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/cvs/deliantra/server/server/skills.c
Revision: 1.1.1.1 (vendor branch)
Committed: Fri Feb 3 07:14:38 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_02_22, UPSTREAM_2006_02_03
Changes since 1.1: +0 -0 lines
Log Message:
initial import

File Contents

# Content
1 /*
2 * static char *rcsid_skills_c =
3 * "$Id: skills.c,v 1.72 2006/01/08 16:54:38 akirschbaum Exp $";
4 */
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 if(op->type == PLAYER && who->type == PLAYER && settings.no_player_stealing) {
123 new_draw_info(NDI_UNIQUE, 0, who, "You can't steal from other players!\n");
124 return 0;
125 }
126
127
128 /* Ok then, go thru their inventory, stealing */
129 for(tmp = op->inv; tmp != NULL; tmp = next) {
130 next = tmp->below;
131
132 /* you can't steal worn items, starting items, wiz stuff,
133 * innate abilities, or items w/o a type. Generally
134 * speaking, the invisibility flag prevents experience or
135 * abilities from being stolen since these types are currently
136 * always invisible objects. I was implicit here so as to prevent
137 * future possible problems. -b.t.
138 * Flesh items generated w/ fix_flesh_item should have FLAG_NO_STEAL
139 * already -b.t.
140 */
141
142 if (QUERY_FLAG(tmp,FLAG_WAS_WIZ) || QUERY_FLAG(tmp, FLAG_APPLIED)
143 || !(tmp->type)
144 || tmp->type == EXPERIENCE || tmp->type == SPELL
145 || QUERY_FLAG(tmp,FLAG_STARTEQUIP)
146 || QUERY_FLAG(tmp,FLAG_NO_STEAL)
147 || tmp->invisible ) continue;
148
149 /* Okay, try stealing this item. Dependent on dexterity of thief,
150 * skill level, see the adj_stealroll fctn for more detail.
151 */
152
153 roll=die_roll(2, 100, who, PREFER_LOW)/2; /* weighted 1-100 */
154
155 if((chance=adj_stealchance(who,op,(stats_value+skill->level * 10 - op->level * 3)))==-1)
156 return 0;
157 else if (roll < chance ) {
158 tag_t tmp_count = tmp->count;
159
160 pick_up(who, tmp);
161 /* need to see if the player actually stole this item -
162 * if it is in the players inv, assume it is. This prevents
163 * abuses where the player can not carry the item, so just
164 * keeps stealing it over and over.
165 */
166 if (was_destroyed(tmp, tmp_count) || tmp->env != op) {
167 /* for players, play_sound: steals item */
168 success = tmp;
169 CLEAR_FLAG(tmp, FLAG_INV_LOCKED);
170
171 /* Don't delete it from target player until we know
172 * the thief has picked it up. can't just look at tmp->count,
173 * as it's possible that it got merged when picked up.
174 */
175 if (op->type == PLAYER)
176 esrv_del_item(op->contr, tmp_count);
177 }
178 break;
179 }
180 } /* for loop looking for an item */
181
182 if (!tmp) {
183 new_draw_info_format(NDI_UNIQUE, 0, who, "%s%s has nothing you can steal!",
184 op->type == PLAYER ? "" : "The ", query_name(op));
185 return 0;
186 }
187
188 /* If you arent high enough level, you might get something BUT
189 * the victim will notice your stealing attempt. Ditto if you
190 * attempt to steal something heavy off them, they're bound to notice
191 */
192
193 if((roll>=skill->level) || !chance
194 ||(tmp && tmp->weight>(250*(random_roll(0, stats_value+skill->level * 10-1, who, PREFER_LOW))))) {
195
196 /* victim figures out where the thief is! */
197 if(who->hide) make_visible(who);
198
199 if(op->type != PLAYER) {
200 /* The unaggressives look after themselves 8) */
201 if(who->type==PLAYER) {
202 npc_call_help(op);
203 new_draw_info_format(NDI_UNIQUE, 0,who,
204 "%s notices your attempted pilfering!",query_name(op));
205 }
206 CLEAR_FLAG(op, FLAG_UNAGGRESSIVE);
207 /* all remaining npc items are guarded now. Set flag NO_STEAL
208 * on the victim.
209 */
210 SET_FLAG(op,FLAG_NO_STEAL);
211 } else { /* stealing from another player */
212 char buf[MAX_BUF];
213 /* Notify the other player */
214 if (success && who->stats.Int > random_roll(0, 19, op, PREFER_LOW)) {
215 sprintf(buf, "Your %s is missing!", query_name(success));
216 } else {
217 sprintf(buf, "Your pack feels strangely lighter.");
218 }
219 new_draw_info(NDI_UNIQUE, 0,op,buf);
220 if (!success) {
221 if (who->invisible) {
222 sprintf(buf, "you feel itchy fingers getting at your pack.");
223 } else {
224 sprintf(buf, "%s looks very shifty.", query_name(who));
225 }
226 new_draw_info(NDI_UNIQUE, 0,op,buf);
227 }
228 } /* else stealing from another player */
229 /* play_sound("stop! thief!"); kindofthing */
230 } /* if you weren't 100% successful */
231 return success? 1:0;
232 }
233
234
235 int steal(object* op, int dir, object *skill)
236 {
237 object *tmp, *next;
238 sint16 x, y;
239 mapstruct *m;
240 int mflags;
241
242 x = op->x + freearr_x[dir];
243 y = op->y + freearr_y[dir];
244
245 if(dir == 0) {
246 /* Can't steal from ourself! */
247 return 0;
248 }
249
250 m = op->map;
251 mflags = get_map_flags(m, &m ,x,y, &x, &y);
252 /* Out of map - can't do it. If nothing alive on this space,
253 * don't need to look any further.
254 */
255 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
256 return 0;
257
258 /* If player can't move onto the space, can't steal from it. */
259 if (OB_TYPE_MOVE_BLOCK(op, GET_MAP_MOVE_BLOCK(m, x, y)))
260 return 0;
261
262 /* Find the topmost object at this spot */
263 for(tmp = get_map_ob(m,x,y);
264 tmp != NULL && tmp->above != NULL;
265 tmp = tmp->above);
266
267 /* For all the stacked objects at this point, attempt a steal */
268 for(; tmp != NULL; tmp = next) {
269 next = tmp->below;
270 /* Minor hack--for multi square beings - make sure we get
271 * the 'head' coz 'tail' objects have no inventory! - b.t.
272 */
273 if (tmp->head) tmp=tmp->head;
274
275 if(tmp->type!=PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) continue;
276
277 /* do not reveal hidden DMs */
278 if (tmp->type == PLAYER && QUERY_FLAG(tmp, FLAG_WIZ) && tmp->contr->hidden) continue;
279 if (attempt_steal(tmp, op, skill)) {
280 if (tmp->type==PLAYER) /* no xp for stealing from another player */
281 return 0;
282
283 /* no xp for stealing from pets (of players) */
284 if (QUERY_FLAG(tmp, FLAG_FRIENDLY) && tmp->attack_movement == PETMOVE) {
285 object *owner = get_owner(tmp);
286 if (owner != NULL && owner->type == PLAYER)
287 return 0;
288 }
289
290 return (calc_skill_exp(op,tmp, skill));
291 }
292 }
293 return 0;
294 }
295
296 static int attempt_pick_lock (object *door, object *pl, object *skill)
297 {
298 int difficulty= pl->map->difficulty ? pl->map->difficulty : 0;
299 int success = 0, number; /* did we get anything? */
300
301
302 /* Try to pick the lock on this item (doors only for now).
303 * Dependent on dexterity/skill SK_level of the player and
304 * the map level difficulty.
305 */
306 number = (die_roll(2, 40, pl, PREFER_LOW)-2)/2;
307 if (number < (pl->stats.Dex + skill->level - difficulty)) {
308 remove_door(door);
309 success = 1;
310 } else if (door->inv && (door->inv->type==RUNE || door->inv->type==TRAP)) { /* set off any traps? */
311 spring_trap(door->inv,pl);
312 }
313 return success;
314 }
315
316
317 /* Implementation by bt. (thomas@astro.psu.edu)
318 * monster implementation 7-7-95 by bt.
