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/cvs/deliantra/server/server/skills.C
Revision: 1.59
Committed: Sun Dec 14 15:25:44 2008 UTC (15 years, 6 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_73, rel-2_74
Changes since 1.58: +7 -0 lines
Log Message:
fixed jump fix.

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
539 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
540 {
541 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
542 stop_jump (pl, i, spaces);
543 return 0;
544 }
545
546 pl->x = x;
547 pl->y = y;
548 pl->map = m;
549
550 if (m->at (x, y).move_on & pl->move_type)
551 {
552 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
553 stop_jump (pl, i, spaces);
554 return 0;
555 }
556 }
557
558 stop_jump (pl, i, spaces);
559
560 return calc_skill_exp (pl, NULL, skill);
561 }
562
563 /* jump() - this is both a new type of movement for player/monsters and
564 * an attack as well.
565 * Perhaps we should allow more spaces based on level, eg, level 50
566 * jumper can jump several spaces?
567 */
568 int
569 jump (object *pl, int dir, object *skill)
570 {
571 int str = pl->stats.Str;
572 int dex = pl->stats.Dex;
573
574 dex = dex ? dex : 15;
575 str = str ? str : 10;
576
577 int stats = str * str * str * dex * skill->level;
578 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
579
580 if (spaces == 0)
581 {
582 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
583 return 0;
584 }
585
586 return attempt_jump (pl, dir, spaces, skill);
587 }
588
589 /* skill_ident() - this code is supposed to allow players to identify
590 * classes of objects with the various "auto-ident" skills. Player must
591 * have unidentified objects of the right type in order for the skill
592 * to work. While multiple classes of objects may be identified,
593 * this code is kind of yucky -- it would be nice to make it a bit
594 * more generalized. Right now, skill indices are embedded in this routine.
595 * Returns amount of experience gained (on successful ident).
596 * - b.t. (thomas@astro.psu.edu)
597 */
598 static int
599 do_skill_detect_curse (object *pl, object *skill)
600 {
601 object *tmp;
602 int success = 0;
603
604 for (tmp = pl->inv; tmp; tmp = tmp->below)
605 if (!tmp->invisible
606 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
607 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
608 {
609 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
610 esrv_update_item (UPD_FLAGS, pl, tmp);
611 success += calc_skill_exp (pl, tmp, skill);
612 }
613
614 /* Check ground, too, but only objects the player could pick up */
615 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
616 if (can_pick (pl, tmp) &&
617 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
618 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
619 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
620 {
621 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
622 esrv_update_item (UPD_FLAGS, pl, tmp);
623 success += calc_skill_exp (pl, tmp, skill);
624 }
625
626 return success;
627 }
628
629 static int
630 do_skill_detect_magic (object *pl, object *skill)
631 {
632 object *tmp;
633 int success = 0;
634
635 for (tmp = pl->inv; tmp; tmp = tmp->below)
636 if (!tmp->invisible
637 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
638 && (is_magical (tmp)) && tmp->item_power < skill->level)
639 {
640 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
641 esrv_update_item (UPD_FLAGS, pl, tmp);
642 success += calc_skill_exp (pl, tmp, skill);
643 }
644
645 /* Check ground, too, but like above, only if the object can be picked up */
646 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
647 if (can_pick (pl, tmp) &&
648 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
649 {
650 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
651 esrv_update_item (UPD_FLAGS, pl, tmp);
652 success += calc_skill_exp (pl, tmp, skill);
653 }
654
655 return success;
656 }
657
658 /* Helper function for do_skill_ident, so that we can loop
659 * over inventory AND objects on the ground conveniently.
660 */
661 int
662 do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
663 {
664 int success = 0, chance;
665 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
666
667 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
668 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
669 {
670 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
671
672 if (skill_value >= chance)
673 {
674 identify (tmp);
675
676 if (pl->type == PLAYER)
677 {
678 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
679
680 if (tmp->msg)
681 {
682 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
683 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
684 }
685 }
686
687 success += calc_skill_exp (pl, tmp, skill);
688 }
689 else
690 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
691 }
692
693 return success;
694 }
695
696 /* do_skill_ident() - workhorse for skill_ident() -b.t.
