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Revision: 1.102
Committed: Fri Jan 27 22:00:40 2012 UTC (12 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.101: +1 -1 lines
Log Message:
remove unused variables, kernel_panic

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26 #include <object.h>
27 #include <sproto.h>
28 #include <living.h>
29 #include <skills.h>
30 #include <spells.h>
31 #include <book.h>
32
33 /* adj_stealchance() - increased values indicate better attempts */
34 static int
35 adj_stealchance (object *op, object *victim, int roll)
36 {
37 object *equip;
38
39 if (!op || !victim || !roll)
40 return -1;
41
42 /* Only prohibit stealing if the player does not have a free
43 * hand available and in fact does have hands.
44 */
45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
46 {
47 op->failmsg ("But you have no free hands to steal with! "
48 "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>");
49 return -1;
50 }
51
52 /* ADJUSTMENTS */
53
54 /* It's harder to steal from hostile beings! */
55 if (!victim->flag [FLAG_UNAGGRESSIVE])
56 roll = roll / 2;
57
58 /* Easier to steal from sleeping beings, or if the thief is
59 * unseen */
60 if (victim->flag [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 && equip->flag [FLAG_APPLIED])
71 roll -= equip->weight / 10000;
72
73 if (equip->type == BOW && equip->flag [FLAG_APPLIED])
74 roll -= equip->weight / 5000;
75
76 if (equip->type == SHIELD && equip->flag [FLAG_APPLIED])
77 roll -= equip->weight / 2000;
78
79 if (equip->type == ARMOUR && equip->flag [FLAG_APPLIED])
80 roll -= equip->weight / 5000;
81
82 if (equip->type == GLOVES && equip->flag [FLAG_APPLIED])
83 roll -= equip->weight / 100;
84 }
85
86 if (roll < 0)
87 roll = 0;
88
89 return roll;
90 }
91
92 /*
93 * When stealing: dependent on the intelligence/wisdom of whom you're
94 * stealing from (op in attempt_steal), offset by your dexterity and
95 * skill at stealing. They may notice your attempt, whether successful
96 * or not.
97 * op is the target (person being pilfered)
98 * who is the person doing the stealing.
99 * skill is the skill object (stealing).
100 */
101 static int
102 attempt_steal (object *op, object *who, object *skill)
103 {
104 object *success = NULL, *tmp = NULL, *next;
105 int roll = 0, chance = 0, stats_value;
106 rv_vector rv;
107
108 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
109
110 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
111 * they will try to prevent stealing if they can. Only unseen theives will
112 * have much chance of success.
113 */
114 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
115 {
116 if (can_detect_enemy (op, who, &rv))
117 {
118 npc_call_help (op);
119 op->clr_flag (FLAG_UNAGGRESSIVE);
120 who->failmsg ("Your attempt is prevented!");
121 return 0;
122 }
123 else /* help npc to detect thief next time by raising its wisdom */
124 op->stats.Wis += (op->stats.Int / 5) + 1;
125
126 if (op->stats.Wis > MAX_STAT)
127 op->stats.Wis = MAX_STAT;
128 }
129
130 if (op->is_player () && op->flag [FLAG_WIZ])
131 {
132 who->failmsg ("You can't steal from the dungeon master!\n");
133 return 0;
134 }
135
136 // only allow stealing between hostile players (TODO: probably should change)
137 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful))
138 {
139 who->failmsg ("You can't steal from other players!\n");
140 return 0;
141 }
142
143 /* Ok then, go through their inventory, stealing */
144 for (tmp = op->inv; tmp; tmp = next)
145 {
146 next = tmp->below;
147
148 /* you can't steal worn items, starting items, wiz stuff,
149 * innate abilities, or items w/o a type. Generally
150 * speaking, the invisibility flag prevents experience or
151 * abilities from being stolen since these types are currently
152 * always invisible objects. I was implicit here so as to prevent
153 * future possible problems. -b.t.
154 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
155 * already -b.t.
156 */
157
158 if (tmp->flag [FLAG_APPLIED]
159 || !tmp->type
160 || tmp->type == SPELL
161 || tmp->flag [FLAG_STARTEQUIP]
162 || tmp->flag [FLAG_NO_STEAL]
163 || tmp->invisible)
164 continue;
165
166 /* Okay, try stealing this item. Dependent on dexterity of thief,
167 * skill level, see the adj_stealroll fctn for more detail.
168 */
169
170 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
171
172 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
173 return 0;
174 else if (roll < chance)
175 {
176 pick_up (who, tmp);
177 /* need to see if the player actually stole this item -
178 * if it is in the players inv, assume it is. This prevents
179 * abuses where the player can not carry the item, so just
180 * keeps stealing it over and over.
181 */
182 if (tmp->destroyed () || tmp->env != op)
183 {
184 /* for players, play_sound: steals item */
185 success = tmp;
186 tmp->clr_flag (FLAG_INV_LOCKED);
187 }
188
189 break;
190 }
191 } /* for loop looking for an item */
192
193 if (!tmp)
194 {
195 new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
196 return 0;
197 }
198
199 /* If you arent high enough level, you might get something BUT
200 * the victim will notice your stealing attempt. Ditto if you
201 * attempt to steal something heavy off them, they're bound to notice
202 */
203
204 if ((roll >= skill->level) || !chance
205 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
206 {
207 /* victim figures out where the thief is! */
208 if (who->flag [FLAG_HIDDEN])
209 make_visible (who);
210
211 if (op->type != PLAYER)
212 {
213 /* The unaggressives look after themselves 8) */
214 if (who->type == PLAYER)
215 {
216 npc_call_help (op);
217 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
218 }
219
220 op->clr_flag (FLAG_UNAGGRESSIVE);
221 /* all remaining npc items are guarded now. Set flag NO_STEAL
222 * on the victim.
223 */
224 op->set_flag (FLAG_NO_STEAL);
225 }
226 else
227 { /* stealing from another player */
228 char buf[MAX_BUF];
229
230 /* Notify the other player */
231 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
232 sprintf (buf, "Your %s is missing!", query_name (success));
233 else
234 sprintf (buf, "Your pack feels strangely lighter.");
235
236 new_draw_info (NDI_UNIQUE, 0, op, buf);
237 if (!success)
238 {
239 if (who->invisible)
240 sprintf (buf, "you feel itchy fingers getting at your pack.");
241 else
242 sprintf (buf, "%s looks very shifty.", query_name (who));
243
244 new_draw_info (NDI_UNIQUE, 0, op, buf);
245 }
246 } /* else stealing from another player */
247 /* play_sound("stop! thief!"); kindofthing */
248 } /* if you weren't 100% successful */
249
250 return success ? 1 : 0;
251 }
252
253 int
254 steal (object *op, int dir, object *skill)
255 {
256 object *tmp, *next;
257 sint16 x, y;
258 maptile *m;
259 int mflags;
260
261 x = op->x + freearr_x[dir];
262 y = op->y + freearr_y[dir];
263
264 if (dir == 0)
265 return 0; // you can't steal from ourself!