319 */
320
321 int pick_lock(object *pl, int dir, object *skill)
322 {
323 object *tmp;
324 int x = pl->x + freearr_x[dir];
325 int y = pl->y + freearr_y[dir];
326
327 if(!dir) dir=pl->facing;
328
329 /* For all the stacked objects at this point find a door*/
330 if (out_of_map(pl->map,x,y)) {
331 new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there.");
332 return 0;
333 }
334
335 for(tmp=get_map_ob(pl->map,x,y); tmp; tmp=tmp->above)
336 if (tmp->type == DOOR || tmp->type == LOCKED_DOOR) break;
337
338 if (!tmp) {
339 new_draw_info(NDI_UNIQUE, 0,pl,"There is no lock there.");
340 return 0;
341 }
342 if (tmp->type == LOCKED_DOOR) {
343 new_draw_info(NDI_UNIQUE, 0,pl, "You can't pick that lock!");
344 return 0;
345 }
346
347 if (!tmp->move_block) {
348 new_draw_info(NDI_UNIQUE, 0,pl,"The door has no lock!");
349 return 0;
350 }
351
352 if (attempt_pick_lock(tmp, pl, skill)) {
353 new_draw_info(NDI_UNIQUE, 0,pl,"You pick the lock.");
354 return calc_skill_exp(pl,NULL, skill);
355 } else {
356 new_draw_info(NDI_UNIQUE, 0,pl, "You fail to pick the lock.");
357 return 0;
358 }
359 }
360
361
362 /* HIDE CODE. The user becomes undetectable (not just 'invisible') for
363 * a short while (success and duration dependant on player SK_level,
364 * dexterity, charisma, and map difficulty).
365 * Players have a good chance of becoming 'unhidden' if they move
366 * and like invisiblity will be come visible if they attack
367 * Implemented by b.t. (thomas@astro.psu.edu)
368 * July 7, 1995 - made hiding possible for monsters. -b.t.
369 */
370
371 static int attempt_hide(object *op, object *skill) {
372 int number,difficulty=op->map->difficulty;
373 int terrain = hideability(op);
374
375 if(terrain<-10) /* not enough cover here */
376 return 0;
377
378 /* Hiding success and duration dependant on skill level,
379 * op->stats.Dex, map difficulty and terrain.
380 */
381
382 number = (die_roll(2, 25, op, PREFER_LOW)-2)/2;
383 if(!stand_near_hostile(op) && (number < (op->stats.Dex + skill->level + terrain - difficulty))) {
384 op->invisible += 100; /* set the level of 'hiddeness' */
385 if(op->type==PLAYER)
386 op->contr->tmp_invis=1;
387 op->hide=1;
388 return 1;
389 }
390 return 0;
391 }
392
393 /* patched this to take terrain into consideration */
394
395 int hide(object *op, object *skill) {
396
397 /* the preliminaries -- Can we really hide now? */
398 /* this keeps monsters from using invisibilty spells and hiding */
399
400 if (QUERY_FLAG(op, FLAG_MAKE_INVIS)) {
401 new_draw_info(NDI_UNIQUE, 0,op,"You don't need to hide while invisible!");
402 return 0;
403 } else if (!op->hide && op->invisible>0 && op->type == PLAYER) {
404 new_draw_info(NDI_UNIQUE, 0,op,"Your attempt to hide breaks the invisibility spell!");
405 make_visible(op);
406 }
407
408 if(op->invisible>(50*skill->level)) {
409 new_draw_info(NDI_UNIQUE,0,op,"You are as hidden as you can get.");
410 return 0;
411 }
412
413 if(attempt_hide(op, skill)) {
414 new_draw_info(NDI_UNIQUE, 0,op,"You hide in the shadows.");
415 update_object(op,UP_OBJ_FACE);
416 return calc_skill_exp(op, NULL, skill);
417 }
418 new_draw_info(NDI_UNIQUE,0,op,"You fail to conceal yourself.");
419 return 0;
420 }
421
422
423 /* stop_jump() - End of jump. Clear flags, restore the map, and
424 * freeze the jumper a while to simulate the exhaustion
425 * of jumping.
426 */
427 static void stop_jump(object *pl, int dist, int spaces) {
428 fix_player(pl);
429 insert_ob_in_map(pl,pl->map,pl,0);
430 }
431
432
433 static int attempt_jump (object *pl, int dir, int spaces, object *skill) {
434 object *tmp;
435 int i,exp=0,dx=freearr_x[dir],dy=freearr_y[dir], mflags;
436 sint16 x, y;
437 mapstruct *m;
438
439 /* Jump loop. Go through spaces opject wants to jump. Halt the
440 * jump if a wall or creature is in the way. We set FLAG_FLYING
441 * temporarily to allow player to aviod exits/archs that are not
442 * fly_on, fly_off. This will also prevent pickup of objects
443 * while jumping over them.
444 */
445
446 remove_ob(pl);
447
448 /*
449 * I don't think this is actually needed - all the movement
450 * code is handled in this function, and I don't see anyplace
451 * that cares about the move_type being flying.
452 */
453 pl->move_type |= MOVE_FLY_LOW;
454
455 for(i=0;i<=spaces;i++) {
456 x = pl->x + dx;
457 y = pl->y + dy;
458 m = pl->map;
459
460 mflags = get_map_flags(m, &m, x, y, &x, &y);
461
462 if (mflags & P_OUT_OF_MAP) {
463 (void) stop_jump(pl,i,spaces);
464 return 0;
465 }
466 if (OB_TYPE_MOVE_BLOCK(pl, GET_MAP_MOVE_BLOCK(m, x, y))) {
467 new_draw_info(NDI_UNIQUE, 0,pl,"Your jump is blocked.");
468 stop_jump(pl,i,spaces);
469 return 0;
470 }
471
472 for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) {
473 /* Jump into creature */
474 if(QUERY_FLAG(tmp, FLAG_MONSTER)
475 || (tmp->type==PLAYER && (!QUERY_FLAG(tmp, FLAG_WIZ) || !tmp->contr->hidden))) {
476 new_draw_info_format(NDI_UNIQUE, 0,pl,"You jump into %s%s.",
477 tmp->type == PLAYER ? "" : "the ", tmp->name);
478 if(tmp->type!=PLAYER ||
479 (pl->type==PLAYER && pl->contr->party==NULL) ||
480 (pl->type==PLAYER && tmp->type==PLAYER &&
481 pl->contr->party!=tmp->contr->party))
482 exp = skill_attack(tmp,pl,pl->facing,"kicked", skill); /* pl makes an attack */
483 stop_jump(pl,i,spaces);
484 return exp; /* note that calc_skill_exp() is already called by skill_attack() */
485 }
486 /* If the space has fly on set (no matter what the space is),
487 * we should get the effects - after all, the player is
488 * effectively flying.
489 */
490 if (tmp->move_on & MOVE_FLY_LOW) {
491 pl->x = x;
492 pl->y = y;
493 pl->map = m;
494 if (pl->contr)
495 esrv_map_scroll(&pl->contr->socket, dx, dy);
496 stop_jump(pl,i,spaces);
497 return calc_skill_exp(pl,NULL, skill);
498 }
499 }
500 pl->x = x;
501 pl->y = y;
502 pl->map = m;
503 if (pl->contr)
504 esrv_map_scroll(&pl->contr->socket, dx, dy);
505 }
506 stop_jump(pl,i,spaces);
507 return calc_skill_exp(pl,NULL, skill);
508 }
509
510 /* jump() - this is both a new type of movement for player/monsters and
511 * an attack as well.
512 * Perhaps we should allow more spaces based on level, eg, level 50
513 * jumper can jump several spaces?
514 */
515
516 int jump(object *pl, int dir, object *skill)
517 {
518 int spaces=0,stats;
519 int str = pl->stats.Str;
520 int dex = pl->stats.Dex;
521
522 dex = dex ? dex : 15;
523 str = str ? str : 10;
524
525 stats=str*str*str*dex * skill->level;
526
527 if(pl->carrying!=0) /* don't want div by zero !! */
528 spaces=(int) (stats/pl->carrying);
529 else
530 spaces=2; /* pl has no objects - gets the far jump */
531
532 if(spaces>2)
533 spaces = 2;
534 else if(spaces==0) {
535 new_draw_info(NDI_UNIQUE, 0,pl,"You are carrying too much weight to jump.");
536 return 0;
537 }
538 return attempt_jump(pl,dir,spaces, skill);
539 }
540
541
542 /* skill_ident() - this code is supposed to allow players to identify
543 * classes of objects with the various "auto-ident" skills. Player must
544 * have unidentified objects of the right type in order for the skill
545 * to work. While multiple classes of objects may be identified,
546 * this code is kind of yucky -- it would be nice to make it a bit
547 * more generalized. Right now, skill indices are embedded in this routine.
