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/cvs/deliantra/server/server/skills.c
Revision: 1.2
Committed: Fri Jun 2 02:01:12 2006 UTC (17 years, 11 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.1: +15 -3 lines
Log Message:
Fixed issue: Allow players to steal when hostile
Bug ticket:  http://cf.schmorp.de/tracker/view.php?id=22

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_skills_c =
3 pippijn 1.2 * "$Id$";
4 root 1.1 */
5     /*
6     CrossFire, A Multiplayer game for X-windows
7    
8     Copyright (C) 2003 Mark Wedel & Crossfire Development Team
9     Copyright (C) 1992 Frank Tore Johansen
10    
11     This program is free software; you can redistribute it and/or modify
12     it under the terms of the GNU General Public License as published by
13     the Free Software Foundation; either version 2 of the License, or
14     (at your option) any later version.
15    
16     This program is distributed in the hope that it will be useful,
17     but WITHOUT ANY WARRANTY; without even the implied warranty of
18     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19     GNU General Public License for more details.
20    
21     You should have received a copy of the GNU General Public License
22     along with this program; if not, write to the Free Software
23     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24    
25     The authors can be reached via e-mail to crossfire-devel@real-time.com
26     */
27    
28     #include <global.h>
29     #include <object.h>
30     #ifndef __CEXTRACT__
31     #include <sproto.h>
32     #endif
33     #include <living.h>
34     #include <skills.h>
35     #include <spells.h>
36     #include <book.h>
37    
38     /* adj_stealchance() - increased values indicate better attempts */
39     static int adj_stealchance (object *op, object *victim, int roll) {
40     object *equip;
41    
42     if(!op||!victim||!roll) return -1;
43    
44     /* Only prohibit stealing if the player does not have a free
45     * hand available and in fact does have hands.
46     */
47     if(op->type==PLAYER && op->body_used[BODY_ARMS] <=0 &&
48     op->body_info[BODY_ARMS]) {
49     new_draw_info(NDI_UNIQUE, 0,op,"But you have no free hands to steal with!");
50     return -1;
51     }
52    
53     /* ADJUSTMENTS */
54    
55     /* Its harder to steal from hostile beings! */
56     if(!QUERY_FLAG(victim, FLAG_UNAGGRESSIVE)) 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     if(equip->type==WEAPON&&QUERY_FLAG(equip,FLAG_APPLIED)) {
70     roll -= equip->weight/10000;
71     }
72     if(equip->type==BOW&&QUERY_FLAG(equip,FLAG_APPLIED))
73     roll -= equip->weight/5000;
74     if(equip->type==SHIELD&&QUERY_FLAG(equip,FLAG_APPLIED)) {
75     roll -= equip->weight/2000;
76     }
77     if(equip->type==ARMOUR&&QUERY_FLAG(equip,FLAG_APPLIED))
78     roll -= equip->weight/5000;
79     if(equip->type==GLOVES&&QUERY_FLAG(equip,FLAG_APPLIED))
80     roll -= equip->weight/100;
81     }
82     if(roll<0) roll=0;
83     return roll;
84     }
85    
86     /*
87     * When stealing: dependent on the intelligence/wisdom of whom you're
88     * stealing from (op in attempt_steal), offset by your dexterity and
89     * skill at stealing. They may notice your attempt, whether successful
90     * or not.
91     * op is the target (person being pilfered)
92     * who is the person doing the stealing.
93     * skill is the skill object (stealing).
94     */
95    
96     static int attempt_steal(object* op, object* who, object *skill)
97     {
98     object *success=NULL, *tmp=NULL, *next;
99     int roll=0, chance=0, stats_value;
100     rv_vector rv;
101    
102     stats_value = ((who->stats.Dex + who->stats.Int) * 3) / 2;
103    
104     /* if the victim is aware of a thief in the area (FLAG_NO_STEAL set on them)
105     * they will try to prevent stealing if they can. Only unseen theives will
106     * have much chance of success.
107     */
108     if(op->type!=PLAYER && QUERY_FLAG(op,FLAG_NO_STEAL)) {
109     if(can_detect_enemy(op,who,&rv)) {
110     npc_call_help(op);
111     CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
112     new_draw_info(NDI_UNIQUE, 0,who,"Your attempt is prevented!");
113     return 0;
114     } else /* help npc to detect thief next time by raising its wisdom */
115     op->stats.Wis += (op->stats.Int/5)+1;
116     if (op->stats.Wis > MAX_STAT) op->stats.Wis = MAX_STAT;
117     }
118     if (op->type == PLAYER && QUERY_FLAG(op, FLAG_WIZ)) {
119     new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from the dungeon master!\n");
120     return 0;
121     }
122 pippijn 1.2 #ifdef PROHIBIT_PLAYERKILL
123     if(op->type == PLAYER && who->type == PLAYER && (who->contr->peaceful || op->contr->peaceful)) {
124     new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
125     return 0;
126     }
127     #else
128 root 1.1 if(op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) {
129     new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
130     return 0;
131     }
132 pippijn 1.2 #endif
133 root 1.1
134    
135     /* Ok then, go thru their inventory, stealing */
136     for(tmp = op->inv; tmp != NULL; tmp = next) {
137     next = tmp->below;
138    
139     /* you can't steal worn items, starting items, wiz stuff,
140     * innate abilities, or items w/o a type. Generally
141     * speaking, the invisibility flag prevents experience or
142     * abilities from being stolen since these types are currently
143     * always invisible objects. I was implicit here so as to prevent
144     * future possible problems. -b.t.
145     * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
146     * already -b.t.
147     */
148    
149     if (QUERY_FLAG(tmp,FLAG_WAS_WIZ) || QUERY_FLAG(tmp, FLAG_APPLIED)
150     || !(tmp->type)
151     || tmp->type == EXPERIENCE || tmp->type == SPELL
152     || QUERY_FLAG(tmp,FLAG_STARTEQUIP)
153     || QUERY_FLAG(tmp,FLAG_NO_STEAL)
154     || tmp->invisible ) continue;
155    
156     /* Okay, try stealing this item. Dependent on dexterity of thief,
157     * skill level, see the adj_stealroll fctn for more detail.
158     */
159    
160     roll=die_roll(2, 100, who, PREFER_LOW)/2; /* weighted 1-100 */
161    
162     if((chance=adj_stealchance(who,op,(stats_value+skill->level * 10 - op->level * 3)))==-1)
163     return 0;
164     else if (roll < chance ) {
165     tag_t tmp_count = tmp->count;
166    
167     pick_up(who, tmp);
168     /* need to see if the player actually stole this item -
169     * if it is in the players inv, assume it is. This prevents
170     * abuses where the player can not carry the item, so just
171     * keeps stealing it over and over.
172     */
173     if (was_destroyed(tmp, tmp_count) || tmp->env != op) {
174     /* for players, play_sound: steals item */
175     success = tmp;
176     CLEAR_FLAG(tmp, FLAG_INV_LOCKED);
177    
178     /* Don't delete it from target player until we know
179     * the thief has picked it up. can't just look at tmp->count,
180     * as it's possible that it got merged when picked up.
181     */
182     if (op->type == PLAYER)
183     esrv_del_item(op->contr, tmp_count);
184     }
185     break;
186     }
187     } /* for loop looking for an item */
188    
189     if (!tmp) {
190     new_draw_info_format(NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!",
191     op->type == PLAYER ? "" : "The ", query_name(op));
192     return 0;
193     }
194    
195     /* If you arent high enough level, you might get something BUT
196     * the victim will notice your stealing attempt. Ditto if you
197     * attempt to steal something heavy off them, they're bound to notice
198     */
199    
200     if((roll>=skill->level) || !chance
201     ||(tmp && tmp->weight>(250*(random_roll(0, stats_value+skill->level * 10-1, who, PREFER_LOW))))) {
202    
203     /* victim figures out where the thief is! */
204     if(who->hide) make_visible(who);
205    
206     if(op->type != PLAYER) {
207     /* The unaggressives look after themselves 8) */
208     if(who->type==PLAYER) {
209     npc_call_help(op);
210     new_draw_info_format(NDI_UNIQUE, 0,who,
211     "%s notices your attempted pilfering!",query_name(op));
212     }
213     CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
214     /* all remaining npc items are guarded now. Set flag NO_STEAL
215     * on the victim.
