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/cvs/deliantra/server/server/skills.C
Revision: 1.30
Committed: Mon May 7 06:01:48 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.29: +2 -2 lines
Log Message:
do not output archetypes with names starting with type_ or class_, a bit of a hack

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2003 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
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 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!");
48 return -1;
49 }
50
51 /* ADJUSTMENTS */
52
53 /* Its harder to steal from hostile beings! */
54 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
55 roll = roll / 2;
56
57 /* Easier to steal from sleeping beings, or if the thief is
58 * unseen */
59 if (QUERY_FLAG (victim, FLAG_SLEEP))
60 roll = roll * 3;
61 else if (op->invisible)
62 roll = roll * 2;
63
64 /* check stealing 'encumberance'. Having this equipment applied makes
65 * it quite a bit harder to steal.
66 */
67 for (equip = op->inv; equip; equip = equip->below)
68 {
69 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
70 {
71 roll -= equip->weight / 10000;
72 }
73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
74 roll -= equip->weight / 5000;
75 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
76 {
77 roll -= equip->weight / 2000;
78 }
79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
80 roll -= equip->weight / 5000;
81 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
82 roll -= equip->weight / 100;
83 }
84 if (roll < 0)
85 roll = 0;
86 return roll;
87 }
88
89 /*
90 * When stealing: dependent on the intelligence/wisdom of whom you're
91 * stealing from (op in attempt_steal), offset by your dexterity and
92 * skill at stealing. They may notice your attempt, whether successful
93 * or not.
94 * op is the target (person being pilfered)
95 * who is the person doing the stealing.
96 * skill is the skill object (stealing).
97 */
98
99 static int
100 attempt_steal (object *op, object *who, object *skill)
101 {
102 object *success = NULL, *tmp = NULL, *next;
103 int roll = 0, chance = 0, stats_value;
104 rv_vector rv;
105
106 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2;
107
108 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
109 * they will try to prevent stealing if they can. Only unseen theives will
110 * have much chance of success.
111 */
112 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL))
113 {
114 if (can_detect_enemy (op, who, &rv))
115 {
116 npc_call_help (op);
117 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
118 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
119 return 0;
120 }
121 else /* help npc to detect thief next time by raising its wisdom */
122 op->stats.Wis += (op->stats.Int / 5) + 1;
123 if (op->stats.Wis > MAX_STAT)
124 op->stats.Wis = MAX_STAT;
125 }
126 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ))
127 {
128 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
129 return 0;
130 }
131 #ifdef PROHIBIT_PLAYERKILL
132 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful))
133 {
134 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
135 return 0;
136 }
137 #else
138 if (op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing)
139 {
140 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
141 return 0;
142 }
143 #endif
144
145
146 /* Ok then, go thru their inventory, stealing */
147 for (tmp = op->inv; tmp != NULL; tmp = next)
148 {
149 next = tmp->below;
150
151 /* you can't steal worn items, starting items, wiz stuff,
152 * innate abilities, or items w/o a type. Generally
153 * speaking, the invisibility flag prevents experience or
154 * abilities from being stolen since these types are currently
155 * always invisible objects. I was implicit here so as to prevent
156 * future possible problems. -b.t.
157 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
158 * already -b.t.
159 */
160
161 if (QUERY_FLAG (tmp, FLAG_WAS_WIZ) || QUERY_FLAG (tmp, FLAG_APPLIED)
162 || !(tmp->type)
163 || tmp->type == SPELL
164 || QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_STEAL) || tmp->invisible)
165 continue;
166
167 /* Okay, try stealing this item. Dependent on dexterity of thief,
168 * skill level, see the adj_stealroll fctn for more detail.
169 */
170
171 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
172
173 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
174 return 0;
175 else if (roll < chance)
176 {
177 pick_up (who, tmp);
178 /* need to see if the player actually stole this item -
179 * if it is in the players inv, assume it is. This prevents
180 * abuses where the player can not carry the item, so just
181 * keeps stealing it over and over.
182 */
183 if (tmp->destroyed () || tmp->env != op)
184 {
185 /* for players, play_sound: steals item */
186 success = tmp;
187 CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
188
189 /* Don't delete it from target player until we know
190 * the thief has picked it up. can't just look at tmp->count,
191 * as it's possible that it got merged when picked up.
192 */
193 if (op->type == PLAYER)
194 esrv_del_item (op->contr, tmp->count);
195 }
196 break;
197 }
198 } /* for loop looking for an item */
199
200 if (!tmp)
201 {
202 new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
203 return 0;
204 }
205
206 /* If you arent high enough level, you might get something BUT
207 * the victim will notice your stealing attempt. Ditto if you
208 * attempt to steal something heavy off them, they're bound to notice
209 */
210
211 if ((roll >= skill->level) || !chance
212 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
213 {
214
215 /* victim figures out where the thief is! */
216 if (who->hide)
217 make_visible (who);
218
219 if (op->type != PLAYER)
220 {
221 /* The unaggressives look after themselves 8) */
222 if (who->type == PLAYER)
223 {
224 npc_call_help (op);
225 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
226 }
227 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
228 /* all remaining npc items are guarded now. Set flag NO_STEAL
229 * on the victim.
230 */
231 SET_FLAG (op, FLAG_NO_STEAL);
232 }
233 else
234 { /* stealing from another player */
235 char buf[MAX_BUF];
236
237 /* Notify the other player */
238 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
239 {
240 sprintf (buf, "Your %s is missing!", query_name (success));
241 }
242 else
243 {
244 sprintf (buf, "Your pack feels strangely lighter.");
245 }
246 new_draw_info (NDI_UNIQUE, 0, op, buf);
247 if (!success)
248 {
249 if (who->invisible)
250 {
251 sprintf (buf, "you feel itchy fingers getting at your pack.");
252 }
253 else
254 {
255 sprintf (buf, "%s looks very shifty.", query_name (who));
256 }
257 new_draw_info (NDI_UNIQUE, 0, op, buf);
258 }
259 } /* else stealing from another player */
260 /* play_sound("stop! thief!"); kindofthing */
261 } /* if you weren't 100% successful */
262 return success ? 1 : 0;
263 }
264
265 int
266 steal (object *op, int dir, object *skill)
267 {
268 object *tmp, *next;
269 sint16 x, y;
270 maptile *m;
271 int mflags;
272
273 x = op->x + freearr_x[dir];
274 y = op->y + freearr_y[dir];
275
276 if (dir == 0)
277 {
278 /* Can't steal from ourself! */
279 return 0;
280 }
281
282 m = op->map;
283 mflags = get_map_flags (m, &m, x, y, &x, &y);
284 /* Out of map - can't do it. If nothing alive on this space,
285 * don't need to look any further.
