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/cvs/deliantra/server/server/skills.C
Revision: 1.16
Committed: Wed Dec 20 09:14:22 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.15: +10 -10 lines
Log Message:
- minor cleanups
- minor optimisations (in_player vs. is_player_inv)
- added P_PLAYER map flag
- some (dead) concept code

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2003 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <object.h>
26 #ifndef __CEXTRACT__
27 # include <sproto.h>
28 #endif
29 #include <living.h>
30 #include <skills.h>
31 #include <spells.h>
32 #include <book.h>
33
34 /* adj_stealchance() - increased values indicate better attempts */
35 static int
36 adj_stealchance (object *op, object *victim, int roll)
37 {
38 object *equip;
39
40 if (!op || !victim || !roll)
41 return -1;
42
43 /* Only prohibit stealing if the player does not have a free
44 * hand available and in fact does have hands.
45 */
46 if (op->type == PLAYER && op->body_used[BODY_ARMS] <= 0 && op->body_info[BODY_ARMS])
47 {
48 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!");
49 return -1;
50 }
51
52 /* ADJUSTMENTS */
53
54 /* Its harder to steal from hostile beings! */
55 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
56 roll = roll / 2;
57
58 /* Easier to steal from sleeping beings, or if the thief is
59 * unseen */
60 if (QUERY_FLAG (victim, FLAG_SLEEP))
61 roll = roll * 3;
62 else if (op->invisible)
63 roll = roll * 2;
64
65 /* check stealing 'encumberance'. Having this equipment applied makes
66 * it quite a bit harder to steal.
67 */
68 for (equip = op->inv; equip; equip = equip->below)
69 {
70 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
71 {
72 roll -= equip->weight / 10000;
73 }
74 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
75 roll -= equip->weight / 5000;
76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
77 {
78 roll -= equip->weight / 2000;
79 }
80 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
81 roll -= equip->weight / 5000;
82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
83 roll -= equip->weight / 100;
84 }
85 if (roll < 0)
86 roll = 0;
87 return roll;
88 }
89
90 /*
91 * When stealing: dependent on the intelligence/wisdom of whom you're
92 * stealing from (op in attempt_steal), offset by your dexterity and
93 * skill at stealing. They may notice your attempt, whether successful
94 * or not.
95 * op is the target (person being pilfered)
96 * who is the person doing the stealing.
97 * skill is the skill object (stealing).
98 */
99
100 static int
101 attempt_steal (object *op, object *who, object *skill)
102 {
103 object *success = NULL, *tmp = NULL, *next;
104 int roll = 0, chance = 0, stats_value;
105 rv_vector rv;
106
107 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2;
108
109 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
110 * they will try to prevent stealing if they can. Only unseen theives will
111 * have much chance of success.
112 */
113 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL))
114 {
115 if (can_detect_enemy (op, who, &rv))
116 {
117 npc_call_help (op);
118 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
119 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
120 return 0;
121 }
122 else /* help npc to detect thief next time by raising its wisdom */
123 op->stats.Wis += (op->stats.Int / 5) + 1;
124 if (op->stats.Wis > MAX_STAT)
125 op->stats.Wis = MAX_STAT;
126 }
127 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ))
128 {
129 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
130 return 0;
131 }
132 #ifdef PROHIBIT_PLAYERKILL
133 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful))
134 {
135 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
136 return 0;
137 }
138 #else
139 if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing)
140 {
141 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
142 return 0;
143 }
144 #endif
145
146
147 /* Ok then, go thru their inventory, stealing */
148 for (tmp = op->inv; tmp != NULL; tmp = next)
149 {
150 next = tmp->below;
151
152 /* you can't steal worn items, starting items, wiz stuff,
153 * innate abilities, or items w/o a type. Generally
154 * speaking, the invisibility flag prevents experience or
155 * abilities from being stolen since these types are currently
156 * always invisible objects. I was implicit here so as to prevent
157 * future possible problems. -b.t.
158 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
159 * already -b.t.
160 */
161
162 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED)
163 || !(tmp->type)
164 || tmp->type == EXPERIENCE || tmp->type == SPELL
165 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible)
166 continue;
167
168 /* Okay, try stealing this item. Dependent on dexterity of thief,
169 * skill level, see the adj_stealroll fctn for more detail.
170 */
171
172 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
173
174 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
175 return 0;
176 else if (roll < chance)
177 {
178 pick_up (who, tmp);
179 /* need to see if the player actually stole this item -
180 * if it is in the players inv, assume it is. This prevents
181 * abuses where the player can not carry the item, so just
182 * keeps stealing it over and over.
183 */
184 if (tmp->destroyed () || tmp->env != op)
185 {
186 /* for players, play_sound: steals item */
187 success = tmp;
188 CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
189
190 /* Don't delete it from target player until we know
191 * the thief has picked it up. can't just look at tmp->count,
192 * as it's possible that it got merged when picked up.
193 */
194 if (op->type == PLAYER)
195 esrv_del_item (op->contr, tmp->count);
196 }
197 break;
198 }
199 } /* for loop looking for an item */
200
201 if (!tmp)
202 {
203 new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
204 return 0;
205 }
206
207 /* If you arent high enough level, you might get something BUT
208 * the victim will notice your stealing attempt. Ditto if you
209 * attempt to steal something heavy off them, they're bound to notice
210 */
211
212 if ((roll >= skill->level) || !chance
213 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
214 {
215
216 /* victim figures out where the thief is! */
217 if (who->hide)
218 make_visible (who);
219
220 if (op->type != PLAYER)
221 {
222 /* The unaggressives look after themselves 8) */
223 if (who->type == PLAYER)
224 {
225 npc_call_help (op);
226 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
227 }
228 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
229 /* all remaining npc items are guarded now. Set flag NO_STEAL
230 * on the victim.