216     */
217     SET_FLAG(op,FLAG_NO_STEAL);
218     } else { /* stealing from another player */
219     char buf[MAX_BUF];
220     /* Notify the other player */
221     if (success && who->stats.Int > random_roll(0, 19, op, PREFER_LOW)) {
222     sprintf(buf, "Your %s is missing!", query_name(success));
223     } else {
224     sprintf(buf, "Your pack feels strangely lighter.");
225     }
226     new_draw_info(NDI_UNIQUE, 0,op,buf);
227     if (!success) {
228     if (who->invisible) {
229     sprintf(buf, "you feel itchy fingers getting at your pack.");
230     } else {
231     sprintf(buf, "%s looks very shifty.", query_name(who));
232     }
233     new_draw_info(NDI_UNIQUE, 0,op,buf);
234     }
235     } /* else stealing from another player */
236     /* play_sound("stop! thief!"); kindofthing */
237     } /* if you weren't 100% successful */
238     return success? 1:0;
239     }
240    
241    
242     int steal(object* op, int dir, object *skill)
243     {
244     object *tmp, *next;
245     sint16 x, y;
246     mapstruct *m;
247     int mflags;
248    
249     x = op->x + freearr_x[dir];
250     y = op->y + freearr_y[dir];
251    
252     if(dir == 0) {
253     /* Can't steal from ourself! */
254     return 0;
255     }
256    
257     m = op->map;
258     mflags = get_map_flags(m, &m ,x,y, &x, &y);
259     /* Out of map - can't do it. If nothing alive on this space,
260     * don't need to look any further.
261     */
262     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
263     return 0;
264    
265     /* If player can't move onto the space, can't steal from it. */
266     if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)))
267     return 0;
268    
269     /* Find the topmost object at this spot */
270     for(tmp = get_map_ob(m,x,y);
271     tmp != NULL && tmp->above != NULL;
272     tmp = tmp->above);
273    
274     /* For all the stacked objects at this point, attempt a steal */
275     for(; tmp != NULL; tmp = next) {
276     next = tmp->below;
277     /* Minor hack--for multi square beings - make sure we get
278     * the 'head' coz 'tail' objects have no inventory! - b.t.
279     */
280     if (tmp->head) tmp=tmp->head;
281    
282     if(tmp->type!=PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) continue;
283    
284     /* do not reveal hidden DMs */
285     if (tmp->type == PLAYER && QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden) continue;
286     if (attempt_steal(tmp, op, skill)) {
287     if (tmp->type==PLAYER) /* no xp for stealing from another player */
288     return 0;
289    
290     /* no xp for stealing from pets (of players) */
291     if (QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) {
292     object *owner = get_owner(tmp);
293     if (owner != NULL && owner->type == PLAYER)
294     return 0;
295     }
296    
297     return (calc_skill_exp(op,tmp, skill));
298     }
299     }
300     return 0;
301     }
302    
303     static int attempt_pick_lock (object *door, object *pl, object *skill)
304     {
305     int difficulty= pl->map->difficulty ? pl->map->difficulty : 0;
306     int success = 0, number; /* did we get anything? */
307    
308    
309     /* Try to pick the lock on this item (doors only for now).
310     * Dependent on dexterity/skill SK_level of the player and
311     * the map level difficulty.
312     */
313     number = (die_roll(2, 40, pl, PREFER_LOW)-2)/2;
314     if (number < (pl->stats.Dex + skill->level - difficulty)) {
315     remove_door(door);
316     success = 1;
317     } else if (door->inv && (door->inv->type==RUNE || door->inv->type==TRAP)) { /* set off any traps? */
318     spring_trap(door->inv,pl);
319     }
320     return success;
321     }
322    
323    
324     /* Implementation by bt. (thomas@astro.psu.edu)
325     * monster implementation 7-7-95 by bt.
326     */
327    
328     int pick_lock(object *pl, int dir, object *skill)
329     {
330     object *tmp;
331     int x = pl->x + freearr_x[dir];
332     int y = pl->y + freearr_y[dir];
333    
334     if(!dir) dir=pl->facing;
335    
336     /* For all the stacked objects at this point find a door*/
337     if (out_of_map(pl->map,x,y)) {
338     new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there.");
339     return 0;
340     }
341    
342     for(tmp=get_map_ob(pl->map,x,y); tmp; tmp=tmp->above)
343     if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) break;
344    
345     if (!tmp) {
346     new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there.");
347     return 0;
348     }
349     if (tmp->type == LOCKED_DOOR) {
350     new_draw_info(NDI_UNIQUE, 0,pl, "You can't pick that lock!");
351     return 0;
352     }
353    
354     if (!tmp->move_block) {
355     new_draw_info(NDI_UNIQUE, 0,pl,"The door has no lock!");
356     return 0;
357     }
358    
359     if (attempt_pick_lock(tmp, pl, skill)) {
360     new_draw_info(NDI_UNIQUE, 0,pl,"You pick the lock.");
361     return calc_skill_exp(pl,NULL, skill);
362     } else {
363     new_draw_info(NDI_UNIQUE, 0,pl, "You fail to pick the lock.");
364     return 0;
365     }
366     }
367    
368    
369     /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
370     * a short while (success and duration dependant on player SK_level,
371     * dexterity, charisma, and map difficulty).
372     * Players have a good chance of becoming 'unhidden' if they move
373     * and like invisiblity will be come visible if they attack
374     * Implemented by b.t. (thomas@astro.psu.edu)
375     * July 7, 1995 - made hiding possible for monsters. -b.t.
376     */
377    
378     static int attempt_hide(object *op, object *skill) {
379     int number,difficulty=op->map->difficulty;
380     int terrain = hideability(op);
381    
382     if(terrain<-10) /* not enough cover here */
383     return 0;
384    
385     /* Hiding success and duration dependant on skill level,
386     * op->stats.Dex, map difficulty and terrain.
387     */
388    
389     number = (die_roll(2, 25, op, PREFER_LOW)-2)/2;
390     if(!stand_near_hostile(op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) {
391     op->invisible += 100; /* set the level of 'hiddeness' */
392     if(op->type==PLAYER)
393     op->contr->tmp_invis=1;
394     op->hide=1;
395     return 1;
396     }
397     return 0;
398     }
399    
400     /* patched this to take terrain into consideration */
401    
402     int hide(object *op, object *skill) {
403    
404     /* the preliminaries -- Can we really hide now? */
405     /* this keeps monsters from using invisibilty spells and hiding */
406    
407     if (QUERY_FLAG(op, FLAG_MAKE_INVIS)) {
408     new_draw_info(NDI_UNIQUE, 0,op,"You don't need to hide while invisible!");
409     return 0;
410     } else if (!op->hide && op->invisible>0 && op->type == PLAYER) {
411     new_draw_info(NDI_UNIQUE, 0,op,"Your attempt to hide breaks the invisibility spell!");
412     make_visible(op);
413     }
414    
415     if(op->invisible>(50*skill->level)) {
416     new_draw_info(NDI_UNIQUE,0,op,"You are as hidden as you can get.");
417     return 0;
418     }
419    
420     if(attempt_hide(op, skill)) {
421     new_draw_info(NDI_UNIQUE, 0,op,"You hide in the shadows.");
422     update_object(op,UP_OBJ_FACE);
423     return calc_skill_exp(op, NULL, skill);
424     }
425     new_draw_info(NDI_UNIQUE,0,op,"You fail to conceal yourself.");
426     return 0;
427     }
428    
429    
430     /* stop_jump() - End of jump. Clear flags, restore the map, and
431     * freeze the jumper a while to simulate the exhaustion
432     * of jumping.
433     */
434     static void stop_jump(object *pl, int dist, int spaces) {
435     fix_player(pl);
436     insert_ob_in_map(pl,pl->map,pl,0);
437     }
438    
439    
440     static int attempt_jump (object *pl, int dir, int spaces, object *skill) {
441     object *tmp;
442     int i,exp=0,dx=freearr_x[dir],dy=freearr_y[dir], mflags;
443     sint16 x, y;
444     mapstruct *m;
445    
446     /* Jump loop. Go through spaces opject wants to jump. Halt the
447     * jump if a wall or creature is in the way. We set FLAG_FLYING
448     * temporarily to allow player to aviod exits/archs that are not
449     * fly_on, fly_off. This will also prevent pickup of objects
450     * while jumping over them.
451     */
452    
453     remove_ob(pl);
454    
455     /*
456     * I don't think this is actually needed - all the movement
457     * code is handled in this function, and I don't see anyplace
458     * that cares about the move_type being flying.
