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Revision: 1.73
Committed: Sun Nov 8 13:36:14 2009 UTC (14 years, 6 months ago) by root
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Branch: MAIN
Changes since 1.72: +16 -19 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 #include <global.h>
26 #include <object.h>
27 #include <sproto.h>
28 #include <living.h>
29 #include <skills.h>
30 #include <spells.h>
31 #include <book.h>
32
33 /* adj_stealchance() - increased values indicate better attempts */
34 static int
35 adj_stealchance (object *op, object *victim, int roll)
36 {
37 object *equip;
38
39 if (!op || !victim || !roll)
40 return -1;
41
42 /* Only prohibit stealing if the player does not have a free
43 * hand available and in fact does have hands.
44 */
45 if (op->type == PLAYER && op->slot[body_arm].used <= 0 && op->slot[body_arm].info)
46 {
47 new_draw_info (NDI_UNIQUE, 0, op, "But you have no free hands to steal with! "
48 "H<Try to unapply weapons or things you hold in your hands, use the C<body> command.>");
49 return -1;
50 }
51
52 /* ADJUSTMENTS */
53
54 /* It's harder to steal from hostile beings! */
55 if (!QUERY_FLAG (victim, FLAG_UNAGGRESSIVE))
56 roll = roll / 2;
57
58 /* Easier to steal from sleeping beings, or if the thief is
59 * unseen */
60 if (QUERY_FLAG (victim, FLAG_SLEEP))
61 roll = roll * 3;
62 else if (op->invisible)
63 roll = roll * 2;
64
65 /* check stealing 'encumberance'. Having this equipment applied makes
66 * it quite a bit harder to steal.
67 */
68 for (equip = op->inv; equip; equip = equip->below)
69 {
70 if (equip->type == WEAPON && QUERY_FLAG (equip, FLAG_APPLIED))
71 roll -= equip->weight / 10000;
72
73 if (equip->type == BOW && QUERY_FLAG (equip, FLAG_APPLIED))
74 roll -= equip->weight / 5000;
75
76 if (equip->type == SHIELD && QUERY_FLAG (equip, FLAG_APPLIED))
77 roll -= equip->weight / 2000;
78
79 if (equip->type == ARMOUR && QUERY_FLAG (equip, FLAG_APPLIED))
80 roll -= equip->weight / 5000;
81
82 if (equip->type == GLOVES && QUERY_FLAG (equip, FLAG_APPLIED))
83 roll -= equip->weight / 100;
84 }
85
86 if (roll < 0)
87 roll = 0;
88
89 return roll;
90 }
91
92 /*
93 * When stealing: dependent on the intelligence/wisdom of whom you're
94 * stealing from (op in attempt_steal), offset by your dexterity and
95 * skill at stealing. They may notice your attempt, whether successful
96 * or not.
97 * op is the target (person being pilfered)
98 * who is the person doing the stealing.
99 * skill is the skill object (stealing).
100 */
101 static int
102 attempt_steal (object *op, object *who, object *skill)
103 {
104 object *success = NULL, *tmp = NULL, *next;
105 int roll = 0, chance = 0, stats_value;
106 rv_vector rv;
107
108 stats_value = (who->stats.Dex + who->stats.Int) * 3 / 2;
109
110 /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
111 * they will try to prevent stealing if they can. Only unseen theives will
112 * have much chance of success.
113 */
114 if (!op->is_player () && op->flag [FLAG_NO_STEAL])
115 {
116 if (can_detect_enemy (op, who, &rv))
117 {
118 npc_call_help (op);
119 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
120 new_draw_info (NDI_UNIQUE, 0, who, "Your attempt is prevented!");
121 return 0;
122 }
123 else /* help npc to detect thief next time by raising its wisdom */
124 op->stats.Wis += (op->stats.Int / 5) + 1;
125
126 if (op->stats.Wis > MAX_STAT)
127 op->stats.Wis = MAX_STAT;
128 }
129
130 if (op->is_player () && op->flag [FLAG_WIZ])
131 {
132 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
133 return 0;
134 }
135
136 // only allow stealing between hostile players (TODO: probably should change)
137 if (op->is_player () && who->is_player () && (who->contr->peaceful || op->contr->peaceful))
138 {
139 new_draw_info (NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
140 return 0;
141 }
142
143 /* Ok then, go through their inventory, stealing */
144 for (tmp = op->inv; tmp; tmp = next)
145 {
146 next = tmp->below;
147
148 /* you can't steal worn items, starting items, wiz stuff,
149 * innate abilities, or items w/o a type. Generally
150 * speaking, the invisibility flag prevents experience or
151 * abilities from being stolen since these types are currently
152 * always invisible objects. I was implicit here so as to prevent
153 * future possible problems. -b.t.
154 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
155 * already -b.t.
156 */
157
158 if (QUERY_FLAG (tmp, FLAG_APPLIED)
159 || !tmp->type
160 || tmp->type == SPELL
161 || QUERY_FLAG (tmp, FLAG_STARTEQUIP)
162 || QUERY_FLAG (tmp, FLAG_NO_STEAL)
163 || tmp->invisible)
164 continue;
165
166 /* Okay, try stealing this item. Dependent on dexterity of thief,
167 * skill level, see the adj_stealroll fctn for more detail.
168 */
169
170 roll = die_roll (2, 100, who, PREFER_LOW) / 2; /* weighted 1-100 */
171
172 if ((chance = adj_stealchance (who, op, (stats_value + skill->level * 10 - op->level * 3))) == -1)
173 return 0;
174 else if (roll < chance)
175 {
176 pick_up (who, tmp);
177 /* need to see if the player actually stole this item -
178 * if it is in the players inv, assume it is. This prevents
179 * abuses where the player can not carry the item, so just
180 * keeps stealing it over and over.
