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Revision: 1.111
Committed: Sun Jan 29 02:47:06 2017 UTC (7 years, 3 months ago) by root
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Branch: MAIN
Changes since 1.110: +39 -39 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 if (attempt_steal (tmp, op, skill))
296 {
297 if (tmp->type == PLAYER) /* no xp for stealing from another player */
298 return 0;
299
300 /* no xp for stealing from pets (of players) */
301 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
302 {
303 object *owner = tmp->owner;
304
305 if (owner && owner->type == PLAYER)
306 return 0;
307 }
308
309 // reduce monster experience by experience we gained, as to
310 // limit the amount of exp that can be gained by stealing from monsters
311 // (jessies gave ~20,000,000 exp otherwise.
312 int exp = calc_skill_exp (op, tmp, skill);
313
314 exp = min (tmp->stats.exp, exp);
315 tmp->stats.exp -= exp;
316 return exp;
317 }
318 }
319
320 return 0;
321 }
322
323 static int
324 attempt_pick_lock (object *door, object *pl, object *skill)
325 {
326 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
327 int success = 0, number; /* did we get anything? */
328
329
330 /* Try to pick the lock on this item (doors only for now).
331 * Dependent on dexterity/skill SK_level of the player and
332 * the map level difficulty.
333 */
334 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
335 if (number < (pl->stats.Dex + skill->level - difficulty))
336 {
337 remove_door (door);
338 success = 1;
339 }
340 else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
341 { /* set off any traps? */
342 spring_trap (door->inv, pl);
343 }
344 return success;
345 }
346
347
348 /* Implementation by bt. (thomas@astro.psu.edu)
349 * monster implementation 7-7-95 by bt.
350 */
351
352 int
353 pick_lock (object *pl, int dir, object *skill)
354 {
355 object *tmp;
356
357 if (!dir)
358 dir = pl->facing;
359
360 mapxy pos (pl); pos.move (dir);
361
362 /* For all the stacked objects at this point find a door */
363 if (!pos.normalise ())
364 {
365 pl->failmsg ("There is no lock there.");
366 return 0;
367 }
368
369 for (tmp = pos->bot; tmp; tmp = tmp->above)
370 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
371 break;
372
373 if (!tmp)
374 {
375 pl->failmsg ("There is no lock there.");
376 return 0;
377 }
378
379 if (tmp->type == LOCKED_DOOR)
380 {
381 pl->failmsg ("You can't pick that lock! H<You need the right key, no matter how skilled you might be.>");
382 return 0;
383 }
384
385 if (!tmp->move_block)
386 {
387 pl->failmsg ("The door has no lock!");
388 return 0;
389 }
390
391 if (attempt_pick_lock (tmp, pl, skill))
392 {
393 new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
394 return calc_skill_exp (pl, NULL, skill);
395 }
396 else
397 {
398 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
399 return 0;
400 }
401 }
402
403 /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
404 * a short while (success and duration dependant on player SK_level,
405 * dexterity, charisma, and map difficulty).
406 * Players have a good chance of becoming 'unhidden' if they move
407 * and like invisiblity will be come visible if they attack
408 * Implemented by b.t. (thomas@astro.psu.edu)
409 * July 7, 1995 - made hiding possible for monsters. -b.t.
410 */
411 static int
412 attempt_hide (object *op, object *skill)
413 {
414 int number, difficulty = op->map->difficulty;
415 int terrain = hideability (op);
416
417 if (terrain < -10) /* not enough cover here */
418 return 0;
419
420 /* Hiding success and duration dependant on skill level,
421 * op->stats.Dex, map difficulty and terrain.
422 */
423 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
424
425 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
426 {
427 op->invisible += 100; /* set the level of 'hiddeness' */
428
429 if (op->type == PLAYER)
430 op->contr->tmp_invis = 1;
431
432 op->flag [FLAG_HIDDEN] = 1;
433 return 1;
434 }
435
436 return 0;
437 }
438
439 /* patched this to take terrain into consideration */
440 int
441 hide (object *op, object *skill)
442 {
443 /* the preliminaries -- Can we really hide now? */
444 /* this keeps monsters from using invisibilty spells and hiding */
445
446 if (op->flag [FLAG_MAKE_INVIS])
447 {
448 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
449 return 0;
450 }
451 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
452 {
453 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
454 make_visible (op);
455 }
456
457 if (op->invisible > 50 * skill->level)
458 {
459 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
460 return 0;
461 }
462
463 if (attempt_hide (op, skill))
464 {
465 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
466 update_object (op, UP_OBJ_FACE);
467 return calc_skill_exp (op, NULL, skill);
468 }
469
470 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
471 return 0;
472 }
473
474 /* stop_jump() - End of jump. Clear flags, restore the map, and
475 * freeze the jumper a while to simulate the exhaustion
476 * of jumping.
477 */
478 static void
479 stop_jump (object *pl, int dist, int spaces)
480 {
481 pl->update_stats ();
482 pl->map->insert (pl, pl->x, pl->y, pl);
483 pl->speed_left -= pl->speed * 8.;
484 }
485
486 static int
487 attempt_jump (object *pl, int dir, int spaces, object *skill)
488 {
489 object *tmp;
490 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
491 sint16 x, y;
492 maptile *m;
493
494 /* Jump loop. Go through spaces object wants to jump. Halt the
495 * jump if a wall or creature is in the way. We set FLAG_FLYING
496 * temporarily to allow player to aviod exits/archs that are not
497 * fly_on, fly_off. This will also prevent pickup of objects
498 * while jumping over them.
