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/cvs/deliantra/server/server/skills.C
Revision: 1.58
Committed: Sun Dec 14 13:49:11 2008 UTC (15 years, 5 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.57: +0 -14 lines
Log Message:
fixed jump skill.

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 roll -= equip->weight / 10000;
70
71 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
72 roll -= equip->weight / 5000;
73
74 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
75 roll -= equip->weight / 2000;
76
77 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
78 roll -= equip->weight / 5000;
79
80 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
81 roll -= equip->weight / 100;
82 }
83
84 if (roll < 0)
85 roll = 0;
86
87 return roll;
88 }
89
90 /*
91 * When stealing: dependent on the intelligence/wisdom of whom you're
92 * stealing from (op in attempt_steal), offset by your dexterity and
93 * skill at stealing. They may notice your attempt, whether successful
94 * or not.
95 * op is the target (person being pilfered)
96 * who is the person doing the stealing.
97 * skill is the skill object (stealing).
98 */
99 static int
100 attempt_steal (object *op, object *who, object *skill)
101 {
102 object *success = NULL, *tmp = NULL, *next;
103 int roll = 0, chance = 0, stats_value;
104 rv_vector rv;
105
106 stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2;
107
108 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
109 * they will try to prevent stealing if they can. Only unseen theives will
110 * have much chance of success.
111 */
112 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_NO_STEAL))
113 {
114 if (can_detect_enemy (op, who, &rv))
115 {
116 npc_call_help (op);
117 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
118 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
119 return 0;
120 }
121 else /* help npc to detect thief next time by raising its wisdom */
122 op->stats.Wis += (op->stats.Int / 5) + 1;
123 if (op->stats.Wis > MAX_STAT)
124 op->stats.Wis = MAX_STAT;
125 }
126
127 if (op->type == PLAYER && QUERY_FLAG (op, FLAG_WIZ))
128 {
129 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
130 return 0;
131 }
132
133 // only allow stealing between hostile players (TODO: probably should change)
134 if (op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful))
135 {
136 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
137 return 0;
138 }
139
140 /* Ok then, go through their inventory, stealing */
141 for (tmp = op->inv; tmp; tmp = next)
142 {
143 next = tmp->below;
144
145 /* you can't steal worn items, starting items, wiz stuff,
146 * innate abilities, or items w/o a type. Generally
147 * speaking, the invisibility flag prevents experience or
148 * abilities from being stolen since these types are currently
149 * always invisible objects. I was implicit here so as to prevent
150 * future possible problems. -b.t.
151 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
152 * already -b.t.
153 */
154
155 if (QUERY_FLAG (tmp, FLAG_APPLIED)
156 || !tmp->type
157 || tmp->type == SPELL
158 || QUERY_FLAG (tmp, FLAG_STARTEQUIP)
159 || QUERY_FLAG (tmp, FLAG_NO_STEAL)
160 || tmp->invisible)
161 continue;
162
163 /* Okay, try stealing this item. Dependent on dexterity of thief,
164 * skill level, see the adj_stealroll fctn for more detail.
165 */
166
167 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
168
169 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
170 return 0;
171 else if (roll < chance)
172 {
173 pick_up (who, tmp);
174 /* need to see if the player actually stole this item -
175 * if it is in the players inv, assume it is. This prevents
176 * abuses where the player can not carry the item, so just
177 * keeps stealing it over and over.
178 */
179 if (tmp->destroyed () || tmp->env != op)
180 {
181 /* for players, play_sound: steals item */
182 success = tmp;
183 CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
184 }
185
186 break;
187 }
188 } /* for loop looking for an item */
189
190 if (!tmp)
191 {
192 new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
193 return 0;
194 }
195
196 /* If you arent high enough level, you might get something BUT
197 * the victim will notice your stealing attempt. Ditto if you
198 * attempt to steal something heavy off them, they're bound to notice
199 */
200
201 if ((roll >= skill->level) || !chance
202 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
203 {
204 /* victim figures out where the thief is! */
205 if (who->flag [FLAG_HIDDEN])
206 make_visible (who);
207
208 if (op->type != PLAYER)
209 {
210 /* The unaggressives look after themselves 8) */
211 if (who->type == PLAYER)
212 {
213 npc_call_help (op);
214 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
215 }
216
217 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
218 /* all remaining npc items are guarded now. Set flag NO_STEAL
219 * on the victim.
220 */
221 SET_FLAG (op, FLAG_NO_STEAL);
222 }
223 else
224 { /* stealing from another player */
225 char buf[MAX_BUF];
226
227 /* Notify the other player */
228 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
229 sprintf (buf, "Your %s is missing!", query_name (success));
230 else
231 sprintf (buf, "Your pack feels strangely lighter.");
232
233 new_draw_info (NDI_UNIQUE, 0, op, buf);
234 if (!success)
235 {
236 if (who->invisible)
237 sprintf (buf, "you feel itchy fingers getting at your pack.");
238 else
239 sprintf (buf, "%s looks very shifty.", query_name (who));
240
241 new_draw_info (NDI_UNIQUE, 0, op, buf);
242 }
243 } /* else stealing from another player */
244 /* play_sound("stop! thief!"); kindofthing */
245 } /* if you weren't 100% successful */
246
247 return success ? 1 : 0;
248 }
249
250 int
251 steal (object *op, int dir, object *skill)
252 {
253 object *tmp, *next;
254 sint16 x, y;
255 maptile *m;
256 int mflags;
257
258 x = op->x + freearr_x[dir];
259 y = op->y + freearr_y[dir];
260
261 if (dir == 0)
262 {
263 /* Can't steal from ourself! */
264 return 0;
265 }
266
267 m = op->map;
268 mflags = get_map_flags (m, &m, x, y, &x, &y);
269 /* Out of map - can't do it. If nothing alive on this space,
270 * don't need to look any further.