181 */
182 if (tmp->destroyed () || tmp->env != op)
183 {
184 /* for players, play_sound: steals item */
185 success = tmp;
186 CLEAR_FLAG (tmp, FLAG_INV_LOCKED);
187 }
188
189 break;
190 }
191 } /* for loop looking for an item */
192
193 if (!tmp)
194 {
195 new_draw_info_format (NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!", op->type == PLAYER ? "" : "The ", query_name (op));
196 return 0;
197 }
198
199 /* If you arent high enough level, you might get something BUT
200 * the victim will notice your stealing attempt. Ditto if you
201 * attempt to steal something heavy off them, they're bound to notice
202 */
203
204 if ((roll >= skill->level) || !chance
205 || (tmp && tmp->weight > (250 * (random_roll (0, stats_value + skill->level * 10 - 1, who, PREFER_LOW)))))
206 {
207 /* victim figures out where the thief is! */
208 if (who->flag [FLAG_HIDDEN])
209 make_visible (who);
210
211 if (op->type != PLAYER)
212 {
213 /* The unaggressives look after themselves 8) */
214 if (who->type == PLAYER)
215 {
216 npc_call_help (op);
217 new_draw_info_format (NDI_UNIQUE, 0, who, "%s notices your attempted pilfering!", query_name (op));
218 }
219
220 CLEAR_FLAG (op, FLAG_UNAGGRESSIVE);
221 /* all remaining npc items are guarded now. Set flag NO_STEAL
222 * on the victim.
223 */
224 SET_FLAG (op, FLAG_NO_STEAL);
225 }
226 else
227 { /* stealing from another player */
228 char buf[MAX_BUF];
229
230 /* Notify the other player */
231 if (success && who->stats.Int > random_roll (0, 19, op, PREFER_LOW))
232 sprintf (buf, "Your %s is missing!", query_name (success));
233 else
234 sprintf (buf, "Your pack feels strangely lighter.");
235
236 new_draw_info (NDI_UNIQUE, 0, op, buf);
237 if (!success)
238 {
239 if (who->invisible)
240 sprintf (buf, "you feel itchy fingers getting at your pack.");
241 else
242 sprintf (buf, "%s looks very shifty.", query_name (who));
243
244 new_draw_info (NDI_UNIQUE, 0, op, buf);
245 }
246 } /* else stealing from another player */
247 /* play_sound("stop! thief!"); kindofthing */
248 } /* if you weren't 100% successful */
249
250 return success ? 1 : 0;
251 }
252
253 int
254 steal (object *op, int dir, object *skill)
255 {
256 object *tmp, *next;
257 sint16 x, y;
258 maptile *m;
259 int mflags;
260
261 x = op->x + freearr_x[dir];
262 y = op->y + freearr_y[dir];
263
264 if (dir == 0)
265 {
266 /* Can't steal from ourself! */
267 return 0;
268 }
269
270 m = op->map;
271 mflags = get_map_flags (m, &m, x, y, &x, &y);
272 /* Out of map - can't do it. If nothing alive on this space,
273 * don't need to look any further.
274 */
275 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
276 return 0;
277
278 /* If player can't move onto the space, can't steal from it. */
279 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
280 return 0;
281
282 /* Find the topmost object at this spot */
283 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL && tmp->above != NULL; tmp = tmp->above);
284
285 /* For all the stacked objects at this point, attempt a steal */
286 for (; tmp != NULL; tmp = next)
287 {
288 next = tmp->below;
289 /* Minor hack--for multi square beings - make sure we get
290 * the 'head' coz 'tail' objects have no inventory! - b.t.
291 */
292 if (tmp->head)
293 tmp = tmp->head;
294
295 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
296 continue;
297
298 /* do not reveal hidden DMs */
299 if (tmp->type == PLAYER && QUERY_FLAG (tmp, FLAG_WIZ) && tmp->contr->hidden)
300 continue;
301 if (attempt_steal (tmp, op, skill))
302 {
303 if (tmp->type == PLAYER) /* no xp for stealing from another player */
304 return 0;
305
306 /* no xp for stealing from pets (of players) */
307 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
308 {
309 object *owner = tmp->owner;
310
311 if (owner != NULL && owner->type == PLAYER)
312 return 0;
313 }
314
315 // reduce monster experience by experience we gained, as to
316 // limit the amount of exp that can be gained by stealing from monsters
317 // (jessies gave ~20,000,000 exp otherwise.
318 int exp = calc_skill_exp (op, tmp, skill);
319
320 exp = min (tmp->stats.exp, exp);
321 tmp->stats.exp -= exp;
322 return exp;
323 }
324 }
325 return 0;
326 }
327
328 static int
329 attempt_pick_lock (object *door, object *pl, object *skill)
330 {
331 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
332 int success = 0, number; /* did we get anything? */
333
334
335 /* Try to pick the lock on this item (doors only for now).
336 * Dependent on dexterity/skill SK_level of the player and
337 * the map level difficulty.
338 */
339 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
340 if (number < (pl->stats.Dex + skill->level - difficulty))
341 {
342 remove_door (door);
343 success = 1;
344 }
345 else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
346 { /* set off any traps? */
347 spring_trap (door->inv, pl);
348 }
349 return success;
350 }
351
352
353 /* Implementation by bt. (thomas@astro.psu.edu)
354 * monster implementation 7-7-95 by bt.
355 */
356
357 int
358 pick_lock (object *pl, int dir, object *skill)
359 {
360 object *tmp;
361 int x = pl->x + freearr_x[dir];
362 int y = pl->y + freearr_y[dir];
363
364 if (!dir)
365 dir = pl->facing;
366
367 /* For all the stacked objects at this point find a door */
368 if (out_of_map (pl->map, x, y))
369 {
370 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
371 return 0;
372 }
373
374 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
375 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
376 break;
377
378 if (!tmp)
379 {
380 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
381 return 0;
382 }
383 if (tmp->type == LOCKED_DOOR)
384 {
385 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
386 return 0;
387 }
388
389 if (!tmp->move_block)
390 {
391 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
392 return 0;
393 }
394
395 if (attempt_pick_lock (tmp, pl, skill))
396 {
397 new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
398 return calc_skill_exp (pl, NULL, skill);
399 }
400 else
401 {
402 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
403 return 0;
404 }
405 }
406
407 /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
408 * a short while (success and duration dependant on player SK_level,
409 * dexterity, charisma, and map difficulty).
410 * Players have a good chance of becoming 'unhidden' if they move
411 * and like invisiblity will be come visible if they attack
412 * Implemented by b.t. (thomas@astro.psu.edu)
413 * July 7, 1995 - made hiding possible for monsters. -b.t.
