ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/skills.c
Revision: 1.6
Committed: Thu Aug 10 12:45:23 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: LAST_C_VERSION, difficulty_fix_merge_060810_2300
Changes since 1.5: +33 -30 lines
Log Message:
removed deserted code and cleaned it up a bit

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 root 1.3 // reduce monster experience by experience we gained, as to
298     // limit the amount of exp that can be gained by stealing from monsters
299     // (jessies gave ~20,000,000 exp otherwise.
300 root 1.4 int exp = calc_skill_exp (op, tmp, skill);
301     exp = MIN (tmp->stats.exp, exp);
302 root 1.3 tmp->stats.exp -= exp;
303     return exp;
304 root 1.1 }
305     }
306     return 0;
307     }
308    
309     static int attempt_pick_lock (object *door, object *pl, object *skill)
310     {
311     int difficulty= pl->map->difficulty ? pl->map->difficulty : 0;
312     int success = 0, number; /* did we get anything? */
313    
314    
315     /* Try to pick the lock on this item (doors only for now).
316     * Dependent on dexterity/skill SK_level of the player and
317     * the map level difficulty.
318     */
319     number = (die_roll(2, 40, pl, PREFER_LOW)-2)/2;
320     if (number < (pl->stats.Dex + skill->level - difficulty)) {
321     remove_door(door);
322     success = 1;
323     } else if (door->inv && (door->inv->type==RUNE || door->inv->type==TRAP)) { /* set off any traps? */
324     spring_trap(door->inv,pl);
325     }
326     return success;
327     }
328    
329    
330     /* Implementation by bt. (thomas@astro.psu.edu)
331     * monster implementation 7-7-95 by bt.
332     */
333    
334     int pick_lock(object *pl, int dir, object *skill)
335     {
336     object *tmp;
337     int x = pl->x + freearr_x[dir];
338     int y = pl->y + freearr_y[dir];
339    
340     if(!dir) dir=pl->facing;
341    
342     /* For all the stacked objects at this point find a door*/
343     if (out_of_map(pl->map,x,y)) {
344     new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there.");
345     return 0;
346     }
347    
348     for(tmp=get_map_ob(pl->map,x,y); tmp; tmp=tmp->above)
349     if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) break;
350    
351     if (!tmp) {
352     new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there.");
353     return 0;
354     }
355     if (tmp->type == LOCKED_DOOR) {
356     new_draw_info(NDI_UNIQUE, 0,pl, "You can't pick that lock!");
357     return 0;
358     }
359    
360     if (!tmp->move_block) {
361     new_draw_info(NDI_UNIQUE, 0,pl,"The door has no lock!");
362     return 0;
363     }
364    
365     if (attempt_pick_lock(tmp, pl, skill)) {
366     new_draw_info(NDI_UNIQUE, 0,pl,"You pick the lock.");
367     return calc_skill_exp(pl,NULL, skill);
368     } else {
369     new_draw_info(NDI_UNIQUE, 0,pl, "You fail to pick the lock.");
370     return 0;
371     }
372     }
373    
374    
375     /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
376     * a short while (success and duration dependant on player SK_level,
377     * dexterity, charisma, and map difficulty).
378     * Players have a good chance of becoming 'unhidden' if they move
379     * and like invisiblity will be come visible if they attack
380     * Implemented by b.t. (thomas@astro.psu.edu)
381     * July 7, 1995 - made hiding possible for monsters. -b.t.
382     */
383    
384     static int attempt_hide(object *op, object *skill) {
385     int number,difficulty=op->map->difficulty;
386     int terrain = hideability(op);
387    
388     if(terrain<-10) /* not enough cover here */
389     return 0;
390    
391     /* Hiding success and duration dependant on skill level,
392     * op->stats.Dex, map difficulty and terrain.
393     */
394    
395     number = (die_roll(2, 25, op, PREFER_LOW)-2)/2;
396     if(!stand_near_hostile(op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) {
397     op->invisible += 100; /* set the level of 'hiddeness' */
398     if(op->type==PLAYER)
399     op->contr->tmp_invis=1;
400     op->hide=1;
401     return 1;
402     }
403     return 0;
404     }
405    
406     /* patched this to take terrain into consideration */
407    
408     int hide(object *op, object *skill) {
409    
410     /* the preliminaries -- Can we really hide now? */
411     /* this keeps monsters from using invisibilty spells and hiding */
412    
413     if (QUERY_FLAG(op, FLAG_MAKE_INVIS)) {
414     new_draw_info(NDI_UNIQUE, 0,op,"You don't need to hide while invisible!");
415     return 0;
416     } else if (!op->hide && op->invisible>0 && op->type == PLAYER) {
417     new_draw_info(NDI_UNIQUE, 0,op,"Your attempt to hide breaks the invisibility spell!");
418     make_visible(op);
419     }
420    
421     if(op->invisible>(50*skill->level)) {
422     new_draw_info(NDI_UNIQUE,0,op,"You are as hidden as you can get.");
423     return 0;
424     }
425    
426     if(attempt_hide(op, skill)) {
427     new_draw_info(NDI_UNIQUE, 0,op,"You hide in the shadows.");
428     update_object(op,UP_OBJ_FACE);
429     return calc_skill_exp(op, NULL, skill);
430     }
431     new_draw_info(NDI_UNIQUE,0,op,"You fail to conceal yourself.");
432     return 0;
433     }
434    
435    
436     /* stop_jump() - End of jump. Clear flags, restore the map, and
437     * freeze the jumper a while to simulate the exhaustion
438     * of jumping.
439     */
440     static void stop_jump(object *pl, int dist, int spaces) {
441     fix_player(pl);
442     insert_ob_in_map(pl,pl->map,pl,0);
443     }
444    
445    
446     static int attempt_jump (object *pl, int dir, int spaces, object *skill) {
447     object *tmp;
448     int i,exp=0,dx=freearr_x[dir],dy=freearr_y[dir], mflags;
449     sint16 x, y;
450     mapstruct *m;
451    
452     /* Jump loop. Go through spaces opject wants to jump. Halt the
453     * jump if a wall or creature is in the way. We set FLAG_FLYING
454     * temporarily to allow player to aviod exits/archs that are not
455     * fly_on, fly_off. This will also prevent pickup of objects
456     * while jumping over them.
457     */
458    
459     remove_ob(pl);
460    
461     /*
462     * I don't think this is actually needed - all the movement
463     * code is handled in this function, and I don't see anyplace
464     * that cares about the move_type being flying.