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; 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 && !tmp->flag [FLAG_MONSTER])
293 continue;
294
295 /* do not reveal hidden DMs */
296 if (tmp->type == PLAYER && tmp->flag [FLAG_WIZ] && tmp->contr->hidden)
297 continue;
298
299 if (attempt_steal (tmp, op, skill))
300 {
301 if (tmp->type == PLAYER) /* no xp for stealing from another player */
302 return 0;
303
304 /* no xp for stealing from pets (of players) */
305 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
306 {
307 object *owner = tmp->owner;
308
309 if (owner && owner->type == PLAYER)
310 return 0;
311 }
312
313 // reduce monster experience by experience we gained, as to
314 // limit the amount of exp that can be gained by stealing from monsters
315 // (jessies gave ~20,000,000 exp otherwise.
316 int exp = calc_skill_exp (op, tmp, skill);
317
318 exp = min (tmp->stats.exp, exp);
319 tmp->stats.exp -= exp;
320 return exp;
321 }
322 }
323
324 return 0;
325 }
326
327 static int
328 attempt_pick_lock (object *door, object *pl, object *skill)
329 {
330 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
331 int success = 0, number; /* did we get anything? */
332
333
334 /* Try to pick the lock on this item (doors only for now).
335 * Dependent on dexterity/skill SK_level of the player and
336 * the map level difficulty.
337 */
338 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
339 if (number < (pl->stats.Dex + skill->level - difficulty))
340 {
341 remove_door (door);
342 success = 1;
343 }
344 else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
345 { /* set off any traps? */
346 spring_trap (door->inv, pl);
347 }
348 return success;
349 }
350
351
352 /* Implementation by bt. (thomas@astro.psu.edu)
353 * monster implementation 7-7-95 by bt.
354 */
355
356 int
357 pick_lock (object *pl, int dir, object *skill)
358 {
359 object *tmp;
360 int x = pl->x + freearr_x[dir];
361 int y = pl->y + freearr_y[dir];
362
363 if (!dir)
364 dir = pl->facing;
365
366 /* For all the stacked objects at this point find a door */
367 if (out_of_map (pl->map, x, y))
368 {
369 pl->failmsg ("There is no lock there.");
370 return 0;
371 }
372
373 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
374 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
375 break;
376
377 if (!tmp)
378 {
379 pl->failmsg ("There is no lock there.");
380 return 0;
381 }
382
383 if (tmp->type == LOCKED_DOOR)
384 {
385 pl->failmsg ("You can't pick that lock! H<You need the right key, no matter how skilled you might be.>");
386 return 0;
387 }
388
389 if (!tmp->move_block)
390 {
391 pl->failmsg ("The door has no lock!");
392 return 0;
393 }
394
395 if (attempt_pick_lock (tmp, pl, skill))
396 {
397 new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
398 return calc_skill_exp (pl, NULL, skill);
399 }
400 else
401 {
402 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
403 return 0;
404 }
405 }
406
407 /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
408 * a short while (success and duration dependant on player SK_level,
409 * dexterity, charisma, and map difficulty).
410 * Players have a good chance of becoming 'unhidden' if they move
411 * and like invisiblity will be come visible if they attack
412 * Implemented by b.t. (thomas@astro.psu.edu)
413 * July 7, 1995 - made hiding possible for monsters. -b.t.
414 */
415 static int
416 attempt_hide (object *op, object *skill)
417 {
418 int number, difficulty = op->map->difficulty;
419 int terrain = hideability (op);
420
421 if (terrain < -10) /* not enough cover here */
422 return 0;
423
424 /* Hiding success and duration dependant on skill level,
425 * op->stats.Dex, map difficulty and terrain.
426 */
427 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
428
429 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
430 {
431 op->invisible += 100; /* set the level of 'hiddeness' */
432
433 if (op->type == PLAYER)
434 op->contr->tmp_invis = 1;
435
436 op->flag [FLAG_HIDDEN] = 1;
437 return 1;
438 }
439
440 return 0;
441 }
442
443 /* patched this to take terrain into consideration */
444 int
445 hide (object *op, object *skill)
446 {
447 /* the preliminaries -- Can we really hide now? */
448 /* this keeps monsters from using invisibilty spells and hiding */
449
450 if (op->flag [FLAG_MAKE_INVIS])
451 {
452 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
453 return 0;
454 }
455 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
456 {
457 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
458 make_visible (op);
459 }
460
461 if (op->invisible > 50 * skill->level)
462 {
463 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
464 return 0;
465 }
466
467 if (attempt_hide (op, skill))
468 {
469 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
470 update_object (op, UP_OBJ_FACE);
471 return calc_skill_exp (op, NULL, skill);
472 }
473
474 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
475 return 0;
476 }
477
478 /* stop_jump() - End of jump. Clear flags, restore the map, and
479 * freeze the jumper a while to simulate the exhaustion
480 * of jumping.
481 */
482 static void
483 stop_jump (object *pl, int dist, int spaces)
484 {
485 pl->update_stats ();
486 pl->map->insert (pl, pl->x, pl->y, pl);
487 pl->speed_left -= pl->speed * 8.;
488 }
489
490 static int
491 attempt_jump (object *pl, int dir, int spaces, object *skill)
492 {
493 object *tmp;
494 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
495 sint16 x, y;
496 maptile *m;
497
498 /* Jump loop. Go through spaces object wants to jump. Halt the
499 * jump if a wall or creature is in the way. We set FLAG_FLYING
500 * temporarily to allow player to aviod exits/archs that are not
501 * fly_on, fly_off. This will also prevent pickup of objects
502 * while jumping over them.
503 */
504 pl->remove ();
505 pl->move_type |= MOVE_FLY_LOW;
506
507 for (i = 0; i <= spaces; i++)
508 {
509 x = pl->x + dx;
510 y = pl->y + dy;
511 m = pl->map;
512
513 mflags = get_map_flags (m, &m, x, y, &x, &y);
514
515 if (mflags & P_OUT_OF_MAP)
516 {
517 stop_jump (pl, i, spaces);
518 return 0;
519 }
520
521 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
522 {
523 /* Jump into creature */
524 if (tmp->flag [FLAG_MONSTER]
525 || (tmp->type == PLAYER && (!tmp->flag [FLAG_WIZ] || !tmp->contr->hidden)))
526 {
527 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
528
529 stop_jump (pl, i, spaces);
530
531 int exp = 0;
532
533 if (tmp->type != PLAYER
534 || (pl->type == PLAYER && !pl->contr->party)
535 || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
536 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
537
538 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
539 }
540 }
541
542 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
543 {
544 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
545 stop_jump (pl, i, spaces);
546 return 0;
547 }
548
549 pl->x = x;
550 pl->y = y;
551 pl->map = m;
552
553 if (m->at (x, y).move_on & pl->move_type)
554 {
555 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
556 stop_jump (pl, i, spaces);
557 return 0;
558 }
559 }
560
561 stop_jump (pl, i, spaces);
562
563 return calc_skill_exp (pl, NULL, skill);
564 }
565
566 /* jump() - this is both a new type of movement for player/monsters and
567 * an attack as well.