414 */
415 static int
416 attempt_hide (object *op, object *skill)
417 {
418 int number, difficulty = op->map->difficulty;
419 int terrain = hideability (op);
420
421 if (terrain < -10) /* not enough cover here */
422 return 0;
423
424 /* Hiding success and duration dependant on skill level,
425 * op->stats.Dex, map difficulty and terrain.
426 */
427 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
428
429 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
430 {
431 op->invisible += 100; /* set the level of 'hiddeness' */
432
433 if (op->type == PLAYER)
434 op->contr->tmp_invis = 1;
435
436 op->flag [FLAG_HIDDEN] = 1;
437 return 1;
438 }
439
440 return 0;
441 }
442
443 /* patched this to take terrain into consideration */
444 int
445 hide (object *op, object *skill)
446 {
447 /* the preliminaries -- Can we really hide now? */
448 /* this keeps monsters from using invisibilty spells and hiding */
449
450 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
451 {
452 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
453 return 0;
454 }
455 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
456 {
457 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
458 make_visible (op);
459 }
460
461 if (op->invisible > 50 * skill->level)
462 {
463 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
464 return 0;
465 }
466
467 if (attempt_hide (op, skill))
468 {
469 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
470 update_object (op, UP_OBJ_FACE);
471 return calc_skill_exp (op, NULL, skill);
472 }
473
474 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
475 return 0;
476 }
477
478 /* stop_jump() - End of jump. Clear flags, restore the map, and
479 * freeze the jumper a while to simulate the exhaustion
480 * of jumping.
481 */
482 static void
483 stop_jump (object *pl, int dist, int spaces)
484 {
485 pl->update_stats ();
486 pl->map->insert (pl, pl->x, pl->y, pl);
487 pl->speed_left -= fabs (pl->speed * 8);
488 }
489
490 static int
491 attempt_jump (object *pl, int dir, int spaces, object *skill)
492 {
493 object *tmp;
494 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
495 sint16 x, y;
496 maptile *m;
497
498 /* Jump loop. Go through spaces object wants to jump. Halt the
499 * jump if a wall or creature is in the way. We set FLAG_FLYING
500 * temporarily to allow player to aviod exits/archs that are not
501 * fly_on, fly_off. This will also prevent pickup of objects
502 * while jumping over them.
503 */
504 pl->remove ();
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 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
522 {
523 /* Jump into creature */
524 if (QUERY_FLAG (tmp, FLAG_MONSTER)
525 || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
526 {
527 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
528
529 stop_jump (pl, i, spaces);
530
531 int exp = 0;
532
533 if (tmp->type != PLAYER
534 || (pl->type == PLAYER && !pl->contr->party)
535 || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
536 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
537
538 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
539 }
540 }
541
542 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
543 {
544 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
545 stop_jump (pl, i, spaces);
546 return 0;
547 }
548
549 pl->x = x;
550 pl->y = y;
551 pl->map = m;
552
553 if (m->at (x, y).move_on & pl->move_type)
554 {
555 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
556 stop_jump (pl, i, spaces);
557 return 0;
558 }
559 }
560
561 stop_jump (pl, i, spaces);
562
563 return calc_skill_exp (pl, NULL, skill);
564 }
565
566 /* jump() - this is both a new type of movement for player/monsters and
567 * an attack as well.
568 * Perhaps we should allow more spaces based on level, eg, level 50
569 * jumper can jump several spaces?
570 */
571 int
572 jump (object *pl, int dir, object *skill)
573 {
574 int str = pl->stats.Str;
575 int dex = pl->stats.Dex;
576
577 dex = dex ? dex : 15;
578 str = str ? str : 10;
579
580 int stats = str * str * str * dex * skill->level;
581 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
582
583 if (spaces == 0)
584 {
585 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
586 return 0;
587 }
588
589 return attempt_jump (pl, dir, spaces, skill);
590 }
591
592 /* skill_ident() - this code is supposed to allow players to identify
593 * classes of objects with the various "auto-ident" skills. Player must
594 * have unidentified objects of the right type in order for the skill
595 * to work. While multiple classes of objects may be identified,
596 * this code is kind of yucky -- it would be nice to make it a bit
597 * more generalized. Right now, skill indices are embedded in this routine.
598 * Returns amount of experience gained (on successful ident).
599 * - b.t. (thomas@astro.psu.edu)
600 */
601 static int
602 do_skill_detect_curse (object *pl, object *skill)
603 {
604 object *tmp;
605 int success = 0;
606
607 for (tmp = pl->inv; tmp; tmp = tmp->below)
608 if (!tmp->invisible
609 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
610 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
611 {
612 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
613 esrv_update_item (UPD_FLAGS, pl, tmp);
614 success += calc_skill_exp (pl, tmp, skill);
615 }
616
617 /* Check ground, too, but only objects the player could pick up */
618 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
619 if (can_pick (pl, tmp) &&
620 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
621 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
622 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
623 {
624 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
625 esrv_update_item (UPD_FLAGS, pl, tmp);
626 success += calc_skill_exp (pl, tmp, skill);
627 }
628
629 return success;
630 }
631
632 static int
633 do_skill_detect_magic (object *pl, object *skill)
634 {
635 object *tmp;
636 int success = 0;
637
638 for (tmp = pl->inv; tmp; tmp = tmp->below)
639 if (!tmp->invisible
640 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
641 && (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 /* Check ground, too, but like above, only if the object can be picked up */
649 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
650 if (can_pick (pl, tmp) &&
651 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
652 {
653 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
654 esrv_update_item (UPD_FLAGS, pl, tmp);
655 success += calc_skill_exp (pl, tmp, skill);
656 }
657
658 return success;
659 }
660
661 /* Helper function for do_skill_ident, so that we can loop
662 * over inventory AND objects on the ground conveniently.
663 */
664 static int
665 do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
666 {
667 int success = 0, chance;
668 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
669
670 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
671 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
672 {
673 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
674
675 if (skill_value >= chance)
676 {
677 identify (tmp);
678
679 if (pl->type == PLAYER)
680 {
681 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
682
683 if (tmp->msg)
684 {
685 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
686 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
687 }
688 }
689
690 success += calc_skill_exp (pl, tmp, skill);
691 }
692 else
693 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
694 }
695
696 return success;
697 }
698
699 /* do_skill_ident() - workhorse for skill_ident() -b.t.