231 */
232 SET_FLAG (op, FLAG_NO_STEAL);
233 }
234 else
235 { /* stealing from another player */
236 char buf[MAX_BUF];
237
238 /* Notify the other player */
239 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
240 {
241 sprintf (buf, "Your %s is missing!", query_name (success));
242 }
243 else
244 {
245 sprintf (buf, "Your pack feels strangely lighter.");
246 }
247 new_draw_info (NDI_UNIQUE, 0, op, buf);
248 if (!success)
249 {
250 if (who->invisible)
251 {
252 sprintf (buf, "you feel itchy fingers getting at your pack.");
253 }
254 else
255 {
256 sprintf (buf, "%s looks very shifty.", query_name (who));
257 }
258 new_draw_info (NDI_UNIQUE, 0, op, buf);
259 }
260 } /* else stealing from another player */
261 /* play_sound("stop! thief!"); kindofthing */
262 } /* if you weren't 100% successful */
263 return success ? 1 : 0;
264 }
265
266
267 int
268 steal (object *op, int dir, object *skill)
269 {
270 object *tmp, *next;
271 sint16 x, y;
272 maptile *m;
273 int mflags;
274
275 x = op->x + freearr_x[dir];
276 y = op->y + freearr_y[dir];
277
278 if (dir == 0)
279 {
280 /* Can't steal from ourself! */
281 return 0;
282 }
283
284 m = op->map;
285 mflags = get_map_flags (m, &m, x, y, &x, &y);
286 /* Out of map - can't do it. If nothing alive on this space,
287 * don't need to look any further.
288 */
289 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
290 return 0;
291
292 /* If player can't move onto the space, can't steal from it. */
293 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
294 return 0;
295
296 /* Find the topmost object at this spot */
297 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
298
299 /* For all the stacked objects at this point, attempt a steal */
300 for (; tmp != NULL; tmp = next)
301 {
302 next = tmp->below;
303 /* Minor hack--for multi square beings - make sure we get
304 * the 'head' coz 'tail' objects have no inventory! - b.t.
305 */
306 if (tmp->head)
307 tmp = tmp->head;
308
309 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
310 continue;
311
312 /* do not reveal hidden DMs */
313 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
314 continue;
315 if (attempt_steal (tmp, op, skill))
316 {
317 if (tmp->type == PLAYER) /* no xp for stealing from another player */
318 return 0;
319
320 /* no xp for stealing from pets (of players) */
321 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
322 {
323 object *owner = tmp->owner;
324
325 if (owner != NULL && owner->type == PLAYER)
326 return 0;
327 }
328
329 // reduce monster experience by experience we gained, as to
330 // limit the amount of exp that can be gained by stealing from monsters
331 // (jessies gave ~20,000,000 exp otherwise.
332 int exp = calc_skill_exp (op, tmp, skill);
333
334 exp = MIN (tmp->stats.exp, exp);
335 tmp->stats.exp -= exp;
336 return exp;
337 }
338 }
339 return 0;
340 }
341
342 static int
343 attempt_pick_lock (object *door, object *pl, object *skill)
344 {
345 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
346 int success = 0, number; /* did we get anything? */
347
348
349 /* Try to pick the lock on this item (doors only for now).
350 * Dependent on dexterity/skill SK_level of the player and
351 * the map level difficulty.
352 */
353 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
354 if (number < (pl->stats.Dex + skill->level - difficulty))
355 {
356 remove_door (door);
357 success = 1;
358 }
359 else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
360 { /* set off any traps? */
361 spring_trap (door->inv, pl);
362 }
363 return success;
364 }
365
366
367 /* Implementation by bt. (thomas@astro.psu.edu)
368 * monster implementation 7-7-95 by bt.
369 */
370
371 int
372 pick_lock (object *pl, int dir, object *skill)
373 {
374 object *tmp;
375 int x = pl->x + freearr_x[dir];
376 int y = pl->y + freearr_y[dir];
377
378 if (!dir)
379 dir = pl->facing;
380
381 /* For all the stacked objects at this point find a door */
382 if (out_of_map (pl->map, x, y))
383 {
384 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
385 return 0;
386 }
387
388 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
389 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
390 break;
391
392 if (!tmp)
393 {
394 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
395 return 0;
396 }
397 if (tmp->type == LOCKED_DOOR)
398 {
399 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
400 return 0;
401 }
402
403 if (!tmp->move_block)
404 {
405 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
406 return 0;
407 }
408
409 if (attempt_pick_lock (tmp, pl, skill))
410 {
411 new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
412 return calc_skill_exp (pl, NULL, skill);
413 }
414 else
415 {
416 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
417 return 0;
418 }
419 }
420
421
422 /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
423 * a short while (success and duration dependant on player SK_level,
424 * dexterity, charisma, and map difficulty).
425 * Players have a good chance of becoming 'unhidden' if they move
426 * and like invisiblity will be come visible if they attack
427 * Implemented by b.t. (thomas@astro.psu.edu)
428 * July 7, 1995 - made hiding possible for monsters. -b.t.
429 */
430
431 static int
432 attempt_hide (object *op, object *skill)
433 {
434 int number, difficulty = op->map->difficulty;
435 int terrain = hideability (op);
436
437 if (terrain < -10) /* not enough cover here */
438 return 0;
439
440 /* Hiding success and duration dependant on skill level,
441 * op->stats.Dex, map difficulty and terrain.
442 */
443
444 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
445 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
446 {
447 op->invisible += 100; /* set the level of 'hiddeness' */
448 if (op->type == PLAYER)
449 op->contr->tmp_invis = 1;
450 op->hide = 1;
451 return 1;
452 }
453 return 0;
454 }
455
456 /* patched this to take terrain into consideration */
457 int
458 hide (object *op, object *skill)
459 {
460
461 /* the preliminaries -- Can we really hide now? */
462 /* this keeps monsters from using invisibilty spells and hiding */
463
464 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
465 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
467 return 0;
468 }
469 else if (!op->hide && op->invisible > 0 && op->type == PLAYER)
470 {
471 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
472 make_visible (op);
473 }
474
475 if (op->invisible > (50 * skill->level))
476 {
477 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
478 return 0;
479 }
480
481 if (attempt_hide (op, skill))
482 {
483 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
484 update_object (op, UP_OBJ_FACE);
485 return calc_skill_exp (op, NULL, skill);
486 }
487 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
488 return 0;
489 }
490
491
492 /* stop_jump() - End of jump. Clear flags, restore the map, and
493 * freeze the jumper a while to simulate the exhaustion
494 * of jumping.