568 * Perhaps we should allow more spaces based on level, eg, level 50
569 * jumper can jump several spaces?
570 */
571 int
572 jump (object *pl, int dir, object *skill)
573 {
574 int str = pl->stats.Str;
575 int dex = pl->stats.Dex;
576
577 dex = dex ? dex : 15;
578 str = str ? str : 10;
579
580 int stats = str * str * str * dex * skill->level;
581 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
582
583 if (spaces == 0)
584 {
585 pl->failmsg ("You are carrying too much weight to jump.");
586 return 0;
587 }
588
589 return attempt_jump (pl, dir, spaces, skill);
590 }
591
592 /* skill_ident() - this code is supposed to allow players to identify
593 * classes of objects with the various "auto-ident" skills. Player must
594 * have unidentified objects of the right type in order for the skill
595 * to work. While multiple classes of objects may be identified,
596 * this code is kind of yucky -- it would be nice to make it a bit
597 * more generalized. Right now, skill indices are embedded in this routine.
598 * Returns amount of experience gained (on successful ident).
599 * - b.t. (thomas@astro.psu.edu)
600 */
601 static int
602 do_skill_detect_curse (object *pl, object *skill)
603 {
604 int success = 0;
605
606 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
607 if (!tmp->invisible
608 && tmp->need_identify ()
609 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
610 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
611 && tmp->item_power < skill->level)
612 {
613 tmp->set_flag (FLAG_KNOWN_CURSED);
614 esrv_update_item (UPD_FLAGS, pl, tmp);
615 success += calc_skill_exp (pl, tmp, skill);
616 }
617
618 /* Check ground, too, but only objects the player could pick up */
619 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
620 if (can_pick (pl, tmp)
621 && tmp->need_identify ()
622 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
623 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
624 && tmp->item_power < skill->level)
625 {
626 tmp->set_flag (FLAG_KNOWN_CURSED);
627 esrv_update_item (UPD_FLAGS, pl, tmp);
628 success += calc_skill_exp (pl, tmp, skill);
629 }
630
631 return success;
632 }
633
634 static int
635 do_skill_detect_magic (object *pl, object *skill)
636 {
637 int success = 0;
638
639 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
640 if (!tmp->invisible
641 && tmp->need_identify ()
642 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
643 && is_magical (tmp)
644 && tmp->item_power < skill->level)
645 {
646 tmp->set_flag (FLAG_KNOWN_MAGICAL);
647 esrv_update_item (UPD_FLAGS, pl, tmp);
648 success += calc_skill_exp (pl, tmp, skill);
649 }
650
651 /* Check ground, too, but like above, only if the object can be picked up */
652 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
653 if (can_pick (pl, tmp)
654 && tmp->need_identify ()
655 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
656 && is_magical (tmp)
657 && tmp->item_power < skill->level)
658 {
659 tmp->set_flag (FLAG_KNOWN_MAGICAL);
660 esrv_update_item (UPD_FLAGS, pl, tmp);
661 success += calc_skill_exp (pl, tmp, skill);
662 }
663
664 return success;
665 }
666
667 /* Helper function for do_skill_ident, so that we can loop
668 * over inventory AND objects on the ground conveniently.
669 */
670 static int
671 do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
672 {
673 int success = 0, chance;
674 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
675
676 if (!tmp->flag [FLAG_IDENTIFIED]
677 && !tmp->flag [FLAG_NO_SKILL_IDENT]
678 && tmp->need_identify ()
679 && !tmp->invisible
680 && tmp->type == obj_class)
681 {
682 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
683
684 if (skill_value >= chance)
685 {
686 identify (tmp);
687
688 if (pl->type == PLAYER)
689 {
690 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
691
692 if (tmp->msg)
693 {
694 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
695 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
696 }
697 }
698
699 success += calc_skill_exp (pl, tmp, skill);
700 }
701 else
702 tmp->set_flag (FLAG_NO_SKILL_IDENT);
703 }
704
705 return success;
706 }
707
708 /* do_skill_ident() - workhorse for skill_ident() -b.t.
709 */
710 static int
711 do_skill_ident (object *pl, int obj_class, object *skill)
712 {
713 int success = 0;
714
715 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
716 success += do_skill_ident2 (tmp, pl, obj_class, skill);
717 /* check the ground */
718
719 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
720 success += do_skill_ident2 (tmp, pl, obj_class, skill);
721
722 return success;
723 }
724
725 int
726 skill_ident (object *pl, object *skill)
727 {
728 int success = 0;
729
730 if (pl->type != PLAYER)
731 return 0; /* only players will skill-identify */
732
733 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
734
735 switch (skill->subtype)
736 {
737 case SK_SMITHERY:
738 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
739 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
740 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
741 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
742 break;
743
744 case SK_BOWYER:
745 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
746 break;
747
748 case SK_ALCHEMY:
749 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
750 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
751 break;
752
753 case SK_WOODSMAN:
754 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
755 break;
756
757 case SK_JEWELER:
758 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
759 break;
760
761 case SK_LITERACY:
762 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
763 break;
764
765 case SK_THAUMATURGY:
766 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
767 break;
768
769 case SK_DET_CURSE:
770 success = do_skill_detect_curse (pl, skill);
771 if (success)
772 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!");
773 break;
774
775 case SK_DET_MAGIC:
776 success = do_skill_detect_magic (pl, skill);
777 if (success)
778 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover items imbued with mystic forces!");
779 break;
780
781 default:
782 LOG (llevError, "Error: bad call to skill_ident()\n");
783 return 0;
784 }
785
786 if (!success)
787 new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more.");
788
789 return success;
790 }
791
792 /* players using this skill can 'charm' a monster --
793 * into working for them. It can only be used on
794 * non-special (see below) 'neutral' creatures.