271 */
272 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
273 return 0;
274
275 /* If player can't move onto the space, can't steal from it. */
276 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
277 return 0;
278
279 /* Find the topmost object at this spot */
280 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
281
282 /* For all the stacked objects at this point, attempt a steal */
283 for (; tmp != NULL; tmp = next)
284 {
285 next = tmp->below;
286 /* Minor hack--for multi square beings - make sure we get
287 * the 'head' coz 'tail' objects have no inventory! - b.t.
288 */
289 if (tmp->head)
290 tmp = tmp->head;
291
292 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
293 continue;
294
295 /* do not reveal hidden DMs */
296 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
297 continue;
298 if (attempt_steal (tmp, op, skill))
299 {
300 if (tmp->type == PLAYER) /* no xp for stealing from another player */
301 return 0;
302
303 /* no xp for stealing from pets (of players) */
304 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
305 {
306 object *owner = tmp->owner;
307
308 if (owner != NULL && owner->type == PLAYER)
309 return 0;
310 }
311
312 // reduce monster experience by experience we gained, as to
313 // limit the amount of exp that can be gained by stealing from monsters
314 // (jessies gave ~20,000,000 exp otherwise.
315 int exp = calc_skill_exp (op, tmp, skill);
316
317 exp = MIN (tmp->stats.exp, exp);
318 tmp->stats.exp -= exp;
319 return exp;
320 }
321 }
322 return 0;
323 }
324
325 static int
326 attempt_pick_lock (object *door, object *pl, object *skill)
327 {
328 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
329 int success = 0, number; /* did we get anything? */
330
331
332 /* Try to pick the lock on this item (doors only for now).
333 * Dependent on dexterity/skill SK_level of the player and
334 * the map level difficulty.
335 */
336 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
337 if (number < (pl->stats.Dex + skill->level - difficulty))
338 {
339 remove_door (door);
340 success = 1;
341 }
342 else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
343 { /* set off any traps? */
344 spring_trap (door->inv, pl);
345 }
346 return success;
347 }
348
349
350 /* Implementation by bt. (thomas@astro.psu.edu)
351 * monster implementation 7-7-95 by bt.
352 */
353
354 int
355 pick_lock (object *pl, int dir, object *skill)
356 {
357 object *tmp;
358 int x = pl->x + freearr_x[dir];
359 int y = pl->y + freearr_y[dir];
360
361 if (!dir)
362 dir = pl->facing;
363
364 /* For all the stacked objects at this point find a door */
365 if (out_of_map (pl->map, x, y))
366 {
367 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
368 return 0;
369 }
370
371 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
372 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
373 break;
374
375 if (!tmp)
376 {
377 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
378 return 0;
379 }
380 if (tmp->type == LOCKED_DOOR)
381 {
382 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
383 return 0;
384 }
385
386 if (!tmp->move_block)
387 {
388 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
389 return 0;
390 }
391
392 if (attempt_pick_lock (tmp, pl, skill))
393 {
394 new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
395 return calc_skill_exp (pl, NULL, skill);
396 }
397 else
398 {
399 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
400 return 0;
401 }
402 }
403
404 /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
405 * a short while (success and duration dependant on player SK_level,
406 * dexterity, charisma, and map difficulty).
407 * Players have a good chance of becoming 'unhidden' if they move
408 * and like invisiblity will be come visible if they attack
409 * Implemented by b.t. (thomas@astro.psu.edu)
410 * July 7, 1995 - made hiding possible for monsters. -b.t.
411 */
412 static int
413 attempt_hide (object *op, object *skill)
414 {
415 int number, difficulty = op->map->difficulty;
416 int terrain = hideability (op);
417
418 if (terrain < -10) /* not enough cover here */
419 return 0;
420
421 /* Hiding success and duration dependant on skill level,
422 * op->stats.Dex, map difficulty and terrain.
423 */
424 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
425
426 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
427 {
428 op->invisible += 100; /* set the level of 'hiddeness' */
429
430 if (op->type == PLAYER)
431 op->contr->tmp_invis = 1;
432
433 op->flag [FLAG_HIDDEN] = 1;
434 return 1;
435 }
436
437 return 0;
438 }
439
440 /* patched this to take terrain into consideration */
441 int
442 hide (object *op, object *skill)
443 {
444 /* the preliminaries -- Can we really hide now? */
445 /* this keeps monsters from using invisibilty spells and hiding */
446
447 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
448 {
449 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
450 return 0;
451 }
452 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
453 {
454 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
455 make_visible (op);
456 }
457
458 if (op->invisible > 50 * skill->level)
459 {
460 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
461 return 0;
462 }
463
464 if (attempt_hide (op, skill))
465 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
467 update_object (op, UP_OBJ_FACE);
468 return calc_skill_exp (op, NULL, skill);
469 }
470
471 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
472 return 0;
473 }
474
475 /* stop_jump() - End of jump. Clear flags, restore the map, and
476 * freeze the jumper a while to simulate the exhaustion
477 * of jumping.
478 */
479 static void
480 stop_jump (object *pl, int dist, int spaces)
481 {
482 pl->update_stats ();
483 pl->map->insert (pl, pl->x, pl->y, pl);
484 pl->speed_left -= fabs (pl->speed * 8);
485 }
486
487 static int
488 attempt_jump (object *pl, int dir, int spaces, object *skill)
489 {
490 object *tmp;
491 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
492 sint16 x, y;
493 maptile *m;
494
495 /* Jump loop. Go through spaces object wants to jump. Halt the
496 * jump if a wall or creature is in the way. We set FLAG_FLYING
497 * temporarily to allow player to aviod exits/archs that are not
498 * fly_on, fly_off. This will also prevent pickup of objects
499 * while jumping over them.