465     */
466     pl->move_type |= MOVE_FLY_LOW;
467    
468     for(i=0;i<=spaces;i++) {
469     x = pl->x + dx;
470     y = pl->y + dy;
471     m = pl->map;
472    
473     mflags = get_map_flags(m, &m, x, y, &x, &y);
474    
475     if (mflags & P_OUT_OF_MAP) {
476     (void) stop_jump(pl,i,spaces);
477     return 0;
478     }
479     if (OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, x, y))) {
480     new_draw_info(NDI_UNIQUE, 0,pl,"Your jump is blocked.");
481     stop_jump(pl,i,spaces);
482     return 0;
483     }
484    
485     for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) {
486     /* Jump into creature */
487     if(QUERY_FLAG(tmp, FLAG_MONSTER)
488     || (tmp->type==PLAYER && (!QUERY_FLAG(tmp, FLAG_WIZ) || !tmp->contr->hidden))) {
489     new_draw_info_format(NDI_UNIQUE, 0,pl,"You jump into %s%s.",
490     tmp->type == PLAYER ? "" : "the ", tmp->name);
491     if(tmp->type!=PLAYER ||
492     (pl->type==PLAYER && pl->contr->party==NULL) ||
493     (pl->type==PLAYER && tmp->type==PLAYER &&
494     pl->contr->party!=tmp->contr->party))
495     exp = skill_attack(tmp,pl,pl->facing,"kicked", skill); /* pl makes an attack */
496     stop_jump(pl,i,spaces);
497     return exp; /* note that calc_skill_exp() is already called by skill_attack() */
498     }
499     /* If the space has fly on set (no matter what the space is),
500     * we should get the effects - after all, the player is
501     * effectively flying.
502     */
503     if (tmp->move_on & MOVE_FLY_LOW) {
504     pl->x = x;
505     pl->y = y;
506     pl->map = m;
507     if (pl->contr)
508     esrv_map_scroll(&pl->contr->socket, dx, dy);
509     stop_jump(pl,i,spaces);
510     return calc_skill_exp(pl,NULL, skill);
511     }
512     }
513     pl->x = x;
514     pl->y = y;
515     pl->map = m;
516     if (pl->contr)
517     esrv_map_scroll(&pl->contr->socket, dx, dy);
518     }
519     stop_jump(pl,i,spaces);
520     return calc_skill_exp(pl,NULL, skill);
521     }
522    
523     /* jump() - this is both a new type of movement for player/monsters and
524     * an attack as well.
525     * Perhaps we should allow more spaces based on level, eg, level 50
526     * jumper can jump several spaces?
527     */
528    
529     int jump(object *pl, int dir, object *skill)
530     {
531     int spaces=0,stats;
532     int str = pl->stats.Str;
533     int dex = pl->stats.Dex;
534    
535     dex = dex ? dex : 15;
536     str = str ? str : 10;
537    
538     stats=str*str*str*dex * skill->level;
539    
540     if(pl->carrying!=0) /* don't want div by zero !! */
541     spaces=(int) (stats/pl->carrying);
542     else
543     spaces=2; /* pl has no objects - gets the far jump */
544    
545     if(spaces>2)
546     spaces = 2;
547     else if(spaces==0) {
548     new_draw_info(NDI_UNIQUE, 0,pl,"You are carrying too much weight to jump.");
549     return 0;
550     }
551     return attempt_jump(pl,dir,spaces, skill);
552     }
553    
554    
555     /* skill_ident() - this code is supposed to allow players to identify
556     * classes of objects with the various "auto-ident" skills. Player must
557     * have unidentified objects of the right type in order for the skill
558     * to work. While multiple classes of objects may be identified,
559     * this code is kind of yucky -- it would be nice to make it a bit
560     * more generalized. Right now, skill indices are embedded in this routine.
561     * Returns amount of experience gained (on successful ident).
562     * - b.t. (thomas@astro.psu.edu)
563     */
564    
565     static int do_skill_detect_curse(object *pl, object *skill) {
566     object *tmp;
567     int success=0;
568    
569     for(tmp=pl->inv;tmp;tmp=tmp->below)
570     if (!tmp->invisible
571     && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED)
572     && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) &&
573     tmp->item_power < skill->level) {
574     SET_FLAG(tmp,FLAG_KNOWN_CURSED);
575     esrv_update_item(UPD_FLAGS, pl, tmp);
576     success+= calc_skill_exp(pl,tmp, skill);
577     }
578    
579     /* Check ground, too, but only objects the player could pick up */
580     for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above)
581     if (can_pick(pl, tmp) &&
582     !QUERY_FLAG(tmp,FLAG_IDENTIFIED) &&
583     !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED)
584     && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) &&
585     tmp->item_power < skill->level) {
586     SET_FLAG(tmp,FLAG_KNOWN_CURSED);
587     esrv_update_item(UPD_FLAGS, pl, tmp);
588     success+= calc_skill_exp(pl,tmp, skill);
589     }
590    
591     return success;
592     }
593    
594     static int do_skill_detect_magic(object *pl, object *skill) {
595     object *tmp;
596     int success=0;
597    
598     for(tmp=pl->inv;tmp;tmp=tmp->below)
599     if(!tmp->invisible
600     && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)
601     && (is_magical(tmp)) && tmp->item_power < skill->level) {
602     SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
603     esrv_update_item(UPD_FLAGS, pl, tmp);
604     success+=calc_skill_exp(pl,tmp, skill);
605     }
606    
607     /* Check ground, too, but like above, only if the object can be picked up*/
608     for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above)
609     if (can_pick(pl, tmp) &&
610     !QUERY_FLAG(tmp,FLAG_IDENTIFIED) &&
611     !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)
612     && (is_magical(tmp)) && tmp->item_power < skill->level) {
613     SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
614     esrv_update_item(UPD_FLAGS, pl, tmp);
615     success+=calc_skill_exp(pl,tmp, skill);
616     }
617    
618     return success;
619     }
620    
621     /* Helper function for do_skill_ident, so that we can loop
622     * over inventory AND objects on the ground conveniently.
623     */
624     int do_skill_ident2(object *tmp,object *pl, int obj_class, object *skill)
625     {
626 elmex 1.6 int success = 0, chance;
627     int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
628 root 1.1
629 elmex 1.6 if (!QUERY_FLAG (tmp,FLAG_IDENTIFIED) && !QUERY_FLAG (tmp,FLAG_NO_SKILL_IDENT)
630     && need_identify (tmp) && !tmp->invisible && tmp->type == obj_class)
631     {
632     chance = die_roll(3, 10, pl, PREFER_LOW) - 3
633     + rndm (0, (tmp->magic ? tmp->magic * 5 : 1) - 1);
634    
635     if (skill_value >= chance)
636     {
637     identify(tmp);
638    
639     if (pl->type==PLAYER)
640     {
641     new_draw_info_format (NDI_UNIQUE, 0, pl, "You identify %s.", long_desc (tmp, pl));
642    
643     if (tmp->msg)
644     {
645     new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
646     new_draw_info(NDI_UNIQUE, 0,pl, tmp->msg);
647     }
648    
649     /* identify will take care of updating the item if it is in the players inventory. IF on map, do it here */
650     if (tmp->map)
651     esrv_send_item (pl, tmp);
652     }
653     success += calc_skill_exp(pl,tmp, skill);
654     }
655     else
656     SET_FLAG (tmp, FLAG_NO_SKILL_IDENT);
657     }
658    
659     return success;
660 root 1.1 }
661    
662     /* do_skill_ident() - workhorse for skill_ident() -b.t.