495 */
496 static void
497 stop_jump (object *pl, int dist, int spaces)
498 {
499 fix_player (pl);
500 insert_ob_in_map (pl, pl->map, pl, 0);
501 }
502
503
504 static int
505 attempt_jump (object *pl, int dir, int spaces, object *skill)
506 {
507 object *tmp;
508 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
509 sint16 x, y;
510 maptile *m;
511
512 /* Jump loop. Go through spaces opject wants to jump. Halt the
513 * jump if a wall or creature is in the way. We set FLAG_FLYING
514 * temporarily to allow player to aviod exits/archs that are not
515 * fly_on, fly_off. This will also prevent pickup of objects
516 * while jumping over them.
517 */
518
519 pl->remove ();
520
521 /*
522 * I don't think this is actually needed - all the movement
523 * code is handled in this function, and I don't see anyplace
524 * that cares about the move_type being flying.
525 */
526 pl->move_type |= MOVE_FLY_LOW;
527
528 for (i = 0; i <= spaces; i++)
529 {
530 x = pl->x + dx;
531 y = pl->y + dy;
532 m = pl->map;
533
534 mflags = get_map_flags (m, &m, x, y, &x, &y);
535
536 if (mflags & P_OUT_OF_MAP)
537 {
538 (void) stop_jump (pl, i, spaces);
539 return 0;
540 }
541 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
542 {
543 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
544 stop_jump (pl, i, spaces);
545 return 0;
546 }
547
548 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
549 {
550 /* Jump into creature */
551 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
552 {
553 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
554 if (tmp->type != PLAYER ||
555 (pl->type == PLAYER && pl->contr->party == NULL) ||
556 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
557 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
558 stop_jump (pl, i, spaces);
559 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
560 }
561 /* If the space has fly on set (no matter what the space is),
562 * we should get the effects - after all, the player is
563 * effectively flying.
564 */
565 if (tmp->move_on & MOVE_FLY_LOW)
566 {
567 pl->x = x;
568 pl->y = y;
569 pl->map = m;
570 stop_jump (pl, i, spaces);
571 return calc_skill_exp (pl, NULL, skill);
572 }
573 }
574 pl->x = x;
575 pl->y = y;
576 pl->map = m;
577 }
578 stop_jump (pl, i, spaces);
579 return calc_skill_exp (pl, NULL, skill);
580 }
581
582 /* jump() - this is both a new type of movement for player/monsters and
583 * an attack as well.
584 * Perhaps we should allow more spaces based on level, eg, level 50
585 * jumper can jump several spaces?
586 */
587
588 int
589 jump (object *pl, int dir, object *skill)
590 {
591 int spaces = 0, stats;
592 int str = pl->stats.Str;
593 int dex = pl->stats.Dex;
594
595 dex = dex ? dex : 15;
596 str = str ? str : 10;
597
598 stats = str * str * str * dex * skill->level;
599
600 if (pl->carrying != 0) /* don't want div by zero !! */
601 spaces = (int) (stats / pl->carrying);
602 else
603 spaces = 2; /* pl has no objects - gets the far jump */
604
605 if (spaces > 2)
606 spaces = 2;
607 else if (spaces == 0)
608 {
609 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
610 return 0;
611 }
612 return attempt_jump (pl, dir, spaces, skill);
613 }
614
615
616 /* skill_ident() - this code is supposed to allow players to identify
617 * classes of objects with the various "auto-ident" skills. Player must
618 * have unidentified objects of the right type in order for the skill
619 * to work. While multiple classes of objects may be identified,
620 * this code is kind of yucky -- it would be nice to make it a bit
621 * more generalized. Right now, skill indices are embedded in this routine.
622 * Returns amount of experience gained (on successful ident).
623 * - b.t. (thomas@astro.psu.edu)
624 */
625
626 static int
627 do_skill_detect_curse (object *pl, object *skill)
628 {
629 object *tmp;
630 int success = 0;
631
632 for (tmp = pl->inv; tmp; tmp = tmp->below)
633 if (!tmp->invisible
634 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
635 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
636 {
637 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
638 esrv_update_item (UPD_FLAGS, pl, tmp);
639 success += calc_skill_exp (pl, tmp, skill);
640 }
641
642 /* Check ground, too, but only objects the player could pick up */
643 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
644 if (can_pick (pl, tmp) &&
645 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
646 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
647 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
648 {
649 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
650 esrv_update_item (UPD_FLAGS, pl, tmp);
651 success += calc_skill_exp (pl, tmp, skill);
652 }
653
654 return success;
655 }
656
657 static int
658 do_skill_detect_magic (object *pl, object *skill)
659 {
660 object *tmp;
661 int success = 0;
662
663 for (tmp = pl->inv; tmp; tmp = tmp->below)
664 if (!tmp->invisible
665 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
666 && (is_magical (tmp)) && tmp->item_power < skill->level)
667 {
668 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
669 esrv_update_item (UPD_FLAGS, pl, tmp);
670 success += calc_skill_exp (pl, tmp, skill);
671 }
672
673 /* Check ground, too, but like above, only if the object can be picked up */
674 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
675 if (can_pick (pl, tmp) &&
676 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
677 {
678 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
679 esrv_update_item (UPD_FLAGS, pl, tmp);
680 success += calc_skill_exp (pl, tmp, skill);
681 }
682
683 return success;
684 }
685
686 /* Helper function for do_skill_ident, so that we can loop
687 * over inventory AND objects on the ground conveniently.
688 */
689 int
690 do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
691 {
692 int success = 0, chance;
693 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
694
695 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
696 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
697 {
698 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
699
700 if (skill_value >= chance)
701 {
702 identify (tmp);
703
704 if (pl->type == PLAYER)
705 {
706 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
707
708 if (tmp->msg)
709 {
710 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
711 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
712 }
713
714 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
715 if (tmp->map)
716 esrv_send_item (pl, tmp);
717 }
718 success += calc_skill_exp (pl, tmp, skill);
719 }
720 else
721 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
722 }
723
724 return success;
725 }
726
727 /* do_skill_ident() - workhorse for skill_ident() -b.t.
