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Revision: 1.85
Committed: Sat Apr 10 04:54:10 2010 UTC (14 years, 1 month ago) by root
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Branch: MAIN
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2003 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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 (!victim->flag [FLAG_UNAGGRESSIVE])
56 roll = roll / 2;
57
58 /* Easier to steal from sleeping beings, or if the thief is
59 * unseen */
60 if (victim->flag [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 return 0; // you can't steal from ourself!
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; 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
299 if (attempt_steal (tmp, op, skill))
300 {
301 if (tmp->type == PLAYER) /* no xp for stealing from another player */
302 return 0;
303
304 /* no xp for stealing from pets (of players) */
305 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
306 {
307 object *owner = tmp->owner;
308
309 if (owner && owner->type == PLAYER)
310 return 0;
311 }
312
313 // reduce monster experience by experience we gained, as to
314 // limit the amount of exp that can be gained by stealing from monsters
315 // (jessies gave ~20,000,000 exp otherwise.
316 int exp = calc_skill_exp (op, tmp, skill);
317
318 exp = min (tmp->stats.exp, exp);
319 tmp->stats.exp -= exp;
320 return exp;
321 }
322 }
323
324 return 0;
325 }
326
327 static int
328 attempt_pick_lock (object *door, object *pl, object *skill)
329 {
330 int difficulty = pl->map->difficulty ? pl->map->difficulty : 0;
331 int success = 0, number; /* did we get anything? */
332
333
334 /* Try to pick the lock on this item (doors only for now).
335 * Dependent on dexterity/skill SK_level of the player and
336 * the map level difficulty.
337 */
338 number = (die_roll (2, 40, pl, PREFER_LOW) - 2) / 2;
339 if (number < (pl->stats.Dex + skill->level - difficulty))
340 {
341 remove_door (door);
342 success = 1;
343 }
344 else if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
345 { /* set off any traps? */
346 spring_trap (door->inv, pl);
347 }
348 return success;
349 }
350
351
352 /* Implementation by bt. (thomas@astro.psu.edu)
353 * monster implementation 7-7-95 by bt.
354 */
355
356 int
357 pick_lock (object *pl, int dir, object *skill)
358 {
359 object *tmp;
360 int x = pl->x + freearr_x[dir];
361 int y = pl->y + freearr_y[dir];
362
363 if (!dir)
364 dir = pl->facing;
365
366 /* For all the stacked objects at this point find a door */
367 if (out_of_map (pl->map, x, y))
368 {
369 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
370 return 0;
371 }
372
373 for (tmp = GET_MAP_OB (pl->map, x, y); tmp; tmp = tmp->above)
374 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR)
375 break;
376
377 if (!tmp)
378 {
379 new_draw_info (NDI_UNIQUE, 0, pl, "There is no lock there.");
380 return 0;
381 }
382 if (tmp->type == LOCKED_DOOR)
383 {
384 new_draw_info (NDI_UNIQUE, 0, pl, "You can't pick that lock!");
385 return 0;
386 }
387
388 if (!tmp->move_block)
389 {
390 new_draw_info (NDI_UNIQUE, 0, pl, "The door has no lock!");
391 return 0;
392 }
393
394 if (attempt_pick_lock (tmp, pl, skill))
395 {
396 new_draw_info (NDI_UNIQUE, 0, pl, "You pick the lock.");
397 return calc_skill_exp (pl, NULL, skill);
398 }
399 else
400 {
401 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to pick the lock.");
402 return 0;
403 }
404 }
405
406 /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
407 * a short while (success and duration dependant on player SK_level,
408 * dexterity, charisma, and map difficulty).
409 * Players have a good chance of becoming 'unhidden' if they move
410 * and like invisiblity will be come visible if they attack
411 * Implemented by b.t. (thomas@astro.psu.edu)
412 * July 7, 1995 - made hiding possible for monsters. -b.t.
413 */
414 static int
415 attempt_hide (object *op, object *skill)
416 {
417 int number, difficulty = op->map->difficulty;
418 int terrain = hideability (op);
419
420 if (terrain < -10) /* not enough cover here */
421 return 0;
422
423 /* Hiding success and duration dependant on skill level,
424 * op->stats.Dex, map difficulty and terrain.
425 */
426 number = (die_roll (2, 25, op, PREFER_LOW) - 2) / 2;
427
428 if (!stand_near_hostile (op) && (number < (op->stats.Dex + skill->level + terrain - difficulty)))
429 {
430 op->invisible += 100; /* set the level of 'hiddeness' */
431
432 if (op->type == PLAYER)
433 op->contr->tmp_invis = 1;
434
435 op->flag [FLAG_HIDDEN] = 1;
436 return 1;
437 }
438
439 return 0;
440 }
441
442 /* patched this to take terrain into consideration */
443 int
444 hide (object *op, object *skill)
445 {
446 /* the preliminaries -- Can we really hide now? */
447 /* this keeps monsters from using invisibilty spells and hiding */
448
449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
450 {
451 new_draw_info (NDI_UNIQUE, 0, op, "You don't need to hide while invisible!");
452 return 0;
453 }
454 else if (!op->flag [FLAG_HIDDEN] && op->invisible > 0 && op->type == PLAYER)
455 {
456 new_draw_info (NDI_UNIQUE, 0, op, "Your attempt to hide breaks the invisibility spell!");
457 make_visible (op);
458 }
459
460 if (op->invisible > 50 * skill->level)
461 {
462 new_draw_info (NDI_UNIQUE, 0, op, "You are as hidden as you can get.");
463 return 0;
464 }
465
466 if (attempt_hide (op, skill))
467 {
468 new_draw_info (NDI_UNIQUE, 0, op, "You hide in the shadows.");
469 update_object (op, UP_OBJ_FACE);
470 return calc_skill_exp (op, NULL, skill);
471 }
472
473 new_draw_info (NDI_UNIQUE, 0, op, "You fail to conceal yourself.");
474 return 0;
475 }
476
477 /* stop_jump() - End of jump. Clear flags, restore the map, and
478 * freeze the jumper a while to simulate the exhaustion
479 * of jumping.
480 */
481 static void
482 stop_jump (object *pl, int dist, int spaces)
483 {
484 pl->update_stats ();
485 pl->map->insert (pl, pl->x, pl->y, pl);
486 pl->speed_left -= pl->speed * 8.;
487 }
488
489 static int
490 attempt_jump (object *pl, int dir, int spaces, object *skill)
491 {
492 object *tmp;
493 int i, dx = freearr_x[dir], dy = freearr_y[dir], mflags;
494 sint16 x, y;
495 maptile *m;
496
497 /* Jump loop. Go through spaces object wants to jump. Halt the
498 * jump if a wall or creature is in the way. We set FLAG_FLYING
499 * temporarily to allow player to aviod exits/archs that are not
500 * fly_on, fly_off. This will also prevent pickup of objects
501 * while jumping over them.
