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/cvs/deliantra/server/server/player.C
Revision: 1.220
Committed: Sun Dec 28 16:35:32 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_74
Changes since 1.219: +8 -2 lines
Log Message:
fix crash bug in apply_sign

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.174 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.145 *
4 root 1.188 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.145 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7     *
8 root 1.174 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.152 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 root 1.145 *
13 root 1.152 * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17 root 1.145 *
18 root 1.152 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.145 *
21 root 1.174 * The authors can be reached via e-mail to <support@deliantra.net>
22 root 1.89 */
23 elmex 1.1
24     #include <global.h>
25 root 1.38 #include <sproto.h>
26 elmex 1.1 #include <sounds.h>
27     #include <living.h>
28     #include <object.h>
29     #include <spells.h>
30     #include <skills.h>
31    
32 root 1.54 #include <algorithm>
33     #include <functional>
34 elmex 1.1
35 root 1.89 playervec players;
36 elmex 1.1
37 root 1.18 void
38     display_motd (const object *op)
39     {
40     char buf[MAX_BUF];
41     char motd[HUGE_BUF];
42     FILE *fp;
43     int comp;
44     int size;
45 elmex 1.1
46 root 1.18 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 root 1.44 return;
49    
50 root 1.18 motd[0] = '\0';
51     size = 0;
52 root 1.44
53 root 1.53 while (fgets (buf, MAX_BUF, fp))
54 root 1.18 {
55     if (*buf == '#')
56     continue;
57 root 1.44
58 root 1.18 strncat (motd + size, buf, HUGE_BUF - size);
59     size += strlen (buf);
60 elmex 1.1 }
61 root 1.44
62 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63     close_and_delete (fp, comp);
64 elmex 1.1 }
65    
66 root 1.18 void
67     send_rules (const object *op)
68     {
69     char buf[MAX_BUF];
70     char rules[HUGE_BUF];
71     FILE *fp;
72     int comp;
73     int size;
74    
75     sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 root 1.44 return;
78    
79 root 1.18 rules[0] = '\0';
80     size = 0;
81 root 1.44
82 root 1.53 while (fgets (buf, MAX_BUF, fp))
83 root 1.18 {
84     if (*buf == '#')
85 elmex 1.1 continue;
86 root 1.44
87 root 1.18 if (size + strlen (buf) >= HUGE_BUF)
88     {
89     LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 elmex 1.1 break;
91 root 1.18 }
92 root 1.44
93 root 1.18 strncat (rules + size, buf, HUGE_BUF - size);
94     size += strlen (buf);
95 elmex 1.1 }
96 root 1.44
97 root 1.18 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98     close_and_delete (fp, comp);
99 elmex 1.1 }
100    
101 root 1.18 void
102     send_news (const object *op)
103     {
104     char buf[MAX_BUF];
105     char news[HUGE_BUF];
106     char subject[MAX_BUF];
107     FILE *fp;
108     int comp;
109     int size;
110    
111     sprintf (buf, "%s/%s", settings.confdir, settings.news);
112     if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113     return;
114 root 1.44
115 root 1.18 news[0] = '\0';
116     subject[0] = '\0';
117     size = 0;
118 root 1.44
119 root 1.104 while (fgets (buf, MAX_BUF, fp))
120 root 1.18 {
121     if (*buf == '#')
122     continue;
123 root 1.44
124 root 1.18 if (*buf == '%')
125     { /* send one news */
126     if (size > 0)
127 root 1.199 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128     MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129     "INFORMATION: %s\n%s", (char *)"%s\n%s",
130     subject, news); /*send previously read news */
131 root 1.89
132 root 1.18 strcpy (subject, buf + 1);
133     strip_endline (subject);
134     size = 0;
135     news[0] = '\0';
136     }
137     else
138     {
139     if (size + strlen (buf) >= HUGE_BUF)
140     {
141     LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 elmex 1.1 break;
143 root 1.18 }
144     strncat (news + size, buf, HUGE_BUF - size);
145     size += strlen (buf);
146     }
147 elmex 1.1 }
148 root 1.18
149     draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 root 1.109 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 root 1.18 close_and_delete (fp, comp);
152 elmex 1.1 }
153    
154 root 1.54 /* This loads the first map an puts the player on it. */
155     static void
156     set_first_map (object *op)
157     {
158 root 1.77 op->contr->maplevel = first_map_path;
159 root 1.54 op->x = -1;
160     op->y = -1;
161 root 1.75 }
162    
163     void
164 root 1.89 player::activate ()
165     {
166     if (active)
167     return;
168    
169     players.insert (this);
170     ob->remove ();
171     ob->map = 0;
172     ob->activate_recursive ();
173 root 1.92 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174     add_friendly_object (ob);
175 root 1.89 }
176    
177     void
178     player::deactivate ()
179     {
180     if (!active)
181     return;
182    
183     terminate_all_pets (ob);
184 root 1.92 remove_friendly_object (ob);
185 root 1.89 ob->deactivate_recursive ();
186 root 1.111
187     if (ob->map)
188     maplevel = ob->map->path;
189    
190 root 1.89 ob->remove ();
191 root 1.167 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 root 1.89 ob->map = 0;
193 root 1.104 party = 0;
194 root 1.89
195 root 1.119 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196 root 1.92
197 root 1.89 players.erase (this);
198     }
199    
200 root 1.56 // connect the player with a specific client
201 root 1.122 // also changes, rationalises, and fixes some incorrect settings
202 root 1.54 void
203     player::connect (client *ns)
204 root 1.18 {
205 root 1.54 this->ns = ns;
206     ns->pl = this;
207    
208 root 1.95 run_on = 0;
209     fire_on = 0;
210 root 1.103 ob->close_container (); //TODO: client-specific
211 root 1.95
212 root 1.54 ns->update_look = 0;
213     ns->look_position = 0;
214    
215 root 1.211 clear_los ();
216 root 1.54
217 root 1.95 ns->reset_stats ();
218 root 1.93
219 root 1.57 /* make sure he's a player -- needed because of class change. */
220 root 1.54 ob->type = PLAYER; // we are paranoid
221 root 1.149 ob->race = ob->arch->race;
222 elmex 1.1
223 root 1.184 ob->update_weight ();
224 root 1.205 link_skills ();
225 elmex 1.1
226 root 1.56 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227 elmex 1.1
228 root 1.149 assign (title, ob->arch->object::name);
229 root 1.15
230 root 1.54 /* if it's a dragon player, set the correct title here */
231     if (is_dragon_pl (ob))
232     {
233     object *tmp, *abil = 0, *skin = 0;
234    
235     for (tmp = ob->inv; tmp; tmp = tmp->below)
236     if (tmp->type == FORCE)
237 root 1.153 if (tmp->arch->archname == shstr_dragon_ability_force)
238 root 1.54 abil = tmp;
239 root 1.153 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 root 1.54 skin = tmp;
241    
242     set_dragon_name (ob, abil, skin);
243     }
244    
245     new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246    
247 root 1.189 esrv_new_player (this);
248 root 1.60
249     ob->update_stats ();
250 root 1.139
251 root 1.54 ns->floorbox_update ();
252     esrv_send_inventory (ob, ob);
253     esrv_add_spells (this, 0);
254    
255 root 1.89 activate ();
256 root 1.54
257 root 1.59 send_rules (ob);
258     send_news (ob);
259     display_motd (ob);
260 root 1.78
261     INVOKE_PLAYER (CONNECT, this);
262 root 1.54 INVOKE_PLAYER (LOGIN, this);
263     }
264 elmex 1.1
265 root 1.62 void
266     player::disconnect ()
267     {
268 root 1.159 if (ob)
269     {
270     ob->close_container (); //TODO: client-specific
271     ob->drop_unpaid_items ();
272     }
273    
274 root 1.63 if (ns)
275 root 1.72 {
276 root 1.89 if (active)
277     INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278 root 1.78
279     INVOKE_PLAYER (DISCONNECT, this);
280 root 1.72
281 root 1.97 ns->reset_stats ();
282 root 1.72 ns->pl = 0;
283 root 1.115 ns = 0;
284 root 1.89 }
285 root 1.72
286 root 1.150 observe = ob;
287    
288 root 1.89 deactivate ();
289 root 1.62 }
290    
291 root 1.54 // the need for this function can be explained
292     // by load_object not returning the object
293     void
294     player::set_object (object *op)
295     {
296 root 1.146 ob = observe = op;
297 root 1.104 ob->contr = this; /* this aren't yet in archetype */
298 root 1.15
299 root 1.190 ob->speed = 1.0f;
300     ob->speed_left = 0.5f;
301 root 1.142
302 root 1.190 ob->direction = 5; /* So player faces south */
303 root 1.173
304     ob->flag [FLAG_READY_WEAPON] = false;
305     ob->flag [FLAG_READY_SKILL] = false;
306     ob->flag [FLAG_READY_BOW] = false;
307    
308     for (object *op = ob->inv; op; op = op->below)
309     if (op->flag [FLAG_APPLIED])
310     switch (op->type)
311     {
312     case SKILL:
313     ob->flag [FLAG_APPLIED] = false;
314     break;
315    
316     case WAND:
317     case ROD:
318     case HORN:
319     case BOW:
320     ranged_ob = op;
321     break;
322    
323     case WEAPON:
324     combat_ob = op;
325     break;
326     }
327    
328     ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 root 1.198 ob->deactivate (); // change_weapon activates, fix this better
330 root 1.54 }
331 root 1.15
332 root 1.146 void
333     player::set_observe (object *op)
334     {
335     observe = op ? op : ob;
336 root 1.147 do_los = 1;
337 root 1.146 }
338    
339 root 1.54 player::player ()
340     {
341 pippijn 1.81 /* There are some elements we want initialised to non zero value -
342 root 1.54 * we deal with that below this point.