728 */
729 static int
730 do_skill_ident (object *pl, int obj_class, object *skill)
731 {
732 object *tmp;
733 int success = 0;
734
735 for (tmp = pl->inv; tmp; tmp = tmp->below)
736 success += do_skill_ident2 (tmp, pl, obj_class, skill);
737 /* check the ground */
738
739 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
740 success += do_skill_ident2 (tmp, pl, obj_class, skill);
741
742 return success;
743 }
744
745 int
746 skill_ident (object *pl, object *skill)
747 {
748 int success = 0;
749
750 if (pl->type != PLAYER)
751 return 0; /* only players will skill-identify */
752
753 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
754
755 switch (skill->subtype)
756 {
757 case SK_SMITHERY:
758 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
759 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
760 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
761 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
762 break;
763
764 case SK_BOWYER:
765 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
766 break;
767
768 case SK_ALCHEMY:
769 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
770 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
771 break;
772
773 case SK_WOODSMAN:
774 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
775 break;
776
777 case SK_JEWELER:
778 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
779 break;
780
781 case SK_LITERACY:
782 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
783 break;
784
785 case SK_THAUMATURGY:
786 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
787 break;
788
789 case SK_DET_CURSE:
790 success = do_skill_detect_curse (pl, skill);
791 if (success)
792 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
793 break;
794
795 case SK_DET_MAGIC:
796 success = do_skill_detect_magic (pl, skill);
797 if (success)
798 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
799 break;
800
801 default:
802 LOG (llevError, "Error: bad call to skill_ident()\n");
803 return 0;
804 break;
805 }
806 if (!success)
807 {
808 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
809 }
810 return success;
811 }
812
813
814 /* players using this skill can 'charm' a monster --
815 * into working for them. It can only be used on
816 * non-special (see below) 'neutral' creatures.
817 * -b.t. (thomas@astro.psu.edu)
818 */
819
820 int
821 use_oratory (object *pl, int dir, object *skill)
822 {
823 sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir];
824 int mflags, chance;
825 object *tmp;
826 maptile *m;
827
828 if (pl->type != PLAYER)
829 return 0; /* only players use this skill */
830 m = pl->map;
831 mflags = get_map_flags (m, &m, x, y, &x, &y);
832 if (mflags & P_OUT_OF_MAP)
833 return 0;
834
835 /* Save some processing - we have the flag already anyways
836 */
837 if (!(mflags & P_IS_ALIVE))
838 {
839 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
840 return 0;
841 }
842
843 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
844 {
845 /* can't persuade players - return because there is nothing else
846 * on that space to charm. Same for multi space monsters and
847 * special monsters - we don't allow them to be charmed, and there
848 * is no reason to do further processing since they should be the
849 * only monster on the space.
850 */
851 if (tmp->type == PLAYER)
852 return 0;
853 if (tmp->more || tmp->head)
854 return 0;
855 if (tmp->msg)
856 return 0;
857
858 if (QUERY_FLAG (tmp, FLAG_MONSTER))
859 break;
860 }
861
862 if (!tmp)
863 {
864 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
865 return 0;
866 }
867
868 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
869
870 /* the following conditions limit who may be 'charmed' */
871
872 /* it's hostile! */
873 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
874 {
875 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
876 return 0;
877 }
878
879 /* it's already allied! */
880 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE))
881 {
882 if (tmp->owner == pl)
883 {
884 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
885 return 0;
886 }
887 else if (skill->level > tmp->level)
888 {
889 /* you steal the follower. Perhaps we should really look at the
890 * level of the owner above?
891 */
892 tmp->set_owner (pl);
893 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
894 /* Abuse fix - don't give exp since this can otherwise
895 * be used by a couple players to gets lots of exp.
896 */
897 return 0;
898 }
899 else
900 {
901 /* In this case, you can't steal it from the other player */
902 return 0;
903 }
904 } /* Creature was already a pet of someone */
905
906 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2;
907
908 /* Ok, got a 'sucker' lets try to make them a follower */
909 if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1))
910 {
911 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
912
913 tmp->set_owner (pl);
914 tmp->stats.exp = 0;
915 add_friendly_object (tmp);
916 SET_FLAG (tmp, FLAG_FRIENDLY);
917 tmp->attack_movement = PETMOVE;
918 return calc_skill_exp (pl, tmp, skill);
919 }
920 /* Charm failed. Creature may be angry now */
921 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
922 {
923 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
924 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
925 {
926 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
927 remove_friendly_object (tmp);
928 tmp->attack_movement = 0; /* needed? */
929 }
930 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
931 }
932 return 0; /* Fall through - if we get here, we didn't charm anything */
933 }
934
935 /* Singing() -this skill allows the player to pacify nearby creatures.
936 * There are few limitations on who/what kind of
937 * non-player creatures that may be pacified. Right now, a player
938 * may pacify creatures which have Int == 0. In this routine, once
939 * successfully pacified the creature gets Int=1. Thus, a player
940 * may only pacify a creature once.
941 * BTW, I appologize for the naming of the skill, I couldnt think
942 * of anything better! -b.t.
943 */
944
945 int
946 singing (object *pl, int dir, object *skill)
947 {
948 int i, exp = 0, chance, mflags;
949 object *tmp;
950 maptile *m;
951 sint16 x, y;
952
953 if (pl->type != PLAYER)
954 return 0; /* only players use this skill */
955
956 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
957 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
958 {
959 x = pl->x + freearr_x[i];
960 y = pl->y + freearr_y[i];
961 m = pl->map;
962
963 mflags = get_map_flags (m, &m, x, y, &x, &y);
964 if (mflags & P_OUT_OF_MAP)
965 continue;
966 if (!(mflags & P_IS_ALIVE))
967 continue;
968
969 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
970 {
971 if (QUERY_FLAG (tmp, FLAG_MONSTER))
972 break;
973 /* can't affect players */
974 if (tmp->type == PLAYER)
975 break;
976 }
977
978 /* Whole bunch of checks to see if this is a type of monster that would
979 * listen to singing.
980 */
981 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
982 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
983 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
984 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
985 !QUERY_FLAG (tmp, FLAG_FRIENDLY))
986 { /* already calm */
987
988 /* stealing isn't really related (although, maybe it should
989 * be). This is mainly to prevent singing to the same monster
990 * over and over again and getting exp for it.