286 */
287 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
288 return 0;
289
290 /* If player can't move onto the space, can't steal from it. */
291 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
292 return 0;
293
294 /* Find the topmost object at this spot */
295 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
296
297 /* For all the stacked objects at this point, attempt a steal */
298 for (; tmp != NULL; tmp = next)
299 {
300 next = tmp->below;
301 /* Minor hack--for multi square beings - make sure we get
302 * the 'head' coz 'tail' objects have no inventory! - b.t.
303 */
304 if (tmp->head)
305 tmp = tmp->head;
306
307 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
308 continue;
309
310 /* do not reveal hidden DMs */
311 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
312 continue;
313 if (attempt_steal (tmp, op, skill))
314 {
315 if (tmp->type == PLAYER) /* no xp for stealing from another player */
316 return 0;
317
318 /* no xp for stealing from pets (of players) */
319 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
320 {
321 object *owner = tmp->owner;
322
323 if (owner != NULL && owner->type == PLAYER)
324 return 0;
325 }
326
327 // reduce monster experience by experience we gained, as to
328 // limit the amount of exp that can be gained by stealing from monsters
329 // (jessies gave ~20,000,000 exp otherwise.
330 int exp = calc_skill_exp (op, tmp, skill);
331
332 exp = MIN (tmp->stats.exp, exp);
333 tmp->stats.exp -= exp;
334 return exp;
335 }
336 }
337 return 0;
338 }
339
340 static int
341 attempt_pick_lock (object *door, object *pl, object *skill)
342 {
343 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
344 int success = 0, number; /* did we get anything? */
345
346
347 /* Try to pick the lock on this item (doors only for now).
348 * Dependent on dexterity/skill SK_level of the player and
349 * the map level difficulty.
350 */
351 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
352 if (number < (pl->stats.Dex + skill->level - difficulty))
353 {
354 remove_door (door);
355 success = 1;
356 }
357 else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
358 { /* set off any traps? */
359 spring_trap (door->inv, pl);
360 }
361 return success;
362 }
363
364
365 /* Implementation by bt. (thomas@astro.psu.edu)
366 * monster implementation 7-7-95 by bt.
367 */
368
369 int
370 pick_lock (object *pl, int dir, object *skill)
371 {
372 object *tmp;
373 int x = pl->x + freearr_x[dir];
374 int y = pl->y + freearr_y[dir];
375
376 if (!dir)
377 dir = pl->facing;
378
379 /* For all the stacked objects at this point find a door */
380 if (out_of_map (pl->map, x, y))
381 {
382 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
383 return 0;
384 }
385
386 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
387 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
388 break;
389
390 if (!tmp)
391 {
392 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
393 return 0;
394 }
395 if (tmp->type == LOCKED_DOOR)
396 {
397 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
398 return 0;
399 }
400
401 if (!tmp->move_block)
402 {
403 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
404 return 0;
405 }
406
407 if (attempt_pick_lock (tmp, pl, skill))
408 {
409 new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
410 return calc_skill_exp (pl, NULL, skill);
411 }
412 else
413 {
414 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
415 return 0;
416 }
417 }
418
419
420 /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
421 * a short while (success and duration dependant on player SK_level,
422 * dexterity, charisma, and map difficulty).
423 * Players have a good chance of becoming 'unhidden' if they move
424 * and like invisiblity will be come visible if they attack
425 * Implemented by b.t. (thomas@astro.psu.edu)
426 * July 7, 1995 - made hiding possible for monsters. -b.t.
427 */
428
429 static int
430 attempt_hide (object *op, object *skill)
431 {
432 int number, difficulty = op->map->difficulty;
433 int terrain = hideability (op);
434
435 if (terrain < -10) /* not enough cover here */
436 return 0;
437
438 /* Hiding success and duration dependant on skill level,
439 * op->stats.Dex, map difficulty and terrain.
440 */
441
442 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
443 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
444 {
445 op->invisible += 100; /* set the level of 'hiddeness' */
446 if (op->type == PLAYER)
447 op->contr->tmp_invis = 1;
448 op->hide = 1;
449 return 1;
450 }
451 return 0;
452 }
453
454 /* patched this to take terrain into consideration */
455 int
456 hide (object *op, object *skill)
457 {
458
459 /* the preliminaries -- Can we really hide now? */
460 /* this keeps monsters from using invisibilty spells and hiding */
461
462 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
463 {
464 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
465 return 0;
466 }
467 else if (!op->hide && op->invisible > 0 && op->type == PLAYER)
468 {
469 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
470 make_visible (op);
471 }
472
473 if (op->invisible > (50 * skill->level))
474 {
475 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
476 return 0;
477 }
478
479 if (attempt_hide (op, skill))
480 {
481 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
482 update_object (op, UP_OBJ_FACE);
483 return calc_skill_exp (op, NULL, skill);
484 }
485 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
486 return 0;
487 }
488
489
490 /* stop_jump() - End of jump. Clear flags, restore the map, and
491 * freeze the jumper a while to simulate the exhaustion
492 * of jumping.
493 */
494 static void
495 stop_jump (object *pl, int dist, int spaces)
496 {
497 pl->update_stats ();
498 pl->map->insert (pl, pl->x, pl->y, pl);
499 }
500
501 static int
502 attempt_jump (object *pl, int dir, int spaces, object *skill)
503 {
504 object *tmp;
505 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
506 sint16 x, y;
507 maptile *m;
508
509 /* Jump loop. Go through spaces opject wants to jump. Halt the
510 * jump if a wall or creature is in the way. We set FLAG_FLYING
511 * temporarily to allow player to aviod exits/archs that are not
512 * fly_on, fly_off. This will also prevent pickup of objects
513 * while jumping over them.
