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Revision: 1.52
Committed: Wed Apr 23 21:20:29 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_52
Changes since 1.51: +9 -14 lines
Log Message:
indent

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 <support@deliantra.net>
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 through 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
184 break;
185 }
186 } /* for loop looking for an item */
187
188 if (!tmp)
189 {
190 new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
191 return 0;
192 }
193
194 /* If you arent high enough level, you might get something BUT
195 * the victim will notice your stealing attempt. Ditto if you
196 * attempt to steal something heavy off them, they're bound to notice
197 */
198
199 if ((roll >= skill->level) || !chance
200 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
201 {
202 /* victim figures out where the thief is! */
203 if (who->hide)
204 make_visible (who);
205
206 if (op->type != PLAYER)
207 {
208 /* The unaggressives look after themselves 8) */
209 if (who->type == PLAYER)
210 {
211 npc_call_help (op);
212 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
213 }
214
215 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
216 /* all remaining npc items are guarded now. Set flag NO_STEAL
217 * on the victim.
218 */
219 SET_FLAG (op, FLAG_NO_STEAL);
220 }
221 else
222 { /* stealing from another player */
223 char buf[MAX_BUF];
224
225 /* Notify the other player */
226 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
227 sprintf (buf, "Your %s is missing!", query_name (success));
228 else
229 sprintf (buf, "Your pack feels strangely lighter.");
230
231 new_draw_info (NDI_UNIQUE, 0, op, buf);
232 if (!success)
233 {
234 if (who->invisible)
235 sprintf (buf, "you feel itchy fingers getting at your pack.");
236 else
237 sprintf (buf, "%s looks very shifty.", query_name (who));
238
239 new_draw_info (NDI_UNIQUE, 0, op, buf);
240 }
241 } /* else stealing from another player */
242 /* play_sound("stop! thief!"); kindofthing */
243 } /* if you weren't 100% successful */
244
245 return success ? 1 : 0;
246 }
247
248 int
249 steal (object *op, int dir, object *skill)
250 {
251 object *tmp, *next;
252 sint16 x, y;
253 maptile *m;
254 int mflags;
255
256 x = op->x + freearr_x[dir];
257 y = op->y + freearr_y[dir];
258
259 if (dir == 0)
260 {
261 /* Can't steal from ourself! */
262 return 0;
263 }
264
265 m = op->map;
266 mflags = get_map_flags (m, &m, x, y, &x, &y);
267 /* Out of map - can't do it. If nothing alive on this space,
268 * don't need to look any further.
269 */
270 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
271 return 0;
272
273 /* If player can't move onto the space, can't steal from it. */
274 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
275 return 0;
276
277 /* Find the topmost object at this spot */
278 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
279
280 /* For all the stacked objects at this point, attempt a steal */
281 for (; tmp != NULL; tmp = next)
282 {
283 next = tmp->below;
284 /* Minor hack--for multi square beings - make sure we get
285 * the 'head' coz 'tail' objects have no inventory! - b.t.
286 */
287 if (tmp->head)
288 tmp = tmp->head;
289
290 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
291 continue;
292
293 /* do not reveal hidden DMs */
294 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
295 continue;
296 if (attempt_steal (tmp, op, skill))
297 {
298 if (tmp->type == PLAYER) /* no xp for stealing from another player */
299 return 0;
300
301 /* no xp for stealing from pets (of players) */
302 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
303 {
304 object *owner = tmp->owner;
305
306 if (owner != NULL && owner->type == PLAYER)
307 return 0;
308 }
309
310 // reduce monster experience by experience we gained, as to
311 // limit the amount of exp that can be gained by stealing from monsters
312 // (jessies gave ~20,000,000 exp otherwise.
313 int exp = calc_skill_exp (op, tmp, skill);
314
315 exp = MIN (tmp->stats.exp, exp);
316 tmp->stats.exp -= exp;
317 return exp;
318 }
319 }
320 return 0;
321 }
322
323 static int
324 attempt_pick_lock (object *door, object *pl, object *skill)
325 {
326 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
327 int success = 0, number; /* did we get anything? */
328
329
330 /* Try to pick the lock on this item (doors only for now).
331 * Dependent on dexterity/skill SK_level of the player and
332 * the map level difficulty.
333 */
334 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
335 if (number < (pl->stats.Dex + skill->level - difficulty))
336 {
337 remove_door (door);
338 success = 1;
339 }
340 else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
341 { /* set off any traps? */
342 spring_trap (door->inv, pl);
343 }
344 return success;
345 }
346
347
348 /* Implementation by bt. (thomas@astro.psu.edu)
349 * monster implementation 7-7-95 by bt.
350 */
351
352 int
353 pick_lock (object *pl, int dir, object *skill)
354 {
355 object *tmp;
356 int x = pl->x + freearr_x[dir];
357 int y = pl->y + freearr_y[dir];
358
359 if (!dir)
360 dir = pl->facing;
361
362 /* For all the stacked objects at this point find a door */
363 if (out_of_map (pl->map, x, y))
364 {
365 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
366 return 0;
367 }
368
369 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
370 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
371 break;
372
373 if (!tmp)
374 {
375 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
376 return 0;
377 }
378 if (tmp->type == LOCKED_DOOR)
379 {
380 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
381 return 0;
382 }
383
384 if (!tmp->move_block)
385 {
386 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
387 return 0;
388 }
389
390 if (attempt_pick_lock (tmp, pl, skill))
391 {
392 new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
393 return calc_skill_exp (pl, NULL, skill);
394 }
395 else
396 {
397 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
398 return 0;
399 }
400 }
401
402 /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
403 * a short while (success and duration dependant on player SK_level,
404 * dexterity, charisma, and map difficulty).