500 */
501 pl->remove ();
502 pl->move_type |= MOVE_FLY_LOW;
503
504 for (i = 0; i <= spaces; i++)
505 {
506 x = pl->x + dx;
507 y = pl->y + dy;
508 m = pl->map;
509
510 mflags = get_map_flags (m, &m, x, y, &x, &y);
511
512 if (mflags & P_OUT_OF_MAP)
513 {
514 stop_jump (pl, i, spaces);
515 return 0;
516 }
517
518 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
519 {
520 /* Jump into creature */
521 if (QUERY_FLAG (tmp, FLAG_MONSTER)
522 || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
523 {
524 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
525
526 stop_jump (pl, i, spaces);
527
528 int exp = 0;
529
530 if (tmp->type != PLAYER
531 || (pl->type == PLAYER && !pl->contr->party)
532 || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
533 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
534
535 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
536 }
537 }
538
539 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
540 {
541 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
542 stop_jump (pl, i, spaces);
543 return 0;
544 }
545
546 pl->x = x;
547 pl->y = y;
548 pl->map = m;
549 }
550
551 stop_jump (pl, i, spaces);
552
553 return calc_skill_exp (pl, NULL, skill);
554 }
555
556 /* jump() - this is both a new type of movement for player/monsters and
557 * an attack as well.
558 * Perhaps we should allow more spaces based on level, eg, level 50
559 * jumper can jump several spaces?
560 */
561 int
562 jump (object *pl, int dir, object *skill)
563 {
564 int str = pl->stats.Str;
565 int dex = pl->stats.Dex;
566
567 dex = dex ? dex : 15;
568 str = str ? str : 10;
569
570 int stats = str * str * str * dex * skill->level;
571 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
572
573 if (spaces == 0)
574 {
575 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
576 return 0;
577 }
578
579 return attempt_jump (pl, dir, spaces, skill);
580 }
581
582 /* skill_ident() - this code is supposed to allow players to identify
583 * classes of objects with the various "auto-ident" skills. Player must
584 * have unidentified objects of the right type in order for the skill
585 * to work. While multiple classes of objects may be identified,
586 * this code is kind of yucky -- it would be nice to make it a bit
587 * more generalized. Right now, skill indices are embedded in this routine.
588 * Returns amount of experience gained (on successful ident).
589 * - b.t. (thomas@astro.psu.edu)
590 */
591 static int
592 do_skill_detect_curse (object *pl, object *skill)
593 {
594 object *tmp;
595 int success = 0;
596
597 for (tmp = pl->inv; tmp; tmp = tmp->below)
598 if (!tmp->invisible
599 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
600 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
601 {
602 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
603 esrv_update_item (UPD_FLAGS, pl, tmp);
604 success += calc_skill_exp (pl, tmp, skill);
605 }
606
607 /* Check ground, too, but only objects the player could pick up */
608 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
609 if (can_pick (pl, tmp) &&
610 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
611 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
612 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
613 {
614 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
615 esrv_update_item (UPD_FLAGS, pl, tmp);
616 success += calc_skill_exp (pl, tmp, skill);
617 }
618
619 return success;
620 }
621
622 static int
623 do_skill_detect_magic (object *pl, object *skill)
624 {
625 object *tmp;
626 int success = 0;
627
628 for (tmp = pl->inv; tmp; tmp = tmp->below)
629 if (!tmp->invisible
630 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
631 && (is_magical (tmp)) && tmp->item_power < skill->level)
632 {
633 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
634 esrv_update_item (UPD_FLAGS, pl, tmp);
635 success += calc_skill_exp (pl, tmp, skill);
636 }
637
638 /* Check ground, too, but like above, only if the object can be picked up */
639 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
640 if (can_pick (pl, tmp) &&
641 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
642 {
643 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
644 esrv_update_item (UPD_FLAGS, pl, tmp);
645 success += calc_skill_exp (pl, tmp, skill);
646 }
647
648 return success;
649 }
650
651 /* Helper function for do_skill_ident, so that we can loop
652 * over inventory AND objects on the ground conveniently.
653 */
654 int
655 do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
656 {
657 int success = 0, chance;
658 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
659
660 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
661 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
662 {
663 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
664
665 if (skill_value >= chance)
666 {
667 identify (tmp);
668
669 if (pl->type == PLAYER)
670 {
671 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
672
673 if (tmp->msg)
674 {
675 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
676 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
677 }
678 }
679
680 success += calc_skill_exp (pl, tmp, skill);
681 }
682 else
683 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
684 }
685
686 return success;
687 }
688
689 /* do_skill_ident() - workhorse for skill_ident() -b.t.
690 */
691 static int
692 do_skill_ident (object *pl, int obj_class, object *skill)
693 {
694 int success = 0;
695
696 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
697 success += do_skill_ident2 (tmp, pl, obj_class, skill);
698 /* check the ground */
699
700 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
701 success += do_skill_ident2 (tmp, pl, obj_class, skill);
702
703 return success;
704 }
705
706 int
707 skill_ident (object *pl, object *skill)
708 {
709 int success = 0;
710
711 if (pl->type != PLAYER)
712 return 0; /* only players will skill-identify */
713
714 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
715
716 switch (skill->subtype)
717 {
718 case SK_SMITHERY:
719 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
720 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
721 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
722 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
723 break;
724
725 case SK_BOWYER:
726 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
727 break;
728
729 case SK_ALCHEMY:
730 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
731 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
732 break;
733
734 case SK_WOODSMAN:
735 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
736 break;
737
738 case SK_JEWELER:
739 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
740 break;
741
742 case SK_LITERACY:
743 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
744 break;
745
746 case SK_THAUMATURGY:
747 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
748 break;
749
750 case SK_DET_CURSE:
751 success = do_skill_detect_curse (pl, skill);
752 if (success)
753 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
754 break;
755
756 case SK_DET_MAGIC:
757 success = do_skill_detect_magic (pl, skill);
758 if (success)
759 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
760 break;
761
762 default:
763 LOG (llevError, "Error: bad call to skill_ident()\n");
764 return 0;
765 break;
766 }
767
768 if (!success)
769 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
770
771 return success;
772 }
773
774 /* players using this skill can 'charm' a monster --
775 * into working for them. It can only be used on
776 * non-special (see below) 'neutral' creatures.
