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Revision: 1.9
Committed: Thu Sep 14 22:34:04 2006 UTC (17 years, 9 months ago) by root
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Branch: MAIN
Changes since 1.8: +1 -7 lines
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# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <object.h>
26 #ifndef __CEXTRACT__
27 # include <sproto.h>
28 #endif
29 #include <living.h>
30 #include <skills.h>
31 #include <spells.h>
32 #include <book.h>
33
34 /* adj_stealchance() - increased values indicate better attempts */
35 static int
36 adj_stealchance (object *op, object *victim, int roll)
37 {
38 object *equip;
39
40 if (!op || !victim || !roll)
41 return -1;
42
43 /* Only prohibit stealing if the player does not have a free
44 * hand available and in fact does have hands.
45 */
46 if (op->type == PLAYER && op->body_used[BODY_ARMS] <= 0 && op->body_info[BODY_ARMS])
47 {
48 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!");
49 return -1;
50 }
51
52 /* ADJUSTMENTS */
53
54 /* Its harder to steal from hostile beings! */
55 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
56 roll = roll / 2;
57
58 /* Easier to steal from sleeping beings, or if the thief is
59 * unseen */
60 if (QUERY_FLAG (victim, FLAG_SLEEP))
61 roll = roll * 3;
62 else if (op->invisible)
63 roll = roll * 2;
64
65 /* check stealing 'encumberance'. Having this equipment applied makes
66 * it quite a bit harder to steal.
67 */
68 for (equip = op->inv; equip; equip = equip->below)
69 {
70 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
71 {
72 roll -= equip->weight / 10000;
73 }
74 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
75 roll -= equip->weight / 5000;
76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
77 {
78 roll -= equip->weight / 2000;
79 }
80 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
81 roll -= equip->weight / 5000;
82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
83 roll -= equip->weight / 100;
84 }
85 if (roll < 0)
86 roll = 0;
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
100 static int
101 attempt_steal (object *op, object *who, object *skill)
102 {
103 object *success = NULL, *tmp = NULL, *next;
104 int roll = 0, chance = 0, stats_value;
105 rv_vector rv;
106
107 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2;
108
109 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
110 * they will try to prevent stealing if they can. Only unseen theives will
111 * have much chance of success.
112 */
113 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL))
114 {
115 if (can_detect_enemy (op, who, &rv))
116 {
117 npc_call_help (op);
118 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
119 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
120 return 0;
121 }
122 else /* help npc to detect thief next time by raising its wisdom */
123 op->stats.Wis += (op->stats.Int / 5) + 1;
124 if (op->stats.Wis > MAX_STAT)
125 op->stats.Wis = MAX_STAT;
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 #ifdef PROHIBIT_PLAYERKILL
133 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful))
134 {
135 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
136 return 0;
137 }
138 #else
139 if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing)
140 {
141 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
142 return 0;
143 }
144 #endif
145
146
147 /* Ok then, go thru their inventory, stealing */
148 for (tmp = op->inv; tmp != NULL; tmp = next)
149 {
150 next = tmp->below;
151
152 /* you can't steal worn items, starting items, wiz stuff,
153 * innate abilities, or items w/o a type. Generally
154 * speaking, the invisibility flag prevents experience or
155 * abilities from being stolen since these types are currently
156 * always invisible objects. I was implicit here so as to prevent
157 * future possible problems. -b.t.
158 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
159 * already -b.t.
160 */
161
162 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED)
163 || !(tmp->type)
164 || tmp->type == EXPERIENCE || tmp->type == SPELL
165 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible)
166 continue;
167
168 /* Okay, try stealing this item. Dependent on dexterity of thief,
169 * skill level, see the adj_stealroll fctn for more detail.
170 */
171
172 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
173
174 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
175 return 0;
176 else if (roll < chance)
177 {
178 tag_t tmp_count = tmp->count;
179
180 pick_up (who, tmp);
181 /* need to see if the player actually stole this item -
182 * if it is in the players inv, assume it is. This prevents
183 * abuses where the player can not carry the item, so just
184 * keeps stealing it over and over.
185 */
186 if (was_destroyed (tmp, tmp_count) || tmp->env != op)
187 {
188 /* for players, play_sound: steals item */
189 success = tmp;
190 CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
191
192 /* Don't delete it from target player until we know
193 * the thief has picked it up. can't just look at tmp->count,
194 * as it's possible that it got merged when picked up.
195 */
196 if (op->type == PLAYER)
197 esrv_del_item (op->contr, tmp_count);
198 }
199 break;
200 }
201 } /* for loop looking for an item */
202
203 if (!tmp)
204 {
205 new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
206 return 0;
207 }
208
209 /* If you arent high enough level, you might get something BUT
210 * the victim will notice your stealing attempt. Ditto if you
211 * attempt to steal something heavy off them, they're bound to notice
212 */
213
214 if ((roll >= skill->level) || !chance
215 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
216 {
217
218 /* victim figures out where the thief is! */
219 if (who->hide)
220 make_visible (who);
221
222 if (op->type != PLAYER)
223 {
224 /* The unaggressives look after themselves 8) */
225 if (who->type == PLAYER)
226 {
227 npc_call_help (op);
228 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
229 }
230 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
231 /* all remaining npc items are guarded now. Set flag NO_STEAL
232 * on the victim.
233 */
234 SET_FLAG (op, FLAG_NO_STEAL);
235 }
236 else
237 { /* stealing from another player */
238 char buf[MAX_BUF];
239
240 /* Notify the other player */
241 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
242 {
243 sprintf (buf, "Your %s is missing!", query_name (success));
244 }
245 else
246 {
247 sprintf (buf, "Your pack feels strangely lighter.");
248 }
249 new_draw_info (NDI_UNIQUE, 0, op, buf);
250 if (!success)
251 {
252 if (who->invisible)
253 {
254 sprintf (buf, "you feel itchy fingers getting at your pack.");
255 }
256 else
257 {
258 sprintf (buf, "%s looks very shifty.", query_name (who));
259 }
260 new_draw_info (NDI_UNIQUE, 0, op, buf);
261 }
262 } /* else stealing from another player */
263 /* play_sound("stop! thief!"); kindofthing */
264 } /* if you weren't 100% successful */
265 return success ? 1 : 0;
266 }
267
268
269 int
270 steal (object *op, int dir, object *skill)
271 {
272 object *tmp, *next;
273 sint16 x, y;
274 mapstruct *m;
275 int mflags;
276
277 x = op->x + freearr_x[dir];
278 y = op->y + freearr_y[dir];
279
280 if (dir == 0)
281 {
282 /* Can't steal from ourself! */
283 return 0;
284 }
285
286 m = op->map;
287 mflags = get_map_flags (m, &m, x, y, &x, &y);
288 /* Out of map - can't do it. If nothing alive on this space,
289 * don't need to look any further.
