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/cvs/deliantra/server/server/skills.C
Revision: 1.43
Committed: Mon Oct 22 03:11:47 2007 UTC (16 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.42: +12 -16 lines
Log Message:
adding backtraces really helps: the "hitter in no relation to target"
message was actually caused by the jumping skill (ninjas atcually have
it!). jumping removed the hitter from the map and only re-.addedit after
hitting, so it indeed was in no relation to target.

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT 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 3 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, see <http://www.gnu.org/licenses/>.
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 #include <sproto.h>
27 #include <living.h>
28 #include <skills.h>
29 #include <spells.h>
30 #include <book.h>
31
32 /* adj_stealchance() - increased values indicate better attempts */
33 static int
34 adj_stealchance (object *op, object *victim, int roll)
35 {
36 object *equip;
37
38 if (!op || !victim || !roll)
39 return -1;
40
41 /* Only prohibit stealing if the player does not have a free
42 * hand available and in fact does have hands.
43 */
44 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
45 {
46 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with!");
47 return -1;
48 }
49
50 /* ADJUSTMENTS */
51
52 /* Its harder to steal from hostile beings! */
53 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
54 roll = roll / 2;
55
56 /* Easier to steal from sleeping beings, or if the thief is
57 * unseen */
58 if (QUERY_FLAG (victim, FLAG_SLEEP))
59 roll = roll * 3;
60 else if (op->invisible)
61 roll = roll * 2;
62
63 /* check stealing 'encumberance'. Having this equipment applied makes
64 * it quite a bit harder to steal.
65 */
66 for (equip = op->inv; equip; equip = equip->below)
67 {
68 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
69 {
70 roll -= equip->weight / 10000;
71 }
72 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
73 roll -= equip->weight / 5000;
74 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
75 {
76 roll -= equip->weight / 2000;
77 }
78 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
79 roll -= equip->weight / 5000;
80 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
81 roll -= equip->weight / 100;
82 }
83 if (roll < 0)
84 roll = 0;
85 return roll;
86 }
87
88 /*
89 * When stealing: dependent on the intelligence/wisdom of whom you're
90 * stealing from (op in attempt_steal), offset by your dexterity and
91 * skill at stealing. They may notice your attempt, whether successful
92 * or not.
93 * op is the target (person being pilfered)
94 * who is the person doing the stealing.
95 * skill is the skill object (stealing).
96 */
97 static int
98 attempt_steal (object *op, object *who, object *skill)
99 {
100 object *success = NULL, *tmp = NULL, *next;
101 int roll = 0, chance = 0, stats_value;
102 rv_vector rv;
103
104 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2;
105
106 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
107 * they will try to prevent stealing if they can. Only unseen theives will
108 * have much chance of success.
109 */
110 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL))
111 {
112 if (can_detect_enemy (op, who, &rv))
113 {
114 npc_call_help (op);
115 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
116 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
117 return 0;
118 }
119 else /* help npc to detect thief next time by raising its wisdom */
120 op->stats.Wis += (op->stats.Int / 5) + 1;
121 if (op->stats.Wis > MAX_STAT)
122 op->stats.Wis = MAX_STAT;
123 }
124
125 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ))
126 {
127 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
128 return 0;
129 }
130
131 // only allow stealing between hostile players (TODO: probably should change)
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
138 /* Ok then, go thru their inventory, stealing */
139 for (tmp = op->inv; tmp; tmp = next)
140 {
141 next = tmp->below;
142
143 /* you can't steal worn items, starting items, wiz stuff,
144 * innate abilities, or items w/o a type. Generally
145 * speaking, the invisibility flag prevents experience or
146 * abilities from being stolen since these types are currently
147 * always invisible objects. I was implicit here so as to prevent
148 * future possible problems. -b.t.
149 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
150 * already -b.t.
151 */
152
153 if (QUERY_FLAG (tmp, FLAG_APPLIED)
154 || !tmp->type
155 || tmp->type == SPELL
156 || QUERY_FLAG (tmp, FLAG_STARTEQUIP)
157 || QUERY_FLAG (tmp, FLAG_NO_STEAL)
158 || tmp->invisible)
159 continue;
160
161 /* Okay, try stealing this item. Dependent on dexterity of thief,
162 * skill level, see the adj_stealroll fctn for more detail.
163 */
164
165 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
166
167 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
168 return 0;
169 else if (roll < chance)
170 {
171 pick_up (who, tmp);
172 /* need to see if the player actually stole this item -
173 * if it is in the players inv, assume it is. This prevents
174 * abuses where the player can not carry the item, so just
175 * keeps stealing it over and over.
176 */
177 if (tmp->destroyed () || tmp->env != op)
178 {
179 /* for players, play_sound: steals item */
180 success = tmp;
181 CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
182
183 /* Don't delete it from target player until we know
184 * the thief has picked it up. can't just look at tmp->count,
185 * as it's possible that it got merged when picked up.
186 */
187 if (op->type == PLAYER)
188 esrv_del_item (op->contr, tmp->count);
189 }
190 break;
191 }
192 } /* for loop looking for an item */
193
194 if (!tmp)
195 {
196 new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
197 return 0;
198 }
199
200 /* If you arent high enough level, you might get something BUT
201 * the victim will notice your stealing attempt. Ditto if you
202 * attempt to steal something heavy off them, they're bound to notice
203 */
204
205 if ((roll >= skill->level) || !chance
206 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
207 {
208
209 /* victim figures out where the thief is! */
210 if (who->hide)
211 make_visible (who);
212
213 if (op->type != PLAYER)
214 {
215 /* The unaggressives look after themselves 8) */
216 if (who->type == PLAYER)
217 {
218 npc_call_help (op);
219 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
220 }
221 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
222 /* all remaining npc items are guarded now. Set flag NO_STEAL
223 * on the victim.