795 * -b.t. (thomas@astro.psu.edu)
796 */
797 int
798 use_oratory (object *pl, int dir, object *skill)
799 {
800 if (pl->type != PLAYER)
801 return 0; /* only players use this skill */
802
803 if (!dir)
804 {
805 pl->failmsg ("In what direction?");
806 return 0;
807 }
808
809 sint16 x = pl->x + freearr_x[dir],
810 y = pl->y + freearr_y[dir];
811 maptile *m = pl->map;
812
813 int mflags = get_map_flags (m, &m, x, y, &x, &y);
814 if (mflags & P_OUT_OF_MAP)
815 return 0;
816
817 /* Save some processing - we have the flag already anyways
818 */
819 if (!(mflags & P_IS_ALIVE))
820 {
821 pl->failmsg ("There is nothing to orate to.");
822 return 0;
823 }
824
825 object *tmp;
826 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
827 {
828 /* can't persuade players - return because there is nothing else
829 * on that space to charm. Same for multi space monsters and
830 * special monsters - we don't allow them to be charmed, and there
831 * is no reason to do further processing since they should be the
832 * only monster on the space.
833 */
834 if (tmp->type == PLAYER
835 || tmp->more || tmp->head_ () != tmp
836 || tmp->msg)
837 return 0;
838
839 if (tmp->flag [FLAG_MONSTER])
840 break;
841 }
842
843 if (!tmp)
844 {
845 pl->failmsg ("There is nothing to orate to.");
846 return 0;
847 }
848
849 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
850
851 /* the following conditions limit who may be 'charmed' */
852
853 /* it's hostile! */
854 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
855 {
856 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
857 return 0;
858 }
859
860 /* it's already allied! */
861 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
862 {
863 if (tmp->owner == pl)
864 {
865 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
866 return 0;
867 }
868 else if (skill->level > tmp->level)
869 {
870 /* you steal the follower. Perhaps we should really look at the
871 * level of the owner above?
872 */
873 tmp->set_owner (pl);
874 tmp->skill = skill->skill;
875
876 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
877 /* Abuse fix - don't give exp since this can otherwise
878 * be used by a couple players to gets lots of exp.
879 */
880 return 0;
881 }
882 else
883 {
884 /* In this case, you can't steal it from the other player */
885 return 0;
886 }
887 } /* Creature was already a pet of someone */
888
889 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
890
891 /* Ok, got a 'sucker' lets try to make them a follower */
892 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
893 {
894 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
895
896 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
897 tmp->set_owner (pl);
898 tmp->skill = skill->skill;
899 tmp->stats.exp = 0;
900 tmp->attack_movement = PETMOVE;
901
902 if (!tmp->flag [FLAG_FRIENDLY])
903 add_friendly_object (tmp);
904
905 return calc_skill_exp (pl, tmp, skill);
906 }
907 /* Charm failed. Creature may be angry now */
908 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
909 {
910 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
911 if (tmp->flag [FLAG_FRIENDLY])
912 {
913 remove_friendly_object (tmp);
914 tmp->attack_movement = 0; /* needed? */
915 }
916
917 tmp->clr_flag (FLAG_UNAGGRESSIVE);
918 }
919
920 return 0; /* Fall through - if we get here, we didn't charm anything */
921 }
922
923 /* Singing() -this skill allows the player to pacify nearby creatures.
924 * There are few limitations on who/what kind of
925 * non-player creatures that may be pacified. Right now, a player
926 * may pacify creatures which have Int == 0. In this routine, once
927 * successfully pacified the creature gets Int=1. Thus, a player
928 * may only pacify a creature once.
929 * BTW, I appologize for the naming of the skill, I couldnt think
930 * of anything better! -b.t.
931 */
932 int
933 singing (object *pl, int dir, object *skill)
934 {
935 int exp = 0;
936 object *tmp;
937 maptile *m;
938 sint16 x, y;
939
940 if (pl->type != PLAYER)
941 return 0; /* only players use this skill */
942
943 if (!dir)
944 {
945 pl->failmsg ("In what direction?");
946 return 0;
947 }
948
949 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
950 for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir;
951 i < min (skill->level, SIZEOFFREE);
952 i++)
953 {
954 x = pl->x + freearr_x[i];
955 y = pl->y + freearr_y[i];
956 m = pl->map;
957
958 int mflags = get_map_flags (m, &m, x, y, &x, &y);
959 if (mflags & P_OUT_OF_MAP)
960 continue;
961 if (!(mflags & P_IS_ALIVE))
962 continue;
963
964 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
965 {
966 if (tmp->flag [FLAG_MONSTER])
967 break;
968 /* can't affect players */
969 if (tmp->type == PLAYER)
970 break;
971 }
972
973 /* Whole bunch of checks to see if this is a type of monster that would
974 * listen to singing.
975 */
976 if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */
977 !tmp->flag [FLAG_SPLITTING] && /* no ears */
978 !tmp->flag [FLAG_HITBACK] && /* was here before */
979 (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */
980 !tmp->flag [FLAG_FRIENDLY])
981 { /* already calm */
982
983 /* stealing isn't really related (although, maybe it should
984 * be). This is mainly to prevent singing to the same monster
985 * over and over again and getting exp for it.
986 */
987 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
988
989 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
990 {
991 tmp->set_flag (FLAG_UNAGGRESSIVE);
992 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
993 /* Give exp only if they are not aware */
994
995 if (!tmp->flag [FLAG_NO_STEAL])
996 exp += calc_skill_exp (pl, tmp, skill);
997
998 tmp->set_flag (FLAG_NO_STEAL);
999 }
1000 else
1001 {
1002 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
1003 tmp->set_flag (FLAG_NO_STEAL);
1004 }
1005 }
1006 }
1007 return exp;
1008 }
1009
1010 /* The find_traps skill (aka, search). Checks for traps
1011 * on the spaces or in certain objects
1012 */
1013 int
1014 find_traps (object *pl, object *skill)
1015 {
1016 object *tmp, *tmp2;
1017 int i, expsum = 0, mflags;
1018 sint16 x, y;
1019 maptile *m;
1020
1021 /* First we search all around us for runes and traps, which are
1022 * all type RUNE
1023 */
1024 for (i = 0; i < 9; i++)
1025 {
1026 x = pl->x + freearr_x[i];
1027 y = pl->y + freearr_y[i];
1028 m = pl->map;
1029
1030 mflags = get_map_flags (m, &m, x, y, &x, &y);
1031 if (mflags & P_OUT_OF_MAP)
1032 continue;
1033
1034 /* Check everything in the square for trapness */
1035 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1036 {
1037 /* And now we'd better do an inventory traversal of each
1038 * of these objects' inventory
1039 * We can narrow this down a bit - no reason to search through
1040 * the players inventory or monsters for that matter.