548 * Returns amount of experience gained (on successful ident).
549 * - b.t. (thomas@astro.psu.edu)
550 */
551
552 static int do_skill_detect_curse(object *pl, object *skill) {
553 object *tmp;
554 int success=0;
555
556 for(tmp=pl->inv;tmp;tmp=tmp->below)
557 if (!tmp->invisible
558 && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED)
559 && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) &&
560 tmp->item_power < skill->level) {
561 SET_FLAG(tmp,FLAG_KNOWN_CURSED);
562 esrv_update_item(UPD_FLAGS, pl, tmp);
563 success+= calc_skill_exp(pl,tmp, skill);
564 }
565
566 /* Check ground, too, but only objects the player could pick up */
567 for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above)
568 if (can_pick(pl, tmp) &&
569 !QUERY_FLAG(tmp,FLAG_IDENTIFIED) &&
570 !QUERY_FLAG(tmp,FLAG_KNOWN_CURSED)
571 && (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) &&
572 tmp->item_power < skill->level) {
573 SET_FLAG(tmp,FLAG_KNOWN_CURSED);
574 esrv_update_item(UPD_FLAGS, pl, tmp);
575 success+= calc_skill_exp(pl,tmp, skill);
576 }
577
578 return success;
579 }
580
581 static int do_skill_detect_magic(object *pl, object *skill) {
582 object *tmp;
583 int success=0;
584
585 for(tmp=pl->inv;tmp;tmp=tmp->below)
586 if(!tmp->invisible
587 && !QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)
588 && (is_magical(tmp)) && tmp->item_power < skill->level) {
589 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
590 esrv_update_item(UPD_FLAGS, pl, tmp);
591 success+=calc_skill_exp(pl,tmp, skill);
592 }
593
594 /* Check ground, too, but like above, only if the object can be picked up*/
595 for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above)
596 if (can_pick(pl, tmp) &&
597 !QUERY_FLAG(tmp,FLAG_IDENTIFIED) &&
598 !QUERY_FLAG(tmp,FLAG_KNOWN_MAGICAL)
599 && (is_magical(tmp)) && tmp->item_power < skill->level) {
600 SET_FLAG(tmp,FLAG_KNOWN_MAGICAL);
601 esrv_update_item(UPD_FLAGS, pl, tmp);
602 success+=calc_skill_exp(pl,tmp, skill);
603 }
604
605 return success;
606 }
607
608 /* Helper function for do_skill_ident, so that we can loop
609 * over inventory AND objects on the ground conveniently.
610 */
611 int do_skill_ident2(object *tmp,object *pl, int obj_class, object *skill)
612 {
613 int success=0,chance, ip;
614 int skill_value = skill->level * pl->stats.Int?pl->stats.Int:10;
615
616 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED) && !QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)
617 && need_identify(tmp) && !tmp->invisible && tmp->type==obj_class) {
618 ip = tmp->magic;
619 if (tmp->item_power > ip) ip=tmp->item_power;
620
621 chance = die_roll(3, 10, pl, PREFER_LOW)-3 +
622 rndm(0, (tmp->magic ? tmp->magic*5 : 1)-1);
623 if(skill_value >= chance) {
624 identify(tmp);
625 if (pl->type==PLAYER) {
626 new_draw_info_format(NDI_UNIQUE, 0, pl,
627 "You identify %s.", long_desc(tmp, pl));
628 if (tmp->msg) {
629 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
630 new_draw_info(NDI_UNIQUE, 0,pl, tmp->msg);
631 }
632 /* identify will take care of updating the item if
633 * it is in the players inventory. IF on map, do it
634 * here
635 */
636 if (tmp->map)
637 esrv_send_item(pl, tmp);
638 }
639 success += calc_skill_exp(pl,tmp, skill);
640 } else
641 SET_FLAG(tmp, FLAG_NO_SKILL_IDENT);
642 }
643 return success;
644 }
645
646 /* do_skill_ident() - workhorse for skill_ident() -b.t.
647 */
648 static int do_skill_ident(object *pl, int obj_class, object *skill) {
649 object *tmp;
650 int success=0;
651
652 for(tmp=pl->inv;tmp;tmp=tmp->below)
653 success+=do_skill_ident2(tmp,pl,obj_class, skill);
654 /* check the ground */
655
656 for(tmp=get_map_ob(pl->map,pl->x,pl->y);tmp;tmp=tmp->above)
657 success+=do_skill_ident2(tmp,pl,obj_class, skill);
658
659 return success;
660 }
661
662 int skill_ident(object *pl, object *skill) {
663 int success=0;
664
665 if(pl->type != PLAYER) return 0; /* only players will skill-identify */
666
667 new_draw_info(NDI_UNIQUE, 0,pl,"You look at the objects nearby...");
668
669 switch (skill->subtype) {
670 case SK_SMITHERY:
671 success += do_skill_ident(pl,WEAPON, skill) + do_skill_ident(pl,ARMOUR, skill)
672 + do_skill_ident(pl,BRACERS,skill) + do_skill_ident(pl,CLOAK,skill)
673 + do_skill_ident(pl,BOOTS,skill) + do_skill_ident(pl,SHIELD,skill)
674 + do_skill_ident(pl,GIRDLE,skill) + do_skill_ident(pl,HELMET,skill)
675 + do_skill_ident(pl,GLOVES,skill);
676 break;
677
678 case SK_BOWYER:
679 success += do_skill_ident(pl,BOW,skill) + do_skill_ident(pl,ARROW,skill);
680 break;
681
682 case SK_ALCHEMY:
683 success += do_skill_ident(pl,POTION,skill) + do_skill_ident(pl,POISON,skill)
684 + do_skill_ident(pl,CONTAINER,skill)
685 + do_skill_ident(pl,DRINK,skill) + do_skill_ident(pl,INORGANIC,skill);
686 break;
687
688 case SK_WOODSMAN:
689 success += do_skill_ident(pl,FOOD,skill) + do_skill_ident(pl,DRINK,skill)
690 + do_skill_ident(pl,FLESH,skill);
691 break;
692
693 case SK_JEWELER:
694 success += do_skill_ident(pl,GEM,skill) + do_skill_ident(pl,RING,skill) +
695 do_skill_ident(pl,AMULET,skill);
696 break;
697
698 case SK_LITERACY:
699 success += do_skill_ident(pl,SPELLBOOK,skill)
700 + do_skill_ident(pl,SCROLL,skill) + do_skill_ident(pl,BOOK,skill);
701 break;
702
703 case SK_THAUMATURGY:
704 success += do_skill_ident(pl,WAND,skill) + do_skill_ident(pl,ROD,skill)
705 + do_skill_ident(pl,HORN,skill);
706 break;
707
708 case SK_DET_CURSE:
709 success = do_skill_detect_curse(pl,skill);
710 if(success)
711 new_draw_info(NDI_UNIQUE, 0,pl,"...and discover cursed items!");
712 break;
713
714 case SK_DET_MAGIC:
715 success = do_skill_detect_magic(pl,skill);
716 if(success)
717 new_draw_info(NDI_UNIQUE, 0,pl,
718 "...and discover items imbued with mystic forces!");
719 break;
720
721 default:
722 LOG(llevError,"Error: bad call to skill_ident()\n");
723 return 0;
724 break;
725 }
726 if(!success) {
727 new_draw_info(NDI_UNIQUE, 0,pl,"...and learn nothing more.");
728 }
729 return success;
730 }
731
732
733 /* players using this skill can 'charm' a monster --
734 * into working for them. It can only be used on
735 * non-special (see below) 'neutral' creatures.