700 */
701 static int
702 do_skill_ident (object *pl, int obj_class, object *skill)
703 {
704 int success = 0;
705
706 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
707 success += do_skill_ident2 (tmp, pl, obj_class, skill);
708 /* check the ground */
709
710 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
711 success += do_skill_ident2 (tmp, pl, obj_class, skill);
712
713 return success;
714 }
715
716 int
717 skill_ident (object *pl, object *skill)
718 {
719 int success = 0;
720
721 if (pl->type != PLAYER)
722 return 0; /* only players will skill-identify */
723
724 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
725
726 switch (skill->subtype)
727 {
728 case SK_SMITHERY:
729 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
730 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
731 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
732 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
733 break;
734
735 case SK_BOWYER:
736 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
737 break;
738
739 case SK_ALCHEMY:
740 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
741 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
742 break;
743
744 case SK_WOODSMAN:
745 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
746 break;
747
748 case SK_JEWELER:
749 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
750 break;
751
752 case SK_LITERACY:
753 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
754 break;
755
756 case SK_THAUMATURGY:
757 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
758 break;
759
760 case SK_DET_CURSE:
761 success = do_skill_detect_curse (pl, skill);
762 if (success)
763 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
764 break;
765
766 case SK_DET_MAGIC:
767 success = do_skill_detect_magic (pl, skill);
768 if (success)
769 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
770 break;
771
772 default:
773 LOG (llevError, "Error: bad call to skill_ident()\n");
774 return 0;
775 break;
776 }
777
778 if (!success)
779 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
780
781 return success;
782 }
783
784 /* players using this skill can 'charm' a monster --
785 * into working for them. It can only be used on
786 * non-special (see below) 'neutral' creatures.
787 * -b.t. (thomas@astro.psu.edu)
788 */
789 int
790 use_oratory (object *pl, int dir, object *skill)
791 {
792 if (pl->type != PLAYER)
793 return 0; /* only players use this skill */
794
795 sint16 x = pl->x + freearr_x[dir],
796 y = pl->y + freearr_y[dir];
797 maptile *m = pl->map;
798
799 int mflags = get_map_flags (m, &m, x, y, &x, &y);
800 if (mflags & P_OUT_OF_MAP)
801 return 0;
802
803 /* Save some processing - we have the flag already anyways
804 */
805 if (!(mflags & P_IS_ALIVE))
806 {
807 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
808 return 0;
809 }
810
811 object *tmp;
812 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
813 {
814 /* can't persuade players - return because there is nothing else
815 * on that space to charm. Same for multi space monsters and
816 * special monsters - we don't allow them to be charmed, and there
817 * is no reason to do further processing since they should be the
818 * only monster on the space.
819 */
820 if (tmp->type == PLAYER
821 || tmp->more || tmp->head_ () != tmp
822 || tmp->msg)
823 return 0;
824
825 if (QUERY_FLAG (tmp, FLAG_MONSTER))
826 break;
827 }
828
829 if (!tmp)
830 {
831 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
832 return 0;
833 }
834
835 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
836
837 /* the following conditions limit who may be 'charmed' */
838
839 /* it's hostile! */
840 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
841 {
842 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
843 return 0;
844 }
845
846 /* it's already allied! */
847 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
848 {
849 if (tmp->owner == pl)
850 {
851 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
852 return 0;
853 }
854 else if (skill->level > tmp->level)
855 {
856 /* you steal the follower. Perhaps we should really look at the
857 * level of the owner above?
858 */
859 tmp->set_owner (pl);
860 tmp->skill = skill->skill;
861
862 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
863 /* Abuse fix - don't give exp since this can otherwise
864 * be used by a couple players to gets lots of exp.
865 */
866 return 0;
867 }
868 else
869 {
870 /* In this case, you can't steal it from the other player */
871 return 0;
872 }
873 } /* Creature was already a pet of someone */
874
875 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
876
877 /* Ok, got a 'sucker' lets try to make them a follower */
878 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
879 {
880 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
881
882 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
883 tmp->set_owner (pl);
884 tmp->skill = skill->skill;
885 tmp->stats.exp = 0;
886 tmp->attack_movement = PETMOVE;
887
888 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
889 add_friendly_object (tmp);
890
891 return calc_skill_exp (pl, tmp, skill);
892 }
893 /* Charm failed. Creature may be angry now */
894 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
895 {
896 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
897 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
898 {
899 remove_friendly_object (tmp);
900 tmp->attack_movement = 0; /* needed? */
901 }
902
903 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
904 }
905
906 return 0; /* Fall through - if we get here, we didn't charm anything */
907 }
908
909 /* Singing() -this skill allows the player to pacify nearby creatures.
910 * There are few limitations on who/what kind of
911 * non-player creatures that may be pacified. Right now, a player
912 * may pacify creatures which have Int == 0. In this routine, once
913 * successfully pacified the creature gets Int=1. Thus, a player
914 * may only pacify a creature once.
915 * BTW, I appologize for the naming of the skill, I couldnt think
916 * of anything better! -b.t.
917 */
918 int
919 singing (object *pl, int dir, object *skill)
920 {
921 int i, exp = 0;
922 object *tmp;
923 maptile *m;
924 sint16 x, y;
925
926 if (pl->type != PLAYER)
927 return 0; /* only players use this skill */
928
929 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
930 for (i = 0; i < min (skill->level, SIZEOFFREE); i++)
931 {
932 x = pl->x + freearr_x[i];
933 y = pl->y + freearr_y[i];
934 m = pl->map;
935
936 int mflags = get_map_flags (m, &m, x, y, &x, &y);
937 if (mflags & P_OUT_OF_MAP)
938 continue;
939 if (!(mflags & P_IS_ALIVE))
940 continue;
941
942 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
943 {
944 if (QUERY_FLAG (tmp, FLAG_MONSTER))
945 break;
946 /* can't affect players */
947 if (tmp->type == PLAYER)
948 break;
949 }
950
951 /* Whole bunch of checks to see if this is a type of monster that would
952 * listen to singing.