1041 */
1042 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1043 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1044 if (tmp2->type == RUNE || tmp2->type == TRAP)
1045 if (trap_see (pl, tmp2))
1046 {
1047 trap_show (tmp2, tmp);
1048 if (tmp2->stats.Cha > 1)
1049 {
1050 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1051 expsum += calc_skill_exp (pl, tmp2, skill);
1052
1053 tmp2->stats.Cha = 1; /* unhide the trap */
1054 }
1055 }
1056
1057 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1058 {
1059 trap_show (tmp, tmp);
1060 if (tmp->stats.Cha > 1)
1061 {
1062 if (!tmp->owner || tmp->owner->type != PLAYER)
1063 expsum += calc_skill_exp (pl, tmp, skill);
1064 tmp->stats.Cha = 1; /* unhide the trap */
1065 }
1066 }
1067 }
1068 }
1069
1070 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1071 return expsum;
1072 }
1073
1074 /* remove_trap() - This skill will disarm any previously discovered trap
1075 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1076 */
1077 int
1078 remove_trap (object *op, int dir, object *skill)
1079 {
1080 object *tmp, *tmp2;
1081 int i, success = 0, mflags;
1082 maptile *m;
1083 sint16 x, y;
1084
1085 for (i = 0; i < 9; i++)
1086 {
1087 x = op->x + freearr_x[i];
1088 y = op->y + freearr_y[i];
1089 m = op->map;
1090
1091 mflags = get_map_flags (m, &m, x, y, &x, &y);
1092 if (mflags & P_OUT_OF_MAP)
1093 continue;
1094
1095 /* Check everything in the square for trapness */
1096 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1097 {
1098 /* And now we'd better do an inventory traversal of each
1099 * of these objects inventory. Like above, only
1100 * do this for interesting objects.
1101 */
1102
1103 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1104 {
1105 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1106 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1107 {
1108 trap_show (tmp2, tmp);
1109
1110 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1111 {
1112 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1113 success += calc_skill_exp (op, tmp2, skill);
1114 }
1115 }
1116 }
1117
1118 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1119 {
1120 trap_show (tmp, tmp);
1121
1122 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1123 {
1124 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1125 success += calc_skill_exp (op, tmp, skill);
1126 }
1127 }
1128 }
1129 }
1130
1131 return success;
1132 }
1133
1134 /* pray() - when this skill is called from do_skill(), it allows
1135 * the player to regain lost grace points at a faster rate. -b.t.
1136 * This always returns 0 - return value is used by calling function
1137 * such that if it returns true, player gets exp in that skill. This
1138 * the effect here can be done on demand, we probably don't want to
1139 * give infinite exp by returning true in any cases.
1140 */
1141 int
1142 pray (object *pl, object *skill)
1143 {
1144 char buf[MAX_BUF];
1145 object *tmp;
1146
1147 if (pl->type != PLAYER)
1148 return 0;
1149
1150 strcpy (buf, "You pray.");
1151
1152 /* Check all objects - we could stop at floor objects,
1153 * but if someone buries an altar, I don't see a problem with
1154 * going through all the objects, and it shouldn't be much slower
1155 * than extra checks on object attributes.
1156 */
1157 for (tmp = pl->below; tmp; tmp = tmp->below)
1158 {
1159 /* Only if the altar actually belongs to someone do you get special benefits */
1160 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1161 {
1162 sprintf (buf, "You pray over the %s.", &tmp->name);
1163 pray_at_altar (pl, tmp, skill);
1164 break; /* Only pray at one altar */
1165 }
1166 }
1167
1168 new_draw_info (NDI_BLACK, 0, pl, buf);
1169
1170 if (pl->stats.grace < pl->stats.maxgrace)
1171 {
1172 pl->stats.grace++;
1173 pl->last_grace = -1;
1174 }
1175
1176 return 0;
1177 }
1178
1179 /* This skill allows the player to regain a few sp or hp for a
1180 * brief period of concentration. No armour or weapons may be
1181 * wielded/applied for this to work. The amount of time needed
1182 * to concentrate and the # of points regained is dependant on
1183 * the level of the user. - b.t. thomas@astro.psu.edu
1184 */
1185 void
1186 meditate (object *pl, object *skill)
1187 {
1188 object *tmp;
1189
1190 if (pl->type != PLAYER)
1191 return; /* players only */
1192
1193 /* check if pl has removed encumbering armour and weapons */
1194 if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6)
1195 {
1196 pl->failmsg ("You can't concentrate while wielding a weapon!\n");
1197 return;
1198 }
1199 else
1200 {
1201 for (tmp = pl->inv; tmp; tmp = tmp->below)
1202 if (((tmp->type == ARMOUR && skill->level < 12)
1203 || (tmp->type == HELMET && skill->level < 10)
1204 || (tmp->type == SHIELD && skill->level < 6)
1205 || (tmp->type == BOOTS && skill->level < 4)
1206 || (tmp->type == GLOVES && skill->level < 2))
1207 && tmp->flag [FLAG_APPLIED])
1208 {
1209 pl->failmsg ("You can't concentrate while wearing so much armour!\n");
1210 return;
1211 }
1212 }
1213
1214 /* ok let's meditate! Spell points are regained first, then once
1215 * they are maxed we get back hp. Actual incrementing of values
1216 * is handled by the do_some_living() (in player.c). This way magical
1217 * bonuses for healing/sp regeneration are included properly
1218 * No matter what, we will eat up some playing time trying to
1219 * meditate. (see 'factor' variable for what sets the amount of time)
1220 */
1221
1222 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1223
1224 if (pl->stats.sp < pl->stats.maxsp)
1225 {
1226 pl->stats.sp++;
1227 pl->last_sp = -1;
1228 }
1229 else if (pl->stats.hp < pl->stats.maxhp)
1230 {
1231 pl->stats.hp++;
1232 pl->last_heal = -1;
1233 }
1234 }
1235
1236 /* write_note() - this routine allows players to inscribe messages in
1237 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1238 */
1239 static int
1240 write_note (object *pl, object *item, const char *msg, object *skill)
1241 {
1242 if (!msg_is_safe (msg))
1243 {
1244 pl->failmsg ("Trying to cheat now are we? H<@-signs are not allowed in notes.>");
1245 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1246 return 0;
1247 }
1248
1249 int len = strlen (msg);
1250
1251 if (!is_utf8_string ((U8 *)msg, len))
1252 {
1253 pl->failmsg ("Your message is garbled (text must be UTF-8, client-bug)!");
1254 return 0;
1255 }
1256
1257 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1258 return RESULT_INT (0);
1259
1260 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1261
1262 if (char_len <= item->weight_limit)
1263 {
1264 object *newbook = item->other_arch->instance ();
1265 item->decrease ();
1266 newbook->nrof = 1;
1267 newbook->msg = shstr (msg);
1268 newbook->flag [FLAG_IDENTIFIED] = true;
1269
1270 if (item->subtype == 1) // mailscrolls
1271 {
1272 newbook->name = item->name;
1273 newbook->name_pl = item->name_pl;
1274 }
1275
1276 pl->insert (newbook);
1277
1278 pl->contr->play_sound (sound_find ("inscribe_success"));
1279 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1280 return char_len;
1281 }
1282 else