290 */
291 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
292 return 0;
293
294 /* If player can't move onto the space, can't steal from it. */
295 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
296 return 0;
297
298 /* Find the topmost object at this spot */
299 for (tmp = get_map_ob (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
300
301 /* For all the stacked objects at this point, attempt a steal */
302 for (; tmp != NULL; tmp = next)
303 {
304 next = tmp->below;
305 /* Minor hack--for multi square beings - make sure we get
306 * the 'head' coz 'tail' objects have no inventory! - b.t.
307 */
308 if (tmp->head)
309 tmp = tmp->head;
310
311 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
312 continue;
313
314 /* do not reveal hidden DMs */
315 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
316 continue;
317 if (attempt_steal (tmp, op, skill))
318 {
319 if (tmp->type == PLAYER) /* no xp for stealing from another player */
320 return 0;
321
322 /* no xp for stealing from pets (of players) */
323 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
324 {
325 object *owner = get_owner (tmp);
326
327 if (owner != NULL && owner->type == PLAYER)
328 return 0;
329 }
330
331 // reduce monster experience by experience we gained, as to
332 // limit the amount of exp that can be gained by stealing from monsters
333 // (jessies gave ~20,000,000 exp otherwise.
334 int exp = calc_skill_exp (op, tmp, skill);
335
336 exp = MIN (tmp->stats.exp, exp);
337 tmp->stats.exp -= exp;
338 return exp;
339 }
340 }
341 return 0;
342 }
343
344 static int
345 attempt_pick_lock (object *door, object *pl, object *skill)
346 {
347 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
348 int success = 0, number; /* did we get anything? */
349
350
351 /* Try to pick the lock on this item (doors only for now).
352 * Dependent on dexterity/skill SK_level of the player and
353 * the map level difficulty.
354 */
355 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
356 if (number < (pl->stats.Dex + skill->level - difficulty))
357 {
358 remove_door (door);
359 success = 1;
360 }
361 else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
362 { /* set off any traps? */
363 spring_trap (door->inv, pl);
364 }
365 return success;
366 }
367
368
369 /* Implementation by bt. (thomas@astro.psu.edu)
370 * monster implementation 7-7-95 by bt.
371 */
372
373 int
374 pick_lock (object *pl, int dir, object *skill)
375 {
376 object *tmp;
377 int x = pl->x + freearr_x[dir];
378 int y = pl->y + freearr_y[dir];
379
380 if (!dir)
381 dir = pl->facing;
382
383 /* For all the stacked objects at this point find a door */
384 if (out_of_map (pl->map, x, y))
385 {
386 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
387 return 0;
388 }
389
390 for (tmp = get_map_ob (pl->map, x, y); tmp; tmp = tmp->above)
391 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
392 break;
393
394 if (!tmp)
395 {
396 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
397 return 0;
398 }
399 if (tmp->type == LOCKED_DOOR)
400 {
401 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
402 return 0;
403 }
404
405 if (!tmp->move_block)
406 {
407 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
408 return 0;
409 }
410
411 if (attempt_pick_lock (tmp, pl, skill))
412 {
413 new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
414 return calc_skill_exp (pl, NULL, skill);
415 }
416 else
417 {
418 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
419 return 0;
420 }
421 }
422
423
424 /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
425 * a short while (success and duration dependant on player SK_level,
426 * dexterity, charisma, and map difficulty).
427 * Players have a good chance of becoming 'unhidden' if they move
428 * and like invisiblity will be come visible if they attack
429 * Implemented by b.t. (thomas@astro.psu.edu)
430 * July 7, 1995 - made hiding possible for monsters. -b.t.
431 */
432
433 static int
434 attempt_hide (object *op, object *skill)
435 {
436 int number, difficulty = op->map->difficulty;
437 int terrain = hideability (op);
438
439 if (terrain < -10) /* not enough cover here */
440 return 0;
441
442 /* Hiding success and duration dependant on skill level,
443 * op->stats.Dex, map difficulty and terrain.
444 */
445
446 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
447 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
448 {
449 op->invisible += 100; /* set the level of 'hiddeness' */
450 if (op->type == PLAYER)
451 op->contr->tmp_invis = 1;
452 op->hide = 1;
453 return 1;
454 }
455 return 0;
456 }
457
458 /* patched this to take terrain into consideration */
459
460 int
461 hide (object *op, object *skill)
462 {
463
464 /* the preliminaries -- Can we really hide now? */
465 /* this keeps monsters from using invisibilty spells and hiding */
466
467 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
468 {
469 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
470 return 0;
471 }
472 else if (!op->hide && op->invisible > 0 && op->type == PLAYER)
473 {
474 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
475 make_visible (op);
476 }
477
478 if (op->invisible > (50 * skill->level))
479 {
480 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
481 return 0;
482 }
483
484 if (attempt_hide (op, skill))
485 {
486 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
487 update_object (op, UP_OBJ_FACE);
488 return calc_skill_exp (op, NULL, skill);
489 }
490 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
491 return 0;
492 }
493
494
495 /* stop_jump() - End of jump. Clear flags, restore the map, and
496 * freeze the jumper a while to simulate the exhaustion
497 * of jumping.
498 */
499 static void
500 stop_jump (object *pl, int dist, int spaces)
501 {
502 fix_player (pl);
503 insert_ob_in_map (pl, pl->map, pl, 0);
504 }
505
506
507 static int
508 attempt_jump (object *pl, int dir, int spaces, object *skill)
509 {
510 object *tmp;
511 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
512 sint16 x, y;
513 mapstruct *m;
514
515 /* Jump loop. Go through spaces opject wants to jump. Halt the
516 * jump if a wall or creature is in the way. We set FLAG_FLYING
517 * temporarily to allow player to aviod exits/archs that are not
518 * fly_on, fly_off. This will also prevent pickup of objects
519 * while jumping over them.