502 */
503 pl->remove ();
504 pl->move_type |= MOVE_FLY_LOW;
505
506 for (i = 0; i <= spaces; i++)
507 {
508 x = pl->x + dx;
509 y = pl->y + dy;
510 m = pl->map;
511
512 mflags = get_map_flags (m, &m, x, y, &x, &y);
513
514 if (mflags & P_OUT_OF_MAP)
515 {
516 stop_jump (pl, i, spaces);
517 return 0;
518 }
519
520 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
521 {
522 /* Jump into creature */
523 if (QUERY_FLAG (tmp, FLAG_MONSTER)
524 || (tmp->type == PLAYER && (!QUERY_FLAG (tmp, FLAG_WIZ) || !tmp->contr->hidden)))
525 {
526 new_draw_info_format (NDI_UNIQUE, 0, pl, "You jump into %s%s.", tmp->type == PLAYER ? "" : "the ", &tmp->name);
527
528 stop_jump (pl, i, spaces);
529
530 int exp = 0;
531
532 if (tmp->type != PLAYER
533 || (pl->type == PLAYER && !pl->contr->party)
534 || (pl->type == PLAYER && tmp->type == PLAYER && pl->contr->party != tmp->contr->party))
535 exp = skill_attack (tmp, pl, pl->facing, "kicked", skill); /* pl makes an attack */
536
537 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
538 }
539 }
540
541 if (OB_TYPE_MOVE_BLOCK (pl, GET_MAP_MOVE_BLOCK (m, x, y)))
542 {
543 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is blocked.");
544 stop_jump (pl, i, spaces);
545 return 0;
546 }
547
548 pl->x = x;
549 pl->y = y;
550 pl->map = m;
551
552 if (m->at (x, y).move_on & pl->move_type)
553 {
554 new_draw_info (NDI_UNIQUE, 0, pl, "Your jump is stopped.");
555 stop_jump (pl, i, spaces);
556 return 0;
557 }
558 }
559
560 stop_jump (pl, i, spaces);
561
562 return calc_skill_exp (pl, NULL, skill);
563 }
564
565 /* jump() - this is both a new type of movement for player/monsters and
566 * an attack as well.
567 * Perhaps we should allow more spaces based on level, eg, level 50
568 * jumper can jump several spaces?
569 */
570 int
571 jump (object *pl, int dir, object *skill)
572 {
573 int str = pl->stats.Str;
574 int dex = pl->stats.Dex;
575
576 dex = dex ? dex : 15;
577 str = str ? str : 10;
578
579 int stats = str * str * str * dex * skill->level;
580 int spaces = min (3, skill->level, stats / (pl->carrying + 1));
581
582 if (spaces == 0)
583 {
584 new_draw_info (NDI_UNIQUE, 0, pl, "You are carrying too much weight to jump.");
585 return 0;
586 }
587
588 return attempt_jump (pl, dir, spaces, skill);
589 }
590
591 /* skill_ident() - this code is supposed to allow players to identify
592 * classes of objects with the various "auto-ident" skills. Player must
593 * have unidentified objects of the right type in order for the skill
594 * to work. While multiple classes of objects may be identified,
595 * this code is kind of yucky -- it would be nice to make it a bit
596 * more generalized. Right now, skill indices are embedded in this routine.
597 * Returns amount of experience gained (on successful ident).
598 * - b.t. (thomas@astro.psu.edu)
599 */
600 static int
601 do_skill_detect_curse (object *pl, object *skill)
602 {
603 object *tmp;
604 int success = 0;
605
606 for (tmp = pl->inv; tmp; tmp = tmp->below)
607 if (!tmp->invisible
608 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
609 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
610 {
611 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
612 esrv_update_item (UPD_FLAGS, pl, tmp);
613 success += calc_skill_exp (pl, tmp, skill);
614 }
615
616 /* Check ground, too, but only objects the player could pick up */
617 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
618 if (can_pick (pl, tmp) &&
619 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) &&
620 !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)
621 && (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->item_power < skill->level)
622 {
623 SET_FLAG (tmp, FLAG_KNOWN_CURSED);
624 esrv_update_item (UPD_FLAGS, pl, tmp);
625 success += calc_skill_exp (pl, tmp, skill);
626 }
627
628 return success;
629 }
630
631 static int
632 do_skill_detect_magic (object *pl, object *skill)
633 {
634 object *tmp;
635 int success = 0;
636
637 for (tmp = pl->inv; tmp; tmp = tmp->below)
638 if (!tmp->invisible
639 && !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
640 && (is_magical (tmp)) && tmp->item_power < skill->level)
641 {
642 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
643 esrv_update_item (UPD_FLAGS, pl, tmp);
644 success += calc_skill_exp (pl, tmp, skill);
645 }
646
647 /* Check ground, too, but like above, only if the object can be picked up */
648 for (tmp = GET_MAP_OB (pl->map, pl->x, pl->y); tmp; tmp = tmp->above)
649 if (can_pick (pl, tmp) &&
650 !QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && (is_magical (tmp)) && tmp->item_power < skill->level)
651 {
652 SET_FLAG (tmp, FLAG_KNOWN_MAGICAL);
653 esrv_update_item (UPD_FLAGS, pl, tmp);
654 success += calc_skill_exp (pl, tmp, skill);
655 }
656
657 return success;
658 }
659
660 /* Helper function for do_skill_ident, so that we can loop
661 * over inventory AND objects on the ground conveniently.
662 */
663 static int
664 do_skill_ident2 (object *tmp, object *pl, int obj_class, object *skill)
665 {
666 int success = 0, chance;
667 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
668
669 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED) && !QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)
670 && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
671 {
672 chance = die_roll (3, 10, pl, PREFER_LOW) - 3 + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
673
674 if (skill_value >= chance)
675 {
676 identify (tmp);
677
678 if (pl->type == PLAYER)
679 {
680 new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
681
682 if (tmp->msg)
683 {
684 new_draw_info (NDI_UNIQUE, 0, pl, "The item has a story:");
685 new_draw_info (NDI_UNIQUE, 0, pl, tmp->msg);
686 }
687 }
688
689 success += calc_skill_exp (pl, tmp, skill);
690 }
691 else
692 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
693 }
694
695 return success;
696 }
697
698 /* do_skill_ident() - workhorse for skill_ident() -b.t.