736 * -b.t. (thomas@astro.psu.edu)
737 */
738
739 int use_oratory(object *pl, int dir, object *skill) {
740 sint16 x=pl->x+freearr_x[dir],y=pl->y+freearr_y[dir];
741 int mflags,chance;
742 object *tmp;
743 mapstruct *m;
744
745 if(pl->type!=PLAYER) return 0; /* only players use this skill */
746 m = pl->map;
747 mflags =get_map_flags(m, &m, x,y, &x, &y);
748 if (mflags & P_OUT_OF_MAP) return 0;
749
750 /* Save some processing - we have the flag already anyways
751 */
752 if (!(mflags & P_IS_ALIVE)) {
753 new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
754 return 0;
755 }
756
757 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
758 /* can't persuade players - return because there is nothing else
759 * on that space to charm. Same for multi space monsters and
760 * special monsters - we don't allow them to be charmed, and there
761 * is no reason to do further processing since they should be the
762 * only monster on the space.
763 */
764 if(tmp->type==PLAYER) return 0;
765 if(tmp->more || tmp->head) return 0;
766 if(tmp->msg) return 0;
767
768 if(QUERY_FLAG(tmp,FLAG_MONSTER)) break;
769 }
770
771 if (!tmp) {
772 new_draw_info(NDI_UNIQUE, 0, pl, "There is nothing to orate to.");
773 return 0;
774 }
775
776 new_draw_info_format(NDI_UNIQUE,
777 0,pl, "You orate to the %s.",query_name(tmp));
778
779 /* the following conditions limit who may be 'charmed' */
780
781 /* it's hostile! */
782 if(!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && !QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
783 new_draw_info_format(NDI_UNIQUE, 0,pl,
784 "Too bad the %s isn't listening!\n",query_name(tmp));
785 return 0;
786 }
787
788 /* it's already allied! */
789 if(QUERY_FLAG(tmp,FLAG_FRIENDLY)&&(tmp->attack_movement==PETMOVE)){
790 if(get_owner(tmp)==pl) {
791 new_draw_info(NDI_UNIQUE, 0,pl,
792 "Your follower loves your speech.\n");
793 return 0;
794 } else if (skill->level > tmp->level) {
795 /* you steal the follower. Perhaps we should really look at the
796 * level of the owner above?
797 */
798 set_owner(tmp,pl);
799 new_draw_info_format(NDI_UNIQUE, 0,pl,
800 "You convince the %s to follow you instead!\n",
801 query_name(tmp));
802 /* Abuse fix - don't give exp since this can otherwise
803 * be used by a couple players to gets lots of exp.
804 */
805 return 0;
806 } else {
807 /* In this case, you can't steal it from the other player */
808 return 0;
809 }
810 } /* Creature was already a pet of someone */
811
812 chance=skill->level*2+(pl->stats.Cha-2*tmp->stats.Int)/2;
813
814 /* Ok, got a 'sucker' lets try to make them a follower */
815 if(chance>0 && tmp->level<(random_roll(0, chance-1, pl, PREFER_HIGH)-1)) {
816 new_draw_info_format(NDI_UNIQUE, 0,pl,
817 "You convince the %s to become your follower.\n",
818 query_name(tmp));
819
820 set_owner(tmp,pl);
821 tmp->stats.exp = 0;
822 add_friendly_object(tmp);
823 SET_FLAG(tmp,FLAG_FRIENDLY);
824 tmp->attack_movement = PETMOVE;
825 return calc_skill_exp(pl,tmp, skill);
826 }
827 /* Charm failed. Creature may be angry now */
828 else if((skill->level+((pl->stats.Cha-10)/2)) < random_roll(1, 2*tmp->level, pl, PREFER_LOW)) {
829 new_draw_info_format(NDI_UNIQUE, 0,pl,
830 "Your speech angers the %s!\n",query_name(tmp));
831 if(QUERY_FLAG(tmp,FLAG_FRIENDLY)) {
832 CLEAR_FLAG(tmp,FLAG_FRIENDLY);
833 remove_friendly_object(tmp);
834 tmp->attack_movement = 0; /* needed? */
835 }
836 CLEAR_FLAG(tmp,FLAG_UNAGGRESSIVE);
837 }
838 return 0; /* Fall through - if we get here, we didn't charm anything */
839 }
840
841 /* Singing() -this skill allows the player to pacify nearby creatures.
842 * There are few limitations on who/what kind of
843 * non-player creatures that may be pacified. Right now, a player
844 * may pacify creatures which have Int == 0. In this routine, once
845 * successfully pacified the creature gets Int=1. Thus, a player
846 * may only pacify a creature once.
847 * BTW, I appologize for the naming of the skill, I couldnt think
848 * of anything better! -b.t.
849 */
850
851 int singing(object *pl, int dir, object *skill) {
852 int i,exp = 0,chance, mflags;
853 object *tmp;
854 mapstruct *m;
855 sint16 x, y;
856
857 if(pl->type!=PLAYER) return 0; /* only players use this skill */
858
859 new_draw_info_format(NDI_UNIQUE,0,pl, "You sing");
860 for(i=dir;i<(dir+MIN(skill->level,SIZEOFFREE));i++) {
861 x = pl->x+freearr_x[i];
862 y = pl->y+freearr_y[i];
863 m = pl->map;
864
865 mflags =get_map_flags(m, &m, x,y, &x, &y);
866 if (mflags & P_OUT_OF_MAP) continue;
867 if (!(mflags & P_IS_ALIVE)) continue;
868
869 for(tmp=get_map_ob(m, x, y); tmp;tmp=tmp->above) {
870 if(QUERY_FLAG(tmp,FLAG_MONSTER)) break;
871 /* can't affect players */
872 if(tmp->type==PLAYER) break;
873 }
874
875 /* Whole bunch of checks to see if this is a type of monster that would
876 * listen to singing.
877 */
878 if (tmp && QUERY_FLAG(tmp, FLAG_MONSTER) &&
879 !QUERY_FLAG(tmp, FLAG_NO_STEAL) && /* Been charmed or abused before */
880 !QUERY_FLAG(tmp, FLAG_SPLITTING) && /* no ears */
881 !QUERY_FLAG(tmp, FLAG_HITBACK) && /* was here before */
882 (tmp->level <= skill->level) &&
883 (!tmp->head) &&
884 !QUERY_FLAG(tmp, FLAG_UNDEAD) &&
885 !QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE) && /* already calm */
886 !QUERY_FLAG(tmp,FLAG_FRIENDLY)) { /* already calm */
887
888 /* stealing isn't really related (although, maybe it should
889 * be). This is mainly to prevent singing to the same monster
890 * over and over again and getting exp for it.
891 */
892 chance=skill->level*2+(pl->stats.Cha-5-tmp->stats.Int)/2;
893 if(chance && tmp->level*2<random_roll(0, chance-1, pl, PREFER_HIGH)) {
894 SET_FLAG(tmp,FLAG_UNAGGRESSIVE);
895 new_draw_info_format(NDI_UNIQUE, 0,pl,
896 "You calm down the %s\n",query_name(tmp));
897 /* Give exp only if they are not aware */
898 if(!QUERY_FLAG(tmp,FLAG_NO_STEAL))
899 exp += calc_skill_exp(pl,tmp, skill);
900 SET_FLAG(tmp,FLAG_NO_STEAL);
901 } else {
902 new_draw_info_format(NDI_UNIQUE, 0,pl,
903 "Too bad the %s isn't listening!\n",query_name(tmp));
904 SET_FLAG(tmp,FLAG_NO_STEAL);
905 }
906 }
907 }
908 return exp;
909 }
910
911 /* The find_traps skill (aka, search). Checks for traps
912 * on the spaces or in certain objects
913 */
914
915 int find_traps (object *pl, object *skill) {
916 object *tmp,*tmp2;
917 int i,expsum=0, mflags;
918 sint16 x,y;
919 mapstruct *m;
920
921 /* First we search all around us for runes and traps, which are
922 * all type RUNE
923 */
924
925 for(i=0;i<9;i++) {
926 x = pl->x+freearr_x[i];
927 y = pl->y+freearr_y[i];
928 m = pl->map;
929
930 mflags =get_map_flags(m, &m, x,y, &x, &y);
931 if (mflags & P_OUT_OF_MAP) continue;
932
933 /* Check everything in the square for trapness */
934 for(tmp = get_map_ob(m, x, y); tmp!=NULL;tmp=tmp->above) {
935
936 /* And now we'd better do an inventory traversal of each
937 * of these objects' inventory
938 * We can narrow this down a bit - no reason to search through
939 * the players inventory or monsters for that matter.