224 */
225 SET_FLAG (op, FLAG_NO_STEAL);
226 }
227 else
228 { /* stealing from another player */
229 char buf[MAX_BUF];
230
231 /* Notify the other player */
232 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
233 {
234 sprintf (buf, "Your %s is missing!", query_name (success));
235 }
236 else
237 {
238 sprintf (buf, "Your pack feels strangely lighter.");
239 }
240 new_draw_info (NDI_UNIQUE, 0, op, buf);
241 if (!success)
242 {
243 if (who->invisible)
244 {
245 sprintf (buf, "you feel itchy fingers getting at your pack.");
246 }
247 else
248 {
249 sprintf (buf, "%s looks very shifty.", query_name (who));
250 }
251 new_draw_info (NDI_UNIQUE, 0, op, buf);
252 }
253 } /* else stealing from another player */
254 /* play_sound("stop! thief!"); kindofthing */
255 } /* if you weren't 100% successful */
256 return success ? 1 : 0;
257 }
258
259 int
260 steal (object *op, int dir, object *skill)
261 {
262 object *tmp, *next;
263 sint16 x, y;
264 maptile *m;
265 int mflags;
266
267 x = op->x + freearr_x[dir];
268 y = op->y + freearr_y[dir];
269
270 if (dir == 0)
271 {
272 /* Can't steal from ourself! */
273 return 0;
274 }
275
276 m = op->map;
277 mflags = get_map_flags (m, &m, x, y, &x, &y);
278 /* Out of map - can't do it. If nothing alive on this space,
279 * don't need to look any further.
280 */
281 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
282 return 0;
283
284 /* If player can't move onto the space, can't steal from it. */
285 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
286 return 0;
287
288 /* Find the topmost object at this spot */
289 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
290
291 /* For all the stacked objects at this point, attempt a steal */
292 for (; tmp != NULL; tmp = next)
293 {
294 next = tmp->below;
295 /* Minor hack--for multi square beings - make sure we get
296 * the 'head' coz 'tail' objects have no inventory! - b.t.
297 */
298 if (tmp->head)
299 tmp = tmp->head;
300
301 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
302 continue;
303
304 /* do not reveal hidden DMs */
305 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
306 continue;
307 if (attempt_steal (tmp, op, skill))
308 {
309 if (tmp->type == PLAYER) /* no xp for stealing from another player */
310 return 0;
311
312 /* no xp for stealing from pets (of players) */
313 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
314 {
315 object *owner = tmp->owner;
316
317 if (owner != NULL && owner->type == PLAYER)
318 return 0;
319 }
320
321 // reduce monster experience by experience we gained, as to
322 // limit the amount of exp that can be gained by stealing from monsters
323 // (jessies gave ~20,000,000 exp otherwise.
324 int exp = calc_skill_exp (op, tmp, skill);
325
326 exp = MIN (tmp->stats.exp, exp);
327 tmp->stats.exp -= exp;
328 return exp;
329 }
330 }
331 return 0;
332 }
333
334 static int
335 attempt_pick_lock (object *door, object *pl, object *skill)
336 {
337 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
338 int success = 0, number; /* did we get anything? */
339
340
341 /* Try to pick the lock on this item (doors only for now).
342 * Dependent on dexterity/skill SK_level of the player and
343 * the map level difficulty.
344 */
345 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
346 if (number < (pl->stats.Dex + skill->level - difficulty))
347 {
348 remove_door (door);
349 success = 1;
350 }
351 else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
352 { /* set off any traps? */
353 spring_trap (door->inv, pl);
354 }
355 return success;
356 }
357
358
359 /* Implementation by bt. (thomas@astro.psu.edu)
360 * monster implementation 7-7-95 by bt.
361 */
362
363 int
364 pick_lock (object *pl, int dir, object *skill)
365 {
366 object *tmp;
367 int x = pl->x + freearr_x[dir];
368 int y = pl->y + freearr_y[dir];
369
370 if (!dir)
371 dir = pl->facing;
372
373 /* For all the stacked objects at this point find a door */
374 if (out_of_map (pl->map, x, y))
375 {
376 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
377 return 0;
378 }
379
380 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
381 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
382 break;
383
384 if (!tmp)
385 {
386 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
387 return 0;
388 }
389 if (tmp->type == LOCKED_DOOR)
390 {
391 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
392 return 0;
393 }
394
395 if (!tmp->move_block)
396 {
397 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
398 return 0;
399 }
400
401 if (attempt_pick_lock (tmp, pl, skill))
402 {
403 new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
404 return calc_skill_exp (pl, NULL, skill);
405 }
406 else
407 {
408 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
409 return 0;
410 }
411 }
412
413 /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
414 * a short while (success and duration dependant on player SK_level,
415 * dexterity, charisma, and map difficulty).
416 * Players have a good chance of becoming 'unhidden' if they move
417 * and like invisiblity will be come visible if they attack
418 * Implemented by b.t. (thomas@astro.psu.edu)
419 * July 7, 1995 - made hiding possible for monsters. -b.t.
420 */
421 static int
422 attempt_hide (object *op, object *skill)
423 {
424 int number, difficulty = op->map->difficulty;
425 int terrain = hideability (op);
426
427 if (terrain < -10) /* not enough cover here */
428 return 0;
429
430 /* Hiding success and duration dependant on skill level,
431 * op->stats.Dex, map difficulty and terrain.
432 */
433 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
434
435 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
436 {
437 op->invisible += 100; /* set the level of 'hiddeness' */
438
439 if (op->type == PLAYER)
440 op->contr->tmp_invis = 1;
441
442 op->hide = 1;
443 return 1;
444 }
445
446 return 0;
447 }
448
449 /* patched this to take terrain into consideration */
450 int
451 hide (object *op, object *skill)
452 {
453 /* the preliminaries -- Can we really hide now? */
454 /* this keeps monsters from using invisibilty spells and hiding */
455
456 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
457 {
458 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
459 return 0;
460 }
461 else if (!op->hide && op->invisible > 0 && op->type == PLAYER)
462 {
463 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
464 make_visible (op);
465 }
466
467 if (op->invisible > 50 * skill->level)
468 {
469 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
470 return 0;
471 }
472
473 if (attempt_hide (op, skill))
474 {
475 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
476 update_object (op, UP_OBJ_FACE);
477 return calc_skill_exp (op, NULL, skill);
478 }
479
480 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
481 return 0;
482 }
483
484 /* stop_jump() - End of jump. Clear flags, restore the map, and
485 * freeze the jumper a while to simulate the exhaustion
486 * of jumping.