459     */
460     pl->move_type |= MOVE_FLY_LOW;
461    
462     for(i=0;i<=spaces;i++) {
463     x = pl->x + dx;
464     y = pl->y + dy;
465     m = pl->map;
466    
467     mflags = get_map_flags(m, &m, x, y, &x, &y);
468    
469     if (mflags & P_OUT_OF_MAP) {
470     (void) stop_jump(pl,i,spaces);
471     return 0;
472     }
473     if (OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, x, y))) {
474     new_draw_info(NDI_UNIQUE, 0,pl,"Your jump is blocked.");
475     stop_jump(pl,i,spaces);
476     return 0;
477     }
478    
479     for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) {
480     /* Jump into creature */
481     if(QUERY_FLAG(tmp, FLAG_MONSTER)
482     || (tmp->type==PLAYER && (!QUERY_FLAG(tmp, FLAG_WIZ) || !tmp->contr->hidden))) {
483     new_draw_info_format(NDI_UNIQUE, 0,pl,"You jump into %s%s.",
484     tmp->type == PLAYER ? "" : "the ", tmp->name);
485     if(tmp->type!=PLAYER ||
486     (pl->type==PLAYER && pl->contr->party==NULL) ||
487     (pl->type==PLAYER && tmp->type==PLAYER &&
488     pl->contr->party!=tmp->contr->party))
489     exp = skill_attack(tmp,pl,pl->facing,"kicked", skill); /* pl makes an attack */
490     stop_jump(pl,i,spaces);
491     return exp; /* note that calc_skill_exp() is already called by skill_attack() */
492     }
493     /* If the space has fly on set (no matter what the space is),
494     * we should get the effects - after all, the player is
495     * effectively flying.
496     */
497     if (tmp->move_on & MOVE_FLY_LOW) {
498     pl->x = x;
499     pl->y = y;
500     pl->map = m;
501     if (pl->contr)
502     esrv_map_scroll(&pl->contr->socket, dx, dy);
503     stop_jump(pl,i,spaces);
504     return calc_skill_exp(pl,NULL, skill);
505     }
506     }
507     pl->x = x;
508     pl->y = y;
509     pl->map = m;
510     if (pl->contr)
511     esrv_map_scroll(&pl->contr->socket, dx, dy);
512     }
513     stop_jump(pl,i,spaces);
514     return calc_skill_exp(pl,NULL, skill);
515     }
516    
517     /* jump() - this is both a new type of movement for player/monsters and
518     * an attack as well.
519     * Perhaps we should allow more spaces based on level, eg, level 50
520     * jumper can jump several spaces?
521     */
522    
523     int jump(object *pl, int dir, object *skill)
524     {
525     int spaces=0,stats;
526     int str = pl->stats.Str;
527     int dex = pl->stats.Dex;
528    
529     dex = dex ? dex : 15;
530     str = str ? str : 10;
531    
532     stats=str*str*str*dex * skill->level;
533    
534     if(pl->carrying!=0) /* don't want div by zero !! */
535     spaces=(int) (stats/pl->carrying);
536     else
537     spaces=2; /* pl has no objects - gets the far jump */
538    
539     if(spaces>2)
540     spaces = 2;
541     else if(spaces==0) {
542     new_draw_info(NDI_UNIQUE, 0,pl,"You are carrying too much weight to jump.");
543     return 0;
544     }
545     return attempt_jump(pl,dir,spaces, skill);
546     }
547    
548    
549     /* skill_ident() - this code is supposed to allow players to identify
550     * classes of objects with the various "auto-ident" skills. Player must
551     * have unidentified objects of the right type in order for the skill
552     * to work. While multiple classes of objects may be identified,
553     * this code is kind of yucky -- it would be nice to make it a bit
554     * more generalized. Right now, skill indices are embedded in this routine.
555     * Returns amount of experience gained (on successful ident).
556     * - b.t. (thomas@astro.psu.edu)
557     */
558    
559     static int do_skill_detect_curse(object *pl, object *skill) {
560     object *tmp;
561     int success=0;
562    
563     for(tmp=pl->inv;tmp;tmp=tmp->below)
564     if (!tmp->invisible
565     && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED)
566     && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) &&
567     tmp->item_power < skill->level) {
568     SET_FLAG(tmp,FLAG_KNOWN_CURSED);
569     esrv_update_item(UPD_FLAGS, pl, tmp);
570     success+= calc_skill_exp(pl,tmp, skill);
571     }
572    
573     /* Check ground, too, but only objects the player could pick up */
574     for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above)
575     if (can_pick(pl, tmp) &&
576     !QUERY_FLAG(tmp,FLAG_IDENTIFIED) &&
577     !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED)
578     && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) &&
579     tmp->item_power < skill->level) {
580     SET_FLAG(tmp,FLAG_KNOWN_CURSED);
581     esrv_update_item(UPD_FLAGS, pl, tmp);
582     success+= calc_skill_exp(pl,tmp, skill);
583     }
584    
585     return success;
586     }
587    
588     static int do_skill_detect_magic(object *pl, object *skill) {
589     object *tmp;
590     int success=0;
591    
592     for(tmp=pl->inv;tmp;tmp=tmp->below)
593     if(!tmp->invisible
594     && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)
595     && (is_magical(tmp)) && tmp->item_power < skill->level) {
596     SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
597     esrv_update_item(UPD_FLAGS, pl, tmp);
598     success+=calc_skill_exp(pl,tmp, skill);
599     }
600    
601     /* Check ground, too, but like above, only if the object can be picked up*/
602     for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above)
603     if (can_pick(pl, tmp) &&
604     !QUERY_FLAG(tmp,FLAG_IDENTIFIED) &&
605     !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)
606     && (is_magical(tmp)) && tmp->item_power < skill->level) {
607     SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
608     esrv_update_item(UPD_FLAGS, pl, tmp);
609     success+=calc_skill_exp(pl,tmp, skill);
610     }
611    
612     return success;
613     }
614    
615     /* Helper function for do_skill_ident, so that we can loop
616     * over inventory AND objects on the ground conveniently.
617     */
618     int do_skill_ident2(object *tmp,object *pl, int obj_class, object *skill)
619     {
620     int success=0,chance, ip;
621     int skill_value = skill->level * pl->stats.Int?pl->stats.Int:10;
622    
623     if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)
624     && need_identify(tmp) && !tmp->invisible && tmp->type==obj_class) {
625     ip = tmp->magic;
626     if (tmp->item_power > ip) ip=tmp->item_power;
627    
628     chance = die_roll(3, 10, pl, PREFER_LOW)-3 +
629     rndm(0, (tmp->magic ? tmp->magic*5 : 1)-1);
630     if(skill_value >= chance) {
631     identify(tmp);
632     if (pl->type==PLAYER) {
633     new_draw_info_format(NDI_UNIQUE, 0, pl,
634     "You identify %s.", long_desc(tmp, pl));
635     if (tmp->msg) {
636     new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
637     new_draw_info(NDI_UNIQUE, 0,pl, tmp->msg);
638     }
639     /* identify will take care of updating the item if
640     * it is in the players inventory. IF on map, do it
641     * here
642     */
643     if (tmp->map)
644     esrv_send_item(pl, tmp);
645     }
646     success += calc_skill_exp(pl,tmp, skill);
647     } else
648     SET_FLAG(tmp, FLAG_NO_SKILL_IDENT);
649     }
650     return success;
651     }
652    
653     /* do_skill_ident() - workhorse for skill_ident() -b.t.