405 * Players have a good chance of becoming 'unhidden' if they move
406 * and like invisiblity will be come visible if they attack
407 * Implemented by b.t. (thomas@astro.psu.edu)
408 * July 7, 1995 - made hiding possible for monsters. -b.t.
409 */
410 static int
411 attempt_hide (object *op, object *skill)
412 {
413 int number, difficulty = op->map->difficulty;
414 int terrain = hideability (op);
415
416 if (terrain < -10) /* not enough cover here */
417 return 0;
418
419 /* Hiding success and duration dependant on skill level,
420 * op->stats.Dex, map difficulty and terrain.
421 */
422 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
423
424 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
425 {
426 op->invisible += 100; /* set the level of 'hiddeness' */
427
428 if (op->type == PLAYER)
429 op->contr->tmp_invis = 1;
430
431 op->hide = 1;
432 return 1;
433 }
434
435 return 0;
436 }
437
438 /* patched this to take terrain into consideration */
439 int
440 hide (object *op, object *skill)
441 {
442 /* the preliminaries -- Can we really hide now? */
443 /* this keeps monsters from using invisibilty spells and hiding */
444
445 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
446 {
447 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
448 return 0;
449 }
450 else if (!op->hide && op->invisible > 0 && op->type == PLAYER)
451 {
452 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
453 make_visible (op);
454 }
455
456 if (op->invisible > 50 * skill->level)
457 {
458 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
459 return 0;
460 }
461
462 if (attempt_hide (op, skill))
463 {
464 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
465 update_object (op, UP_OBJ_FACE);
466 return calc_skill_exp (op, NULL, skill);
467 }
468
469 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
470 return 0;
471 }
472
473 /* stop_jump() - End of jump. Clear flags, restore the map, and
474 * freeze the jumper a while to simulate the exhaustion
475 * of jumping.
476 */
477 static void
478 stop_jump (object *pl, int dist, int spaces)
479 {
480 pl->update_stats ();
481 pl->map->insert (pl, pl->x, pl->y, pl);
482 }
483
484 static int
485 attempt_jump (object *pl, int dir, int spaces, object *skill)
486 {
487 object *tmp;
488 int i, exp = 0, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
489 sint16 x, y;
490 maptile *m;
491
492 /* Jump loop. Go through spaces object wants to jump. Halt the
493 * jump if a wall or creature is in the way. We set FLAG_FLYING
494 * temporarily to allow player to aviod exits/archs that are not
495 * fly_on, fly_off. This will also prevent pickup of objects
496 * while jumping over them.
497 */
498 pl->remove ();
499
500 /*
501 * I don't think this is actually needed - all the movement
502 * code is handled in this function, and I don't see anyplace
503 * that cares about the move_type being flying.
504 */
505 pl->move_type |= MOVE_FLY_LOW;
506
507 for (i = 0; i <= spaces; i++)
508 {
509 x = pl->x + dx;
510 y = pl->y + dy;
511 m = pl->map;
512
513 mflags = get_map_flags (m, &m, x, y, &x, &y);
514
515 if (mflags & P_OUT_OF_MAP)
516 {
517 stop_jump (pl, i, spaces);
518 return 0;
519 }
520
521 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
522 {
523 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
524 stop_jump (pl, i, spaces);
525 return 0;
526 }
527
528 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
529 {
530 /* Jump into creature */
531 if (QUERY_FLAG (tmp, FLAG_MONSTER) || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
532 {
533 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
534
535 stop_jump (pl, i, spaces);
536
537 if (tmp->type != PLAYER ||
538 (pl->type == PLAYER && pl->contr->party == NULL) ||
539 (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
540 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
541
542 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
543 }
544
545 /* If the space has fly on set (no matter what the space is),
546 * we should get the effects - after all, the player is
547 * effectively flying.
548 */
549 if (tmp->move_on & MOVE_FLY_LOW)
550 {
551 pl->x = x;
552 pl->y = y;
553 pl->map = m;
554 stop_jump (pl, i, spaces);
555 return calc_skill_exp (pl, NULL, skill);
556 }
557 }
558
559 pl->x = x;
560 pl->y = y;
561 pl->map = m;
562 }
563
564 stop_jump (pl, i, spaces);
565
566 return calc_skill_exp (pl, NULL, skill);
567 }
568
569 /* jump() - this is both a new type of movement for player/monsters and
570 * an attack as well.
571 * Perhaps we should allow more spaces based on level, eg, level 50
572 * jumper can jump several spaces?
573 */
574 int
575 jump (object *pl, int dir, object *skill)
576 {
577 int str = pl->stats.Str;
578 int dex = pl->stats.Dex;
579
580 dex = dex ? dex : 15;
581 str = str ? str : 10;
582
583 int stats = str * str * str * dex * skill->level;
584 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
585
586 if (spaces == 0)
587 {
588 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
589 return 0;
590 }
591
592 return attempt_jump (pl, dir, spaces, skill);
593 }
594
595 /* skill_ident() - this code is supposed to allow players to identify
596 * classes of objects with the various "auto-ident" skills. Player must
597 * have unidentified objects of the right type in order for the skill
598 * to work. While multiple classes of objects may be identified,
599 * this code is kind of yucky -- it would be nice to make it a bit
600 * more generalized. Right now, skill indices are embedded in this routine.