699 */
700 static int
701 do_skill_ident (object *pl, int obj_class, object *skill)
702 {
703 int success = 0;
704
705 for (object *tmp = pl->inv; tmp; tmp = tmp->below)
706 success += do_skill_ident2 (tmp, pl, obj_class, skill);
707 /* check the ground */
708
709 for (object *tmp = pl->ms ().bot; tmp; tmp = tmp->above)
710 success += do_skill_ident2 (tmp, pl, obj_class, skill);
711
712 return success;
713 }
714
715 int
716 skill_ident (object *pl, object *skill)
717 {
718 int success = 0;
719
720 if (pl->type != PLAYER)
721 return 0; /* only players will skill-identify */
722
723 new_draw_info (NDI_UNIQUE, 0, pl, "You look at the objects nearby...");
724
725 switch (skill->subtype)
726 {
727 case SK_SMITHERY:
728 success += do_skill_ident (pl, WEAPON, skill) + do_skill_ident (pl, ARMOUR, skill)
729 + do_skill_ident (pl, BRACERS, skill) + do_skill_ident (pl, CLOAK, skill)
730 + do_skill_ident (pl, BOOTS, skill) + do_skill_ident (pl, SHIELD, skill)
731 + do_skill_ident (pl, GIRDLE, skill) + do_skill_ident (pl, HELMET, skill) + do_skill_ident (pl, GLOVES, skill);
732 break;
733
734 case SK_BOWYER:
735 success += do_skill_ident (pl, BOW, skill) + do_skill_ident (pl, ARROW, skill);
736 break;
737
738 case SK_ALCHEMY:
739 success += do_skill_ident (pl, POTION, skill) + do_skill_ident (pl, POISON, skill)
740 + do_skill_ident (pl, CONTAINER, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, INORGANIC, skill);
741 break;
742
743 case SK_WOODSMAN:
744 success += do_skill_ident (pl, FOOD, skill) + do_skill_ident (pl, DRINK, skill) + do_skill_ident (pl, FLESH, skill);
745 break;
746
747 case SK_JEWELER:
748 success += do_skill_ident (pl, GEM, skill) + do_skill_ident (pl, RING, skill) + do_skill_ident (pl, AMULET, skill);
749 break;
750
751 case SK_LITERACY:
752 success += do_skill_ident (pl, SPELLBOOK, skill) + do_skill_ident (pl, SCROLL, skill) + do_skill_ident (pl, BOOK, skill);
753 break;
754
755 case SK_THAUMATURGY:
756 success += do_skill_ident (pl, WAND, skill) + do_skill_ident (pl, ROD, skill) + do_skill_ident (pl, HORN, skill);
757 break;
758
759 case SK_DET_CURSE:
760 success = do_skill_detect_curse (pl, skill);
761 if (success)
762 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover cursed items!");
763 break;
764
765 case SK_DET_MAGIC:
766 success = do_skill_detect_magic (pl, skill);
767 if (success)
768 new_draw_info (NDI_UNIQUE, 0, pl, "...and discover items imbued with mystic forces!");
769 break;
770
771 default:
772 LOG (llevError, "Error: bad call to skill_ident()\n");
773 return 0;
774 break;
775 }
776
777 if (!success)
778 new_draw_info (NDI_UNIQUE, 0, pl, "...and learn nothing more.");
779
780 return success;
781 }
782
783 /* players using this skill can 'charm' a monster --
784 * into working for them. It can only be used on
785 * non-special (see below) 'neutral' creatures.
786 * -b.t. (thomas@astro.psu.edu)
787 */
788 int
789 use_oratory (object *pl, int dir, object *skill)
790 {
791 if (pl->type != PLAYER)
792 return 0; /* only players use this skill */
793
794 if (!dir)
795 {
796 pl->failmsg ("In what direction?");
797 return 0;
798 }
799
800 sint16 x = pl->x + freearr_x[dir],
801 y = pl->y + freearr_y[dir];
802 maptile *m = pl->map;
803
804 int mflags = get_map_flags (m, &m, x, y, &x, &y);
805 if (mflags & P_OUT_OF_MAP)
806 return 0;
807
808 /* Save some processing - we have the flag already anyways
809 */
810 if (!(mflags & P_IS_ALIVE))
811 {
812 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
813 return 0;
814 }
815
816 object *tmp;
817 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
818 {
819 /* can't persuade players - return because there is nothing else
820 * on that space to charm. Same for multi space monsters and
821 * special monsters - we don't allow them to be charmed, and there
822 * is no reason to do further processing since they should be the
823 * only monster on the space.
824 */
825 if (tmp->type == PLAYER
826 || tmp->more || tmp->head_ () != tmp
827 || tmp->msg)
828 return 0;
829
830 if (QUERY_FLAG (tmp, FLAG_MONSTER))
831 break;
832 }
833
834 if (!tmp)
835 {
836 new_draw_info (NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
837 return 0;
838 }
839
840 new_draw_info_format (NDI_UNIQUE, 0, pl, "You orate to the %s.", query_name (tmp));
841
842 /* the following conditions limit who may be 'charmed' */
843
844 /* it's hostile! */
845 if (!QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
846 {
847 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
848 return 0;
849 }
850
851 /* it's already allied! */
852 if (QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE)
853 {
854 if (tmp->owner == pl)
855 {
856 new_draw_info (NDI_UNIQUE, 0, pl, "Your follower loves your speech.\n");
857 return 0;
858 }
859 else if (skill->level > tmp->level)
860 {
861 /* you steal the follower. Perhaps we should really look at the
862 * level of the owner above?
863 */
864 tmp->set_owner (pl);
865 tmp->skill = skill->skill;
866
867 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to follow you instead!\n", query_name (tmp));
868 /* Abuse fix - don't give exp since this can otherwise
869 * be used by a couple players to gets lots of exp.
870 */
871 return 0;
872 }
873 else
874 {
875 /* In this case, you can't steal it from the other player */
876 return 0;
877 }
878 } /* Creature was already a pet of someone */
879
880 int level = skill->level + (pl->stats.Cha - tmp->stats.Int) / 2;
881
882 /* Ok, got a 'sucker' lets try to make them a follower */
883 if (level > 0 && tmp->level < (random_roll (0, level - 1, pl, PREFER_HIGH) - 1))
884 {
885 new_draw_info_format (NDI_UNIQUE, 0, pl, "You convince the %s to become your follower.\n", query_name (tmp));
886
887 INVOKE_OBJECT (KILL, tmp, ARG_OBJECT (pl));
888 tmp->set_owner (pl);
889 tmp->skill = skill->skill;
890 tmp->stats.exp = 0;
891 tmp->attack_movement = PETMOVE;
892
893 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
894 add_friendly_object (tmp);
895
896 return calc_skill_exp (pl, tmp, skill);
897 }
898 /* Charm failed. Creature may be angry now */
899 else if ((skill->level + ((pl->stats.Cha - 10) / 2)) < random_roll (1, 2 * tmp->level, pl, PREFER_LOW))
900 {
901 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your speech angers the %s!\n", query_name (tmp));
902 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
903 {
904 remove_friendly_object (tmp);
905 tmp->attack_movement = 0; /* needed? */
906 }
907
908 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
909 }
910
911 return 0; /* Fall through - if we get here, we didn't charm anything */
912 }
913
914 /* Singing() -this skill allows the player to pacify nearby creatures.
915 * There are few limitations on who/what kind of
916 * non-player creatures that may be pacified. Right now, a player
917 * may pacify creatures which have Int == 0. In this routine, once
918 * successfully pacified the creature gets Int=1. Thus, a player
919 * may only pacify a creature once.
920 * BTW, I appologize for the naming of the skill, I couldnt think
921 * of anything better! -b.t.