777 * -b.t. (thomas@astro.psu.edu)
778 */
779 int
780 use_oratory (object *pl, int dir, object *skill)
781 {
782 if (pl->type != PLAYER)
783 return 0; /* only players use this skill */
784
785 sint16 x = pl->x + freearr_x[dir],
786 y = pl->y + freearr_y[dir];
787 maptile *m = pl->map;
788
789 int mflags = get_map_flags (m, &m, x, y, &x, &y);
790 if (mflags & P_OUT_OF_MAP)
791 return 0;
792
793 /* Save some processing - we have the flag already anyways
794 */
795 if (!(mflags & P_IS_ALIVE))
796 {
797 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
798 return 0;
799 }
800
801 object *tmp;
802 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
803 {
804 /* can't persuade players - return because there is nothing else
805 * on that space to charm. Same for multi space monsters and
806 * special monsters - we don't allow them to be charmed, and there
807 * is no reason to do further processing since they should be the
808 * only monster on the space.
809 */
810 if (tmp->type == PLAYER
811 || tmp->more || tmp->head_ () != tmp
812 || tmp->msg)
813 return 0;
814
815 if (QUERY_FLAG (tmp, FLAG_MONSTER))
816 break;
817 }
818
819 if (!tmp)
820 {
821 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
822 return 0;
823 }
824
825 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
826
827 /* the following conditions limit who may be 'charmed' */
828
829 /* it's hostile! */
830 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
831 {
832 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
833 return 0;
834 }
835
836 /* it's already allied! */
837 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
838 {
839 if (tmp->owner == pl)
840 {
841 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
842 return 0;
843 }
844 else if (skill->level > tmp->level)
845 {
846 /* you steal the follower. Perhaps we should really look at the
847 * level of the owner above?
848 */
849 tmp->set_owner (pl);
850 tmp->skill = skill->skill;
851
852 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
853 /* Abuse fix - don't give exp since this can otherwise
854 * be used by a couple players to gets lots of exp.
855 */
856 return 0;
857 }
858 else
859 {
860 /* In this case, you can't steal it from the other player */
861 return 0;
862 }
863 } /* Creature was already a pet of someone */
864
865 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
866
867 /* Ok, got a 'sucker' lets try to make them a follower */
868 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
869 {
870 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
871
872 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
873 tmp->set_owner (pl);
874 tmp->skill = skill->skill;
875 tmp->stats.exp = 0;
876 tmp->attack_movement = PETMOVE;
877
878 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
879 add_friendly_object (tmp);
880
881 return calc_skill_exp (pl, tmp, skill);
882 }
883 /* Charm failed. Creature may be angry now */
884 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
885 {
886 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
887 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
888 {
889 remove_friendly_object (tmp);
890 tmp->attack_movement = 0; /* needed? */
891 }
892
893 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
894 }
895
896 return 0; /* Fall through - if we get here, we didn't charm anything */
897 }
898
899 /* Singing() -this skill allows the player to pacify nearby creatures.
900 * There are few limitations on who/what kind of
901 * non-player creatures that may be pacified. Right now, a player
902 * may pacify creatures which have Int == 0. In this routine, once
903 * successfully pacified the creature gets Int=1. Thus, a player
904 * may only pacify a creature once.
905 * BTW, I appologize for the naming of the skill, I couldnt think
906 * of anything better! -b.t.
907 */
908 int
909 singing (object *pl, int dir, object *skill)
910 {
911 int i, exp = 0;
912 object *tmp;
913 maptile *m;
914 sint16 x, y;
915
916 if (pl->type != PLAYER)
917 return 0; /* only players use this skill */
918
919 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
920 for (i = 0; i < MIN (skill->level, SIZEOFFREE); i++)
921 {
922 x = pl->x + freearr_x[i];
923 y = pl->y + freearr_y[i];
924 m = pl->map;
925
926 int mflags = get_map_flags (m, &m, x, y, &x, &y);
927 if (mflags & P_OUT_OF_MAP)
928 continue;
929 if (!(mflags & P_IS_ALIVE))
930 continue;
931
932 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
933 {
934 if (QUERY_FLAG (tmp, FLAG_MONSTER))
935 break;
936 /* can't affect players */
937 if (tmp->type == PLAYER)
938 break;
939 }
940
941 /* Whole bunch of checks to see if this is a type of monster that would
942 * listen to singing.
943 */
944 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
945 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
946 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
947 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
948 !QUERY_FLAG (tmp, FLAG_FRIENDLY))
949 { /* already calm */
950
951 /* stealing isn't really related (although, maybe it should
952 * be). This is mainly to prevent singing to the same monster
953 * over and over again and getting exp for it.
954 */
955 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
956
957 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
958 {
959 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
960 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
961 /* Give exp only if they are not aware */
962
963 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
964 exp += calc_skill_exp (pl, tmp, skill);
965
966 SET_FLAG (tmp, FLAG_NO_STEAL);
967 }
968 else
969 {
970 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
971 SET_FLAG (tmp, FLAG_NO_STEAL);
972 }
973 }
974 }
975 return exp;
976 }
977
978 /* The find_traps skill (aka, search). Checks for traps
979 * on the spaces or in certain objects
980 */
981
982 int
983 find_traps (object *pl, object *skill)
984 {
985 object *tmp, *tmp2;
986 int i, expsum = 0, mflags;
987 sint16 x, y;
988 maptile *m;
989
990 /* First we search all around us for runes and traps, which are
991 * all type RUNE
992 */
993
994 for (i = 0; i < 9; i++)
995 {
996 x = pl->x + freearr_x[i];
997 y = pl->y + freearr_y[i];
998 m = pl->map;
999
1000 mflags = get_map_flags (m, &m, x, y, &x, &y);
1001 if (mflags & P_OUT_OF_MAP)
1002 continue;
1003
1004 /* Check everything in the square for trapness */
1005 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1006 {
1007
1008 /* And now we'd better do an inventory traversal of each
1009 * of these objects' inventory
1010 * We can narrow this down a bit - no reason to search through
1011 * the players inventory or monsters for that matter.