487 */
488 static void
489 stop_jump (object *pl, int dist, int spaces)
490 {
491 pl->update_stats ();
492 pl->map->insert (pl, pl->x, pl->y, pl);
493 }
494
495 static int
496 attempt_jump (object *pl, int dir, int spaces, object *skill)
497 {
498 object *tmp;
499 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
500 sint16 x, y;
501 maptile *m;
502
503 /* Jump loop. Go through spaces object wants to jump. Halt the
504 * jump if a wall or creature is in the way. We set FLAG_FLYING
505 * temporarily to allow player to aviod exits/archs that are not
506 * fly_on, fly_off. This will also prevent pickup of objects
507 * while jumping over them.
508 */
509 pl->remove ();
510
511 /*
512 * I don't think this is actually needed - all the movement
513 * code is handled in this function, and I don't see anyplace
514 * that cares about the move_type being flying.
515 */
516 pl->move_type |= MOVE_FLY_LOW;
517
518 for (i = 0; i <= spaces; i++)
519 {
520 x = pl->x + dx;
521 y = pl->y + dy;
522 m = pl->map;
523
524 mflags = get_map_flags (m, &m, x, y, &x, &y);
525
526 if (mflags & P_OUT_OF_MAP)
527 {
528 stop_jump (pl, i, spaces);
529 return 0;
530 }
531
532 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
533 {
534 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
535 stop_jump (pl, i, spaces);
536 return 0;
537 }
538
539 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
540 {
541 /* Jump into creature */
542 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
543 {
544 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
545
546 stop_jump (pl, i, spaces);
547
548 if (tmp->type != PLAYER ||
549 (pl->type == PLAYER && pl->contr->party == NULL) ||
550 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
551 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
552
553 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
554 }
555
556 /* If the space has fly on set (no matter what the space is),
557 * we should get the effects - after all, the player is
558 * effectively flying.
559 */
560 if (tmp->move_on & MOVE_FLY_LOW)
561 {
562 pl->x = x;
563 pl->y = y;
564 pl->map = m;
565 stop_jump (pl, i, spaces);
566 return calc_skill_exp (pl, NULL, skill);
567 }
568 }
569 pl->x = x;
570 pl->y = y;
571 pl->map = m;
572 }
573 stop_jump (pl, i, spaces);
574 return calc_skill_exp (pl, NULL, skill);
575 }
576
577 /* jump() - this is both a new type of movement for player/monsters and
578 * an attack as well.
579 * Perhaps we should allow more spaces based on level, eg, level 50
580 * jumper can jump several spaces?
581 */
582 int
583 jump (object *pl, int dir, object *skill)
584 {
585 int str = pl->stats.Str;
586 int dex = pl->stats.Dex;
587
588 dex = dex ? dex : 15;
589 str = str ? str : 10;
590
591 int stats = str * str * str * dex * skill->level;
592
593 int spaces = min (2, pl->carrying ? stats / pl->carrying : 0);
594
595 if (spaces == 0)
596 {
597 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
598 return 0;
599 }
600
601 return attempt_jump (pl, dir, spaces, skill);
602 }
603
604 /* skill_ident() - this code is supposed to allow players to identify
605 * classes of objects with the various "auto-ident" skills. Player must
606 * have unidentified objects of the right type in order for the skill
607 * to work. While multiple classes of objects may be identified,
608 * this code is kind of yucky -- it would be nice to make it a bit
609 * more generalized. Right now, skill indices are embedded in this routine.
610 * Returns amount of experience gained (on successful ident).
611 * - b.t. (thomas@astro.psu.edu)
612 */
613 static int
614 do_skill_detect_curse (object *pl, object *skill)
615 {
616 object *tmp;
617 int success = 0;
618
619 for (tmp = pl->inv; tmp; tmp = tmp->below)
620 if (!tmp->invisible
621 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
622 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
623 {
624 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
625 esrv_update_item (UPD_FLAGS, pl, tmp);
626 success += calc_skill_exp (pl, tmp, skill);
627 }
628
629 /* Check ground, too, but only objects the player could pick up */
630 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
631 if (can_pick (pl, tmp) &&
632 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
633 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
634 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
635 {
636 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
637 esrv_update_item (UPD_FLAGS, pl, tmp);
638 success += calc_skill_exp (pl, tmp, skill);
639 }
640
641 return success;
642 }
643
644 static int
645 do_skill_detect_magic (object *pl, object *skill)
646 {
647 object *tmp;
648 int success = 0;
649
650 for (tmp = pl->inv; tmp; tmp = tmp->below)
651 if (!tmp->invisible
652 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
653 && (is_magical (tmp)) && tmp->item_power < skill->level)
654 {
655 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
656 esrv_update_item (UPD_FLAGS, pl, tmp);
657 success += calc_skill_exp (pl, tmp, skill);
658 }
659
660 /* Check ground, too, but like above, only if the object can be picked up */
661 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
662 if (can_pick (pl, tmp) &&
663 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (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 return success;
671 }
672
673 /* Helper function for do_skill_ident, so that we can loop
674 * over inventory AND objects on the ground conveniently.
675 */
676 int
677 do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
678 {
679 int success = 0, chance;
680 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
681
682 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
683 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
684 {
685 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
686
687 if (skill_value >= chance)
688 {
689 identify (tmp);
690
691 if (pl->type == PLAYER)
692 {
693 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
694
695 if (tmp->msg)
696 {
697 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
698 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
699 }
700
701 /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
702 if (tmp->map)
703 esrv_send_item (pl, tmp);
704 }
705 success += calc_skill_exp (pl, tmp, skill);
706 }
707 else
708 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
709 }
710
711 return success;
712 }
713
714 /* do_skill_ident() - workhorse for skill_ident() -b.t.