520 */
521
522 remove_ob (pl);
523
524 /*
525 * I don't think this is actually needed - all the movement
526 * code is handled in this function, and I don't see anyplace
527 * that cares about the move_type being flying.
528 */
529 pl->move_type |= MOVE_FLY_LOW;
530
531 for (i = 0; i <= spaces; i++)
532 {
533 x = pl->x + dx;
534 y = pl->y + dy;
535 m = pl->map;
536
537 mflags = get_map_flags (m, &m, x, y, &x, &y);
538
539 if (mflags & P_OUT_OF_MAP)
540 {
541 (void) stop_jump (pl, i, spaces);
542 return 0;
543 }
544 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
545 {
546 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
547 stop_jump (pl, i, spaces);
548 return 0;
549 }
550
551 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
552 {
553 /* Jump into creature */
554 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
555 {
556 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
557 if (tmp->type != PLAYER ||
558 (pl->type == PLAYER && pl->contr->party == NULL) ||
559 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
560 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
561 stop_jump (pl, i, spaces);
562 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
563 }
564 /* If the space has fly on set (no matter what the space is),
565 * we should get the effects - after all, the player is
566 * effectively flying.
567 */
568 if (tmp->move_on & MOVE_FLY_LOW)
569 {
570 pl->x = x;
571 pl->y = y;
572 pl->map = m;
573 stop_jump (pl, i, spaces);
574 return calc_skill_exp (pl, NULL, skill);
575 }
576 }
577 pl->x = x;
578 pl->y = y;
579 pl->map = m;
580 }
581 stop_jump (pl, i, spaces);
582 return calc_skill_exp (pl, NULL, skill);
583 }
584
585 /* jump() - this is both a new type of movement for player/monsters and
586 * an attack as well.
587 * Perhaps we should allow more spaces based on level, eg, level 50
588 * jumper can jump several spaces?
589 */
590
591 int
592 jump (object *pl, int dir, object *skill)
593 {
594 int spaces = 0, stats;
595 int str = pl->stats.Str;
596 int dex = pl->stats.Dex;
597
598 dex = dex ? dex : 15;
599 str = str ? str : 10;
600
601 stats = str * str * str * dex * skill->level;
602
603 if (pl->carrying != 0) /* don't want div by zero !! */
604 spaces = (int) (stats / pl->carrying);
605 else
606 spaces = 2; /* pl has no objects - gets the far jump */
607
608 if (spaces > 2)
609 spaces = 2;
610 else if (spaces == 0)
611 {
612 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
613 return 0;
614 }
615 return attempt_jump (pl, dir, spaces, skill);
616 }
617
618
619 /* skill_ident() - this code is supposed to allow players to identify
620 * classes of objects with the various "auto-ident" skills. Player must
621 * have unidentified objects of the right type in order for the skill
622 * to work. While multiple classes of objects may be identified,
623 * this code is kind of yucky -- it would be nice to make it a bit
624 * more generalized. Right now, skill indices are embedded in this routine.
625 * Returns amount of experience gained (on successful ident).
626 * - b.t. (thomas@astro.psu.edu)
627 */
628
629 static int
630 do_skill_detect_curse (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_CURSED)
638 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
639 {
640 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
641 esrv_update_item (UPD_FLAGS, pl, tmp);
642 success += calc_skill_exp (pl, tmp, skill);
643 }
644
645 /* Check ground, too, but only objects the player could pick 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) &&
649 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
650 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
651 {
652 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
653 esrv_update_item (UPD_FLAGS, pl, tmp);
654 success += calc_skill_exp (pl, tmp, skill);
655 }
656
657 return success;
658 }
659
660 static int
661 do_skill_detect_magic (object *pl, object *skill)
662 {
663 object *tmp;
664 int success = 0;
665
666 for (tmp = pl->inv; tmp; tmp = tmp->below)
667 if (!tmp->invisible
668 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
669 && (is_magical (tmp)) && tmp->item_power < skill->level)
670 {
671 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
672 esrv_update_item (UPD_FLAGS, pl, tmp);
673 success += calc_skill_exp (pl, tmp, skill);
674 }
675
676 /* Check ground, too, but like above, only if the object can be picked up */
677 for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
678 if (can_pick (pl, tmp) &&
679 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
680 {
681 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
682 esrv_update_item (UPD_FLAGS, pl, tmp);
683 success += calc_skill_exp (pl, tmp, skill);
684 }
685
686 return success;
687 }
688
689 /* Helper function for do_skill_ident, so that we can loop
690 * over inventory AND objects on the ground conveniently.
691 */
692 int
693 do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
694 {
695 int success = 0, chance;
696 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
697
698 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
699 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
700 {
701 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
702
703 if (skill_value >= chance)
704 {
705 identify (tmp);
706
707 if (pl->type == PLAYER)
708 {
709 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
710
711 if (tmp->msg)
712 {
713 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
714 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
715 }
716
717 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
718 if (tmp->map)
719 esrv_send_item (pl, tmp);
720 }
721 success += calc_skill_exp (pl, tmp, skill);
722 }
723 else
724 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
725 }
726
727 return success;
728 }
729
730 /* do_skill_ident() - workhorse for skill_ident() -b.t.
731 */
732 static int
733 do_skill_ident (object *pl, int obj_class, object *skill)
734 {
735 object *tmp;
736 int success = 0;
737
738 for (tmp = pl->inv; tmp; tmp = tmp->below)
739 success += do_skill_ident2 (tmp, pl, obj_class, skill);
740 /* check the ground */
741
742 for (tmp = get_map_ob (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
743 success += do_skill_ident2 (tmp, pl, obj_class, skill);
744
745 return success;
746 }
747
748 int
749 skill_ident (object *pl, object *skill)
750 {
751 int success = 0;
752
753 if (pl->type != PLAYER)
754 return 0; /* only players will skill-identify */
755
756 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
757
758 switch (skill->subtype)
759 {
760 case SK_SMITHERY:
761 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
762 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
763 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
764 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
765 break;
766
767 case SK_BOWYER:
768 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
769 break;
770
771 case SK_ALCHEMY:
772 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
773 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
774 break;
775
776 case SK_WOODSMAN:
777 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
778 break;
779
780 case SK_JEWELER:
781 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
782 break;
783
784 case SK_LITERACY:
785 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
786 break;
787
788 case SK_THAUMATURGY:
789 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
790 break;
791
792 case SK_DET_CURSE:
793 success = do_skill_detect_curse (pl, skill);
794 if (success)
795 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
796 break;
797
798 case SK_DET_MAGIC:
799 success = do_skill_detect_magic (pl, skill);
800 if (success)
801 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
802 break;
803
804 default:
805 LOG (llevError, "Error: bad call to skill_ident()\n");
806 return 0;
807 break;
808 }
809 if (!success)
810 {
811 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
812 }
813 return success;
814 }
815
816
817 /* players using this skill can 'charm' a monster --
818 * into working for them. It can only be used on
819 * non-special (see below) 'neutral' creatures.