601 * Returns amount of experience gained (on successful ident).
602 * - b.t. (thomas@astro.psu.edu)
603 */
604 static int
605 do_skill_detect_curse (object *pl, object *skill)
606 {
607 object *tmp;
608 int success = 0;
609
610 for (tmp = pl->inv; tmp; tmp = tmp->below)
611 if (!tmp->invisible
612 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
613 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
614 {
615 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
616 esrv_update_item (UPD_FLAGS, pl, tmp);
617 success += calc_skill_exp (pl, tmp, skill);
618 }
619
620 /* Check ground, too, but only objects the player could pick up */
621 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
622 if (can_pick (pl, tmp) &&
623 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
624 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
625 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
626 {
627 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
628 esrv_update_item (UPD_FLAGS, pl, tmp);
629 success += calc_skill_exp (pl, tmp, skill);
630 }
631
632 return success;
633 }
634
635 static int
636 do_skill_detect_magic (object *pl, object *skill)
637 {
638 object *tmp;
639 int success = 0;
640
641 for (tmp = pl->inv; tmp; tmp = tmp->below)
642 if (!tmp->invisible
643 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
644 && (is_magical (tmp)) && tmp->item_power < skill->level)
645 {
646 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
647 esrv_update_item (UPD_FLAGS, pl, tmp);
648 success += calc_skill_exp (pl, tmp, skill);
649 }
650
651 /* Check ground, too, but like above, only if the object can be picked up */
652 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
653 if (can_pick (pl, tmp) &&
654 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
655 {
656 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
657 esrv_update_item (UPD_FLAGS, pl, tmp);
658 success += calc_skill_exp (pl, tmp, skill);
659 }
660
661 return success;
662 }
663
664 /* Helper function for do_skill_ident, so that we can loop
665 * over inventory AND objects on the ground conveniently.
666 */
667 int
668 do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
669 {
670 int success = 0, chance;
671 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
672
673 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
674 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
675 {
676 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
677
678 if (skill_value >= chance)
679 {
680 identify (tmp);
681
682 if (pl->type == PLAYER)
683 {
684 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
685
686 if (tmp->msg)
687 {
688 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
689 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
690 }
691 }
692
693 success += calc_skill_exp (pl, tmp, skill);
694 }
695 else
696 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
697 }
698
699 return success;
700 }
701
702 /* do_skill_ident() - workhorse for skill_ident() -b.t.
703 */
704 static int
705 do_skill_ident (object *pl, int obj_class, object *skill)
706 {
707 int success = 0;
708
709 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
710 success += do_skill_ident2 (tmp, pl, obj_class, skill);
711 /* check the ground */
712
713 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
714 success += do_skill_ident2 (tmp, pl, obj_class, skill);
715
716 return success;
717 }
718
719 int
720 skill_ident (object *pl, object *skill)
721 {
722 int success = 0;
723
724 if (pl->type != PLAYER)
725 return 0; /* only players will skill-identify */
726
727 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
728
729 switch (skill->subtype)
730 {
731 case SK_SMITHERY:
732 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
733 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
734 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
735 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
736 break;
737
738 case SK_BOWYER:
739 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
740 break;
741
742 case SK_ALCHEMY:
743 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
744 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
745 break;
746
747 case SK_WOODSMAN:
748 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
749 break;
750
751 case SK_JEWELER:
752 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
753 break;
754
755 case SK_LITERACY:
756 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
757 break;
758
759 case SK_THAUMATURGY:
760 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
761 break;
762
763 case SK_DET_CURSE:
764 success = do_skill_detect_curse (pl, skill);
765 if (success)
766 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
767 break;
768
769 case SK_DET_MAGIC:
770 success = do_skill_detect_magic (pl, skill);
771 if (success)
772 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
773 break;
774
775 default:
776 LOG (llevError, "Error: bad call to skill_ident()\n");
777 return 0;
778 break;
779 }
780
781 if (!success)
782 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
783
784 return success;
785 }
786
787 /* players using this skill can 'charm' a monster --
788 * into working for them. It can only be used on
789 * non-special (see below) 'neutral' creatures.
790 * -b.t. (thomas@astro.psu.edu)
791 */
792 int
793 use_oratory (object *pl, int dir, object *skill)
794 {
795 if (pl->type != PLAYER)
796 return 0; /* only players use this skill */
797
798 sint16 x = pl->x + freearr_x[dir],
799 y = pl->y + freearr_y[dir];
800 maptile *m = pl->map;
801
802 int mflags = get_map_flags (m, &m, x, y, &x, &y);
803 if (mflags & P_OUT_OF_MAP)
804 return 0;
805
806 /* Save some processing - we have the flag already anyways
807 */
808 if (!(mflags & P_IS_ALIVE))
809 {
810 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
811 return 0;
812 }
813
814 object *tmp;
815 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
816 {
817 /* can't persuade players - return because there is nothing else
818 * on that space to charm. Same for multi space monsters and
819 * special monsters - we don't allow them to be charmed, and there
820 * is no reason to do further processing since they should be the
821 * only monster on the space.