940 */
941 if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) {
942 for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below)
943 if(tmp2->type==RUNE || tmp2->type == TRAP)
944 if(trap_see(pl,tmp2)) {
945 trap_show(tmp2,tmp);
946 if(tmp2->stats.Cha>1) {
947 if (!tmp2->owner || tmp2->owner->type!=PLAYER)
948 expsum += calc_skill_exp(pl,tmp2, skill);
949
950 tmp2->stats.Cha = 1; /* unhide the trap */
951 }
952 }
953 }
954 if((tmp->type==RUNE || tmp->type == TRAP) && trap_see(pl,tmp)) {
955 trap_show(tmp,tmp);
956 if(tmp->stats.Cha>1) {
957 if (!tmp->owner || tmp->owner->type!=PLAYER)
958 expsum += calc_skill_exp(pl,tmp, skill);
959 tmp->stats.Cha = 1; /* unhide the trap */
960 }
961 }
962 }
963 }
964 new_draw_info(NDI_BLACK, 0, pl, "You search the area.");
965 return expsum;
966 }
967
968 /* remove_trap() - This skill will disarm any previously discovered trap
969 * the algorithm is based (almost totally) on the old command_disarm() - b.t.
970 */
971
972 int remove_trap (object *op, int dir, object *skill) {
973 object *tmp,*tmp2;
974 int i,success=0,mflags;
975 mapstruct *m;
976 sint16 x,y;
977
978 for(i=0;i<9;i++) {
979 x = op->x + freearr_x[i];
980 y = op->y + freearr_y[i];
981 m = op->map;
982
983 mflags =get_map_flags(m, &m, x,y, &x, &y);
984 if (mflags & P_OUT_OF_MAP) continue;
985
986 /* Check everything in the square for trapness */
987 for(tmp = get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) {
988 /* And now we'd better do an inventory traversal of each
989 * of these objects inventory. Like above, only
990 * do this for interesting objects.
991 */
992
993 if (tmp->type != PLAYER && !QUERY_FLAG(tmp, FLAG_MONSTER)) {
994 for(tmp2=tmp->inv;tmp2!=NULL;tmp2=tmp2->below)
995 if((tmp2->type==RUNE || tmp2->type == TRAP) && tmp2->stats.Cha<=1) {
996 trap_show(tmp2,tmp);
997 if(trap_disarm(op,tmp2,1, skill) && (!tmp2->owner || tmp2->owner->type!=PLAYER)) {
998 tmp->stats.exp = tmp->stats.Cha * tmp->level;
999 success += calc_skill_exp(op,tmp2, skill);
1000 }
1001 }
1002 }
1003 if((tmp->type==RUNE || tmp->type==TRAP) && tmp->stats.Cha<=1) {
1004 trap_show(tmp,tmp);
1005 if (trap_disarm(op,tmp,1,skill) && (!tmp->owner || tmp->owner->type!=PLAYER)) {
1006 tmp->stats.exp = tmp->stats.Cha * tmp->level;
1007 success += calc_skill_exp(op,tmp,skill);
1008 }
1009 }
1010 }
1011 }
1012 return success;
1013 }
1014
1015
1016 /* pray() - when this skill is called from do_skill(), it allows
1017 * the player to regain lost grace points at a faster rate. -b.t.
1018 * This always returns 0 - return value is used by calling function
1019 * such that if it returns true, player gets exp in that skill. This
1020 * the effect here can be done on demand, we probably don't want to
1021 * give infinite exp by returning true in any cases.
1022 */
1023
1024 int pray (object *pl, object *skill) {
1025 char buf[MAX_BUF];
1026 object *tmp;
1027
1028 if(pl->type!=PLAYER) return 0;
1029
1030 strcpy(buf,"You pray.");
1031
1032 /* Check all objects - we could stop at floor objects,
1033 * but if someone buries an altar, I don't see a problem with
1034 * going through all the objects, and it shouldn't be much slower
1035 * than extra checks on object attributes.
1036 */
1037 for (tmp=pl->below; tmp!=NULL; tmp=tmp->below) {
1038 /* Only if the altar actually belongs to someone do you get special benefits */
1039 if(tmp && tmp->type==HOLY_ALTAR && tmp->other_arch) {
1040 sprintf(buf,"You pray over the %s.",tmp->name);
1041 pray_at_altar(pl,tmp, skill);
1042 break; /* Only pray at one altar */
1043 }
1044 }
1045
1046 new_draw_info(NDI_BLACK,0,pl,buf);
1047
1048 if(pl->stats.grace < pl->stats.maxgrace) {
1049 pl->stats.grace++;
1050 pl->last_grace = -1;
1051 }
1052 return 0;
1053 }
1054
1055 /* This skill allows the player to regain a few sp or hp for a
1056 * brief period of concentration. No armour or weapons may be
1057 * wielded/applied for this to work. The amount of time needed
1058 * to concentrate and the # of points regained is dependant on
1059 * the level of the user. - b.t. thomas@astro.psu.edu
1060 */
1061
1062 void meditate (object *pl, object *skill) {
1063 object *tmp;
1064
1065 if(pl->type!=PLAYER) return; /* players only */
1066
1067 /* check if pl has removed encumbering armour and weapons */
1068 if(QUERY_FLAG(pl,FLAG_READY_WEAPON) && (skill->level<6)) {
1069 new_draw_info(NDI_UNIQUE,0,pl,
1070 "You can't concentrate while wielding a weapon!\n");
1071 return;
1072 } else {
1073 for(tmp=pl->inv;tmp;tmp=tmp->below)
1074 if (( (tmp->type==ARMOUR && skill->level<12)
1075 || (tmp->type==HELMET && skill->level<10)
1076 || (tmp->type==SHIELD && skill->level<6)
1077 || (tmp->type==BOOTS && skill->level<4)
1078 || (tmp->type==GLOVES && skill->level<2) )
1079 && QUERY_FLAG(tmp,FLAG_APPLIED)) {
1080 new_draw_info(NDI_UNIQUE,0,pl,
1081 "You can't concentrate while wearing so much armour!\n");
1082 return;
1083 }
1084 }
1085
1086 /* ok let's meditate! Spell points are regained first, then once
1087 * they are maxed we get back hp. Actual incrementing of values
1088 * is handled by the do_some_living() (in player.c). This way magical
1089 * bonuses for healing/sp regeneration are included properly
1090 * No matter what, we will eat up some playing time trying to
1091 * meditate. (see 'factor' variable for what sets the amount of time)
1092 */
1093
1094 new_draw_info(NDI_BLACK,0,pl, "You meditate.");
1095
1096 if(pl->stats.sp < pl->stats.maxsp) {
1097 pl->stats.sp++;
1098 pl->last_sp = -1;
1099 } else if (pl->stats.hp < pl->stats.maxhp) {
1100 pl->stats.hp++;
1101 pl->last_heal = -1;
1102 }
1103 }
1104
1105 /* write_note() - this routine allows players to inscribe messages in
1106 * ordinary 'books' (anything that is type BOOK). b.t.