991 */
992 chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
993 if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH))
994 {
995 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
996 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
997 /* Give exp only if they are not aware */
998 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
999 exp += calc_skill_exp (pl, tmp, skill);
1000 SET_FLAG (tmp, FLAG_NO_STEAL);
1001 }
1002 else
1003 {
1004 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
1005 SET_FLAG (tmp, FLAG_NO_STEAL);
1006 }
1007 }
1008 }
1009 return exp;
1010 }
1011
1012 /* The find_traps skill (aka, search). Checks for traps
1013 * on the spaces or in certain objects
1014 */
1015
1016 int
1017 find_traps (object *pl, object *skill)
1018 {
1019 object *tmp, *tmp2;
1020 int i, expsum = 0, mflags;
1021 sint16 x, y;
1022 maptile *m;
1023
1024 /* First we search all around us for runes and traps, which are
1025 * all type RUNE
1026 */
1027
1028 for (i = 0; i < 9; i++)
1029 {
1030 x = pl->x + freearr_x[i];
1031 y = pl->y + freearr_y[i];
1032 m = pl->map;
1033
1034 mflags = get_map_flags (m, &m, x, y, &x, &y);
1035 if (mflags & P_OUT_OF_MAP)
1036 continue;
1037
1038 /* Check everything in the square for trapness */
1039 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1040 {
1041
1042 /* And now we'd better do an inventory traversal of each
1043 * of these objects' inventory
1044 * We can narrow this down a bit - no reason to search through
1045 * the players inventory or monsters for that matter.
1046 */
1047 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1048 {
1049 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1050 if (tmp2->type == RUNE || tmp2->type == TRAP)
1051 if (trap_see (pl, tmp2))
1052 {
1053 trap_show (tmp2, tmp);
1054 if (tmp2->stats.Cha > 1)
1055 {
1056 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1057 expsum += calc_skill_exp (pl, tmp2, skill);
1058
1059 tmp2->stats.Cha = 1; /* unhide the trap */
1060 }
1061 }
1062 }
1063 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1064 {
1065 trap_show (tmp, tmp);
1066 if (tmp->stats.Cha > 1)
1067 {
1068 if (!tmp->owner || tmp->owner->type != PLAYER)
1069 expsum += calc_skill_exp (pl, tmp, skill);
1070 tmp->stats.Cha = 1; /* unhide the trap */
1071 }
1072 }
1073 }
1074 }
1075 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1076 return expsum;
1077 }
1078
1079 /* remove_trap() - This skill will disarm any previously discovered trap
1080 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1081 */
1082
1083 int
1084 remove_trap (object *op, int dir, object *skill)
1085 {
1086 object *tmp, *tmp2;
1087 int i, success = 0, mflags;
1088 maptile *m;
1089 sint16 x, y;
1090
1091 for (i = 0; i < 9; i++)
1092 {
1093 x = op->x + freearr_x[i];
1094 y = op->y + freearr_y[i];
1095 m = op->map;
1096
1097 mflags = get_map_flags (m, &m, x, y, &x, &y);
1098 if (mflags & P_OUT_OF_MAP)
1099 continue;
1100
1101 /* Check everything in the square for trapness */
1102 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1103 {
1104 /* And now we'd better do an inventory traversal of each
1105 * of these objects inventory. Like above, only
1106 * do this for interesting objects.
1107 */
1108
1109 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1110 {
1111 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1112 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1113 {
1114 trap_show (tmp2, tmp);
1115 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1116 {
1117 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1118 success += calc_skill_exp (op, tmp2, skill);
1119 }
1120 }
1121 }
1122 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1123 {
1124 trap_show (tmp, tmp);
1125 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1126 {
1127 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1128 success += calc_skill_exp (op, tmp, skill);
1129 }
1130 }
1131 }
1132 }
1133 return success;
1134 }
1135
1136
1137 /* pray() - when this skill is called from do_skill(), it allows
1138 * the player to regain lost grace points at a faster rate. -b.t.
1139 * This always returns 0 - return value is used by calling function
1140 * such that if it returns true, player gets exp in that skill. This
1141 * the effect here can be done on demand, we probably don't want to
1142 * give infinite exp by returning true in any cases.
1143 */
1144
1145 int
1146 pray (object *pl, object *skill)
1147 {
1148 char buf[MAX_BUF];
1149 object *tmp;
1150
1151 if (pl->type != PLAYER)
1152 return 0;
1153
1154 strcpy (buf, "You pray.");
1155
1156 /* Check all objects - we could stop at floor objects,
1157 * but if someone buries an altar, I don't see a problem with
1158 * going through all the objects, and it shouldn't be much slower
1159 * than extra checks on object attributes.
1160 */
1161 for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1162 {
1163 /* Only if the altar actually belongs to someone do you get special benefits */
1164 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1165 {
1166 sprintf (buf, "You pray over the %s.", &tmp->name);
1167 pray_at_altar (pl, tmp, skill);
1168 break; /* Only pray at one altar */
1169 }
1170 }
1171
1172 new_draw_info (NDI_BLACK, 0, pl, buf);
1173
1174 if (pl->stats.grace < pl->stats.maxgrace)
1175 {
1176 pl->stats.grace++;
1177 pl->last_grace = -1;
1178 }
1179 return 0;
1180 }
1181
1182 /* This skill allows the player to regain a few sp or hp for a
1183 * brief period of concentration. No armour or weapons may be
1184 * wielded/applied for this to work. The amount of time needed
1185 * to concentrate and the # of points regained is dependant on
1186 * the level of the user. - b.t. thomas@astro.psu.edu
1187 */
1188
1189 void
1190 meditate (object *pl, object *skill)
1191 {
1192 object *tmp;
1193
1194 if (pl->type != PLAYER)
1195 return; /* players only */
1196
1197 /* check if pl has removed encumbering armour and weapons */
1198 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1201 return;
1202 }
1203 else
1204 {
1205 for (tmp = pl->inv; tmp; tmp = tmp->below)
1206 if (((tmp->type == ARMOUR && skill->level < 12)
1207 || (tmp->type == HELMET && skill->level < 10)
1208 || (tmp->type == SHIELD && skill->level < 6)
1209 || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED))
1210 {
1211 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1212 return;
1213 }
1214 }
1215
1216 /* ok let's meditate! Spell points are regained first, then once
1217 * they are maxed we get back hp. Actual incrementing of values
1218 * is handled by the do_some_living() (in player.c). This way magical
1219 * bonuses for healing/sp regeneration are included properly
1220 * No matter what, we will eat up some playing time trying to
1221 * meditate. (see 'factor' variable for what sets the amount of time)
1222 */
1223
1224 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1225
1226 if (pl->stats.sp < pl->stats.maxsp)
1227 {
1228 pl->stats.sp++;
1229 pl->last_sp = -1;
1230 }
1231 else if (pl->stats.hp < pl->stats.maxhp)
1232 {
1233 pl->stats.hp++;
1234 pl->last_heal = -1;
1235 }
1236 }
1237
1238 /* write_note() - this routine allows players to inscribe messages in
1239 * ordinary 'books' (anything that is type BOOK). b.t.