1012 */
1013 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1014 {
1015 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1016 if (tmp2->type == RUNE || tmp2->type == TRAP)
1017 if (trap_see (pl, tmp2))
1018 {
1019 trap_show (tmp2, tmp);
1020 if (tmp2->stats.Cha > 1)
1021 {
1022 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1023 expsum += calc_skill_exp (pl, tmp2, skill);
1024
1025 tmp2->stats.Cha = 1; /* unhide the trap */
1026 }
1027 }
1028 }
1029 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1030 {
1031 trap_show (tmp, tmp);
1032 if (tmp->stats.Cha > 1)
1033 {
1034 if (!tmp->owner || tmp->owner->type != PLAYER)
1035 expsum += calc_skill_exp (pl, tmp, skill);
1036 tmp->stats.Cha = 1; /* unhide the trap */
1037 }
1038 }
1039 }
1040 }
1041 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1042 return expsum;
1043 }
1044
1045 /* remove_trap() - This skill will disarm any previously discovered trap
1046 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1047 */
1048
1049 int
1050 remove_trap (object *op, int dir, object *skill)
1051 {
1052 object *tmp, *tmp2;
1053 int i, success = 0, mflags;
1054 maptile *m;
1055 sint16 x, y;
1056
1057 for (i = 0; i < 9; i++)
1058 {
1059 x = op->x + freearr_x[i];
1060 y = op->y + freearr_y[i];
1061 m = op->map;
1062
1063 mflags = get_map_flags (m, &m, x, y, &x, &y);
1064 if (mflags & P_OUT_OF_MAP)
1065 continue;
1066
1067 /* Check everything in the square for trapness */
1068 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1069 {
1070 /* And now we'd better do an inventory traversal of each
1071 * of these objects inventory. Like above, only
1072 * do this for interesting objects.
1073 */
1074
1075 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1076 {
1077 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1078 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1079 {
1080 trap_show (tmp2, tmp);
1081 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1082 {
1083 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1084 success += calc_skill_exp (op, tmp2, skill);
1085 }
1086 }
1087 }
1088 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1089 {
1090 trap_show (tmp, tmp);
1091 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1092 {
1093 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1094 success += calc_skill_exp (op, tmp, skill);
1095 }
1096 }
1097 }
1098 }
1099
1100 return success;
1101 }
1102
1103 /* pray() - when this skill is called from do_skill(), it allows
1104 * the player to regain lost grace points at a faster rate. -b.t.
1105 * This always returns 0 - return value is used by calling function
1106 * such that if it returns true, player gets exp in that skill. This
1107 * the effect here can be done on demand, we probably don't want to
1108 * give infinite exp by returning true in any cases.
1109 */
1110 int
1111 pray (object *pl, object *skill)
1112 {
1113 char buf[MAX_BUF];
1114 object *tmp;
1115
1116 if (pl->type != PLAYER)
1117 return 0;
1118
1119 strcpy (buf, "You pray.");
1120
1121 /* Check all objects - we could stop at floor objects,
1122 * but if someone buries an altar, I don't see a problem with
1123 * going through all the objects, and it shouldn't be much slower
1124 * than extra checks on object attributes.
1125 */
1126 for (tmp = pl->below; tmp != NULL; tmp = tmp->below)
1127 {
1128 /* Only if the altar actually belongs to someone do you get special benefits */
1129 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1130 {
1131 sprintf (buf, "You pray over the %s.", &tmp->name);
1132 pray_at_altar (pl, tmp, skill);
1133 break; /* Only pray at one altar */
1134 }
1135 }
1136
1137 new_draw_info (NDI_BLACK, 0, pl, buf);
1138
1139 if (pl->stats.grace < pl->stats.maxgrace)
1140 {
1141 pl->stats.grace++;
1142 pl->last_grace = -1;
1143 }
1144
1145 return 0;
1146 }
1147
1148 /* This skill allows the player to regain a few sp or hp for a
1149 * brief period of concentration. No armour or weapons may be
1150 * wielded/applied for this to work. The amount of time needed
1151 * to concentrate and the # of points regained is dependant on
1152 * the level of the user. - b.t. thomas@astro.psu.edu
1153 */
1154 void
1155 meditate (object *pl, object *skill)
1156 {
1157 object *tmp;
1158
1159 if (pl->type != PLAYER)
1160 return; /* players only */
1161
1162 /* check if pl has removed encumbering armour and weapons */
1163 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1164 {
1165 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1166 return;
1167 }
1168 else
1169 {
1170 for (tmp = pl->inv; tmp; tmp = tmp->below)
1171 if (((tmp->type == ARMOUR && skill->level < 12)
1172 || (tmp->type == HELMET && skill->level < 10)
1173 || (tmp->type == SHIELD && skill->level < 6)
1174 || (tmp->type == BOOTS && skill->level < 4)
1175 || (tmp->type == GLOVES && skill->level < 2))
1176 && QUERY_FLAG (tmp, FLAG_APPLIED))
1177 {
1178 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1179 return;
1180 }
1181 }
1182
1183 /* ok let's meditate! Spell points are regained first, then once
1184 * they are maxed we get back hp. Actual incrementing of values
1185 * is handled by the do_some_living() (in player.c). This way magical
1186 * bonuses for healing/sp regeneration are included properly
1187 * No matter what, we will eat up some playing time trying to
1188 * meditate. (see 'factor' variable for what sets the amount of time)
1189 */
1190
1191 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1192
1193 if (pl->stats.sp < pl->stats.maxsp)
1194 {
1195 pl->stats.sp++;
1196 pl->last_sp = -1;
1197 }
1198 else if (pl->stats.hp < pl->stats.maxhp)
1199 {
1200 pl->stats.hp++;
1201 pl->last_heal = -1;
1202 }
1203 }
1204
1205 /* write_note() - this routine allows players to inscribe messages in
1206 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1207 */
1208 static int
1209 write_note (object *pl, object *item, const char *msg, object *skill)
1210 {
1211 if (strstr (msg, "\nendmsg"))
1212 {
1213 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1214 return 0;
1215 }
1216
1217 int len = strlen (msg);
1218