697 */
698 static int
699 do_skill_ident (object *pl, int obj_class, object *skill)
700 {
701 int success = 0;
702
703 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
704 success += do_skill_ident2 (tmp, pl, obj_class, skill);
705 /* check the ground */
706
707 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
708 success += do_skill_ident2 (tmp, pl, obj_class, skill);
709
710 return success;
711 }
712
713 int
714 skill_ident (object *pl, object *skill)
715 {
716 int success = 0;
717
718 if (pl->type != PLAYER)
719 return 0; /* only players will skill-identify */
720
721 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
722
723 switch (skill->subtype)
724 {
725 case SK_SMITHERY:
726 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
727 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
728 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
729 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
730 break;
731
732 case SK_BOWYER:
733 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
734 break;
735
736 case SK_ALCHEMY:
737 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
738 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
739 break;
740
741 case SK_WOODSMAN:
742 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
743 break;
744
745 case SK_JEWELER:
746 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
747 break;
748
749 case SK_LITERACY:
750 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
751 break;
752
753 case SK_THAUMATURGY:
754 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
755 break;
756
757 case SK_DET_CURSE:
758 success = do_skill_detect_curse (pl, skill);
759 if (success)
760 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
761 break;
762
763 case SK_DET_MAGIC:
764 success = do_skill_detect_magic (pl, skill);
765 if (success)
766 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
767 break;
768
769 default:
770 LOG (llevError, "Error: bad call to skill_ident()\n");
771 return 0;
772 break;
773 }
774
775 if (!success)
776 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
777
778 return success;
779 }
780
781 /* players using this skill can 'charm' a monster --
782 * into working for them. It can only be used on
783 * non-special (see below) 'neutral' creatures.
784 * -b.t. (thomas@astro.psu.edu)
785 */
786 int
787 use_oratory (object *pl, int dir, object *skill)
788 {
789 if (pl->type != PLAYER)
790 return 0; /* only players use this skill */
791
792 sint16 x = pl->x + freearr_x[dir],
793 y = pl->y + freearr_y[dir];
794 maptile *m = pl->map;
795
796 int mflags = get_map_flags (m, &m, x, y, &x, &y);
797 if (mflags & P_OUT_OF_MAP)
798 return 0;
799
800 /* Save some processing - we have the flag already anyways
801 */
802 if (!(mflags & P_IS_ALIVE))
803 {
804 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
805 return 0;
806 }
807
808 object *tmp;
809 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
810 {
811 /* can't persuade players - return because there is nothing else
812 * on that space to charm. Same for multi space monsters and
813 * special monsters - we don't allow them to be charmed, and there
814 * is no reason to do further processing since they should be the
815 * only monster on the space.
816 */
817 if (tmp->type == PLAYER
818 || tmp->more || tmp->head_ () != tmp
819 || tmp->msg)
820 return 0;
821
822 if (QUERY_FLAG (tmp, FLAG_MONSTER))
823 break;
824 }
825
826 if (!tmp)
827 {
828 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
829 return 0;
830 }
831
832 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
833
834 /* the following conditions limit who may be 'charmed' */
835
836 /* it's hostile! */
837 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
838 {
839 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
840 return 0;
841 }
842
843 /* it's already allied! */
844 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
845 {
846 if (tmp->owner == pl)
847 {
848 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
849 return 0;
850 }
851 else if (skill->level > tmp->level)
852 {
853 /* you steal the follower. Perhaps we should really look at the
854 * level of the owner above?
855 */
856 tmp->set_owner (pl);
857 tmp->skill = skill->skill;
858
859 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
860 /* Abuse fix - don't give exp since this can otherwise
861 * be used by a couple players to gets lots of exp.
862 */
863 return 0;
864 }
865 else
866 {
867 /* In this case, you can't steal it from the other player */
868 return 0;
869 }
870 } /* Creature was already a pet of someone */
871
872 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
873
874 /* Ok, got a 'sucker' lets try to make them a follower */
875 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
876 {
877 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
878
879 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
880 tmp->set_owner (pl);
881 tmp->skill = skill->skill;
882 tmp->stats.exp = 0;
883 tmp->attack_movement = PETMOVE;
884
885 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
886 add_friendly_object (tmp);
887
888 return calc_skill_exp (pl, tmp, skill);
889 }
890 /* Charm failed. Creature may be angry now */
891 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
892 {
893 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
894 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
895 {
896 remove_friendly_object (tmp);
897 tmp->attack_movement = 0; /* needed? */
898 }
899
900 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
901 }
902
903 return 0; /* Fall through - if we get here, we didn't charm anything */
904 }
905
906 /* Singing() -this skill allows the player to pacify nearby creatures.