715 */
716 static int
717 do_skill_ident (object *pl, int obj_class, object *skill)
718 {
719 int success = 0;
720
721 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
722 success += do_skill_ident2 (tmp, pl, obj_class, skill);
723 /* check the ground */
724
725 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
726 success += do_skill_ident2 (tmp, pl, obj_class, skill);
727
728 return success;
729 }
730
731 int
732 skill_ident (object *pl, object *skill)
733 {
734 int success = 0;
735
736 if (pl->type != PLAYER)
737 return 0; /* only players will skill-identify */
738
739 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
740
741 switch (skill->subtype)
742 {
743 case SK_SMITHERY:
744 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
745 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
746 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
747 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
748 break;
749
750 case SK_BOWYER:
751 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
752 break;
753
754 case SK_ALCHEMY:
755 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
756 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
757 break;
758
759 case SK_WOODSMAN:
760 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
761 break;
762
763 case SK_JEWELER:
764 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
765 break;
766
767 case SK_LITERACY:
768 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
769 break;
770
771 case SK_THAUMATURGY:
772 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
773 break;
774
775 case SK_DET_CURSE:
776 success = do_skill_detect_curse (pl, skill);
777 if (success)
778 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
779 break;
780
781 case SK_DET_MAGIC:
782 success = do_skill_detect_magic (pl, skill);
783 if (success)
784 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
785 break;
786
787 default:
788 LOG (llevError, "Error: bad call to skill_ident()\n");
789 return 0;
790 break;
791 }
792
793 if (!success)
794 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
795
796 return success;
797 }
798
799 /* players using this skill can 'charm' a monster --
800 * into working for them. It can only be used on
801 * non-special (see below) 'neutral' creatures.
802 * -b.t. (thomas@astro.psu.edu)
803 */
804 int
805 use_oratory (object *pl, int dir, object *skill)
806 {
807 if (pl->type != PLAYER)
808 return 0; /* only players use this skill */
809
810 sint16 x = pl->x + freearr_x[dir],
811 y = pl->y + freearr_y[dir];
812 maptile *m = pl->map;
813
814 int mflags = get_map_flags (m, &m, x, y, &x, &y);
815 if (mflags & P_OUT_OF_MAP)
816 return 0;
817
818 /* Save some processing - we have the flag already anyways
819 */
820 if (!(mflags & P_IS_ALIVE))
821 {
822 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
823 return 0;
824 }
825
826 object *tmp;
827 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
828 {
829 /* can't persuade players - return because there is nothing else
830 * on that space to charm. Same for multi space monsters and
831 * special monsters - we don't allow them to be charmed, and there
832 * is no reason to do further processing since they should be the
833 * only monster on the space.
834 */
835 if (tmp->type == PLAYER
836 || tmp->more || tmp->head_ () != tmp
837 || tmp->msg)
838 return 0;
839
840 if (QUERY_FLAG (tmp, FLAG_MONSTER))
841 break;
842 }
843
844 if (!tmp)
845 {
846 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
847 return 0;
848 }
849
850 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
851
852 /* the following conditions limit who may be 'charmed' */
853
854 /* it's hostile! */
855 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
856 {
857 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
858 return 0;
859 }
860
861 /* it's already allied! */
862 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
863 {
864 if (tmp->owner == pl)
865 {
866 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
867 return 0;
868 }
869 else if (skill->level > tmp->level)
870 {
871 /* you steal the follower. Perhaps we should really look at the
872 * level of the owner above?
873 */
874 tmp->set_owner (pl);
875 tmp->skill = skill->skill;
876
877 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
878 /* Abuse fix - don't give exp since this can otherwise
879 * be used by a couple players to gets lots of exp.
880 */
881 return 0;
882 }
883 else
884 {
885 /* In this case, you can't steal it from the other player */
886 return 0;
887 }
888 } /* Creature was already a pet of someone */
889
890 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
891
892 /* Ok, got a 'sucker' lets try to make them a follower */
893 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
894 {
895 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
896
897 tmp->set_owner (pl);
898 tmp->skill = skill->skill;
899 tmp->stats.exp = 0;
900 tmp->attack_movement = PETMOVE;
901
902 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
903 add_friendly_object (tmp);
904
905 return calc_skill_exp (pl, tmp, skill);
906 }
907 /* Charm failed. Creature may be angry now */
908 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
909 {
910 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
911 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
912 {
913 remove_friendly_object (tmp);
914 tmp->attack_movement = 0; /* needed? */
915 }
916
917 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
918 }
919
920 return 0; /* Fall through - if we get here, we didn't charm anything */
921 }
922
923 /* Singing() -this skill allows the player to pacify nearby creatures.
924 * There are few limitations on who/what kind of
925 * non-player creatures that may be pacified. Right now, a player
926 * may pacify creatures which have Int == 0. In this routine, once
927 * successfully pacified the creature gets Int=1. Thus, a player
928 * may only pacify a creature once.
929 * BTW, I appologize for the naming of the skill, I couldnt think
930 * of anything better! -b.t.
931 */
932 int
933 singing (object *pl, int dir, object *skill)
934 {
935 int i, exp = 0;
936 object *tmp;
937 maptile *m;
938 sint16 x, y;
939
940 if (pl->type != PLAYER)
941 return 0; /* only players use this skill */
942
943 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
944 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
945 {
946 x = pl->x + freearr_x[i];
947 y = pl->y + freearr_y[i];
948 m = pl->map;
949
950 int mflags = get_map_flags (m, &m, x, y, &x, &y);
951 if (mflags & P_OUT_OF_MAP)
952 continue;
953 if (!(mflags & P_IS_ALIVE))
954 continue;
955
956 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
957 {
958 if (QUERY_FLAG (tmp, FLAG_MONSTER))
959 break;
960 /* can't affect players */
961 if (tmp->type == PLAYER)
962 break;
963 }
964
965 /* Whole bunch of checks to see if this is a type of monster that would
966 * listen to singing.
967 */
968 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
969 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
970 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
971 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
972 !QUERY_FLAG (tmp, FLAG_FRIENDLY))
973 { /* already calm */
974
975 /* stealing isn't really related (although, maybe it should
976 * be). This is mainly to prevent singing to the same monster
977 * over and over again and getting exp for it.