1219 if (!is_utf8_string ((U8 *)msg, len))
1220 {
1221 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1222 return 0;
1223 }
1224
1225 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1226 return RESULT_INT (0);
1227
1228 char buf[1024];
1229
1230 if (len < sizeof (buf) - 2)
1231 {
1232 snprintf (buf, sizeof (buf), "%s\n", msg);
1233
1234 object *newbook = arch_to_object (item->other_arch);
1235 item->decrease ();
1236 newbook->nrof = 1;
1237 newbook->msg = buf;
1238 newbook->flag [FLAG_IDENTIFIED] = true;
1239
1240 if (item->subtype == 1) // mailscrolls
1241 {
1242 newbook->name = item->name;
1243 newbook->name_pl = item->name_pl;
1244 }
1245
1246 pl->insert (newbook);
1247
1248 pl->contr->play_sound (sound_find ("inscribe_success"));
1249 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1250 return strlen (msg);
1251 }
1252 else
1253 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s!", &item->name);
1254
1255 return 0;
1256 }
1257
1258 /* write_scroll() - this routine allows players to inscribe spell scrolls
1259 * of spells which they know. Backfire effects are possible with the
1260 * severity of the backlash correlated with the difficulty of the scroll
1261 * that is attempted. -b.t. thomas@astro.psu.edu
1262 */
1263 static int
1264 write_scroll (object *pl, object *scroll, object *skill)
1265 {
1266 int success = 0, confused = 0;
1267
1268 /* Check if we are ready to attempt inscription */
1269 object *chosen_spell = pl->contr->ranged_ob;
1270
1271 if (!chosen_spell || chosen_spell->type != SPELL)
1272 {
1273 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1274 return 0;
1275 }
1276
1277 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1278 {
1279 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1280 return 0;
1281 }
1282
1283 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1284 {
1285 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1286 return 0;
1287 }
1288
1289 /* ok, we are ready to try inscription */
1290 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1291 confused = 1;
1292
1293 /* Lost mana/grace no matter what */
1294 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1295 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1296
1297 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1298 {
1299 object *newscroll = arch_to_object (scroll->other_arch);
1300 scroll->decrease ();
1301 newscroll->nrof = 1;
1302
1303 pl->contr->play_sound (sound_find ("inscribe_success"));
1304
1305 if (!confused)
1306 {
1307 newscroll->level = MAX (skill->level, chosen_spell->level);
1308 newscroll->flag [FLAG_IDENTIFIED] = true;
1309 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1310 }
1311 else
1312 {
1313 chosen_spell = find_random_spell_in_ob (pl, NULL);
1314 if (!chosen_spell)
1315 return 0;
1316
1317 newscroll->level = MAX (skill->level, chosen_spell->level);
1318 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1319 }
1320
1321 object *tmp = chosen_spell->clone ();
1322 insert_ob_in_ob (tmp, newscroll);
1323
1324 /* Same code as from treasure.C - so they can better merge.
1325 * if players want to sell them, so be it.
1326 */
1327 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1328 newscroll->stats.exp = newscroll->value / 5;
1329
1330 pl->insert (newscroll);
1331
1332 success = calc_skill_exp (pl, newscroll, skill);
1333 if (!confused)
1334 success *= 2;
1335
1336 success = success * skill->level;
1337 return success;
1338 }
1339 else
1340 { /* Inscription has failed */
1341 pl->contr->play_sound (sound_find ("inscribe_fail"));
1342
1343 if (chosen_spell->level > skill->level || confused)
1344 { /*backfire! */
1345 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1346
1347 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1348 pl->drain_specific_stat (4);
1349 else
1350 {
1351 confuse_player (pl, pl, 99);
1352 return -30 * chosen_spell->level;
1353 }
1354 }
1355 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1356 {
1357 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.>");
1358 confuse_player (pl, pl, 99);
1359 }
1360 else
1361 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>");
1362 }
1363
1364 return 0;
1365 }
1366
1367 /* write_on_item() - wrapper for write_note and write_scroll */
1368 int
1369 write_on_item (object *pl, const char *params, object *skill)
1370 {
1371 archetype *skat;
1372
1373 if (pl->type != PLAYER)
1374 return 0;
1375
1376 if (!params)
1377 params = "";
1378
1379 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1380
1381 /* Need to be able to read before we can write! */
1382 if (!find_skill_by_name (pl, skat->skill))
1383 {
1384 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1385 return 0;
1386 }
1387
1388 object *item = find_marked_object (pl);
1389
1390 /* find an item of correct type to write on */
1391 if (!item)
1392 {
1393 new_draw_info (NDI_UNIQUE, 0, pl, "You don't have any marked item to write on. H<Use the mark command or the popup menu to make an item.>");
1394 return 0;
1395 }
1396
1397 if (item->type != INSCRIBABLE)
1398 {
1399 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1400 return 0;
1401 }
1402
1403 if (QUERY_FLAG (item, FLAG_UNPAID))
1404 {
1405 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1406 return 0;
1407 }
1408
1409 if (item->other_arch->type == SCROLL)
1410 {
1411 if (*params)
1412 {
1413 // check readied scroll
1414 new_draw_info_format (NDI_UNIQUE, 0, pl,
1415 "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1416 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1417 return 0;
1418 }
1419
1420 return write_scroll (pl, item, skill);
1421 }
1422 else
1423 {
1424 if (!*params)
1425 {
1426 new_draw_info_format (NDI_UNIQUE, 0, pl,
1427 "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1428 "Usage: use_skill %s <message>", &skill->skill);
1429 return 0;
1430 }
1431
1432 return write_note (pl, item, params, skill);
1433 }
1434
1435 return 0;
1436 }
1437
1438 /* find_throw_ob() - if we request an object, then
1439 * we search for it in the inventory of the owner (you've
1440 * got to be carrying something in order to throw it!).