343     */
344 root 1.114 outputs_sync = 4;
345     outputs_count = 4;
346 root 1.54 unapply = unapply_nochoice;
347    
348 root 1.77 savebed_map = first_map_path; /* Init. respawn position */
349 root 1.54
350     gen_sp_armour = 10;
351     bowtype = bow_normal;
352     petmode = pet_normal;
353     usekeys = containers;
354     peaceful = 1; /* default peaceful */
355     do_los = 1;
356 root 1.142
357     weapon_sp = 1.0f;
358     weapon_sp_left = 0.5f;
359 root 1.54 }
360    
361 root 1.62 void
362     player::do_destroy ()
363 root 1.54 {
364 root 1.72 disconnect ();
365 root 1.62
366 root 1.72 attachable::do_destroy ();
367 root 1.62
368 root 1.54 if (ob)
369 root 1.69 {
370     ob->destroy_inv (false);
371 root 1.207 ob->destroy ();
372 root 1.69 }
373 root 1.151
374     ob = observe = 0;
375 root 1.62 }
376    
377     player::~player ()
378     {
379 root 1.54 /* Clear item stack */
380     free (stack_items);
381 elmex 1.1 }
382    
383 root 1.54 /* Tries to add player on the connection passed in ns.
384 elmex 1.1 * All we can really get in this is some settings like host and display
385     * mode.
386     */
387 root 1.54 player *
388     player::create ()
389 root 1.18 {
390 root 1.54 player *pl = new player;
391 root 1.38
392 root 1.54 pl->set_object (arch_to_object (get_player_archetype (0)));
393 root 1.104
394     pl->ob->roll_stats ();
395     pl->ob->stats.wc = 2;
396     pl->ob->run_away = 25; /* Then we panick... */
397    
398 root 1.76 set_first_map (pl->ob);
399 root 1.26
400 root 1.54 return pl;
401 elmex 1.1 }
402    
403     /*
404     * get_player_archetype() return next player archetype from archetype
405     * list. Not very efficient routine, but used only creating new players.
406     * Note: there MUST be at least one player archetype!
407     */
408 root 1.18 archetype *
409     get_player_archetype (archetype *at)
410 elmex 1.1 {
411 root 1.183 // archetypes could have been reloaded
412     archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413    
414     if (!nat)
415     return at;
416    
417     archvec::iterator i = archetypes.find (nat);
418 root 1.18
419     for (;;)
420     {
421 root 1.149 if (++i == archetypes.end ())
422     i = archetypes.begin ();
423     else if (*i == at)
424     cleanup ("not a single player archetype found");
425 root 1.46
426 root 1.149 if ((*i)->type == PLAYER)
427     return *i;
428 elmex 1.1 }
429     }
430    
431 root 1.18 object *
432     get_nearest_player (object *mon)
433     {
434     object *op = NULL;
435     objectlink *ol;
436     unsigned lastdist;
437     rv_vector rv;
438    
439 root 1.92 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
440 root 1.18 {
441     if (!can_detect_enemy (mon, ol->ob, &rv))
442     continue;
443 root 1.11
444 root 1.18 if (lastdist > rv.distance)
445     {
446     op = ol->ob;
447     lastdist = rv.distance;
448 root 1.11 }
449 elmex 1.1 }
450 root 1.61
451     for_all_players (pl)
452     if (can_detect_enemy (mon, pl->ob, &rv))
453     if (lastdist > rv.distance)
454 root 1.18 {
455 root 1.61 op = pl->ob;
456     lastdist = rv.distance;
457     }
458 elmex 1.1
459     #if 0
460 root 1.18 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
461 elmex 1.1 #endif
462 root 1.18 return op;
463 elmex 1.1 }
464    
465     /* I believe this can safely go to 2, 3 is questionable, 4 will likely
466     * result in a monster paths backtracking. It basically determines how large a
467     * detour a monster will take from the direction path when looking
468     * for a path to the player. The values are in the amount of direction
469     * the deviation is
470     */
471     #define DETOUR_AMOUNT 2
472    
473     /* This is used to prevent infinite loops. Consider a case where the
474     * player is in a chamber (with gate closed), and monsters are outside.
475     * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
476     * find a path into the chamber. This is a good thing, but since there
477     * is no real path, it will just keep circling the chamber for
478     * ever (this could be a nice effect for monsters, but not for the function
479     * to get stuck in. I think for the monsters, if max is reached and
480     * we return the first direction the creature could move would result in the
481     * circling behaviour. Unfortunately, this function is also used to determined
482     * if the creature should cast a spell, so returning a direction in that case
483     * is probably not a good thing.
484     */
485     #define MAX_SPACES 50
486    
487     /*
488     * Returns the direction to the player, if valid. Returns 0 otherwise.
489     * modified to verify there is a path to the player. Does this by stepping towards
490     * player and if path is blocked then see if blockage is close enough to player that
491     * direction to player is changed (ie zig or zag). Continue zig zag until either
492     * reach player or path is blocked. Thus, will only return true if there is a free
493     * path to player. Though path may not be a straight line. Note that it will find
494     * player hiding along a corridor at right angles to the corridor with the monster.
495     *
496     * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
497     * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
498     * down corriders.
499     * 2) I think the old code was broken if the first direction the monster
500     * should move was blocked - the code would store the first direction without
501     * verifying that the player can actually move in that direction. The new
502     * code does not store anything in firstdir until we have verified that the
503     * monster can in fact move one space in that direction.
504     * 3) I'm not sure how good this code will be for moving multipart monsters,
505     * since only simple checks to blocked are being called, which could mean the monster
506     * is blocking itself.
507     */
508 root 1.18 int
509     path_to_player (object *mon, object *pl, unsigned mindiff)
510     {
511     rv_vector rv;
512     sint16 x, y;
513     int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
514 root 1.25 maptile *m, *lastmap;
515 root 1.18
516     get_rangevector (mon, pl, &rv, 0);
517    
518     if (rv.distance < mindiff)
519     return 0;
520    
521     x = mon->x;
522     y = mon->y;
523     m = mon->map;
524     dir = rv.direction;
525     lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527    
528 root 1.18 /* If we can't solve it within the search distance, return now. */
529     if (diff > max)
530     return 0;
531 root 1.100
532 root 1.18 while (diff > 1 && max > 0)
533     {
534     lastx = x;
535     lasty = y;
536     lastmap = m;
537     x = lastx + freearr_x[dir];
538     y = lasty + freearr_y[dir];
539    
540     mflags = get_map_flags (m, &m, x, y, &x, &y);
541     blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542    
543     /* Space is blocked - try changing direction a little */
544     if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
545     && (m == mon->map && blocked_link (mon, m, x, y))))
546     {
547     /* recalculate direction from last good location. Possible
548     * we were not traversing ideal location before.
549     */
550     get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
551     if (rv.direction != dir)
552     {
553     /* OK - says direction should be different - lets reset the
554     * the values so it will try again.
555     */
556     x = lastx;
557     y = lasty;
558     m = lastmap;
559     dir = firstdir = rv.direction;
560     }
561     else
562     {
563     /* direct path is blocked - try taking a side step to
564     * either the left or right.
565     * Note increase the values in the loop below to be
566     * more than -1/1 respectively will mean the monster takes
567     * bigger detour. Have to be careful about these values getting
568     * too big (3 or maybe 4 or higher) as the monster may just try
569     * stepping back and forth
570     */
571     for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572     {
573     if (i == 0)
574     continue; /* already did this, so skip it */
575     /* Use lastdir here - otherwise,
576     * since the direction that the creature should move in
577     * may change, you could get infinite loops.
578     * ie, player is northwest, but monster can only
579     * move west, so it does that. It goes some distance,
580     * gets blocked, finds that it should move north,
581     * can't do that, but now finds it can move east, and
582     * gets back to its original point. lastdir contains
583     * the last direction the creature has successfully
584     * moved.
585     */
586    
587     x = lastx + freearr_x[absdir (lastdir + i)];
588     y = lasty + freearr_y[absdir (lastdir + i)];
589     m = lastmap;
590     mflags = get_map_flags (m, &m, x, y, &x, &y);
591     if (mflags & P_OUT_OF_MAP)
592     continue;
593     blocked = GET_MAP_MOVE_BLOCK (m, x, y);
594     if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595     continue;
596     if (mflags & P_BLOCKSVIEW)
597     continue;
598    
599     if (m == mon->map && blocked_link (mon, m, x, y))
600     break;
601     }
602     /* go through entire loop without finding a valid
603     * sidestep to take - thus, no valid path.
604     */
605     if (i == (DETOUR_AMOUNT + 1))
606     return 0;
607     diff--;
608     lastdir = dir;
609     max--;
610     if (!firstdir)
611     firstdir = dir + i;
612     } /* else check alternate directions */
613     } /* if blocked */
614     else
615     {
616     /* we moved towards creature, so diff is less */
617     diff--;
618     max--;
619     lastdir = dir;
620     if (!firstdir)
621     firstdir = dir;
622     }
623 root 1.100
624 root 1.18 if (diff <= 1)
625     {
626     /* Recalculate diff (distance) because we may not have actually
627     * headed toward player for entire distance.