907 * There are few limitations on who/what kind of
908 * non-player creatures that may be pacified. Right now, a player
909 * may pacify creatures which have Int == 0. In this routine, once
910 * successfully pacified the creature gets Int=1. Thus, a player
911 * may only pacify a creature once.
912 * BTW, I appologize for the naming of the skill, I couldnt think
913 * of anything better! -b.t.
914 */
915 int
916 singing (object *pl, int dir, object *skill)
917 {
918 int i, exp = 0;
919 object *tmp;
920 maptile *m;
921 sint16 x, y;
922
923 if (pl->type != PLAYER)
924 return 0; /* only players use this skill */
925
926 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
927 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
928 {
929 x = pl->x + freearr_x[i];
930 y = pl->y + freearr_y[i];
931 m = pl->map;
932
933 int mflags = get_map_flags (m, &m, x, y, &x, &y);
934 if (mflags & P_OUT_OF_MAP)
935 continue;
936 if (!(mflags & P_IS_ALIVE))
937 continue;
938
939 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
940 {
941 if (QUERY_FLAG (tmp, FLAG_MONSTER))
942 break;
943 /* can't affect players */
944 if (tmp->type == PLAYER)
945 break;
946 }
947
948 /* Whole bunch of checks to see if this is a type of monster that would
949 * listen to singing.
950 */
951 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
952 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
953 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
954 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
955 !QUERY_FLAG (tmp, FLAG_FRIENDLY))
956 { /* already calm */
957
958 /* stealing isn't really related (although, maybe it should
959 * be). This is mainly to prevent singing to the same monster
960 * over and over again and getting exp for it.
961 */
962 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
963
964 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
965 {
966 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
967 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
968 /* Give exp only if they are not aware */
969
970 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
971 exp += calc_skill_exp (pl, tmp, skill);
972
973 SET_FLAG (tmp, FLAG_NO_STEAL);
974 }
975 else
976 {
977 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
978 SET_FLAG (tmp, FLAG_NO_STEAL);
979 }
980 }
981 }
982 return exp;
983 }
984
985 /* The find_traps skill (aka, search). Checks for traps
986 * on the spaces or in certain objects
987 */
988
989 int
990 find_traps (object *pl, object *skill)
991 {
992 object *tmp, *tmp2;
993 int i, expsum = 0, mflags;
994 sint16 x, y;
995 maptile *m;
996
997 /* First we search all around us for runes and traps, which are
998 * all type RUNE
999 */
1000
1001 for (i = 0; i < 9; i++)
1002 {
1003 x = pl->x + freearr_x[i];
1004 y = pl->y + freearr_y[i];
1005 m = pl->map;
1006
1007 mflags = get_map_flags (m, &m, x, y, &x, &y);
1008 if (mflags & P_OUT_OF_MAP)
1009 continue;
1010
1011 /* Check everything in the square for trapness */
1012 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1013 {
1014
1015 /* And now we'd better do an inventory traversal of each
1016 * of these objects' inventory
1017 * We can narrow this down a bit - no reason to search through
1018 * the players inventory or monsters for that matter.
1019 */
1020 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1021 {
1022 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1023 if (tmp2->type == RUNE || tmp2->type == TRAP)
1024 if (trap_see (pl, tmp2))
1025 {
1026 trap_show (tmp2, tmp);
1027 if (tmp2->stats.Cha > 1)
1028 {
1029 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1030 expsum += calc_skill_exp (pl, tmp2, skill);
1031
1032 tmp2->stats.Cha = 1; /* unhide the trap */
1033 }
1034 }
1035 }
1036 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1037 {
1038 trap_show (tmp, tmp);
1039 if (tmp->stats.Cha > 1)
1040 {
1041 if (!tmp->owner || tmp->owner->type != PLAYER)
1042 expsum += calc_skill_exp (pl, tmp, skill);
1043 tmp->stats.Cha = 1; /* unhide the trap */
1044 }
1045 }
1046 }
1047 }
1048 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1049 return expsum;
1050 }
1051
1052 /* remove_trap() - This skill will disarm any previously discovered trap
1053 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1054 */
1055
1056 int
1057 remove_trap (object *op, int dir, object *skill)
1058 {
1059 object *tmp, *tmp2;
1060 int i, success = 0, mflags;
1061 maptile *m;
1062 sint16 x, y;
1063
1064 for (i = 0; i < 9; i++)
1065 {
1066 x = op->x + freearr_x[i];
1067 y = op->y + freearr_y[i];
1068 m = op->map;
1069
1070 mflags = get_map_flags (m, &m, x, y, &x, &y);
1071 if (mflags & P_OUT_OF_MAP)
1072 continue;
1073
1074 /* Check everything in the square for trapness */
1075 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1076 {
1077 /* And now we'd better do an inventory traversal of each
1078 * of these objects inventory. Like above, only
1079 * do this for interesting objects.