654     */
655     static int do_skill_ident(object *pl, int obj_class, object *skill) {
656     object *tmp;
657     int success=0;
658    
659     for(tmp=pl->inv;tmp;tmp=tmp->below)
660     success+=do_skill_ident2(tmp,pl,obj_class, skill);
661     /* check the ground */
662    
663     for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above)
664     success+=do_skill_ident2(tmp,pl,obj_class, skill);
665    
666     return success;
667     }
668    
669     int skill_ident(object *pl, object *skill) {
670     int success=0;
671    
672     if(pl->type != PLAYER) return 0; /* only players will skill-identify */
673    
674     new_draw_info(NDI_UNIQUE, 0,pl,"You look at the objects nearby...");
675    
676     switch (skill->subtype) {
677     case SK_SMITHERY:
678     success += do_skill_ident(pl,WEAPON, skill) + do_skill_ident(pl,ARMOUR, skill)
679     + do_skill_ident(pl,BRACERS,skill) + do_skill_ident(pl,CLOAK,skill)
680     + do_skill_ident(pl,BOOTS,skill) + do_skill_ident(pl,SHIELD,skill)
681     + do_skill_ident(pl,GIRDLE,skill) + do_skill_ident(pl,HELMET,skill)
682     + do_skill_ident(pl,GLOVES,skill);
683     break;
684    
685     case SK_BOWYER:
686     success += do_skill_ident(pl,BOW,skill) + do_skill_ident(pl,ARROW,skill);
687     break;
688    
689     case SK_ALCHEMY:
690     success += do_skill_ident(pl,POTION,skill) + do_skill_ident(pl,POISON,skill)
691     + do_skill_ident(pl,CONTAINER,skill)
692     + do_skill_ident(pl,DRINK,skill) + do_skill_ident(pl,INORGANIC,skill);
693     break;
694    
695     case SK_WOODSMAN:
696     success += do_skill_ident(pl,FOOD,skill) + do_skill_ident(pl,DRINK,skill)
697     + do_skill_ident(pl,FLESH,skill);
698     break;
699    
700     case SK_JEWELER:
701     success += do_skill_ident(pl,GEM,skill) + do_skill_ident(pl,RING,skill) +
702     do_skill_ident(pl,AMULET,skill);
703     break;
704    
705     case SK_LITERACY:
706     success += do_skill_ident(pl,SPELLBOOK,skill)
707     + do_skill_ident(pl,SCROLL,skill) + do_skill_ident(pl,BOOK,skill);
708     break;
709    
710     case SK_THAUMATURGY:
711     success += do_skill_ident(pl,WAND,skill) + do_skill_ident(pl,ROD,skill)
712     + do_skill_ident(pl,HORN,skill);
713     break;
714    
715     case SK_DET_CURSE:
716     success = do_skill_detect_curse(pl,skill);
717     if(success)
718     new_draw_info(NDI_UNIQUE, 0,pl,"...and discover cursed items!");
719     break;
720    
721     case SK_DET_MAGIC:
722     success = do_skill_detect_magic(pl,skill);
723     if(success)
724     new_draw_info(NDI_UNIQUE, 0,pl,
725     "...and discover items imbued with mystic forces!");
726     break;
727    
728     default:
729     LOG(llevError,"Error: bad call to skill_ident()\n");
730     return 0;
731     break;
732     }
733     if(!success) {
734     new_draw_info(NDI_UNIQUE, 0,pl,"...and learn nothing more.");
735     }
736     return success;
737     }
738    
739    
740     /* players using this skill can 'charm' a monster --
741     * into working for them. It can only be used on
742     * non-special (see below) 'neutral' creatures.
743     * -b.t. (thomas@astro.psu.edu)
744     */
745    
746     int use_oratory(object *pl, int dir, object *skill) {
747     sint16 x=pl->x+freearr_x[dir],y=pl->y+freearr_y[dir];
748     int mflags,chance;
749     object *tmp;
750     mapstruct *m;
751    
752     if(pl->type!=PLAYER) return 0; /* only players use this skill */
753     m = pl->map;
754     mflags =get_map_flags(m, &m, x,y, &x, &y);
755     if (mflags & P_OUT_OF_MAP) return 0;
756    
757     /* Save some processing - we have the flag already anyways
758     */
759     if (!(mflags & P_IS_ALIVE)) {
760     new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
761     return 0;
762     }
763    
764     for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
765     /* can't persuade players - return because there is nothing else
766     * on that space to charm. Same for multi space monsters and
767     * special monsters - we don't allow them to be charmed, and there
768     * is no reason to do further processing since they should be the
769     * only monster on the space.
770     */
771     if(tmp->type==PLAYER) return 0;
772     if(tmp->more || tmp->head) return 0;
773     if(tmp->msg) return 0;
774    
775     if(QUERY_FLAG(tmp,FLAG_MONSTER)) break;
776     }
777    
778     if (!tmp) {
779     new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
780     return 0;
781     }
782    
783     new_draw_info_format(NDI_UNIQUE,
784     0,pl, "You orate to the %s.",query_name(tmp));
785    
786     /* the following conditions limit who may be 'charmed' */
787    
788     /* it's hostile! */
789     if(!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && !QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
790     new_draw_info_format(NDI_UNIQUE, 0,pl,
791     "Too bad the %s isn't listening!\n",query_name(tmp));
792     return 0;
793     }
794    
795     /* it's already allied! */
796     if(QUERY_FLAG(tmp,FLAG_FRIENDLY)&&(tmp->attack_movement==PETMOVE)){
797     if(get_owner(tmp)==pl) {
798     new_draw_info(NDI_UNIQUE, 0,pl,
799     "Your follower loves your speech.\n");
800     return 0;
801     } else if (skill->level > tmp->level) {
802     /* you steal the follower. Perhaps we should really look at the
803     * level of the owner above?
804     */
805     set_owner(tmp,pl);
806     new_draw_info_format(NDI_UNIQUE, 0,pl,
807     "You convince the %s to follow you instead!\n",
808     query_name(tmp));
809     /* Abuse fix - don't give exp since this can otherwise
810     * be used by a couple players to gets lots of exp.
811     */
812     return 0;
813     } else {
814     /* In this case, you can't steal it from the other player */
815     return 0;
816     }
817     } /* Creature was already a pet of someone */
818    
819     chance=skill->level*2+(pl->stats.Cha-2*tmp->stats.Int)/2;
820    
821     /* Ok, got a 'sucker' lets try to make them a follower */
822     if(chance>0 && tmp->level<(random_roll(0, chance-1, pl, PREFER_HIGH)-1)) {
823     new_draw_info_format(NDI_UNIQUE, 0,pl,
824     "You convince the %s to become your follower.\n",
825     query_name(tmp));
826    
827     set_owner(tmp,pl);
828     tmp->stats.exp = 0;
829     add_friendly_object(tmp);
830     SET_FLAG(tmp,FLAG_FRIENDLY);
831     tmp->attack_movement = PETMOVE;
832     return calc_skill_exp(pl,tmp, skill);
833     }
834     /* Charm failed. Creature may be angry now */
835     else if((skill->level+((pl->stats.Cha-10)/2)) < random_roll(1, 2*tmp->level, pl, PREFER_LOW)) {
836     new_draw_info_format(NDI_UNIQUE, 0,pl,
837     "Your speech angers the %s!\n",query_name(tmp));
838     if(QUERY_FLAG(tmp,FLAG_FRIENDLY)) {
839     CLEAR_FLAG(tmp,FLAG_FRIENDLY);
840     remove_friendly_object(tmp);
841     tmp->attack_movement = 0; /* needed? */
842     }
843     CLEAR_FLAG(tmp,FLAG_UNAGGRESSIVE);
844     }
845     return 0; /* Fall through - if we get here, we didn't charm anything */
846     }
847    
848     /* Singing() -this skill allows the player to pacify nearby creatures.
849     * There are few limitations on who/what kind of
850     * non-player creatures that may be pacified. Right now, a player
851     * may pacify creatures which have Int == 0. In this routine, once
852     * successfully pacified the creature gets Int=1. Thus, a player
853     * may only pacify a creature once.
854     * BTW, I appologize for the naming of the skill, I couldnt think
855     * of anything better! -b.t.
856     */
857    
858     int singing(object *pl, int dir, object *skill) {
859     int i,exp = 0,chance, mflags;
860     object *tmp;
861     mapstruct *m;
862     sint16 x, y;
863    
864     if(pl->type!=PLAYER) return 0; /* only players use this skill */
865    
866     new_draw_info_format(NDI_UNIQUE,0,pl, "You sing");
867     for(i=dir;i<(dir+MIN(skill->level,SIZEOFFREE));i++) {
868     x = pl->x+freearr_x[i];
869     y = pl->y+freearr_y[i];
870     m = pl->map;
871    
872     mflags =get_map_flags(m, &m, x,y, &x, &y);
873     if (mflags & P_OUT_OF_MAP) continue;
874     if (!(mflags & P_IS_ALIVE)) continue;
875    
876     for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) {
877     if(QUERY_FLAG(tmp,FLAG_MONSTER)) break;
878     /* can't affect players */
879     if(tmp->type==PLAYER) break;
880     }
881    
882     /* Whole bunch of checks to see if this is a type of monster that would
883     * listen to singing.