499 */
500 pl->remove ();
501 pl->move_type |= MOVE_FLY_LOW;
502
503 for (i = 0; i <= spaces; i++)
504 {
505 x = pl->x + dx;
506 y = pl->y + dy;
507 m = pl->map;
508
509 mflags = get_map_flags (m, &m, x, y, &x, &y);
510
511 if (mflags & P_OUT_OF_MAP)
512 {
513 stop_jump (pl, i, spaces);
514 return 0;
515 }
516
517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
518 {
519 /* Jump into creature */
520 if (tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
521 {
522 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
523
524 stop_jump (pl, i, spaces);
525
526 int exp = 0;
527
528 if (tmp->type != PLAYER
529 || (pl->type == PLAYER && !pl->contr->party)
530 || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
531 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
532
533 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
534 }
535 }
536
537 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
538 {
539 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
540 stop_jump (pl, i, spaces);
541 return 0;
542 }
543
544 pl->x = x;
545 pl->y = y;
546 pl->map = m;
547
548 if (m->at (x, y).move_on & pl->move_type)
549 {
550 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
551 stop_jump (pl, i, spaces);
552 return 0;
553 }
554 }
555
556 stop_jump (pl, i, spaces);
557
558 return calc_skill_exp (pl, NULL, skill);
559 }
560
561 /* jump() - this is both a new type of movement for player/monsters and
562 * an attack as well.
563 * Perhaps we should allow more spaces based on level, eg, level 50
564 * jumper can jump several spaces?
565 */
566 int
567 jump (object *pl, int dir, object *skill)
568 {
569 int str = pl->stats.Str;
570 int dex = pl->stats.Dex;
571
572 dex = dex ? dex : 15;
573 str = str ? str : 10;
574
575 int stats = str * str * str * dex * skill->level;
576 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
577
578 if (spaces == 0)
579 {
580 pl->failmsg ("You are carrying too much weight to jump.");
581 return 0;
582 }
583
584 return attempt_jump (pl, dir, spaces, skill);
585 }
586
587 /* skill_ident() - this code is supposed to allow players to identify
588 * classes of objects with the various "auto-ident" skills. Player must
589 * have unidentified objects of the right type in order for the skill
590 * to work. While multiple classes of objects may be identified,
591 * this code is kind of yucky -- it would be nice to make it a bit
592 * more generalized. Right now, skill indices are embedded in this routine.
593 * Returns amount of experience gained (on successful ident).
594 * - b.t. (thomas@astro.psu.edu)
595 */
596 static int
597 do_skill_detect_curse (object *pl, object *skill)
598 {
599 int success = 0;
600
601 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
602 if (!tmp->invisible
603 && tmp->need_identify ()
604 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
605 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
606 && tmp->item_power < skill->level)
607 {
608 tmp->set_flag (FLAG_KNOWN_CURSED);
609 esrv_update_item (UPD_FLAGS, pl, tmp);
610 success += calc_skill_exp (pl, tmp, skill);
611 }
612
613 /* Check ground, too, but only objects the player could pick up */
614 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
615 if (can_pick (pl, tmp)
616 && tmp->need_identify ()
617 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_CURSED]
618 && (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
619 && tmp->item_power < skill->level)
620 {
621 tmp->set_flag (FLAG_KNOWN_CURSED);
622 esrv_update_item (UPD_FLAGS, pl, tmp);
623 success += calc_skill_exp (pl, tmp, skill);
624 }
625
626 return success;
627 }
628
629 static int
630 do_skill_detect_magic (object *pl, object *skill)
631 {
632 int success = 0;
633
634 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
635 if (!tmp->invisible
636 && tmp->need_identify ()
637 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
638 && is_magical (tmp)
639 && tmp->item_power < skill->level)
640 {
641 tmp->set_flag (FLAG_KNOWN_MAGICAL);
642 esrv_update_item (UPD_FLAGS, pl, tmp);
643 success += calc_skill_exp (pl, tmp, skill);
644 }
645
646 /* Check ground, too, but like above, only if the object can be picked up */
647 for (object *tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
648 if (can_pick (pl, tmp)
649 && tmp->need_identify ()
650 && !tmp->flag [FLAG_IDENTIFIED] && !tmp->flag [FLAG_KNOWN_MAGICAL]
651 && is_magical (tmp)
652 && tmp->item_power < skill->level)
653 {
654 tmp->set_flag (FLAG_KNOWN_MAGICAL);
655 esrv_update_item (UPD_FLAGS, pl, tmp);
656 success += calc_skill_exp (pl, tmp, skill);
657 }
658
659 return success;
660 }
661
662 /* Helper function for do_skill_ident, so that we can loop
663 * over inventory AND objects on the ground conveniently.
664 */
665 static int
666 do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
667 {
668 int success = 0, chance;
669 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
670
671 if (!tmp->flag [FLAG_IDENTIFIED]
672 && !tmp->flag [FLAG_NO_SKILL_IDENT]
673 && tmp->need_identify ()
674 && !tmp->invisible
675 && tmp->type == obj_class)
676 {
677 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
678
679 if (skill_value >= chance)
680 {
681 identify (tmp);
682
683 if (pl->type == PLAYER)
684 {
685 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
686
687 if (tmp->msg)
688 {
689 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
690 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
691 }
692 }
693
694 success += calc_skill_exp (pl, tmp, skill);
695 }
696 else
697 tmp->set_flag (FLAG_NO_SKILL_IDENT);
698 }
699
700 return success;
701 }
702
703 /* do_skill_ident() - workhorse for skill_ident() -b.t.
704 */
705 static int
706 do_skill_ident (object *pl, int obj_class, object *skill)
707 {
708 int success = 0;
709
710 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
711 success += do_skill_ident2 (tmp, pl, obj_class, skill);
712 /* check the ground */
713
714 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
715 success += do_skill_ident2 (tmp, pl, obj_class, skill);
716
717 return success;
718 }
719
720 int
721 skill_ident (object *pl, object *skill)
722 {
723 int success = 0;
724
725 if (pl->type != PLAYER)
726 return 0; /* only players will skill-identify */
727
728 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
729
730 switch (skill->subtype)
731 {
732 case SK_SMITHERY:
733 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
734 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
735 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
736 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
737 break;
738
739 case SK_BOWYER:
740 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
741 break;
742
743 case SK_ALCHEMY:
744 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
745 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
746 break;
747
748 case SK_WOODSMAN:
749 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
750 break;
751
752 case SK_JEWELER:
753 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
754 break;
755
756 case SK_LITERACY:
757 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
758 break;
759
760 case SK_THAUMATURGY:
761 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
762 break;
763
764 case SK_DET_CURSE:
765 success = do_skill_detect_curse (pl, skill);
766 if (success)
767 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover cursed items!");
768 break;
769
770 case SK_DET_MAGIC:
771 success = do_skill_detect_magic (pl, skill);
772 if (success)
773 new_draw_info (NDI_UNIQUE, 0, pl, "... and discover items imbued with mystic forces!");
774 break;
775
776 default:
777 LOG (llevError, "Error: bad call to skill_ident()\n");
778 return 0;
779 }
780
781 if (!success)
782 new_draw_info (NDI_UNIQUE, 0, pl, "... and learn nothing more.");
783
784 return success;
785 }
786
787 /* players using this skill can 'charm' a monster --
788 * into working for them. It can only be used on
789 * non-special (see below) 'neutral' creatures.