1080 */
1081
1082 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1083 {
1084 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1085 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1086 {
1087 trap_show (tmp2, tmp);
1088 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1089 {
1090 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1091 success += calc_skill_exp (op, tmp2, skill);
1092 }
1093 }
1094 }
1095 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1096 {
1097 trap_show (tmp, tmp);
1098 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1099 {
1100 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1101 success += calc_skill_exp (op, tmp, skill);
1102 }
1103 }
1104 }
1105 }
1106
1107 return success;
1108 }
1109
1110 /* pray() - when this skill is called from do_skill(), it allows
1111 * the player to regain lost grace points at a faster rate. -b.t.
1112 * This always returns 0 - return value is used by calling function
1113 * such that if it returns true, player gets exp in that skill. This
1114 * the effect here can be done on demand, we probably don't want to
1115 * give infinite exp by returning true in any cases.
1116 */
1117 int
1118 pray (object *pl, object *skill)
1119 {
1120 char buf[MAX_BUF];
1121 object *tmp;
1122
1123 if (pl->type != PLAYER)
1124 return 0;
1125
1126 strcpy (buf, "You pray.");
1127
1128 /* Check all objects - we could stop at floor objects,
1129 * but if someone buries an altar, I don't see a problem with
1130 * going through all the objects, and it shouldn't be much slower
1131 * than extra checks on object attributes.
1132 */
1133 for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1134 {
1135 /* Only if the altar actually belongs to someone do you get special benefits */
1136 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1137 {
1138 sprintf (buf, "You pray over the %s.", &tmp->name);
1139 pray_at_altar (pl, tmp, skill);
1140 break; /* Only pray at one altar */
1141 }
1142 }
1143
1144 new_draw_info (NDI_BLACK, 0, pl, buf);
1145
1146 if (pl->stats.grace < pl->stats.maxgrace)
1147 {
1148 pl->stats.grace++;
1149 pl->last_grace = -1;
1150 }
1151
1152 return 0;
1153 }
1154
1155 /* This skill allows the player to regain a few sp or hp for a
1156 * brief period of concentration. No armour or weapons may be
1157 * wielded/applied for this to work. The amount of time needed
1158 * to concentrate and the # of points regained is dependant on
1159 * the level of the user. - b.t. thomas@astro.psu.edu
1160 */
1161 void
1162 meditate (object *pl, object *skill)
1163 {
1164 object *tmp;
1165
1166 if (pl->type != PLAYER)
1167 return; /* players only */
1168
1169 /* check if pl has removed encumbering armour and weapons */
1170 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1171 {
1172 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1173 return;
1174 }
1175 else
1176 {
1177 for (tmp = pl->inv; tmp; tmp = tmp->below)
1178 if (((tmp->type == ARMOUR && skill->level < 12)
1179 || (tmp->type == HELMET && skill->level < 10)
1180 || (tmp->type == SHIELD && skill->level < 6)
1181 || (tmp->type == BOOTS && skill->level < 4)
1182 || (tmp->type == GLOVES && skill->level < 2))
1183 && QUERY_FLAG (tmp, FLAG_APPLIED))
1184 {
1185 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1186 return;
1187 }
1188 }
1189
1190 /* ok let's meditate! Spell points are regained first, then once
1191 * they are maxed we get back hp. Actual incrementing of values
1192 * is handled by the do_some_living() (in player.c). This way magical
1193 * bonuses for healing/sp regeneration are included properly
1194 * No matter what, we will eat up some playing time trying to
1195 * meditate. (see 'factor' variable for what sets the amount of time)
1196 */
1197