1240 */
1241
1242 static int
1243 write_note (object *pl, object *item, const char *msg, object *skill)
1244 {
1245 char buf[1024];
1246 object *newBook = NULL;
1247
1248 /* a pair of sanity checks */
1249 if (!item || item->type != BOOK)
1250 return 0;
1251
1252 if (!msg)
1253 {
1254 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1255 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1256 return 0;
1257 }
1258 if (strcasestr_local (msg, "endmsg"))
1259 {
1260 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1261 return 0;
1262 }
1263
1264 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1265 return strlen (msg);
1266
1267 buf[0] = 0;
1268 if (!book_overflow (item->msg, msg, sizeof (buf)))
1269 { /* add msg string to book */
1270 if (item->msg)
1271 strcpy (buf, item->msg);
1272
1273 strcat (buf, msg);
1274 strcat (buf, "\n"); /* new msg needs a LF */
1275 if (item->nrof > 1)
1276 {
1277 newBook = item->clone ();
1278 decrease_ob (item);
1279 esrv_send_item (pl, item);
1280 newBook->nrof = 1;
1281 newBook->msg = buf;
1282 newBook = insert_ob_in_ob (newBook, pl);
1283 esrv_send_item (pl, newBook);
1284 }
1285 else
1286 {
1287 item->msg = buf;
1288 /* This shouldn't be necessary - the object hasn't changed in any
1289 * visible way
1290 */
1291 /* esrv_send_item(pl, item); */
1292 }
1293 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item));
1294 return strlen (msg);
1295 }
1296 else
1297 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item));
1298
1299 return 0;
1300 }
1301
1302 /* write_scroll() - this routine allows players to inscribe spell scrolls
1303 * of spells which they know. Backfire effects are possible with the
1304 * severity of the backlash correlated with the difficulty of the scroll
1305 * that is attempted. -b.t. thomas@astro.psu.edu
1306 */
1307
1308 static int
1309 write_scroll (object *pl, object *scroll, object *skill)
1310 {
1311 int success = 0, confused = 0;
1312 object *newscroll, *chosen_spell, *tmp;
1313
1314 /* this is a sanity check */
1315 if (scroll->type != SCROLL)
1316 {
1317 new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1318 return 0;
1319 }
1320
1321 /* Check if we are ready to attempt inscription */
1322 chosen_spell = pl->contr->ranges[range_magic];
1323 if (!chosen_spell)
1324 {
1325 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1326 return 0;
1327 }
1328 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1329 {
1330 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1331 return 0;
1332 }
1333 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1334 {
1335 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1336 return 0;
1337 }
1338
1339 /* if there is a spell already on the scroll then player could easily
1340 * accidently read it while trying to write the new one. give player
1341 * a 50% chance to overwrite spell at their own level
1342 */
1343 if ((scroll->stats.sp || scroll->inv) && random_roll (0, scroll->level * 2, pl, PREFER_LOW) > skill->level)
1344 {
1345 new_draw_info_format (NDI_UNIQUE, 0, pl, "Oops! You accidently read it while trying to write on it.");
1346 manual_apply (pl, scroll, 0);
1347 return 0;
1348 }
1349
1350 /* ok, we are ready to try inscription */
1351 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1352 confused = 1;
1353
1354 /* Lost mana/grace no matter what */
1355 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1356 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1357
1358 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1359 {
1360 if (scroll->nrof > 1)
1361 {
1362 newscroll = scroll->clone ();
1363 decrease_ob (scroll);
1364 newscroll->nrof = 1;
1365 }
1366 else
1367 {
1368 newscroll = scroll;
1369 }
1370
1371 if (!confused)
1372 {
1373 newscroll->level = MAX (skill->level, chosen_spell->level);
1374 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll.");
1375 }
1376 else
1377 {
1378 chosen_spell = find_random_spell_in_ob (pl, NULL);
1379 if (!chosen_spell)
1380 return 0;
1381
1382 newscroll->level = MAX (skill->level, chosen_spell->level);
1383 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1384 }
1385
1386 if (newscroll->inv)
1387 newscroll->inv->destroy ();
1388
1389 tmp = chosen_spell->clone ();
1390 insert_ob_in_ob (tmp, newscroll);
1391
1392 /* Same code as from treasure.c - so they can better merge.
1393 * if players want to sell them, so be it.
1394 */
1395 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1396 newscroll->stats.exp = newscroll->value / 5;
1397
1398 /* wait until finished manipulating the scroll before inserting it */
1399 if (newscroll == scroll)
1400 {
1401 /* Remove to correctly merge with other items which may exist in inventory */
1402 newscroll->remove ();
1403 esrv_del_item (pl->contr, newscroll->count);
1404 }
1405 newscroll = insert_ob_in_ob (newscroll, pl);
1406 esrv_send_item (pl, newscroll);
1407 success = calc_skill_exp (pl, newscroll, skill);
1408 if (!confused)
1409 success *= 2;
1410 success = success * skill->level;
1411 return success;
1412
1413 }
1414 else
1415 { /* Inscription has failed */
1416
1417 if (chosen_spell->level > skill->level || confused)
1418 { /*backfire! */
1419 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1420 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1421 drain_specific_stat (pl, 4);
1422 else
1423 {
1424 confuse_player (pl, pl, 99);
1425 return (-30 * chosen_spell->level);
1426 }
1427 }
1428 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1429 {
1430 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!");
1431 confuse_player (pl, pl, 99);
1432 }
1433 else
1434 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll.");
1435 }
1436 return 0;
1437 }
1438
1439 /* write_on_item() - wrapper for write_note and write_scroll */
1440 int
1441 write_on_item (object *pl, const char *params, object *skill)
1442 {
1443 object *item;
1444 const char *string = params;
1445 int msgtype;
1446 archetype *skat;
1447
1448 if (pl->type != PLAYER)
1449 return 0;
1450
1451 if (!params)
1452 {
1453 params = "";
1454 string = params;
1455 }
1456 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1457
1458 /* Need to be able to read before we can write! */
1459 if (!find_skill_by_name (pl, skat->clone.skill))
1460 {
1461 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!");
1462 return 0;
1463 }
1464
1465 /* if there is a message then it goes in a book and no message means
1466 * write active spell into the scroll
1467 */
1468 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1469
1470 /* find an item of correct type to write on */
1471 if (!(item = find_marked_object (pl)))
1472 {
1473 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on.");
1474 return 0;
1475 }
1476
1477 if (QUERY_FLAG (item, FLAG_UNPAID))
1478 {
1479 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1480 return 0;
1481 }
1482 if (msgtype != item->type)
1483 {
1484 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll");
1485 return 0;
1486 }
1487
1488 if (msgtype == SCROLL)
1489 {
1490 return write_scroll (pl, item, skill);
1491 }
1492 else if (msgtype == BOOK)
1493 {
1494 return write_note (pl, item, string, skill);
1495 }
1496 return 0;
1497 }
1498
1499
1500
1501 /* find_throw_ob() - if we request an object, then
1502 * we search for it in the inventory of the owner (you've
1503 * got to be carrying something in order to throw it!).