790 * -b.t. (thomas@astro.psu.edu)
791 */
792 int
793 use_oratory (object *pl, int dir, object *skill)
794 {
795 if (pl->type != PLAYER)
796 return 0; /* only players use this skill */
797
798 if (!dir)
799 {
800 pl->failmsg ("In what direction?");
801 return 0;
802 }
803
804 sint16 x = pl->x + freearr_x[dir],
805 y = pl->y + freearr_y[dir];
806 maptile *m = pl->map;
807
808 int mflags = get_map_flags (m, &m, x, y, &x, &y);
809 if (mflags & P_OUT_OF_MAP)
810 return 0;
811
812 /* Save some processing - we have the flag already anyways
813 */
814 if (!(mflags & P_IS_ALIVE))
815 {
816 pl->failmsg ("There is nothing to orate to.");
817 return 0;
818 }
819
820 object *tmp;
821 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
822 {
823 /* can't persuade players - return because there is nothing else
824 * on that space to charm. Same for multi space monsters and
825 * special monsters - we don't allow them to be charmed, and there
826 * is no reason to do further processing since they should be the
827 * only monster on the space.
828 */
829 if (tmp->type == PLAYER
830 || tmp->more || tmp->head_ () != tmp
831 || tmp->msg)
832 return 0;
833
834 if (tmp->flag [FLAG_MONSTER])
835 break;
836 }
837
838 if (!tmp)
839 {
840 pl->failmsg ("There is nothing to orate to.");
841 return 0;
842 }
843
844 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
845
846 /* the following conditions limit who may be 'charmed' */
847
848 /* it's hostile! */
849 if (!tmp->flag [FLAG_UNAGGRESSIVE] && !tmp->flag [FLAG_FRIENDLY])
850 {
851 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
852 return 0;
853 }
854
855 /* it's already allied! */
856 if (tmp->flag [FLAG_FRIENDLY] && tmp->attack_movement == PETMOVE)
857 {
858 if (tmp->owner == pl)
859 {
860 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
861 return 0;
862 }
863 else if (skill->level > tmp->level)
864 {
865 /* you steal the follower. Perhaps we should really look at the
866 * level of the owner above?
867 */
868 tmp->set_owner (pl);
869 tmp->skill = skill->skill;
870
871 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
872 /* Abuse fix - don't give exp since this can otherwise
873 * be used by a couple players to gets lots of exp.
874 */
875 return 0;
876 }
877 else
878 {
879 /* In this case, you can't steal it from the other player */
880 return 0;
881 }
882 } /* Creature was already a pet of someone */
883
884 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
885
886 /* Ok, got a 'sucker' lets try to make them a follower */
887 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
888 {
889 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
890
891 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
892 tmp->set_owner (pl);
893 tmp->skill = skill->skill;
894 tmp->stats.exp = 0;
895 tmp->attack_movement = PETMOVE;
896
897 if (!tmp->flag [FLAG_FRIENDLY])
898 add_friendly_object (tmp);
899
900 return calc_skill_exp (pl, tmp, skill);
901 }
902 /* Charm failed. Creature may be angry now */
903 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
904 {
905 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
906 if (tmp->flag [FLAG_FRIENDLY])
907 {
908 remove_friendly_object (tmp);
909 tmp->attack_movement = 0; /* needed? */
910 }
911
912 tmp->clr_flag (FLAG_UNAGGRESSIVE);
913 }
914
915 return 0; /* Fall through - if we get here, we didn't charm anything */
916 }
917
918 /* Singing() -this skill allows the player to pacify nearby creatures.
919 * There are few limitations on who/what kind of
920 * non-player creatures that may be pacified. Right now, a player
921 * may pacify creatures which have Int == 0. In this routine, once
922 * successfully pacified the creature gets Int=1. Thus, a player
923 * may only pacify a creature once.
924 * BTW, I appologize for the naming of the skill, I couldnt think
925 * of anything better! -b.t.
926 */
927 int
928 singing (object *pl, int dir, object *skill)
929 {
930 int exp = 0;
931 object *tmp;
932 maptile *m;
933 sint16 x, y;
934
935 if (pl->type != PLAYER)
936 return 0; /* only players use this skill */
937
938 if (!dir)
939 {
940 pl->failmsg ("In what direction?");
941 return 0;
942 }
943
944 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
945 for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir;
946 i < min (skill->level, SIZEOFFREE);
947 i++)
948 {
949 x = pl->x + freearr_x[i];
950 y = pl->y + freearr_y[i];
951 m = pl->map;
952
953 int mflags = get_map_flags (m, &m, x, y, &x, &y);
954 if (mflags & P_OUT_OF_MAP)
955 continue;
956 if (!(mflags & P_IS_ALIVE))
957 continue;
958
959 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
960 {
961 if (tmp->flag [FLAG_MONSTER])
962 break;
963 /* can't affect players */
964 if (tmp->type == PLAYER)
965 break;
966 }
967
968 /* Whole bunch of checks to see if this is a type of monster that would
969 * listen to singing.