1198 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1199
1200 if (pl->stats.sp < pl->stats.maxsp)
1201 {
1202 pl->stats.sp++;
1203 pl->last_sp = -1;
1204 }
1205 else if (pl->stats.hp < pl->stats.maxhp)
1206 {
1207 pl->stats.hp++;
1208 pl->last_heal = -1;
1209 }
1210 }
1211
1212 /* write_note() - this routine allows players to inscribe messages in
1213 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1214 */
1215 static int
1216 write_note (object *pl, object *item, const char *msg, object *skill)
1217 {
1218 if (strstr (msg, "\nendmsg"))
1219 {
1220 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1221 return 0;
1222 }
1223
1224 int len = strlen (msg);
1225
1226 if (!is_utf8_string ((U8 *)msg, len))
1227 {
1228 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1229 return 0;
1230 }
1231
1232 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1233 return RESULT_INT (0);
1234
1235 char buf[1024];
1236
1237 if (len < sizeof (buf) - 2)
1238 {
1239 snprintf (buf, sizeof (buf), "%s\n", msg);
1240
1241 object *newbook = arch_to_object (item->other_arch);
1242 item->decrease ();
1243 newbook->nrof = 1;
1244 newbook->msg = buf;
1245 newbook->flag [FLAG_IDENTIFIED] = true;
1246
1247 if (item->subtype == 1) // mailscrolls
1248 {
1249 newbook->name = item->name;
1250 newbook->name_pl = item->name_pl;
1251 }
1252
1253 pl->insert (newbook);
1254
1255 pl->contr->play_sound (sound_find ("inscribe_success"));
1256 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1257 return strlen (msg);
1258 }
1259 else
1260 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name);
1261
1262 return 0;
1263 }
1264
1265 /* write_scroll() - this routine allows players to inscribe spell scrolls
1266 * of spells which they know. Backfire effects are possible with the
1267 * severity of the backlash correlated with the difficulty of the scroll
1268 * that is attempted. -b.t. thomas@astro.psu.edu
1269 */
1270 static int
1271 write_scroll (object *pl, object *scroll, object *skill)
1272 {
1273 int success = 0, confused = 0;
1274
1275 /* Check if we are ready to attempt inscription */
1276 object *chosen_spell = pl->contr->ranged_ob;
1277
1278 if (!chosen_spell || chosen_spell->type != SPELL)
1279 {
1280 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1281 return 0;
1282 }
1283
1284 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1285 {
1286 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1287 return 0;
1288 }
1289
1290 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1291 {
1292 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1293 return 0;
1294 }
1295
1296 /* ok, we are ready to try inscription */
1297 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1298 confused = 1;
1299
1300 /* Lost mana/grace no matter what */
1301 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1302 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1303
1304 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1305 {
1306 object *newscroll = arch_to_object (scroll->other_arch);
1307 scroll->decrease ();
1308 newscroll->nrof = 1;
1309
1310 pl->contr->play_sound (sound_find ("inscribe_success"));
1311
1312 if (!confused)
1313 {
1314 newscroll->level = MAX (skill->level, chosen_spell->level);
1315 newscroll->flag [FLAG_IDENTIFIED] = true;
1316 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1317 }
1318 else
1319 {
1320 chosen_spell = find_random_spell_in_ob (pl, NULL);
1321 if (!chosen_spell)
1322 return 0;
1323
1324 newscroll->level = MAX (skill->level, chosen_spell->level);
1325 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1326 }
1327
1328 object *tmp = chosen_spell->clone ();
1329 insert_ob_in_ob (tmp, newscroll);
1330
1331 /* Same code as from treasure.C - so they can better merge.
1332 * if players want to sell them, so be it.
