1141 object *tmp;
1142
1143 if (pl->type != PLAYER)
1144 return 0;
1145
1146 strcpy (buf, "You pray.");
1147
1148 /* Check all objects - we could stop at floor objects,
1149 * but if someone buries an altar, I don't see a problem with
1150 * going through all the objects, and it shouldn't be much slower
1151 * than extra checks on object attributes.
1152 */
1153 for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1154 {
1155 /* Only if the altar actually belongs to someone do you get special benefits */
1156 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1157 {
1158 sprintf (buf, "You pray over the %s.", &tmp->name);
1159 pray_at_altar (pl, tmp, skill);
1160 break; /* Only pray at one altar */
1161 }
1162 }
1163
1164 new_draw_info (NDI_BLACK, 0, pl, buf);
1165
1166 if (pl->stats.grace < pl->stats.maxgrace)
1167 {
1168 pl->stats.grace++;
1169 pl->last_grace = -1;
1170 }
1171 return 0;
1172 }
1173
1174 /* This skill allows the player to regain a few sp or hp for a
1175 * brief period of concentration. No armour or weapons may be
1176 * wielded/applied for this to work. The amount of time needed
1177 * to concentrate and the # of points regained is dependant on
1178 * the level of the user. - b.t. thomas@astro.psu.edu
1179 */
1180
1181 void
1182 meditate (object *pl, object *skill)
1183 {
1184 object *tmp;
1185
1186 if (pl->type != PLAYER)
1187 return; /* players only */
1188
1189 /* check if pl has removed encumbering armour and weapons */
1190 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1191 {
1192 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1193 return;
1194 }
1195 else
1196 {
1197 for (tmp = pl->inv; tmp; tmp = tmp->below)
1198 if (((tmp->type == ARMOUR && skill->level < 12)
1199 || (tmp->type == HELMET && skill->level < 10)
1200 || (tmp->type == SHIELD && skill->level < 6)
1201 || (tmp->type == BOOTS && skill->level < 4)
1202 || (tmp->type == GLOVES && skill->level < 2))
1203 && QUERY_FLAG (tmp, FLAG_APPLIED))
1204 {
1205 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1206 return;
1207 }
1208 }
1209
1210 /* ok let's meditate! Spell points are regained first, then once
1211 * they are maxed we get back hp. Actual incrementing of values
1212 * is handled by the do_some_living() (in player.c). This way magical
1213 * bonuses for healing/sp regeneration are included properly
1214 * No matter what, we will eat up some playing time trying to
1215 * meditate. (see 'factor' variable for what sets the amount of time)
1216 */
1217
1218 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1219
1220 if (pl->stats.sp < pl->stats.maxsp)
1221 {
1222 pl->stats.sp++;
1223 pl->last_sp = -1;
1224 }
1225 else if (pl->stats.hp < pl->stats.maxhp)
1226 {
1227 pl->stats.hp++;
1228 pl->last_heal = -1;
1229 }
1230 }
1231
1232 /* write_note() - this routine allows players to inscribe messages in
1233 * ordinary 'books' (anything that is type BOOK). b.t.