1441 * If we didnt request an object, then the top object in inventory
1442 * (that is "throwable", ie no throwing your skills away!)
1443 * is the object of choice. Also check to see if object is
1444 * 'throwable' (ie not applied cursed obj, worn, etc).
1445 */
1446 static object *
1447 find_throw_ob (object *op, const char *request)
1448 {
1449 object *tmp;
1450
1451 if (!op)
1452 { /* safety */
1453 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1454 return (object *) NULL;
1455 }
1456
1457 /* prefer marked item */
1458 tmp = find_marked_object (op);
1459 if (tmp != NULL)
1460 {
1461 /* can't toss invisible or inv-locked items */
1462 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1463 {
1464 tmp = NULL;
1465 }
1466 }
1467
1468 /* look through the inventory */
1469 if (tmp == NULL)
1470 {
1471 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1472 {
1473 /* can't toss invisible or inv-locked items */
1474 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1475 continue;
1476 if (!request || !strcmp (query_name (tmp), request) || !strcmp (tmp->name, request))
1477 break;
1478 }
1479 }
1480
1481 /* this should prevent us from throwing away
1482 * cursed items, worn armour, etc. Only weapons
1483 * can be thrown from 'hand'.
1484 */
1485 if (!tmp)
1486 return NULL;
1487
1488 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1489 {
1490 if (tmp->type != WEAPON)
1491 {
1492 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1493 tmp = NULL;
1494 }
1495 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1496 {
1497 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1498 tmp = NULL;
1499 }
1500 else
1501 {
1502 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1503 {
1504 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1505 tmp = NULL;
1506 }
1507 }
1508 }
1509 else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1510 {
1511 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1512 tmp = NULL;
1513 }
1514
1515 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1516 {
1517 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1518 tmp = NULL;
1519 }
1520 return tmp;
1521 }
1522
1523 /* make_throw_ob() We construct the 'carrier' object in
1524 * which we will insert the object that is being thrown.
1525 * This combination becomes the 'thrown object'. -b.t.
1526 */
1527 static object *
1528 make_throw_ob (object *orig)
1529 {
1530 if (!orig)
1531 return 0;
1532
1533 if (QUERY_FLAG (orig, FLAG_APPLIED))
1534 {
1535 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1536 /* insufficient workaround, but better than nothing */
1537 CLEAR_FLAG (orig, FLAG_APPLIED);
1538 }
1539
1540 object *toss_item = orig->clone ();
1541
1542 toss_item->type = THROWN_OBJ;
1543 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1544 toss_item->stats.dam = 0; /* default damage */
1545 toss_item->insert (orig);
1546
1547 return toss_item;
1548 }
1549
1550 /* do_throw() - op throws any object toss_item. This code
1551 * was borrowed from fire_bow.
1552 * Returns 1 if skill was successfully used, 0 if not
1553 */
1554 static int
1555 do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1556 {
1557 object *throw_ob = toss_item, *left = NULL;
1558 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1559 int pause_f, weight_f = 0, mflags;
1560 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1561 maptile *m;
1562 sint16 sx, sy;
1563
1564 if (throw_ob == NULL)
1565 {
1566 if (op->type == PLAYER)
1567 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1568
1569 return 0;
1570 }
1571 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1572 {
1573 if (op->type == PLAYER)
1574 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1575
1576 return 0;
1577 }
1578
1579 /* Because throwing effectiveness must be reduced by the
1580 * encumbrance of the thrower and weight of the object. THus,
1581 * we use the concept of 'effective strength' as defined below.
1582 */
1583
1584 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1585 if (str > MAX_STAT)
1586 {
1587 str_factor = (float) str / (float) MAX_STAT;
1588 str = MAX_STAT;
1589 }
1590
1591 /* the more we carry, the less we can throw. Limit only on players */
1592 maxc = max_carry[str] * 1000;
1593 if (op->carrying > maxc && op->type == PLAYER)
1594 load_factor = (float) maxc / (float) op->carrying;
1595
1596 /* lighter items are thrown harder, farther, faster */
1597 if (throw_ob->weight > 0)
1598 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1599 else
1600 { /* 0 or negative weight?!? Odd object, can't throw it */
1601 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1602 return 0;
1603 }
1604
1605 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1606 eff_str = (int) ((float) eff_str * item_factor * str_factor);
1607
1608 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1609 * account for super-strong throwers. */
1610 if (eff_str > MAX_STAT)
1611 eff_str = MAX_STAT;
1612
1613 #ifdef DEBUG_THROW
1614 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1615 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1616 LOG (llevDebug, " str_factor=%f\n", str_factor);
1617 LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1618 #endif
1619
1620 /* 3 things here prevent a throw, you aimed at your feet, you
1621 * have no effective throwing strength, or you threw at something
1622 * that flying objects can't get through.