1333 */
1334 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1335 newscroll->stats.exp = newscroll->value / 5;
1336
1337 pl->insert (newscroll);
1338
1339 success = calc_skill_exp (pl, newscroll, skill);
1340 if (!confused)
1341 success *= 2;
1342
1343 success = success * skill->level;
1344 return success;
1345 }
1346 else
1347 { /* Inscription has failed */
1348 pl->contr->play_sound (sound_find ("inscribe_fail"));
1349
1350 if (chosen_spell->level > skill->level || confused)
1351 { /*backfire! */
1352 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1353
1354 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1355 pl->drain_specific_stat (4);
1356 else
1357 {
1358 confuse_player (pl, pl, 99);
1359 return -30 * chosen_spell->level;
1360 }
1361 }
1362 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1363 {
1364 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.>");
1365 confuse_player (pl, pl, 99);
1366 }
1367 else
1368 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>");
1369 }
1370
1371 return 0;
1372 }
1373
1374 /* write_on_item() - wrapper for write_note and write_scroll */
1375 int
1376 write_on_item (object *pl, const char *params, object *skill)
1377 {
1378 archetype *skat;
1379
1380 if (pl->type != PLAYER)
1381 return 0;
1382
1383 if (!params)
1384 params = "";
1385
1386 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1387
1388 /* Need to be able to read before we can write! */
1389 if (!find_skill_by_name (pl, skat->skill))
1390 {
1391 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1392 return 0;
1393 }
1394
1395 object *item = find_marked_object (pl);
1396
1397 /* find an item of correct type to write on */
1398 if (!item)
1399 {
1400 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.>");
1401 return 0;
1402 }
1403
1404 if (item->type != INSCRIBABLE)
1405 {
1406 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1407 return 0;
1408 }
1409
1410 if (QUERY_FLAG (item, FLAG_UNPAID))
1411 {
1412 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1413 return 0;
1414 }
1415
1416 if (item->other_arch->type == SCROLL)
1417 {
1418 if (*params)
1419 {
1420 // check readied scroll
1421 new_draw_info_format (NDI_UNIQUE, 0, pl,
1422 "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1423 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1424 return 0;
1425 }
1426
1427 return write_scroll (pl, item, skill);
1428 }
1429 else
1430 {
1431 if (!*params)
1432 {
1433 new_draw_info_format (NDI_UNIQUE, 0, pl,
1434 "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1435 "Usage: use_skill %s <message>", &skill->skill);
1436 return 0;
1437 }
1438
1439 return write_note (pl, item, params, skill);
1440 }
1441
1442 return 0;
1443 }
1444
1445 /* find_throw_ob() - if we request an object, then
1446 * we search for it in the inventory of the owner (you've
1447 * got to be carrying something in order to throw it!).
1448 * If we didnt request an object, then the top object in inventory
1449 * (that is "throwable", ie no throwing your skills away!)
1450 * is the object of choice. Also check to see if object is
1451 * 'throwable' (ie not applied cursed obj, worn, etc).
1452 */
1453 static object *
1454 find_throw_ob (object *op, const char *request)
1455 {
1456 object *tmp;
1457
1458 if (!op)
1459 { /* safety */
1460 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1461 return (object *) NULL;
1462 }
1463
1464 /* prefer marked item */
1465 tmp = find_marked_object (op);
1466 if (tmp != NULL)
1467 {
1468 /* can't toss invisible or inv-locked items */
1469 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1470 {
1471 tmp = NULL;
1472 }
1473 }
1474
1475 /* look through the inventory */
1476 if (tmp == NULL)
1477 {
1478 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1479 {
1480 /* can't toss invisible or inv-locked items */
1481 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1482 continue;
1483 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1484 break;
1485 }
1486 }
1487
1488 /* this should prevent us from throwing away
1489 * cursed items, worn armour, etc. Only weapons
1490 * can be thrown from 'hand'.
1491 */
1492 if (!tmp)
1493 return NULL;
1494
1495 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1496 {
1497 if (tmp->type != WEAPON)
1498 {
1499 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1500 tmp = NULL;
1501 }
1502 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1503 {
1504 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1505 tmp = NULL;
1506 }
1507 else
1508 {
1509 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1510 {
1511 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1512 tmp = NULL;
1513 }
1514 }
1515 }
1516 else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1517 {
1518 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1519 tmp = NULL;
1520 }
1521
1522 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1523 {
1524 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1525 tmp = NULL;
1526 }
1527 return tmp;
1528 }
1529
1530 /* make_throw_ob() We construct the 'carrier' object in
1531 * which we will insert the object that is being thrown.
1532 * This combination becomes the 'thrown object'. -b.t.