1234 */
1235 static int
1236 write_note (object *pl, object *item, const char *msg, object *skill)
1237 {
1238 char buf[1024];
1239 object *newBook = NULL;
1240
1241 /* a pair of sanity checks */
1242 if (!item || item->type != BOOK)
1243 return 0;
1244
1245 if (!msg)
1246 {
1247 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1248 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1249 return 0;
1250 }
1251
1252 if (strcasestr_local (msg, "endmsg"))
1253 {
1254 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1255 return 0;
1256 }
1257
1258 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1259 return strlen (msg);
1260
1261 buf[0] = 0;
1262 if (!book_overflow (item->msg, msg, sizeof (buf)))
1263 { /* add msg string to book */
1264 if (item->msg)
1265 strcpy (buf, item->msg);
1266
1267 strcat (buf, msg);
1268 strcat (buf, "\n"); /* new msg needs a LF */
1269 if (item->nrof > 1)
1270 {
1271 newBook = item->clone ();
1272 decrease_ob (item);
1273 esrv_send_item (pl, item);
1274 newBook->nrof = 1;
1275 newBook->msg = buf;
1276 newBook = insert_ob_in_ob (newBook, pl);
1277 esrv_send_item (pl, newBook);
1278 }
1279 else
1280 {
1281 item->msg = buf;
1282 /* This shouldn't be necessary - the object hasn't changed in any
1283 * visible way
1284 */
1285 /* esrv_send_item(pl, item); */
1286 }
1287
1288 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item));
1289 return strlen (msg);
1290 }
1291 else
1292 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item));
1293
1294 return 0;
1295 }
1296
1297 /* write_scroll() - this routine allows players to inscribe spell scrolls
1298 * of spells which they know. Backfire effects are possible with the
1299 * severity of the backlash correlated with the difficulty of the scroll
1300 * that is attempted. -b.t. thomas@astro.psu.edu
1301 */
1302
1303 static int
1304 write_scroll (object *pl, object *scroll, object *skill)
1305 {
1306 int success = 0, confused = 0;
1307 object *newscroll, *chosen_spell, *tmp;
1308
1309 /* this is a sanity check */
1310 if (scroll->type != SCROLL)
1311 {
1312 new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1313 return 0;
1314 }
1315
1316 /* Check if we are ready to attempt inscription */
1317 chosen_spell = pl->contr->ranged_ob;
1318 if (!chosen_spell || chosen_spell->type != SPELL)
1319 {
1320 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1321 return 0;
1322 }
1323
1324 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1325 {
1326 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1327 return 0;
1328 }
1329
1330 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1331 {
1332 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1333 return 0;
1334 }
1335
1336 /* if there is a spell already on the scroll then player could easily
1337 * accidently read it while trying to write the new one. give player
1338 * a 50% chance to overwrite spell at their own level
1339 */
1340 if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1341 {
1342 new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1343 manual_apply (pl, scroll, 0);
1344 return 0;
1345 }
1346
1347 /* ok, we are ready to try inscription */
1348 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1349 confused = 1;
1350
1351 /* Lost mana/grace no matter what */
1352 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1353 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1354
1355 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1356 {
1357 if (scroll->nrof > 1)
1358 {
1359 newscroll = scroll->clone ();
1360 decrease_ob (scroll);
1361 newscroll->nrof = 1;
1362 }
1363 else
1364 newscroll = scroll;
1365
1366 if (!confused)
1367 {
1368 newscroll->level = MAX (skill->level, chosen_spell->level);
1369 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll.");
1370 }
1371 else
1372 {
1373 chosen_spell = find_random_spell_in_ob (pl, NULL);
1374 if (!chosen_spell)
1375 return 0;
1376
1377 newscroll->level = MAX (skill->level, chosen_spell->level);
1378 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1379 }
1380
1381 if (newscroll->inv)
1382 newscroll->inv->destroy ();
1383
1384 tmp = chosen_spell->clone ();
1385 insert_ob_in_ob (tmp, newscroll);
1386
1387 /* Same code as from treasure.c - so they can better merge.
1388 * if players want to sell them, so be it.