628     */
629     get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
630 root 1.100 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 root 1.18 }
632 root 1.100
633 root 1.18 if (diff > max)
634     return 0;
635     }
636 root 1.100
637 root 1.18 /* If we reached the max, didn't find a direction in time */
638     if (!max)
639     return 0;
640    
641     return firstdir;
642     }
643    
644     void
645 root 1.182 give_initial_items (object *pl, treasurelist *items)
646 root 1.18 {
647 root 1.176 if (pl->randomitems)
648 root 1.18 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649    
650 root 1.176 for (object *next, *op = pl->inv; op; op = next)
651 root 1.18 {
652     next = op->below;
653    
654     /* Forces get applied per default, unless they have the
655     * flag "neutral" set. Sorry but I can't think of a better way
656     */
657     if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
658     SET_FLAG (op, FLAG_APPLIED);
659    
660     /* we never give weapons/armour if these cannot be used
661     * by this player due to race restrictions
662     */
663     if (pl->type == PLAYER)
664     {
665 root 1.182 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666     &&
667     (op->type == ARMOUR || op->type == BOOTS
668     || op->type == CLOAK || op->type == HELMET
669     || op->type == SHIELD || op->type == GLOVES
670     || op->type == BRACERS || op->type == GIRDLE))
671     || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 root 1.18 {
673 root 1.207 op->destroy ();
674 root 1.18 continue;
675     }
676 root 1.11 }
677    
678 root 1.18 /* This really needs to be better - we should really give
679     * a substitute spellbook. The problem is that we don't really
680     * have a good idea what to replace it with (need something like
681     * a first level treasurelist for each skill.)
682     * remove duplicate skills also
683     */
684     if (op->type == SPELLBOOK || op->type == SKILL)
685     {
686     object *tmp;
687 elmex 1.1
688 root 1.18 for (tmp = op->below; tmp; tmp = tmp->below)
689     if (tmp->type == op->type && tmp->name == op->name)
690     break;
691 root 1.11
692 root 1.18 if (tmp)
693     {
694 root 1.207 op->destroy ();
695 root 1.18 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
696     continue;
697 root 1.11 }
698 root 1.33
699 root 1.18 if (op->nrof > 1)
700     op->nrof = 1;
701 root 1.11 }
702 elmex 1.1
703 root 1.18 if (op->type == SPELLBOOK && op->inv)
704 root 1.176 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
705 root 1.11
706 root 1.18 /* Give starting characters identified, uncursed, and undamned
707 root 1.182 * items. Just don't identify gold or silver, or it won't be
708 root 1.18 * merged properly.
709     */
710     if (need_identify (op))
711     {
712     SET_FLAG (op, FLAG_IDENTIFIED);
713     CLEAR_FLAG (op, FLAG_CURSED);
714     CLEAR_FLAG (op, FLAG_DAMNED);
715     }
716 root 1.182
717 root 1.18 if (op->type == SPELL)
718     {
719 root 1.207 op->destroy ();
720 root 1.18 continue;
721     }
722     else if (op->type == SKILL)
723     {
724     SET_FLAG (op, FLAG_CAN_USE_SKILL);
725     op->stats.exp = 0;
726     op->level = 1;
727 root 1.11 }
728 root 1.182 else /* lock all 'normal items by default */
729 root 1.18 SET_FLAG (op, FLAG_INV_LOCKED);
730     } /* for loop of objects in player inv */
731    
732     /* Need to set up the skill pointers */
733 root 1.205 pl->contr->link_skills ();
734 root 1.18 }
735    
736     void
737     get_party_password (object *op, partylist *party)
738     {
739     if (party == NULL)
740     {
741     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
742     return;
743 elmex 1.1 }
744 root 1.54
745 root 1.18 op->contr->write_buf[0] = '\0';
746 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
747 root 1.18 op->contr->party_to_join = party;
748 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749 elmex 1.1 }
750    
751     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752 root 1.54 static int
753 root 1.18 roll_stat (void)
754     {
755     int a[4], i, j, k;
756    
757     for (i = 0; i < 4; i++)
758 root 1.99 a[i] = (int) rndm (6) + 1;
759 root 1.18
760     for (i = 0, j = 0, k = 7; i < 4; i++)
761     if (a[i] < k)
762     k = a[i], j = i;
763    
764     for (i = 0, k = 0; i < 4; i++)
765 root 1.54 if (i != j)
766     k += a[i];
767    
768 root 1.18 return k;
769     }
770    
771     void
772 root 1.54 object::roll_stats ()
773 root 1.18 {
774 root 1.128 int statsort [NUM_STATS];
775 root 1.18
776 root 1.54 for (;;)
777 root 1.18 {
778 root 1.54 int sum = 0;
779 root 1.128 for (int i = NUM_STATS; i--; )
780 root 1.54 sum += statsort [i] = roll_stat ();
781    
782     if (sum >= 82 && sum <= 116)
783     break;
784 root 1.18 }
785    
786 root 1.54 // Sort the stats so that rerolling is easier...
787 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 root 1.18
789 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
790     stats.stat (i) = statsort [i];
791 root 1.18
792 root 1.54 stats.exp = 0;
793     stats.ac = 0;
794 root 1.18
795 root 1.54 stats.hp = stats.maxhp;
796     stats.sp = stats.maxsp;
797     stats.grace = stats.maxgrace;
798 root 1.18
799 root 1.54 if (contr)
800     {
801     contr->levhp[1] = 9;
802     contr->levsp[1] = 6;
803     contr->levgrace[1] = 3;
804 root 1.18
805 root 1.54 contr->orig_stats = stats;
806     }
807 root 1.18 }
808    
809     void
810 root 1.54 object::swap_stats (int a, int b)
811 root 1.18 {
812 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
813    
814     for (int i = 0; i < NUM_STATS; ++i)
815     stats.stat (i) = contr->orig_stats.stat (i);
816 elmex 1.1
817 root 1.54 //TODO: the following code looks so borked and should, at the very least,
818     // be merged with the similar code in roll_stats
819     stats.ac = 0;
820 elmex 1.1
821 root 1.54 level = 1;
822     stats.exp = 0;
823     stats.ac = 0;
824 elmex 1.1
825 root 1.54 stats.hp = stats.maxhp;
826     stats.sp = stats.maxsp;
827     stats.grace = stats.maxgrace;
828 elmex 1.1
829 root 1.54 if (contr)
830 root 1.18 {
831 root 1.54 contr->levhp[1] = 9;
832     contr->levsp[1] = 6;
833     contr->levgrace[1] = 3;
834 root 1.18
835 root 1.54 contr->orig_stats = stats;
836 elmex 1.1 }
837     }
838    
839 root 1.73 static void
840     start_info (object *op)
841     {
842     char buf[MAX_BUF];
843    
844 root 1.177 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
845 root 1.73 new_draw_info (NDI_UNIQUE, 0, op, buf);
846     }
847    
848 elmex 1.1 /* This function takes the key that is passed, and does the
849     * appropriate action with it (change race, or other things).
850     * The function name is for historical reasons - now we have
851     * separate race and class; this actually changes the RACE,
852     * not the class.
853     */
854 root 1.112 void
855     player::chargen_race_done ()
856 elmex 1.1 {
857 root 1.112 /* this must before then initial items are given */
858 root 1.189 esrv_new_player (ob->contr);
859 elmex 1.1
860 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
861     if (tl)
862     create_treasure (tl, ob, 0, 0, 0);
863 elmex 1.1
864 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
865     INVOKE_PLAYER (LOGIN, ob->contr);
866 elmex 1.36
867 root 1.112 ob->contr->ns->state = ST_PLAYING;
868 elmex 1.1
869 root 1.112 if (ob->msg)
870     ob->msg = 0;
871 elmex 1.1
872 root 1.112 start_info (ob);
873     CLEAR_FLAG (ob, FLAG_WIZ);
874     give_initial_items (ob, ob->randomitems);
875     esrv_send_inventory (ob, ob);
876     ob->update_stats ();
877 root 1.11
878 root 1.112 /* This moves the player to a different start map, if there
879     * is one for this race
880     */
881     if (*first_map_ext_path)
882 root 1.197 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
883 root 1.112 else
884     LOG (llevDebug, "first_map_ext_path not set\n");
885     }
886 elmex 1.1
887 root 1.112 void
888     player::chargen_race_next ()
889     {
890 root 1.18 /* Following actually changes the race - this is the default command
891     * if we don't match with one of the options above.
892     */
893    
894 root 1.112 do
895 root 1.18 {
896 root 1.112 shstr name = ob->name;
897     int x = ob->x, y = ob->y;
898 root 1.21
899 root 1.112 ob->remove_statbonus ();
900     ob->remove ();
901     ob->arch = get_player_archetype (ob->arch);
902 root 1.149 ob->arch->copy_to (ob);
903 root 1.112 ob->instantiate ();
904     ob->stats = ob->contr->orig_stats;
905     ob->name = ob->name_pl = name;
906     ob->x = x;
907     ob->y = y;
908     SET_ANIMATION (ob, 2); /* So player faces south */
909     insert_ob_in_map (ob, ob->map, ob, 0);
910 root 1.149 assign (ob->contr->title, ob->arch->object::name);
911 root 1.112 ob->add_statbonus ();
912     }
913     while (!allowed_class (ob));
914    
915     update_object (ob, UP_OBJ_FACE);
916     esrv_update_item (UPD_FACE, ob, ob);
917     ob->update_stats ();
918     ob->stats.hp = ob->stats.maxhp;
919     ob->stats.sp = ob->stats.maxsp;
920     ob->stats.grace = 0;
921 elmex 1.1 }
922    
923 root 1.18 void
924     flee_player (object *op)
925     {
926     int dir, diff;
927     rv_vector rv;
928    
929     if (op->stats.hp < 0)
930     {
931     LOG (llevDebug, "Fleeing player is dead.\n");
932     CLEAR_FLAG (op, FLAG_SCARED);
933     return;
934 elmex 1.1 }
935    
936 root 1.212 if (!op->enemy)
937 root 1.18 {
938     LOG (llevDebug, "Fleeing player had no enemy.\n");
939     CLEAR_FLAG (op, FLAG_SCARED);
940     return;
941 elmex 1.1 }
942    
943 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
944     {
945     op->enemy = NULL;
946     CLEAR_FLAG (op, FLAG_SCARED);
947     return;
948 elmex 1.1 }
949 root 1.49
950 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
951    
952     dir = absdir (4 + rv.direction);
953     for (diff = 0; diff < 3; diff++)
954     {
955 root 1.214 int m = 1 - rndm (2) * 2;
956 elmex 1.1
957 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
958 root 1.49 return;
959 elmex 1.1 }
960 root 1.49
961 root 1.18 /* Cornered, get rid of scared */
962     CLEAR_FLAG (op, FLAG_SCARED);
963     op->enemy = NULL;
964 elmex 1.1 }
965    
966     /* check_pick sees if there is stuff to be picked up/picks up stuff.