822 */
823 if (tmp->type == PLAYER
824 || tmp->more || tmp->head_ () != tmp
825 || tmp->msg)
826 return 0;
827
828 if (QUERY_FLAG (tmp, FLAG_MONSTER))
829 break;
830 }
831
832 if (!tmp)
833 {
834 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
835 return 0;
836 }
837
838 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
839
840 /* the following conditions limit who may be 'charmed' */
841
842 /* it's hostile! */
843 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
844 {
845 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
846 return 0;
847 }
848
849 /* it's already allied! */
850 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
851 {
852 if (tmp->owner == pl)
853 {
854 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
855 return 0;
856 }
857 else if (skill->level > tmp->level)
858 {
859 /* you steal the follower. Perhaps we should really look at the
860 * level of the owner above?
861 */
862 tmp->set_owner (pl);
863 tmp->skill = skill->skill;
864
865 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
866 /* Abuse fix - don't give exp since this can otherwise
867 * be used by a couple players to gets lots of exp.
868 */
869 return 0;
870 }
871 else
872 {
873 /* In this case, you can't steal it from the other player */
874 return 0;
875 }
876 } /* Creature was already a pet of someone */
877
878 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
879
880 /* Ok, got a 'sucker' lets try to make them a follower */
881 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
882 {
883 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
884
885 tmp->set_owner (pl);
886 tmp->skill = skill->skill;
887 tmp->stats.exp = 0;
888 tmp->attack_movement = PETMOVE;
889
890 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
891 add_friendly_object (tmp);
892
893 return calc_skill_exp (pl, tmp, skill);
894 }
895 /* Charm failed. Creature may be angry now */
896 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
897 {
898 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
899 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
900 {
901 remove_friendly_object (tmp);
902 tmp->attack_movement = 0; /* needed? */
903 }
904
905 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
906 }
907
908 return 0; /* Fall through - if we get here, we didn't charm anything */
909 }
910
911 /* Singing() -this skill allows the player to pacify nearby creatures.
912 * There are few limitations on who/what kind of
913 * non-player creatures that may be pacified. Right now, a player
914 * may pacify creatures which have Int == 0. In this routine, once
915 * successfully pacified the creature gets Int=1. Thus, a player
916 * may only pacify a creature once.
917 * BTW, I appologize for the naming of the skill, I couldnt think
918 * of anything better! -b.t.
919 */
920 int
921 singing (object *pl, int dir, object *skill)
922 {
923 int i, exp = 0;
924 object *tmp;
925 maptile *m;
926 sint16 x, y;
927
928 if (pl->type != PLAYER)
929 return 0; /* only players use this skill */
930
931 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
932 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
933 {
934 x = pl->x + freearr_x[i];
935 y = pl->y + freearr_y[i];
936 m = pl->map;
937
938 int mflags = get_map_flags (m, &m, x, y, &x, &y);
939 if (mflags & P_OUT_OF_MAP)
940 continue;
941 if (!(mflags & P_IS_ALIVE))
942 continue;
943
944 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
945 {
946 if (QUERY_FLAG (tmp, FLAG_MONSTER))
947 break;
948 /* can't affect players */
949 if (tmp->type == PLAYER)
950 break;
951 }
952
953 /* Whole bunch of checks to see if this is a type of monster that would
954 * listen to singing.
955 */
956 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
957 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
958 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
959 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
960 !QUERY_FLAG (tmp, FLAG_FRIENDLY))
961 { /* already calm */
962
963 /* stealing isn't really related (although, maybe it should
964 * be). This is mainly to prevent singing to the same monster
965 * over and over again and getting exp for it.
966 */
967 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
968
969 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
970 {
971 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
972 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
973 /* Give exp only if they are not aware */
974
975 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
976 exp += calc_skill_exp (pl, tmp, skill);
977
978 SET_FLAG (tmp, FLAG_NO_STEAL);
979 }
980 else
981 {
982 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
983 SET_FLAG (tmp, FLAG_NO_STEAL);
984 }
985 }
986 }
987 return exp;
988 }
989
990 /* The find_traps skill (aka, search). Checks for traps
991 * on the spaces or in certain objects
992 */
993
994 int
995 find_traps (object *pl, object *skill)
996 {
997 object *tmp, *tmp2;
998 int i, expsum = 0, mflags;
999 sint16 x, y;
1000 maptile *m;
1001
1002 /* First we search all around us for runes and traps, which are
1003 * all type RUNE
1004 */
1005
1006 for (i = 0; i < 9; i++)
1007 {
1008 x = pl->x + freearr_x[i];
1009 y = pl->y + freearr_y[i];
1010 m = pl->map;
1011
1012 mflags = get_map_flags (m, &m, x, y, &x, &y);
1013 if (mflags & P_OUT_OF_MAP)
1014 continue;
1015
1016 /* Check everything in the square for trapness */
1017 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1018 {
1019
1020 /* And now we'd better do an inventory traversal of each
1021 * of these objects' inventory
1022 * We can narrow this down a bit - no reason to search through
1023 * the players inventory or monsters for that matter.