1283 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s! H<It is only big enough for %d characters, your message had %d characters.>",
1284 &item->name, item->weight_limit, char_len);
1285
1286 return 0;
1287 }
1288
1289 /* write_scroll() - this routine allows players to inscribe spell scrolls
1290 * of spells which they know. Backfire effects are possible with the
1291 * severity of the backlash correlated with the difficulty of the scroll
1292 * that is attempted. -b.t. thomas@astro.psu.edu
1293 */
1294 static int
1295 write_scroll (object *pl, object *scroll, object *skill)
1296 {
1297 int success = 0, confused = 0;
1298
1299 /* Check if we are ready to attempt inscription */
1300 object *chosen_spell = pl->contr->ranged_ob;
1301
1302 if (!chosen_spell || chosen_spell->type != SPELL)
1303 {
1304 pl->failmsg ("You need a spell readied in order to inscribe!");
1305 return 0;
1306 }
1307
1308 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1309 {
1310 pl->failmsgf ("You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1311 return 0;
1312 }
1313
1314 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1315 {
1316 pl->failmsgf ("You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1317 return 0;
1318 }
1319
1320 /* ok, we are ready to try inscription */
1321 if (pl->flag [FLAG_CONFUSED])
1322 confused = 1;
1323
1324 /* Lost mana/grace no matter what */
1325 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1326 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1327
1328 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1329 {
1330 object *newscroll = scroll->other_arch->instance ();
1331 scroll->decrease ();
1332 newscroll->nrof = 1;
1333
1334 pl->contr->play_sound (sound_find ("inscribe_success"));
1335
1336 if (!confused)
1337 {
1338 newscroll->level = max (skill->level, chosen_spell->level);
1339 newscroll->flag [FLAG_IDENTIFIED] = true;
1340 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1341 }
1342 else
1343 {
1344 chosen_spell = find_random_spell_in_ob (pl, NULL);
1345 if (!chosen_spell)
1346 return 0;
1347
1348 newscroll->level = max (skill->level, chosen_spell->level);
1349 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1350 }
1351
1352 object *tmp = chosen_spell->clone ();
1353 insert_ob_in_ob (tmp, newscroll);
1354
1355 /* Same code as from treasure.C - so they can better merge.
1356 * if players want to sell them, so be it.
1357 */
1358 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1359 newscroll->stats.exp = newscroll->value / 5;
1360
1361 pl->insert (newscroll);
1362
1363 success = calc_skill_exp (pl, newscroll, skill);
1364 if (!confused)
1365 success *= 2;
1366
1367 success = success * skill->level;
1368 return success;
1369 }
1370 else
1371 { /* Inscription has failed */
1372 pl->contr->play_sound (sound_find ("inscribe_fail"));
1373
1374 if (chosen_spell->level > skill->level || confused)
1375 { /*backfire! */
1376 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind! H<The spell level is too high for your inscription skill.>");
1377
1378 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1379 pl->drain_specific_stat (4);
1380 else
1381 {
1382 confuse_player (pl, pl, 99);
1383 return -30 * chosen_spell->level;
1384 }
1385 }
1386 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1387 {
1388 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.>");
1389 confuse_player (pl, pl, 99);
1390 }
1391 else
1392 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>");
1393 }
1394
1395 return 0;
1396 }
1397
1398 /* write_on_item() - wrapper for write_note and write_scroll */
1399 int
1400 write_on_item (object *pl, const char *params, object *skill)
1401 {
1402 archetype *skat;
1403
1404 if (pl->type != PLAYER)
1405 return 0;
1406
1407 if (!params)
1408 params = "";
1409
1410 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1411
1412 /* Need to be able to read before we can write! */
1413 if (!find_skill_by_name (pl, skat->skill))
1414 {
1415 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1416 return 0;
1417 }
1418
1419 object *item = pl->mark ();
1420
1421 /* find an item of correct type to write on */
1422 if (!item)
1423 {
1424 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.>");
1425 return 0;
1426 }
1427
1428 if (item->type != INSCRIBABLE)
1429 {
1430 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1431 return 0;
1432 }
1433
1434 if (item->flag [FLAG_UNPAID])
1435 {
1436 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1437 return 0;
1438 }
1439
1440 if (item->other_arch->type == SCROLL)
1441 {
1442 if (*params)
1443 {
1444 // check readied scroll
1445 pl->failmsgf ("When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1446 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1447 return 0;
1448 }
1449
1450 return write_scroll (pl, item, skill);
1451 }
1452 else
1453 {
1454 if (!*params)
1455 {
1456 pl->failmsgf ("When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1457 "Usage: use_skill %s <message>", &skill->skill);
1458 return 0;
1459 }
1460
1461 return write_note (pl, item, params, skill);
1462 }
1463
1464 return 0;
1465 }
1466
1467 /* find_throw_ob() - if we request an object, then
1468 * we search for it in the inventory of the owner (you've
1469 * got to be carrying something in order to throw it!).
1470 * If we didnt request an object, then the top object in inventory
1471 * (that is "throwable", ie no throwing your skills away!)
1472 * is the object of choice. Also check to see if object is
1473 * 'throwable' (ie not applied cursed obj, worn, etc).
1474 */
1475 static object *
1476 find_throw_ob (object *op, const char *request)
1477 {
1478 /* prefer marked item */
1479 object *tmp = op->mark ();
1480
1481 /* can't toss invisible or inv-locked items */
1482 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1483 tmp = 0;
1484
1485 /* look through the inventory */
1486 if (!tmp)
1487 for (tmp = op->inv; tmp; tmp = tmp->below)
1488 {
1489 /* can't toss invisible or inv-locked items */
1490 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1491 continue;
1492
1493 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1494 break;
1495 }
1496
1497 /* this should prevent us from throwing away
1498 * cursed items, worn armour, etc. Only weapons
1499 * can be thrown from 'hand'.
1500 */
1501 if (!tmp)
1502 return 0;
1503
1504 if (tmp->flag [FLAG_APPLIED])
1505 {
1506 if (tmp->type != WEAPON)
1507 {
1508 op->failmsgf ("You can't throw %s. H<Unapply it first.>", query_name (tmp));
1509 tmp = 0;
1510 }
1511 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1512 {
1513 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand! H<Cursed or damned items cannot be removed.>", query_name (tmp));
1514 tmp = 0;
1515 }
1516 else
1517 {
1518 if (!op->apply (tmp, AP_UNAPPLY))
1519 {
1520 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1521 tmp = 0;
1522 }
1523 }
1524 }
1525 else if (tmp->flag [FLAG_UNPAID])
1526 {
1527 op->failmsgf ("You should pay for the %s first.", query_name (tmp));
1528 tmp = 0;
1529 }
1530
1531 //TODO: why not chekc first and give sensible message to player?