663     */
664     static int do_skill_ident(object *pl, int obj_class, object *skill) {
665     object *tmp;
666     int success=0;
667    
668     for(tmp=pl->inv;tmp;tmp=tmp->below)
669     success+=do_skill_ident2(tmp,pl,obj_class, skill);
670     /* check the ground */
671    
672     for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above)
673     success+=do_skill_ident2(tmp,pl,obj_class, skill);
674    
675     return success;
676     }
677    
678     int skill_ident(object *pl, object *skill) {
679     int success=0;
680    
681     if(pl->type != PLAYER) return 0; /* only players will skill-identify */
682    
683     new_draw_info(NDI_UNIQUE, 0,pl,"You look at the objects nearby...");
684    
685     switch (skill->subtype) {
686     case SK_SMITHERY:
687     success += do_skill_ident(pl,WEAPON, skill) + do_skill_ident(pl,ARMOUR, skill)
688     + do_skill_ident(pl,BRACERS,skill) + do_skill_ident(pl,CLOAK,skill)
689     + do_skill_ident(pl,BOOTS,skill) + do_skill_ident(pl,SHIELD,skill)
690     + do_skill_ident(pl,GIRDLE,skill) + do_skill_ident(pl,HELMET,skill)
691     + do_skill_ident(pl,GLOVES,skill);
692     break;
693    
694     case SK_BOWYER:
695     success += do_skill_ident(pl,BOW,skill) + do_skill_ident(pl,ARROW,skill);
696     break;
697    
698     case SK_ALCHEMY:
699     success += do_skill_ident(pl,POTION,skill) + do_skill_ident(pl,POISON,skill)
700     + do_skill_ident(pl,CONTAINER,skill)
701     + do_skill_ident(pl,DRINK,skill) + do_skill_ident(pl,INORGANIC,skill);
702     break;
703    
704     case SK_WOODSMAN:
705     success += do_skill_ident(pl,FOOD,skill) + do_skill_ident(pl,DRINK,skill)
706     + do_skill_ident(pl,FLESH,skill);
707     break;
708    
709     case SK_JEWELER:
710     success += do_skill_ident(pl,GEM,skill) + do_skill_ident(pl,RING,skill) +
711     do_skill_ident(pl,AMULET,skill);
712     break;
713    
714     case SK_LITERACY:
715     success += do_skill_ident(pl,SPELLBOOK,skill)
716     + do_skill_ident(pl,SCROLL,skill) + do_skill_ident(pl,BOOK,skill);
717     break;
718    
719     case SK_THAUMATURGY:
720     success += do_skill_ident(pl,WAND,skill) + do_skill_ident(pl,ROD,skill)
721     + do_skill_ident(pl,HORN,skill);
722     break;
723    
724     case SK_DET_CURSE:
725     success = do_skill_detect_curse(pl,skill);
726     if(success)
727     new_draw_info(NDI_UNIQUE, 0,pl,"...and discover cursed items!");
728     break;
729    
730     case SK_DET_MAGIC:
731     success = do_skill_detect_magic(pl,skill);
732     if(success)
733     new_draw_info(NDI_UNIQUE, 0,pl,
734     "...and discover items imbued with mystic forces!");
735     break;
736    
737     default:
738     LOG(llevError,"Error: bad call to skill_ident()\n");
739     return 0;
740     break;
741     }
742     if(!success) {
743     new_draw_info(NDI_UNIQUE, 0,pl,"...and learn nothing more.");
744     }
745     return success;
746     }
747    
748    
749     /* players using this skill can 'charm' a monster --
750     * into working for them. It can only be used on
751     * non-special (see below) 'neutral' creatures.
752     * -b.t. (thomas@astro.psu.edu)
753     */
754    
755     int use_oratory(object *pl, int dir, object *skill) {
756     sint16 x=pl->x+freearr_x[dir],y=pl->y+freearr_y[dir];
757     int mflags,chance;
758     object *tmp;
759     mapstruct *m;
760    
761     if(pl->type!=PLAYER) return 0; /* only players use this skill */
762     m = pl->map;
763     mflags =get_map_flags(m, &m, x,y, &x, &y);
764     if (mflags & P_OUT_OF_MAP) return 0;
765    
766     /* Save some processing - we have the flag already anyways
767     */
768     if (!(mflags & P_IS_ALIVE)) {
769     new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
770     return 0;
771     }
772    
773     for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
774     /* can't persuade players - return because there is nothing else
775     * on that space to charm. Same for multi space monsters and
776     * special monsters - we don't allow them to be charmed, and there
777     * is no reason to do further processing since they should be the
778     * only monster on the space.
779     */
780     if(tmp->type==PLAYER) return 0;
781     if(tmp->more || tmp->head) return 0;
782     if(tmp->msg) return 0;
783    
784     if(QUERY_FLAG(tmp,FLAG_MONSTER)) break;
785     }
786    
787     if (!tmp) {
788     new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
789     return 0;
790     }
791    
792     new_draw_info_format(NDI_UNIQUE,
793     0,pl, "You orate to the %s.",query_name(tmp));
794    
795     /* the following conditions limit who may be 'charmed' */
796    
797     /* it's hostile! */
798     if(!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && !QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
799     new_draw_info_format(NDI_UNIQUE, 0,pl,
800     "Too bad the %s isn't listening!\n",query_name(tmp));
801     return 0;
802     }
803    
804     /* it's already allied! */
805     if(QUERY_FLAG(tmp,FLAG_FRIENDLY)&&(tmp->attack_movement==PETMOVE)){
806     if(get_owner(tmp)==pl) {
807     new_draw_info(NDI_UNIQUE, 0,pl,
808     "Your follower loves your speech.\n");
809     return 0;
810     } else if (skill->level > tmp->level) {
811     /* you steal the follower. Perhaps we should really look at the
812     * level of the owner above?
813     */
814     set_owner(tmp,pl);
815     new_draw_info_format(NDI_UNIQUE, 0,pl,
816     "You convince the %s to follow you instead!\n",
817     query_name(tmp));
818     /* Abuse fix - don't give exp since this can otherwise
819     * be used by a couple players to gets lots of exp.
820     */
821     return 0;
822     } else {
823     /* In this case, you can't steal it from the other player */
824     return 0;
825     }
826     } /* Creature was already a pet of someone */
827    
828     chance=skill->level*2+(pl->stats.Cha-2*tmp->stats.Int)/2;
829    
830     /* Ok, got a 'sucker' lets try to make them a follower */
831     if(chance>0 && tmp->level<(random_roll(0, chance-1, pl, PREFER_HIGH)-1)) {
832     new_draw_info_format(NDI_UNIQUE, 0,pl,
833     "You convince the %s to become your follower.\n",
834     query_name(tmp));
835    
836     set_owner(tmp,pl);
837     tmp->stats.exp = 0;
838     add_friendly_object(tmp);
839     SET_FLAG(tmp,FLAG_FRIENDLY);
840     tmp->attack_movement = PETMOVE;
841     return calc_skill_exp(pl,tmp, skill);
842     }
843     /* Charm failed. Creature may be angry now */
844     else if((skill->level+((pl->stats.Cha-10)/2)) < random_roll(1, 2*tmp->level, pl, PREFER_LOW)) {
845     new_draw_info_format(NDI_UNIQUE, 0,pl,
846     "Your speech angers the %s!\n",query_name(tmp));
847     if(QUERY_FLAG(tmp,FLAG_FRIENDLY)) {
848     CLEAR_FLAG(tmp,FLAG_FRIENDLY);
849     remove_friendly_object(tmp);
850     tmp->attack_movement = 0; /* needed? */
851     }
852     CLEAR_FLAG(tmp,FLAG_UNAGGRESSIVE);
853     }
854     return 0; /* Fall through - if we get here, we didn't charm anything */
855     }
856    
857     /* Singing() -this skill allows the player to pacify nearby creatures.