978 */
979 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
980
981 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
982 {
983 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
984 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
985 /* Give exp only if they are not aware */
986
987 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
988 exp += calc_skill_exp (pl, tmp, skill);
989
990 SET_FLAG (tmp, FLAG_NO_STEAL);
991 }
992 else
993 {
994 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
995 SET_FLAG (tmp, FLAG_NO_STEAL);
996 }
997 }
998 }
999 return exp;
1000 }
1001
1002 /* The find_traps skill (aka, search). Checks for traps
1003 * on the spaces or in certain objects
1004 */
1005
1006 int
1007 find_traps (object *pl, object *skill)
1008 {
1009 object *tmp, *tmp2;
1010 int i, expsum = 0, mflags;
1011 sint16 x, y;
1012 maptile *m;
1013
1014 /* First we search all around us for runes and traps, which are
1015 * all type RUNE
1016 */
1017
1018 for (i = 0; i < 9; i++)
1019 {
1020 x = pl->x + freearr_x[i];
1021 y = pl->y + freearr_y[i];
1022 m = pl->map;
1023
1024 mflags = get_map_flags (m, &m, x, y, &x, &y);
1025 if (mflags & P_OUT_OF_MAP)
1026 continue;
1027
1028 /* Check everything in the square for trapness */
1029 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1030 {
1031
1032 /* And now we'd better do an inventory traversal of each
1033 * of these objects' inventory
1034 * We can narrow this down a bit - no reason to search through
1035 * the players inventory or monsters for that matter.
1036 */
1037 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1038 {
1039 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1040 if (tmp2->type == RUNE || tmp2->type == TRAP)
1041 if (trap_see (pl, tmp2))
1042 {
1043 trap_show (tmp2, tmp);
1044 if (tmp2->stats.Cha > 1)
1045 {
1046 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1047 expsum += calc_skill_exp (pl, tmp2, skill);
1048
1049 tmp2->stats.Cha = 1; /* unhide the trap */
1050 }
1051 }
1052 }
1053 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1054 {
1055 trap_show (tmp, tmp);
1056 if (tmp->stats.Cha > 1)
1057 {
1058 if (!tmp->owner || tmp->owner->type != PLAYER)
1059 expsum += calc_skill_exp (pl, tmp, skill);
1060 tmp->stats.Cha = 1; /* unhide the trap */
1061 }
1062 }
1063 }
1064 }
1065 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1066 return expsum;
1067 }
1068
1069 /* remove_trap() - This skill will disarm any previously discovered trap
1070 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1071 */
1072
1073 int
1074 remove_trap (object *op, int dir, object *skill)
1075 {
1076 object *tmp, *tmp2;
1077 int i, success = 0, mflags;
1078 maptile *m;
1079 sint16 x, y;
1080
1081 for (i = 0; i < 9; i++)
1082 {
1083 x = op->x + freearr_x[i];
1084 y = op->y + freearr_y[i];
1085 m = op->map;
1086
1087 mflags = get_map_flags (m, &m, x, y, &x, &y);
1088 if (mflags & P_OUT_OF_MAP)
1089 continue;
1090
1091 /* Check everything in the square for trapness */
1092 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1093 {
1094 /* And now we'd better do an inventory traversal of each
1095 * of these objects inventory. Like above, only
1096 * do this for interesting objects.
1097 */
1098
1099 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1100 {
1101 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1102 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1103 {
1104 trap_show (tmp2, tmp);
1105 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1106 {
1107 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1108 success += calc_skill_exp (op, tmp2, skill);
1109 }
1110 }
1111 }
1112 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1113 {
1114 trap_show (tmp, tmp);
1115 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1116 {
1117 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1118 success += calc_skill_exp (op, tmp, skill);
1119 }
1120 }
1121 }
1122 }
1123
1124 return success;
1125 }
1126
1127 /* pray() - when this skill is called from do_skill(), it allows
1128 * the player to regain lost grace points at a faster rate. -b.t.
1129 * This always returns 0 - return value is used by calling function
1130 * such that if it returns true, player gets exp in that skill. This
1131 * the effect here can be done on demand, we probably don't want to
1132 * give infinite exp by returning true in any cases.
1133 */
1134 int
1135 pray (object *pl, object *skill)
1136 {
1137 char buf[MAX_BUF];
1138 object *tmp;
1139
1140 if (pl->type != PLAYER)
1141 return 0;
1142
1143 strcpy (buf, "You pray.");
1144
1145 /* Check all objects - we could stop at floor objects,
1146 * but if someone buries an altar, I don't see a problem with
1147 * going through all the objects, and it shouldn't be much slower
1148 * than extra checks on object attributes.