922 */
923 int
924 singing (object *pl, int dir, object *skill)
925 {
926 int i, exp = 0;
927 object *tmp;
928 maptile *m;
929 sint16 x, y;
930
931 if (pl->type != PLAYER)
932 return 0; /* only players use this skill */
933
934 if (!dir)
935 {
936 pl->failmsg ("In what direction?");
937 return 0;
938 }
939
940 new_draw_info_format (NDI_UNIQUE, 0, pl, "You sing.");
941 for (int i = skill->level >= SIZEOFFREE1 ? 0 : dir;
942 i < min (skill->level, SIZEOFFREE);
943 i++)
944 {
945 x = pl->x + freearr_x[i];
946 y = pl->y + freearr_y[i];
947 m = pl->map;
948
949 int mflags = get_map_flags (m, &m, x, y, &x, &y);
950 if (mflags & P_OUT_OF_MAP)
951 continue;
952 if (!(mflags & P_IS_ALIVE))
953 continue;
954
955 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
956 {
957 if (QUERY_FLAG (tmp, FLAG_MONSTER))
958 break;
959 /* can't affect players */
960 if (tmp->type == PLAYER)
961 break;
962 }
963
964 /* Whole bunch of checks to see if this is a type of monster that would
965 * listen to singing.
966 */
967 if (tmp && QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
968 !QUERY_FLAG (tmp, FLAG_SPLITTING) && /* no ears */
969 !QUERY_FLAG (tmp, FLAG_HITBACK) && /* was here before */
970 (tmp->level <= skill->level) && (!tmp->head) && !QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && /* already calm */
971 !QUERY_FLAG (tmp, FLAG_FRIENDLY))
972 { /* already calm */
973
974 /* stealing isn't really related (although, maybe it should
975 * be). This is mainly to prevent singing to the same monster
976 * over and over again and getting exp for it.
977 */
978 int level = skill->level + (pl->stats.Cha - 5 - tmp->stats.Int) / 2;
979
980 if (level && tmp->level < random_roll (0, level - 1, pl, PREFER_HIGH))
981 {
982 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
983 new_draw_info_format (NDI_UNIQUE, 0, pl, "You calm down the %s\n", query_name (tmp));
984 /* Give exp only if they are not aware */
985
986 if (!QUERY_FLAG (tmp, FLAG_NO_STEAL))
987 exp += calc_skill_exp (pl, tmp, skill);
988
989 SET_FLAG (tmp, FLAG_NO_STEAL);
990 }
991 else
992 {
993 new_draw_info_format (NDI_UNIQUE, 0, pl, "Too bad the %s isn't listening!\n", query_name (tmp));
994 SET_FLAG (tmp, FLAG_NO_STEAL);
995 }
996 }
997 }
998 return exp;
999 }
1000
1001 /* The find_traps skill (aka, search). Checks for traps
1002 * on the spaces or in certain objects
1003 */
1004 int
1005 find_traps (object *pl, object *skill)
1006 {
1007 object *tmp, *tmp2;
1008 int i, expsum = 0, mflags;
1009 sint16 x, y;
1010 maptile *m;
1011
1012 /* First we search all around us for runes and traps, which are
1013 * all type RUNE
1014 */
1015 for (i = 0; i < 9; i++)
1016 {
1017 x = pl->x + freearr_x[i];
1018 y = pl->y + freearr_y[i];
1019 m = pl->map;
1020
1021 mflags = get_map_flags (m, &m, x, y, &x, &y);
1022 if (mflags & P_OUT_OF_MAP)
1023 continue;
1024
1025 /* Check everything in the square for trapness */
1026 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1027 {
1028 /* And now we'd better do an inventory traversal of each
1029 * of these objects' inventory
1030 * We can narrow this down a bit - no reason to search through
1031 * the players inventory or monsters for that matter.
1032 */
1033 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1034 for (tmp2 = tmp->inv; tmp2 != NULL; tmp2 = tmp2->below)
1035 if (tmp2->type == RUNE || tmp2->type == TRAP)
1036 if (trap_see (pl, tmp2))
1037 {
1038 trap_show (tmp2, tmp);
1039 if (tmp2->stats.Cha > 1)
1040 {
1041 if (!tmp2->owner || tmp2->owner->type != PLAYER)
1042 expsum += calc_skill_exp (pl, tmp2, skill);
1043
1044 tmp2->stats.Cha = 1; /* unhide the trap */
1045 }
1046 }
1047
1048 if ((tmp->type == RUNE || tmp->type == TRAP) && trap_see (pl, tmp))
1049 {
1050 trap_show (tmp, tmp);
1051 if (tmp->stats.Cha > 1)
1052 {
1053 if (!tmp->owner || tmp->owner->type != PLAYER)
1054 expsum += calc_skill_exp (pl, tmp, skill);
1055 tmp->stats.Cha = 1; /* unhide the trap */
1056 }
1057 }
1058 }
1059 }
1060
1061 new_draw_info (NDI_BLACK, 0, pl, "You search the area.");
1062 return expsum;
1063 }
1064
1065 /* remove_trap() - This skill will disarm any previously discovered trap
1066 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
1067 */
1068 int
1069 remove_trap (object *op, int dir, object *skill)
1070 {
1071 object *tmp, *tmp2;
1072 int i, success = 0, mflags;
1073 maptile *m;
1074 sint16 x, y;
1075
1076 for (i = 0; i < 9; i++)
1077 {
1078 x = op->x + freearr_x[i];
1079 y = op->y + freearr_y[i];
1080 m = op->map;
1081
1082 mflags = get_map_flags (m, &m, x, y, &x, &y);
1083 if (mflags & P_OUT_OF_MAP)
1084 continue;
1085
1086 /* Check everything in the square for trapness */
1087 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1088 {
1089 /* And now we'd better do an inventory traversal of each
1090 * of these objects inventory. Like above, only
1091 * do this for interesting objects.
1092 */
1093
1094 if (tmp->type != PLAYER && !QUERY_FLAG (tmp, FLAG_MONSTER))
1095 {
1096 for (tmp2 = tmp->inv; tmp2; tmp2 = tmp2->below)
1097 if ((tmp2->type == RUNE || tmp2->type == TRAP) && tmp2->stats.Cha <= 1)
1098 {
1099 trap_show (tmp2, tmp);
1100
1101 if (trap_disarm (op, tmp2, 1, skill) && (!tmp2->owner || tmp2->owner->type != PLAYER))
1102 {
1103 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1104 success += calc_skill_exp (op, tmp2, skill);
1105 }
1106 }
1107 }
1108
1109 if ((tmp->type == RUNE || tmp->type == TRAP) && tmp->stats.Cha <= 1)
1110 {
1111 trap_show (tmp, tmp);
1112
1113 if (trap_disarm (op, tmp, 1, skill) && (!tmp->owner || tmp->owner->type != PLAYER))
1114 {
1115 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1116 success += calc_skill_exp (op, tmp, skill);
1117 }
1118 }
1119 }
1120 }
1121
1122 return success;
1123 }
1124
1125 /* pray() - when this skill is called from do_skill(), it allows
1126 * the player to regain lost grace points at a faster rate. -b.t.