858     * There are few limitations on who/what kind of
859     * non-player creatures that may be pacified. Right now, a player
860     * may pacify creatures which have Int == 0. In this routine, once
861     * successfully pacified the creature gets Int=1. Thus, a player
862     * may only pacify a creature once.
863     * BTW, I appologize for the naming of the skill, I couldnt think
864     * of anything better! -b.t.
865     */
866    
867     int singing(object *pl, int dir, object *skill) {
868     int i,exp = 0,chance, mflags;
869     object *tmp;
870     mapstruct *m;
871     sint16 x, y;
872    
873     if(pl->type!=PLAYER) return 0; /* only players use this skill */
874    
875     new_draw_info_format(NDI_UNIQUE,0,pl, "You sing");
876     for(i=dir;i<(dir+MIN(skill->level,SIZEOFFREE));i++) {
877     x = pl->x+freearr_x[i];
878     y = pl->y+freearr_y[i];
879     m = pl->map;
880    
881     mflags =get_map_flags(m, &m, x,y, &x, &y);
882     if (mflags & P_OUT_OF_MAP) continue;
883     if (!(mflags & P_IS_ALIVE)) continue;
884    
885     for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) {
886     if(QUERY_FLAG(tmp,FLAG_MONSTER)) break;
887     /* can't affect players */
888     if(tmp->type==PLAYER) break;
889     }
890    
891     /* Whole bunch of checks to see if this is a type of monster that would
892     * listen to singing.
893     */
894     if (tmp && QUERY_FLAG(tmp, FLAG_MONSTER) &&
895     !QUERY_FLAG(tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
896     !QUERY_FLAG(tmp, FLAG_SPLITTING) && /* no ears */
897     !QUERY_FLAG(tmp, FLAG_HITBACK) && /* was here before */
898     (tmp->level <= skill->level) &&
899     (!tmp->head) &&
900     !QUERY_FLAG(tmp, FLAG_UNDEAD) &&
901     !QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && /* already calm */
902     !QUERY_FLAG(tmp,FLAG_FRIENDLY)) { /* already calm */
903    
904     /* stealing isn't really related (although, maybe it should
905     * be). This is mainly to prevent singing to the same monster
906     * over and over again and getting exp for it.
907     */
908     chance=skill->level*2+(pl->stats.Cha-5-tmp->stats.Int)/2;
909     if(chance && tmp->level*2<random_roll(0, chance-1, pl, PREFER_HIGH)) {
910     SET_FLAG(tmp,FLAG_UNAGGRESSIVE);
911     new_draw_info_format(NDI_UNIQUE, 0,pl,
912     "You calm down the %s\n",query_name(tmp));
913     /* Give exp only if they are not aware */
914     if(!QUERY_FLAG(tmp,FLAG_NO_STEAL))
915     exp += calc_skill_exp(pl,tmp, skill);
916     SET_FLAG(tmp,FLAG_NO_STEAL);
917     } else {
918     new_draw_info_format(NDI_UNIQUE, 0,pl,
919     "Too bad the %s isn't listening!\n",query_name(tmp));
920     SET_FLAG(tmp,FLAG_NO_STEAL);
921     }
922     }
923     }
924     return exp;
925     }
926    
927     /* The find_traps skill (aka, search). Checks for traps
928     * on the spaces or in certain objects
929     */
930    
931     int find_traps (object *pl, object *skill) {
932     object *tmp,*tmp2;
933     int i,expsum=0, mflags;
934     sint16 x,y;
935     mapstruct *m;
936    
937     /* First we search all around us for runes and traps, which are
938     * all type RUNE
939     */
940    
941     for(i=0;i<9;i++) {
942     x = pl->x+freearr_x[i];
943     y = pl->y+freearr_y[i];
944     m = pl->map;
945    
946     mflags =get_map_flags(m, &m, x,y, &x, &y);
947     if (mflags & P_OUT_OF_MAP) continue;
948    
949     /* Check everything in the square for trapness */
950     for(tmp = get_map_ob(m, x, y); tmp!=NULL;tmp=tmp->above) {
951    
952     /* And now we'd better do an inventory traversal of each
953     * of these objects' inventory
954     * We can narrow this down a bit - no reason to search through
955     * the players inventory or monsters for that matter.
956     */
957     if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) {
958     for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below)
959     if(tmp2->type==RUNE || tmp2->type == TRAP)
960     if(trap_see(pl,tmp2)) {
961     trap_show(tmp2,tmp);
962     if(tmp2->stats.Cha>1) {
963     if (!tmp2->owner || tmp2->owner->type!=PLAYER)
964     expsum += calc_skill_exp(pl,tmp2, skill);
965    
966     tmp2->stats.Cha = 1; /* unhide the trap */
967     }
968     }
969     }
970     if((tmp->type==RUNE || tmp->type == TRAP) && trap_see(pl,tmp)) {
971     trap_show(tmp,tmp);
972     if(tmp->stats.Cha>1) {
973     if (!tmp->owner || tmp->owner->type!=PLAYER)
974     expsum += calc_skill_exp(pl,tmp, skill);
975     tmp->stats.Cha = 1; /* unhide the trap */
976     }
977     }
978     }
979     }
980     new_draw_info(NDI_BLACK, 0, pl, "You search the area.");
981     return expsum;
982     }
983    
984     /* remove_trap() - This skill will disarm any previously discovered trap
985     * the algorithm is based (almost totally) on the old command_disarm() - b.t.
986     */
987    
988     int remove_trap (object *op, int dir, object *skill) {
989     object *tmp,*tmp2;
990     int i,success=0,mflags;
991     mapstruct *m;
992     sint16 x,y;
993    
994     for(i=0;i<9;i++) {
995     x = op->x + freearr_x[i];
996     y = op->y + freearr_y[i];
997     m = op->map;
998    
999     mflags =get_map_flags(m, &m, x,y, &x, &y);
1000     if (mflags & P_OUT_OF_MAP) continue;
1001    
1002     /* Check everything in the square for trapness */
1003     for(tmp = get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) {
1004     /* And now we'd better do an inventory traversal of each
1005     * of these objects inventory. Like above, only
1006     * do this for interesting objects.
1007     */
1008    
1009     if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) {
1010     for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below)
1011     if((tmp2->type==RUNE || tmp2->type == TRAP) && tmp2->stats.Cha<=1) {
1012     trap_show(tmp2,tmp);
1013     if(trap_disarm(op,tmp2,1, skill) && (!tmp2->owner || tmp2->owner->type!=PLAYER)) {
1014     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1015     success += calc_skill_exp(op,tmp2, skill);
1016     }
1017     }
1018     }
1019     if((tmp->type==RUNE || tmp->type==TRAP) && tmp->stats.Cha<=1) {
1020     trap_show(tmp,tmp);
1021     if (trap_disarm(op,tmp,1,skill) && (!tmp->owner || tmp->owner->type!=PLAYER)) {
1022     tmp->stats.exp = tmp->stats.Cha * tmp->level;
1023     success += calc_skill_exp(op,tmp,skill);
1024     }
1025     }
1026     }
1027     }
1028     return success;
1029     }
1030    
1031    
1032     /* pray() - when this skill is called from do_skill(), it allows
1033     * the player to regain lost grace points at a faster rate. -b.t.