1024 */
1025 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1026 {
1027 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1028 if (tmp2->type == RUNE || tmp2->type == TRAP)
1029 if (trap_see (pl, tmp2))
1030 {
1031 trap_show (tmp2, tmp);
1032 if (tmp2->stats.Cha > 1)
1033 {
1034 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1035 expsum += calc_skill_exp (pl, tmp2, skill);
1036
1037 tmp2->stats.Cha = 1; /* unhide the trap */
1038 }
1039 }
1040 }
1041 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1042 {
1043 trap_show (tmp, tmp);
1044 if (tmp->stats.Cha > 1)
1045 {
1046 if (!tmp->owner || tmp->owner->type != PLAYER)
1047 expsum += calc_skill_exp (pl, tmp, skill);
1048 tmp->stats.Cha = 1; /* unhide the trap */
1049 }
1050 }
1051 }
1052 }
1053 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1054 return expsum;
1055 }
1056
1057 /* remove_trap() - This skill will disarm any previously discovered trap
1058 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1059 */
1060
1061 int
1062 remove_trap (object *op, int dir, object *skill)
1063 {
1064 object *tmp, *tmp2;
1065 int i, success = 0, mflags;
1066 maptile *m;
1067 sint16 x, y;
1068
1069 for (i = 0; i < 9; i++)
1070 {
1071 x = op->x + freearr_x[i];
1072 y = op->y + freearr_y[i];
1073 m = op->map;
1074
1075 mflags = get_map_flags (m, &m, x, y, &x, &y);
1076 if (mflags & P_OUT_OF_MAP)
1077 continue;
1078
1079 /* Check everything in the square for trapness */
1080 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1081 {
1082 /* And now we'd better do an inventory traversal of each
1083 * of these objects inventory. Like above, only
1084 * do this for interesting objects.
1085 */
1086
1087 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1088 {
1089 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1090 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1091 {
1092 trap_show (tmp2, tmp);
1093 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1094 {
1095 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1096 success += calc_skill_exp (op, tmp2, skill);
1097 }
1098 }
1099 }
1100 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1101 {
1102 trap_show (tmp, tmp);
1103 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1104 {
1105 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1106 success += calc_skill_exp (op, tmp, skill);
1107 }
1108 }
1109 }
1110 }
1111
1112 return success;
1113 }
1114
1115 /* pray() - when this skill is called from do_skill(), it allows
1116 * the player to regain lost grace points at a faster rate. -b.t.
1117 * This always returns 0 - return value is used by calling function
1118 * such that if it returns true, player gets exp in that skill. This
1119 * the effect here can be done on demand, we probably don't want to
1120 * give infinite exp by returning true in any cases.
1121 */
1122 int
1123 pray (object *pl, object *skill)
1124 {
1125 char buf[MAX_BUF];
1126 object *tmp;
1127
1128 if (pl->type != PLAYER)
1129 return 0;
1130
1131 strcpy (buf, "You pray.");
1132
1133 /* Check all objects - we could stop at floor objects,
1134 * but if someone buries an altar, I don't see a problem with
1135 * going through all the objects, and it shouldn't be much slower
1136 * than extra checks on object attributes.
1137 */
1138 for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1139 {
1140 /* Only if the altar actually belongs to someone do you get special benefits */
1141 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1142 {
1143 sprintf (buf, "You pray over the %s.", &tmp->name);
1144 pray_at_altar (pl, tmp, skill);
1145 break; /* Only pray at one altar */
1146 }
1147 }
1148
1149 new_draw_info (NDI_BLACK, 0, pl, buf);
1150
1151 if (pl->stats.grace < pl->stats.maxgrace)
1152 {
1153 pl->stats.grace++;
1154 pl->last_grace = -1;
1155 }
1156
1157 return 0;
1158 }
1159
1160 /* This skill allows the player to regain a few sp or hp for a
1161 * brief period of concentration. No armour or weapons may be
1162 * wielded/applied for this to work. The amount of time needed
1163 * to concentrate and the # of points regained is dependant on
1164 * the level of the user. - b.t. thomas@astro.psu.edu
1165 */
1166 void
1167 meditate (object *pl, object *skill)
1168 {
1169 object *tmp;
1170
1171 if (pl->type != PLAYER)
1172 return; /* players only */
1173
1174 /* check if pl has removed encumbering armour and weapons */
1175 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1176 {
1177 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1178 return;
1179 }
1180 else
1181 {
1182 for (tmp = pl->inv; tmp; tmp = tmp->below)
1183 if (((tmp->type == ARMOUR && skill->level < 12)
1184 || (tmp->type == HELMET && skill->level < 10)
1185 || (tmp->type == SHIELD && skill->level < 6)
1186 || (tmp->type == BOOTS && skill->level < 4)
1187 || (tmp->type == GLOVES && skill->level < 2))
1188 && QUERY_FLAG (tmp, FLAG_APPLIED))
1189 {
1190 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1191 return;
1192 }
1193 }
1194
1195 /* ok let's meditate! Spell points are regained first, then once
1196 * they are maxed we get back hp. Actual incrementing of values
1197 * is handled by the do_some_living() (in player.c). This way magical
1198 * bonuses for healing/sp regeneration are included properly
1199 * No matter what, we will eat up some playing time trying to
1200 * meditate. (see 'factor' variable for what sets the amount of time)
1201 */
1202
1203 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1204
1205 if (pl->stats.sp < pl->stats.maxsp)
1206 {
1207 pl->stats.sp++;
1208 pl->last_sp = -1;
1209 }
1210 else if (pl->stats.hp < pl->stats.maxhp)
1211 {
1212 pl->stats.hp++;
1213 pl->last_heal = -1;
1214 }
1215 }
1216
1217 /* write_note() - this routine allows players to inscribe messages in
1218 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1219 */
1220 static int
1221 write_note (object *pl, object *item, const char *msg, object *skill)
1222 {
1223
1224 if (strstr (msg, "\nendmsg"))
1225 {
1226 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1227 return 0;