1532 if (tmp && tmp->flag [FLAG_INV_LOCKED])
1533 {
1534 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1535 tmp = 0;
1536 }
1537
1538 return tmp;
1539 }
1540
1541 /* make_throw_ob() We construct the 'carrier' object in
1542 * which we will insert the object that is being thrown.
1543 * This combination becomes the 'thrown object'. -b.t.
1544 */
1545 static object *
1546 make_throw_ob (object *orig)
1547 {
1548 if (!orig)
1549 return 0;
1550
1551 if (orig->flag [FLAG_APPLIED])
1552 {
1553 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1554 /* insufficient workaround, but better than nothing */
1555 orig->clr_flag (FLAG_APPLIED);
1556 }
1557
1558 object *toss_item = orig->clone ();
1559
1560 toss_item->type = THROWN_OBJ;
1561 toss_item->clr_flag (FLAG_CHANGING);
1562 toss_item->stats.dam = 0; /* default damage */
1563 toss_item->insert (orig);
1564
1565 return toss_item;
1566 }
1567
1568 /* do_throw() - op throws any object toss_item. This code
1569 * was borrowed from fire_bow.
1570 * Returns 1 if skill was successfully used, 0 if not
1571 */
1572 static int
1573 do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1574 {
1575 object *throw_ob = toss_item, *left = NULL;
1576 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1577 int pause_f, weight_f = 0, mflags;
1578 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1579 maptile *m;
1580 sint16 sx, sy;
1581
1582 if (!throw_ob)
1583 {
1584 op->failmsg ("You have nothing to throw.");
1585 return 0;
1586 }
1587
1588 if (throw_ob->flag [FLAG_STARTEQUIP])
1589 {
1590 op->failmsg ("The gods won't let you throw that. "
1591 "H<Well, they would, but they would retrieve it "
1592 "- you wouldn't want that, would you?>");
1593
1594 return 0;
1595 }
1596
1597 /* Because throwing effectiveness must be reduced by the
1598 * encumbrance of the thrower and weight of the object. THus,
1599 * we use the concept of 'effective strength' as defined below.
1600 */
1601
1602 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1603 if (str > MAX_STAT)
1604 {
1605 str_factor = (float) str / (float) MAX_STAT;
1606 str = MAX_STAT;
1607 }
1608
1609 /* the more we carry, the less we can throw. Limit only on players */
1610 maxc = max_carry[str] * 1000;
1611 if (op->carrying > maxc && op->type == PLAYER)
1612 load_factor = (float) maxc / (float) op->carrying;
1613
1614 /* lighter items are thrown harder, farther, faster */
1615 if (throw_ob->weight > 0)
1616 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1617 else
1618 { /* 0 or negative weight?!? Odd object, can't throw it */
1619 op->failmsgf ("You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1620 return 0;
1621 }
1622
1623 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1624 * item_factor * str_factor;
1625
1626 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1627 * account for super-strong throwers. */
1628 min_it (eff_str, MAX_STAT);
1629
1630 #ifdef DEBUG_THROW
1631 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1632 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1633 LOG (llevDebug, " str_factor=%f\n", str_factor);
1634 LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1635 #endif
1636
1637 /* 3 things here prevent a throw, you aimed at your feet, you
1638 * have no effective throwing strength, or you threw at something
1639 * that flying objects can't get through.
1640 */
1641 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1642
1643 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1644 {
1645 /* bounces off 'wall', and drops to feet */
1646 throw_ob->insert_at (part, op);
1647
1648 if (op->type == PLAYER)
1649 {
1650 if (eff_str <= 1)
1651 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1652 else if (!dir)
1653 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1654 else
1655 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1656 }
1657
1658 return 0;
1659 } /* if object can't be thrown */
1660
1661 left = throw_ob; /* these are throwing objects left to the player */
1662
1663 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1664 * and returns NULL. We must use 'left' then
1665 */
1666 if (!(throw_ob = throw_ob->split ()))
1667 {
1668 throw_ob = left;
1669 left->remove ();
1670 }
1671
1672 /* special case: throwing powdery substances like dust, dirt */
1673 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1674 {
1675 cast_dust (op, throw_ob, dir);
1676 return 1;
1677 }
1678
1679 /* Make a thrown object -- insert real object in a 'carrier' object.
1680 * If unsuccessfull at making the "thrown_obj", we just reinsert
1681 * the original object back into inventory and exit
1682 */
1683 if ((toss_item = make_throw_ob (throw_ob)))
1684 {
1685 throw_ob = toss_item;
1686 throw_ob->skill = skill->skill;
1687 }
1688 else
1689 {
1690 insert_ob_in_ob (throw_ob, op);
1691 return 0;
1692 }
1693
1694 throw_ob->set_owner (op);
1695 /* At some point in the attack code, the actual real object (op->inv)
1696 * becomes the hitter. As such, we need to make sure that has a proper
1697 * owner value so exp goes to the right place.
1698 */
1699 throw_ob->inv->set_owner (op);
1700 throw_ob->direction = dir;
1701
1702 /* the damage bonus from the force of the throw */
1703 dam = int (str_factor * dam_bonus[eff_str]);
1704
1705 /* Now, lets adjust the properties of the thrown_ob. */
1706
1707 /* how far to fly */
1708 throw_ob->last_sp = (eff_str * 3) / 5;
1709
1710 /* speed */
1711 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1712
1713 /* item damage. Eff_str and item weight influence damage done */
1714 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1715 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1716
1717 /* chance of breaking. Proportional to force used and weight of item */
1718 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1719
1720 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1721 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1722
1723 /* the properties of objects which are meant to be thrown (ie dart,
1724 * throwing knife, etc) will differ from ordinary items. Lets tailor
1725 * this stuff in here.
1726 */
1727
1728 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1729 {
1730 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1731 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1732 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1733 /* only throw objects get directional faces */
1734 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1735 throw_ob->set_anim_frame (dir);
1736 }
1737 else
1738 {
1739 uint16 mat = throw_ob->materials;
1740
1741 /* some materials will adjust properties.. */
1742 if (mat & M_LEATHER)
1743 {
1744 throw_ob->stats.dam -= 1;
1745 throw_ob->stats.food -= 10;
1746 }
1747
1748 if (mat & M_GLASS)
1749 throw_ob->stats.food += 60;
1750
1751 if (mat & M_ORGANIC)
1752 {
1753 throw_ob->stats.dam -= 3;
1754 throw_ob->stats.food += 55;
1755 }
1756
1757 if (mat & M_PAPER || mat & M_CLOTH)
1758 {
1759 throw_ob->stats.dam -= 5;
1760 throw_ob->speed *= 0.8;
1761 throw_ob->stats.wc += 3;
1762 throw_ob->stats.food -= 30;
1763 }
1764
1765 /* light obj have more wind resistance, fly slower */
1766 if (throw_ob->weight > 500)
1767 throw_ob->speed *= 0.8;
1768
1769 if (throw_ob->weight > 50)
1770 throw_ob->speed *= 0.5;
1771 } /* else tailor thrown object */
1772
1773 /* some limits, and safeties (needed?) */
1774 max_it (throw_ob->stats.dam, 0);
1775 min_it (throw_ob->last_sp, eff_str);
1776 max_it (throw_ob->stats.food, 0);
1777 min_it (throw_ob->stats.wc, 30);
1778
1779 /* how long to pause the thrower. Higher values mean less pause */
1780 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1781
1782 /* Put a lower limit on this */
1783 clamp_it (pause_f, 10, 100);
1784
1785 /* Changed in 0.94.2 - the calculation before was really goofy.