970 */
971 if (tmp && tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_NO_STEAL] && /* Been charmed or abused before */
972 !tmp->flag [FLAG_SPLITTING] && /* no ears */
973 !tmp->flag [FLAG_HITBACK] && /* was here before */
974 (tmp->level <= skill->level) && (!tmp->head) && !tmp->flag [FLAG_UNDEAD] && !tmp->flag [FLAG_UNAGGRESSIVE] && /* already calm */
975 !tmp->flag [FLAG_FRIENDLY])
976 { /* already calm */
977
978 /* stealing isn't really related (although, maybe it should
979 * be). This is mainly to prevent singing to the same monster
980 * over and over again and getting exp for it.
981 */
982 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
983
984 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
985 {
986 tmp->set_flag (FLAG_UNAGGRESSIVE);
987 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
988 /* Give exp only if they are not aware */
989
990 if (!tmp->flag [FLAG_NO_STEAL])
991 exp += calc_skill_exp (pl, tmp, skill);
992
993 tmp->set_flag (FLAG_NO_STEAL);
994 }
995 else
996 {
997 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
998 tmp->set_flag (FLAG_NO_STEAL);
999 }
1000 }
1001 }
1002 return exp;
1003 }
1004
1005 /* The find_traps skill (aka, search). Checks for traps
1006 * on the spaces or in certain objects
1007 */
1008 int
1009 find_traps (object *pl, object *skill)
1010 {
1011 object *tmp, *tmp2;
1012 int i, expsum = 0, mflags;
1013 sint16 x, y;
1014 maptile *m;
1015
1016 /* First we search all around us for runes and traps, which are
1017 * all type RUNE
1018 */
1019 for (i = 0; i < 9; i++)
1020 {
1021 x = pl->x + freearr_x[i];
1022 y = pl->y + freearr_y[i];
1023 m = pl->map;
1024
1025 mflags = get_map_flags (m, &m, x, y, &x, &y);
1026 if (mflags & P_OUT_OF_MAP)
1027 continue;
1028
1029 /* Check everything in the square for trapness */
1030 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1031 {
1032 /* And now we'd better do an inventory traversal of each
1033 * of these objects' inventory
1034 * We can narrow this down a bit - no reason to search through
1035 * the players inventory or monsters for that matter.
1036 */
1037 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1038 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1039 if (tmp2->type == RUNE || tmp2->type == TRAP)
1040 if (trap_see (pl, tmp2))
1041 {
1042 trap_show (tmp2, tmp);
1043 if (tmp2->stats.Cha > 1)
1044 {
1045 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1046 expsum += calc_skill_exp (pl, tmp2, skill);
1047
1048 tmp2->stats.Cha = 1; /* unhide the trap */
1049 }
1050 }
1051
1052 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1053 {
1054 trap_show (tmp, tmp);
1055 if (tmp->stats.Cha > 1)
1056 {
1057 if (!tmp->owner || tmp->owner->type != PLAYER)
1058 expsum += calc_skill_exp (pl, tmp, skill);
1059 tmp->stats.Cha = 1; /* unhide the trap */
1060 }
1061 }
1062 }
1063 }
1064
1065 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1066 return expsum;
1067 }
1068
1069 /* remove_trap() - This skill will disarm any previously discovered trap
1070 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1071 */
1072 int
1073 remove_trap (object *op, int dir, object *skill)
1074 {
1075 object *tmp, *tmp2;
1076 int i, success = 0, mflags;
1077 maptile *m;
1078 sint16 x, y;
1079
1080 for (i = 0; i < 9; i++)
1081 {
1082 x = op->x + freearr_x[i];
1083 y = op->y + freearr_y[i];
1084 m = op->map;
1085
1086 mflags = get_map_flags (m, &m, x, y, &x, &y);
1087 if (mflags & P_OUT_OF_MAP)
1088 continue;
1089
1090 /* Check everything in the square for trapness */
1091 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1092 {
1093 /* And now we'd better do an inventory traversal of each
1094 * of these objects inventory. Like above, only
1095 * do this for interesting objects.
1096 */
1097
1098 if (tmp->type != PLAYER && !tmp->flag [FLAG_MONSTER])
1099 {
1100 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1101 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1102 {
1103 trap_show (tmp2, tmp);
1104
1105 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1106 {
1107 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1108 success += calc_skill_exp (op, tmp2, skill);
1109 }
1110 }
1111 }
1112
1113 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1114 {
1115 trap_show (tmp, tmp);
1116
1117 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1118 {
1119 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1120 success += calc_skill_exp (op, tmp, skill);
1121 }
1122 }
1123 }
1124 }
1125
1126 return success;
1127 }
1128
1129 /* pray() - when this skill is called from do_skill(), it allows
1130 * the player to regain lost grace points at a faster rate. -b.t.
1131 * This always returns 0 - return value is used by calling function
1132 * such that if it returns true, player gets exp in that skill. This
1133 * the effect here can be done on demand, we probably don't want to
1134 * give infinite exp by returning true in any cases.
1135 */
1136 int
1137 pray (object *pl, object *skill)
1138 {
1139 char buf[MAX_BUF];
1140 object *tmp;
1141
1142 if (pl->type != PLAYER)
1143 return 0;
1144
1145 strcpy (buf, "You pray.");
1146
1147 /* Check all objects - we could stop at floor objects,
1148 * but if someone buries an altar, I don't see a problem with
1149 * going through all the objects, and it shouldn't be much slower
1150 * than extra checks on object attributes.