1228 }
1229
1230 int len = strlen (msg);
1231
1232 if (!is_utf8_string ((U8 *)msg, len))
1233 {
1234 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1235 return 0;
1236 }
1237
1238 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1239 return RESULT_INT (0);
1240
1241 char buf[1024];
1242
1243 if (len < sizeof (buf) - 2)
1244 {
1245 snprintf (buf, sizeof (buf), "%s\n", msg);
1246
1247 object *newbook = arch_to_object (item->other_arch);
1248 item->decrease ();
1249 newbook->nrof = 1;
1250 newbook->msg = buf;
1251 newbook->flag [FLAG_IDENTIFIED] = true;
1252
1253 if (item->subtype == 1) // mailscrolls
1254 {
1255 newbook->name = item->name;
1256 newbook->name_pl = item->name_pl;
1257 }
1258
1259 pl->insert (newbook);
1260
1261 pl->contr->play_sound (sound_find ("inscribe_success"));
1262 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1263 return strlen (msg);
1264 }
1265 else
1266 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name);
1267
1268 return 0;
1269 }
1270
1271 /* write_scroll() - this routine allows players to inscribe spell scrolls
1272 * of spells which they know. Backfire effects are possible with the
1273 * severity of the backlash correlated with the difficulty of the scroll
1274 * that is attempted. -b.t. thomas@astro.psu.edu
1275 */
1276 static int
1277 write_scroll (object *pl, object *scroll, object *skill)
1278 {
1279 int success = 0, confused = 0;
1280
1281 /* Check if we are ready to attempt inscription */
1282 object *chosen_spell = pl->contr->ranged_ob;
1283
1284 if (!chosen_spell || chosen_spell->type != SPELL)
1285 {
1286 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1287 return 0;
1288 }
1289
1290 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1291 {
1292 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1293 return 0;
1294 }
1295
1296 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1297 {
1298 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1299 return 0;
1300 }
1301
1302 /* ok, we are ready to try inscription */
1303 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1304 confused = 1;
1305
1306 /* Lost mana/grace no matter what */
1307 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1308 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1309
1310 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1311 {
1312 object *newscroll = arch_to_object (scroll->other_arch);
1313 scroll->decrease ();
1314 newscroll->nrof = 1;
1315
1316 pl->contr->play_sound (sound_find ("inscribe_success"));
1317
1318 if (!confused)
1319 {
1320 newscroll->level = MAX (skill->level, chosen_spell->level);
1321 newscroll->flag [FLAG_IDENTIFIED] = true;
1322 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1323 }
1324 else
1325 {
1326 chosen_spell = find_random_spell_in_ob (pl, NULL);
1327 if (!chosen_spell)
1328 return 0;
1329
1330 newscroll->level = MAX (skill->level, chosen_spell->level);
1331 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1332 }
1333
1334 object *tmp = chosen_spell->clone ();
1335 insert_ob_in_ob (tmp, newscroll);
1336
1337 /* Same code as from treasure.C - so they can better merge.
1338 * if players want to sell them, so be it.
1339 */
1340 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1341 newscroll->stats.exp = newscroll->value / 5;
1342
1343 pl->insert (newscroll);
1344
1345 success = calc_skill_exp (pl, newscroll, skill);
1346 if (!confused)
1347 success *= 2;
1348
1349 success = success * skill->level;
1350 return success;
1351 }
1352 else
1353 { /* Inscription has failed */
1354 pl->contr->play_sound (sound_find ("inscribe_fail"));
1355
1356 if (chosen_spell->level > skill->level || confused)
1357 { /*backfire! */
1358 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1359
1360 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1361 pl->drain_specific_stat (4);
1362 else
1363 {
1364 confuse_player (pl, pl, 99);
1365 return -30 * chosen_spell->level;
1366 }
1367 }
1368 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1369 {
1370 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.>");
1371 confuse_player (pl, pl, 99);
1372 }
1373 else
1374 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>");
1375 }
1376
1377 return 0;
1378 }
1379
1380 /* write_on_item() - wrapper for write_note and write_scroll */
1381 int
1382 write_on_item (object *pl, const char *params, object *skill)
1383 {
1384 archetype *skat;
1385
1386 if (pl->type != PLAYER)
1387 return 0;
1388
1389 if (!params)
1390 params = "";
1391
1392 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1393
1394 /* Need to be able to read before we can write! */
1395 if (!find_skill_by_name (pl, skat->skill))
1396 {
1397 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1398 return 0;
1399 }
1400
1401 object *item = find_marked_object (pl);
1402
1403 /* find an item of correct type to write on */
1404 if (!item)
1405 {
1406 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.>");
1407 return 0;
1408 }
1409
1410 if (item->type != INSCRIBABLE)
1411 {
1412 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1413 return 0;
1414 }
1415
1416 if (QUERY_FLAG (item, FLAG_UNPAID))
1417 {
1418 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1419 return 0;
1420 }
1421
1422 if (item->other_arch->type == SCROLL)
1423 {
1424 if (*params)
1425 {
1426 // check readied scroll
1427 new_draw_info_format (NDI_UNIQUE, 0, pl,
1428 "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1429 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1430 return 0;
1431 }
1432
1433 return write_scroll (pl, item, skill);
1434 }
1435 else
1436 {
1437 if (!*params)
1438 {
1439 new_draw_info_format (NDI_UNIQUE, 0, pl,
1440 "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1441 "Usage: use_skill %s <message>", &skill->skill);
1442 return 0;
1443 }
1444
1445 return write_note (pl, item, params, skill);
1446 }
1447
1448 return 0;
1449 }
1450
1451 /* find_throw_ob() - if we request an object, then
1452 * we search for it in the inventory of the owner (you've
1453 * got to be carrying something in order to throw it!).