1786 * In short summary, a throw can take anywhere between speed 5 and
1787 * speed 0.5
1788 */
1789 op->speed_left -= 50 / pause_f;
1790
1791 throw_ob->speed_left = 0;
1792 throw_ob->map = part->map;
1793
1794 throw_ob->move_type = MOVE_FLY_LOW;
1795 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1796
1797 throw_ob->set_speed (throw_ob->speed);
1798
1799 #if 0
1800 /* need to put in a good sound for this */
1801 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1802 #endif
1803
1804 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1805 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1806 #ifdef DEBUG_THROW
1807 LOG (llevDebug, " pause_f=%d \n", pause_f);
1808 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1809 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1810 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1811 #endif
1812
1813 throw_ob->insert_at (part, op);
1814
1815 if (!throw_ob->destroyed ())
1816 move_arrow (throw_ob);
1817
1818 return 1;
1819 }
1820
1821 int
1822 skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1823 {
1824 object *throw_ob;
1825
1826 if (op->type == PLAYER)
1827 throw_ob = find_throw_ob (op, params);
1828 else
1829 throw_ob = find_mon_throw_ob (op);
1830
1831 return do_throw (op, part, throw_ob, dir, skill);
1832 }
1833
1834 static void
1835 give_player_quad_material_for (object *pl, object *ob)
1836 {
1837 if (!ob->flag [FLAG_IS_QUAD] || !ob->other_arch)
1838 return;
1839
1840 object *t = ob->other_arch->instance ();
1841 pl->insert (t);
1842 }
1843
1844 bool
1845 skill_mining (object *who, object *tool, object *skill, int dir, const char *string)
1846 {
1847 if (!who->is_player ())
1848 return 0;
1849
1850 if (!dir)
1851 {
1852 who->failmsg ("In what direction?");
1853 return 0;
1854 }
1855
1856 mapxy pos (who); pos.move (dir);
1857
1858 if (!pos.normalise ())
1859 {
1860 who->failmsgf (
1861 "You brandish your %s, with not so convincing results. "
1862 "H<There is nothing in this direction.>",
1863 &tool->name
1864 );
1865 return 0;
1866 }
1867
1868 mapspace &ms = pos.ms ();
1869
1870 for (object *mine_obj = pos.ms ().top; mine_obj; mine_obj = mine_obj->below)
1871 if (mine_obj->type == VEIN)
1872 {
1873 who->speed_left -= who->speed / tool->speed;
1874
1875 who->play_sound (tool->sound);
1876
1877 if (rndm (100 - mine_obj->stats.ac) > rndm (tool->stats.wc))
1878 who->failmsgf (
1879 "You use your %s.... nothing. "
1880 "H<Try again, perhaps?>",
1881 &tool->name
1882 );
1883 else if (mine_obj->race != tool->race)
1884 who->failmsgf (
1885 "You use your %s.... but it doesn't work. "
1886 "H<Maybe you are using the wrong tool?>",
1887 &tool->name
1888 );
1889 else if (!mine_obj->stats.food)
1890 who->failmsgf (
1891 "You use your %s.... but there is nothing. "
1892 "H<This space is exhausted, you should try somewhere else.>",
1893 &tool->name
1894 );
1895 else
1896 {
1897 --mine_obj->stats.food;
1898
1899 object *ore = mine_obj->other_arch->instance ();
1900
1901 who->statusmsg (format (
1902 "You use your %s.... and find some %s!",
1903 &tool->name, &ore->name
1904 ));
1905
1906 ore->insert_at (who);
1907
1908 return true;
1909 }
1910 }
1911 else if (mine_obj->flag [FLAG_IS_QUAD])
1912 {
1913 if (mine_obj->flag [FLAG_IS_FLOOR])
1914 {
1915 maptile *lower_floor = pos.m->tile_available (TILE_DOWN);
1916
1917 if (!lower_floor)
1918 {
1919 who->failmsgf (
1920 "Whoops, you failed to remove the %s. H<You may try again.>",
1921 &mine_obj->name
1922 );
1923 return false;
1924 }
1925
1926 mapxy below_pos (lower_floor, pos.x, pos.y);
1927
1928 if (!below_pos.normalise ())
1929 {
1930 who->failmsgf (
1931 "Whoops, you failed to remove the %s. H<You may try again.>",
1932 &mine_obj->name
1933 );
1934 return false;
1935 }
1936
1937 // first insert open space here:
1938 object *open_space_floor = archetype::get (shstr_quad_open_space);
1939 open_space_floor->stats.hp = pos.x;
1940 open_space_floor->stats.sp = pos.y;
1941 insert_ob_in_map_at (open_space_floor, pos.m, mine_obj,
1942 INS_BELOW_ORIGINATOR, pos.x, pos.y);
1943
1944 // next we will remove the wall in the lower layer:
1945 mapspace &below_ms = below_pos.ms ();
1946 for (object *quad_obj = below_ms.top; quad_obj; quad_obj = quad_obj->below)
1947 {
1948 if (quad_obj->flag [FLAG_IS_FLOOR])
1949 break;
1950
1951 if (quad_obj->flag [FLAG_IS_QUAD])
1952 {
1953 quad_obj->map->queue_physics_at (quad_obj->x, quad_obj->y);
1954 give_player_quad_material_for (who, quad_obj);
1955 quad_obj->destroy ();
1956 break;
1957 }
1958 }
1959 }
1960
1961 mine_obj->map->queue_physics_at (mine_obj->x, mine_obj->y);
1962
1963 // FIXME: there should be chance assigned, like above with veins!
1964 who->play_sound (tool->sound);
1965 give_player_quad_material_for (who, mine_obj);
1966 mine_obj->destroy ();
1967 who->contr->fire_on = 0; // TODO: stopgap, do not remove more than one per keypress
1968 return true;
1969 }
1970
1971 return false;
1972 }
1973