1034     * This always returns 0 - return value is used by calling function
1035     * such that if it returns true, player gets exp in that skill. This
1036     * the effect here can be done on demand, we probably don't want to
1037     * give infinite exp by returning true in any cases.
1038     */
1039    
1040     int pray (object *pl, object *skill) {
1041     char buf[MAX_BUF];
1042     object *tmp;
1043    
1044     if(pl->type!=PLAYER) return 0;
1045    
1046     strcpy(buf,"You pray.");
1047    
1048     /* Check all objects - we could stop at floor objects,
1049     * but if someone buries an altar, I don't see a problem with
1050     * going through all the objects, and it shouldn't be much slower
1051     * than extra checks on object attributes.
1052     */
1053     for (tmp=pl->below; tmp!=NULL; tmp=tmp->below) {
1054     /* Only if the altar actually belongs to someone do you get special benefits */
1055     if(tmp && tmp->type==HOLY_ALTAR && tmp->other_arch) {
1056     sprintf(buf,"You pray over the %s.",tmp->name);
1057     pray_at_altar(pl,tmp, skill);
1058     break; /* Only pray at one altar */
1059     }
1060     }
1061    
1062     new_draw_info(NDI_BLACK,0,pl,buf);
1063    
1064     if(pl->stats.grace < pl->stats.maxgrace) {
1065     pl->stats.grace++;
1066     pl->last_grace = -1;
1067     }
1068     return 0;
1069     }
1070    
1071     /* This skill allows the player to regain a few sp or hp for a
1072     * brief period of concentration. No armour or weapons may be
1073     * wielded/applied for this to work. The amount of time needed
1074     * to concentrate and the # of points regained is dependant on
1075     * the level of the user. - b.t. thomas@astro.psu.edu
1076     */
1077    
1078     void meditate (object *pl, object *skill) {
1079     object *tmp;
1080    
1081     if(pl->type!=PLAYER) return; /* players only */
1082    
1083     /* check if pl has removed encumbering armour and weapons */
1084     if(QUERY_FLAG(pl,FLAG_READY_WEAPON) && (skill->level<6)) {
1085     new_draw_info(NDI_UNIQUE,0,pl,
1086     "You can't concentrate while wielding a weapon!\n");
1087     return;
1088     } else {
1089     for(tmp=pl->inv;tmp;tmp=tmp->below)
1090     if (( (tmp->type==ARMOUR && skill->level<12)
1091     || (tmp->type==HELMET && skill->level<10)
1092     || (tmp->type==SHIELD && skill->level<6)
1093     || (tmp->type==BOOTS && skill->level<4)
1094     || (tmp->type==GLOVES && skill->level<2) )
1095     && QUERY_FLAG(tmp,FLAG_APPLIED)) {
1096     new_draw_info(NDI_UNIQUE,0,pl,
1097     "You can't concentrate while wearing so much armour!\n");
1098     return;
1099     }
1100     }
1101    
1102     /* ok let's meditate! Spell points are regained first, then once
1103     * they are maxed we get back hp. Actual incrementing of values
1104     * is handled by the do_some_living() (in player.c). This way magical
1105     * bonuses for healing/sp regeneration are included properly
1106     * No matter what, we will eat up some playing time trying to
1107     * meditate. (see 'factor' variable for what sets the amount of time)
1108     */
1109    
1110     new_draw_info(NDI_BLACK,0,pl, "You meditate.");
1111    
1112     if(pl->stats.sp < pl->stats.maxsp) {
1113     pl->stats.sp++;
1114     pl->last_sp = -1;
1115     } else if (pl->stats.hp < pl->stats.maxhp) {
1116     pl->stats.hp++;
1117     pl->last_heal = -1;
1118     }
1119     }
1120    
1121     /* write_note() - this routine allows players to inscribe messages in
1122     * ordinary 'books' (anything that is type BOOK). b.t.
1123     */
1124    
1125     static int write_note(object *pl, object *item, const char *msg, object *skill) {
1126 root 1.5 char buf[1024];
1127 root 1.1 object *newBook = NULL;
1128    
1129     /* a pair of sanity checks */
1130     if(!item||item->type!=BOOK) return 0;
1131    
1132     if(!msg) {
1133     new_draw_info(NDI_UNIQUE,0,pl,"No message to write!");
1134     new_draw_info_format(NDI_UNIQUE,0,pl,"Usage: use_skill %s <message>",
1135     skill->skill);
1136     return 0;
1137     }
1138     if (strcasestr_local(msg, "endmsg")) {
1139     new_draw_info(NDI_UNIQUE,0,pl,"Trying to cheat now are we?");
1140     return 0;
1141     }
1142    
1143     /* Lauwenmark: Handle for plugin book writing (trigger) event */
1144     if (execute_event(item, EVENT_TRIGGER,pl,NULL,msg,SCRIPT_FIX_ALL)!=0)
1145     return strlen(msg);
1146    
1147     buf[0] = 0;
1148 root 1.5 if(!book_overflow(item->msg,msg,sizeof (buf))) { /* add msg string to book */
1149 root 1.1 if(item->msg)
1150     strcpy(buf,item->msg);
1151    
1152     strcat(buf,msg);
1153     strcat(buf,"\n"); /* new msg needs a LF */
1154     if(item->nrof > 1) {
1155     newBook = get_object();
1156     copy_object(item, newBook);
1157     decrease_ob(item);
1158     esrv_send_item(pl, item);
1159     newBook->nrof = 1;
1160     if (newBook->msg) free_string(newBook->msg);
1161     newBook->msg = add_string(buf);
1162     newBook = insert_ob_in_ob(newBook, pl);
1163     esrv_send_item(pl, newBook);
1164     } else {
1165     if (item->msg) free_string(item->msg);
1166     item->msg=add_string(buf);
1167     /* This shouldn't be necessary - the object hasn't changed in any
1168     * visible way
1169     */
1170     /* esrv_send_item(pl, item);*/
1171     }
1172     new_draw_info_format(NDI_UNIQUE,0,pl, "You write in the %s.",
1173     query_short_name(item));
1174     return strlen(msg);
1175     } else
1176     new_draw_info_format(NDI_UNIQUE,0,pl,
1177     "Your message won't fit in the %s!",
1178     query_short_name(item));
1179    
1180     return 0;
1181     }
1182    
1183     /* write_scroll() - this routine allows players to inscribe spell scrolls
1184     * of spells which they know. Backfire effects are possible with the
1185     * severity of the backlash correlated with the difficulty of the scroll
1186     * that is attempted. -b.t. thomas@astro.psu.edu
1187     */
1188    
1189     static int write_scroll (object *pl, object *scroll, object *skill) {
1190     int success=0,confused=0;
1191     object *newscroll, *chosen_spell, *tmp;
1192    
1193     /* this is a sanity check */
1194     if (scroll->type!=SCROLL) {
1195     new_draw_info(NDI_UNIQUE,0,pl,"A spell can only be inscribed into a scroll!");
1196     return 0;
1197     }
1198    
1199     /* Check if we are ready to attempt inscription */
1200     chosen_spell=pl->contr->ranges[range_magic];
1201     if(!chosen_spell) {
1202     new_draw_info(NDI_UNIQUE,0,pl,