1504 * If we didnt request an object, then the top object in inventory
1505 * (that is "throwable", ie no throwing your skills away!)
1506 * is the object of choice. Also check to see if object is
1507 * 'throwable' (ie not applied cursed obj, worn, etc).
1508 */
1509
1510 static object *
1511 find_throw_ob (object *op, const char *request)
1512 {
1513 object *tmp;
1514
1515 if (!op)
1516 { /* safety */
1517 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1518 return (object *) NULL;
1519 }
1520
1521 /* prefer marked item */
1522 tmp = find_marked_object (op);
1523 if (tmp != NULL)
1524 {
1525 /* can't toss invisible or inv-locked items */
1526 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1527 {
1528 tmp = NULL;
1529 }
1530 }
1531
1532 /* look through the inventory */
1533 if (tmp == NULL)
1534 {
1535 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1536 {
1537 /* can't toss invisible or inv-locked items */
1538 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1539 continue;
1540 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1541 break;
1542 }
1543 }
1544
1545 /* this should prevent us from throwing away
1546 * cursed items, worn armour, etc. Only weapons
1547 * can be thrown from 'hand'.
1548 */
1549 if (!tmp)
1550 return NULL;
1551
1552 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1553 {
1554 if (tmp->type != WEAPON)
1555 {
1556 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1557 tmp = NULL;
1558 }
1559 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1560 {
1561 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1562 tmp = NULL;
1563 }
1564 else
1565 {
1566 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1567 {
1568 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1569 tmp = NULL;
1570 }
1571 }
1572 }
1573 else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1574 {
1575 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1576 tmp = NULL;
1577 }
1578
1579 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1580 {
1581 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1582 tmp = NULL;
1583 }
1584 return tmp;
1585 }
1586
1587 /* make_throw_ob() We construct the 'carrier' object in
1588 * which we will insert the object that is being thrown.
1589 * This combination becomes the 'thrown object'. -b.t.
1590 */
1591
1592 static object *
1593 make_throw_ob (object *orig)
1594 {
1595 if (!orig)
1596 return NULL;
1597
1598 if (QUERY_FLAG (orig, FLAG_APPLIED))
1599 {
1600 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1601 /* insufficient workaround, but better than nothing */
1602 CLEAR_FLAG (orig, FLAG_APPLIED);
1603 }
1604
1605 object *toss_item = orig->clone ();
1606
1607 toss_item->type = THROWN_OBJ;
1608 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1609 toss_item->stats.dam = 0; /* default damage */
1610 insert_ob_in_ob (orig, toss_item);
1611 return toss_item;
1612 }
1613
1614
1615 /* do_throw() - op throws any object toss_item. This code
1616 * was borrowed from fire_bow.
1617 * Returns 1 if skill was successfully used, 0 if not
1618 */
1619
1620 static int
1621 do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1622 {
1623 object *throw_ob = toss_item, *left = NULL;
1624 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1625 int pause_f, weight_f = 0, mflags;
1626 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1627 maptile *m;
1628 sint16 sx, sy;
1629
1630 if (throw_ob == NULL)
1631 {
1632 if (op->type == PLAYER)
1633 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1634
1635 return 0;
1636 }
1637 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1638 {
1639 if (op->type == PLAYER)
1640 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1641
1642 return 0;
1643 }
1644
1645 /* Because throwing effectiveness must be reduced by the
1646 * encumbrance of the thrower and weight of the object. THus,
1647 * we use the concept of 'effective strength' as defined below.
1648 */
1649
1650 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1651 if (str > MAX_STAT)
1652 {
1653 str_factor = (float) str / (float) MAX_STAT;
1654 str = MAX_STAT;
1655 }
1656
1657 /* the more we carry, the less we can throw. Limit only on players */
1658 maxc = max_carry[str] * 1000;
1659 if (op->carrying > maxc && op->type == PLAYER)
1660 load_factor = (float) maxc / (float) op->carrying;
1661
1662 /* lighter items are thrown harder, farther, faster */
1663 if (throw_ob->weight > 0)
1664 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1665 else
1666 { /* 0 or negative weight?!? Odd object, can't throw it */
1667 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1668 return 0;
1669 }
1670
1671 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1672 eff_str = (int) ((float) eff_str * item_factor * str_factor);
1673
1674 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1675 * account for super-strong throwers. */
1676 if (eff_str > MAX_STAT)
1677 eff_str = MAX_STAT;
1678
1679 #ifdef DEBUG_THROW
1680 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1681 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1682 LOG (llevDebug, " str_factor=%f\n", str_factor);
1683 LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1684 #endif
1685
1686 /* 3 things here prevent a throw, you aimed at your feet, you
1687 * have no effective throwing strength, or you threw at something
1688 * that flying objects can't get through.