820 * -b.t. (thomas@astro.psu.edu)
821 */
822
823 int
824 use_oratory (object *pl, int dir, object *skill)
825 {
826 sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir];
827 int mflags, chance;
828 object *tmp;
829 mapstruct *m;
830
831 if (pl->type != PLAYER)
832 return 0; /* only players use this skill */
833 m = pl->map;
834 mflags = get_map_flags (m, &m, x, y, &x, &y);
835 if (mflags & P_OUT_OF_MAP)
836 return 0;
837
838 /* Save some processing - we have the flag already anyways
839 */
840 if (!(mflags & P_IS_ALIVE))
841 {
842 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
843 return 0;
844 }
845
846 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
847 {
848 /* can't persuade players - return because there is nothing else
849 * on that space to charm. Same for multi space monsters and
850 * special monsters - we don't allow them to be charmed, and there
851 * is no reason to do further processing since they should be the
852 * only monster on the space.
853 */
854 if (tmp->type == PLAYER)
855 return 0;
856 if (tmp->more || tmp->head)
857 return 0;
858 if (tmp->msg)
859 return 0;
860
861 if (QUERY_FLAG (tmp, FLAG_MONSTER))
862 break;
863 }
864
865 if (!tmp)
866 {
867 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
868 return 0;
869 }
870
871 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
872
873 /* the following conditions limit who may be 'charmed' */
874
875 /* it's hostile! */
876 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
877 {
878 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
879 return 0;
880 }
881
882 /* it's already allied! */
883 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE))
884 {
885 if (get_owner (tmp) == pl)
886 {
887 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
888 return 0;
889 }
890 else if (skill->level > tmp->level)
891 {
892 /* you steal the follower. Perhaps we should really look at the
893 * level of the owner above?
894 */
895 set_owner (tmp, pl);
896 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
897 /* Abuse fix - don't give exp since this can otherwise
898 * be used by a couple players to gets lots of exp.
899 */
900 return 0;
901 }
902 else
903 {
904 /* In this case, you can't steal it from the other player */
905 return 0;
906 }
907 } /* Creature was already a pet of someone */
908
909 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2;
910
911 /* Ok, got a 'sucker' lets try to make them a follower */
912 if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1))
913 {
914 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
915
916 set_owner (tmp, pl);
917 tmp->stats.exp = 0;
918 add_friendly_object (tmp);
919 SET_FLAG (tmp, FLAG_FRIENDLY);
920 tmp->attack_movement = PETMOVE;
921 return calc_skill_exp (pl, tmp, skill);
922 }
923 /* Charm failed. Creature may be angry now */
924 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
925 {
926 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
927 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
928 {
929 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
930 remove_friendly_object (tmp);
931 tmp->attack_movement = 0; /* needed? */
932 }
933 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
934 }
935 return 0; /* Fall through - if we get here, we didn't charm anything */
936 }
937
938 /* Singing() -this skill allows the player to pacify nearby creatures.
939 * There are few limitations on who/what kind of
940 * non-player creatures that may be pacified. Right now, a player
941 * may pacify creatures which have Int == 0. In this routine, once
942 * successfully pacified the creature gets Int=1. Thus, a player
943 * may only pacify a creature once.
944 * BTW, I appologize for the naming of the skill, I couldnt think
945 * of anything better! -b.t.
946 */
947
948 int
949 singing (object *pl, int dir, object *skill)
950 {
951 int i, exp = 0, chance, mflags;
952 object *tmp;
953 mapstruct *m;
954 sint16 x, y;
955
956 if (pl->type != PLAYER)
957 return 0; /* only players use this skill */
958
959 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
960 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
961 {
962 x = pl->x + freearr_x[i];
963 y = pl->y + freearr_y[i];
964 m = pl->map;
965
966 mflags = get_map_flags (m, &m, x, y, &x, &y);
967 if (mflags & P_OUT_OF_MAP)
968 continue;
969 if (!(mflags & P_IS_ALIVE))
970 continue;
971
972 for (tmp = get_map_ob (m, x, y); tmp; tmp = tmp->above)
973 {
974 if (QUERY_FLAG (tmp, FLAG_MONSTER))
975 break;
976 /* can't affect players */
977 if (tmp->type == PLAYER)
978 break;
979 }
980
981 /* Whole bunch of checks to see if this is a type of monster that would
982 * listen to singing.
983 */
984 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
985 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
986 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
987 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
988 !QUERY_FLAG (tmp, FLAG_FRIENDLY))
989 { /* already calm */
990
991 /* stealing isn't really related (although, maybe it should
992 * be). This is mainly to prevent singing to the same monster
993 * over and over again and getting exp for it.