1389 */
1390 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1391 newscroll->stats.exp = newscroll->value / 5;
1392
1393 /* wait until finished manipulating the scroll before inserting it */
1394 if (newscroll == scroll)
1395 {
1396 /* Remove to correctly merge with other items which may exist in inventory */
1397 newscroll->remove ();
1398 esrv_del_item (pl->contr, newscroll->count);
1399 }
1400
1401 newscroll = insert_ob_in_ob (newscroll, pl);
1402 esrv_send_item (pl, newscroll);
1403 success = calc_skill_exp (pl, newscroll, skill);
1404 if (!confused)
1405 success *= 2;
1406 success = success * skill->level;
1407 return success;
1408
1409 }
1410 else
1411 { /* Inscription has failed */
1412
1413 if (chosen_spell->level > skill->level || confused)
1414 { /*backfire! */
1415 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1416 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1417 pl->drain_specific_stat (4);
1418 else
1419 {
1420 confuse_player (pl, pl, 99);
1421 return (-30 * chosen_spell->level);
1422 }
1423 }
1424 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1425 {
1426 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!");
1427 confuse_player (pl, pl, 99);
1428 }
1429 else
1430 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll.");
1431 }
1432
1433 return 0;
1434 }
1435
1436 /* write_on_item() - wrapper for write_note and write_scroll */
1437 int
1438 write_on_item (object *pl, const char *params, object *skill)
1439 {
1440 object *item;
1441 const char *string = params;
1442 int msgtype;
1443 archetype *skat;
1444
1445 if (pl->type != PLAYER)
1446 return 0;
1447
1448 if (!params)
1449 {
1450 params = "";
1451 string = params;
1452 }
1453
1454 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1455
1456 /* Need to be able to read before we can write! */
1457 if (!find_skill_by_name (pl, skat->skill))
1458 {
1459 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!");
1460 return 0;
1461 }
1462
1463 /* if there is a message then it goes in a book and no message means
1464 * write active spell into the scroll
1465 */
1466 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1467
1468 /* find an item of correct type to write on */
1469 if (!(item = find_marked_object (pl)))
1470 {
1471 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on.");
1472 return 0;
1473 }
1474
1475 if (QUERY_FLAG (item, FLAG_UNPAID))
1476 {
1477 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1478 return 0;
1479 }
1480 if (msgtype != item->type)
1481 {
1482 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll");
1483 return 0;
1484 }
1485
1486 if (msgtype == SCROLL)
1487 return write_scroll (pl, item, skill);
1488 else if (msgtype == BOOK)
1489 return write_note (pl, item, string, skill);
1490
1491 return 0;
1492 }
1493
1494 /* find_throw_ob() - if we request an object, then
1495 * we search for it in the inventory of the owner (you've
1496 * got to be carrying something in order to throw it!).
1497 * If we didnt request an object, then the top object in inventory
1498 * (that is "throwable", ie no throwing your skills away!)
1499 * is the object of choice. Also check to see if object is
1500 * 'throwable' (ie not applied cursed obj, worn, etc).
1501 */
1502 static object *
1503 find_throw_ob (object *op, const char *request)
1504 {
1505 object *tmp;
1506
1507 if (!op)
1508 { /* safety */
1509 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1510 return (object *) NULL;
1511 }
1512
1513 /* prefer marked item */
1514 tmp = find_marked_object (op);
1515 if (tmp != NULL)
1516 {
1517 /* can't toss invisible or inv-locked items */
1518 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1519 {
1520 tmp = NULL;
1521 }
1522 }
1523
1524 /* look through the inventory */
1525 if (tmp == NULL)
1526 {
1527 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1528 {
1529 /* can't toss invisible or inv-locked items */
1530 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1531 continue;
1532 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1533 break;
1534 }
1535 }
1536
1537 /* this should prevent us from throwing away
1538 * cursed items, worn armour, etc. Only weapons
1539 * can be thrown from 'hand'.
1540 */
1541 if (!tmp)
1542 return NULL;
1543
1544 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1545 {
1546 if (tmp->type != WEAPON)
1547 {
1548 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1549 tmp = NULL;
1550 }
1551 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1552 {
1553 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1554 tmp = NULL;
1555 }
1556 else
1557 {
1558 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1559 {
1560 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1561 tmp = NULL;
1562 }
1563 }
1564 }
1565 else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1566 {
1567 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1568 tmp = NULL;
1569 }
1570
1571 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1572 {
1573 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1574 tmp = NULL;
1575 }
1576 return tmp;
1577 }
1578
1579 /* make_throw_ob() We construct the 'carrier' object in
1580 * which we will insert the object that is being thrown.
1581 * This combination becomes the 'thrown object'. -b.t.
1582 */
1583 static object *
1584 make_throw_ob (object *orig)
1585 {
1586 if (!orig)
1587 return NULL;
1588
1589 if (QUERY_FLAG (orig, FLAG_APPLIED))
1590 {
1591 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1592 /* insufficient workaround, but better than nothing */
1593 CLEAR_FLAG (orig, FLAG_APPLIED);
1594 }
1595
1596 object *toss_item = orig->clone ();
1597
1598 toss_item->type = THROWN_OBJ;
1599 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1600 toss_item->stats.dam = 0; /* default damage */
1601 insert_ob_in_ob (orig, toss_item);
1602 return toss_item;
1603 }
1604
1605 /* do_throw() - op throws any object toss_item. This code
1606 * was borrowed from fire_bow.