514 */
515
516 pl->remove ();
517
518 /*
519 * I don't think this is actually needed - all the movement
520 * code is handled in this function, and I don't see anyplace
521 * that cares about the move_type being flying.
522 */
523 pl->move_type |= MOVE_FLY_LOW;
524
525 for (i = 0; i <= spaces; i++)
526 {
527 x = pl->x + dx;
528 y = pl->y + dy;
529 m = pl->map;
530
531 mflags = get_map_flags (m, &m, x, y, &x, &y);
532
533 if (mflags & P_OUT_OF_MAP)
534 {
535 (void) stop_jump (pl, i, spaces);
536 return 0;
537 }
538 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
539 {
540 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
541 stop_jump (pl, i, spaces);
542 return 0;
543 }
544
545 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
546 {
547 /* Jump into creature */
548 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
549 {
550 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
551 if (tmp->type != PLAYER ||
552 (pl->type == PLAYER && pl->contr->party == NULL) ||
553 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
554 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
555 stop_jump (pl, i, spaces);
556 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
557 }
558 /* If the space has fly on set (no matter what the space is),
559 * we should get the effects - after all, the player is
560 * effectively flying.
561 */
562 if (tmp->move_on & MOVE_FLY_LOW)
563 {
564 pl->x = x;
565 pl->y = y;
566 pl->map = m;
567 stop_jump (pl, i, spaces);
568 return calc_skill_exp (pl, NULL, skill);
569 }
570 }
571 pl->x = x;
572 pl->y = y;
573 pl->map = m;
574 }
575 stop_jump (pl, i, spaces);
576 return calc_skill_exp (pl, NULL, skill);
577 }
578
579 /* jump() - this is both a new type of movement for player/monsters and
580 * an attack as well.
581 * Perhaps we should allow more spaces based on level, eg, level 50
582 * jumper can jump several spaces?
583 */
584
585 int
586 jump (object *pl, int dir, object *skill)
587 {
588 int spaces = 0, stats;
589 int str = pl->stats.Str;
590 int dex = pl->stats.Dex;
591
592 dex = dex ? dex : 15;
593 str = str ? str : 10;
594
595 stats = str * str * str * dex * skill->level;
596
597 if (pl->carrying != 0) /* don't want div by zero !! */
598 spaces = (int) (stats / pl->carrying);
599 else
600 spaces = 2; /* pl has no objects - gets the far jump */
601
602 if (spaces > 2)
603 spaces = 2;
604 else if (spaces == 0)
605 {
606 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
607 return 0;
608 }
609 return attempt_jump (pl, dir, spaces, skill);
610 }
611
612
613 /* skill_ident() - this code is supposed to allow players to identify
614 * classes of objects with the various "auto-ident" skills. Player must
615 * have unidentified objects of the right type in order for the skill
616 * to work. While multiple classes of objects may be identified,
617 * this code is kind of yucky -- it would be nice to make it a bit
618 * more generalized. Right now, skill indices are embedded in this routine.
619 * Returns amount of experience gained (on successful ident).
620 * - b.t. (thomas@astro.psu.edu)
621 */
622
623 static int
624 do_skill_detect_curse (object *pl, object *skill)
625 {
626 object *tmp;
627 int success = 0;
628
629 for (tmp = pl->inv; tmp; tmp = tmp->below)
630 if (!tmp->invisible
631 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
632 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
633 {
634 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
635 esrv_update_item (UPD_FLAGS, pl, tmp);
636 success += calc_skill_exp (pl, tmp, skill);
637 }
638
639 /* Check ground, too, but only objects the player could pick up */
640 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
641 if (can_pick (pl, tmp) &&
642 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
643 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
644 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
645 {
646 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
647 esrv_update_item (UPD_FLAGS, pl, tmp);
648 success += calc_skill_exp (pl, tmp, skill);
649 }
650
651 return success;
652 }
653
654 static int
655 do_skill_detect_magic (object *pl, object *skill)
656 {
657 object *tmp;
658 int success = 0;
659
660 for (tmp = pl->inv; tmp; tmp = tmp->below)
661 if (!tmp->invisible
662 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
663 && (is_magical (tmp)) && tmp->item_power < skill->level)
664 {
665 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
666 esrv_update_item (UPD_FLAGS, pl, tmp);
667 success += calc_skill_exp (pl, tmp, skill);
668 }
669
670 /* Check ground, too, but like above, only if the object can be picked up */
671 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
672 if (can_pick (pl, tmp) &&
673 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
674 {
675 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
676 esrv_update_item (UPD_FLAGS, pl, tmp);
677 success += calc_skill_exp (pl, tmp, skill);
678 }
679
680 return success;
681 }
682
683 /* Helper function for do_skill_ident, so that we can loop
684 * over inventory AND objects on the ground conveniently.
685 */
686 int
687 do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
688 {
689 int success = 0, chance;
690 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
691
692 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
693 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
694 {
695 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
696
697 if (skill_value >= chance)
698 {
699 identify (tmp);
700
701 if (pl->type == PLAYER)
702 {
703 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
704
705 if (tmp->msg)
706 {
707 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
708 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
709 }
710
711 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
712 if (tmp->map)
713 esrv_send_item (pl, tmp);
714 }
715 success += calc_skill_exp (pl, tmp, skill);
716 }
717 else
718 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
719 }
720
721 return success;
722 }
723
724 /* do_skill_ident() - workhorse for skill_ident() -b.t.