1149 */
1150 for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1151 {
1152 /* Only if the altar actually belongs to someone do you get special benefits */
1153 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1154 {
1155 sprintf (buf, "You pray over the %s.", &tmp->name);
1156 pray_at_altar (pl, tmp, skill);
1157 break; /* Only pray at one altar */
1158 }
1159 }
1160
1161 new_draw_info (NDI_BLACK, 0, pl, buf);
1162
1163 if (pl->stats.grace < pl->stats.maxgrace)
1164 {
1165 pl->stats.grace++;
1166 pl->last_grace = -1;
1167 }
1168
1169 return 0;
1170 }
1171
1172 /* This skill allows the player to regain a few sp or hp for a
1173 * brief period of concentration. No armour or weapons may be
1174 * wielded/applied for this to work. The amount of time needed
1175 * to concentrate and the # of points regained is dependant on
1176 * the level of the user. - b.t. thomas@astro.psu.edu
1177 */
1178 void
1179 meditate (object *pl, object *skill)
1180 {
1181 object *tmp;
1182
1183 if (pl->type != PLAYER)
1184 return; /* players only */
1185
1186 /* check if pl has removed encumbering armour and weapons */
1187 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1188 {
1189 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1190 return;
1191 }
1192 else
1193 {
1194 for (tmp = pl->inv; tmp; tmp = tmp->below)
1195 if (((tmp->type == ARMOUR && skill->level < 12)
1196 || (tmp->type == HELMET && skill->level < 10)
1197 || (tmp->type == SHIELD && skill->level < 6)
1198 || (tmp->type == BOOTS && skill->level < 4)
1199 || (tmp->type == GLOVES && skill->level < 2))
1200 && QUERY_FLAG (tmp, FLAG_APPLIED))
1201 {
1202 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1203 return;
1204 }
1205 }
1206
1207 /* ok let's meditate! Spell points are regained first, then once
1208 * they are maxed we get back hp. Actual incrementing of values
1209 * is handled by the do_some_living() (in player.c). This way magical
1210 * bonuses for healing/sp regeneration are included properly
1211 * No matter what, we will eat up some playing time trying to
1212 * meditate. (see 'factor' variable for what sets the amount of time)
1213 */
1214
1215 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1216
1217 if (pl->stats.sp < pl->stats.maxsp)
1218 {
1219 pl->stats.sp++;
1220 pl->last_sp = -1;
1221 }
1222 else if (pl->stats.hp < pl->stats.maxhp)
1223 {
1224 pl->stats.hp++;
1225 pl->last_heal = -1;
1226 }
1227 }
1228
1229 /* write_note() - this routine allows players to inscribe messages in
1230 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1231 */
1232 static int
1233 write_note (object *pl, object *item, const char *msg, object *skill)
1234 {
1235
1236 if (strstr (msg, "\nendmsg"))
1237 {
1238 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1239 return 0;
1240 }
1241
1242 int len = strlen (msg);
1243
1244 if (!is_utf8_string ((U8 *)msg, len))
1245 {
1246 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1247 return 0;
1248 }
1249
1250 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1251 return RESULT_INT (0);
1252
1253 char buf[1024];
1254
1255 if (len < sizeof (buf) - 2)
1256 {
1257 snprintf (buf, sizeof (buf), "%s\n", msg);
1258
1259 object *newbook = arch_to_object (item->other_arch);
1260 decrease_ob (item);
1261 esrv_send_item (pl, item);
1262 newbook->nrof = 1;
1263 newbook->msg = buf;
1264 newbook->flag [FLAG_IDENTIFIED] = true;
1265
1266 if (item->subtype == 1) // mailscrolls
1267 {
1268 newbook->name = item->name;
1269 newbook->name_pl = item->name_pl;
1270 }
1271
1272 newbook = insert_ob_in_ob (newbook, pl);
1273 esrv_send_item (pl, newbook);
1274
1275 pl->contr->play_sound (sound_find ("inscribe_success"));
1276 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1277 return strlen (msg);
1278 }
1279 else
1280 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name);
1281
1282 return 0;
1283 }
1284
1285 /* write_scroll() - this routine allows players to inscribe spell scrolls
1286 * of spells which they know. Backfire effects are possible with the
1287 * severity of the backlash correlated with the difficulty of the scroll
1288 * that is attempted. -b.t. thomas@astro.psu.edu
1289 */
1290 static int
1291 write_scroll (object *pl, object *scroll, object *skill)
1292 {
1293 int success = 0, confused = 0;
1294
1295 /* Check if we are ready to attempt inscription */
1296 object *chosen_spell = pl->contr->ranged_ob;
1297
1298 if (!chosen_spell || chosen_spell->type != SPELL)
1299 {
1300 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1301 return 0;
1302 }
1303
1304 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1305 {
1306 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1307 return 0;
1308 }
1309
1310 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1311 {
1312 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1313 return 0;
1314 }
1315
1316 /* ok, we are ready to try inscription */
1317 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1318 confused = 1;
1319
1320 /* Lost mana/grace no matter what */
1321 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1322 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1323
1324 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1325 {
1326 object *newscroll = arch_to_object (scroll->other_arch);
1327 decrease_ob (scroll);
1328 newscroll->nrof = 1;
1329
1330 pl->contr->play_sound (sound_find ("inscribe_success"));
1331
1332 if (!confused)
1333 {
1334 newscroll->level = MAX (skill->level, chosen_spell->level);
1335 newscroll->flag [FLAG_IDENTIFIED] = true;
1336 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1337 }
1338 else
1339 {
1340 chosen_spell = find_random_spell_in_ob (pl, NULL);
1341 if (!chosen_spell)
1342 return 0;
1343
1344 newscroll->level = MAX (skill->level, chosen_spell->level);
1345 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1346 }
1347
1348 object *tmp = chosen_spell->clone ();
1349 insert_ob_in_ob (tmp, newscroll);
1350
1351 /* Same code as from treasure.C - so they can better merge.
1352 * if players want to sell them, so be it.
1353 */
1354 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1355 newscroll->stats.exp = newscroll->value / 5;
1356
1357 newscroll = insert_ob_in_ob (newscroll, pl);
1358 esrv_send_item (pl, newscroll);
1359
1360 success = calc_skill_exp (pl, newscroll, skill);
1361 if (!confused)
1362 success *= 2;
1363
1364 success = success * skill->level;
1365 return success;
1366 }
1367 else
1368 { /* Inscription has failed */
1369 pl->contr->play_sound (sound_find ("inscribe_fail"));
1370
1371 if (chosen_spell->level > skill->level || confused)
1372 { /*backfire! */
1373 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1374
1375 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1376 pl->drain_specific_stat (4);
1377 else
1378 {
1379 confuse_player (pl, pl, 99);
1380 return -30 * chosen_spell->level;
1381 }
1382 }
1383 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1384 {
1385 new_draw_info (NDI_UNIQUE, 0, pl, "Your attempt to write a new scroll rattles your mind! H<Frankly spoken, you were too dumb and unlucky.>");
1386 confuse_player (pl, pl, 99);
1387 }
1388 else
1389 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>");
1390 }
1391
1392 return 0;
1393 }
1394
1395 /* write_on_item() - wrapper for write_note and write_scroll */
1396 int
1397 write_on_item (object *pl, const char *params, object *skill)
1398 {
1399 archetype *skat;
1400
1401 if (pl->type != PLAYER)
1402 return 0;
1403
1404 if (!params)
1405 params = "";
1406
1407 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1408
1409 /* Need to be able to read before we can write! */
1410 if (!find_skill_by_name (pl, skat->skill))
1411 {
1412 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1413 return 0;
1414 }
1415
1416 object *item = find_marked_object (pl);
1417
1418 /* find an item of correct type to write on */
1419 if (!item)
1420 {
1421 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on. H<Use the mark command or the popup menu to makr an item.>");
1422 return 0;
1423 }
1424
1425 if (item->type != INSCRIBABLE)
1426 {
1427 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1428 return 0;
1429 }
1430
1431 if (QUERY_FLAG (item, FLAG_UNPAID))
1432 {
1433 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1434 return 0;
1435 }
1436
1437 if (item->other_arch->type == SCROLL)
1438 {
1439 if (*params)
1440 {
1441 // check readied scroll
1442 new_draw_info_format (NDI_UNIQUE, 0, pl,
1443 "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1444 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1445 return 0;
1446 }
1447
1448 return write_scroll (pl, item, skill);
1449 }
1450 else
1451 {
1452 if (!*params)
1453 {
1454 new_draw_info_format (NDI_UNIQUE, 0, pl,
1455 "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1456 "Usage: use_skill %s <message>", &skill->skill);
1457 return 0;
1458 }
1459
1460 return write_note (pl, item, params, skill);
1461 }
1462
1463 return 0;
1464 }
1465
1466 /* find_throw_ob() - if we request an object, then
1467 * we search for it in the inventory of the owner (you've
1468 * got to be carrying something in order to throw it!).