1151 */
1152 for (tmp = pl->below; tmp; tmp = tmp->below)
1153 {
1154 /* Only if the altar actually belongs to someone do you get special benefits */
1155 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1156 {
1157 sprintf (buf, "You pray over the %s.", &tmp->name);
1158 pray_at_altar (pl, tmp, skill);
1159 break; /* Only pray at one altar */
1160 }
1161 }
1162
1163 new_draw_info (NDI_BLACK, 0, pl, buf);
1164
1165 if (pl->stats.grace < pl->stats.maxgrace)
1166 {
1167 pl->stats.grace++;
1168 pl->last_grace = -1;
1169 }
1170
1171 return 0;
1172 }
1173
1174 /* This skill allows the player to regain a few sp or hp for a
1175 * brief period of concentration. No armour or weapons may be
1176 * wielded/applied for this to work. The amount of time needed
1177 * to concentrate and the # of points regained is dependant on
1178 * the level of the user. - b.t. thomas@astro.psu.edu
1179 */
1180 void
1181 meditate (object *pl, object *skill)
1182 {
1183 object *tmp;
1184
1185 if (pl->type != PLAYER)
1186 return; /* players only */
1187
1188 /* check if pl has removed encumbering armour and weapons */
1189 if (pl->flag [FLAG_READY_WEAPON] && skill->level < 6)
1190 {
1191 pl->failmsg ("You can't concentrate while wielding a weapon!\n");
1192 return;
1193 }
1194 else
1195 {
1196 for (tmp = pl->inv; tmp; tmp = tmp->below)
1197 if (((tmp->type == ARMOUR && skill->level < 12)
1198 || (tmp->type == HELMET && skill->level < 10)
1199 || (tmp->type == SHIELD && skill->level < 6)
1200 || (tmp->type == BOOTS && skill->level < 4)
1201 || (tmp->type == GLOVES && skill->level < 2))
1202 && tmp->flag [FLAG_APPLIED])
1203 {
1204 pl->failmsg ("You can't concentrate while wearing so much armour!\n");
1205 return;
1206 }
1207 }
1208
1209 /* ok let's meditate! Spell points are regained first, then once
1210 * they are maxed we get back hp. Actual incrementing of values
1211 * is handled by the do_some_living() (in player.c). This way magical
1212 * bonuses for healing/sp regeneration are included properly
1213 * No matter what, we will eat up some playing time trying to
1214 * meditate. (see 'factor' variable for what sets the amount of time)
1215 */
1216
1217 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1218
1219 if (pl->stats.sp < pl->stats.maxsp)
1220 {
1221 pl->stats.sp++;
1222 pl->last_sp = -1;
1223 }
1224 else if (pl->stats.hp < pl->stats.maxhp)
1225 {
1226 pl->stats.hp++;
1227 pl->last_heal = -1;
1228 }
1229 }
1230
1231 /* write_note() - this routine allows players to inscribe messages in
1232 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1233 */
1234 static int
1235 write_note (object *pl, object *item, const char *msg, object *skill)
1236 {
1237 if (!msg_is_safe (msg))
1238 {
1239 pl->failmsg ("Trying to cheat now are we? H<@-signs are not allowed in notes.>");
1240 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1241 return 0;
1242 }
1243
1244 int len = strlen (msg);
1245
1246 if (!is_utf8_string ((U8 *)msg, len))
1247 {
1248 pl->failmsg ("Your message is garbled (text must be UTF-8, client-bug)!");
1249 return 0;
1250 }
1251
1252 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1253 return RESULT_INT (0);
1254
1255 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1256
1257 if (char_len <= item->weight_limit)
1258 {
1259 object *newbook = item->other_arch->instance ();
1260 item->decrease ();
1261 newbook->nrof = 1;
1262 newbook->msg = shstr (msg);
1263 newbook->flag [FLAG_IDENTIFIED] = true;
1264
1265 if (item->subtype == 1) // mailscrolls
1266 {
1267 newbook->name = item->name;
1268 newbook->name_pl = item->name_pl;
1269 }
1270
1271 pl->insert (newbook);
1272
1273 pl->contr->play_sound (sound_find ("inscribe_success"));
1274 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1275 return char_len;
1276 }
1277 else
1278 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.>",
1279 &item->name, item->weight_limit, char_len);
1280
1281 return 0;
1282 }
1283
1284 /* write_scroll() - this routine allows players to inscribe spell scrolls
1285 * of spells which they know. Backfire effects are possible with the
1286 * severity of the backlash correlated with the difficulty of the scroll
1287 * that is attempted. -b.t. thomas@astro.psu.edu
1288 */
1289 static int
1290 write_scroll (object *pl, object *scroll, object *skill)
1291 {
1292 int success = 0, confused = 0;
1293
1294 /* Check if we are ready to attempt inscription */
1295 object *chosen_spell = pl->contr->ranged_ob;
1296
1297 if (!chosen_spell || chosen_spell->type != SPELL)
1298 {
1299 pl->failmsg ("You need a spell readied in order to inscribe!");
1300 return 0;
1301 }
1302
1303 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1304 {
1305 pl->failmsgf ("You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1306 return 0;
1307 }
1308
1309 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1310 {
1311 pl->failmsgf ("You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1312 return 0;
1313 }
1314
1315 /* ok, we are ready to try inscription */
1316 if (pl->flag [FLAG_CONFUSED])
1317 confused = 1;
1318
1319 /* Lost mana/grace no matter what */
1320 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1321 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1322
1323 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1324 {
1325 object *newscroll = scroll->other_arch->instance ();
1326 scroll->decrease ();
1327 newscroll->nrof = 1;
1328 newscroll->randomitems = 0; // make sure randomitems doesn't destroy the scroll
1329
1330 pl->contr->play_sound (sound_find ("inscribe_success"));
1331
1332 if (!confused)
1333 {
1334 newscroll->level = max (skill->level, chosen_spell->level);
1335 newscroll->flag [FLAG_IDENTIFIED] = true;
1336 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1337 }
1338 else
1339 {
1340 chosen_spell = find_random_spell_in_ob (pl, NULL);
1341 if (!chosen_spell)
1342 return 0;
1343
1344 newscroll->level = max (skill->level, chosen_spell->level);
1345 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1346 }
1347
1348 object *tmp = chosen_spell->clone ();
1349 tmp->flag [FLAG_APPLIED] = false;
1350 insert_ob_in_ob (tmp, newscroll);
1351
1352 /* Same code as from treasure.C - so they can better merge.
1353 * if players want to sell them, so be it.