1623 */
1624 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1625
1626 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1627 {
1628 /* bounces off 'wall', and drops to feet */
1629 throw_ob->insert_at (part, op);
1630
1631 if (op->type == PLAYER)
1632 {
1633 if (eff_str <= 1)
1634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1635 else if (!dir)
1636 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1637 else
1638 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1639 }
1640
1641 return 0;
1642 } /* if object can't be thrown */
1643
1644 left = throw_ob; /* these are throwing objects left to the player */
1645
1646 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1647 * and returns NULL. We must use 'left' then
1648 */
1649 if (!(throw_ob = throw_ob->split ()))
1650 {
1651 throw_ob = left;
1652 left->remove ();
1653 }
1654
1655 /* special case: throwing powdery substances like dust, dirt */
1656 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1657 {
1658 cast_dust (op, throw_ob, dir);
1659 return 1;
1660 }
1661
1662 /* Make a thrown object -- insert real object in a 'carrier' object.
1663 * If unsuccessfull at making the "thrown_obj", we just reinsert
1664 * the original object back into inventory and exit
1665 */
1666 if ((toss_item = make_throw_ob (throw_ob)))
1667 {
1668 throw_ob = toss_item;
1669 throw_ob->skill = skill->skill;
1670 }
1671 else
1672 {
1673 insert_ob_in_ob (throw_ob, op);
1674 return 0;
1675 }
1676
1677 throw_ob->set_owner (op);
1678 /* At some point in the attack code, the actual real object (op->inv)
1679 * becomes the hitter. As such, we need to make sure that has a proper
1680 * owner value so exp goes to the right place.
1681 */
1682 throw_ob->inv->set_owner (op);
1683 throw_ob->direction = dir;
1684
1685 /* the damage bonus from the force of the throw */
1686 dam = int (str_factor * dam_bonus[eff_str]);
1687
1688 /* Now, lets adjust the properties of the thrown_ob. */
1689
1690 /* how far to fly */
1691 throw_ob->last_sp = (eff_str * 3) / 5;
1692
1693 /* speed */
1694 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1695
1696 /* item damage. Eff_str and item weight influence damage done */
1697 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1698 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1699
1700 /* chance of breaking. Proportional to force used and weight of item */
1701 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1702
1703 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1704 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1705
1706 /* the properties of objects which are meant to be thrown (ie dart,
1707 * throwing knife, etc) will differ from ordinary items. Lets tailor
1708 * this stuff in here.
1709 */
1710
1711 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1712 {
1713 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1714 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1715 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1716 /* only throw objects get directional faces */
1717 if (GET_ANIM_ID (throw_ob) && NUM_ANIMATIONS (throw_ob))
1718 SET_ANIMATION (throw_ob, dir);
1719 }
1720 else
1721 {
1722 uint16 mat = throw_ob->materials;
1723
1724 /* some materials will adjust properties.. */
1725 if (mat & M_LEATHER)
1726 {
1727 throw_ob->stats.dam -= 1;
1728 throw_ob->stats.food -= 10;
1729 }
1730
1731 if (mat & M_GLASS)
1732 throw_ob->stats.food += 60;
1733
1734 if (mat & M_ORGANIC)
1735 {
1736 throw_ob->stats.dam -= 3;
1737 throw_ob->stats.food += 55;
1738 }
1739
1740 if (mat & M_PAPER || mat & M_CLOTH)
1741 {
1742 throw_ob->stats.dam -= 5;
1743 throw_ob->speed *= 0.8;
1744 throw_ob->stats.wc += 3;
1745 throw_ob->stats.food -= 30;
1746 }
1747
1748 /* light obj have more wind resistance, fly slower */
1749 if (throw_ob->weight > 500)
1750 throw_ob->speed *= 0.8;
1751
1752 if (throw_ob->weight > 50)
1753 throw_ob->speed *= 0.5;
1754 } /* else tailor thrown object */
1755
1756 /* some limits, and safeties (needed?) */
1757 if (throw_ob->stats.dam < 0)
1758 throw_ob->stats.dam = 0;
1759 if (throw_ob->last_sp > eff_str)
1760 throw_ob->last_sp = eff_str;
1761 if (throw_ob->stats.food < 0)
1762 throw_ob->stats.food = 0;
1763 if (throw_ob->stats.food > 100)
1764 throw_ob->stats.food = 100;
1765 if (throw_ob->stats.wc > 30)
1766 throw_ob->stats.wc = 30;
1767
1768 /* how long to pause the thrower. Higher values mean less pause */
1769 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1770
1771 /* Put a lower limit on this */
1772 if (pause_f < 10)
1773 pause_f = 10;
1774 if (pause_f > 100)
1775 pause_f = 100;
1776
1777 /* Changed in 0.94.2 - the calculation before was really goofy.
1778 * In short summary, a throw can take anywhere between speed 5 and
1779 * speed 0.5
1780 */
1781 op->speed_left -= 50 / pause_f;
1782
1783 throw_ob->speed_left = 0;
1784 throw_ob->map = part->map;
1785
1786 throw_ob->move_type = MOVE_FLY_LOW;
1787 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1788
1789 #if 0
1790 /* need to put in a good sound for this */
1791 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1792 #endif
1793
1794 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1795 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1796 #ifdef DEBUG_THROW
1797 LOG (llevDebug, " pause_f=%d \n", pause_f);
1798 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1799 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1800 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1801 #endif
1802
1803 throw_ob->insert_at (part, op);
1804
1805 if (!throw_ob->destroyed ())
1806 move_arrow (throw_ob);
1807
1808 return 1;
1809 }
1810
1811 int
1812 skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1813 {
1814 object *throw_ob;
1815
1816 if (op->type == PLAYER)
1817 throw_ob = find_throw_ob (op, params);
1818 else
1819 throw_ob = find_mon_throw_ob (op);
1820
1821 return do_throw (op, part, throw_ob, dir, skill);
1822 }