725 */
726 static int
727 do_skill_ident (object *pl, int obj_class, object *skill)
728 {
729 object *tmp;
730 int success = 0;
731
732 for (tmp = pl->inv; tmp; tmp = tmp->below)
733 success += do_skill_ident2 (tmp, pl, obj_class, skill);
734 /* check the ground */
735
736 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
737 success += do_skill_ident2 (tmp, pl, obj_class, skill);
738
739 return success;
740 }
741
742 int
743 skill_ident (object *pl, object *skill)
744 {
745 int success = 0;
746
747 if (pl->type != PLAYER)
748 return 0; /* only players will skill-identify */
749
750 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
751
752 switch (skill->subtype)
753 {
754 case SK_SMITHERY:
755 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
756 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
757 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
758 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
759 break;
760
761 case SK_BOWYER:
762 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
763 break;
764
765 case SK_ALCHEMY:
766 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
767 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
768 break;
769
770 case SK_WOODSMAN:
771 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
772 break;
773
774 case SK_JEWELER:
775 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
776 break;
777
778 case SK_LITERACY:
779 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
780 break;
781
782 case SK_THAUMATURGY:
783 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
784 break;
785
786 case SK_DET_CURSE:
787 success = do_skill_detect_curse (pl, skill);
788 if (success)
789 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
790 break;
791
792 case SK_DET_MAGIC:
793 success = do_skill_detect_magic (pl, skill);
794 if (success)
795 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
796 break;
797
798 default:
799 LOG (llevError, "Error: bad call to skill_ident()\n");
800 return 0;
801 break;
802 }
803 if (!success)
804 {
805 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
806 }
807 return success;
808 }
809
810 /* players using this skill can 'charm' a monster --
811 * into working for them. It can only be used on
812 * non-special (see below) 'neutral' creatures.
813 * -b.t. (thomas@astro.psu.edu)
814 */
815 int
816 use_oratory (object *pl, int dir, object *skill)
817 {
818 sint16 x = pl->x + freearr_x[dir], y = pl->y + freearr_y[dir];
819 int mflags, chance;
820 object *tmp;
821 maptile *m;
822
823 if (pl->type != PLAYER)
824 return 0; /* only players use this skill */
825 m = pl->map;
826 mflags = get_map_flags (m, &m, x, y, &x, &y);
827 if (mflags & P_OUT_OF_MAP)
828 return 0;
829
830 /* Save some processing - we have the flag already anyways
831 */
832 if (!(mflags & P_IS_ALIVE))
833 {
834 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
835 return 0;
836 }
837
838 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
839 {
840 /* can't persuade players - return because there is nothing else
841 * on that space to charm. Same for multi space monsters and
842 * special monsters - we don't allow them to be charmed, and there
843 * is no reason to do further processing since they should be the
844 * only monster on the space.
845 */
846 if (tmp->type == PLAYER)
847 return 0;
848 if (tmp->more || tmp->head)
849 return 0;
850 if (tmp->msg)
851 return 0;
852
853 if (QUERY_FLAG (tmp, FLAG_MONSTER))
854 break;
855 }
856
857 if (!tmp)
858 {
859 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
860 return 0;
861 }
862
863 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
864
865 /* the following conditions limit who may be 'charmed' */
866
867 /* it's hostile! */
868 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
869 {
870 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
871 return 0;
872 }
873
874 /* it's already allied! */
875 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && (tmp->attack_movement == PETMOVE))
876 {
877 if (tmp->owner == pl)
878 {
879 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
880 return 0;
881 }
882 else if (skill->level > tmp->level)
883 {
884 /* you steal the follower. Perhaps we should really look at the
885 * level of the owner above?
886 */
887 tmp->set_owner (pl);
888 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
889 /* Abuse fix - don't give exp since this can otherwise
890 * be used by a couple players to gets lots of exp.
891 */
892 return 0;
893 }
894 else
895 {
896 /* In this case, you can't steal it from the other player */
897 return 0;
898 }
899 } /* Creature was already a pet of someone */
900
901 chance = skill->level * 2 + (pl->stats.Cha - 2 * tmp->stats.Int) / 2;
902
903 /* Ok, got a 'sucker' lets try to make them a follower */
904 if (chance > 0 && tmp->level < (random_roll (0, chance - 1, pl, PREFER_HIGH) - 1))
905 {
906 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
907
908 tmp->set_owner (pl);
909 tmp->stats.exp = 0;
910 add_friendly_object (tmp);
911 tmp->attack_movement = PETMOVE;
912 return calc_skill_exp (pl, tmp, skill);
913 }
914
915 /* Charm failed. Creature may be angry now */
916 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
917 {
918 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
919 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
920 {
921 CLEAR_FLAG (tmp, FLAG_FRIENDLY);
922 remove_friendly_object (tmp);
923 tmp->attack_movement = 0; /* needed? */
924 }
925
926 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
927 }
928
929 return 0; /* Fall through - if we get here, we didn't charm anything */
930 }
931
932 /* Singing() -this skill allows the player to pacify nearby creatures.
933 * There are few limitations on who/what kind of
934 * non-player creatures that may be pacified. Right now, a player
935 * may pacify creatures which have Int == 0. In this routine, once
936 * successfully pacified the creature gets Int=1. Thus, a player
937 * may only pacify a creature once.
938 * BTW, I appologize for the naming of the skill, I couldnt think
939 * of anything better! -b.t.
940 */
941
942 int
943 singing (object *pl, int dir, object *skill)
944 {
945 int i, exp = 0, chance, mflags;
946 object *tmp;
947 maptile *m;
948 sint16 x, y;
949
950 if (pl->type != PLAYER)
951 return 0; /* only players use this skill */
952
953 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
954 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
955 {
956 x = pl->x + freearr_x[i];
957 y = pl->y + freearr_y[i];
958 m = pl->map;
959
960 mflags = get_map_flags (m, &m, x, y, &x, &y);
961 if (mflags & P_OUT_OF_MAP)
962 continue;
963 if (!(mflags & P_IS_ALIVE))
964 continue;
965
966 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
967 {
968 if (QUERY_FLAG (tmp, FLAG_MONSTER))
969 break;
970 /* can't affect players */
971 if (tmp->type == PLAYER)
972 break;
973 }
974
975 /* Whole bunch of checks to see if this is a type of monster that would
976 * listen to singing.
977 */
978 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
979 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
980 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
981 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
982 !QUERY_FLAG (tmp, FLAG_FRIENDLY))
983 { /* already calm */
984
985 /* stealing isn't really related (although, maybe it should
986 * be). This is mainly to prevent singing to the same monster
987 * over and over again and getting exp for it.