1107 */
1108
1109 static int write_note(object *pl, object *item, const char *msg, object *skill) {
1110 char buf[BOOK_BUF];
1111 object *newBook = NULL;
1112
1113 /* a pair of sanity checks */
1114 if(!item||item->type!=BOOK) return 0;
1115
1116 if(!msg) {
1117 new_draw_info(NDI_UNIQUE,0,pl,"No message to write!");
1118 new_draw_info_format(NDI_UNIQUE,0,pl,"Usage: use_skill %s <message>",
1119 skill->skill);
1120 return 0;
1121 }
1122 if (strcasestr_local(msg, "endmsg")) {
1123 new_draw_info(NDI_UNIQUE,0,pl,"Trying to cheat now are we?");
1124 return 0;
1125 }
1126
1127 /* Lauwenmark: Handle for plugin book writing (trigger) event */
1128 if (execute_event(item, EVENT_TRIGGER,pl,NULL,msg,SCRIPT_FIX_ALL)!=0)
1129 return strlen(msg);
1130
1131 buf[0] = 0;
1132 if(!book_overflow(item->msg,msg,BOOK_BUF)) { /* add msg string to book */
1133 if(item->msg)
1134 strcpy(buf,item->msg);
1135
1136 strcat(buf,msg);
1137 strcat(buf,"\n"); /* new msg needs a LF */
1138 if(item->nrof > 1) {
1139 newBook = get_object();
1140 copy_object(item, newBook);
1141 decrease_ob(item);
1142 esrv_send_item(pl, item);
1143 newBook->nrof = 1;
1144 if (newBook->msg) free_string(newBook->msg);
1145 newBook->msg = add_string(buf);
1146 newBook = insert_ob_in_ob(newBook, pl);
1147 esrv_send_item(pl, newBook);
1148 } else {
1149 if (item->msg) free_string(item->msg);
1150 item->msg=add_string(buf);
1151 /* This shouldn't be necessary - the object hasn't changed in any
1152 * visible way
1153 */
1154 /* esrv_send_item(pl, item);*/
1155 }
1156 new_draw_info_format(NDI_UNIQUE,0,pl, "You write in the %s.",
1157 query_short_name(item));
1158 return strlen(msg);
1159 } else
1160 new_draw_info_format(NDI_UNIQUE,0,pl,
1161 "Your message won't fit in the %s!",
1162 query_short_name(item));
1163
1164 return 0;
1165 }
1166
1167 /* write_scroll() - this routine allows players to inscribe spell scrolls
1168 * of spells which they know. Backfire effects are possible with the
1169 * severity of the backlash correlated with the difficulty of the scroll
1170 * that is attempted. -b.t. thomas@astro.psu.edu
1171 */
1172
1173 static int write_scroll (object *pl, object *scroll, object *skill) {
1174 int success=0,confused=0;
1175 object *newscroll, *chosen_spell, *tmp;
1176
1177 /* this is a sanity check */
1178 if (scroll->type!=SCROLL) {
1179 new_draw_info(NDI_UNIQUE,0,pl,"A spell can only be inscribed into a scroll!");
1180 return 0;
1181 }
1182
1183 /* Check if we are ready to attempt inscription */
1184 chosen_spell=pl->contr->ranges[range_magic];
1185 if(!chosen_spell) {
1186 new_draw_info(NDI_UNIQUE,0,pl,
1187 "You need a spell readied in order to inscribe!");
1188 return 0;
1189 }
1190 if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE) > pl->stats.grace) {
1191 new_draw_info_format(NDI_UNIQUE,0,pl,
1192 "You don't have enough grace to write a scroll of %s.",
1193 chosen_spell->name);
1194 return 0;
1195 }
1196 if(SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA) > pl->stats.sp) {
1197 new_draw_info_format(NDI_UNIQUE,0,pl,
1198 "You don't have enough mana to write a scroll of %s.",
1199 chosen_spell->name);
1200 return 0;
1201 }
1202
1203 /* if there is a spell already on the scroll then player could easily
1204 * accidently read it while trying to write the new one. give player
1205 * a 50% chance to overwrite spell at their own level
1206 */
1207 if((scroll->stats.sp || scroll->inv) &&
1208 random_roll(0, scroll->level*2, pl, PREFER_LOW)>skill->level) {
1209 new_draw_info_format(NDI_UNIQUE,0,pl,
1210 "Oops! You accidently read it while trying to write on it.");
1211 manual_apply(pl,scroll,0);
1212 return 0;
1213 }
1214
1215 /* ok, we are ready to try inscription */
1216 if(QUERY_FLAG(pl,FLAG_CONFUSED)) confused = 1;
1217
1218 /* Lost mana/grace no matter what */
1219 pl->stats.grace-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_GRACE);
1220 pl->stats.sp-=SP_level_spellpoint_cost(pl,chosen_spell,SPELL_MANA);
1221
1222 if (random_roll(0, chosen_spell->level*4-1, pl, PREFER_LOW) < skill->level) {
1223 if (scroll->nrof > 1) {
1224 newscroll = get_object();
1225 copy_object(scroll, newscroll);
1226 decrease_ob(scroll);
1227 newscroll->nrof = 1;
1228 } else {
1229 newscroll = scroll;
1230 }
1231
1232 if(!confused) {
1233 newscroll->level= MAX(skill->level, chosen_spell->level);
1234 new_draw_info(NDI_UNIQUE,0,pl,
1235 "You succeed in writing a new scroll.");
1236 } else {
1237 chosen_spell = find_random_spell_in_ob(pl, NULL);
1238 if (!chosen_spell) return 0;
1239
1240 newscroll->level= MAX(skill->level, chosen_spell->level);
1241 new_draw_info(NDI_UNIQUE,0,pl,
1242 "In your confused state, you write down some odd spell.");
1243 }
1244
1245 if (newscroll->inv) {
1246 object *ninv;
1247
1248 ninv = newscroll->inv;
1249 remove_ob(ninv);
1250 free_object(ninv);
1251 }
1252 tmp = get_object();
1253 copy_object(chosen_spell, tmp);
1254 insert_ob_in_ob(tmp, newscroll);
1255
1256 /* Same code as from treasure.c - so they can better merge.
1257 * if players want to sell them, so be it.
1258 */
1259 newscroll->value = newscroll->arch->clone.value * newscroll->inv->value *
1260 (newscroll->level +50) / (newscroll->inv->level + 50);
1261 newscroll->stats.exp = newscroll->value/5;
1262
1263 /* wait until finished manipulating the scroll before inserting it */
1264 if (newscroll != scroll)
1265 newscroll=insert_ob_in_ob(newscroll,pl);
1266 esrv_send_item(pl, newscroll);
1267 success = calc_skill_exp(pl,newscroll, skill);
1268 if(!confused) success *= 2;
1269 success = success * skill->level;
1270 return success;
1271
1272 } else { /* Inscription has failed */
1273
1274 if(chosen_spell->level>skill->level || confused) { /*backfire!*/
1275 new_draw_info(NDI_UNIQUE,0,pl,
1276 "Ouch! Your attempt to write a new scroll strains your mind!");
1277 if(random_roll(0, 1, pl, PREFER_LOW)==1)
1278 drain_specific_stat(pl,4);
1279 else {
1280 confuse_player(pl,pl,99);
1281 return (-30*chosen_spell->level);
1282 }
1283 } else if(random_roll(0, pl->stats.Int-1, pl, PREFER_HIGH) < 15) {
1284 new_draw_info(NDI_UNIQUE,0,pl,
1285 "Your attempt to write a new scroll rattles your mind!");
1286 confuse_player(pl,pl,99);
1287 } else
1288 new_draw_info(NDI_UNIQUE,0,pl,"You fail to write a new scroll.");
1289 }
1290 return 0;
1291 }
1292
1293 /* write_on_item() - wrapper for write_note and write_scroll */
1294 int write_on_item (object *pl,const char *params, object *skill) {
1295 object *item;
1296 const char *string=params;
1297 int msgtype;
1298 archetype *skat;
1299
1300 if(pl->type!=PLAYER) return 0;
1301
1302 if (!params) {
1303 params="";
1304 string=params;
1305 }
1306 skat = get_archetype_by_type_subtype(SKILL, SK_LITERACY);
1307
1308 /* Need to be able to read before we can write! */
1309 if(!find_skill_by_name(pl,skat->clone.skill)) {
1310 new_draw_info(NDI_UNIQUE,0,pl,
1311 "You must learn to read before you can write!");
1312 return 0;
1313 }
1314
1315 /* if there is a message then it goes in a book and no message means
1316 * write active spell into the scroll
1317 */
1318 msgtype = (string[0]!='\0') ? BOOK : SCROLL;
1319
1320 /* find an item of correct type to write on */
1321 if ( !(item = find_marked_object(pl))){
1322 new_draw_info(NDI_UNIQUE,0,pl,"You don't have any marked item to write on.");
1323 return 0;
1324 }
1325
1326 if(QUERY_FLAG(item,FLAG_UNPAID)) {
1327 new_draw_info(NDI_UNIQUE,0,pl,
1328 "You had better pay for that before you write on it.");
1329 return 0;
1330 }
1331 if (msgtype != item->type) {
1332 new_draw_info_format(NDI_UNIQUE,0,pl,"You have no %s to write on",
1333 msgtype==BOOK ? "book" : "scroll");
1334 return 0;
1335 }
1336
1337 if (msgtype == SCROLL) {
1338 return write_scroll(pl,item, skill);
1339 } else if (msgtype == BOOK) {
1340 return write_note(pl,item,string, skill);
1341 }
1342 return 0;
1343 }
1344
1345
1346
1347 /* find_throw_ob() - if we request an object, then
1348 * we search for it in the inventory of the owner (you've
1349 * got to be carrying something in order to throw it!).
