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Revision: 1.57
Committed: Sun Nov 16 03:52:13 2008 UTC (15 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_72
Changes since 1.56: +3 -3 lines
Log Message:
*** empty log message ***

File Contents

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