988 */
989 chance = skill->level * 2 + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
990 if (chance && tmp->level * 2 < random_roll (0, chance - 1, pl, PREFER_HIGH))
991 {
992 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
993 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
994 /* Give exp only if they are not aware */
995 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
996 exp += calc_skill_exp (pl, tmp, skill);
997 SET_FLAG (tmp, FLAG_NO_STEAL);
998 }
999 else
1000 {
1001 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
1002 SET_FLAG (tmp, FLAG_NO_STEAL);
1003 }
1004 }
1005 }
1006 return exp;
1007 }
1008
1009 /* The find_traps skill (aka, search). Checks for traps
1010 * on the spaces or in certain objects
1011 */
1012
1013 int
1014 find_traps (object *pl, object *skill)
1015 {
1016 object *tmp, *tmp2;
1017 int i, expsum = 0, mflags;
1018 sint16 x, y;
1019 maptile *m;
1020
1021 /* First we search all around us for runes and traps, which are
1022 * all type RUNE
1023 */
1024
1025 for (i = 0; i < 9; i++)
1026 {
1027 x = pl->x + freearr_x[i];
1028 y = pl->y + freearr_y[i];
1029 m = pl->map;
1030
1031 mflags = get_map_flags (m, &m, x, y, &x, &y);
1032 if (mflags & P_OUT_OF_MAP)
1033 continue;
1034
1035 /* Check everything in the square for trapness */
1036 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1037 {
1038
1039 /* And now we'd better do an inventory traversal of each
1040 * of these objects' inventory
1041 * We can narrow this down a bit - no reason to search through
1042 * the players inventory or monsters for that matter.
1043 */
1044 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1045 {
1046 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1047 if (tmp2->type == RUNE || tmp2->type == TRAP)
1048 if (trap_see (pl, tmp2))
1049 {
1050 trap_show (tmp2, tmp);
1051 if (tmp2->stats.Cha > 1)
1052 {
1053 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1054 expsum += calc_skill_exp (pl, tmp2, skill);
1055
1056 tmp2->stats.Cha = 1; /* unhide the trap */
1057 }
1058 }
1059 }
1060 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1061 {
1062 trap_show (tmp, tmp);
1063 if (tmp->stats.Cha > 1)
1064 {
1065 if (!tmp->owner || tmp->owner->type != PLAYER)
1066 expsum += calc_skill_exp (pl, tmp, skill);
1067 tmp->stats.Cha = 1; /* unhide the trap */
1068 }
1069 }
1070 }
1071 }
1072 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1073 return expsum;
1074 }
1075
1076 /* remove_trap() - This skill will disarm any previously discovered trap
1077 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1078 */
1079
1080 int
1081 remove_trap (object *op, int dir, object *skill)
1082 {
1083 object *tmp, *tmp2;
1084 int i, success = 0, mflags;
1085 maptile *m;
1086 sint16 x, y;
1087
1088 for (i = 0; i < 9; i++)
1089 {
1090 x = op->x + freearr_x[i];
1091 y = op->y + freearr_y[i];
1092 m = op->map;
1093
1094 mflags = get_map_flags (m, &m, x, y, &x, &y);
1095 if (mflags & P_OUT_OF_MAP)
1096 continue;
1097
1098 /* Check everything in the square for trapness */
1099 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1100 {
1101 /* And now we'd better do an inventory traversal of each
1102 * of these objects inventory. Like above, only
1103 * do this for interesting objects.
1104 */
1105
1106 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1107 {
1108 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1109 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1110 {
1111 trap_show (tmp2, tmp);
1112 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1113 {
1114 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1115 success += calc_skill_exp (op, tmp2, skill);
1116 }
1117 }
1118 }
1119 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1120 {
1121 trap_show (tmp, tmp);
1122 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1123 {
1124 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1125 success += calc_skill_exp (op, tmp, skill);
1126 }
1127 }
1128 }
1129 }
1130 return success;
1131 }
1132
1133
1134 /* pray() - when this skill is called from do_skill(), it allows
1135 * the player to regain lost grace points at a faster rate. -b.t.
1136 * This always returns 0 - return value is used by calling function
1137 * such that if it returns true, player gets exp in that skill. This
1138 * the effect here can be done on demand, we probably don't want to
1139 * give infinite exp by returning true in any cases.
1140 */
1141
1142 int
1143 pray (object *pl, object *skill)
1144 {
1145 char buf[MAX_BUF];
1146 object *tmp;
1147
1148 if (pl->type != PLAYER)
1149 return 0;
1150
1151 strcpy (buf, "You pray.");
1152
1153 /* Check all objects - we could stop at floor objects,
1154 * but if someone buries an altar, I don't see a problem with
1155 * going through all the objects, and it shouldn't be much slower
1156 * than extra checks on object attributes.