967 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
968 elmex 1.1 * stop.
969     */
970 root 1.18 int
971     check_pick (object *op)
972     {
973 elmex 1.1 object *tmp, *next;
974     int stop = 0;
975 pippijn 1.106 int wvratio;
976 elmex 1.1
977     /* if you're flying, you cna't pick up anything */
978     if (op->move_type & MOVE_FLYING)
979     return 1;
980    
981     next = op->below;
982    
983 elmex 1.175 int cnt = MAX_ITEM_PER_DROP;
984     #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985    
986 elmex 1.1 /* loop while there are items on the floor that are not marked as
987     * destroyed */
988 root 1.24 while (next && !next->destroyed ())
989 root 1.18 {
990     tmp = next;
991     next = tmp->below;
992 elmex 1.1
993 elmex 1.175 if (cnt <= 0)
994     {
995     op->failmsg ("Couldn't pickup all items at once.");
996     return 0;
997     }
998    
999 root 1.24 if (op->destroyed ())
1000 elmex 1.1 return 0;
1001    
1002 root 1.18 if (!can_pick (op, tmp))
1003     continue;
1004 elmex 1.1
1005 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1006     {
1007     if (item_matched_string (op, tmp, op->contr->search_str))
1008 elmex 1.175 CHK_PICK_PICKUP;
1009 root 1.212
1010 root 1.18 continue;
1011 root 1.11 }
1012    
1013 root 1.220 /* pickup handling */
1014 root 1.219 if (op->contr->mode & PU_DEBUG)
1015 root 1.11 {
1016 root 1.219 /* some debugging code to figure out item information */
1017     const char *str = tmp->name
1018     ? format ("item name: %s item type: %d weight/value: %d",
1019     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1020     : format ("item name: %s item type: %d weight/value: %d",
1021     &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1022    
1023     new_draw_info (NDI_UNIQUE, 0, op, str);
1024     }
1025    
1026 root 1.220 if (op->contr->mode & PU_INHIBIT)
1027     return 1;
1028    
1029     if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1030     return 1;
1031    
1032 root 1.219 /* philosophy:
1033     * It's easy to grab an item type from a pile, as long as it's
1034     * generic. This takes no game-time. For more detailed pickups
1035     * and selections, select-items should be used. This is a
1036     * grab-as-you-run type mode that's really useful for arrows for
1037     * example.
1038     * The drawback: right now it has no frontend, so you need to
1039     * stick the bits you want into a calculator in hex mode and then
1040     * convert to decimal and then 'pickup <#>
1041     */
1042 root 1.20
1043 root 1.219 /* the first two modes are exclusive: if NOTHING we return, if
1044     * STOP then we stop. All the rest are applied sequentially,
1045     * meaning if any test passes, the item gets picked up. */
1046 root 1.20
1047 root 1.219 /* if mode is set to pick nothing up, return */
1048 root 1.220 if (op->contr->mode == PU_NOTHING)
1049 root 1.219 return 1;
1050 root 1.18
1051 root 1.219 /* if mode is set to stop when encountering objects, return */
1052     /* take STOP before INHIBIT since it doesn't actually pick
1053     * anything up */
1054     if (op->contr->mode & PU_STOP)
1055     return 0;
1056 root 1.18
1057 root 1.219 /* useful for going into stores and not losing your settings... */
1058     /* and for battles wher you don't want to get loaded down while
1059     * fighting */
1060     if (op->contr->mode & PU_INHIBIT)
1061     return 1;
1062 root 1.18
1063 root 1.219 /* prevent us from turning into auto-thieves :) */
1064     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1065     continue;
1066 root 1.18
1067 root 1.219 /* ignore known cursed objects */
1068     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1069     continue;
1070 root 1.18
1071 root 1.219 /* all food and drink if desired */
1072     /* question: don't pick up known-poisonous stuff? */
1073     if (op->contr->mode & PU_FOOD)
1074     if (tmp->type == FOOD)
1075     {
1076     CHK_PICK_PICKUP;
1077 root 1.18 continue;
1078 root 1.219 }
1079 root 1.18
1080 root 1.219 if (op->contr->mode & PU_DRINK)
1081     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1082     {
1083     CHK_PICK_PICKUP;
1084 root 1.18 continue;
1085 root 1.219 }
1086 root 1.18
1087 root 1.219 if (op->contr->mode & PU_POTION)
1088     if (tmp->type == POTION)
1089     {
1090     CHK_PICK_PICKUP;
1091     continue;
1092     }
1093 root 1.29
1094 root 1.219 /* spellbooks, skillscrolls and normal books/scrolls */
1095     if (op->contr->mode & PU_SPELLBOOK)
1096     if (tmp->type == SPELLBOOK)
1097     {
1098     CHK_PICK_PICKUP;
1099     continue;
1100     }
1101 root 1.18
1102 root 1.219 if (op->contr->mode & PU_SKILLSCROLL)
1103     if (tmp->type == SKILLSCROLL)
1104     {
1105     CHK_PICK_PICKUP;
1106     continue;
1107     }
1108 root 1.18
1109 root 1.219 if (op->contr->mode & PU_READABLES)
1110     if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1111     {
1112     CHK_PICK_PICKUP;
1113     continue;
1114     }
1115 root 1.29
1116 root 1.219 /* wands/staves/rods/horns */
1117     if (op->contr->mode & PU_MAGIC_DEVICE)
1118     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1119     {
1120     CHK_PICK_PICKUP;
1121     continue;
1122     }
1123 root 1.29
1124 root 1.219 /* pick up all magical items */
1125     if (op->contr->mode & PU_MAGICAL)
1126     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1127     {
1128     CHK_PICK_PICKUP;
1129     continue;
1130     }
1131 root 1.18
1132 root 1.219 if (op->contr->mode & PU_VALUABLES)
1133     {
1134     if (tmp->type == MONEY || tmp->type == GEM)
1135 root 1.18 {
1136 root 1.219 CHK_PICK_PICKUP;
1137     continue;
1138 root 1.18 }
1139 root 1.219 }
1140 root 1.18
1141 root 1.219 /* rings & amulets - talismans seems to be typed AMULET */
1142     if (op->contr->mode & PU_JEWELS)
1143     if (tmp->type == RING || tmp->type == AMULET)
1144     {
1145     CHK_PICK_PICKUP;
1146     continue;
1147     }
1148 root 1.29
1149 root 1.219 /* we don't forget dragon food */
1150     if (op->contr->mode & PU_FLESH)
1151     if (tmp->type == FLESH)
1152     {
1153     CHK_PICK_PICKUP;
1154     continue;
1155     }
1156 root 1.18
1157 root 1.219 /* bows and arrows. Bows are good for selling! */
1158     if (op->contr->mode & PU_BOW)
1159     if (tmp->type == BOW)
1160     {
1161     CHK_PICK_PICKUP;
1162     continue;
1163     }
1164 root 1.29
1165 root 1.219 if (op->contr->mode & PU_ARROW)
1166     if (tmp->type == ARROW)
1167     {
1168     CHK_PICK_PICKUP;
1169     continue;
1170     }
1171 root 1.18
1172 root 1.219 /* all kinds of armor etc. */
1173     if (op->contr->mode & PU_ARMOUR)
1174     if (tmp->type == ARMOUR)
1175     {
1176     CHK_PICK_PICKUP;
1177     continue;
1178     }
1179 root 1.29
1180 root 1.219 if (op->contr->mode & PU_HELMET)
1181     if (tmp->type == HELMET)
1182     {
1183     CHK_PICK_PICKUP;
1184     continue;
1185     }
1186 root 1.29
1187 root 1.219 if (op->contr->mode & PU_SHIELD)
1188     if (tmp->type == SHIELD)
1189     {
1190     CHK_PICK_PICKUP;
1191     continue;
1192     }
1193 root 1.29
1194 root 1.219 if (op->contr->mode & PU_BOOTS)
1195     if (tmp->type == BOOTS)
1196     {
1197     CHK_PICK_PICKUP;
1198     continue;
1199     }
1200 root 1.29
1201 root 1.219 if (op->contr->mode & PU_GLOVES)
1202     if (tmp->type == GLOVES)
1203     {
1204     CHK_PICK_PICKUP;
1205     continue;
1206     }
1207 root 1.29
1208 root 1.219 if (op->contr->mode & PU_CLOAK)
1209     if (tmp->type == CLOAK)
1210     {
1211     CHK_PICK_PICKUP;
1212     continue;
1213     }
1214 elmex 1.1
1215 root 1.219 /* hoping to catch throwing daggers here */
1216     if (op->contr->mode & PU_MISSILEWEAPON)
1217     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1218     {
1219     CHK_PICK_PICKUP;
1220     continue;
1221     }
1222 elmex 1.1
1223 root 1.219 /* careful: chairs and tables are weapons! */
1224     if (op->contr->mode & PU_ALLWEAPON)
1225     {
1226     if (tmp->type == WEAPON && tmp->name != NULL)
1227 root 1.18 {
1228 root 1.219 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1229     strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1230 root 1.18 {
1231 root 1.219 CHK_PICK_PICKUP;
1232     continue;
1233 root 1.18 }
1234 root 1.219 }
1235 root 1.29
1236 root 1.219 if (tmp->type == WEAPON && tmp->name == NULL)
1237     {
1238     if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1239 root 1.18 {
1240 root 1.219 CHK_PICK_PICKUP;
1241     continue;
1242 root 1.18 }
1243     }
1244 root 1.219 }
1245 elmex 1.1
1246 root 1.219 /* misc stuff that's useful */
1247     if (op->contr->mode & PU_KEY)
1248     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1249     {
1250     CHK_PICK_PICKUP;
1251     continue;
1252     }
1253 elmex 1.1
1254 root 1.219 /* any of the last 4 bits set means we use the ratio for value
1255     * pickups */
1256     if (op->contr->mode & PU_RATIO)
1257     {
1258     /* use value density to decide what else to grab */
1259     /* >=7 was >= op->contr->mode */
1260     /* >=7 is the old standard setting. Now we take the last 4 bits
1261     */
1262     wvratio = op->contr->mode & PU_RATIO;
1263     if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1264     {
1265     #if 0
1266     fprintf (stderr, "HIGH WEIGHT/VALUE [");
1267     if (tmp->name != NULL)
1268 root 1.18 {
1269 root 1.219 fprintf (stderr, "%s", tmp->name);
1270     }
1271     else
1272     fprintf (stderr, "%s", tmp->arch->archname);
1273     fprintf (stderr, ",%d] = ", tmp->type);
1274     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1275 elmex 1.1 #endif
1276 root 1.219 CHK_PICK_PICKUP;
1277     continue;
1278 root 1.18 }
1279     } /* the new pickup model */
1280     }
1281 root 1.29
1282 root 1.18 return !stop;
1283 elmex 1.1 }
1284    
1285     /*
1286     * Find an arrow in the inventory and after that
1287     * in the right type container (quiver). Pointer to the
1288     * found object is returned.