994 */
995 chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
996 if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH))
997 {
998 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
999 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
1000 /* Give exp only if they are not aware */
1001 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
1002 exp += calc_skill_exp (pl, tmp, skill);
1003 SET_FLAG (tmp, FLAG_NO_STEAL);
1004 }
1005 else
1006 {
1007 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
1008 SET_FLAG (tmp, FLAG_NO_STEAL);
1009 }
1010 }
1011 }
1012 return exp;
1013 }
1014
1015 /* The find_traps skill (aka, search). Checks for traps
1016 * on the spaces or in certain objects
1017 */
1018
1019 int
1020 find_traps (object *pl, object *skill)
1021 {
1022 object *tmp, *tmp2;
1023 int i, expsum = 0, mflags;
1024 sint16 x, y;
1025 mapstruct *m;
1026
1027 /* First we search all around us for runes and traps, which are
1028 * all type RUNE
1029 */
1030
1031 for (i = 0; i < 9; i++)
1032 {
1033 x = pl->x + freearr_x[i];
1034 y = pl->y + freearr_y[i];
1035 m = pl->map;
1036
1037 mflags = get_map_flags (m, &m, x, y, &x, &y);
1038 if (mflags & P_OUT_OF_MAP)
1039 continue;
1040
1041 /* Check everything in the square for trapness */
1042 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1043 {
1044
1045 /* And now we'd better do an inventory traversal of each
1046 * of these objects' inventory
1047 * We can narrow this down a bit - no reason to search through
1048 * the players inventory or monsters for that matter.
1049 */
1050 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1051 {
1052 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1053 if (tmp2->type == RUNE || tmp2->type == TRAP)
1054 if (trap_see (pl, tmp2))
1055 {
1056 trap_show (tmp2, tmp);
1057 if (tmp2->stats.Cha > 1)
1058 {
1059 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1060 expsum += calc_skill_exp (pl, tmp2, skill);
1061
1062 tmp2->stats.Cha = 1; /* unhide the trap */
1063 }
1064 }
1065 }
1066 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1067 {
1068 trap_show (tmp, tmp);
1069 if (tmp->stats.Cha > 1)
1070 {
1071 if (!tmp->owner || tmp->owner->type != PLAYER)
1072 expsum += calc_skill_exp (pl, tmp, skill);
1073 tmp->stats.Cha = 1; /* unhide the trap */
1074 }
1075 }
1076 }
1077 }
1078 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1079 return expsum;
1080 }
1081
1082 /* remove_trap() - This skill will disarm any previously discovered trap
1083 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1084 */
1085
1086 int
1087 remove_trap (object *op, int dir, object *skill)
1088 {
1089 object *tmp, *tmp2;
1090 int i, success = 0, mflags;
1091 mapstruct *m;
1092 sint16 x, y;
1093
1094 for (i = 0; i < 9; i++)
1095 {
1096 x = op->x + freearr_x[i];
1097 y = op->y + freearr_y[i];
1098 m = op->map;
1099
1100 mflags = get_map_flags (m, &m, x, y, &x, &y);
1101 if (mflags & P_OUT_OF_MAP)
1102 continue;
1103
1104 /* Check everything in the square for trapness */
1105 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1106 {
1107 /* And now we'd better do an inventory traversal of each
1108 * of these objects inventory. Like above, only
1109 * do this for interesting objects.
1110 */
1111
1112 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1113 {
1114 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1115 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1116 {
1117 trap_show (tmp2, tmp);
1118 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1119 {
1120 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1121 success += calc_skill_exp (op, tmp2, skill);
1122 }
1123 }
1124 }
1125 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1126 {
1127 trap_show (tmp, tmp);
1128 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1129 {
1130 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1131 success += calc_skill_exp (op, tmp, skill);
1132 }
1133 }
1134 }
1135 }
1136 return success;
1137 }
1138
1139
1140 /* pray() - when this skill is called from do_skill(), it allows
1141 * the player to regain lost grace points at a faster rate. -b.t.
1142 * This always returns 0 - return value is used by calling function
1143 * such that if it returns true, player gets exp in that skill. This
1144 * the effect here can be done on demand, we probably don't want to
1145 * give infinite exp by returning true in any cases.
1146 */
1147
1148 int
1149 pray (object *pl, object *skill)
1150 {
1151 char buf[MAX_BUF];
1152 object *tmp;
1153
1154 if (pl->type != PLAYER)
1155 return 0;
1156
1157 strcpy (buf, "You pray.");
1158
1159 /* Check all objects - we could stop at floor objects,
1160 * but if someone buries an altar, I don't see a problem with
1161 * going through all the objects, and it shouldn't be much slower
1162 * than extra checks on object attributes.
1163 */
1164 for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1165 {
1166 /* Only if the altar actually belongs to someone do you get special benefits */
1167 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1168 {
1169 sprintf (buf, "You pray over the %s.", &tmp->name);
1170 pray_at_altar (pl, tmp, skill);
1171 break; /* Only pray at one altar */
1172 }
1173 }
1174
1175 new_draw_info (NDI_BLACK, 0, pl, buf);
1176
1177 if (pl->stats.grace < pl->stats.maxgrace)
1178 {
1179 pl->stats.grace++;
1180 pl->last_grace = -1;
1181 }
1182 return 0;
1183 }
1184
1185 /* This skill allows the player to regain a few sp or hp for a
1186 * brief period of concentration. No armour or weapons may be
1187 * wielded/applied for this to work. The amount of time needed
1188 * to concentrate and the # of points regained is dependant on
1189 * the level of the user. - b.t. thomas@astro.psu.edu
1190 */
1191
1192 void
1193 meditate (object *pl, object *skill)
1194 {
1195 object *tmp;
1196
1197 if (pl->type != PLAYER)
1198 return; /* players only */
1199
1200 /* check if pl has removed encumbering armour and weapons */
1201 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1202 {
1203 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1204 return;
1205 }
1206 else
1207 {
1208 for (tmp = pl->inv; tmp; tmp = tmp->below)
1209 if (((tmp->type == ARMOUR && skill->level < 12)
1210 || (tmp->type == HELMET && skill->level < 10)
1211 || (tmp->type == SHIELD && skill->level < 6)
1212 || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED))
1213 {
1214 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1215 return;
1216 }
1217 }
1218
1219 /* ok let's meditate! Spell points are regained first, then once
1220 * they are maxed we get back hp. Actual incrementing of values
1221 * is handled by the do_some_living() (in player.c). This way magical
1222 * bonuses for healing/sp regeneration are included properly
1223 * No matter what, we will eat up some playing time trying to
1224 * meditate. (see 'factor' variable for what sets the amount of time)
1225 */
1226
1227 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1228
1229 if (pl->stats.sp < pl->stats.maxsp)
1230 {
1231 pl->stats.sp++;
1232 pl->last_sp = -1;
1233 }
1234 else if (pl->stats.hp < pl->stats.maxhp)
1235 {
1236 pl->stats.hp++;
1237 pl->last_heal = -1;
1238 }
1239 }
1240
1241 /* write_note() - this routine allows players to inscribe messages in
1242 * ordinary 'books' (anything that is type BOOK). b.t.