953 */
954 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
955 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
956 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
957 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
958 !QUERY_FLAG (tmp, FLAG_FRIENDLY))
959 { /* already calm */
960
961 /* stealing isn't really related (although, maybe it should
962 * be). This is mainly to prevent singing to the same monster
963 * over and over again and getting exp for it.
964 */
965 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
966
967 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
968 {
969 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
970 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
971 /* Give exp only if they are not aware */
972
973 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
974 exp += calc_skill_exp (pl, tmp, skill);
975
976 SET_FLAG (tmp, FLAG_NO_STEAL);
977 }
978 else
979 {
980 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
981 SET_FLAG (tmp, FLAG_NO_STEAL);
982 }
983 }
984 }
985 return exp;
986 }
987
988 /* The find_traps skill (aka, search). Checks for traps
989 * on the spaces or in certain objects
990 */
991 int
992 find_traps (object *pl, object *skill)
993 {
994 object *tmp, *tmp2;
995 int i, expsum = 0, mflags;
996 sint16 x, y;
997 maptile *m;
998
999 /* First we search all around us for runes and traps, which are
1000 * all type RUNE
1001 */
1002 for (i = 0; i < 9; i++)
1003 {
1004 x = pl->x + freearr_x[i];
1005 y = pl->y + freearr_y[i];
1006 m = pl->map;
1007
1008 mflags = get_map_flags (m, &m, x, y, &x, &y);
1009 if (mflags & P_OUT_OF_MAP)
1010 continue;
1011
1012 /* Check everything in the square for trapness */
1013 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1014 {
1015 /* And now we'd better do an inventory traversal of each
1016 * of these objects' inventory
1017 * We can narrow this down a bit - no reason to search through
1018 * the players inventory or monsters for that matter.
1019 */
1020 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1021 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1022 if (tmp2->type == RUNE || tmp2->type == TRAP)
1023 if (trap_see (pl, tmp2))
1024 {
1025 trap_show (tmp2, tmp);
1026 if (tmp2->stats.Cha > 1)
1027 {
1028 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1029 expsum += calc_skill_exp (pl, tmp2, skill);
1030
1031 tmp2->stats.Cha = 1; /* unhide the trap */
1032 }
1033 }
1034
1035 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1036 {
1037 trap_show (tmp, tmp);
1038 if (tmp->stats.Cha > 1)
1039 {
1040 if (!tmp->owner || tmp->owner->type != PLAYER)
1041 expsum += calc_skill_exp (pl, tmp, skill);
1042 tmp->stats.Cha = 1; /* unhide the trap */
1043 }
1044 }
1045 }
1046 }
1047
1048 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1049 return expsum;
1050 }
1051
1052 /* remove_trap() - This skill will disarm any previously discovered trap
1053 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1054 */
1055 int
1056 remove_trap (object *op, int dir, object *skill)
1057 {
1058 object *tmp, *tmp2;
1059 int i, success = 0, mflags;
1060 maptile *m;
1061 sint16 x, y;
1062
1063 for (i = 0; i < 9; i++)
1064 {
1065 x = op->x + freearr_x[i];
1066 y = op->y + freearr_y[i];
1067 m = op->map;
1068
1069 mflags = get_map_flags (m, &m, x, y, &x, &y);
1070 if (mflags & P_OUT_OF_MAP)
1071 continue;
1072
1073 /* Check everything in the square for trapness */
1074 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1075 {
1076 /* And now we'd better do an inventory traversal of each
1077 * of these objects inventory. Like above, only
1078 * do this for interesting objects.
1079 */
1080
1081 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1082 {
1083 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1084 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1085 {
1086 trap_show (tmp2, tmp);
1087
1088 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1089 {
1090 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1091 success += calc_skill_exp (op, tmp2, skill);
1092 }
1093 }
1094 }
1095
1096 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1097 {
1098 trap_show (tmp, tmp);
1099
1100 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1101 {
1102 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1103 success += calc_skill_exp (op, tmp, skill);
1104 }
1105 }
1106 }
1107 }
1108
1109 return success;
1110 }
1111
1112 /* pray() - when this skill is called from do_skill(), it allows
1113 * the player to regain lost grace points at a faster rate. -b.t.
1114 * This always returns 0 - return value is used by calling function
1115 * such that if it returns true, player gets exp in that skill. This
1116 * the effect here can be done on demand, we probably don't want to
1117 * give infinite exp by returning true in any cases.
1118 */
1119 int
1120 pray (object *pl, object *skill)
1121 {
1122 char buf[MAX_BUF];
1123 object *tmp;
1124
1125 if (pl->type != PLAYER)
1126 return 0;
1127
1128 strcpy (buf, "You pray.");
1129
1130 /* Check all objects - we could stop at floor objects,
1131 * but if someone buries an altar, I don't see a problem with
1132 * going through all the objects, and it shouldn't be much slower
1133 * than extra checks on object attributes.