1607 * Returns 1 if skill was successfully used, 0 if not
1608 */
1609 static int
1610 do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1611 {
1612 object *throw_ob = toss_item, *left = NULL;
1613 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1614 int pause_f, weight_f = 0, mflags;
1615 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1616 maptile *m;
1617 sint16 sx, sy;
1618
1619 if (throw_ob == NULL)
1620 {
1621 if (op->type == PLAYER)
1622 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1623
1624 return 0;
1625 }
1626 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1627 {
1628 if (op->type == PLAYER)
1629 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1630
1631 return 0;
1632 }
1633
1634 /* Because throwing effectiveness must be reduced by the
1635 * encumbrance of the thrower and weight of the object. THus,
1636 * we use the concept of 'effective strength' as defined below.
1637 */
1638
1639 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1640 if (str > MAX_STAT)
1641 {
1642 str_factor = (float) str / (float) MAX_STAT;
1643 str = MAX_STAT;
1644 }
1645
1646 /* the more we carry, the less we can throw. Limit only on players */
1647 maxc = max_carry[str] * 1000;
1648 if (op->carrying > maxc && op->type == PLAYER)
1649 load_factor = (float) maxc / (float) op->carrying;
1650
1651 /* lighter items are thrown harder, farther, faster */
1652 if (throw_ob->weight > 0)
1653 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1654 else
1655 { /* 0 or negative weight?!? Odd object, can't throw it */
1656 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1657 return 0;
1658 }
1659
1660 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1661 eff_str = (int) ((float) eff_str * item_factor * str_factor);
1662
1663 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1664 * account for super-strong throwers. */
1665 if (eff_str > MAX_STAT)
1666 eff_str = MAX_STAT;
1667
1668 #ifdef DEBUG_THROW
1669 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1670 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1671 LOG (llevDebug, " str_factor=%f\n", str_factor);
1672 LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1673 #endif
1674
1675 /* 3 things here prevent a throw, you aimed at your feet, you
1676 * have no effective throwing strength, or you threw at something
1677 * that flying objects can't get through.
1678 */
1679 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1680
1681 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1682 {
1683 /* bounces off 'wall', and drops to feet */
1684 throw_ob->insert_at (part, op);
1685
1686 if (op->type == PLAYER)
1687 {
1688 if (eff_str <= 1)
1689 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1690 else if (!dir)
1691 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1692 else
1693 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1694 }
1695
1696 return 0;
1697 } /* if object can't be thrown */
1698
1699 left = throw_ob; /* these are throwing objects left to the player */
1700
1701 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1702 * and returns NULL. We must use 'left' then
1703 */
1704
1705 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1706 {
1707 throw_ob = left;
1708 left->remove ();
1709 if (op->type == PLAYER)
1710 esrv_del_item (op->contr, left->count);
1711 }
1712 else if (op->type == PLAYER)
1713 {
1714 if (left->destroyed ())
1715 esrv_del_item (op->contr, left->count);
1716 else
1717 esrv_update_item (UPD_NROF, op, left);
1718 }
1719
1720 /* special case: throwing powdery substances like dust, dirt */
1721 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1722 {
1723 cast_dust (op, throw_ob, dir);
1724 return 1;
1725 }
1726
1727 /* Make a thrown object -- insert real object in a 'carrier' object.
1728 * If unsuccessfull at making the "thrown_obj", we just reinsert
1729 * the original object back into inventory and exit
1730 */
1731 if ((toss_item = make_throw_ob (throw_ob)))
1732 {
1733 throw_ob = toss_item;
1734 throw_ob->skill = skill->skill;
1735 }
1736 else
1737 {
1738 insert_ob_in_ob (throw_ob, op);
1739 return 0;
1740 }
1741
1742 throw_ob->set_owner (op);
1743 /* At some point in the attack code, the actual real object (op->inv)
1744 * becomes the hitter. As such, we need to make sure that has a proper
1745 * owner value so exp goes to the right place.