884     */
885     if (tmp && QUERY_FLAG(tmp, FLAG_MONSTER) &&
886     !QUERY_FLAG(tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
887     !QUERY_FLAG(tmp, FLAG_SPLITTING) && /* no ears */
888     !QUERY_FLAG(tmp, FLAG_HITBACK) && /* was here before */
889     (tmp->level <= skill->level) &&
890     (!tmp->head) &&
891     !QUERY_FLAG(tmp, FLAG_UNDEAD) &&
892     !QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && /* already calm */
893     !QUERY_FLAG(tmp,FLAG_FRIENDLY)) { /* already calm */
894    
895     /* stealing isn't really related (although, maybe it should
896     * be). This is mainly to prevent singing to the same monster
897     * over and over again and getting exp for it.
898     */
899     chance=skill->level*2+(pl->stats.Cha-5-tmp->stats.Int)/2;
900     if(chance && tmp->level*2<random_roll(0, chance-1, pl, PREFER_HIGH)) {
901     SET_FLAG(tmp,FLAG_UNAGGRESSIVE);
902     new_draw_info_format(NDI_UNIQUE, 0,pl,
903     "You calm down the %s\n",query_name(tmp));
904     /* Give exp only if they are not aware */
905     if(!QUERY_FLAG(tmp,FLAG_NO_STEAL))
906     exp += calc_skill_exp(pl,tmp, skill);
907     SET_FLAG(tmp,FLAG_NO_STEAL);
908     } else {
909     new_draw_info_format(NDI_UNIQUE, 0,pl,
910     "Too bad the %s isn't listening!\n",query_name(tmp));
911     SET_FLAG(tmp,FLAG_NO_STEAL);
912     }
913     }
914     }
915     return exp;
916     }
917    
918     /* The find_traps skill (aka, search). Checks for traps
919     * on the spaces or in certain objects
920     */
921    
922     int find_traps (object *pl, object *skill) {
923     object *tmp,*tmp2;
924     int i,expsum=0, mflags;
925     sint16 x,y;
926     mapstruct *m;
927    
928     /* First we search all around us for runes and traps, which are
929     * all type RUNE
930     */
931    
932     for(i=0;i<9;i++) {
933     x = pl->x+freearr_x[i];
934     y = pl->y+freearr_y[i];
935     m = pl->map;
936    
937     mflags =get_map_flags(m, &m, x,y, &x, &y);
938     if (mflags & P_OUT_OF_MAP) continue;
939    
940     /* Check everything in the square for trapness */
941     for(tmp = get_map_ob(m, x, y); tmp!=NULL;tmp=tmp->above) {
942    
943     /* And now we'd better do an inventory traversal of each
944     * of these objects' inventory
945     * We can narrow this down a bit - no reason to search through
946     * the players inventory or monsters for that matter.
947     */
948     if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) {
949     for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below)
950     if(tmp2->type==RUNE || tmp2->type == TRAP)
951     if(trap_see(pl,tmp2)) {
952     trap_show(tmp2,tmp);
953     if(tmp2->stats.Cha>1) {
954     if (!tmp2->owner || tmp2->owner->type!=PLAYER)
955     expsum += calc_skill_exp(pl,tmp2, skill);
956    
957     tmp2->stats.Cha = 1; /* unhide the trap */
958     }
959     }
960     }
961     if((tmp->type==RUNE || tmp->type == TRAP) && trap_see(pl,tmp)) {
962     trap_show(tmp,tmp);
963     if(tmp->stats.Cha>1) {
964     if (!tmp->owner || tmp->owner->type!=PLAYER)
965     expsum += calc_skill_exp(pl,tmp, skill);
966     tmp->stats.Cha = 1; /* unhide the trap */
967     }
968     }
969     }
970     }
971     new_draw_info(NDI_BLACK, 0, pl, "You search the area.");
972     return expsum;
973     }
974    
975     /* remove_trap() - This skill will disarm any previously discovered trap
976     * the algorithm is based (almost totally) on the old command_disarm() - b.t.
977     */
978    
979     int remove_trap (object *op, int dir, object *skill) {
980     object *tmp,*tmp2;
981     int i,success=0,mflags;
982     mapstruct *m;
983     sint16 x,y;
984    
985     for(i=0;i<9;i++) {
986     x = op->x + freearr_x[i];
987     y = op->y + freearr_y[i];
988     m = op->map;
989    
990     mflags =get_map_flags(m, &m, x,y, &x, &y);
991     if (mflags & P_OUT_OF_MAP) continue;
992    
993     /* Check everything in the square for trapness */
994     for(tmp = get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) {
995     /* And now we'd better do an inventory traversal of each
996     * of these objects inventory. Like above, only
997     * do this for interesting objects.
998     */
999    
1000     if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) {
1001     for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below)
1002     if((tmp2->type==RUNE || tmp2->type == TRAP) && tmp2->stats.Cha<=1) {
1003     trap_show(tmp2,tmp);
1004     if(trap_disarm(op,tmp2,1, skill) && (!tmp2->owner || tmp2->owner->type!=PLAYER)) {
1005     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1006     success += calc_skill_exp(op,tmp2, skill);
1007     }
1008     }
1009     }
1010     if((tmp->type==RUNE || tmp->type==TRAP) && tmp->stats.Cha<=1) {
1011     trap_show(tmp,tmp);
1012     if (trap_disarm(op,tmp,1,skill) && (!tmp->owner || tmp->owner->type!=PLAYER)) {
1013     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1014     success += calc_skill_exp(op,tmp,skill);
1015     }
1016     }
1017     }
1018     }
1019     return success;
1020     }
1021    
1022    
1023     /* pray() - when this skill is called from do_skill(), it allows
1024     * the player to regain lost grace points at a faster rate. -b.t.
1025     * This always returns 0 - return value is used by calling function
1026     * such that if it returns true, player gets exp in that skill. This
1027     * the effect here can be done on demand, we probably don't want to
1028     * give infinite exp by returning true in any cases.
1029     */
1030    
1031     int pray (object *pl, object *skill) {
1032     char buf[MAX_BUF];
1033     object *tmp;
1034    
1035     if(pl->type!=PLAYER) return 0;
1036    
1037     strcpy(buf,"You pray.");
1038    
1039     /* Check all objects - we could stop at floor objects,
1040     * but if someone buries an altar, I don't see a problem with
1041     * going through all the objects, and it shouldn't be much slower
1042     * than extra checks on object attributes.
1043     */
1044     for (tmp=pl->below; tmp!=NULL; tmp=tmp->below) {
1045     /* Only if the altar actually belongs to someone do you get special benefits */
1046     if(tmp && tmp->type==HOLY_ALTAR && tmp->other_arch) {
1047     sprintf(buf,"You pray over the %s.",tmp->name);
1048     pray_at_altar(pl,tmp, skill);
1049     break; /* Only pray at one altar */
1050     }
1051     }
1052    
1053     new_draw_info(NDI_BLACK,0,pl,buf);
1054    
1055     if(pl->stats.grace < pl->stats.maxgrace) {
1056     pl->stats.grace++;
1057     pl->last_grace = -1;
1058     }
1059     return 0;
1060     }
1061    
1062     /* This skill allows the player to regain a few sp or hp for a
1063     * brief period of concentration. No armour or weapons may be
1064     * wielded/applied for this to work. The amount of time needed
1065     * to concentrate and the # of points regained is dependant on
1066     * the level of the user. - b.t. thomas@astro.psu.edu
1067     */
1068    
1069     void meditate (object *pl, object *skill) {
1070     object *tmp;
1071    
1072     if(pl->type!=PLAYER) return; /* players only */
1073    
1074     /* check if pl has removed encumbering armour and weapons */
1075     if(QUERY_FLAG(pl,FLAG_READY_WEAPON) && (skill->level<6)) {
1076     new_draw_info(NDI_UNIQUE,0,pl,
1077     "You can't concentrate while wielding a weapon!\n");
1078     return;
1079     } else {
1080     for(tmp=pl->inv;tmp;tmp=tmp->below)
1081     if (( (tmp->type==ARMOUR && skill->level<12)
1082     || (tmp->type==HELMET && skill->level<10)
1083     || (tmp->type==SHIELD && skill->level<6)
1084     || (tmp->type==BOOTS && skill->level<4)
1085     || (tmp->type==GLOVES && skill->level<2) )
1086     && QUERY_FLAG(tmp,FLAG_APPLIED)) {
1087     new_draw_info(NDI_UNIQUE,0,pl,
1088     "You can't concentrate while wearing so much armour!\n");
1089     return;
1090     }
1091     }
1092    
1093     /* ok let's meditate! Spell points are regained first, then once
1094     * they are maxed we get back hp. Actual incrementing of values
1095     * is handled by the do_some_living() (in player.c). This way magical
1096     * bonuses for healing/sp regeneration are included properly
1097     * No matter what, we will eat up some playing time trying to
1098     * meditate. (see 'factor' variable for what sets the amount of time)
1099     */
1100    
1101     new_draw_info(NDI_BLACK,0,pl, "You meditate.");
1102    
1103     if(pl->stats.sp < pl->stats.maxsp) {
1104     pl->stats.sp++;
1105     pl->last_sp = -1;
1106     } else if (pl->stats.hp < pl->stats.maxhp) {
1107     pl->stats.hp++;
1108     pl->last_heal = -1;
1109     }
1110     }
1111    
1112     /* write_note() - this routine allows players to inscribe messages in
1113     * ordinary 'books' (anything that is type BOOK). b.t.