1289     */
1290 root 1.18 object *
1291     find_arrow (object *op, const char *type)
1292 elmex 1.1 {
1293 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1294 root 1.179 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1295 root 1.178 return splay (tmp);
1296 elmex 1.1
1297 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1298 root 1.179 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1299 root 1.178 if (object *arrow = find_arrow (tmp, type))
1300     {
1301     splay (tmp);
1302     return arrow;
1303     }
1304 root 1.103
1305 root 1.178 return 0;
1306 elmex 1.1 }
1307    
1308     /*
1309     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1310     * against the target. A full test is not performed, simply a basic test
1311     * of resistances. The archer is making a quick guess at what he sees down
1312     * the hall. Failing that it does it's best to pick the highest plus arrow.
1313     */
1314 root 1.18 object *
1315     find_better_arrow (object *op, object *target, const char *type, int *better)
1316 elmex 1.1 {
1317 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1318     int attacknum, attacktype, betterby = 0, i;
1319 elmex 1.1
1320 root 1.18 if (!type)
1321     return NULL;
1322 elmex 1.1
1323 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1324     {
1325     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1326     {
1327     i = 0;
1328     ntmp = find_better_arrow (arrow, target, type, &i);
1329     if (i > betterby)
1330     {
1331     tmp = ntmp;
1332     betterby = i;
1333     }
1334     }
1335     else if (arrow->type == ARROW && arrow->race == type)
1336     {
1337     /* allways prefer assasination/slaying */
1338 root 1.192 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1339 root 1.18 {
1340     if (arrow->attacktype & AT_DEATH)
1341     {
1342     *better = 100;
1343     return arrow;
1344     }
1345     else
1346     {
1347     tmp = arrow;
1348     betterby = (arrow->magic + arrow->stats.dam) * 2;
1349     }
1350     }
1351     else
1352     {
1353     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1354     {
1355     attacktype = 1 << attacknum;
1356 root 1.149 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1357     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1358 root 1.18 {
1359     tmp = arrow;
1360 root 1.149 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1361 root 1.18 }
1362 root 1.11 }
1363 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1364     {
1365     tmp = arrow;
1366     betterby = 2 + arrow->magic + arrow->stats.dam;
1367 root 1.11 }
1368 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1369     {
1370     tmp = arrow;
1371     betterby = 1 + arrow->magic + arrow->stats.dam;
1372 root 1.11 }
1373     }
1374     }
1375 elmex 1.1 }
1376 root 1.195
1377 root 1.18 if (tmp == NULL && arrow == NULL)
1378     return find_arrow (op, type);
1379 elmex 1.1
1380 root 1.18 *better = betterby;
1381     return tmp;
1382 elmex 1.1 }
1383    
1384     /* looks in a given direction, finds the first valid target, and calls
1385     * find_better_arrow to find a decent arrow to use.
1386     * op = the shooter
1387     * type = bow->race
1388     * dir = fire direction
1389     */
1390 root 1.18 object *
1391     pick_arrow_target (object *op, const char *type, int dir)
1392 elmex 1.1 {
1393 root 1.18 object *tmp = NULL;
1394 root 1.25 maptile *m;
1395 root 1.18 int i, mflags, found, number;
1396     sint16 x, y;
1397    
1398     if (op->map == NULL)
1399     return find_arrow (op, type);
1400    
1401     /* do a dex check */
1402     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1403     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1404     return find_arrow (op, type);
1405    
1406     m = op->map;
1407     x = op->x;
1408     y = op->y;
1409    
1410     /* find the first target */
1411     for (i = 0, found = 0; i < 20; i++)
1412     {
1413     x += freearr_x[dir];
1414     y += freearr_y[dir];
1415     mflags = get_map_flags (m, &m, x, y, &x, &y);
1416 root 1.212
1417 root 1.18 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1418     {
1419 root 1.212 tmp = 0;
1420 root 1.18 break;
1421     }
1422     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1423     {
1424     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1425     * perhaps a bad assumption.
1426     */
1427 root 1.212 tmp = 0;
1428 root 1.18 break;
1429 root 1.11 }
1430 root 1.212
1431 root 1.18 if (mflags & P_IS_ALIVE)
1432 root 1.212 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1433     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1434 root 1.18 break;
1435 elmex 1.1 }
1436 root 1.212
1437     if (!tmp)
1438 root 1.18 return find_arrow (op, type);
1439 elmex 1.1
1440 root 1.18 if (tmp->head)
1441     tmp = tmp->head;
1442 elmex 1.1
1443 root 1.18 return find_better_arrow (op, tmp, type, &i);
1444 elmex 1.1 }
1445    
1446     /*
1447     * Creature fires a bow - op can be monster or player. Returns
1448     * 1 if bow was actually fired, 0 otherwise.
1449     * op is the object firing the bow.
1450     * part is for multipart creatures - the part firing the bow.
1451     * dir is the direction of fire.
1452     * wc_mod is any special modifier to give (used in special player fire modes)
1453     * sx, sy are coordinates to fire arrow from - also used in some of the special
1454     * player fire modes.
1455     */
1456 root 1.18 int
1457     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1458 elmex 1.1 {
1459 root 1.18 object *left, *bow;
1460 root 1.132 int mflags;
1461 root 1.25 maptile *m;
1462 elmex 1.1
1463 root 1.18 if (!dir)
1464     {
1465     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1466     return 0;
1467 elmex 1.1 }
1468 root 1.48
1469 root 1.136 if (op->contr)
1470     bow = op->current_weapon;
1471 root 1.18 else
1472     {
1473     for (bow = op->inv; bow; bow = bow->below)
1474     /* Don't check for applied - monsters don't apply bows - in that way, they
1475     * don't need to switch back and forth between bows and weapons.