1533 */
1534 static object *
1535 make_throw_ob (object *orig)
1536 {
1537 if (!orig)
1538 return 0;
1539
1540 if (QUERY_FLAG (orig, FLAG_APPLIED))
1541 {
1542 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1543 /* insufficient workaround, but better than nothing */
1544 CLEAR_FLAG (orig, FLAG_APPLIED);
1545 }
1546
1547 object *toss_item = orig->clone ();
1548
1549 toss_item->type = THROWN_OBJ;
1550 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1551 toss_item->stats.dam = 0; /* default damage */
1552 toss_item->insert (orig);
1553
1554 return toss_item;
1555 }
1556
1557 /* do_throw() - op throws any object toss_item. This code
1558 * was borrowed from fire_bow.
1559 * Returns 1 if skill was successfully used, 0 if not
1560 */
1561 static int
1562 do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1563 {
1564 object *throw_ob = toss_item, *left = NULL;
1565 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1566 int pause_f, weight_f = 0, mflags;
1567 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1568 maptile *m;
1569 sint16 sx, sy;
1570
1571 if (throw_ob == NULL)
1572 {
1573 if (op->type == PLAYER)
1574 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1575
1576 return 0;
1577 }
1578 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1579 {
1580 if (op->type == PLAYER)
1581 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1582
1583 return 0;
1584 }
1585
1586 /* Because throwing effectiveness must be reduced by the
1587 * encumbrance of the thrower and weight of the object. THus,
1588 * we use the concept of 'effective strength' as defined below.
1589 */
1590
1591 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1592 if (str > MAX_STAT)
1593 {
1594 str_factor = (float) str / (float) MAX_STAT;
1595 str = MAX_STAT;
1596 }
1597
1598 /* the more we carry, the less we can throw. Limit only on players */
1599 maxc = max_carry[str] * 1000;
1600 if (op->carrying > maxc && op->type == PLAYER)
1601 load_factor = (float) maxc / (float) op->carrying;
1602
1603 /* lighter items are thrown harder, farther, faster */
1604 if (throw_ob->weight > 0)
1605 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1606 else
1607 { /* 0 or negative weight?!? Odd object, can't throw it */
1608 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1609 return 0;
1610 }
1611
1612 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1613 eff_str = (int) ((float) eff_str * item_factor * str_factor);
1614
1615 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1616 * account for super-strong throwers. */
1617 if (eff_str > MAX_STAT)
1618 eff_str = MAX_STAT;
1619
1620 #ifdef DEBUG_THROW
1621 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1622 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1623 LOG (llevDebug, " str_factor=%f\n", str_factor);
1624 LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1625 #endif
1626
1627 /* 3 things here prevent a throw, you aimed at your feet, you
1628 * have no effective throwing strength, or you threw at something
1629 * that flying objects can't get through.
1630 */
1631 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1632
1633 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1634 {
1635 /* bounces off 'wall', and drops to feet */
1636 throw_ob->insert_at (part, op);
1637
1638 if (op->type == PLAYER)
1639 {
1640 if (eff_str <= 1)
1641 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1642 else if (!dir)
1643 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1644 else
1645 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1646 }
1647
1648 return 0;
1649 } /* if object can't be thrown */
1650
1651 left = throw_ob; /* these are throwing objects left to the player */
1652
1653 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1654 * and returns NULL. We must use 'left' then
1655 */
1656 if (!(throw_ob = throw_ob->split ()))
1657 {
1658 throw_ob = left;
1659 left->remove ();
1660 }
1661
1662 /* special case: throwing powdery substances like dust, dirt */
1663 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1664 {
1665 cast_dust (op, throw_ob, dir);
1666 return 1;
1667 }
1668
1669 /* Make a thrown object -- insert real object in a 'carrier' object.
1670 * If unsuccessfull at making the "thrown_obj", we just reinsert
1671 * the original object back into inventory and exit
1672 */
1673 if ((toss_item = make_throw_ob (throw_ob)))
1674 {
1675 throw_ob = toss_item;
1676 throw_ob->skill = skill->skill;
1677 }
1678 else
1679 {
1680 insert_ob_in_ob (throw_ob, op);
1681 return 0;
1682 }
1683
1684 throw_ob->set_owner (op);
1685 /* At some point in the attack code, the actual real object (op->inv)
1686 * becomes the hitter. As such, we need to make sure that has a proper
1687 * owner value so exp goes to the right place.