1127 * This always returns 0 - return value is used by calling function
1128 * such that if it returns true, player gets exp in that skill. This
1129 * the effect here can be done on demand, we probably don't want to
1130 * give infinite exp by returning true in any cases.
1131 */
1132 int
1133 pray (object *pl, object *skill)
1134 {
1135 char buf[MAX_BUF];
1136 object *tmp;
1137
1138 if (pl->type != PLAYER)
1139 return 0;
1140
1141 strcpy (buf, "You pray.");
1142
1143 /* Check all objects - we could stop at floor objects,
1144 * but if someone buries an altar, I don't see a problem with
1145 * going through all the objects, and it shouldn't be much slower
1146 * than extra checks on object attributes.
1147 */
1148 for (tmp = pl->below; tmp; tmp = tmp->below)
1149 {
1150 /* Only if the altar actually belongs to someone do you get special benefits */
1151 if (tmp && tmp->type == HOLY_ALTAR && tmp->other_arch)
1152 {
1153 sprintf (buf, "You pray over the %s.", &tmp->name);
1154 pray_at_altar (pl, tmp, skill);
1155 break; /* Only pray at one altar */
1156 }
1157 }
1158
1159 new_draw_info (NDI_BLACK, 0, pl, buf);
1160
1161 if (pl->stats.grace < pl->stats.maxgrace)
1162 {
1163 pl->stats.grace++;
1164 pl->last_grace = -1;
1165 }
1166
1167 return 0;
1168 }
1169
1170 /* This skill allows the player to regain a few sp or hp for a
1171 * brief period of concentration. No armour or weapons may be
1172 * wielded/applied for this to work. The amount of time needed
1173 * to concentrate and the # of points regained is dependant on
1174 * the level of the user. - b.t. thomas@astro.psu.edu
1175 */
1176 void
1177 meditate (object *pl, object *skill)
1178 {
1179 object *tmp;
1180
1181 if (pl->type != PLAYER)
1182 return; /* players only */
1183
1184 /* check if pl has removed encumbering armour and weapons */
1185 if (QUERY_FLAG (pl, FLAG_READY_WEAPON) && (skill->level < 6))
1186 {
1187 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wielding a weapon!\n");
1188 return;
1189 }
1190 else
1191 {
1192 for (tmp = pl->inv; tmp; tmp = tmp->below)
1193 if (((tmp->type == ARMOUR && skill->level < 12)
1194 || (tmp->type == HELMET && skill->level < 10)
1195 || (tmp->type == SHIELD && skill->level < 6)
1196 || (tmp->type == BOOTS && skill->level < 4)
1197 || (tmp->type == GLOVES && skill->level < 2))
1198 && QUERY_FLAG (tmp, FLAG_APPLIED))
1199 {
1200 new_draw_info (NDI_UNIQUE, 0, pl, "You can't concentrate while wearing so much armour!\n");
1201 return;
1202 }
1203 }
1204
1205 /* ok let's meditate! Spell points are regained first, then once
1206 * they are maxed we get back hp. Actual incrementing of values
1207 * is handled by the do_some_living() (in player.c). This way magical
1208 * bonuses for healing/sp regeneration are included properly
1209 * No matter what, we will eat up some playing time trying to
1210 * meditate. (see 'factor' variable for what sets the amount of time)
1211 */
1212
1213 new_draw_info (NDI_BLACK, 0, pl, "You meditate.");
1214
1215 if (pl->stats.sp < pl->stats.maxsp)
1216 {
1217 pl->stats.sp++;
1218 pl->last_sp = -1;
1219 }
1220 else if (pl->stats.hp < pl->stats.maxhp)
1221 {
1222 pl->stats.hp++;
1223 pl->last_heal = -1;
1224 }
1225 }
1226
1227 /* write_note() - this routine allows players to inscribe messages in
1228 * ordinary inscribable 'books' (anything that is not a SPELL). b.t.
1229 */
1230 static int
1231 write_note (object *pl, object *item, const char *msg, object *skill)
1232 {
1233 if (!msg_is_safe (msg))
1234 {
1235 new_draw_info (NDI_UNIQUE, 0, pl, "Trying to cheat now are we?");
1236 LOG (llevInfo, "write_note: player %s tried to write bogus note %s\n", &pl->name, msg);
1237 return 0;
1238 }
1239
1240 int len = strlen (msg);
1241
1242 if (!is_utf8_string ((U8 *)msg, len))
1243 {
1244 new_draw_info_format (NDI_UNIQUE, 0, pl, "Your message is garbled (text must be UTF-8, client-bug)!");
1245 return 0;
1246 }
1247
1248 if (INVOKE_OBJECT (INSCRIBE_NOTE, item, ARG_PLAYER (pl->contr), ARG_STRING (msg), ARG_OBJECT (skill)))
1249 return RESULT_INT (0);
1250
1251 STRLEN char_len = utf8_length ((U8 *)msg, (U8 *)(msg+len));
1252
1253 if (char_len <= item->weight_limit)
1254 {
1255 object *newbook = item->other_arch->instance ();
1256 item->decrease ();
1257 newbook->nrof = 1;
1258 newbook->msg = shstr (msg);
1259 newbook->flag [FLAG_IDENTIFIED] = true;
1260
1261 if (item->subtype == 1) // mailscrolls
1262 {
1263 newbook->name = item->name;
1264 newbook->name_pl = item->name_pl;
1265 }
1266
1267 pl->insert (newbook);
1268
1269 pl->contr->play_sound (sound_find ("inscribe_success"));
1270 new_draw_info_format (NDI_UNIQUE, 0, pl, "You write in the %s.", &item->name);
1271 return char_len;
1272 }
1273 else
1274 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.>",
1275 &item->name, item->weight_limit, char_len);
1276
1277 return 0;
1278 }
1279
1280 /* write_scroll() - this routine allows players to inscribe spell scrolls
1281 * of spells which they know. Backfire effects are possible with the
1282 * severity of the backlash correlated with the difficulty of the scroll
1283 * that is attempted. -b.t. thomas@astro.psu.edu
1284 */
1285 static int
1286 write_scroll (object *pl, object *scroll, object *skill)
1287 {
1288 int success = 0, confused = 0;
1289
1290 /* Check if we are ready to attempt inscription */
1291 object *chosen_spell = pl->contr->ranged_ob;
1292
1293 if (!chosen_spell || chosen_spell->type != SPELL)
1294 {
1295 new_draw_info (NDI_UNIQUE, 0, pl, "You need a spell readied in order to inscribe!");
1296 return 0;
1297 }
1298
1299 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE) > pl->stats.grace)
1300 {
1301 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough grace to write a scroll of %s.", &chosen_spell->name);
1302 return 0;
1303 }
1304
1305 if (SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA) > pl->stats.sp)
1306 {
1307 new_draw_info_format (NDI_UNIQUE, 0, pl, "You don't have enough mana to write a scroll of %s.", &chosen_spell->name);
1308 return 0;
1309 }
1310
1311 /* ok, we are ready to try inscription */
1312 if (QUERY_FLAG (pl, FLAG_CONFUSED))
1313 confused = 1;
1314
1315 /* Lost mana/grace no matter what */
1316 pl->stats.grace -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_GRACE);
1317 pl->stats.sp -= SP_level_spellpoint_cost (pl, chosen_spell, SPELL_MANA);
1318
1319 if (random_roll (0, chosen_spell->level * 4 - 1, pl, PREFER_LOW) < skill->level)
1320 {
1321 object *newscroll = scroll->other_arch->instance ();
1322 scroll->decrease ();
1323 newscroll->nrof = 1;
1324
1325 pl->contr->play_sound (sound_find ("inscribe_success"));
1326
1327 if (!confused)
1328 {
1329 newscroll->level = max (skill->level, chosen_spell->level);
1330 newscroll->flag [FLAG_IDENTIFIED] = true;
1331 new_draw_info (NDI_UNIQUE, 0, pl, "You succeed in writing the spell.");
1332 }
1333 else
1334 {
1335 chosen_spell = find_random_spell_in_ob (pl, NULL);
1336 if (!chosen_spell)
1337 return 0;
1338
1339 newscroll->level = max (skill->level, chosen_spell->level);
1340 new_draw_info (NDI_UNIQUE, 0, pl, "In your confused state, you write down some odd spell.");
1341 }
1342
1343 object *tmp = chosen_spell->clone ();
1344 insert_ob_in_ob (tmp, newscroll);
1345
1346 /* Same code as from treasure.C - so they can better merge.