1157 */
1158 for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1159 {
1160 /* Only if the altar actually belongs to someone do you get special benefits */
1161 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1162 {
1163 sprintf (buf, "You pray over the %s.", &tmp->name);
1164 pray_at_altar (pl, tmp, skill);
1165 break; /* Only pray at one altar */
1166 }
1167 }
1168
1169 new_draw_info (NDI_BLACK, 0, pl, buf);
1170
1171 if (pl->stats.grace < pl->stats.maxgrace)
1172 {
1173 pl->stats.grace++;
1174 pl->last_grace = -1;
1175 }
1176 return 0;
1177 }
1178
1179 /* This skill allows the player to regain a few sp or hp for a
1180 * brief period of concentration. No armour or weapons may be
1181 * wielded/applied for this to work. The amount of time needed
1182 * to concentrate and the # of points regained is dependant on
1183 * the level of the user. - b.t. thomas@astro.psu.edu
1184 */
1185
1186 void
1187 meditate (object *pl, object *skill)
1188 {
1189 object *tmp;
1190
1191 if (pl->type != PLAYER)
1192 return; /* players only */
1193
1194 /* check if pl has removed encumbering armour and weapons */
1195 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1196 {
1197 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1198 return;
1199 }
1200 else
1201 {
1202 for (tmp = pl->inv; tmp; tmp = tmp->below)
1203 if (((tmp->type == ARMOUR && skill->level < 12)
1204 || (tmp->type == HELMET && skill->level < 10)
1205 || (tmp->type == SHIELD && skill->level < 6)
1206 || (tmp->type == BOOTS && skill->level < 4) || (tmp->type == GLOVES && skill->level < 2)) && QUERY_FLAG (tmp, FLAG_APPLIED))
1207 {
1208 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1209 return;
1210 }
1211 }
1212
1213 /* ok let's meditate! Spell points are regained first, then once
1214 * they are maxed we get back hp. Actual incrementing of values
1215 * is handled by the do_some_living() (in player.c). This way magical
1216 * bonuses for healing/sp regeneration are included properly
1217 * No matter what, we will eat up some playing time trying to
1218 * meditate. (see 'factor' variable for what sets the amount of time)
1219 */
1220
1221 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1222
1223 if (pl->stats.sp < pl->stats.maxsp)
1224 {
1225 pl->stats.sp++;
1226 pl->last_sp = -1;
1227 }
1228 else if (pl->stats.hp < pl->stats.maxhp)
1229 {
1230 pl->stats.hp++;
1231 pl->last_heal = -1;
1232 }
1233 }
1234
1235 /* write_note() - this routine allows players to inscribe messages in
1236 * ordinary 'books' (anything that is type BOOK). b.t.
1237 */
1238 static int
1239 write_note (object *pl, object *item, const char *msg, object *skill)
1240 {
1241 char buf[1024];
1242 object *newBook = NULL;
1243
1244 /* a pair of sanity checks */
1245 if (!item || item->type != BOOK)
1246 return 0;
1247
1248 if (!msg)
1249 {
1250 new_draw_info (NDI_UNIQUE, 0, pl, "No message to write!");
1251 new_draw_info_format (NDI_UNIQUE, 0, pl, "Usage: use_skill %s <message>", &skill->skill);
1252 return 0;
1253 }
1254
1255 if (strcasestr_local (msg, "endmsg"))
1256 {
1257 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1258 return 0;
1259 }
1260
1261 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1262 return strlen (msg);
1263
1264 buf[0] = 0;
1265 if (!book_overflow (item->msg, msg, sizeof (buf)))
1266 { /* add msg string to book */
1267 if (item->msg)
1268 strcpy (buf, item->msg);
1269
1270 strcat (buf, msg);
1271 strcat (buf, "\n"); /* new msg needs a LF */
1272 if (item->nrof > 1)
1273 {
1274 newBook = item->clone ();
1275 decrease_ob (item);
1276 esrv_send_item (pl, item);
1277 newBook->nrof = 1;
1278 newBook->msg = buf;
1279 newBook = insert_ob_in_ob (newBook, pl);
1280 esrv_send_item (pl, newBook);
1281 }
1282 else
1283 {
1284 item->msg = buf;
1285 /* This shouldn't be necessary - the object hasn't changed in any
1286 * visible way
1287 */
1288 /* esrv_send_item(pl, item); */
1289 }
1290
1291 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", query_short_name (item));
1292 return strlen (msg);
1293 }
1294 else
1295 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", query_short_name (item));
1296
1297 return 0;
1298 }
1299
1300 /* write_scroll() - this routine allows players to inscribe spell scrolls
1301 * of spells which they know. Backfire effects are possible with the
1302 * severity of the backlash correlated with the difficulty of the scroll
1303 * that is attempted. -b.t. thomas@astro.psu.edu
1304 */
1305
1306 static int
1307 write_scroll (object *pl, object *scroll, object *skill)
1308 {
1309 int success = 0, confused = 0;
1310 object *newscroll, *chosen_spell, *tmp;
1311
1312 /* this is a sanity check */
1313 if (scroll->type != SCROLL)
1314 {
1315 new_draw_info (NDI_UNIQUE, 0, pl, "A spell can only be inscribed into a scroll!");
1316 return 0;
1317 }
1318
1319 /* Check if we are ready to attempt inscription */
1320 chosen_spell = pl->contr->ranged_ob;
1321 if (!chosen_spell || chosen_spell->type != SPELL)
1322 {
1323 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1324 return 0;
1325 }
1326
1327 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1328 {
1329 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1330 return 0;
1331 }
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 newscroll = scroll;
1368
1369 if (!confused)
1370 {
1371 newscroll->level = MAX (skill->level, chosen_spell->level);
1372 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing a new scroll.");
1373 }
1374 else
1375 {
1376 chosen_spell = find_random_spell_in_ob (pl, NULL);
1377 if (!chosen_spell)
1378 return 0;
1379
1380 newscroll->level = MAX (skill->level, chosen_spell->level);
1381 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1382 }
1383
1384 if (newscroll->inv)
1385 newscroll->inv->destroy ();
1386
1387 tmp = chosen_spell->clone ();
1388 insert_ob_in_ob (tmp, newscroll);
1389
1390 /* Same code as from treasure.c - so they can better merge.
1391 * if players want to sell them, so be it.