1114     */
1115    
1116     static int write_note(object *pl, object *item, const char *msg, object *skill) {
1117     char buf[BOOK_BUF];
1118     object *newBook = NULL;
1119    
1120     /* a pair of sanity checks */
1121     if(!item||item->type!=BOOK) return 0;
1122    
1123     if(!msg) {
1124     new_draw_info(NDI_UNIQUE,0,pl,"No message to write!");
1125     new_draw_info_format(NDI_UNIQUE,0,pl,"Usage: use_skill %s <message>",
1126     skill->skill);
1127     return 0;
1128     }
1129     if (strcasestr_local(msg, "endmsg")) {
1130     new_draw_info(NDI_UNIQUE,0,pl,"Trying to cheat now are we?");
1131     return 0;
1132     }
1133    
1134     /* Lauwenmark: Handle for plugin book writing (trigger) event */
1135     if (execute_event(item, EVENT_TRIGGER,pl,NULL,msg,SCRIPT_FIX_ALL)!=0)
1136     return strlen(msg);
1137    
1138     buf[0] = 0;
1139     if(!book_overflow(item->msg,msg,BOOK_BUF)) { /* add msg string to book */
1140     if(item->msg)
1141     strcpy(buf,item->msg);
1142    
1143     strcat(buf,msg);
1144     strcat(buf,"\n"); /* new msg needs a LF */
1145     if(item->nrof > 1) {
1146     newBook = get_object();
1147     copy_object(item, newBook);
1148     decrease_ob(item);
1149     esrv_send_item(pl, item);
1150     newBook->nrof = 1;
1151     if (newBook->msg) free_string(newBook->msg);
1152     newBook->msg = add_string(buf);
1153     newBook = insert_ob_in_ob(newBook, pl);
1154     esrv_send_item(pl, newBook);
1155     } else {
1156     if (item->msg) free_string(item->msg);
1157     item->msg=add_string(buf);
1158     /* This shouldn't be necessary - the object hasn't changed in any
1159     * visible way
1160     */
1161     /* esrv_send_item(pl, item);*/
1162     }
1163     new_draw_info_format(NDI_UNIQUE,0,pl, "You write in the %s.",
1164     query_short_name(item));
1165     return strlen(msg);
1166     } else
1167     new_draw_info_format(NDI_UNIQUE,0,pl,
1168     "Your message won't fit in the %s!",
1169     query_short_name(item));
1170    
1171     return 0;
1172     }
1173    
1174     /* write_scroll() - this routine allows players to inscribe spell scrolls
1175     * of spells which they know. Backfire effects are possible with the
1176     * severity of the backlash correlated with the difficulty of the scroll
1177     * that is attempted. -b.t. thomas@astro.psu.edu
1178     */
1179    
1180     static int write_scroll (object *pl, object *scroll, object *skill) {
1181     int success=0,confused=0;
1182     object *newscroll, *chosen_spell, *tmp;
1183    
1184     /* this is a sanity check */
1185     if (scroll->type!=SCROLL) {
1186     new_draw_info(NDI_UNIQUE,0,pl,"A spell can only be inscribed into a scroll!");
1187     return 0;
1188     }
1189    
1190     /* Check if we are ready to attempt inscription */
1191     chosen_spell=pl->contr->ranges[range_magic];
1192     if(!chosen_spell) {
1193     new_draw_info(NDI_UNIQUE,0,pl,
1194     "You need a spell readied in order to inscribe!");
1195     return 0;
1196     }
1197     if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE) > pl->stats.grace) {
1198     new_draw_info_format(NDI_UNIQUE,0,pl,
1199     "You don't have enough grace to write a scroll of %s.",
1200     chosen_spell->name);
1201     return 0;
1202     }
1203     if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA) > pl->stats.sp) {
1204     new_draw_info_format(NDI_UNIQUE,0,pl,
1205     "You don't have enough mana to write a scroll of %s.",
1206     chosen_spell->name);
1207     return 0;
1208     }
1209    
1210     /* if there is a spell already on the scroll then player could easily
1211     * accidently read it while trying to write the new one. give player
1212     * a 50% chance to overwrite spell at their own level
1213     */
1214     if((scroll->stats.sp || scroll->inv) &&
1215     random_roll(0, scroll->level*2, pl, PREFER_LOW)>skill->level) {
1216     new_draw_info_format(NDI_UNIQUE,0,pl,
1217     "Oops! You accidently read it while trying to write on it.");
1218     manual_apply(pl,scroll,0);
1219     return 0;
1220     }
1221    
1222     /* ok, we are ready to try inscription */
1223     if(QUERY_FLAG(pl,FLAG_CONFUSED)) confused = 1;
1224    
1225     /* Lost mana/grace no matter what */
1226     pl->stats.grace-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE);
1227     pl->stats.sp-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA);
1228    
1229     if (random_roll(0, chosen_spell->level*4-1, pl, PREFER_LOW) < skill->level) {
1230     if (scroll->nrof > 1) {
1231     newscroll = get_object();
1232     copy_object(scroll, newscroll);
1233     decrease_ob(scroll);
1234     newscroll->nrof = 1;
1235     } else {
1236     newscroll = scroll;
1237     }
1238    
1239     if(!confused) {
1240     newscroll->level= MAX(skill->level, chosen_spell->level);
1241     new_draw_info(NDI_UNIQUE,0,pl,
1242     "You succeed in writing a new scroll.");
1243     } else {
1244     chosen_spell = find_random_spell_in_ob(pl, NULL);
1245     if (!chosen_spell) return 0;
1246    
1247     newscroll->level= MAX(skill->level, chosen_spell->level);
1248     new_draw_info(NDI_UNIQUE,0,pl,
1249     "In your confused state, you write down some odd spell.");
1250     }
1251    
1252     if (newscroll->inv) {
1253     object *ninv;
1254    
1255     ninv = newscroll->inv;
1256     remove_ob(ninv);
1257     free_object(ninv);
1258     }
1259     tmp = get_object();
1260     copy_object(chosen_spell, tmp);
1261     insert_ob_in_ob(tmp, newscroll);
1262    
1263     /* Same code as from treasure.c - so they can better merge.
1264     * if players want to sell them, so be it.