1243 */
1244
1245 static int
1246 write_note (object *pl, object *item, const char *msg, object *skill)
1247 {
1248 char buf[1024];
1249 object *newBook = NULL;
1250
1251 /* a pair of sanity checks */
1252 if (!item || item->type != BOOK)
1253 return 0;
1254
1255 if (!msg)
1256 {
1257 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1258 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1259 return 0;
1260 }
1261 if (strcasestr_local (msg, "endmsg"))
1262 {
1263 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1264 return 0;
1265 }
1266
1267 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1268 return strlen (msg);
1269
1270 buf[0] = 0;
1271 if (!book_overflow (item->msg, msg, sizeof (buf)))
1272 { /* add msg string to book */
1273 if (item->msg)
1274 strcpy (buf, item->msg);
1275
1276 strcat (buf, msg);
1277 strcat (buf, "\n"); /* new msg needs a LF */
1278 if (item->nrof > 1)
1279 {
1280 newBook = get_object ();
1281 copy_object (item, newBook);
1282 decrease_ob (item);
1283 esrv_send_item (pl, item);
1284 newBook->nrof = 1;
1285 newBook->msg = buf;
1286 newBook = insert_ob_in_ob (newBook, pl);
1287 esrv_send_item (pl, newBook);
1288 }
1289 else
1290 {
1291 item->msg = buf;
1292 /* This shouldn't be necessary - the object hasn't changed in any
1293 * visible way
1294 */
1295 /* esrv_send_item(pl, item); */
1296 }
1297 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item));
1298 return strlen (msg);
1299 }
1300 else
1301 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item));
1302
1303 return 0;
1304 }
1305
1306 /* write_scroll() - this routine allows players to inscribe spell scrolls
1307 * of spells which they know. Backfire effects are possible with the
1308 * severity of the backlash correlated with the difficulty of the scroll
1309 * that is attempted. -b.t. thomas@astro.psu.edu
1310 */
1311
1312 static int
1313 write_scroll (object *pl, object *scroll, object *skill)
1314 {
1315 int success = 0, confused = 0;
1316 object *newscroll, *chosen_spell, *tmp;
1317
1318 /* this is a sanity check */
1319 if (scroll->type != SCROLL)
1320 {
1321 new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1322 return 0;
1323 }
1324
1325 /* Check if we are ready to attempt inscription */
1326 chosen_spell = pl->contr->ranges[range_magic];
1327 if (!chosen_spell)
1328 {
1329 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1330 return 0;
1331 }
1332 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1333 {
1334 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1335 return 0;
1336 }
1337 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1338 {
1339 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1340 return 0;
1341 }
1342
1343 /* if there is a spell already on the scroll then player could easily
1344 * accidently read it while trying to write the new one. give player
1345 * a 50% chance to overwrite spell at their own level
1346 */
1347 if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1348 {
1349 new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1350 manual_apply (pl, scroll, 0);
1351 return 0;
1352 }
1353
1354 /* ok, we are ready to try inscription */
1355 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1356 confused = 1;
1357
1358 /* Lost mana/grace no matter what */
1359 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1360 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1361
1362 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1363 {
1364 if (scroll->nrof > 1)
1365 {
1366 newscroll = get_object ();
1367 copy_object (scroll, newscroll);
1368 decrease_ob (scroll);
1369 newscroll->nrof = 1;
1370 }
1371 else
1372 {
1373 newscroll = scroll;
1374 }
1375
1376 if (!confused)
1377 {
1378 newscroll->level = MAX (skill->level, chosen_spell->level);
1379 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll.");
1380 }
1381 else
1382 {
1383 chosen_spell = find_random_spell_in_ob (pl, NULL);
1384 if (!chosen_spell)
1385 return 0;
1386
1387 newscroll->level = MAX (skill->level, chosen_spell->level);
1388 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1389 }
1390
1391 if (newscroll->inv)
1392 {
1393 object *ninv;
1394
1395 ninv = newscroll->inv;
1396 remove_ob (ninv);
1397 free_object (ninv);
1398 }
1399 tmp = get_object ();
1400 copy_object (chosen_spell, tmp);
1401 insert_ob_in_ob (tmp, newscroll);
1402
1403 /* Same code as from treasure.c - so they can better merge.
1404 * if players want to sell them, so be it.
1405 */
1406 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1407 newscroll->stats.exp = newscroll->value / 5;
1408
1409 /* wait until finished manipulating the scroll before inserting it */
1410 if (newscroll == scroll)
1411 {
1412 /* Remove to correctly merge with other items which may exist in inventory */
1413 remove_ob (newscroll);
1414 esrv_del_item (pl->contr, newscroll->count);
1415 }
1416 newscroll = insert_ob_in_ob (newscroll, pl);
1417 esrv_send_item (pl, newscroll);
1418 success = calc_skill_exp (pl, newscroll, skill);
1419 if (!confused)
1420 success *= 2;
1421 success = success * skill->level;
1422 return success;
1423
1424 }
1425 else
1426 { /* Inscription has failed */
1427
1428 if (chosen_spell->level > skill->level || confused)
1429 { /*backfire! */
1430 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1431 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1432 drain_specific_stat (pl, 4);
1433 else
1434 {
1435 confuse_player (pl, pl, 99);
1436 return (-30 * chosen_spell->level);
1437 }
1438 }
1439 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1440 {
1441 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!");
1442 confuse_player (pl, pl, 99);
1443 }
1444 else
1445 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll.");
1446 }
1447 return 0;
1448 }
1449
1450 /* write_on_item() - wrapper for write_note and write_scroll */
1451 int
1452 write_on_item (object *pl, const char *params, object *skill)
1453 {
1454 object *item;
1455 const char *string = params;
1456 int msgtype;
1457 archetype *skat;
1458
1459 if (pl->type != PLAYER)
1460 return 0;
1461
1462 if (!params)
1463 {
1464 params = "";
1465 string = params;
1466 }
1467 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1468
1469 /* Need to be able to read before we can write! */
1470 if (!find_skill_by_name (pl, skat->clone.skill))
1471 {
1472 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!");
1473 return 0;
1474 }
1475
1476 /* if there is a message then it goes in a book and no message means
1477 * write active spell into the scroll
1478 */
1479 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1480
1481 /* find an item of correct type to write on */
1482 if (!(item = find_marked_object (pl)))
1483 {
1484 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on.");
1485 return 0;
1486 }
1487
1488 if (QUERY_FLAG (item, FLAG_UNPAID))
1489 {
1490 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1491 return 0;
1492 }
1493 if (msgtype != item->type)
1494 {
1495 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll");
1496 return 0;
1497 }
1498
1499 if (msgtype == SCROLL)
1500 {
1501 return write_scroll (pl, item, skill);
1502 }
1503 else if (msgtype == BOOK)
1504 {
1505 return write_note (pl, item, string, skill);
1506 }
1507 return 0;
1508 }
1509
1510
1511
1512 /* find_throw_ob() - if we request an object, then
1513 * we search for it in the inventory of the owner (you've
1514 * got to be carrying something in order to throw it!).