1347 * if players want to sell them, so be it.
1348 */
1349 newscroll->value = newscroll->arch->value * newscroll->inv->value * (newscroll->level + 50) / (newscroll->inv->level + 50);
1350 newscroll->stats.exp = newscroll->value / 5;
1351
1352 pl->insert (newscroll);
1353
1354 success = calc_skill_exp (pl, newscroll, skill);
1355 if (!confused)
1356 success *= 2;
1357
1358 success = success * skill->level;
1359 return success;
1360 }
1361 else
1362 { /* Inscription has failed */
1363 pl->contr->play_sound (sound_find ("inscribe_fail"));
1364
1365 if (chosen_spell->level > skill->level || confused)
1366 { /*backfire! */
1367 new_draw_info (NDI_UNIQUE, 0, pl, "Ouch! Your attempt to write a new scroll strains your mind! H<The spell level is too high for your inscription skill.>");
1368
1369 if (random_roll (0, 1, pl, PREFER_LOW) == 1)
1370 pl->drain_specific_stat (4);
1371 else
1372 {
1373 confuse_player (pl, pl, 99);
1374 return -30 * chosen_spell->level;
1375 }
1376 }
1377 else if (random_roll (0, pl->stats.Int - 1, pl, PREFER_HIGH) < 15)
1378 {
1379 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.>");
1380 confuse_player (pl, pl, 99);
1381 }
1382 else
1383 new_draw_info (NDI_UNIQUE, 0, pl, "You fail to write a new scroll. H<Try a lower-level spell, if possible at all.>");
1384 }
1385
1386 return 0;
1387 }
1388
1389 /* write_on_item() - wrapper for write_note and write_scroll */
1390 int
1391 write_on_item (object *pl, const char *params, object *skill)
1392 {
1393 archetype *skat;
1394
1395 if (pl->type != PLAYER)
1396 return 0;
1397
1398 if (!params)
1399 params = "";
1400
1401 skat = get_archetype_by_type_subtype (SKILL, SK_LITERACY);
1402
1403 /* Need to be able to read before we can write! */
1404 if (!find_skill_by_name (pl, skat->skill))
1405 {
1406 new_draw_info (NDI_UNIQUE, 0, pl, "You must learn to read before you can write! H<You lack the literacy skill.>");
1407 return 0;
1408 }
1409
1410 object *item = find_marked_object (pl);
1411
1412 /* find an item of correct type to write on */
1413 if (!item)
1414 {
1415 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.>");
1416 return 0;
1417 }
1418
1419 if (item->type != INSCRIBABLE)
1420 {
1421 new_draw_info_format (NDI_UNIQUE, 0, pl, "You cannot inscribe this! H<You can only inscribe empty scrolls and books.>");
1422 return 0;
1423 }
1424
1425 if (QUERY_FLAG (item, FLAG_UNPAID))
1426 {
1427 new_draw_info (NDI_UNIQUE, 0, pl, "You had better pay for that before you write on it.");
1428 return 0;
1429 }
1430
1431 if (item->other_arch->type == SCROLL)
1432 {
1433 if (*params)
1434 {
1435 // check readied scroll
1436 new_draw_info_format (NDI_UNIQUE, 0, pl,
1437 "When inscribing spells you need to ready a spell and do not specify a string argument.\n"
1438 "Usage: cast [spell name]; use_skill %s", &skill->skill);
1439 return 0;
1440 }
1441
1442 return write_scroll (pl, item, skill);
1443 }
1444 else
1445 {
1446 if (!*params)
1447 {
1448 new_draw_info_format (NDI_UNIQUE, 0, pl,
1449 "When inscribing books you need to specify the words you want to inscribe as command argument.\n"
1450 "Usage: use_skill %s <message>", &skill->skill);
1451 return 0;
1452 }
1453
1454 return write_note (pl, item, params, skill);
1455 }
1456
1457 return 0;
1458 }
1459
1460 /* find_throw_ob() - if we request an object, then
1461 * we search for it in the inventory of the owner (you've
1462 * got to be carrying something in order to throw it!).
1463 * If we didnt request an object, then the top object in inventory
1464 * (that is "throwable", ie no throwing your skills away!)
1465 * is the object of choice. Also check to see if object is
1466 * 'throwable' (ie not applied cursed obj, worn, etc).
1467 */
1468 static object *
1469 find_throw_ob (object *op, const char *request)
1470 {
1471 /* prefer marked item */
1472 object *tmp = find_marked_object (op);
1473
1474 /* can't toss invisible or inv-locked items */
1475 if (tmp && (tmp->invisible || QUERY_FLAG (tmp, FLAG_INV_LOCKED)))
1476 tmp = 0;
1477
1478 /* look through the inventory */
1479 if (tmp)
1480 for (tmp = op->inv; tmp; 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
1486 if (!request || !strcmp (query_name (tmp), request) || !strcmp (&tmp->name, request))
1487 break;
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 0;
1496
1497 if (tmp->flag [FLAG_APPLIED])
1498 {
1499 if (tmp->type != WEAPON)
1500 {
1501 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s. H<Unapply it first.>", query_name (tmp));
1502 tmp = 0;
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! H<Cursed or damned items cannot be removed.>", query_name (tmp));
1507 tmp = 0;
1508 }
1509 else
1510 {
1511 if (!op->apply (tmp, AP_UNAPPLY))
1512 {
1513 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1514 tmp = 0;
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 = 0;
1522 }
1523
1524 //TODO: why not chekc first and give sensible message to player?