1354 */
1355 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1356 newscroll->stats.exp = newscroll->value / 5;
1357
1358 pl->insert (newscroll);
1359
1360 success = calc_skill_exp (pl, newscroll, skill);
1361 if (!confused)
1362 success *= 2;
1363
1364 success = success * skill->level;
1365 return success;
1366 }
1367 else
1368 { /* Inscription has failed */
1369 pl->contr->play_sound (sound_find ("inscribe_fail"));
1370
1371 if (chosen_spell->level > skill->level || confused)
1372 { /*backfire! */
1373 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.>");
1374
1375 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1376 pl->drain_specific_stat (4);
1377 else
1378 {
1379 confuse_player (pl, pl, 99);
1380 return -30 * chosen_spell->level;
1381 }
1382 }
1383 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1384 {
1385 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.>");
1386 confuse_player (pl, pl, 99);
1387 }
1388 else
1389 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>");
1390 }
1391
1392 return 0;
1393 }
1394
1395 /* write_on_item() - wrapper for write_note and write_scroll */
1396 int
1397 write_on_item (object *pl, const char *params, object *skill)
1398 {
1399 archetype *skat;
1400
1401 if (pl->type != PLAYER)
1402 return 0;
1403
1404 if (!params)
1405 params = "";
1406
1407 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1408
1409 /* Need to be able to read before we can write! */
1410 if (!find_skill_by_name (pl, skat->skill))
1411 {
1412 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1413 return 0;
1414 }
1415
1416 object *item = pl->mark ();
1417
1418 /* find an item of correct type to write on */
1419 if (!item)
1420 {
1421 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.>");
1422 return 0;
1423 }
1424
1425 if (item->type != INSCRIBABLE)
1426 {
1427 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1428 return 0;
1429 }
1430
1431 if (item->flag [FLAG_UNPAID])
1432 {
1433 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1434 return 0;
1435 }
1436
1437 if (item->other_arch->type == SCROLL)
1438 {
1439 if (*params)
1440 {
1441 // check readied scroll
1442 pl->failmsgf ("When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1443 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1444 return 0;
1445 }
1446
1447 return write_scroll (pl, item, skill);
1448 }
1449 else
1450 {
1451 if (!*params)
1452 {
1453 pl->failmsgf ("When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1454 "Usage: use_skill %s <message>", &skill->skill);
1455 return 0;
1456 }
1457
1458 return write_note (pl, item, params, skill);
1459 }
1460
1461 return 0;
1462 }
1463
1464 /* find_throw_ob() - if we request an object, then
1465 * we search for it in the inventory of the owner (you've
1466 * got to be carrying something in order to throw it!).
1467 * If we didnt request an object, then the top object in inventory
1468 * (that is "throwable", ie no throwing your skills away!)
1469 * is the object of choice. Also check to see if object is
1470 * 'throwable' (ie not applied cursed obj, worn, etc).
1471 */
1472 static object *
1473 find_throw_ob (object *op, const char *request)
1474 {
1475 /* prefer marked item */
1476 object *tmp = op->mark ();
1477
1478 /* can't toss invisible or inv-locked items */
1479 if (tmp && (tmp->invisible || tmp->flag [FLAG_INV_LOCKED]))
1480 tmp = 0;
1481
1482 /* look through the inventory */
1483 if (!tmp)
1484 for (tmp = op->inv; tmp; tmp = tmp->below)
1485 {
1486 /* can't toss invisible or inv-locked items */
1487 if (tmp->invisible || tmp->flag [FLAG_INV_LOCKED])
1488 continue;
1489
1490 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1491 break;
1492 }
1493
1494 /* this should prevent us from throwing away
1495 * cursed items, worn armour, etc. Only weapons
1496 * can be thrown from 'hand'.
1497 */
1498 if (!tmp)
1499 return 0;
1500
1501 if (tmp->flag [FLAG_APPLIED])
1502 {
1503 if (tmp->type != WEAPON)
1504 {
1505 op->failmsgf ("You can't throw %s. H<Unapply it first.>", query_name (tmp));
1506 tmp = 0;
1507 }
1508 else if (tmp->flag [FLAG_CURSED] || tmp->flag [FLAG_DAMNED])
1509 {
1510 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));
1511 tmp = 0;
1512 }
1513 else
1514 {
1515 if (!op->apply (tmp, AP_UNAPPLY))
1516 {
1517 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1518 tmp = 0;
1519 }
1520 }
1521 }
1522 else if (tmp->flag [FLAG_UNPAID])
1523 {
1524 op->failmsgf ("You should pay for the %s first.", query_name (tmp));
1525 tmp = 0;
1526 }
1527
1528 //TODO: why not chekc first and give sensible message to player?
1529 if (tmp && tmp->flag [FLAG_INV_LOCKED])
1530 {
1531 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1532 tmp = 0;
1533 }
1534
1535 return tmp;
1536 }
1537
1538 /* make_throw_ob() We construct the 'carrier' object in
1539 * which we will insert the object that is being thrown.
1540 * This combination becomes the 'thrown object'. -b.t.
1541 */
1542 static object *
1543 make_throw_ob (object *orig)
1544 {
1545 if (!orig)
1546 return 0;
1547
1548 if (orig->flag [FLAG_APPLIED])
1549 {
1550 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1551 /* insufficient workaround, but better than nothing */
1552 orig->clr_flag (FLAG_APPLIED);
1553 }
1554
1555 object *toss_item = orig->clone ();
1556
1557 toss_item->type = THROWN_OBJ;
1558 toss_item->clr_flag (FLAG_CHANGING);
1559 toss_item->set_flag (FLAG_NO_PICK);
1560 toss_item->stats.dam = 0; /* default damage */
1561 toss_item->insert (orig);
1562
1563 return toss_item;
1564 }
1565
1566 /* do_throw() - op throws any object toss_item. This code
1567 * was borrowed from fire_bow.