1515 * If we didnt request an object, then the top object in inventory
1516 * (that is "throwable", ie no throwing your skills away!)
1517 * is the object of choice. Also check to see if object is
1518 * 'throwable' (ie not applied cursed obj, worn, etc).
1519 */
1520
1521 static object *
1522 find_throw_ob (object *op, const char *request)
1523 {
1524 object *tmp;
1525
1526 if (!op)
1527 { /* safety */
1528 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1529 return (object *) NULL;
1530 }
1531
1532 /* prefer marked item */
1533 tmp = find_marked_object (op);
1534 if (tmp != NULL)
1535 {
1536 /* can't toss invisible or inv-locked items */
1537 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1538 {
1539 tmp = NULL;
1540 }
1541 }
1542
1543 /* look through the inventory */
1544 if (tmp == NULL)
1545 {
1546 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1547 {
1548 /* can't toss invisible or inv-locked items */
1549 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1550 continue;
1551 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1552 break;
1553 }
1554 }
1555
1556 /* this should prevent us from throwing away
1557 * cursed items, worn armour, etc. Only weapons
1558 * can be thrown from 'hand'.
1559 */
1560 if (!tmp)
1561 return NULL;
1562
1563 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1564 {
1565 if (tmp->type != WEAPON)
1566 {
1567 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1568 tmp = NULL;
1569 }
1570 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1571 {
1572 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1573 tmp = NULL;
1574 }
1575 else
1576 {
1577 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1578 {
1579 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1580 tmp = NULL;
1581 }
1582 }
1583 }
1584 else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1585 {
1586 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1587 tmp = NULL;
1588 }
1589
1590 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1591 {
1592 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1593 tmp = NULL;
1594 }
1595 return tmp;
1596 }
1597
1598 /* make_throw_ob() We construct the 'carrier' object in
1599 * which we will insert the object that is being thrown.
1600 * This combination becomes the 'thrown object'. -b.t.
1601 */
1602
1603 static object *
1604 make_throw_ob (object *orig)
1605 {
1606 object *toss_item;
1607
1608 if (!orig)
1609 return NULL;
1610
1611 toss_item = get_object ();
1612 if (QUERY_FLAG (orig, FLAG_APPLIED))
1613 {
1614 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1615 /* insufficient workaround, but better than nothing */
1616 CLEAR_FLAG (orig, FLAG_APPLIED);
1617 }
1618 copy_object (orig, toss_item);
1619 toss_item->type = THROWN_OBJ;
1620 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1621 toss_item->stats.dam = 0; /* default damage */
1622 insert_ob_in_ob (orig, toss_item);
1623 return toss_item;
1624 }
1625
1626
1627 /* do_throw() - op throws any object toss_item. This code
1628 * was borrowed from fire_bow.
1629 * Returns 1 if skill was successfully used, 0 if not
1630 */
1631
1632 static int
1633 do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1634 {
1635 object *throw_ob = toss_item, *left = NULL;
1636 tag_t left_tag;
1637 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1638 int pause_f, weight_f = 0, mflags;
1639 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1640 mapstruct *m;
1641 sint16 sx, sy;
1642 tag_t tag;
1643
1644 if (throw_ob == NULL)
1645 {
1646 if (op->type == PLAYER)
1647 {
1648 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1649 }
1650 return 0;
1651 }
1652 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1653 {
1654 if (op->type == PLAYER)
1655 {
1656 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1657 }
1658 return 0;
1659 }
1660
1661 /* Because throwing effectiveness must be reduced by the
1662 * encumbrance of the thrower and weight of the object. THus,
1663 * we use the concept of 'effective strength' as defined below.
1664 */
1665
1666 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1667 if (str > MAX_STAT)
1668 {
1669 str_factor = (float) str / (float) MAX_STAT;
1670 str = MAX_STAT;
1671 }
1672
1673 /* the more we carry, the less we can throw. Limit only on players */
1674 maxc = max_carry[str] * 1000;
1675 if (op->carrying > maxc && op->type == PLAYER)
1676 load_factor = (float) maxc / (float) op->carrying;
1677
1678 /* lighter items are thrown harder, farther, faster */
1679 if (throw_ob->weight > 0)
1680 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1681 else
1682 { /* 0 or negative weight?!? Odd object, can't throw it */
1683 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1684 return 0;
1685 }
1686
1687 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1688 eff_str = (int) ((float) eff_str * item_factor * str_factor);
1689
1690 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1691 * account for super-strong throwers. */
1692 if (eff_str > MAX_STAT)
1693 eff_str = MAX_STAT;
1694
1695 #ifdef DEBUG_THROW
1696 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1697 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1698 LOG (llevDebug, " str_factor=%f\n", str_factor);
1699 LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1700 #endif
1701
1702 /* 3 things here prevent a throw, you aimed at your feet, you
1703 * have no effective throwing strength, or you threw at something
1704 * that flying objects can't get through.