1476     */
1477     if (bow->type == BOW)
1478     break;
1479 root 1.11
1480 root 1.18 if (!bow)
1481     {
1482     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1483     return 0;
1484 root 1.11 }
1485 root 1.118
1486     // optimisation: move object to top so we will find it quickly again
1487     if (bow->below)
1488     {
1489     bow->remove ();
1490     op->insert (bow);
1491     }
1492 elmex 1.1 }
1493 root 1.48
1494 root 1.18 if (!bow->race || !bow->skill)
1495     {
1496     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1497     return 0;
1498 elmex 1.1 }
1499    
1500 root 1.18 if (arrow == NULL)
1501     {
1502     if ((arrow = find_arrow (op, bow->race)) == NULL)
1503     {
1504     if (op->type == PLAYER)
1505     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1506     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1507     else
1508     CLEAR_FLAG (op, FLAG_READY_BOW);
1509 root 1.116
1510 root 1.18 return 0;
1511 root 1.11 }
1512 elmex 1.1 }
1513 root 1.48
1514 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1515     if (mflags & P_OUT_OF_MAP)
1516 root 1.48 return 0;
1517    
1518 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1519     {
1520     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1521     return 0;
1522     }
1523    
1524     /* this should not happen, but sometimes does */
1525     if (arrow->nrof == 0)
1526     {
1527 root 1.206 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1528 root 1.207 arrow->destroy ();
1529 root 1.18 return 0;
1530     }
1531    
1532     left = arrow; /* these are arrows left to the player */
1533 root 1.186 arrow = arrow->split ();
1534 root 1.48 if (!arrow)
1535 root 1.18 {
1536     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1537     return 0;
1538 elmex 1.1 }
1539 root 1.48
1540 root 1.34 arrow->set_owner (op);
1541 root 1.18 arrow->skill = bow->skill;
1542     arrow->direction = dir;
1543    
1544 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1545     arrow->stats.hp = arrow->stats.dam;
1546     arrow->stats.grace = arrow->attacktype;
1547    
1548     if (arrow->slaying)
1549     arrow->spellarg = strdup (arrow->slaying);
1550    
1551 root 1.142 #if 0
1552 root 1.131 if (player *pl = op->contr)
1553 root 1.18 {
1554 root 1.142 float speed = pl->weapon_sp;
1555 root 1.132
1556 root 1.142 /* penalize ROF for bestarrow */
1557     if (pl->bowtype == bow_bestarrow)
1558     speed *= .9f;
1559     else
1560     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1561 root 1.131
1562 root 1.142 op->speed_left += speed - op->speed;
1563     }
1564 root 1.132 #endif
1565 elmex 1.1
1566 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1567 root 1.116
1568 root 1.18 /* update the speed */
1569 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1570     + bow->stats.dam / 7.f;
1571 root 1.18
1572 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1573 root 1.18 arrow->speed_left = 0;
1574    
1575 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1576 root 1.116
1577 root 1.18 if (op->type == PLAYER)
1578     {
1579 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1580 root 1.129 wc -= dex_bonus[op->stats.Dex];
1581 root 1.18
1582 root 1.116 if (!arrow->slaying)
1583     arrow->slaying = op->slaying;
1584 root 1.124
1585     arrow->attacktype |= op->attacktype;
1586 elmex 1.1 }
1587 root 1.18 else
1588     {
1589     arrow->level = op->level;
1590 root 1.116 arrow->stats.wc -= bow->magic;
1591    
1592     if (!arrow->slaying)
1593     arrow->slaying = bow->slaying;
1594 root 1.124
1595     arrow->attacktype |= bow->attacktype;
1596 elmex 1.1 }
1597 root 1.24
1598 root 1.129 wc -= arrow->level;
1599     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1600 root 1.24
1601 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1602 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1603     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1604    
1605 root 1.156 op->play_sound (sound_find ("fire_arrow"));
1606 root 1.70 m->insert (arrow, sx, sy, op);
1607 root 1.18
1608 root 1.24 if (!arrow->destroyed ())
1609 root 1.18 move_arrow (arrow);
1610 elmex 1.1
1611 root 1.18 return 1;
1612 elmex 1.1 }
1613    
1614     /* Special fire code for players - this takes into
1615     * account the special fire modes players can have
1616     * but monsters can't. Putting that code here
1617     * makes the fire_bow code much cleaner.
1618     * this function should only be called if 'op' is a player,
1619     * hence the function name.
1620     */
1621 root 1.18 int
1622     player_fire_bow (object *op, int dir)
1623 elmex 1.1 {
1624 root 1.212 int ret;
1625 root 1.18
1626     if (op->contr->bowtype == bow_bestarrow)
1627     {
1628 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1629 root 1.18 }
1630     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1631     {
1632 root 1.212 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1633 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1634     }
1635     else if (op->contr->bowtype == bow_threewide)
1636     {
1637 root 1.212 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1638 root 1.18 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1639     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1640     }
1641     else if (op->contr->bowtype == bow_spreadshot)
1642     {
1643 root 1.212 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1644 root 1.18 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1645     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1646 elmex 1.1 }
1647 root 1.18 else
1648     {
1649     /* Simple case */
1650     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1651     }
1652 root 1.121
1653 root 1.18 return ret;
1654 elmex 1.1 }
1655    
1656     /* Fires a misc (wand/rod/horn) object in 'dir'.
1657     * Broken apart from 'fire' to keep it more readable.
1658     */
1659 root 1.18 void
1660     fire_misc_object (object *op, int dir)
1661 elmex 1.1 {
1662 root 1.118 object *item = op->contr->ranged_ob;
1663 elmex 1.1
1664 root 1.118 if (!item)
1665 root 1.18 {
1666     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1667     return;
1668 elmex 1.1 }
1669    
1670 root 1.18 if (!item->inv)
1671     {
1672     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1673     return;
1674 elmex 1.1 }
1675 root 1.118
1676 root 1.126 if (!op->change_weapon (item))
1677     return;
1678 root 1.121
1679 root 1.18 if (item->type == WAND)
1680     {
1681     if (item->stats.food <= 0)
1682     {
1683 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1684 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1685 root 1.121
1686 root 1.18 return;
1687 root 1.11 }
1688 root 1.18 }
1689     else if (item->type == ROD || item->type == HORN)
1690     {
1691 elmex 1.191 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1692    
1693     // using the maximum of the rods charge allows at least one spell cast
1694     // for a rod or horn, this fixes some broken rods.
1695     if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1696 root 1.18 {
1697 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1698 root 1.121
1699 root 1.18 if (item->type == ROD)
1700     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1701     else
1702     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1703 root 1.121
1704 root 1.18 return;
1705 root 1.11 }
1706 elmex 1.1 }
1707    
1708 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1709     {
1710 root 1.212 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1711    
1712 root 1.18 if (item->type == WAND)
1713     {
1714     if (!(--item->stats.food))
1715     {
1716     object *tmp;
1717    
1718     if (item->arch)
1719     {
1720     CLEAR_FLAG (item, FLAG_ANIMATE);
1721 root 1.149 item->face = item->arch->face;
1722 root 1.67 item->set_speed (0);
1723 root 1.11 }
1724 root 1.67
1725 root 1.189 if (object *pl = item->visible_to ())
1726     esrv_update_item (UPD_ANIM, pl, item);
1727 root 1.11 }
1728     }
1729 root 1.18 else if (item->type == ROD || item->type == HORN)
1730 root 1.67 drain_rod_charge (item);
1731 elmex 1.1 }
1732     }
1733    
1734     /* Received a fire command for the player - go and do it.
1735     */
1736 root 1.142 bool
1737 root 1.18 fire (object *op, int dir)
1738     {
1739     int spellcost = 0;
1740 elmex 1.1
1741 root 1.118 player *pl = op->contr;
1742 elmex 1.1
1743 root 1.119 if (pl->golem)
1744     {
1745     control_golem (op->contr->golem, dir);
1746 root 1.142 return false;
1747 root 1.119 }
1748    
1749     object *ob = pl->ranged_ob;
1750 elmex 1.1
1751 root 1.119 if (!ob)
1752 root 1.142 return false;
1753 elmex 1.1
1754 root 1.142 if (op->speed_left > 0.f)
1755     --op->speed_left;
1756     else
1757     return false;
1758 root 1.136
1759 root 1.209 if (!op->change_weapon (ob))
1760     return false;
1761    
1762     /* check for loss of invisiblity/hide */
1763     if (action_makes_visible (op))
1764     make_visible (op);
1765    
1766 root 1.119 switch (ob->type)
1767 root 1.118 {
1768 root 1.119 case BOW:
1769 root 1.118 player_fire_bow (op, dir);
1770 root 1.119 break;
1771    
1772     case SPELL:
1773     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1774     break;
1775 root 1.113
1776 root 1.119 case BUILDER:
1777 root 1.20 apply_map_builder (op, dir);
1778 root 1.119 break;
1779    
1780     case SKILL:
1781     do_skill (op, op, ob, dir, 0);
1782     break;
1783    
1784     default:
1785     fire_misc_object (op, dir);
1786     break;
1787 elmex 1.1 }
1788 root 1.142
1789     return true;
1790 elmex 1.1 }
1791    
1792     /* find_key
1793     * We try to find a key for the door as passed. If we find a key
1794     * and successfully use it, we return the key, otherwise NULL
1795     * This function merges both normal and locked door, since the logic
1796     * for both is the same - just the specific key is different.
1797     * pl is the player,
1798     * inv is the objects inventory to searched
1799     * door is the door we are trying to match against.
1800     * This function can be called recursively to search containers.
1801     */
1802 root 1.18 object *
1803     find_key (object *pl, object *container, object *door)
1804 elmex 1.1 {
1805 root 1.18 object *tmp, *key;
1806 elmex 1.1
1807 root 1.18 /* Should not happen, but sanity checking is never bad */
1808 root 1.103 if (!container->inv)
1809     return 0;
1810 elmex 1.1
1811 root 1.18 /* First, lets try to find a key in the top level inventory */
1812 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1813 root 1.18 {
1814     if (door->type == DOOR && tmp->type == KEY)
1815     break;
1816     /* For sanity, we should really check door type, but other stuff
1817     * (like containers) can be locked with special keys
1818     */
1819     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1820     break;
1821     }
1822 root 1.103
1823 root 1.18 /* No key found - lets search inventories now */
1824     /* If we find and use a key in an inventory, return at that time.
1825     * otherwise, if we search all the inventories and still don't find
1826     * a key, return
1827     */
1828     if (!tmp)
1829     {
1830 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1831 root 1.18 {
1832     /* No reason to search empty containers */
1833     if (tmp->type == CONTAINER && tmp->inv)
1834     {
1835 root 1.103 if ((key = find_key (pl, tmp, door)))
1836 root 1.18 return key;
1837     }
1838     }
1839 root 1.103
1840 root 1.18 if (!tmp)
1841     return NULL;
1842 elmex 1.1 }
1843 root 1.103
1844 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1845     * see if we actually want to use it
1846     */
1847     if (pl != container)
1848     {
1849     /* Only let players use keys in containers */
1850     if (!pl->contr)
1851     return NULL;
1852     /* cases where this fails:
1853     * If we only search the player inventory, return now since we
1854     * are not in the players inventory.