1688 */
1689 throw_ob->inv->set_owner (op);
1690 throw_ob->direction = dir;
1691
1692 /* the damage bonus from the force of the throw */
1693 dam = int (str_factor * dam_bonus[eff_str]);
1694
1695 /* Now, lets adjust the properties of the thrown_ob. */
1696
1697 /* how far to fly */
1698 throw_ob->last_sp = (eff_str * 3) / 5;
1699
1700 /* speed */
1701 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1702
1703 /* item damage. Eff_str and item weight influence damage done */
1704 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1705 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1706
1707 /* chance of breaking. Proportional to force used and weight of item */
1708 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1709
1710 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1711 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1712
1713 /* the properties of objects which are meant to be thrown (ie dart,
1714 * throwing knife, etc) will differ from ordinary items. Lets tailor
1715 * this stuff in here.
1716 */
1717
1718 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1719 {
1720 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1721 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1722 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1723 /* only throw objects get directional faces */
1724 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1725 SET_ANIMATION (throw_ob, dir);
1726 }
1727 else
1728 {
1729 uint16 mat = throw_ob->materials;
1730
1731 /* some materials will adjust properties.. */
1732 if (mat & M_LEATHER)
1733 {
1734 throw_ob->stats.dam -= 1;
1735 throw_ob->stats.food -= 10;
1736 }
1737
1738 if (mat & M_GLASS)
1739 throw_ob->stats.food += 60;
1740
1741 if (mat & M_ORGANIC)
1742 {
1743 throw_ob->stats.dam -= 3;
1744 throw_ob->stats.food += 55;
1745 }
1746
1747 if (mat & M_PAPER || mat & M_CLOTH)
1748 {
1749 throw_ob->stats.dam -= 5;
1750 throw_ob->speed *= 0.8;
1751 throw_ob->stats.wc += 3;
1752 throw_ob->stats.food -= 30;
1753 }
1754
1755 /* light obj have more wind resistance, fly slower */
1756 if (throw_ob->weight > 500)
1757 throw_ob->speed *= 0.8;
1758
1759 if (throw_ob->weight > 50)
1760 throw_ob->speed *= 0.5;
1761 } /* else tailor thrown object */
1762
1763 /* some limits, and safeties (needed?) */
1764 if (throw_ob->stats.dam < 0)
1765 throw_ob->stats.dam = 0;
1766 if (throw_ob->last_sp > eff_str)
1767 throw_ob->last_sp = eff_str;
1768 if (throw_ob->stats.food < 0)
1769 throw_ob->stats.food = 0;
1770 if (throw_ob->stats.food > 100)
1771 throw_ob->stats.food = 100;
1772 if (throw_ob->stats.wc > 30)
1773 throw_ob->stats.wc = 30;
1774
1775 /* how long to pause the thrower. Higher values mean less pause */
1776 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1777
1778 /* Put a lower limit on this */
1779 if (pause_f < 10)
1780 pause_f = 10;
1781 if (pause_f > 100)
1782 pause_f = 100;
1783
1784 /* Changed in 0.94.2 - the calculation before was really goofy.
1785 * In short summary, a throw can take anywhere between speed 5 and
1786 * speed 0.5
1787 */
1788 op->speed_left -= 50 / pause_f;
1789
1790 throw_ob->speed_left = 0;
1791 throw_ob->map = part->map;
1792
1793 throw_ob->move_type = MOVE_FLY_LOW;
1794 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1795
1796 #if 0
1797 /* need to put in a good sound for this */
1798 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1799 #endif
1800
1801 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1802 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1803 #ifdef DEBUG_THROW
1804 LOG (llevDebug, " pause_f=%d \n", pause_f);
1805 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1806 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1807 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1808 #endif
1809
1810 throw_ob->insert_at (part, op);
1811
1812 if (!throw_ob->destroyed ())
1813 move_arrow (throw_ob);
1814
1815 return 1;
1816 }
1817
1818 int
1819 skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1820 {
1821 object *throw_ob;
1822
1823 if (op->type == PLAYER)
1824 throw_ob = find_throw_ob (op, params);
1825 else
1826 throw_ob = find_mon_throw_ob (op);
1827
1828 return do_throw (op, part, throw_ob, dir, skill);
1829 }