1525 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED))
1526 {
1527 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1528 tmp = 0;
1529 }
1530
1531 return tmp;
1532 }
1533
1534 /* make_throw_ob() We construct the 'carrier' object in
1535 * which we will insert the object that is being thrown.
1536 * This combination becomes the 'thrown object'. -b.t.
1537 */
1538 static object *
1539 make_throw_ob (object *orig)
1540 {
1541 if (!orig)
1542 return 0;
1543
1544 if (QUERY_FLAG (orig, FLAG_APPLIED))
1545 {
1546 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1547 /* insufficient workaround, but better than nothing */
1548 CLEAR_FLAG (orig, FLAG_APPLIED);
1549 }
1550
1551 object *toss_item = orig->clone ();
1552
1553 toss_item->type = THROWN_OBJ;
1554 CLEAR_FLAG (toss_item, FLAG_CHANGING);
1555 toss_item->stats.dam = 0; /* default damage */
1556 toss_item->insert (orig);
1557
1558 return toss_item;
1559 }
1560
1561 /* do_throw() - op throws any object toss_item. This code
1562 * was borrowed from fire_bow.
1563 * Returns 1 if skill was successfully used, 0 if not
1564 */
1565 static int
1566 do_throw (object *op, object *part, object *toss_item, int dir, object *skill)
1567 {
1568 object *throw_ob = toss_item, *left = NULL;
1569 int eff_str = 0, maxc, str = op->stats.Str, dam = 0;
1570 int pause_f, weight_f = 0, mflags;
1571 float str_factor = 1.0, load_factor = 1.0, item_factor = 1.0;
1572 maptile *m;
1573 sint16 sx, sy;
1574
1575 if (!throw_ob)
1576 {
1577 if (op->type == PLAYER)
1578 new_draw_info (NDI_UNIQUE, 0, op, "You have nothing to throw.");
1579
1580 return 0;
1581 }
1582
1583 if (QUERY_FLAG (throw_ob, FLAG_STARTEQUIP))
1584 {
1585 if (op->type == PLAYER)
1586 new_draw_info (NDI_UNIQUE, 0, op,
1587 "The gods won't let you throw that. "
1588 "H<Well, they would, but they would retrieve it "
1589 "- you wouldn't want that, would you?>");
1590
1591 return 0;
1592 }
1593
1594 /* Because throwing effectiveness must be reduced by the
1595 * encumbrance of the thrower and weight of the object. THus,
1596 * we use the concept of 'effective strength' as defined below.
1597 */
1598
1599 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1600 if (str > MAX_STAT)
1601 {
1602 str_factor = (float) str / (float) MAX_STAT;
1603 str = MAX_STAT;
1604 }
1605
1606 /* the more we carry, the less we can throw. Limit only on players */
1607 maxc = max_carry[str] * 1000;
1608 if (op->carrying > maxc && op->type == PLAYER)
1609 load_factor = (float) maxc / (float) op->carrying;
1610
1611 /* lighter items are thrown harder, farther, faster */
1612 if (throw_ob->weight > 0)
1613 item_factor = (float) maxc / (float) (3.0 * throw_ob->weight);
1614 else
1615 { /* 0 or negative weight?!? Odd object, can't throw it */
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't throw %s. H<Better report this to your dungeon master.>\n", query_name (throw_ob));
1617 return 0;
1618 }
1619
1620 eff_str = (str * (load_factor < 1.0 ? load_factor : 1.0))
1621 * item_factor * str_factor;
1622
1623 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1624 * account for super-strong throwers. */
1625 min_it (eff_str, MAX_STAT);
1626
1627 #ifdef DEBUG_THROW
1628 LOG (llevDebug, "%s carries %d, eff_str=%d\n", op->name, op->carrying, eff_str);
1629 LOG (llevDebug, " max_c=%d, item_f=%f, load_f=%f, str=%d\n", maxc, item_factor, load_factor, op->stats.Str);
1630 LOG (llevDebug, " str_factor=%f\n", str_factor);
1631 LOG (llevDebug, " item %s weight= %d\n", throw_ob->name, throw_ob->weight);
1632 #endif
1633
1634 /* 3 things here prevent a throw, you aimed at your feet, you
1635 * have no effective throwing strength, or you threw at something
1636 * that flying objects can't get through.
1637 */
1638 mflags = get_map_flags (part->map, &m, part->x + freearr_x[dir], part->y + freearr_y[dir], &sx, &sy);
1639
1640 if (!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, sx, sy) & MOVE_FLY_LOW))
1641 {
1642 /* bounces off 'wall', and drops to feet */
1643 throw_ob->insert_at (part, op);
1644
1645 if (op->type == PLAYER)
1646 {
1647 if (eff_str <= 1)
1648 new_draw_info_format (NDI_UNIQUE, 0, op, "Your load is so heavy you drop %s to the ground.", query_name (throw_ob));
1649 else if (!dir)
1650 new_draw_info_format (NDI_UNIQUE, 0, op, "You throw %s at the ground.", query_name (throw_ob));
1651 else
1652 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 }
1654
1655 return 0;
1656 } /* if object can't be thrown */
1657
1658 left = throw_ob; /* these are throwing objects left to the player */
1659
1660 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1661 * and returns NULL. We must use 'left' then
1662 */
1663 if (!(throw_ob = throw_ob->split ()))
1664 {
1665 throw_ob = left;
1666 left->remove ();
1667 }
1668
1669 /* special case: throwing powdery substances like dust, dirt */
1670 if (throw_ob->type == POTION && throw_ob->subtype == POT_DUST)
1671 {
1672 cast_dust (op, throw_ob, dir);
1673 return 1;
1674 }
1675
1676 /* Make a thrown object -- insert real object in a 'carrier' object.
1677 * If unsuccessfull at making the "thrown_obj", we just reinsert
1678 * the original object back into inventory and exit
1679 */
1680 if ((toss_item = make_throw_ob (throw_ob)))
1681 {
1682 throw_ob = toss_item;
1683 throw_ob->skill = skill->skill;
1684 }
1685 else
1686 {
1687 insert_ob_in_ob (throw_ob, op);
1688 return 0;
1689 }
1690
1691 throw_ob->set_owner (op);
1692 /* At some point in the attack code, the actual real object (op->inv)
1693 * becomes the hitter. As such, we need to make sure that has a proper
1694 * owner value so exp goes to the right place.