1134 */
1135 for (tmp = pl->below; tmp; tmp = tmp->below)
1136 {
1137 /* Only if the altar actually belongs to someone do you get special benefits */
1138 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1139 {
1140 sprintf (buf, "You pray over the %s.", &tmp->name);
1141 pray_at_altar (pl, tmp, skill);
1142 break; /* Only pray at one altar */
1143 }
1144 }
1145
1146 new_draw_info (NDI_BLACK, 0, pl, buf);
1147
1148 if (pl->stats.grace < pl->stats.maxgrace)
1149 {
1150 pl->stats.grace++;
1151 pl->last_grace = -1;
1152 }
1153
1154 return 0;
1155 }
1156
1157 /* This skill allows the player to regain a few sp or hp for a
1158 * brief period of concentration. No armour or weapons may be
1159 * wielded/applied for this to work. The amount of time needed
1160 * to concentrate and the # of points regained is dependant on
1161 * the level of the user. - b.t. thomas@astro.psu.edu
1162 */
1163 void
1164 meditate (object *pl, object *skill)
1165 {
1166 object *tmp;
1167
1168 if (pl->type != PLAYER)
1169 return; /* players only */
1170
1171 /* check if pl has removed encumbering armour and weapons */
1172 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1173 {
1174 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1175 return;
1176 }
1177 else
1178 {
1179 for (tmp = pl->inv; tmp; tmp = tmp->below)
1180 if (((tmp->type == ARMOUR && skill->level < 12)
1181 || (tmp->type == HELMET && skill->level < 10)
1182 || (tmp->type == SHIELD && skill->level < 6)
1183 || (tmp->type == BOOTS && skill->level < 4)
1184 || (tmp->type == GLOVES && skill->level < 2))
1185 && QUERY_FLAG (tmp, FLAG_APPLIED))
1186 {
1187 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1188 return;
1189 }
1190 }
1191
1192 /* ok let's meditate! Spell points are regained first, then once
1193 * they are maxed we get back hp. Actual incrementing of values
1194 * is handled by the do_some_living() (in player.c). This way magical
1195 * bonuses for healing/sp regeneration are included properly
1196 * No matter what, we will eat up some playing time trying to
1197 * meditate. (see 'factor' variable for what sets the amount of time)
1198 */
1199
1200 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1201
1202 if (pl->stats.sp < pl->stats.maxsp)
1203 {
1204 pl->stats.sp++;
1205 pl->last_sp = -1;
1206 }
1207 else if (pl->stats.hp < pl->stats.maxhp)
1208 {
1209 pl->stats.hp++;
1210 pl->last_heal = -1;
1211 }
1212 }
1213
1214 /* write_note() - this routine allows players to inscribe messages in
1215 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1216 */
1217 static int
1218 write_note (object *pl, object *item, const char *msg, object *skill)
1219 {
1220 if (!msg_is_safe (msg))
1221 {
1222 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1223 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1224 return 0;
1225 }
1226
1227 int len = strlen (msg);
1228
1229 if (!is_utf8_string ((U8 *)msg, len))
1230 {
1231 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1232 return 0;
1233 }
1234
1235 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1236 return RESULT_INT (0);
1237
1238 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1239
1240 if (char_len <= item->weight_limit)
1241 {
1242 object *newbook = arch_to_object (item->other_arch);
1243 item->decrease ();
1244 newbook->nrof = 1;
1245 newbook->msg = shstr (msg);
1246 newbook->flag [FLAG_IDENTIFIED] = true;
1247
1248 if (item->subtype == 1) // mailscrolls
1249 {
1250 newbook->name = item->name;
1251 newbook->name_pl = item->name_pl;
1252 }
1253
1254 pl->insert (newbook);
1255
1256 pl->contr->play_sound (sound_find ("inscribe_success"));
1257 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1258 return char_len;
1259 }
1260 else
1261 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message won't fit in the %s! H<It is only big enough for %d characters, your message had %d characters.>",
1262 &item->name, item->weight_limit, char_len);
1263
1264 return 0;
1265 }
1266
1267 /* write_scroll() - this routine allows players to inscribe spell scrolls
1268 * of spells which they know. Backfire effects are possible with the
1269 * severity of the backlash correlated with the difficulty of the scroll
1270 * that is attempted. -b.t. thomas@astro.psu.edu
1271 */
1272 static int
1273 write_scroll (object *pl, object *scroll, object *skill)
1274 {
1275 int success = 0, confused = 0;
1276
1277 /* Check if we are ready to attempt inscription */
1278 object *chosen_spell = pl->contr->ranged_ob;
1279
1280 if (!chosen_spell || chosen_spell->type != SPELL)
1281 {
1282 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1283 return 0;
1284 }
1285
1286 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1287 {
1288 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1289 return 0;
1290 }
1291
1292 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1293 {
1294 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1295 return 0;
1296 }
1297
1298 /* ok, we are ready to try inscription */
1299 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1300 confused = 1;
1301
1302 /* Lost mana/grace no matter what */
1303 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1304 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1305
1306 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1307 {
1308 object *newscroll = arch_to_object (scroll->other_arch);
1309 scroll->decrease ();
1310 newscroll->nrof = 1;
1311
1312 pl->contr->play_sound (sound_find ("inscribe_success"));
1313
1314 if (!confused)
1315 {
1316 newscroll->level = max (skill->level, chosen_spell->level);
1317 newscroll->flag [FLAG_IDENTIFIED] = true;
1318 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1319 }
1320 else
1321 {
1322 chosen_spell = find_random_spell_in_ob (pl, NULL);
1323 if (!chosen_spell)
1324 return 0;
1325
1326 newscroll->level = max (skill->level, chosen_spell->level);
1327 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1328 }
1329
1330 object *tmp = chosen_spell->clone ();
1331 insert_ob_in_ob (tmp, newscroll);
1332
1333 /* Same code as from treasure.C - so they can better merge.
1334 * if players want to sell them, so be it.
1335 */
1336 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1337 newscroll->stats.exp = newscroll->value / 5;
1338
1339 pl->insert (newscroll);
1340
1341 success = calc_skill_exp (pl, newscroll, skill);
1342 if (!confused)
1343 success *= 2;
1344
1345 success = success * skill->level;
1346 return success;
1347 }
1348 else
1349 { /* Inscription has failed */
1350 pl->contr->play_sound (sound_find ("inscribe_fail"));
1351
1352 if (chosen_spell->level > skill->level || confused)
1353 { /*backfire! */
1354 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind!");
1355
1356 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1357 pl->drain_specific_stat (4);
1358 else
1359 {
1360 confuse_player (pl, pl, 99);
1361 return -30 * chosen_spell->level;
1362 }
1363 }
1364 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1365 {
1366 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.>");
1367 confuse_player (pl, pl, 99);
1368 }
1369 else
1370 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>");
1371 }
1372
1373 return 0;
1374 }
1375
1376 /* write_on_item() - wrapper for write_note and write_scroll */
1377 int
1378 write_on_item (object *pl, const char *params, object *skill)
1379 {
1380 archetype *skat;
1381
1382 if (pl->type != PLAYER)
1383 return 0;
1384
1385 if (!params)
1386 params = "";
1387
1388 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1389
1390 /* Need to be able to read before we can write! */
1391 if (!find_skill_by_name (pl, skat->skill))
1392 {
1393 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1394 return 0;
1395 }
1396
1397 object *item = find_marked_object (pl);
1398
1399 /* find an item of correct type to write on */
1400 if (!item)
1401 {
1402 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.>");
1403 return 0;
1404 }
1405
1406 if (item->type != INSCRIBABLE)
1407 {
1408 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1409 return 0;
1410 }
1411
1412 if (QUERY_FLAG (item, FLAG_UNPAID))
1413 {
1414 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1415 return 0;
1416 }
1417
1418 if (item->other_arch->type == SCROLL)
1419 {
1420 if (*params)
1421 {
1422 // check readied scroll
1423 new_draw_info_format (NDI_UNIQUE, 0, pl,
1424 "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1425 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1426 return 0;
1427 }
1428
1429 return write_scroll (pl, item, skill);
1430 }
1431 else
1432 {
1433 if (!*params)
1434 {
1435 new_draw_info_format (NDI_UNIQUE, 0, pl,
1436 "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1437 "Usage: use_skill %s <message>", &skill->skill);
1438 return 0;
1439 }
1440
1441 return write_note (pl, item, params, skill);
1442 }
1443
1444 return 0;
1445 }
1446
1447 /* find_throw_ob() - if we request an object, then
1448 * we search for it in the inventory of the owner (you've
1449 * got to be carrying something in order to throw it!).