1265     */
1266     newscroll->value = newscroll->arch->clone.value * newscroll->inv->value *
1267     (newscroll->level +50) / (newscroll->inv->level + 50);
1268     newscroll->stats.exp = newscroll->value/5;
1269    
1270     /* wait until finished manipulating the scroll before inserting it */
1271 pippijn 1.2 if (newscroll == scroll)
1272     {
1273     /* Remove to correctly merge with other items which may exist in inventory */
1274     remove_ob(newscroll);
1275     esrv_del_item(pl->contr,newscroll->count);
1276     }
1277     newscroll=insert_ob_in_ob(newscroll,pl);
1278 root 1.1 esrv_send_item(pl, newscroll);
1279     success = calc_skill_exp(pl,newscroll, skill);
1280     if(!confused) success *= 2;
1281     success = success * skill->level;
1282     return success;
1283    
1284     } else { /* Inscription has failed */
1285    
1286     if(chosen_spell->level>skill->level || confused) { /*backfire!*/
1287     new_draw_info(NDI_UNIQUE,0,pl,
1288     "Ouch! Your attempt to write a new scroll strains your mind!");
1289     if(random_roll(0, 1, pl, PREFER_LOW)==1)
1290     drain_specific_stat(pl,4);
1291     else {
1292     confuse_player(pl,pl,99);
1293     return (-30*chosen_spell->level);
1294     }
1295     } else if(random_roll(0, pl->stats.Int-1, pl, PREFER_HIGH) < 15) {
1296     new_draw_info(NDI_UNIQUE,0,pl,
1297     "Your attempt to write a new scroll rattles your mind!");
1298     confuse_player(pl,pl,99);
1299     } else
1300     new_draw_info(NDI_UNIQUE,0,pl,"You fail to write a new scroll.");
1301     }
1302     return 0;
1303     }
1304    
1305     /* write_on_item() - wrapper for write_note and write_scroll */
1306     int write_on_item (object *pl,const char *params, object *skill) {
1307     object *item;
1308     const char *string=params;
1309     int msgtype;
1310     archetype *skat;
1311    
1312     if(pl->type!=PLAYER) return 0;
1313    
1314     if (!params) {
1315     params="";
1316     string=params;
1317     }
1318     skat = get_archetype_by_type_subtype(SKILL, SK_LITERACY);
1319    
1320     /* Need to be able to read before we can write! */
1321     if(!find_skill_by_name(pl,skat->clone.skill)) {
1322     new_draw_info(NDI_UNIQUE,0,pl,
1323     "You must learn to read before you can write!");
1324     return 0;
1325     }
1326    
1327     /* if there is a message then it goes in a book and no message means
1328     * write active spell into the scroll
1329     */
1330     msgtype = (string[0]!='\0') ? BOOK : SCROLL;
1331    
1332     /* find an item of correct type to write on */
1333     if ( !(item = find_marked_object(pl))){
1334     new_draw_info(NDI_UNIQUE,0,pl,"You don't have any marked item to write on.");
1335     return 0;
1336     }
1337    
1338     if(QUERY_FLAG(item,FLAG_UNPAID)) {
1339     new_draw_info(NDI_UNIQUE,0,pl,
1340     "You had better pay for that before you write on it.");
1341     return 0;
1342     }
1343     if (msgtype != item->type) {
1344     new_draw_info_format(NDI_UNIQUE,0,pl,"You have no %s to write on",
1345     msgtype==BOOK ? "book" : "scroll");
1346     return 0;
1347     }
1348    
1349     if (msgtype == SCROLL) {
1350     return write_scroll(pl,item, skill);
1351     } else if (msgtype == BOOK) {
1352     return write_note(pl,item,string, skill);
1353     }
1354     return 0;
1355     }
1356    
1357    
1358    
1359     /* find_throw_ob() - if we request an object, then
1360     * we search for it in the inventory of the owner (you've
1361     * got to be carrying something in order to throw it!).
1362     * If we didnt request an object, then the top object in inventory
1363     * (that is "throwable", ie no throwing your skills away!)
1364     * is the object of choice. Also check to see if object is
1365     * 'throwable' (ie not applied cursed obj, worn, etc).
1366     */
1367    
1368     static object *find_throw_ob( object *op, const char *request ) {
1369     object *tmp;
1370    
1371     if(!op) { /* safety */
1372     LOG(llevError,"find_throw_ob(): confused! have a NULL thrower!\n");
1373     return (object *) NULL;
1374     }
1375    
1376     /* prefer marked item */
1377     tmp = find_marked_object(op);
1378     if (tmp != NULL) {
1379     /* can't toss invisible or inv-locked items */
1380     if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
1381     tmp = NULL;
1382     }
1383     }
1384    
1385     /* look through the inventory */
1386     if (tmp == NULL) {
1387     for (tmp = op->inv; tmp != NULL; tmp = tmp->below) {
1388     /* can't toss invisible or inv-locked items */
1389     if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED))
1390     continue;
1391     if (!request
1392     || !strcmp(query_name(tmp), request)
1393     || !strcmp(tmp->name, request))
1394     break;
1395     }
1396     }
1397    
1398     /* this should prevent us from throwing away
1399     * cursed items, worn armour, etc. Only weapons
1400     * can be thrown from 'hand'.
1401     */
1402     if (!tmp) return NULL;
1403    
1404     if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
1405     if(tmp->type!=WEAPON) {
1406     new_draw_info_format(NDI_UNIQUE, 0,op,
1407     "You can't throw %s.",query_name(tmp));
1408     tmp = NULL;
1409     } else if (QUERY_FLAG(tmp,FLAG_CURSED)||QUERY_FLAG(tmp,FLAG_DAMNED)) {
1410     new_draw_info_format(NDI_UNIQUE, 0,op,
1411     "The %s sticks to your hand!",query_name(tmp));
1412     tmp = NULL;
1413     } else {
1414     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) {
1415     LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1416     tmp = NULL;
1417     }
1418     }
1419     } else if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
1420     new_draw_info_format(NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name(tmp));
1421     tmp = NULL;
1422     }
1423    
1424     if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) {
1425     LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1426     tmp=NULL;
1427     }
1428     return tmp;
1429     }
1430    
1431     /* make_throw_ob() We construct the 'carrier' object in
1432     * which we will insert the object that is being thrown.
1433     * This combination becomes the 'thrown object'. -b.t.
1434     */
1435    
1436     static object *make_throw_ob (object *orig) {
1437     object *toss_item;
1438    
1439     if(!orig) return NULL;
1440    
1441     toss_item=get_object();
1442     if (QUERY_FLAG (orig, FLAG_APPLIED)) {
1443     LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1444     /* insufficient workaround, but better than nothing */
1445     CLEAR_FLAG (orig, FLAG_APPLIED);
1446     }
1447     copy_object(orig,toss_item);
1448     toss_item->type = THROWN_OBJ;
1449     CLEAR_FLAG(toss_item,FLAG_CHANGING);
1450     toss_item->stats.dam = 0; /* default damage */
1451     insert_ob_in_ob(orig,toss_item);
1452     return toss_item;
1453     }
1454    
1455    
1456     /* do_throw() - op throws any object toss_item. This code
1457     * was borrowed from fire_bow.
1458     * Returns 1 if skill was successfully used, 0 if not
1459     */
1460    
1461     static int do_throw(object *op, object *part, object *toss_item, int dir, object *skill) {
1462     object *throw_ob=toss_item, *left=NULL;
1463     tag_t left_tag;
1464     int eff_str = 0,maxc,str=op->stats.Str,dam=0;
1465     int pause_f,weight_f=0, mflags;
1466     float str_factor=1.0,load_factor=1.0,item_factor=1.0;
1467     mapstruct *m;
1468     sint16 sx, sy;
1469     tag_t tag;
1470    
1471     if(throw_ob==NULL) {
1472     if(op->type==PLAYER) {
1473     new_draw_info(NDI_UNIQUE, 0,op,"You have nothing to throw.");
1474     }
1475     return 0;
1476     }
1477     if (QUERY_FLAG(throw_ob, FLAG_STARTEQUIP)) {
1478     if (op->type==PLAYER) {
1479     new_draw_info(NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1480     }
1481     return 0;
1482     }
1483    
1484     /* Because throwing effectiveness must be reduced by the
1485     * encumbrance of the thrower and weight of the object. THus,
1486     * we use the concept of 'effective strength' as defined below.
1487     */
1488    
1489     /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1490     if(str>MAX_STAT) {
1491     str_factor = (float) str /(float) MAX_STAT; str = MAX_STAT;
1492     }
1493    
1494     /* the more we carry, the less we can throw. Limit only on players */
1495     maxc=max_carry[str]*1000;
1496     if(op->carrying>maxc&&op->type==PLAYER)
1497     load_factor = (float)maxc/(float) op->carrying;
1498    
1499     /* lighter items are thrown harder, farther, faster */
1500     if(throw_ob->weight>0)
1501     item_factor = (float) maxc/(float) (3.0 * throw_ob->weight);
1502     else { /* 0 or negative weight?!? Odd object, can't throw it */
1503     new_draw_info_format(NDI_UNIQUE, 0,op,"You can't throw %s.\n",
1504     query_name(throw_ob));
1505     return 0;
1506     }
1507    
1508     eff_str = str * (load_factor<1.0?load_factor:1.0);
1509     eff_str = (float) eff_str * item_factor * str_factor;
1510    
1511     /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1512     * account for super-strong throwers. */
1513     if(eff_str>MAX_STAT) eff_str=MAX_STAT;
1514    
1515     #ifdef DEBUG_THROW
1516     LOG(llevDebug,"%s carries %d, eff_str=%d\n",op->name,op->carrying,eff_str);
1517     LOG(llevDebug," max_c=%d, item_f=%f, load_f=%f, str=%d\n",maxc,
1518     item_factor,load_factor,op->stats.Str);
1519     LOG(llevDebug," str_factor=%f\n",str_factor);
1520     LOG(llevDebug," item %s weight= %d\n",throw_ob->name,throw_ob->weight);
1521     #endif
1522    
1523     /* 3 things here prevent a throw, you aimed at your feet, you
1524     * have no effective throwing strength, or you threw at something
1525     * that flying objects can't get through.