1469 * If we didnt request an object, then the top object in inventory
1470 * (that is "throwable", ie no throwing your skills away!)
1471 * is the object of choice. Also check to see if object is
1472 * 'throwable' (ie not applied cursed obj, worn, etc).
1473 */
1474 static object *
1475 find_throw_ob (object *op, const char *request)
1476 {
1477 object *tmp;
1478
1479 if (!op)
1480 { /* safety */
1481 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1482 return (object *) NULL;
1483 }
1484
1485 /* prefer marked item */
1486 tmp = find_marked_object (op);
1487 if (tmp != NULL)
1488 {
1489 /* can't toss invisible or inv-locked items */
1490 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1491 {
1492 tmp = NULL;
1493 }
1494 }
1495
1496 /* look through the inventory */
1497 if (tmp == NULL)
1498 {
1499 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1500 {
1501 /* can't toss invisible or inv-locked items */
1502 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1503 continue;
1504 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1505 break;
1506 }
1507 }
1508
1509 /* this should prevent us from throwing away
1510 * cursed items, worn armour, etc. Only weapons
1511 * can be thrown from 'hand'.
1512 */
1513 if (!tmp)
1514 return NULL;
1515
1516 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1517 {
1518 if (tmp->type != WEAPON)
1519 {
1520 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1521 tmp = NULL;
1522 }
1523 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1524 {
1525 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1526 tmp = NULL;
1527 }
1528 else
1529 {
1530 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1531 {
1532 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1533 tmp = NULL;
1534 }
1535 }
1536 }
1537 else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1538 {
1539 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1540 tmp = NULL;
1541 }
1542
1543 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1544 {
1545 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1546 tmp = NULL;
1547 }
1548 return tmp;
1549 }
1550
1551 /* make_throw_ob() We construct the 'carrier' object in
1552 * which we will insert the object that is being thrown.
1553 * This combination becomes the 'thrown object'. -b.t.
1554 */
1555 static object *
1556 make_throw_ob (object *orig)
1557 {
1558 if (!orig)
1559 return NULL;
1560
1561 if (QUERY_FLAG (orig, FLAG_APPLIED))
1562 {
1563 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1564 /* insufficient workaround, but better than nothing */
1565 CLEAR_FLAG (orig, FLAG_APPLIED);
1566 }
1567
1568 object *toss_item = orig->clone ();
1569
1570 toss_item->type = THROWN_OBJ;
1571 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1572 toss_item->stats.dam = 0; /* default damage */
1573 toss_item->insert (orig);
1574
1575 return toss_item;
1576 }
1577
1578 /* do_throw() - op throws any object toss_item. This code
1579 * was borrowed from fire_bow.
1580 * Returns 1 if skill was successfully used, 0 if not
1581 */
1582 static int
1583 do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1584 {
1585 object *throw_ob = toss_item, *left = NULL;
1586 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1587 int pause_f, weight_f = 0, mflags;
1588 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1589 maptile *m;
1590 sint16 sx, sy;
1591
1592 if (throw_ob == NULL)
1593 {
1594 if (op->type == PLAYER)
1595 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1596
1597 return 0;
1598 }
1599 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1600 {
1601 if (op->type == PLAYER)
1602 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1603
1604 return 0;
1605 }
1606
1607 /* Because throwing effectiveness must be reduced by the
1608 * encumbrance of the thrower and weight of the object. THus,
1609 * we use the concept of 'effective strength' as defined below.
1610 */
1611
1612 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1613 if (str > MAX_STAT)
1614 {
1615 str_factor = (float) str / (float) MAX_STAT;
1616 str = MAX_STAT;
1617 }
1618
1619 /* the more we carry, the less we can throw. Limit only on players */
1620 maxc = max_carry[str] * 1000;
1621 if (op->carrying > maxc && op->type == PLAYER)
1622 load_factor = (float) maxc / (float) op->carrying;
1623
1624 /* lighter items are thrown harder, farther, faster */
1625 if (throw_ob->weight > 0)
1626 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1627 else
1628 { /* 0 or negative weight?!? Odd object, can't throw it */
1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1630 return 0;
1631 }
1632
1633 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1634 eff_str = (int) ((float) eff_str * item_factor * str_factor);
1635
1636 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1637 * account for super-strong throwers. */
1638 if (eff_str > MAX_STAT)
1639 eff_str = MAX_STAT;
1640
1641 #ifdef DEBUG_THROW
1642 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1643 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1644 LOG (llevDebug, " str_factor=%f\n", str_factor);
1645 LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1646 #endif
1647
1648 /* 3 things here prevent a throw, you aimed at your feet, you
1649 * have no effective throwing strength, or you threw at something
1650 * that flying objects can't get through.