1350 * If we didnt request an object, then the top object in inventory
1351 * (that is "throwable", ie no throwing your skills away!)
1352 * is the object of choice. Also check to see if object is
1353 * 'throwable' (ie not applied cursed obj, worn, etc).
1354 */
1355
1356 static object *find_throw_ob( object *op, const char *request ) {
1357 object *tmp;
1358
1359 if(!op) { /* safety */
1360 LOG(llevError,"find_throw_ob(): confused! have a NULL thrower!\n");
1361 return (object *) NULL;
1362 }
1363
1364 /* prefer marked item */
1365 tmp = find_marked_object(op);
1366 if (tmp != NULL) {
1367 /* can't toss invisible or inv-locked items */
1368 if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED)) {
1369 tmp = NULL;
1370 }
1371 }
1372
1373 /* look through the inventory */
1374 if (tmp == NULL) {
1375 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) {
1376 /* can't toss invisible or inv-locked items */
1377 if (tmp->invisible || QUERY_FLAG(tmp, FLAG_INV_LOCKED))
1378 continue;
1379 if (!request
1380 || !strcmp(query_name(tmp), request)
1381 || !strcmp(tmp->name, request))
1382 break;
1383 }
1384 }
1385
1386 /* this should prevent us from throwing away
1387 * cursed items, worn armour, etc. Only weapons
1388 * can be thrown from 'hand'.
1389 */
1390 if (!tmp) return NULL;
1391
1392 if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
1393 if(tmp->type!=WEAPON) {
1394 new_draw_info_format(NDI_UNIQUE, 0,op,
1395 "You can't throw %s.",query_name(tmp));
1396 tmp = NULL;
1397 } else if (QUERY_FLAG(tmp,FLAG_CURSED)||QUERY_FLAG(tmp,FLAG_DAMNED)) {
1398 new_draw_info_format(NDI_UNIQUE, 0,op,
1399 "The %s sticks to your hand!",query_name(tmp));
1400 tmp = NULL;
1401 } else {
1402 if (apply_special (op, tmp, AP_UNAPPLY | AP_NO_MERGE)) {
1403 LOG (llevError, "BUG: find_throw_ob(): couldn't unapply\n");
1404 tmp = NULL;
1405 }
1406 }
1407 } else if (QUERY_FLAG(tmp, FLAG_UNPAID)) {
1408 new_draw_info_format(NDI_UNIQUE, 0, op, "You should pay for the %s first.", query_name(tmp));
1409 tmp = NULL;
1410 }
1411
1412 if (tmp && QUERY_FLAG (tmp, FLAG_INV_LOCKED)) {
1413 LOG (llevError, "BUG: find_throw_ob(): object is locked\n");
1414 tmp=NULL;
1415 }
1416 return tmp;
1417 }
1418
1419 /* make_throw_ob() We construct the 'carrier' object in
1420 * which we will insert the object that is being thrown.
1421 * This combination becomes the 'thrown object'. -b.t.
1422 */
1423
1424 static object *make_throw_ob (object *orig) {
1425 object *toss_item;
1426
1427 if(!orig) return NULL;
1428
1429 toss_item=get_object();
1430 if (QUERY_FLAG (orig, FLAG_APPLIED)) {
1431 LOG (llevError, "BUG: make_throw_ob(): ob is applied\n");
1432 /* insufficient workaround, but better than nothing */
1433 CLEAR_FLAG (orig, FLAG_APPLIED);
1434 }
1435 copy_object(orig,toss_item);
1436 toss_item->type = THROWN_OBJ;
1437 CLEAR_FLAG(toss_item,FLAG_CHANGING);
1438 toss_item->stats.dam = 0; /* default damage */
1439 insert_ob_in_ob(orig,toss_item);
1440 return toss_item;
1441 }
1442
1443
1444 /* do_throw() - op throws any object toss_item. This code
1445 * was borrowed from fire_bow.
1446 * Returns 1 if skill was successfully used, 0 if not
1447 */
1448
1449 static int do_throw(object *op, object *part, object *toss_item, int dir, object *skill) {
1450 object *throw_ob=toss_item, *left=NULL;
1451 tag_t left_tag;
1452 int eff_str = 0,maxc,str=op->stats.Str,dam=0;
1453 int pause_f,weight_f=0, mflags;
1454 float str_factor=1.0,load_factor=1.0,item_factor=1.0;
1455 mapstruct *m;
1456 sint16 sx, sy;
1457 tag_t tag;
1458
1459 if(throw_ob==NULL) {
1460 if(op->type==PLAYER) {
1461 new_draw_info(NDI_UNIQUE, 0,op,"You have nothing to throw.");
1462 }
1463 return 0;
1464 }
1465 if (QUERY_FLAG(throw_ob, FLAG_STARTEQUIP)) {
1466 if (op->type==PLAYER) {
1467 new_draw_info(NDI_UNIQUE, 0, op, "The gods won't let you throw that.");
1468 }
1469 return 0;
1470 }
1471
1472 /* Because throwing effectiveness must be reduced by the
1473 * encumbrance of the thrower and weight of the object. THus,
1474 * we use the concept of 'effective strength' as defined below.
1475 */
1476
1477 /* if str exceeds MAX_STAT (30, eg giants), lets assign a str_factor > 1 */
1478 if(str>MAX_STAT) {
1479 str_factor = (float) str /(float) MAX_STAT; str = MAX_STAT;
1480 }
1481
1482 /* the more we carry, the less we can throw. Limit only on players */
1483 maxc=max_carry[str]*1000;
1484 if(op->carrying>maxc&&op->type==PLAYER)
1485 load_factor = (float)maxc/(float) op->carrying;
1486
1487 /* lighter items are thrown harder, farther, faster */
1488 if(throw_ob->weight>0)
1489 item_factor = (float) maxc/(float) (3.0 * throw_ob->weight);
1490 else { /* 0 or negative weight?!? Odd object, can't throw it */
1491 new_draw_info_format(NDI_UNIQUE, 0,op,"You can't throw %s.\n",
1492 query_name(throw_ob));
1493 return 0;
1494 }
1495
1496 eff_str = str * (load_factor<1.0?load_factor:1.0);
1497 eff_str = (float) eff_str * item_factor * str_factor;
1498
1499 /* alas, arrays limit us to a value of MAX_STAT (30). Use str_factor to
1500 * account for super-strong throwers. */
1501 if(eff_str>MAX_STAT) eff_str=MAX_STAT;
1502
1503 #ifdef DEBUG_THROW
1504 LOG(llevDebug,"%s carries %d, eff_str=%d\n",op->name,op->carrying,eff_str);
1505 LOG(llevDebug," max_c=%d, item_f=%f, load_f=%f, str=%d\n",maxc,
1506 item_factor,load_factor,op->stats.Str);
1507 LOG(llevDebug," str_factor=%f\n",str_factor);
1508 LOG(llevDebug," item %s weight= %d\n",throw_ob->name,throw_ob->weight);
1509 #endif
1510
1511 /* 3 things here prevent a throw, you aimed at your feet, you
1512 * have no effective throwing strength, or you threw at something
1513 * that flying objects can't get through.
1514 */
1515 mflags = get_map_flags(part->map,&m, part->x+freearr_x[dir],part->y+freearr_y[dir],&sx,&sy);
1516
1517 if(!dir || (eff_str <= 1) || (mflags & P_OUT_OF_MAP) ||
1518 (GET_MAP_MOVE_BLOCK(m, sx, sy) & MOVE_FLY_LOW)) {
1519
1520 /* bounces off 'wall', and drops to feet */
1521 remove_ob(throw_ob);
1522 throw_ob->x = part->x; throw_ob->y = part->y;
1523 insert_ob_in_map(throw_ob,part->map,op,0);
1524 if(op->type==PLAYER) {
1525 if(eff_str<=1) {
1526 new_draw_info_format(NDI_UNIQUE, 0,op,
1527 "Your load is so heavy you drop %s to the ground.",
1528 query_name(throw_ob));
1529 }
1530 else if(!dir) {
1531 new_draw_info_format(NDI_UNIQUE, 0,op,"You throw %s at the ground.",
1532 query_name(throw_ob));
1533 }
1534 else
1535 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way.");
1536 }
1537 return 0;
1538 } /* if object can't be thrown */
1539
1540 left = throw_ob; /* these are throwing objects left to the player */
1541 left_tag = left->count;
1542
1543 /* sometimes get_split_ob can't split an object (because op->nrof==0?)