1203     "You need a spell readied in order to inscribe!");
1204     return 0;
1205     }
1206     if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE) > pl->stats.grace) {
1207     new_draw_info_format(NDI_UNIQUE,0,pl,
1208     "You don't have enough grace to write a scroll of %s.",
1209     chosen_spell->name);
1210     return 0;
1211     }
1212     if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA) > pl->stats.sp) {
1213     new_draw_info_format(NDI_UNIQUE,0,pl,
1214     "You don't have enough mana to write a scroll of %s.",
1215     chosen_spell->name);
1216     return 0;
1217     }
1218    
1219     /* if there is a spell already on the scroll then player could easily
1220     * accidently read it while trying to write the new one. give player
1221     * a 50% chance to overwrite spell at their own level
1222     */
1223     if((scroll->stats.sp || scroll->inv) &&
1224     random_roll(0, scroll->level*2, pl, PREFER_LOW)>skill->level) {
1225     new_draw_info_format(NDI_UNIQUE,0,pl,
1226     "Oops! You accidently read it while trying to write on it.");
1227     manual_apply(pl,scroll,0);
1228     return 0;
1229     }
1230    
1231     /* ok, we are ready to try inscription */
1232     if(QUERY_FLAG(pl,FLAG_CONFUSED)) confused = 1;
1233    
1234     /* Lost mana/grace no matter what */
1235     pl->stats.grace-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE);
1236     pl->stats.sp-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA);
1237    
1238     if (random_roll(0, chosen_spell->level*4-1, pl, PREFER_LOW) < skill->level) {
1239     if (scroll->nrof > 1) {
1240     newscroll = get_object();
1241     copy_object(scroll, newscroll);
1242     decrease_ob(scroll);
1243     newscroll->nrof = 1;
1244     } else {
1245     newscroll = scroll;
1246     }
1247    
1248     if(!confused) {
1249     newscroll->level= MAX(skill->level, chosen_spell->level);
1250     new_draw_info(NDI_UNIQUE,0,pl,
1251     "You succeed in writing a new scroll.");
1252     } else {
1253     chosen_spell = find_random_spell_in_ob(pl, NULL);
1254     if (!chosen_spell) return 0;
1255    
1256     newscroll->level= MAX(skill->level, chosen_spell->level);
1257     new_draw_info(NDI_UNIQUE,0,pl,
1258     "In your confused state, you write down some odd spell.");
1259     }
1260    
1261     if (newscroll->inv) {
1262     object *ninv;
1263    
1264     ninv = newscroll->inv;
1265     remove_ob(ninv);
1266     free_object(ninv);
1267     }
1268     tmp = get_object();
1269     copy_object(chosen_spell, tmp);
1270     insert_ob_in_ob(tmp, newscroll);
1271    
1272     /* Same code as from treasure.c - so they can better merge.
1273     * if players want to sell them, so be it.
1274     */
1275     newscroll->value = newscroll->arch->clone.value * newscroll->inv->value *
1276     (newscroll->level +50) / (newscroll->inv->level + 50);
1277     newscroll->stats.exp = newscroll->value/5;
1278    
1279     /* wait until finished manipulating the scroll before inserting it */
1280 pippijn 1.2 if (newscroll == scroll)
1281     {
1282     /* Remove to correctly merge with other items which may exist in inventory */
1283     remove_ob(newscroll);
1284     esrv_del_item(pl->contr,newscroll->count);
1285     }
1286     newscroll=insert_ob_in_ob(newscroll,pl);
1287 root 1.1 esrv_send_item(pl, newscroll);
1288     success = calc_skill_exp(pl,newscroll, skill);
1289     if(!confused) success *= 2;
1290     success = success * skill->level;
1291     return success;
1292    
1293     } else { /* Inscription has failed */
1294    
1295     if(chosen_spell->level>skill->level || confused) { /*backfire!*/
1296     new_draw_info(NDI_UNIQUE,0,pl,
1297     "Ouch! Your attempt to write a new scroll strains your mind!");
1298     if(random_roll(0, 1, pl, PREFER_LOW)==1)
1299     drain_specific_stat(pl,4);
1300     else {
1301     confuse_player(pl,pl,99);
1302     return (-30*chosen_spell->level);
1303     }
1304     } else if(random_roll(0, pl->stats.Int-1, pl, PREFER_HIGH) < 15) {
1305     new_draw_info(NDI_UNIQUE,0,pl,
1306     "Your attempt to write a new scroll rattles your mind!");
1307     confuse_player(pl,pl,99);
1308     } else
1309     new_draw_info(NDI_UNIQUE,0,pl,"You fail to write a new scroll.");
1310     }
1311     return 0;
1312     }
1313    
1314     /* write_on_item() - wrapper for write_note and write_scroll */
1315     int write_on_item (object *pl,const char *params, object *skill) {
1316     object *item;
1317     const char *string=params;
1318     int msgtype;
1319     archetype *skat;
1320    
1321     if(pl->type!=PLAYER) return 0;
1322    
1323     if (!params) {
1324     params="";
1325     string=params;
1326     }
1327     skat = get_archetype_by_type_subtype(SKILL, SK_LITERACY);
1328    
1329     /* Need to be able to read before we can write! */
1330     if(!find_skill_by_name(pl,skat->clone.skill)) {
1331     new_draw_info(NDI_UNIQUE,0,pl,
1332     "You must learn to read before you can write!");
1333     return 0;
1334     }
1335    
1336     /* if there is a message then it goes in a book and no message means
1337     * write active spell into the scroll
1338     */
1339     msgtype = (string[0]!='\0') ? BOOK : SCROLL;
1340    
1341     /* find an item of correct type to write on */
1342     if ( !(item = find_marked_object(pl))){
1343     new_draw_info(NDI_UNIQUE,0,pl,"You don't have any marked item to write on.");
1344     return 0;
1345     }
1346    
1347     if(QUERY_FLAG(item,FLAG_UNPAID)) {
1348     new_draw_info(NDI_UNIQUE,0,pl,
1349     "You had better pay for that before you write on it.");
1350     return 0;
1351     }
1352     if (msgtype != item->type) {
1353     new_draw_info_format(NDI_UNIQUE,0,pl,"You have no %s to write on",
1354     msgtype==BOOK ? "book" : "scroll");
1355     return 0;
1356     }
1357    
1358     if (msgtype == SCROLL) {
1359     return write_scroll(pl,item, skill);
1360     } else if (msgtype == BOOK) {
1361     return write_note(pl,item,string, skill);
1362     }
1363     return 0;
1364     }
1365    
1366    
1367    
1368     /* find_throw_ob() - if we request an object, then
1369     * we search for it in the inventory of the owner (you've
1370     * got to be carrying something in order to throw it!).
1371     * If we didnt request an object, then the top object in inventory
1372     * (that is "throwable", ie no throwing your skills away!)
1373     * is the object of choice. Also check to see if object is
1374     * 'throwable' (ie not applied cursed obj, worn, etc).