1450 * If we didnt request an object, then the top object in inventory
1451 * (that is "throwable", ie no throwing your skills away!)
1452 * is the object of choice. Also check to see if object is
1453 * 'throwable' (ie not applied cursed obj, worn, etc).
1454 */
1455 static object *
1456 find_throw_ob (object *op, const char *request)
1457 {
1458 object *tmp;
1459
1460 if (!op)
1461 { /* safety */
1462 LOG (llevError, "find_throw_ob(): confused! have a NULL thrower!\n");
1463 return (object *) NULL;
1464 }
1465
1466 /* prefer marked item */
1467 tmp = find_marked_object (op);
1468 if (tmp != NULL)
1469 {
1470 /* can't toss invisible or inv-locked items */
1471 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1472 {
1473 tmp = NULL;
1474 }
1475 }
1476
1477 /* look through the inventory */
1478 if (tmp == NULL)
1479 {
1480 for (tmp = op->inv; tmp != NULL; tmp = tmp->below)
1481 {
1482 /* can't toss invisible or inv-locked items */
1483 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1484 continue;
1485 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1486 break;
1487 }
1488 }
1489
1490 /* this should prevent us from throwing away
1491 * cursed items, worn armour, etc. Only weapons
1492 * can be thrown from 'hand'.
1493 */
1494 if (!tmp)
1495 return NULL;
1496
1497 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1498 {
1499 if (tmp->type != WEAPON)
1500 {
1501 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.", query_name (tmp));
1502 tmp = NULL;
1503 }
1504 else if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
1505 {
1506 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s sticks to your hand!", query_name (tmp));
1507 tmp = NULL;
1508 }
1509 else
1510 {
1511 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE))
1512 {
1513 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1514 tmp = NULL;
1515 }
1516 }
1517 }
1518 else if (QUERY_FLAG (tmp, FLAG_UNPAID))
1519 {
1520 new_draw_info_format (NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name (tmp));
1521 tmp = NULL;
1522 }
1523
1524 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1525 {
1526 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1527 tmp = NULL;
1528 }
1529 return tmp;
1530 }
1531
1532 /* make_throw_ob() We construct the 'carrier' object in
1533 * which we will insert the object that is being thrown.
1534 * This combination becomes the 'thrown object'. -b.t.
1535 */
1536 static object *
1537 make_throw_ob (object *orig)
1538 {
1539 if (!orig)
1540 return 0;
1541
1542 if (QUERY_FLAG (orig, FLAG_APPLIED))
1543 {
1544 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1545 /* insufficient workaround, but better than nothing */
1546 CLEAR_FLAG (orig, FLAG_APPLIED);
1547 }
1548
1549 object *toss_item = orig->clone ();
1550
1551 toss_item->type = THROWN_OBJ;
1552 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1553 toss_item->stats.dam = 0; /* default damage */
1554 toss_item->insert (orig);
1555
1556 return toss_item;
1557 }
1558
1559 /* do_throw() - op throws any object toss_item. This code
1560 * was borrowed from fire_bow.
1561 * Returns 1 if skill was successfully used, 0 if not
1562 */
1563 static int
1564 do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1565 {
1566 object *throw_ob = toss_item, *left = NULL;
1567 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1568 int pause_f, weight_f = 0, mflags;
1569 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1570 maptile *m;
1571 sint16 sx, sy;
1572
1573 if (throw_ob == NULL)
1574 {
1575 if (op->type == PLAYER)
1576 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1577
1578 return 0;
1579 }
1580 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1581 {
1582 if (op->type == PLAYER)
1583 new_draw_info (NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1584
1585 return 0;
1586 }
1587
1588 /* Because throwing effectiveness must be reduced by the
1589 * encumbrance of the thrower and weight of the object. THus,
1590 * we use the concept of 'effective strength' as defined below.
1591 */
1592
1593 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1594 if (str > MAX_STAT)
1595 {
1596 str_factor = (float) str / (float) MAX_STAT;
1597 str = MAX_STAT;
1598 }
1599
1600 /* the more we carry, the less we can throw. Limit only on players */
1601 maxc = max_carry[str] * 1000;
1602 if (op->carrying > maxc && op->type == PLAYER)
1603 load_factor = (float) maxc / (float) op->carrying;
1604
1605 /* lighter items are thrown harder, farther, faster */
1606 if (throw_ob->weight > 0)
1607 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1608 else
1609 { /* 0 or negative weight?!? Odd object, can't throw it */
1610 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s.\n", query_name (throw_ob));
1611 return 0;
1612 }
1613
1614 eff_str = (int) (str * (load_factor < 1.0 ? load_factor : 1.0));
1615 eff_str = (int) ((float) eff_str * item_factor * str_factor);
1616
1617 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1618 * account for super-strong throwers. */
1619 if (eff_str > MAX_STAT)
1620 eff_str = MAX_STAT;
1621
1622 #ifdef DEBUG_THROW
1623 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1624 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1625 LOG (llevDebug, " str_factor=%f\n", str_factor);
1626 LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1627 #endif
1628
1629 /* 3 things here prevent a throw, you aimed at your feet, you
1630 * have no effective throwing strength, or you threw at something
1631 * that flying objects can't get through.