1689 */
1690 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1691
1692 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1693 {
1694
1695 /* bounces off 'wall', and drops to feet */
1696 throw_ob->remove ();
1697 throw_ob->x = part->x;
1698 throw_ob->y = part->y;
1699 insert_ob_in_map (throw_ob, part->map, op, 0);
1700 if (op->type == PLAYER)
1701 {
1702 if (eff_str <= 1)
1703 {
1704 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1705 }
1706 else if (!dir)
1707 {
1708 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1709 }
1710 else
1711 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1712 }
1713 return 0;
1714 } /* if object can't be thrown */
1715
1716 left = throw_ob; /* these are throwing objects left to the player */
1717
1718 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1719 * and returns NULL. We must use 'left' then
1720 */
1721
1722 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1723 {
1724 throw_ob = left;
1725 left->remove ();
1726 if (op->type == PLAYER)
1727 esrv_del_item (op->contr, left->count);
1728 }
1729 else if (op->type == PLAYER)
1730 {
1731 if (left->destroyed ())
1732 esrv_del_item (op->contr, left->count);
1733 else
1734 esrv_update_item (UPD_NROF, op, left);
1735 }
1736
1737 /* special case: throwing powdery substances like dust, dirt */
1738 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1739 {
1740 cast_dust (op, throw_ob, dir);
1741 return 1;
1742 }
1743
1744 /* Make a thrown object -- insert real object in a 'carrier' object.
1745 * If unsuccessfull at making the "thrown_obj", we just reinsert
1746 * the original object back into inventory and exit
1747 */
1748 if ((toss_item = make_throw_ob (throw_ob)))
1749 {
1750 throw_ob = toss_item;
1751 throw_ob->skill = skill->skill;
1752 }
1753 else
1754 {
1755 insert_ob_in_ob (throw_ob, op);
1756 return 0;
1757 }
1758
1759 throw_ob->set_owner (op);
1760 /* At some point in the attack code, the actual real object (op->inv)
1761 * becomes the hitter. As such, we need to make sure that has a proper
1762 * owner value so exp goes to the right place.
1763 */
1764 throw_ob->inv->set_owner (op);
1765 throw_ob->direction = dir;
1766 throw_ob->x = part->x;
1767 throw_ob->y = part->y;
1768
1769 /* the damage bonus from the force of the throw */
1770 dam = (int) (str_factor * dam_bonus[eff_str]);
1771
1772 /* Now, lets adjust the properties of the thrown_ob. */
1773
1774 /* how far to fly */
1775 throw_ob->last_sp = (eff_str * 3) / 5;
1776
1777 /* speed */
1778 throw_ob->speed = (speed_bonus[eff_str] + 1.0) / 1.5;
1779 throw_ob->speed = MIN (1.0, throw_ob->speed); /* no faster than an arrow! */
1780
1781 /* item damage. Eff_str and item weight influence damage done */
1782 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1783 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1784
1785 /* chance of breaking. Proportional to force used and weight of item */
1786 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1787
1788 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1789 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1790
1791
1792 /* the properties of objects which are meant to be thrown (ie dart,
1793 * throwing knife, etc) will differ from ordinary items. Lets tailor
1794 * this stuff in here.
1795 */
1796
1797 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1798 {
1799 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1800 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1801 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1802 /* only throw objects get directional faces */
1803 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1804 SET_ANIMATION (throw_ob, dir);
1805 }
1806 else
1807 {
1808 /* some materials will adjust properties.. */
1809 if (throw_ob->material & M_LEATHER)
1810 {
1811 throw_ob->stats.dam -= 1;
1812 throw_ob->stats.food -= 10;
1813 }
1814 if (throw_ob->material & M_GLASS)
1815 throw_ob->stats.food += 60;
1816
1817 if (throw_ob->material & M_ORGANIC)
1818 {
1819 throw_ob->stats.dam -= 3;
1820 throw_ob->stats.food += 55;
1821 }
1822 if (throw_ob->material & M_PAPER || throw_ob->material & M_CLOTH)
1823 {
1824 throw_ob->stats.dam -= 5;
1825 throw_ob->speed *= 0.8;
1826 throw_ob->stats.wc += 3;
1827 throw_ob->stats.food -= 30;
1828 }
1829 /* light obj have more wind resistance, fly slower */
1830 if (throw_ob->weight > 500)
1831 throw_ob->speed *= 0.8;
1832 if (throw_ob->weight > 50)
1833 throw_ob->speed *= 0.5;
1834
1835 } /* else tailor thrown object */
1836
1837 /* some limits, and safeties (needed?) */
1838 if (throw_ob->stats.dam < 0)
1839 throw_ob->stats.dam = 0;
1840 if (throw_ob->last_sp > eff_str)
1841 throw_ob->last_sp = eff_str;
1842 if (throw_ob->stats.food < 0)
1843 throw_ob->stats.food = 0;
1844 if (throw_ob->stats.food > 100)
1845 throw_ob->stats.food = 100;
1846 if (throw_ob->stats.wc > 30)
1847 throw_ob->stats.wc = 30;
1848
1849 /* how long to pause the thrower. Higher values mean less pause */
1850 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1851
1852 /* Put a lower limit on this */
1853 if (pause_f < 10)
1854 pause_f = 10;
1855 if (pause_f > 100)
1856 pause_f = 100;
1857
1858 /* Changed in 0.94.2 - the calculation before was really goofy.
1859 * In short summary, a throw can take anywhere between speed 5 and
1860 * speed 0.5
1861 */
1862 op->speed_left -= 50 / pause_f;
1863
1864 update_ob_speed (throw_ob);
1865 throw_ob->speed_left = 0;
1866 throw_ob->map = part->map;
1867
1868 throw_ob->move_type = MOVE_FLY_LOW;
1869 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1870
1871 #if 0
1872 /* need to put in a good sound for this */
1873 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1874 #endif
1875
1876 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1877 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1878 #ifdef DEBUG_THROW
1879 LOG (llevDebug, " pause_f=%d \n", pause_f);
1880 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1881 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1882 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1883 #endif
1884 insert_ob_in_map (throw_ob, part->map, op, 0);
1885
1886 if (!throw_ob->destroyed ())
1887 move_arrow (throw_ob);
1888
1889 return 1;
1890 }
1891
1892 int
1893 skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1894 {
1895 object *throw_ob;
1896
1897 if (op->type == PLAYER)
1898 throw_ob = find_throw_ob (op, params);
1899 else
1900 throw_ob = find_mon_throw_ob (op);
1901
1902 return do_throw (op, part, throw_ob, dir, skill);
1903 }