1375     */
1376    
1377     static object *find_throw_ob( object *op, const char *request ) {
1378     object *tmp;
1379    
1380     if(!op) { /* safety */
1381     LOG(llevError,"find_throw_ob(): confused! have a NULL thrower!\n");
1382     return (object *) NULL;
1383     }
1384    
1385     /* prefer marked item */
1386     tmp = find_marked_object(op);
1387     if (tmp != NULL) {
1388     /* can't toss invisible or inv-locked items */
1389     if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
1390     tmp = NULL;
1391     }
1392     }
1393    
1394     /* look through the inventory */
1395     if (tmp == NULL) {
1396     for (tmp = op->inv; tmp != NULL; tmp = tmp->below) {
1397     /* can't toss invisible or inv-locked items */
1398     if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED))
1399     continue;
1400     if (!request
1401     || !strcmp(query_name(tmp), request)
1402     || !strcmp(tmp->name, request))
1403     break;
1404     }
1405     }
1406    
1407     /* this should prevent us from throwing away
1408     * cursed items, worn armour, etc. Only weapons
1409     * can be thrown from 'hand'.
1410     */
1411     if (!tmp) return NULL;
1412    
1413     if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
1414     if(tmp->type!=WEAPON) {
1415     new_draw_info_format(NDI_UNIQUE, 0,op,
1416     "You can't throw %s.",query_name(tmp));
1417     tmp = NULL;
1418     } else if (QUERY_FLAG(tmp,FLAG_CURSED)||QUERY_FLAG(tmp,FLAG_DAMNED)) {
1419     new_draw_info_format(NDI_UNIQUE, 0,op,
1420     "The %s sticks to your hand!",query_name(tmp));
1421     tmp = NULL;
1422     } else {
1423     if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) {
1424     LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1425     tmp = NULL;
1426     }
1427     }
1428     } else if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
1429     new_draw_info_format(NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name(tmp));
1430     tmp = NULL;
1431     }
1432    
1433     if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) {
1434     LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1435     tmp=NULL;
1436     }
1437     return tmp;
1438     }
1439    
1440     /* make_throw_ob() We construct the 'carrier' object in
1441     * which we will insert the object that is being thrown.
1442     * This combination becomes the 'thrown object'. -b.t.
1443     */
1444    
1445     static object *make_throw_ob (object *orig) {
1446     object *toss_item;
1447    
1448     if(!orig) return NULL;
1449    
1450     toss_item=get_object();
1451     if (QUERY_FLAG (orig, FLAG_APPLIED)) {
1452     LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1453     /* insufficient workaround, but better than nothing */
1454     CLEAR_FLAG (orig, FLAG_APPLIED);
1455     }
1456     copy_object(orig,toss_item);
1457     toss_item->type = THROWN_OBJ;
1458     CLEAR_FLAG(toss_item,FLAG_CHANGING);
1459     toss_item->stats.dam = 0; /* default damage */
1460     insert_ob_in_ob(orig,toss_item);
1461     return toss_item;
1462     }
1463    
1464    
1465     /* do_throw() - op throws any object toss_item. This code
1466     * was borrowed from fire_bow.
1467     * Returns 1 if skill was successfully used, 0 if not
1468     */
1469    
1470     static int do_throw(object *op, object *part, object *toss_item, int dir, object *skill) {
1471     object *throw_ob=toss_item, *left=NULL;
1472     tag_t left_tag;
1473     int eff_str = 0,maxc,str=op->stats.Str,dam=0;
1474     int pause_f,weight_f=0, mflags;
1475     float str_factor=1.0,load_factor=1.0,item_factor=1.0;
1476     mapstruct *m;
1477     sint16 sx, sy;
1478     tag_t tag;
1479    
1480     if(throw_ob==NULL) {
1481     if(op->type==PLAYER) {
1482     new_draw_info(NDI_UNIQUE, 0,op,"You have nothing to throw.");
1483     }
1484     return 0;
1485     }
1486     if (QUERY_FLAG(throw_ob, FLAG_STARTEQUIP)) {
1487     if (op->type==PLAYER) {
1488     new_draw_info(NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1489     }
1490     return 0;
1491     }
1492    
1493     /* Because throwing effectiveness must be reduced by the
1494     * encumbrance of the thrower and weight of the object. THus,
1495     * we use the concept of 'effective strength' as defined below.
1496     */
1497    
1498     /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1499     if(str>MAX_STAT) {
1500     str_factor = (float) str /(float) MAX_STAT; str = MAX_STAT;
1501     }
1502    
1503     /* the more we carry, the less we can throw. Limit only on players */
1504     maxc=max_carry[str]*1000;
1505     if(op->carrying>maxc&&op->type==PLAYER)
1506     load_factor = (float)maxc/(float) op->carrying;
1507    
1508     /* lighter items are thrown harder, farther, faster */
1509     if(throw_ob->weight>0)
1510     item_factor = (float) maxc/(float) (3.0 * throw_ob->weight);
1511     else { /* 0 or negative weight?!? Odd object, can't throw it */
1512     new_draw_info_format(NDI_UNIQUE, 0,op,"You can't throw %s.\n",
1513     query_name(throw_ob));
1514     return 0;
1515     }
1516    
1517     eff_str = str * (load_factor<1.0?load_factor:1.0);
1518     eff_str = (float) eff_str * item_factor * str_factor;
1519    
1520     /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1521     * account for super-strong throwers. */
1522     if(eff_str>MAX_STAT) eff_str=MAX_STAT;
1523    
1524     #ifdef DEBUG_THROW
1525     LOG(llevDebug,"%s carries %d, eff_str=%d\n",op->name,op->carrying,eff_str);
1526     LOG(llevDebug," max_c=%d, item_f=%f, load_f=%f, str=%d\n",maxc,
1527     item_factor,load_factor,op->stats.Str);
1528     LOG(llevDebug," str_factor=%f\n",str_factor);
1529     LOG(llevDebug," item %s weight= %d\n",throw_ob->name,throw_ob->weight);
1530     #endif
1531    
1532     /* 3 things here prevent a throw, you aimed at your feet, you
1533     * have no effective throwing strength, or you threw at something
1534     * that flying objects can't get through.
1535     */
1536     mflags = get_map_flags(part->map,&m, part->x+freearr_x[dir],part->y+freearr_y[dir],&sx,&sy);
1537    
1538     if(!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) ||
1539     (GET_MAP_MOVE_BLOCK(m, sx, sy) & MOVE_FLY_LOW)) {
1540    
1541     /* bounces off 'wall', and drops to feet */
1542     remove_ob(throw_ob);
1543     throw_ob->x = part->x; throw_ob->y = part->y;
1544     insert_ob_in_map(throw_ob,part->map,op,0);
1545     if(op->type==PLAYER) {
1546     if(eff_str<=1) {
1547     new_draw_info_format(NDI_UNIQUE, 0,op,
1548     "Your load is so heavy you drop %s to the ground.",
1549     query_name(throw_ob));
1550     }
1551     else if(!dir) {
1552     new_draw_info_format(NDI_UNIQUE, 0,op,"You throw %s at the ground.",
1553     query_name(throw_ob));
1554     }
1555     else
1556     new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1557     }
1558     return 0;
1559     } /* if object can't be thrown */
1560    
1561     left = throw_ob; /* these are throwing objects left to the player */
1562     left_tag = left->count;
1563    
1564     /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1565     * and returns NULL. We must use 'left' then
1566     */
1567    
1568     if((throw_ob = get_split_ob(throw_ob, 1))==NULL) {
1569     throw_ob = left;
1570     remove_ob(left);
1571     if (op->type==PLAYER)
1572     esrv_del_item(op->contr, left->count);
1573     }
1574     else if (op->type==PLAYER) {
1575     if (was_destroyed (left, left_tag))
1576     esrv_del_item(op->contr, left_tag);
1577     else
1578     esrv_update_item(UPD_NROF, op, left);
1579     }
1580    
1581     /* special case: throwing powdery substances like dust, dirt */
1582     if(throw_ob->type == POTION && throw_ob->subtype == POT_DUST) {
1583     cast_dust(op,throw_ob,dir);
1584     return 1;
1585     }
1586    
1587     /* Make a thrown object -- insert real object in a 'carrier' object.