1454 * If we didnt request an object, then the top object in inventory
1455 * (that is "throwable", ie no throwing your skills away!)
1456 * is the object of choice. Also check to see if object is
1457 * 'throwable' (ie not applied cursed obj, worn, etc).
1458 */
1459 static object *
1460 find_throw_ob (object *op, const char *request)
1461 {
1462 object *tmp;
1463
1464 if (!op)
1465 { /* safety */
1466 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1467 return (object *) NULL;
1468 }
1469
1470 /* prefer marked item */
1471 tmp = find_marked_object (op);
1472 if (tmp != NULL)
1473 {
1474 /* can't toss invisible or inv-locked items */
1475 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1476 {
1477 tmp = NULL;
1478 }
1479 }
1480
1481 /* look through the inventory */
1482 if (tmp == NULL)
1483 {
1484 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1485 {
1486 /* can't toss invisible or inv-locked items */
1487 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1488 continue;
1489 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1490 break;
1491 }
1492 }
1493
1494 /* this should prevent us from throwing away
1495 * cursed items, worn armour, etc. Only weapons
1496 * can be thrown from 'hand'.
1497 */
1498 if (!tmp)
1499 return NULL;
1500
1501 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1502 {
1503 if (tmp->type != WEAPON)
1504 {
1505 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1506 tmp = NULL;
1507 }
1508 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1509 {
1510 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1511 tmp = NULL;
1512 }
1513 else
1514 {
1515 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1516 {
1517 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1518 tmp = NULL;
1519 }
1520 }
1521 }
1522 else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1523 {
1524 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1525 tmp = NULL;
1526 }
1527
1528 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1529 {
1530 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1531 tmp = NULL;
1532 }
1533 return tmp;
1534 }
1535
1536 /* make_throw_ob() We construct the 'carrier' object in
1537 * which we will insert the object that is being thrown.
1538 * This combination becomes the 'thrown object'. -b.t.
1539 */
1540 static object *
1541 make_throw_ob (object *orig)
1542 {
1543 if (!orig)
1544 return 0;
1545
1546 if (QUERY_FLAG (orig, FLAG_APPLIED))
1547 {
1548 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1549 /* insufficient workaround, but better than nothing */
1550 CLEAR_FLAG (orig, FLAG_APPLIED);
1551 }
1552
1553 object *toss_item = orig->clone ();
1554
1555 toss_item->type = THROWN_OBJ;
1556 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1557 toss_item->stats.dam = 0; /* default damage */
1558 toss_item->insert (orig);
1559
1560 return toss_item;
1561 }
1562
1563 /* do_throw() - op throws any object toss_item. This code
1564 * was borrowed from fire_bow.
1565 * Returns 1 if skill was successfully used, 0 if not
1566 */
1567 static int
1568 do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1569 {
1570 object *throw_ob = toss_item, *left = NULL;
1571 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1572 int pause_f, weight_f = 0, mflags;
1573 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1574 maptile *m;
1575 sint16 sx, sy;
1576
1577 if (throw_ob == NULL)
1578 {
1579 if (op->type == PLAYER)
1580 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1581
1582 return 0;
1583 }
1584 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1585 {
1586 if (op->type == PLAYER)
1587 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1588
1589 return 0;
1590 }
1591
1592 /* Because throwing effectiveness must be reduced by the
1593 * encumbrance of the thrower and weight of the object. THus,
1594 * we use the concept of 'effective strength' as defined below.
1595 */
1596
1597 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1598 if (str > MAX_STAT)
1599 {
1600 str_factor = (float) str / (float) MAX_STAT;
1601 str = MAX_STAT;
1602 }
1603
1604 /* the more we carry, the less we can throw. Limit only on players */
1605 maxc = max_carry[str] * 1000;
1606 if (op->carrying > maxc && op->type == PLAYER)
1607 load_factor = (float) maxc / (float) op->carrying;
1608
1609 /* lighter items are thrown harder, farther, faster */
1610 if (throw_ob->weight > 0)
1611 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1612 else
1613 { /* 0 or negative weight?!? Odd object, can't throw it */
1614 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1615 return 0;
1616 }
1617
1618 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1619 eff_str = (int) ((float) eff_str * item_factor * str_factor);
1620
1621 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1622 * account for super-strong throwers. */
1623 if (eff_str > MAX_STAT)
1624 eff_str = MAX_STAT;
1625
1626 #ifdef DEBUG_THROW
1627 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1628 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1629 LOG (llevDebug, " str_factor=%f\n", str_factor);
1630 LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1631 #endif
1632
1633 /* 3 things here prevent a throw, you aimed at your feet, you
1634 * have no effective throwing strength, or you threw at something
1635 * that flying objects can't get through.