1392 */
1393 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1394 newscroll->stats.exp = newscroll->value / 5;
1395
1396 /* wait until finished manipulating the scroll before inserting it */
1397 if (newscroll == scroll)
1398 {
1399 /* Remove to correctly merge with other items which may exist in inventory */
1400 newscroll->remove ();
1401 esrv_del_item (pl->contr, newscroll->count);
1402 }
1403
1404 newscroll = insert_ob_in_ob (newscroll, pl);
1405 esrv_send_item (pl, newscroll);
1406 success = calc_skill_exp (pl, newscroll, skill);
1407 if (!confused)
1408 success *= 2;
1409 success = success * skill->level;
1410 return success;
1411
1412 }
1413 else
1414 { /* Inscription has failed */
1415
1416 if (chosen_spell->level > skill->level || confused)
1417 { /*backfire! */
1418 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1419 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1420 pl->drain_specific_stat (4);
1421 else
1422 {
1423 confuse_player (pl, pl, 99);
1424 return (-30 * chosen_spell->level);
1425 }
1426 }
1427 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1428 {
1429 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind!");
1430 confuse_player (pl, pl, 99);
1431 }
1432 else
1433 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll.");
1434 }
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
1457 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1458
1459 /* Need to be able to read before we can write! */
1460 if (!find_skill_by_name (pl, skat->clone.skill))
1461 {
1462 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write!");
1463 return 0;
1464 }
1465
1466 /* if there is a message then it goes in a book and no message means
1467 * write active spell into the scroll
1468 */
1469 msgtype = (string[0] != '\0') ? BOOK : SCROLL;
1470
1471 /* find an item of correct type to write on */
1472 if (!(item = find_marked_object (pl)))
1473 {
1474 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on.");
1475 return 0;
1476 }
1477
1478 if (QUERY_FLAG (item, FLAG_UNPAID))
1479 {
1480 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1481 return 0;
1482 }
1483 if (msgtype != item->type)
1484 {
1485 new_draw_info_format (NDI_UNIQUE, 0, pl, "You have no %s to write on", msgtype == BOOK ? "book" : "scroll");
1486 return 0;
1487 }
1488
1489 if (msgtype == SCROLL)
1490 return write_scroll (pl, item, skill);
1491 else if (msgtype == BOOK)
1492 return write_note (pl, item, string, skill);
1493
1494 return 0;
1495 }
1496
1497 /* find_throw_ob() - if we request an object, then
1498 * we search for it in the inventory of the owner (you've
1499 * got to be carrying something in order to throw it!).
1500 * If we didnt request an object, then the top object in inventory
1501 * (that is "throwable", ie no throwing your skills away!)
1502 * is the object of choice. Also check to see if object is
1503 * 'throwable' (ie not applied cursed obj, worn, etc).
1504 */
1505 static object *
1506 find_throw_ob (object *op, const char *request)
1507 {
1508 object *tmp;
1509
1510 if (!op)
1511 { /* safety */
1512 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1513 return (object *) NULL;
1514 }
1515
1516 /* prefer marked item */
1517 tmp = find_marked_object (op);
1518 if (tmp != NULL)
1519 {
1520 /* can't toss invisible or inv-locked items */
1521 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1522 {
1523 tmp = NULL;
1524 }
1525 }
1526
1527 /* look through the inventory */
1528 if (tmp == NULL)
1529 {
1530 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1531 {
1532 /* can't toss invisible or inv-locked items */
1533 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1534 continue;
1535 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1536 break;
1537 }
1538 }
1539
1540 /* this should prevent us from throwing away
1541 * cursed items, worn armour, etc. Only weapons
1542 * can be thrown from 'hand'.
1543 */
1544 if (!tmp)
1545 return NULL;
1546
1547 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1548 {
1549 if (tmp->type != WEAPON)
1550 {
1551 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1552 tmp = NULL;
1553 }
1554 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1555 {
1556 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1557 tmp = NULL;
1558 }
1559 else
1560 {
1561 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1562 {
1563 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1564 tmp = NULL;
1565 }
1566 }
1567 }
1568 else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1569 {
1570 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1571 tmp = NULL;
1572 }
1573
1574 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1575 {
1576 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1577 tmp = NULL;
1578 }
1579 return tmp;
1580 }
1581
1582 /* make_throw_ob() We construct the 'carrier' object in
1583 * which we will insert the object that is being thrown.
1584 * This combination becomes the 'thrown object'. -b.t.
1585 */
1586
1587 static object *
1588 make_throw_ob (object *orig)
1589 {
1590 if (!orig)
1591 return NULL;
1592
1593 if (QUERY_FLAG (orig, FLAG_APPLIED))
1594 {
1595 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1596 /* insufficient workaround, but better than nothing */
1597 CLEAR_FLAG (orig, FLAG_APPLIED);
1598 }
1599
1600 object *toss_item = orig->clone ();
1601
1602 toss_item->type = THROWN_OBJ;
1603 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1604 toss_item->stats.dam = 0; /* default damage */
1605 insert_ob_in_ob (orig, toss_item);
1606 return toss_item;
1607 }
1608
1609
1610 /* do_throw() - op throws any object toss_item. This code
1611 * was borrowed from fire_bow.
1612 * Returns 1 if skill was successfully used, 0 if not
1613 */
1614
1615 static int
1616 do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1617 {
1618 object *throw_ob = toss_item, *left = NULL;
1619 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1620 int pause_f, weight_f = 0, mflags;
1621 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1622 maptile *m;
1623 sint16 sx, sy;
1624
1625 if (throw_ob == NULL)
1626 {
1627 if (op->type == PLAYER)
1628 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1629
1630 return 0;
1631 }
1632 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1633 {
1634 if (op->type == PLAYER)
1635 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1636
1637 return 0;
1638 }
1639
1640 /* Because throwing effectiveness must be reduced by the
1641 * encumbrance of the thrower and weight of the object. THus,
1642 * we use the concept of 'effective strength' as defined below.
1643 */
1644
1645 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1646 if (str > MAX_STAT)
1647 {
1648 str_factor = (float) str / (float) MAX_STAT;
1649 str = MAX_STAT;
1650 }
1651
1652 /* the more we carry, the less we can throw. Limit only on players */
1653 maxc = max_carry[str] * 1000;
1654 if (op->carrying > maxc && op->type == PLAYER)
1655 load_factor = (float) maxc / (float) op->carrying;
1656
1657 /* lighter items are thrown harder, farther, faster */
1658 if (throw_ob->weight > 0)
1659 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1660 else
1661 { /* 0 or negative weight?!? Odd object, can't throw it */
1662 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1663 return 0;
1664 }
1665
1666 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1667 eff_str = (int) ((float) eff_str * item_factor * str_factor);
1668
1669 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1670 * account for super-strong throwers. */
1671 if (eff_str > MAX_STAT)
1672 eff_str = MAX_STAT;
1673
1674 #ifdef DEBUG_THROW
1675 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1676 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1677 LOG (llevDebug, " str_factor=%f\n", str_factor);
1678 LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1679 #endif
1680
1681 /* 3 things here prevent a throw, you aimed at your feet, you
1682 * have no effective throwing strength, or you threw at something
1683 * that flying objects can't get through.