1526     */
1527     mflags = get_map_flags(part->map,&m, part->x+freearr_x[dir],part->y+freearr_y[dir],&sx,&sy);
1528    
1529     if(!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) ||
1530     (GET_MAP_MOVE_BLOCK(m, sx, sy) & MOVE_FLY_LOW)) {
1531    
1532     /* bounces off 'wall', and drops to feet */
1533     remove_ob(throw_ob);
1534     throw_ob->x = part->x; throw_ob->y = part->y;
1535     insert_ob_in_map(throw_ob,part->map,op,0);
1536     if(op->type==PLAYER) {
1537     if(eff_str<=1) {
1538     new_draw_info_format(NDI_UNIQUE, 0,op,
1539     "Your load is so heavy you drop %s to the ground.",
1540     query_name(throw_ob));
1541     }
1542     else if(!dir) {
1543     new_draw_info_format(NDI_UNIQUE, 0,op,"You throw %s at the ground.",
1544     query_name(throw_ob));
1545     }
1546     else
1547     new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1548     }
1549     return 0;
1550     } /* if object can't be thrown */
1551    
1552     left = throw_ob; /* these are throwing objects left to the player */
1553     left_tag = left->count;
1554    
1555     /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1556     * and returns NULL. We must use 'left' then
1557     */
1558    
1559     if((throw_ob = get_split_ob(throw_ob, 1))==NULL) {
1560     throw_ob = left;
1561     remove_ob(left);
1562     if (op->type==PLAYER)
1563     esrv_del_item(op->contr, left->count);
1564     }
1565     else if (op->type==PLAYER) {
1566     if (was_destroyed (left, left_tag))
1567     esrv_del_item(op->contr, left_tag);
1568     else
1569     esrv_update_item(UPD_NROF, op, left);
1570     }
1571    
1572     /* special case: throwing powdery substances like dust, dirt */
1573     if(throw_ob->type == POTION && throw_ob->subtype == POT_DUST) {
1574     cast_dust(op,throw_ob,dir);
1575     return 1;
1576     }
1577    
1578     /* Make a thrown object -- insert real object in a 'carrier' object.
1579     * If unsuccessfull at making the "thrown_obj", we just reinsert
1580     * the original object back into inventory and exit
1581     */
1582     if((toss_item = make_throw_ob(throw_ob))) {
1583     throw_ob = toss_item;
1584     if (throw_ob->skill) free_string(throw_ob->skill);
1585     throw_ob->skill = add_string(skill->skill);
1586     }
1587     else {
1588     insert_ob_in_ob(throw_ob,op);
1589     return 0;
1590     }
1591    
1592     set_owner(throw_ob,op);
1593     /* At some point in the attack code, the actual real object (op->inv)
1594     * becomes the hitter. As such, we need to make sure that has a proper
1595     * owner value so exp goes to the right place.
1596     */
1597     set_owner(throw_ob->inv,op);
1598     throw_ob->direction=dir;
1599     throw_ob->x = part->x;
1600     throw_ob->y = part->y;
1601    
1602     /* the damage bonus from the force of the throw */
1603     dam = str_factor * dam_bonus[eff_str];
1604    
1605     /* Now, lets adjust the properties of the thrown_ob. */
1606    
1607     /* how far to fly */
1608     throw_ob->last_sp = (eff_str*3)/5;
1609    
1610     /* speed */
1611     throw_ob->speed = (speed_bonus[eff_str]+1.0)/1.5;
1612     throw_ob->speed = MIN(1.0,throw_ob->speed); /* no faster than an arrow! */
1613    
1614     /* item damage. Eff_str and item weight influence damage done */
1615     weight_f = (throw_ob->weight/2000)>MAX_STAT?MAX_STAT:(throw_ob->weight/2000);
1616     throw_ob->stats.dam += (dam/3) + dam_bonus[weight_f]
1617     + (throw_ob->weight/15000) - 2;
1618    
1619     /* chance of breaking. Proportional to force used and weight of item */
1620     throw_ob->stats.food = (dam/2) + (throw_ob->weight/60000);
1621    
1622     /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1623     throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex]
1624     - thaco_bonus[eff_str] - skill->level;
1625    
1626    
1627     /* the properties of objects which are meant to be thrown (ie dart,
1628     * throwing knife, etc) will differ from ordinary items. Lets tailor
1629     * this stuff in here.
1630     */
1631    
1632     if(QUERY_FLAG(throw_ob->inv,FLAG_IS_THROWN)) {
1633     throw_ob->last_sp += eff_str/3; /* fly a little further */
1634     throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1635     throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1636     /* only throw objects get directional faces */
1637     if(GET_ANIM_ID(throw_ob) && NUM_ANIMATIONS(throw_ob))
1638     SET_ANIMATION(throw_ob, dir);
1639     } else {
1640     /* some materials will adjust properties.. */
1641     if(throw_ob->material&M_LEATHER) {
1642     throw_ob->stats.dam -= 1;
1643     throw_ob->stats.food -= 10;
1644     }
1645     if(throw_ob->material&M_GLASS) throw_ob->stats.food += 60;
1646    
1647     if(throw_ob->material&M_ORGANIC) {
1648     throw_ob->stats.dam -= 3;
1649     throw_ob->stats.food += 55;
1650     }
1651     if(throw_ob->material&M_PAPER||throw_ob->material&M_CLOTH) {
1652     throw_ob->stats.dam -= 5; throw_ob->speed *= 0.8;
1653     throw_ob->stats.wc += 3; throw_ob->stats.food -= 30;
1654     }
1655     /* light obj have more wind resistance, fly slower*/
1656     if(throw_ob->weight>500) throw_ob->speed *= 0.8;
1657     if(throw_ob->weight>50) throw_ob->speed *= 0.5;
1658    
1659     } /* else tailor thrown object */
1660    
1661     /* some limits, and safeties (needed?) */
1662     if(throw_ob->stats.dam<0) throw_ob->stats.dam=0;
1663     if(throw_ob->last_sp>eff_str) throw_ob->last_sp=eff_str;
1664     if(throw_ob->stats.food<0) throw_ob->stats.food=0;
1665     if(throw_ob->stats.food>100) throw_ob->stats.food=100;
1666     if(throw_ob->stats.wc>30) throw_ob->stats.wc=30;
1667    
1668     /* how long to pause the thrower. Higher values mean less pause */
1669     pause_f = ((2*eff_str)/3)+20+skill->level;
1670    
1671     /* Put a lower limit on this */
1672     if (pause_f < 10) pause_f=10;
1673     if (pause_f > 100) pause_f=100;
1674    
1675     /* Changed in 0.94.2 - the calculation before was really goofy.
1676     * In short summary, a throw can take anywhere between speed 5 and
1677     * speed 0.5
1678     */
1679     op->speed_left -= 50 / pause_f;
1680    
1681     update_ob_speed(throw_ob);
1682     throw_ob->speed_left = 0;
1683     throw_ob->map = part->map;
1684    
1685     throw_ob->move_type = MOVE_FLY_LOW;
1686     throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1687    
1688     #if 0
1689     /* need to put in a good sound for this */
1690     play_sound_map(op->map, op->x, op->y, SOUND_THROW_OBJ);
1691     #endif
1692     /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1693     execute_event(throw_ob, EVENT_THROW,op,NULL,NULL,SCRIPT_FIX_ACTIVATOR);
1694     #ifdef DEBUG_THROW
1695     LOG(llevDebug," pause_f=%d \n",pause_f);
1696     LOG(llevDebug," %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1697     throw_ob->name,throw_ob->stats.wc,throw_ob->stats.dam,
1698     throw_ob->last_sp,throw_ob->speed,throw_ob->stats.food);
1699     LOG(llevDebug,"inserting tossitem (%d) into map\n",throw_ob->count);
1700     #endif
1701     tag = throw_ob->count;
1702     insert_ob_in_map(throw_ob,part->map,op,0);
1703     if (!was_destroyed (throw_ob, tag))
1704     move_arrow(throw_ob);
1705     return 1;
1706     }
1707    
1708     int skill_throw (object *op, object *part, int dir, const char *params, object *skill) {
1709     object *throw_ob;
1710    
1711     if(op->type==PLAYER)
1712     throw_ob = find_throw_ob(op,params);
1713     else
1714     throw_ob = find_mon_throw_ob(op);
1715    
1716     return do_throw(op,part, throw_ob,dir, skill);
1717     }