1636 */
1637 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1638
1639 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1640 {
1641 /* bounces off 'wall', and drops to feet */
1642 throw_ob->insert_at (part, op);
1643
1644 if (op->type == PLAYER)
1645 {
1646 if (eff_str <= 1)
1647 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1648 else if (!dir)
1649 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1650 else
1651 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 }
1653
1654 return 0;
1655 } /* if object can't be thrown */
1656
1657 left = throw_ob; /* these are throwing objects left to the player */
1658
1659 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1660 * and returns NULL. We must use 'left' then
1661 */
1662 if (!(throw_ob = throw_ob->split ()))
1663 {
1664 throw_ob = left;
1665 left->remove ();
1666 }
1667
1668 /* special case: throwing powdery substances like dust, dirt */
1669 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1670 {
1671 cast_dust (op, throw_ob, dir);
1672 return 1;
1673 }
1674
1675 /* Make a thrown object -- insert real object in a 'carrier' object.
1676 * If unsuccessfull at making the "thrown_obj", we just reinsert
1677 * the original object back into inventory and exit
1678 */
1679 if ((toss_item = make_throw_ob (throw_ob)))
1680 {
1681 throw_ob = toss_item;
1682 throw_ob->skill = skill->skill;
1683 }
1684 else
1685 {
1686 insert_ob_in_ob (throw_ob, op);
1687 return 0;
1688 }
1689
1690 throw_ob->set_owner (op);
1691 /* At some point in the attack code, the actual real object (op->inv)
1692 * becomes the hitter. As such, we need to make sure that has a proper
1693 * owner value so exp goes to the right place.
1694 */
1695 throw_ob->inv->set_owner (op);
1696 throw_ob->direction = dir;
1697
1698 /* the damage bonus from the force of the throw */
1699 dam = int (str_factor * dam_bonus[eff_str]);
1700
1701 /* Now, lets adjust the properties of the thrown_ob. */
1702
1703 /* how far to fly */
1704 throw_ob->last_sp = (eff_str * 3) / 5;
1705
1706 /* speed */
1707 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1708
1709 /* item damage. Eff_str and item weight influence damage done */
1710 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1711 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1712
1713 /* chance of breaking. Proportional to force used and weight of item */
1714 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1715
1716 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1717 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1718
1719 /* the properties of objects which are meant to be thrown (ie dart,
1720 * throwing knife, etc) will differ from ordinary items. Lets tailor
1721 * this stuff in here.
1722 */
1723
1724 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1725 {
1726 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1727 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1728 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1729 /* only throw objects get directional faces */
1730 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1731 SET_ANIMATION (throw_ob, dir);
1732 }
1733 else
1734 {
1735 uint16 mat = throw_ob->materials;
1736
1737 /* some materials will adjust properties.. */
1738 if (mat & M_LEATHER)
1739 {
1740 throw_ob->stats.dam -= 1;
1741 throw_ob->stats.food -= 10;
1742 }
1743
1744 if (mat & M_GLASS)
1745 throw_ob->stats.food += 60;
1746
1747 if (mat & M_ORGANIC)
1748 {
1749 throw_ob->stats.dam -= 3;
1750 throw_ob->stats.food += 55;
1751 }
1752
1753 if (mat & M_PAPER || mat & M_CLOTH)
1754 {
1755 throw_ob->stats.dam -= 5;
1756 throw_ob->speed *= 0.8;
1757 throw_ob->stats.wc += 3;
1758 throw_ob->stats.food -= 30;
1759 }
1760
1761 /* light obj have more wind resistance, fly slower */
1762 if (throw_ob->weight > 500)
1763 throw_ob->speed *= 0.8;
1764
1765 if (throw_ob->weight > 50)
1766 throw_ob->speed *= 0.5;
1767 } /* else tailor thrown object */
1768
1769 /* some limits, and safeties (needed?) */
1770 if (throw_ob->stats.dam < 0)
1771 throw_ob->stats.dam = 0;
1772 if (throw_ob->last_sp > eff_str)
1773 throw_ob->last_sp = eff_str;
1774 if (throw_ob->stats.food < 0)
1775 throw_ob->stats.food = 0;
1776 if (throw_ob->stats.food > 100)
1777 throw_ob->stats.food = 100;
1778 if (throw_ob->stats.wc > 30)
1779 throw_ob->stats.wc = 30;
1780
1781 /* how long to pause the thrower. Higher values mean less pause */
1782 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1783
1784 /* Put a lower limit on this */
1785 if (pause_f < 10)
1786 pause_f = 10;
1787 if (pause_f > 100)
1788 pause_f = 100;
1789
1790 /* Changed in 0.94.2 - the calculation before was really goofy.
1791 * In short summary, a throw can take anywhere between speed 5 and
1792 * speed 0.5
1793 */
1794 op->speed_left -= 50 / pause_f;
1795
1796 throw_ob->speed_left = 0;
1797 throw_ob->map = part->map;
1798
1799 throw_ob->move_type = MOVE_FLY_LOW;
1800 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1801
1802 #if 0
1803 /* need to put in a good sound for this */
1804 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1805 #endif
1806
1807 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1808 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1809 #ifdef DEBUG_THROW
1810 LOG (llevDebug, " pause_f=%d \n", pause_f);
1811 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1812 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1813 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1814 #endif
1815
1816 throw_ob->insert_at (part, op);
1817
1818 if (!throw_ob->destroyed ())
1819 move_arrow (throw_ob);
1820
1821 return 1;
1822 }
1823
1824 int
1825 skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1826 {
1827 object *throw_ob;
1828
1829 if (op->type == PLAYER)
1830 throw_ob = find_throw_ob (op, params);
1831 else
1832 throw_ob = find_mon_throw_ob (op);
1833
1834 return do_throw (op, part, throw_ob, dir, skill);
1835 }