1568 * Returns 1 if skill was successfully used, 0 if not
1569 */
1570 static int
1571 do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1572 {
1573 object *throw_ob = toss_item, *left = NULL;
1574 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1575 int pause_f, weight_f = 0, mflags;
1576 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1577 maptile *m;
1578 sint16 sx, sy;
1579
1580 if (!throw_ob)
1581 {
1582 op->failmsg ("You have nothing to throw.");
1583 return 0;
1584 }
1585
1586 if (throw_ob->flag [FLAG_STARTEQUIP])
1587 {
1588 op->failmsg ("The gods won't let you throw that. "
1589 "H<Well, they would, but they would retrieve it "
1590 "- you wouldn't want that, would you?>");
1591
1592 return 0;
1593 }
1594
1595 /* Because throwing effectiveness must be reduced by the
1596 * encumbrance of the thrower and weight of the object. THus,
1597 * we use the concept of 'effective strength' as defined below.
1598 */
1599
1600 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1601 if (str > MAX_STAT)
1602 {
1603 str_factor = (float) str / (float) MAX_STAT;
1604 str = MAX_STAT;
1605 }
1606
1607 /* the more we carry, the less we can throw. Limit only on players */
1608 maxc = max_carry[str] * 1000;
1609 if (op->carrying > maxc && op->type == PLAYER)
1610 load_factor = (float) maxc / (float) op->carrying;
1611
1612 /* lighter items are thrown harder, farther, faster */
1613 if (throw_ob->weight > 0)
1614 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1615 else
1616 { /* 0 or negative weight?!? Odd object, can't throw it */
1617 op->failmsgf ("You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1618 return 0;
1619 }
1620
1621 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1622 * item_factor * str_factor;
1623
1624 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1625 * account for super-strong throwers. */
1626 min_it (eff_str, MAX_STAT);
1627
1628 #ifdef DEBUG_THROW
1629 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1630 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1631 LOG (llevDebug, " str_factor=%f\n", str_factor);
1632 LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1633 #endif
1634
1635 /* 3 things here prevent a throw, you aimed at your feet, you
1636 * have no effective throwing strength, or you threw at something
1637 * that flying objects can't get through.
1638 */
1639 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1640
1641 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1642 {
1643 /* bounces off 'wall', and drops to feet */
1644 throw_ob->insert_at (part, op);
1645
1646 if (op->type == PLAYER)
1647 {
1648 if (eff_str <= 1)
1649 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1650 else if (!dir)
1651 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1652 else
1653 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1654 }
1655
1656 return 0;
1657 } /* if object can't be thrown */
1658
1659 left = throw_ob; /* these are throwing objects left to the player */
1660
1661 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1662 * and returns NULL. We must use 'left' then
1663 */
1664 if (!(throw_ob = throw_ob->split ()))
1665 {
1666 throw_ob = left;
1667 left->remove ();
1668 }
1669
1670 /* special case: throwing powdery substances like dust, dirt */
1671 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1672 {
1673 cast_dust (op, throw_ob, dir);
1674 return 1;
1675 }
1676
1677 /* Make a thrown object -- insert real object in a 'carrier' object.
1678 * If unsuccessfull at making the "thrown_obj", we just reinsert
1679 * the original object back into inventory and exit
1680 */
1681 if ((toss_item = make_throw_ob (throw_ob)))
1682 {
1683 throw_ob = toss_item;
1684 throw_ob->skill = skill->skill;
1685 }
1686 else
1687 {
1688 insert_ob_in_ob (throw_ob, op);
1689 return 0;
1690 }
1691
1692 throw_ob->set_owner (op);
1693 /* At some point in the attack code, the actual real object (op->inv)
1694 * becomes the hitter. As such, we need to make sure that has a proper
1695 * owner value so exp goes to the right place.
1696 */
1697 throw_ob->inv->set_owner (op);
1698 throw_ob->direction = dir;
1699
1700 /* the damage bonus from the force of the throw */
1701 dam = int (str_factor * dam_bonus[eff_str]);
1702
1703 /* Now, lets adjust the properties of the thrown_ob. */
1704
1705 /* how far to fly */
1706 throw_ob->last_sp = (eff_str * 3) / 5;
1707
1708 /* speed */
1709 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1710
1711 /* item damage. Eff_str and item weight influence damage done */
1712 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1713 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1714
1715 /* chance of breaking. Proportional to force used and weight of item */
1716 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1717
1718 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1719 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1720
1721 /* the properties of objects which are meant to be thrown (ie dart,
1722 * throwing knife, etc) will differ from ordinary items. Lets tailor
1723 * this stuff in here.
1724 */
1725
1726 if (throw_ob->inv->flag [FLAG_IS_THROWN])
1727 {
1728 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1729 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1730 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1731 /* only throw objects get directional faces */
1732 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1733 throw_ob->set_anim_frame (dir);
1734 }
1735 else
1736 {
1737 uint16 mat = throw_ob->materials;
1738
1739 /* some materials will adjust properties.. */
1740 if (mat & M_LEATHER)
1741 {
1742 throw_ob->stats.dam -= 1;
1743 throw_ob->stats.food -= 10;
1744 }
1745
1746 if (mat & M_GLASS)
1747 throw_ob->stats.food += 60;
1748
1749 if (mat & M_ORGANIC)
1750 {
1751 throw_ob->stats.dam -= 3;
1752 throw_ob->stats.food += 55;
1753 }
1754
1755 if (mat & M_PAPER || mat & M_CLOTH)
1756 {
1757 throw_ob->stats.dam -= 5;
1758 throw_ob->speed *= 0.8;
1759 throw_ob->stats.wc += 3;
1760 throw_ob->stats.food -= 30;
1761 }
1762
1763 /* light obj have more wind resistance, fly slower */
1764 if (throw_ob->weight > 500)
1765 throw_ob->speed *= 0.8;
1766
1767 if (throw_ob->weight > 50)
1768 throw_ob->speed *= 0.5;
1769 } /* else tailor thrown object */
1770
1771 /* some limits, and safeties (needed?) */
1772 max_it (throw_ob->stats.dam, 0);
1773 min_it (throw_ob->last_sp, eff_str);
1774 max_it (throw_ob->stats.food, 0);
1775 min_it (throw_ob->stats.wc, 30);
1776
1777 /* how long to pause the thrower. Higher values mean less pause */
1778 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1779
1780 /* Put a lower limit on this */
1781 clamp_it (pause_f, 10, 100);
1782
1783 /* Changed in 0.94.2 - the calculation before was really goofy.