1695 */
1696 throw_ob->inv->set_owner (op);
1697 throw_ob->direction = dir;
1698
1699 /* the damage bonus from the force of the throw */
1700 dam = int (str_factor * dam_bonus[eff_str]);
1701
1702 /* Now, lets adjust the properties of the thrown_ob. */
1703
1704 /* how far to fly */
1705 throw_ob->last_sp = (eff_str * 3) / 5;
1706
1707 /* speed */
1708 throw_ob->set_speed (min (1.0, speed_bonus[eff_str] + 1.0) / 1.5); /* no faster than an arrow! */
1709
1710 /* item damage. Eff_str and item weight influence damage done */
1711 weight_f = (throw_ob->weight / 2000) > MAX_STAT ? MAX_STAT : (throw_ob->weight / 2000);
1712 throw_ob->stats.dam += (dam / 3) + dam_bonus[weight_f] + (throw_ob->weight / 15000) - 2;
1713
1714 /* chance of breaking. Proportional to force used and weight of item */
1715 throw_ob->stats.food = (dam / 2) + (throw_ob->weight / 60000);
1716
1717 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1718 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex] - thaco_bonus[eff_str] - skill->level;
1719
1720 /* the properties of objects which are meant to be thrown (ie dart,
1721 * throwing knife, etc) will differ from ordinary items. Lets tailor
1722 * this stuff in here.
1723 */
1724
1725 if (QUERY_FLAG (throw_ob->inv, FLAG_IS_THROWN))
1726 {
1727 throw_ob->last_sp += eff_str / 3; /* fly a little further */
1728 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1729 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1730 /* only throw objects get directional faces */
1731 if (throw_ob->has_anim () && throw_ob->anim_frames ())
1732 throw_ob->set_anim_frame (dir);
1733 }
1734 else
1735 {
1736 uint16 mat = throw_ob->materials;
1737
1738 /* some materials will adjust properties.. */
1739 if (mat & M_LEATHER)
1740 {
1741 throw_ob->stats.dam -= 1;
1742 throw_ob->stats.food -= 10;
1743 }
1744
1745 if (mat & M_GLASS)
1746 throw_ob->stats.food += 60;
1747
1748 if (mat & M_ORGANIC)
1749 {
1750 throw_ob->stats.dam -= 3;
1751 throw_ob->stats.food += 55;
1752 }
1753
1754 if (mat & M_PAPER || mat & M_CLOTH)
1755 {
1756 throw_ob->stats.dam -= 5;
1757 throw_ob->speed *= 0.8;
1758 throw_ob->stats.wc += 3;
1759 throw_ob->stats.food -= 30;
1760 }
1761
1762 /* light obj have more wind resistance, fly slower */
1763 if (throw_ob->weight > 500)
1764 throw_ob->speed *= 0.8;
1765
1766 if (throw_ob->weight > 50)
1767 throw_ob->speed *= 0.5;
1768 } /* else tailor thrown object */
1769
1770 /* some limits, and safeties (needed?) */
1771 max_it (throw_ob->stats.dam, 0);
1772 min_it (throw_ob->last_sp, eff_str);
1773 max_it (throw_ob->stats.food, 0);
1774 min_it (throw_ob->stats.wc, 30);
1775
1776 /* how long to pause the thrower. Higher values mean less pause */
1777 pause_f = ((2 * eff_str) / 3) + 20 + skill->level;
1778
1779 /* Put a lower limit on this */
1780 clamp_it (pause_f, 10, 100);
1781
1782 /* Changed in 0.94.2 - the calculation before was really goofy.
1783 * In short summary, a throw can take anywhere between speed 5 and
1784 * speed 0.5
1785 */
1786 op->speed_left -= 50 / pause_f;
1787
1788 throw_ob->speed_left = 0;
1789 throw_ob->map = part->map;
1790
1791 throw_ob->move_type = MOVE_FLY_LOW;
1792 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1793
1794 #if 0
1795 /* need to put in a good sound for this */
1796 play_sound_map (op->map, op->x, op->y, SOUND_THROW_OBJ);
1797 #endif
1798
1799 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1800 INVOKE_OBJECT (THROW, throw_ob, ARG_OBJECT (op));
1801 #ifdef DEBUG_THROW
1802 LOG (llevDebug, " pause_f=%d \n", pause_f);
1803 LOG (llevDebug, " %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1804 throw_ob->name, throw_ob->stats.wc, throw_ob->stats.dam, throw_ob->last_sp, throw_ob->speed, throw_ob->stats.food);
1805 LOG (llevDebug, "inserting tossitem (%d) into map\n", throw_ob->count);
1806 #endif
1807
1808 throw_ob->insert_at (part, op);
1809
1810 if (!throw_ob->destroyed ())
1811 move_arrow (throw_ob);
1812
1813 return 1;
1814 }
1815
1816 int
1817 skill_throw (object *op, object *part, int dir, const char *params, object *skill)
1818 {
1819 object *throw_ob;
1820
1821 if (op->type == PLAYER)
1822 throw_ob = find_throw_ob (op, params);
1823 else
1824 throw_ob = find_mon_throw_ob (op);
1825
1826 return do_throw (op, part, throw_ob, dir, skill);
1827 }
1828
1829 bool
1830 skill_mining (object *who, object *tool, object *skill, int dir, const char *string)
1831 {
1832 if (!who->is_player ())
1833 return 0;
1834
1835 if (!dir)
1836 {
1837 who->failmsg ("In what direction?");
1838 return 0;
1839 }
1840
1841 mapxy pos (who); pos.move (dir);
1842
1843 if (!pos.normalise ())
1844 {
1845 who->failmsgf (
1846 "You brandish your %s, with not so convincing results. "
1847 "H<There is nothing in this direction.>",
1848 &tool->name
1849 );
1850 return 0;
1851 }
1852
1853 mapspace &ms = pos.ms ();
1854
1855 for (object *vein = pos.ms ().top; vein; vein = vein->below)
1856 if (vein->type == VEIN)
1857 {
1858 who->speed_left -= who->speed / tool->speed;
1859
1860 who->play_sound (tool->sound);
1861
1862 if (rndm (100 - vein->stats.ac) > rndm (tool->stats.wc))
1863 who->failmsgf (
1864 "You use your %s.... nothing. "
1865 "H<Try again, perhaps?>",
1866 &tool->name
1867 );
1868 else if (vein->race != tool->race)
1869 who->failmsgf (
1870 "You use your %s.... but it doesn't work. "
1871 "H<Maybe you are using the wrong tool?>",
1872 &tool->name
1873 );
1874 else if (!vein->stats.food)
1875 who->failmsgf (
1876 "You use your %s.... but there is nothing. "
1877 "H<This space is exhausted, you should try somewhere else.>",
1878 &tool->name
1879 );
1880 else
1881 {
1882 --vein->stats.food;
1883
1884 object *ore = vein->other_arch->instance ();
1885
1886 who->statusmsg (format (
1887 "You use your %s.... and find some %s!",
1888 &tool->name, &ore->name
1889 ));
1890
1891 ore->insert_at (who);
1892
1893 return true;
1894 }
1895 }
1896
1897 return false;
1898 }
1899
1900 bool
1901 skill_fishing (object *who, object *tool, object *skill, int dir, const char *string)
1902 {
1903 printf ("******** fishing\n");
1904 return false;
1905 }