1684 */
1685 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1686
1687 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1688 {
1689 /* bounces off 'wall', and drops to feet */
1690 throw_ob->insert_at (part, op);
1691
1692 if (op->type == PLAYER)
1693 {
1694 if (eff_str <= 1)
1695 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1696 else if (!dir)
1697 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1698 else
1699 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1700 }
1701
1702 return 0;
1703 } /* if object can't be thrown */
1704
1705 left = throw_ob; /* these are throwing objects left to the player */
1706
1707 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1708 * and returns NULL. We must use 'left' then
1709 */
1710
1711 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1712 {
1713 throw_ob = left;
1714 left->remove ();
1715 if (op->type == PLAYER)
1716 esrv_del_item (op->contr, left->count);
1717 }
1718 else if (op->type == PLAYER)
1719 {
1720 if (left->destroyed ())
1721 esrv_del_item (op->contr, left->count);
1722 else
1723 esrv_update_item (UPD_NROF, op, left);
1724 }
1725
1726 /* special case: throwing powdery substances like dust, dirt */
1727 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1728 {
1729 cast_dust (op, throw_ob, dir);
1730 return 1;
1731 }
1732
1733 /* Make a thrown object -- insert real object in a 'carrier' object.
1734 * If unsuccessfull at making the "thrown_obj", we just reinsert
1735 * the original object back into inventory and exit
1736 */
1737 if ((toss_item = make_throw_ob (throw_ob)))
1738 {
1739 throw_ob = toss_item;
1740 throw_ob->skill = skill->skill;
1741 }
1742 else
1743 {
1744 insert_ob_in_ob (throw_ob, op);
1745 return 0;
1746 }
1747
1748 throw_ob->set_owner (op);
1749 /* At some point in the attack code, the actual real object (op->inv)
1750 * becomes the hitter. As such, we need to make sure that has a proper
1751 * owner value so exp goes to the right place.
1752 */
1753 throw_ob->inv->set_owner (op);
1754 throw_ob->direction = dir;
1755
1756 /* the damage bonus from the force of the throw */
1757 dam = (int) (str_factor * dam_bonus[eff_str]);
1758
1759 /* Now, lets adjust the properties of the thrown_ob. */
1760
1761 /* how far to fly */
1762 throw_ob->last_sp = (eff_str * 3) / 5;
1763
1764 /* speed */
1765 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1766
1767 /* item damage. Eff_str and item weight influence damage done */
1768 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1769 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1770
1771 /* chance of breaking. Proportional to force used and weight of item */
1772 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1773
1774 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1775 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1776
1777 /* the properties of objects which are meant to be thrown (ie dart,
1778 * throwing knife, etc) will differ from ordinary items. Lets tailor
1779 * this stuff in here.
1780 */
1781
1782 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1783 {
1784 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1785 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1786 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1787 /* only throw objects get directional faces */
1788 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1789 SET_ANIMATION (throw_ob, dir);
1790 }
1791 else
1792 {
1793 uint16 mat = throw_ob->materials;
1794
1795 /* some materials will adjust properties.. */
1796 if (mat & M_LEATHER)
1797 {
1798 throw_ob->stats.dam -= 1;
1799 throw_ob->stats.food -= 10;
1800 }
1801
1802 if (mat & M_GLASS)
1803 throw_ob->stats.food += 60;
1804
1805 if (mat & M_ORGANIC)
1806 {
1807 throw_ob->stats.dam -= 3;
1808 throw_ob->stats.food += 55;
1809 }
1810
1811 if (mat & M_PAPER || mat & M_CLOTH)
1812 {
1813 throw_ob->stats.dam -= 5;
1814 throw_ob->speed *= 0.8;
1815 throw_ob->stats.wc += 3;
1816 throw_ob->stats.food -= 30;
1817 }
1818
1819 /* light obj have more wind resistance, fly slower */
1820 if (throw_ob->weight > 500)
1821 throw_ob->speed *= 0.8;
1822
1823 if (throw_ob->weight > 50)
1824 throw_ob->speed *= 0.5;
1825 } /* else tailor thrown object */
1826
1827 /* some limits, and safeties (needed?) */
1828 if (throw_ob->stats.dam < 0)
1829 throw_ob->stats.dam = 0;
1830 if (throw_ob->last_sp > eff_str)
1831 throw_ob->last_sp = eff_str;
1832 if (throw_ob->stats.food < 0)
1833 throw_ob->stats.food = 0;
1834 if (throw_ob->stats.food > 100)
1835 throw_ob->stats.food = 100;
1836 if (throw_ob->stats.wc > 30)
1837 throw_ob->stats.wc = 30;
1838
1839 /* how long to pause the thrower. Higher values mean less pause */
1840 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1841
1842 /* Put a lower limit on this */
1843 if (pause_f < 10)
1844 pause_f = 10;
1845 if (pause_f > 100)
1846 pause_f = 100;
1847
1848 /* Changed in 0.94.2 - the calculation before was really goofy.
1849 * In short summary, a throw can take anywhere between speed 5 and
1850 * speed 0.5
1851 */
1852 op->speed_left -= 50 / pause_f;
1853
1854 throw_ob->speed_left = 0;
1855 throw_ob->map = part->map;
1856
1857 throw_ob->move_type = MOVE_FLY_LOW;
1858 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1859
1860 #if 0
1861 /* need to put in a good sound for this */
1862 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1863 #endif
1864
1865 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1866 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1867 #ifdef DEBUG_THROW
1868 LOG (llevDebug, " pause_f=%d \n", pause_f);
1869 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1870 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1871 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1872 #endif
1873
1874 throw_ob->insert_at (part, op);
1875
1876 if (!throw_ob->destroyed ())
1877 move_arrow (throw_ob);
1878
1879 return 1;
1880 }
1881
1882 int
1883 skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1884 {
1885 object *throw_ob;
1886
1887 if (op->type == PLAYER)
1888 throw_ob = find_throw_ob (op, params);
1889 else
1890 throw_ob = find_mon_throw_ob (op);
1891
1892 return do_throw (op, part, throw_ob, dir, skill);
1893 }