1784 * In short summary, a throw can take anywhere between speed 5 and
1785 * speed 0.5
1786 */
1787 op->speed_left -= 50 / pause_f;
1788
1789 throw_ob->speed_left = 0;
1790 throw_ob->map = part->map;
1791
1792 throw_ob->move_type = MOVE_FLY_LOW;
1793 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1794
1795 throw_ob->set_speed (throw_ob->speed);
1796
1797 #if 0
1798 /* need to put in a good sound for this */
1799 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1800 #endif
1801
1802 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1803 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1804 #ifdef DEBUG_THROW
1805 LOG (llevDebug, " pause_f=%d \n", pause_f);
1806 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1807 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1808 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1809 #endif
1810
1811 throw_ob->insert_at (part, op);
1812
1813 if (!throw_ob->destroyed ())
1814 move_arrow (throw_ob);
1815
1816 return 1;
1817 }
1818
1819 int
1820 skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1821 {
1822 object *throw_ob;
1823
1824 if (op->type == PLAYER)
1825 throw_ob = find_throw_ob (op, params);
1826 else
1827 throw_ob = find_mon_throw_ob (op);
1828
1829 return do_throw (op, part, throw_ob, dir, skill);
1830 }
1831
1832 static void
1833 give_player_quad_material_for (object *pl, object *ob)
1834 {
1835 if (!ob->flag [FLAG_IS_QUAD] || !ob->other_arch)
1836 return;
1837
1838 object *t = ob->other_arch->instance ();
1839 pl->insert (t);
1840 }
1841
1842 bool
1843 skill_mining (object *who, object *tool, object *skill, int dir, const char *string)
1844 {
1845 if (!who->is_player ())
1846 return 0;
1847
1848 if (!dir)
1849 {
1850 who->failmsg ("In what direction?");
1851 return 0;
1852 }
1853
1854 mapxy pos (who); pos.move (dir);
1855
1856 if (!pos.normalise ())
1857 {
1858 who->failmsgf (
1859 "You brandish your %s, with not so convincing results. "
1860 "H<There is nothing in this direction.>",
1861 &tool->name
1862 );
1863 return 0;
1864 }
1865
1866 mapspace &ms = pos.ms ();
1867
1868 for (object *mine_obj = pos.ms ().top; mine_obj; mine_obj = mine_obj->below)
1869 if (mine_obj->type == VEIN)
1870 {
1871 who->speed_left -= who->speed / tool->speed;
1872
1873 who->play_sound (tool->sound);
1874
1875 if (rndm (100 - mine_obj->stats.ac) > rndm (tool->stats.wc))
1876 who->failmsgf (
1877 "You use your %s.... nothing. "
1878 "H<Try again, perhaps?>",
1879 &tool->name
1880 );
1881 else if (mine_obj->race != tool->race)
1882 who->failmsgf (
1883 "You use your %s.... but it doesn't work. "
1884 "H<Maybe you are using the wrong tool?>",
1885 &tool->name
1886 );
1887 else if (!mine_obj->stats.food)
1888 who->failmsgf (
1889 "You use your %s.... but there is nothing. "
1890 "H<This space is exhausted, you should try somewhere else.>",
1891 &tool->name
1892 );
1893 else
1894 {
1895 --mine_obj->stats.food;
1896
1897 object *ore = mine_obj->other_arch->instance ();
1898
1899 who->statusmsg (format (
1900 "You use your %s.... and find some %s!",
1901 &tool->name, &ore->name
1902 ));
1903
1904 ore->insert_at (who);
1905
1906 return true;
1907 }
1908 }
1909 else if (mine_obj->flag [FLAG_IS_QUAD])
1910 {
1911 if (mine_obj->flag [FLAG_IS_FLOOR])
1912 {
1913 maptile *lower_floor = pos.m->tile_available (TILE_DOWN);
1914
1915 if (!lower_floor)
1916 {
1917 who->failmsgf (
1918 "Whoops, you failed to remove the %s. H<You may try again.>",
1919 &mine_obj->name
1920 );
1921 return false;
1922 }
1923
1924 mapxy below_pos (lower_floor, pos.x, pos.y);
1925
1926 if (!below_pos.normalise ())
1927 {
1928 who->failmsgf (
1929 "Whoops, you failed to remove the %s. H<You may try again.>",
1930 &mine_obj->name
1931 );
1932 return false;
1933 }
1934
1935 // first insert open space here:
1936 object *open_space_floor = archetype::get (shstr_quad_open_space);
1937 open_space_floor->stats.hp = pos.x;
1938 open_space_floor->stats.sp = pos.y;
1939 insert_ob_in_map_at (open_space_floor, pos.m, mine_obj,
1940 INS_BELOW_ORIGINATOR, pos.x, pos.y);
1941
1942 // next we will remove the wall in the lower layer:
1943 mapspace &below_ms = below_pos.ms ();
1944 for (object *quad_obj = below_ms.top; quad_obj; quad_obj = quad_obj->below)
1945 {
1946 if (quad_obj->flag [FLAG_IS_FLOOR])
1947 break;
1948
1949 if (quad_obj->flag [FLAG_IS_QUAD])
1950 {
1951 quad_obj->map->queue_physics_at (quad_obj->x, quad_obj->y);
1952 give_player_quad_material_for (who, quad_obj);
1953 quad_obj->destroy ();
1954 break;
1955 }
1956 }
1957 }
1958
1959 mine_obj->map->queue_physics_at (mine_obj->x, mine_obj->y);
1960
1961 // FIXME: there should be chance assigned, like above with veins!
1962 who->play_sound (tool->sound);
1963 give_player_quad_material_for (who, mine_obj);
1964 mine_obj->destroy ();
1965 who->contr->fire_on = 0; // TODO: stopgap, do not remove more than one per keypress
1966 return true;
1967 }
1968
1969 return false;
1970 }
1971