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/cvs/deliantra/server/server/skills.c
Revision: 1.7
Committed: Sun Aug 13 17:16:04 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.6: +0 -0 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# Content
1 /*
2 * static char *rcsid_skills_c =
3 * "$Id$";
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 #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 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 #endif
133
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 // 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 int exp = calc_skill_exp (op, tmp, skill);
301 exp = MIN (tmp->stats.exp, exp);
302 tmp->stats.exp -= exp;
303 return exp;
304 }
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 int success = 0, chance;
627 int skill_value = skill->level * pl->stats.Int ? pl->stats.Int : 10;
628
629 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 }
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 char buf[1024];
1127 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 if(!book_overflow(item->msg,msg,sizeof (buf))) { /* add msg string to book */
1149 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 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 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 }