1855     * If the container is not active, return now since only active
1856     * containers can be used.
1857     * If we only search keyrings and the container does not have
1858     * a race/isn't a keyring.
1859     * No checking for all containers - to fall through past here,
1860     * inv must have been an container and must have been active.
1861     *
1862     * Change the color so that the message doesn't disappear with
1863     * all the others.
1864     */
1865     if (pl->contr->usekeys == key_inventory ||
1866     !QUERY_FLAG (container, FLAG_APPLIED) ||
1867     (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1868     {
1869     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1870     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1871     return NULL;
1872 root 1.11 }
1873 elmex 1.1 }
1874 root 1.103
1875 root 1.18 return tmp;
1876 elmex 1.1 }
1877    
1878     /* moved door processing out of move_player_attack.
1879     * returns 1 if player has opened the door with a key
1880     * such that the caller should not do anything more,
1881     * 0 otherwise
1882     */
1883 root 1.18 static int
1884     player_attack_door (object *op, object *door)
1885 elmex 1.1 {
1886 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1887 root 1.18 * might as well return immediately as there is nothing more to do -
1888     * otherwise, we fall through to the rest of the code.
1889     */
1890     object *key = find_key (op, op, door);
1891    
1892 root 1.142 /* If we found a key, do some extra work */
1893 root 1.18 if (key)
1894     {
1895     object *container = key->env;
1896    
1897     if (action_makes_visible (op))
1898     make_visible (op);
1899 root 1.117
1900 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1901     spring_trap (door->inv, op);
1902 root 1.103
1903 root 1.18 if (door->type == DOOR)
1904 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1905 root 1.18 else if (door->type == LOCKED_DOOR)
1906     {
1907 root 1.170 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1908 root 1.18 remove_door2 (door); /* remove door without violence ;-) */
1909     }
1910 root 1.103
1911 root 1.18 /* Do this after we print the message */
1912 root 1.185 key->decrease (); /* Use up one of the keys */
1913 root 1.103
1914 root 1.18 return 1; /* Nothing more to do below */
1915     }
1916     else if (door->type == LOCKED_DOOR)
1917     {
1918     /* Might as well return now - no other way to open this */
1919 root 1.171 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1920 root 1.18 return 1;
1921 elmex 1.1 }
1922 root 1.103
1923 root 1.18 return 0;
1924 elmex 1.1 }
1925    
1926     /* This function is just part of a breakup from move_player.
1927     * It should keep the code cleaner.
1928     * When this is called, the players direction has been updated
1929     * (taking into account confusion.) The player is also actually
1930     * going to try and move (not fire weapons).
1931     */
1932 root 1.142 bool
1933 root 1.18 move_player_attack (object *op, int dir)
1934 elmex 1.1 {
1935 root 1.18 int on_battleground;
1936    
1937 root 1.117 sint16 nx = freearr_x[dir] + op->x;
1938     sint16 ny = freearr_y[dir] + op->y;
1939 root 1.18
1940 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
1941 root 1.18
1942 root 1.142 if (out_of_map (op->map, nx, ny))
1943     return false;
1944    
1945     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1946     {
1947     --op->speed_left;
1948     return true;
1949     }
1950    
1951 root 1.18 /* If braced, or can't move to the square, and it is not out of the
1952     * map, attack it. Note order of if statement is important - don't
1953     * want to be calling move_ob if braced, because move_ob will move the
1954     * player. This is a pretty nasty hack, because if we could
1955     * move to some space, it then means that if we are braced, we should
1956     * do nothing at all. As it is, if we are braced, we go through
1957     * quite a bit of processing. However, it probably is less than what
1958     * move_ob uses.
1959     */
1960 root 1.142 maptile *m = op->map->xy_find (nx, ny);
1961    
1962     /* Go through all the objects, and find ones of interest. Only stop if
1963     * we find a monster - that is something we know we want to attack.
1964     * if its a door or barrel (can roll) see if there may be monsters
1965     * on the space
1966     */
1967     object *mon;
1968     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1969 root 1.18 {
1970 root 1.142 if ((mon->flag [FLAG_ALIVE]
1971     || mon->type == LOCKED_DOOR
1972     || mon->flag [FLAG_CAN_ROLL])
1973     && mon != op)
1974     break;
1975     }
1976    
1977     if (!mon) /* This happens anytime the player tries to move */
1978     return false; /* into a wall */
1979 root 1.18
1980 root 1.142 mon = mon->head_ ();
1981 root 1.11
1982 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1983     if (op->contr->weapon_sp_left > 0.f)
1984     if (player_attack_door (op, mon))
1985 root 1.18 {
1986 root 1.142 --op->contr->weapon_sp_left;
1987     return true;
1988 root 1.18 }
1989    
1990 root 1.142 /* The following deals with possibly attacking peaceful
1991     * or friendly creatures. Basically, all players are considered
1992     * unaggressive. If the moving player has peaceful set, then the
1993     * object should be pushed instead of attacked. It is assumed that
1994     * if you are braced, you will not attack friends accidently,
1995     * and thus will not push them.
1996     */
1997 root 1.18
1998 root 1.142 /* If the creature is a pet, push it even if the player is not
1999     * peaceful. Our assumption is the creature is a pet if the
2000     * player owns it and it is either friendly or unagressive.
2001     */
2002     if (op->type == PLAYER
2003     && ((mon->owner && mon->owner->contr
2004     && same_party (mon->owner->contr->party, op->contr->party))
2005     || mon->owner == op)
2006     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2007     {
2008     /* If we're braced, we don't want to switch places with it */
2009     if (op->contr->braced)
2010     return false;
2011 root 1.18
2012 root 1.142 if (op->speed_left > 0.f)
2013     {
2014     --op->speed_left;
2015 root 1.85
2016 root 1.156 op->play_sound (sound_find ("push_player"));
2017 root 1.117 push_ob (mon, dir, op);
2018 root 1.142
2019 root 1.212 if (action_makes_visible (op))
2020 root 1.18 make_visible (op);
2021 root 1.85
2022 root 1.142 return true;
2023 root 1.11 }
2024 root 1.142 else
2025     return false;
2026     }
2027 root 1.11
2028 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2029     * creatures. Note that if you are braced, you can't push
2030     * someone, but put it inside this loop so that you won't
2031     * attack them either.
2032     */
2033     if ((mon->type == PLAYER || mon->enemy != op)
2034     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2035     && ((op->contr->peaceful
2036     || (mon->type == PLAYER && mon->contr->peaceful))
2037     && !on_battleground))
2038     {
2039     if (op->speed_left > 0.f)
2040 root 1.18 {
2041 root 1.142 --op->speed_left;
2042    
2043 root 1.18 if (!op->contr->braced)
2044     {
2045 root 1.156 op->play_sound (sound_find ("push_player"));
2046 root 1.85 push_ob (mon, dir, op);
2047 root 1.18 }
2048     else
2049 root 1.171 op->statusmsg ("You withhold your attack");
2050 root 1.49
2051 root 1.208 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2052 root 1.18 make_visible (op);
2053 root 1.142
2054     return true;
2055 root 1.11 }
2056 root 1.142 }
2057     /* If the object is a boulder or other rollable object, then
2058     * roll it if not braced. You can't roll it if you are braced.
2059     */
2060     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2061     {
2062     if (op->speed_left > 0.f)
2063     {
2064     --op->speed_left;
2065 elmex 1.1
2066 root 1.18 recursive_roll (mon, dir, op);
2067     if (action_makes_visible (op))
2068     make_visible (op);
2069 root 1.142
2070     return true;
2071 root 1.11 }
2072 root 1.142 }
2073     /* Any generic living creature. Including things like doors.
2074     * Way it works is like this: First, it must have some hit points
2075     * and be living. Then, it must be one of the following:
2076     * 1) Not a player, 2) A player, but of a different party. Note
2077     * that party_number -1 is no party, so attacks can still happen.
2078     */
2079     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2080     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2081     {
2082 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2083 root 1.18 {
2084 root 1.142 --op->contr->weapon_sp_left;
2085 root 1.11
2086 root 1.49 skill_attack (mon, op, 0, 0, 0);
2087 root 1.11
2088 root 1.18 if (action_makes_visible (op))
2089     make_visible (op);
2090 root 1.142
2091     return true;
2092 root 1.11 }
2093 root 1.142 }
2094    
2095     return false;
2096 elmex 1.1 }
2097    
2098 root 1.142 bool
2099 root 1.18 move_player (object *op, int dir)
2100     {
2101     int pick;
2102 elmex 1.1
2103 root 1.181 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2104 root 1.18 return 0;
2105 elmex 1.1
2106 root 1.18 /* Sanity check: make sure dir is valid */
2107     if ((dir < 0) || (dir >= 9))
2108     {
2109     LOG (llevError, "move_player: invalid direction %d\n", dir);
2110     return 0;
2111 elmex 1.1 }
2112    
2113 root 1.84 /* peterm: added following line */
2114 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2115 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2116 root 1.18
2117     op->facing = dir;
2118    
2119 root 1.208 if (op->flag [FLAG_HIDDEN])
2120 root 1.18 do_hidden_move (op);
2121    
2122 root 1.142 bool retval;
2123    
2124 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2125 root 1.142 retval = RESULT_INT (0);
2126 root 1.18 else if (op->contr->fire_on)
2127 root 1.142 retval = fire (op, dir);
2128 root 1.18 else
2129     {
2130 root 1.142 retval = move_player_attack (op, dir);
2131 root 1.18 pick = check_pick (op);
2132     }
2133 elmex 1.1
2134 root 1.18 /* Add special check for newcs players and fire on - this way, the
2135     * server can handle repeat firing.