1544 * and returns NULL. We must use 'left' then
1545 */
1546
1547 if((throw_ob = get_split_ob(throw_ob, 1))==NULL) {
1548 throw_ob = left;
1549 remove_ob(left);
1550 if (op->type==PLAYER)
1551 esrv_del_item(op->contr, left->count);
1552 }
1553 else if (op->type==PLAYER) {
1554 if (was_destroyed (left, left_tag))
1555 esrv_del_item(op->contr, left_tag);
1556 else
1557 esrv_update_item(UPD_NROF, op, left);
1558 }
1559
1560 /* special case: throwing powdery substances like dust, dirt */
1561 if(throw_ob->type == POTION && throw_ob->subtype == POT_DUST) {
1562 cast_dust(op,throw_ob,dir);
1563 return 1;
1564 }
1565
1566 /* Make a thrown object -- insert real object in a 'carrier' object.
1567 * If unsuccessfull at making the "thrown_obj", we just reinsert
1568 * the original object back into inventory and exit
1569 */
1570 if((toss_item = make_throw_ob(throw_ob))) {
1571 throw_ob = toss_item;
1572 if (throw_ob->skill) free_string(throw_ob->skill);
1573 throw_ob->skill = add_string(skill->skill);
1574 }
1575 else {
1576 insert_ob_in_ob(throw_ob,op);
1577 return 0;
1578 }
1579
1580 set_owner(throw_ob,op);
1581 /* At some point in the attack code, the actual real object (op->inv)
1582 * becomes the hitter. As such, we need to make sure that has a proper
1583 * owner value so exp goes to the right place.
1584 */
1585 set_owner(throw_ob->inv,op);
1586 throw_ob->direction=dir;
1587 throw_ob->x = part->x;
1588 throw_ob->y = part->y;
1589
1590 /* the damage bonus from the force of the throw */
1591 dam = str_factor * dam_bonus[eff_str];
1592
1593 /* Now, lets adjust the properties of the thrown_ob. */
1594
1595 /* how far to fly */
1596 throw_ob->last_sp = (eff_str*3)/5;
1597
1598 /* speed */
1599 throw_ob->speed = (speed_bonus[eff_str]+1.0)/1.5;
1600 throw_ob->speed = MIN(1.0,throw_ob->speed); /* no faster than an arrow! */
1601
1602 /* item damage. Eff_str and item weight influence damage done */
1603 weight_f = (throw_ob->weight/2000)>MAX_STAT?MAX_STAT:(throw_ob->weight/2000);
1604 throw_ob->stats.dam += (dam/3) + dam_bonus[weight_f]
1605 + (throw_ob->weight/15000) - 2;
1606
1607 /* chance of breaking. Proportional to force used and weight of item */
1608 throw_ob->stats.food = (dam/2) + (throw_ob->weight/60000);
1609
1610 /* replace 25 with a call to clone.arch wc? messes up w/ NPC */
1611 throw_ob->stats.wc = 25 - dex_bonus[op->stats.Dex]
1612 - thaco_bonus[eff_str] - skill->level;
1613
1614
1615 /* the properties of objects which are meant to be thrown (ie dart,
1616 * throwing knife, etc) will differ from ordinary items. Lets tailor
1617 * this stuff in here.
1618 */
1619
1620 if(QUERY_FLAG(throw_ob->inv,FLAG_IS_THROWN)) {
1621 throw_ob->last_sp += eff_str/3; /* fly a little further */
1622 throw_ob->stats.dam += throw_ob->inv->stats.dam + throw_ob->magic + 2;
1623 throw_ob->stats.wc -= throw_ob->magic + throw_ob->inv->stats.wc;
1624 /* only throw objects get directional faces */
1625 if(GET_ANIM_ID(throw_ob) && NUM_ANIMATIONS(throw_ob))
1626 SET_ANIMATION(throw_ob, dir);
1627 } else {
1628 /* some materials will adjust properties.. */
1629 if(throw_ob->material&M_LEATHER) {
1630 throw_ob->stats.dam -= 1;
1631 throw_ob->stats.food -= 10;
1632 }
1633 if(throw_ob->material&M_GLASS) throw_ob->stats.food += 60;
1634
1635 if(throw_ob->material&M_ORGANIC) {
1636 throw_ob->stats.dam -= 3;
1637 throw_ob->stats.food += 55;
1638 }
1639 if(throw_ob->material&M_PAPER||throw_ob->material&M_CLOTH) {
1640 throw_ob->stats.dam -= 5; throw_ob->speed *= 0.8;
1641 throw_ob->stats.wc += 3; throw_ob->stats.food -= 30;
1642 }
1643 /* light obj have more wind resistance, fly slower*/
1644 if(throw_ob->weight>500) throw_ob->speed *= 0.8;
1645 if(throw_ob->weight>50) throw_ob->speed *= 0.5;
1646
1647 } /* else tailor thrown object */
1648
1649 /* some limits, and safeties (needed?) */
1650 if(throw_ob->stats.dam<0) throw_ob->stats.dam=0;
1651 if(throw_ob->last_sp>eff_str) throw_ob->last_sp=eff_str;
1652 if(throw_ob->stats.food<0) throw_ob->stats.food=0;
1653 if(throw_ob->stats.food>100) throw_ob->stats.food=100;
1654 if(throw_ob->stats.wc>30) throw_ob->stats.wc=30;
1655
1656 /* how long to pause the thrower. Higher values mean less pause */
1657 pause_f = ((2*eff_str)/3)+20+skill->level;
1658
1659 /* Put a lower limit on this */
1660 if (pause_f < 10) pause_f=10;
1661 if (pause_f > 100) pause_f=100;
1662
1663 /* Changed in 0.94.2 - the calculation before was really goofy.
1664 * In short summary, a throw can take anywhere between speed 5 and
1665 * speed 0.5
1666 */
1667 op->speed_left -= 50 / pause_f;
1668
1669 update_ob_speed(throw_ob);
1670 throw_ob->speed_left = 0;
1671 throw_ob->map = part->map;
1672
1673 throw_ob->move_type = MOVE_FLY_LOW;
1674 throw_ob->move_on = MOVE_FLY_LOW | MOVE_WALK;
1675
1676 #if 0
1677 /* need to put in a good sound for this */
1678 play_sound_map(op->map, op->x, op->y, SOUND_THROW_OBJ);
1679 #endif
1680 /* Lauwenmark - Now we can call the associated script_throw event (if any) */
1681 execute_event(throw_ob, EVENT_THROW,op,NULL,NULL,SCRIPT_FIX_ACTIVATOR);
1682 #ifdef DEBUG_THROW
1683 LOG(llevDebug," pause_f=%d \n",pause_f);
1684 LOG(llevDebug," %s stats: wc=%d dam=%d dist=%d spd=%f break=%d\n",
1685 throw_ob->name,throw_ob->stats.wc,throw_ob->stats.dam,
1686 throw_ob->last_sp,throw_ob->speed,throw_ob->stats.food);
1687 LOG(llevDebug,"inserting tossitem (%d) into map\n",throw_ob->count);
1688 #endif
1689 tag = throw_ob->count;
1690 insert_ob_in_map(throw_ob,part->map,op,0);
1691 if (!was_destroyed (throw_ob, tag))
1692 move_arrow(throw_ob);
1693 return 1;
1694 }
1695
1696 int skill_throw (object *op, object *part, int dir, const char *params, object *skill) {
1697 object *throw_ob;
1698
1699 if(op->type==PLAYER)
1700 throw_ob = find_throw_ob(op,params);
1701 else
1702 throw_ob = find_mon_throw_ob(op);
1703
1704 return do_throw(op,part, throw_ob,dir, skill);
1705 }