1705 */
1706 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1707
1708 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1709 {
1710
1711 /* bounces off 'wall', and drops to feet */
1712 remove_ob (throw_ob);
1713 throw_ob->x = part->x;
1714 throw_ob->y = part->y;
1715 insert_ob_in_map (throw_ob, part->map, op, 0);
1716 if (op->type == PLAYER)
1717 {
1718 if (eff_str <= 1)
1719 {
1720 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1721 }
1722 else if (!dir)
1723 {
1724 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1725 }
1726 else
1727 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1728 }
1729 return 0;
1730 } /* if object can't be thrown */
1731
1732 left = throw_ob; /* these are throwing objects left to the player */
1733 left_tag = left->count;
1734
1735 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1736 * and returns NULL. We must use 'left' then
1737 */
1738
1739 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1740 {
1741 throw_ob = left;
1742 remove_ob (left);
1743 if (op->type == PLAYER)
1744 esrv_del_item (op->contr, left->count);
1745 }
1746 else if (op->type == PLAYER)
1747 {
1748 if (was_destroyed (left, left_tag))
1749 esrv_del_item (op->contr, left_tag);
1750 else
1751 esrv_update_item (UPD_NROF, op, left);
1752 }
1753
1754 /* special case: throwing powdery substances like dust, dirt */
1755 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1756 {
1757 cast_dust (op, throw_ob, dir);
1758 return 1;
1759 }
1760
1761 /* Make a thrown object -- insert real object in a 'carrier' object.
1762 * If unsuccessfull at making the "thrown_obj", we just reinsert
1763 * the original object back into inventory and exit
1764 */
1765 if ((toss_item = make_throw_ob (throw_ob)))
1766 {
1767 throw_ob = toss_item;
1768 throw_ob->skill = skill->skill;
1769 }
1770 else
1771 {
1772 insert_ob_in_ob (throw_ob, op);
1773 return 0;
1774 }
1775
1776 set_owner (throw_ob, op);
1777 /* At some point in the attack code, the actual real object (op->inv)
1778 * becomes the hitter. As such, we need to make sure that has a proper
1779 * owner value so exp goes to the right place.
1780 */
1781 set_owner (throw_ob->inv, op);
1782 throw_ob->direction = dir;
1783 throw_ob->x = part->x;
1784 throw_ob->y = part->y;
1785
1786 /* the damage bonus from the force of the throw */
1787 dam = (int) (str_factor * dam_bonus[eff_str]);
1788
1789 /* Now, lets adjust the properties of the thrown_ob. */
1790
1791 /* how far to fly */
1792 throw_ob->last_sp = (eff_str * 3) / 5;
1793
1794 /* speed */
1795 throw_ob->speed = (speed_bonus[eff_str] + 1.0) / 1.5;
1796 throw_ob->speed = MIN (1.0, throw_ob->speed); /* no faster than an arrow! */
1797
1798 /* item damage. Eff_str and item weight influence damage done */
1799 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1800 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1801
1802 /* chance of breaking. Proportional to force used and weight of item */
1803 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1804
1805 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1806 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1807
1808
1809 /* the properties of objects which are meant to be thrown (ie dart,
1810 * throwing knife, etc) will differ from ordinary items. Lets tailor
1811 * this stuff in here.
1812 */
1813
1814 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1815 {
1816 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1817 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1818 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1819 /* only throw objects get directional faces */
1820 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1821 SET_ANIMATION (throw_ob, dir);
1822 }
1823 else
1824 {
1825 /* some materials will adjust properties.. */
1826 if (throw_ob->material & M_LEATHER)
1827 {
1828 throw_ob->stats.dam -= 1;
1829 throw_ob->stats.food -= 10;
1830 }
1831 if (throw_ob->material & M_GLASS)
1832 throw_ob->stats.food += 60;
1833
1834 if (throw_ob->material & M_ORGANIC)
1835 {
1836 throw_ob->stats.dam -= 3;
1837 throw_ob->stats.food += 55;
1838 }
1839 if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH)
1840 {
1841 throw_ob->stats.dam -= 5;
1842 throw_ob->speed *= 0.8;
1843 throw_ob->stats.wc += 3;
1844 throw_ob->stats.food -= 30;
1845 }
1846 /* light obj have more wind resistance, fly slower */
1847 if (throw_ob->weight > 500)
1848 throw_ob->speed *= 0.8;
1849 if (throw_ob->weight > 50)
1850 throw_ob->speed *= 0.5;
1851
1852 } /* else tailor thrown object */
1853
1854 /* some limits, and safeties (needed?) */
1855 if (throw_ob->stats.dam < 0)
1856 throw_ob->stats.dam = 0;
1857 if (throw_ob->last_sp > eff_str)
1858 throw_ob->last_sp = eff_str;
1859 if (throw_ob->stats.food < 0)
1860 throw_ob->stats.food = 0;
1861 if (throw_ob->stats.food > 100)
1862 throw_ob->stats.food = 100;
1863 if (throw_ob->stats.wc > 30)
1864 throw_ob->stats.wc = 30;
1865
1866 /* how long to pause the thrower. Higher values mean less pause */
1867 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1868
1869 /* Put a lower limit on this */
1870 if (pause_f < 10)
1871 pause_f = 10;
1872 if (pause_f > 100)
1873 pause_f = 100;
1874
1875 /* Changed in 0.94.2 - the calculation before was really goofy.
1876 * In short summary, a throw can take anywhere between speed 5 and
1877 * speed 0.5
1878 */
1879 op->speed_left -= 50 / pause_f;
1880
1881 update_ob_speed (throw_ob);
1882 throw_ob->speed_left = 0;
1883 throw_ob->map = part->map;
1884
1885 throw_ob->move_type = MOVE_FLY_LOW;
1886 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1887
1888 #if 0
1889 /* need to put in a good sound for this */
1890 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1891 #endif
1892
1893 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1894 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1895 #ifdef DEBUG_THROW
1896 LOG (llevDebug, " pause_f=%d \n", pause_f);
1897 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1898 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1899 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1900 #endif
1901 tag = throw_ob->count;
1902 insert_ob_in_map (throw_ob, part->map, op, 0);
1903 if (!was_destroyed (throw_ob, tag))
1904 move_arrow (throw_ob);
1905 return 1;
1906 }
1907
1908 int
1909 skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1910 {
1911 object *throw_ob;
1912
1913 if (op->type == PLAYER)
1914 throw_ob = find_throw_ob (op, params);
1915 else
1916 throw_ob = find_mon_throw_ob (op);
1917
1918 return do_throw (op, part, throw_ob, dir, skill);
1919 }