1588     * If unsuccessfull at making the "thrown_obj", we just reinsert
1589     * the original object back into inventory and exit
1590     */
1591     if((toss_item = make_throw_ob(throw_ob))) {
1592     throw_ob = toss_item;
1593     if (throw_ob->skill) free_string(throw_ob->skill);
1594     throw_ob->skill = add_string(skill->skill);
1595     }
1596     else {
1597     insert_ob_in_ob(throw_ob,op);
1598     return 0;
1599     }
1600    
1601     set_owner(throw_ob,op);
1602     /* At some point in the attack code, the actual real object (op->inv)
1603     * becomes the hitter. As such, we need to make sure that has a proper
1604     * owner value so exp goes to the right place.
1605     */
1606     set_owner(throw_ob->inv,op);
1607     throw_ob->direction=dir;
1608     throw_ob->x = part->x;
1609     throw_ob->y = part->y;
1610    
1611     /* the damage bonus from the force of the throw */
1612     dam = str_factor * dam_bonus[eff_str];
1613    
1614     /* Now, lets adjust the properties of the thrown_ob. */
1615    
1616     /* how far to fly */
1617     throw_ob->last_sp = (eff_str*3)/5;
1618    
1619     /* speed */
1620     throw_ob->speed = (speed_bonus[eff_str]+1.0)/1.5;
1621     throw_ob->speed = MIN(1.0,throw_ob->speed); /* no faster than an arrow! */
1622    
1623     /* item damage. Eff_str and item weight influence damage done */
1624     weight_f = (throw_ob->weight/2000)>MAX_STAT?MAX_STAT:(throw_ob->weight/2000);
1625     throw_ob->stats.dam += (dam/3) + dam_bonus[weight_f]
1626     + (throw_ob->weight/15000) - 2;
1627    
1628     /* chance of breaking. Proportional to force used and weight of item */
1629     throw_ob->stats.food = (dam/2) + (throw_ob->weight/60000);
1630    
1631     /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1632     throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex]
1633     - thaco_bonus[eff_str] - skill->level;
1634    
1635    
1636     /* the properties of objects which are meant to be thrown (ie dart,
1637     * throwing knife, etc) will differ from ordinary items. Lets tailor
1638     * this stuff in here.
1639     */
1640    
1641     if(QUERY_FLAG(throw_ob->inv,FLAG_IS_THROWN)) {
1642     throw_ob->last_sp += eff_str/3; /* fly a little further */
1643     throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1644     throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1645     /* only throw objects get directional faces */
1646     if(GET_ANIM_ID(throw_ob) && NUM_ANIMATIONS(throw_ob))
1647     SET_ANIMATION(throw_ob, dir);
1648     } else {
1649     /* some materials will adjust properties.. */
1650     if(throw_ob->material&M_LEATHER) {
1651     throw_ob->stats.dam -= 1;
1652     throw_ob->stats.food -= 10;
1653     }
1654     if(throw_ob->material&M_GLASS) throw_ob->stats.food += 60;
1655    
1656     if(throw_ob->material&M_ORGANIC) {
1657     throw_ob->stats.dam -= 3;
1658     throw_ob->stats.food += 55;
1659     }
1660     if(throw_ob->material&M_PAPER||throw_ob->material&M_CLOTH) {
1661     throw_ob->stats.dam -= 5; throw_ob->speed *= 0.8;
1662     throw_ob->stats.wc += 3; throw_ob->stats.food -= 30;
1663     }
1664     /* light obj have more wind resistance, fly slower*/
1665     if(throw_ob->weight>500) throw_ob->speed *= 0.8;
1666     if(throw_ob->weight>50) throw_ob->speed *= 0.5;
1667    
1668     } /* else tailor thrown object */
1669    
1670     /* some limits, and safeties (needed?) */
1671     if(throw_ob->stats.dam<0) throw_ob->stats.dam=0;
1672     if(throw_ob->last_sp>eff_str) throw_ob->last_sp=eff_str;
1673     if(throw_ob->stats.food<0) throw_ob->stats.food=0;
1674     if(throw_ob->stats.food>100) throw_ob->stats.food=100;
1675     if(throw_ob->stats.wc>30) throw_ob->stats.wc=30;
1676    
1677     /* how long to pause the thrower. Higher values mean less pause */
1678     pause_f = ((2*eff_str)/3)+20+skill->level;
1679    
1680     /* Put a lower limit on this */
1681     if (pause_f < 10) pause_f=10;
1682     if (pause_f > 100) pause_f=100;
1683    
1684     /* Changed in 0.94.2 - the calculation before was really goofy.
1685     * In short summary, a throw can take anywhere between speed 5 and
1686     * speed 0.5
1687     */
1688     op->speed_left -= 50 / pause_f;
1689    
1690     update_ob_speed(throw_ob);
1691     throw_ob->speed_left = 0;
1692     throw_ob->map = part->map;
1693    
1694     throw_ob->move_type = MOVE_FLY_LOW;
1695     throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1696    
1697     #if 0
1698     /* need to put in a good sound for this */
1699     play_sound_map(op->map, op->x, op->y, SOUND_THROW_OBJ);
1700     #endif
1701     /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1702     execute_event(throw_ob, EVENT_THROW,op,NULL,NULL,SCRIPT_FIX_ACTIVATOR);
1703     #ifdef DEBUG_THROW
1704     LOG(llevDebug," pause_f=%d \n",pause_f);
1705     LOG(llevDebug," %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1706     throw_ob->name,throw_ob->stats.wc,throw_ob->stats.dam,
1707     throw_ob->last_sp,throw_ob->speed,throw_ob->stats.food);
1708     LOG(llevDebug,"inserting tossitem (%d) into map\n",throw_ob->count);
1709     #endif
1710     tag = throw_ob->count;
1711     insert_ob_in_map(throw_ob,part->map,op,0);
1712     if (!was_destroyed (throw_ob, tag))
1713     move_arrow(throw_ob);
1714     return 1;
1715     }
1716    
1717     int skill_throw (object *op, object *part, int dir, const char *params, object *skill) {
1718     object *throw_ob;
1719    
1720     if(op->type==PLAYER)
1721     throw_ob = find_throw_ob(op,params);
1722     else
1723     throw_ob = find_mon_throw_ob(op);
1724    
1725     return do_throw(op,part, throw_ob,dir, skill);
1726     }