1746 */
1747 throw_ob->inv->set_owner (op);
1748 throw_ob->direction = dir;
1749
1750 /* the damage bonus from the force of the throw */
1751 dam = (int) (str_factor * dam_bonus[eff_str]);
1752
1753 /* Now, lets adjust the properties of the thrown_ob. */
1754
1755 /* how far to fly */
1756 throw_ob->last_sp = (eff_str * 3) / 5;
1757
1758 /* speed */
1759 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1760
1761 /* item damage. Eff_str and item weight influence damage done */
1762 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1763 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1764
1765 /* chance of breaking. Proportional to force used and weight of item */
1766 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1767
1768 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1769 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1770
1771 /* the properties of objects which are meant to be thrown (ie dart,
1772 * throwing knife, etc) will differ from ordinary items. Lets tailor
1773 * this stuff in here.
1774 */
1775
1776 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1777 {
1778 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1779 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1780 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1781 /* only throw objects get directional faces */
1782 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1783 SET_ANIMATION (throw_ob, dir);
1784 }
1785 else
1786 {
1787 uint16 mat = throw_ob->materials;
1788
1789 /* some materials will adjust properties.. */
1790 if (mat & M_LEATHER)
1791 {
1792 throw_ob->stats.dam -= 1;
1793 throw_ob->stats.food -= 10;
1794 }
1795
1796 if (mat & M_GLASS)
1797 throw_ob->stats.food += 60;
1798
1799 if (mat & M_ORGANIC)
1800 {
1801 throw_ob->stats.dam -= 3;
1802 throw_ob->stats.food += 55;
1803 }
1804
1805 if (mat & M_PAPER || mat & M_CLOTH)
1806 {
1807 throw_ob->stats.dam -= 5;
1808 throw_ob->speed *= 0.8;
1809 throw_ob->stats.wc += 3;
1810 throw_ob->stats.food -= 30;
1811 }
1812
1813 /* light obj have more wind resistance, fly slower */
1814 if (throw_ob->weight > 500)
1815 throw_ob->speed *= 0.8;
1816
1817 if (throw_ob->weight > 50)
1818 throw_ob->speed *= 0.5;
1819 } /* else tailor thrown object */
1820
1821 /* some limits, and safeties (needed?) */
1822 if (throw_ob->stats.dam < 0)
1823 throw_ob->stats.dam = 0;
1824 if (throw_ob->last_sp > eff_str)
1825 throw_ob->last_sp = eff_str;
1826 if (throw_ob->stats.food < 0)
1827 throw_ob->stats.food = 0;
1828 if (throw_ob->stats.food > 100)
1829 throw_ob->stats.food = 100;
1830 if (throw_ob->stats.wc > 30)
1831 throw_ob->stats.wc = 30;
1832
1833 /* how long to pause the thrower. Higher values mean less pause */
1834 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1835
1836 /* Put a lower limit on this */
1837 if (pause_f < 10)
1838 pause_f = 10;
1839 if (pause_f > 100)
1840 pause_f = 100;
1841
1842 /* Changed in 0.94.2 - the calculation before was really goofy.
1843 * In short summary, a throw can take anywhere between speed 5 and
1844 * speed 0.5
1845 */
1846 op->speed_left -= 50 / pause_f;
1847
1848 throw_ob->speed_left = 0;
1849 throw_ob->map = part->map;
1850
1851 throw_ob->move_type = MOVE_FLY_LOW;
1852 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1853
1854 #if 0
1855 /* need to put in a good sound for this */
1856 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1857 #endif
1858
1859 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1860 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1861 #ifdef DEBUG_THROW
1862 LOG (llevDebug, " pause_f=%d \n", pause_f);
1863 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1864 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1865 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1866 #endif
1867
1868 throw_ob->insert_at (part, op);
1869
1870 if (!throw_ob->destroyed ())
1871 move_arrow (throw_ob);
1872
1873 return 1;
1874 }
1875
1876 int
1877 skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1878 {
1879 object *throw_ob;
1880
1881 if (op->type == PLAYER)
1882 throw_ob = find_throw_ob (op, params);
1883 else
1884 throw_ob = find_mon_throw_ob (op);
1885
1886 return do_throw (op, part, throw_ob, dir, skill);
1887 }