1632 */
1633 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1634
1635 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1636 {
1637 /* bounces off 'wall', and drops to feet */
1638 throw_ob->insert_at (part, op);
1639
1640 if (op->type == PLAYER)
1641 {
1642 if (eff_str <= 1)
1643 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1644 else if (!dir)
1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1646 else
1647 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1648 }
1649
1650 return 0;
1651 } /* if object can't be thrown */
1652
1653 left = throw_ob; /* these are throwing objects left to the player */
1654
1655 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1656 * and returns NULL. We must use 'left' then
1657 */
1658 if (!(throw_ob = throw_ob->split ()))
1659 {
1660 throw_ob = left;
1661 left->remove ();
1662 }
1663
1664 /* special case: throwing powdery substances like dust, dirt */
1665 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1666 {
1667 cast_dust (op, throw_ob, dir);
1668 return 1;
1669 }
1670
1671 /* Make a thrown object -- insert real object in a 'carrier' object.
1672 * If unsuccessfull at making the "thrown_obj", we just reinsert
1673 * the original object back into inventory and exit
1674 */
1675 if ((toss_item = make_throw_ob (throw_ob)))
1676 {
1677 throw_ob = toss_item;
1678 throw_ob->skill = skill->skill;
1679 }
1680 else
1681 {
1682 insert_ob_in_ob (throw_ob, op);
1683 return 0;
1684 }
1685
1686 throw_ob->set_owner (op);
1687 /* At some point in the attack code, the actual real object (op->inv)
1688 * becomes the hitter. As such, we need to make sure that has a proper
1689 * owner value so exp goes to the right place.
1690 */
1691 throw_ob->inv->set_owner (op);
1692 throw_ob->direction = dir;
1693
1694 /* the damage bonus from the force of the throw */
1695 dam = int (str_factor * dam_bonus[eff_str]);
1696
1697 /* Now, lets adjust the properties of the thrown_ob. */
1698
1699 /* how far to fly */
1700 throw_ob->last_sp = (eff_str * 3) / 5;
1701
1702 /* speed */
1703 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1704
1705 /* item damage. Eff_str and item weight influence damage done */
1706 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1707 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1708
1709 /* chance of breaking. Proportional to force used and weight of item */
1710 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1711
1712 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1713 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1714
1715 /* the properties of objects which are meant to be thrown (ie dart,
1716 * throwing knife, etc) will differ from ordinary items. Lets tailor
1717 * this stuff in here.
1718 */
1719
1720 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1721 {
1722 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1723 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1724 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1725 /* only throw objects get directional faces */
1726 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1727 throw_ob->set_anim_frame (dir);
1728 }
1729 else
1730 {
1731 uint16 mat = throw_ob->materials;
1732
1733 /* some materials will adjust properties.. */
1734 if (mat & M_LEATHER)
1735 {
1736 throw_ob->stats.dam -= 1;
1737 throw_ob->stats.food -= 10;
1738 }
1739
1740 if (mat & M_GLASS)
1741 throw_ob->stats.food += 60;
1742
1743 if (mat & M_ORGANIC)
1744 {
1745 throw_ob->stats.dam -= 3;
1746 throw_ob->stats.food += 55;
1747 }
1748
1749 if (mat & M_PAPER || mat & M_CLOTH)
1750 {
1751 throw_ob->stats.dam -= 5;
1752 throw_ob->speed *= 0.8;
1753 throw_ob->stats.wc += 3;
1754 throw_ob->stats.food -= 30;
1755 }
1756
1757 /* light obj have more wind resistance, fly slower */
1758 if (throw_ob->weight > 500)
1759 throw_ob->speed *= 0.8;
1760
1761 if (throw_ob->weight > 50)
1762 throw_ob->speed *= 0.5;
1763 } /* else tailor thrown object */
1764
1765 /* some limits, and safeties (needed?) */
1766 if (throw_ob->stats.dam < 0)
1767 throw_ob->stats.dam = 0;
1768 if (throw_ob->last_sp > eff_str)
1769 throw_ob->last_sp = eff_str;
1770 if (throw_ob->stats.food < 0)
1771 throw_ob->stats.food = 0;
1772 if (throw_ob->stats.food > 100)
1773 throw_ob->stats.food = 100;
1774 if (throw_ob->stats.wc > 30)
1775 throw_ob->stats.wc = 30;
1776
1777 /* how long to pause the thrower. Higher values mean less pause */
1778 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1779
1780 /* Put a lower limit on this */
1781 if (pause_f < 10)
1782 pause_f = 10;
1783 if (pause_f > 100)
1784 pause_f = 100;
1785
1786 /* Changed in 0.94.2 - the calculation before was really goofy.
1787 * In short summary, a throw can take anywhere between speed 5 and
1788 * speed 0.5
1789 */
1790 op->speed_left -= 50 / pause_f;
1791
1792 throw_ob->speed_left = 0;
1793 throw_ob->map = part->map;
1794
1795 throw_ob->move_type = MOVE_FLY_LOW;
1796 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1797
1798 #if 0
1799 /* need to put in a good sound for this */
1800 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1801 #endif
1802
1803 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1804 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1805 #ifdef DEBUG_THROW
1806 LOG (llevDebug, " pause_f=%d \n", pause_f);
1807 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1808 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1809 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1810 #endif
1811
1812 throw_ob->insert_at (part, op);
1813
1814 if (!throw_ob->destroyed ())
1815 move_arrow (throw_ob);
1816
1817 return 1;
1818 }
1819
1820 int
1821 skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1822 {
1823 object *throw_ob;
1824
1825 if (op->type == PLAYER)
1826 throw_ob = find_throw_ob (op, params);
1827 else
1828 throw_ob = find_mon_throw_ob (op);
1829
1830 return do_throw (op, part, throw_ob, dir, skill);
1831 }