1651 */
1652 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1653
1654 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1655 {
1656 /* bounces off 'wall', and drops to feet */
1657 throw_ob->insert_at (part, op);
1658
1659 if (op->type == PLAYER)
1660 {
1661 if (eff_str <= 1)
1662 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1663 else if (!dir)
1664 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1665 else
1666 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1667 }
1668
1669 return 0;
1670 } /* if object can't be thrown */
1671
1672 left = throw_ob; /* these are throwing objects left to the player */
1673
1674 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1675 * and returns NULL. We must use 'left' then
1676 */
1677
1678 if ((throw_ob = get_split_ob (throw_ob, 1)) == NULL)
1679 {
1680 throw_ob = left;
1681 left->remove ();
1682 if (op->type == PLAYER)
1683 esrv_del_item (op->contr, left->count);
1684 }
1685 else if (op->type == PLAYER)
1686 {
1687 if (left->destroyed ())
1688 esrv_del_item (op->contr, left->count);
1689 else
1690 esrv_update_item (UPD_NROF, op, left);
1691 }
1692
1693 /* special case: throwing powdery substances like dust, dirt */
1694 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1695 {
1696 cast_dust (op, throw_ob, dir);
1697 return 1;
1698 }
1699
1700 /* Make a thrown object -- insert real object in a 'carrier' object.
1701 * If unsuccessfull at making the "thrown_obj", we just reinsert
1702 * the original object back into inventory and exit
1703 */
1704 if ((toss_item = make_throw_ob (throw_ob)))
1705 {
1706 throw_ob = toss_item;
1707 throw_ob->skill = skill->skill;
1708 }
1709 else
1710 {
1711 insert_ob_in_ob (throw_ob, op);
1712 return 0;
1713 }
1714
1715 throw_ob->set_owner (op);
1716 /* At some point in the attack code, the actual real object (op->inv)
1717 * becomes the hitter. As such, we need to make sure that has a proper
1718 * owner value so exp goes to the right place.
1719 */
1720 throw_ob->inv->set_owner (op);
1721 throw_ob->direction = dir;
1722
1723 /* the damage bonus from the force of the throw */
1724 dam = int (str_factor * dam_bonus[eff_str]);
1725
1726 /* Now, lets adjust the properties of the thrown_ob. */
1727
1728 /* how far to fly */
1729 throw_ob->last_sp = (eff_str * 3) / 5;
1730
1731 /* speed */
1732 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1733
1734 /* item damage. Eff_str and item weight influence damage done */
1735 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1736 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1737
1738 /* chance of breaking. Proportional to force used and weight of item */
1739 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1740
1741 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1742 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1743
1744 /* the properties of objects which are meant to be thrown (ie dart,
1745 * throwing knife, etc) will differ from ordinary items. Lets tailor
1746 * this stuff in here.
1747 */
1748
1749 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1750 {
1751 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1752 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1753 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1754 /* only throw objects get directional faces */
1755 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1756 SET_ANIMATION (throw_ob, dir);
1757 }
1758 else
1759 {
1760 uint16 mat = throw_ob->materials;
1761
1762 /* some materials will adjust properties.. */
1763 if (mat & M_LEATHER)
1764 {
1765 throw_ob->stats.dam -= 1;
1766 throw_ob->stats.food -= 10;
1767 }
1768
1769 if (mat & M_GLASS)
1770 throw_ob->stats.food += 60;
1771
1772 if (mat & M_ORGANIC)
1773 {
1774 throw_ob->stats.dam -= 3;
1775 throw_ob->stats.food += 55;
1776 }
1777
1778 if (mat & M_PAPER || mat & M_CLOTH)
1779 {
1780 throw_ob->stats.dam -= 5;
1781 throw_ob->speed *= 0.8;
1782 throw_ob->stats.wc += 3;
1783 throw_ob->stats.food -= 30;
1784 }
1785
1786 /* light obj have more wind resistance, fly slower */
1787 if (throw_ob->weight > 500)
1788 throw_ob->speed *= 0.8;
1789
1790 if (throw_ob->weight > 50)
1791 throw_ob->speed *= 0.5;
1792 } /* else tailor thrown object */
1793
1794 /* some limits, and safeties (needed?) */
1795 if (throw_ob->stats.dam < 0)
1796 throw_ob->stats.dam = 0;
1797 if (throw_ob->last_sp > eff_str)
1798 throw_ob->last_sp = eff_str;
1799 if (throw_ob->stats.food < 0)
1800 throw_ob->stats.food = 0;
1801 if (throw_ob->stats.food > 100)
1802 throw_ob->stats.food = 100;
1803 if (throw_ob->stats.wc > 30)
1804 throw_ob->stats.wc = 30;
1805
1806 /* how long to pause the thrower. Higher values mean less pause */
1807 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1808
1809 /* Put a lower limit on this */
1810 if (pause_f < 10)
1811 pause_f = 10;
1812 if (pause_f > 100)
1813 pause_f = 100;
1814
1815 /* Changed in 0.94.2 - the calculation before was really goofy.
1816 * In short summary, a throw can take anywhere between speed 5 and
1817 * speed 0.5
1818 */
1819 op->speed_left -= 50 / pause_f;
1820
1821 throw_ob->speed_left = 0;
1822 throw_ob->map = part->map;
1823
1824 throw_ob->move_type = MOVE_FLY_LOW;
1825 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1826
1827 #if 0
1828 /* need to put in a good sound for this */
1829 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1830 #endif
1831
1832 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1833 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1834 #ifdef DEBUG_THROW
1835 LOG (llevDebug, " pause_f=%d \n", pause_f);
1836 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1837 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1838 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1839 #endif
1840
1841 throw_ob->insert_at (part, op);
1842
1843 if (!throw_ob->destroyed ())
1844 move_arrow (throw_ob);
1845
1846 return 1;
1847 }
1848
1849 int
1850 skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1851 {
1852 object *throw_ob;
1853
1854 if (op->type == PLAYER)
1855 throw_ob = find_throw_ob (op, params);
1856 else
1857 throw_ob = find_mon_throw_ob (op);
1858
1859 return do_throw (op, part, throw_ob, dir, skill);
1860 }