2136     */
2137     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2138 root 1.49 op->direction = dir;
2139 root 1.18 else
2140 root 1.49 op->direction = 0;
2141    
2142 root 1.18 /* Update how the player looks. Use the facing, so direction may
2143     * get reset to zero. This allows for full animation capabilities
2144     * for players.
2145     */
2146     animate_object (op, op->facing);
2147 root 1.142
2148     return retval;
2149 elmex 1.1 }
2150    
2151     /* This is similar to handle_player, below, but is only used by the
2152     * new client/server stuff.
2153     * This is sort of special, in that the new client/server actually uses
2154     * the new speed values for commands.
2155     *
2156 root 1.142 * Returns true if there are more actions we can do. Should not do
2157     * many actions in a row, as that would be too unfair to other
2158     * players.
2159 elmex 1.1 */
2160 root 1.142 bool
2161 root 1.18 handle_newcs_player (object *op)
2162 elmex 1.1 {
2163 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2164     {
2165 root 1.142 if (op->speed_left > 0.f)
2166 root 1.18 {
2167 root 1.132 --op->speed_left;
2168 root 1.142 flee_player (op);
2169    
2170     return true;
2171 root 1.11 }
2172 root 1.142 else
2173     return false;
2174 elmex 1.1 }
2175    
2176 root 1.18 /* call this here - we also will call this in do_ericserver, but
2177     * the players time has been increased when doericserver has been
2178     * called, so we recheck it here.
2179     */
2180 root 1.83 if (op->contr->ns->handle_command ())
2181 root 1.142 return true;
2182 root 1.47
2183 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2184     return move_player (op, op->direction);
2185 elmex 1.1
2186 root 1.142 return false;
2187 root 1.18 }
2188    
2189     int
2190     save_life (object *op)
2191     {
2192     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2193 elmex 1.1 return 0;
2194 root 1.18
2195 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2196 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2197     {
2198 root 1.156 op->play_sound (sound_find ("ob_evaporate"));
2199 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2200 root 1.33
2201 root 1.207 tmp->destroy ();
2202 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2203 root 1.33
2204 root 1.18 if (op->stats.hp < 0)
2205     op->stats.hp = op->stats.maxhp;
2206 root 1.33
2207 root 1.18 if (op->stats.food < 0)
2208     op->stats.food = 999;
2209 root 1.33
2210 root 1.54 op->update_stats ();
2211 root 1.18 return 1;
2212     }
2213 root 1.41
2214 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2215     CLEAR_FLAG (op, FLAG_LIFESAVE);
2216     enter_player_savebed (op); /* bring him home. */
2217     return 0;
2218 elmex 1.1 }
2219    
2220     /* This goes throws the inventory and removes unpaid objects, and puts them
2221     * back in the map (location and map determined by values of env). This
2222 root 1.189 * function will descend into containers. op is the object to start the search
2223 elmex 1.1 * from.
2224     */
2225 root 1.154 static void
2226     drop_unpaid_items (object *op, object *env)
2227 elmex 1.1 {
2228 root 1.18 while (op)
2229     {
2230 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2231    
2232 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2233 root 1.189 op->insert_at (env);
2234 root 1.18 else if (op->inv)
2235 root 1.154 drop_unpaid_items (op->inv, env);
2236 root 1.41
2237 root 1.18 op = next;
2238 elmex 1.1 }
2239     }
2240    
2241 root 1.154 void
2242     object::drop_unpaid_items ()
2243     {
2244     if (!flag [FLAG_REMOVED])
2245     ::drop_unpaid_items (inv, this);
2246     }
2247    
2248 elmex 1.1 /*
2249     * Returns pointer a static string containing gravestone text
2250     * Moved from apply.c to player.c - player.c is what
2251     * actually uses this function. player.c may not be quite the
2252     * best, a misc file for object actions is probably better,
2253     * but there isn't one in the server directory.
2254     */
2255 root 1.192 const char *
2256 root 1.18 gravestone_text (object *op)
2257 elmex 1.1 {
2258 root 1.192 static dynbuf_text buf;
2259    
2260 root 1.203 buf << "---- R.I.P. ----\n\n"
2261     << op->name;
2262 root 1.18
2263     if (op->type == PLAYER)
2264 root 1.192 buf << " the " << op->contr->title;
2265    
2266     buf << "\n\n";
2267 root 1.41
2268 root 1.192 buf << "who was level ";
2269     buf << (sint32)op->level << "\n\n" // OO breakdown
2270     << " when " << (op->contr ? "killed" : "died") << "\n\n";
2271 root 1.41
2272 root 1.18 if (op->type == PLAYER)
2273 root 1.192 buf << "by " << op->contr->killer_name () << ".\n\n";
2274 root 1.41
2275 root 1.192 {
2276     static char buf2[128];
2277     time_t now = time (NULL);
2278     strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2279     buf << buf2;
2280     }
2281 root 1.41
2282 root 1.192 return buf;
2283 elmex 1.1 }
2284    
2285 root 1.18 void
2286     do_some_living (object *op)
2287     {
2288     int last_food = op->stats.food;
2289 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2290     int over_hp, over_sp, over_grace;
2291     int i;
2292     int rate_hp = 1200;
2293     int rate_sp = 2500;
2294     int rate_grace = 2000;
2295     const int max_hp = 1;
2296     const int max_sp = 1;
2297     const int max_grace = 1;
2298    
2299 root 1.107 if (op->contr->hidden)
2300     {
2301     op->invisible = 1000;
2302     /* the socket code flashes the player visible/invisible
2303     * depending on the value of invisible, so we need to
2304     * alternate it here for it to work correctly.
2305     */
2306     if (pticks & 2)
2307     op->invisible--;
2308     }
2309     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2310     {
2311     if (!op->invisible--)
2312     {
2313     make_visible (op);
2314     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2315     }
2316     }
2317    
2318 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2319 root 1.18 {
2320     /* these next three if clauses make it possible to SLOW DOWN
2321     hp/grace/spellpoint regeneration. */
2322     if (op->contr->gen_hp >= 0)
2323     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2324     else
2325     {
2326     gen_hp = op->stats.maxhp;
2327     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2328     }
2329 root 1.55
2330 root 1.18 if (op->contr->gen_sp >= 0)
2331     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2332     else
2333     {
2334     gen_sp = op->stats.maxsp;
2335     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2336     }
2337 root 1.55
2338 root 1.18 if (op->contr->gen_grace >= 0)
2339     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2340     else
2341     {
2342     gen_grace = op->stats.maxgrace;
2343     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2344     }
2345    
2346     /* Regenerate Grace */
2347     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2348     if (--op->last_grace < 0)
2349     {
2350     if (op->stats.grace < op->stats.maxgrace / 2)
2351     op->stats.grace++; /* no penalty in food for regaining grace */
2352 root 1.55
2353 root 1.18 if (max_grace > 1)
2354     {
2355     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2356     if (over_grace > 0)
2357     {
2358     op->stats.sp += over_grace
2359     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2360     op->last_grace = 0;
2361     }
2362     else
2363     {
2364     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2365     }
2366     }
2367     else
2368     {
2369     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2370     }
2371     /* wearing stuff doesn't detract from grace generation. */
2372     }
2373    
2374 root 1.161 if (op->stats.food > 0)
2375 root 1.18 {
2376 root 1.161 /* Regenerate Spell Points */
2377     if (!op->contr->golem && --op->last_sp < 0)
2378 root 1.18 {
2379 root 1.161 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2380    
2381     if (op->stats.sp < op->stats.maxsp)
2382 root 1.18 {
2383 root 1.161 op->stats.sp++;
2384    
2385     /* dms do not consume food */
2386     if (!QUERY_FLAG (op, FLAG_WIZ))
2387     {
2388     op->stats.food--;
2389    
2390     if (op->contr->digestion < 0)
2391     op->stats.food += op->contr->digestion;
2392     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2393     op->stats.food = last_food;
2394     }
2395 root 1.18 }
2396 root 1.161
2397     if (max_sp > 1)
2398     {
2399     over_sp = (gen_sp + 10) / rate_sp;
2400     if (over_sp > 0)
2401     {
2402     if (op->stats.sp < op->stats.maxsp)
2403     {
2404     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2405    
2406     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2407     op->stats.sp--;
2408    
2409     if (op->stats.sp > op->stats.maxsp)
2410     op->stats.sp = op->stats.maxsp;
2411     }
2412    
2413     op->last_sp = 0;
2414     }
2415     else
2416     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2417     }
2418     else
2419     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2420 root 1.18 }
2421 root 1.55
2422 root 1.161 /* Regenerate Hit Points */
2423     if (--op->last_heal < 0)
2424 root 1.18 {
2425 root 1.161 if (op->stats.hp < op->stats.maxhp)
2426 root 1.18 {
2427 root 1.161 op->stats.hp++;
2428    
2429     /* dms do not consume food */
2430     if (!QUERY_FLAG (op, FLAG_WIZ))
2431     {
2432     op->stats.food--;
2433    
2434     if (op->contr->digestion < 0)
2435     op->stats.food += op->contr->digestion;
2436     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2437     op->stats.food = last_food;
2438     }
2439 root 1.18 }
2440 root 1.161
2441     if (max_hp > 1)
2442 root 1.18 {
2443 root 1.161 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2444    
2445     if (over_hp > 0)
2446     {
2447 root 1.214 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2448 root 1.161 op->last_heal = 0;
2449     }
2450     else
2451     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2452 root 1.18 }
2453 root 1.161 else
2454     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2455 root 1.18 }
2456 root 1.11 }
2457 elmex 1.1
2458 root 1.18 /* Digestion */
2459     if (--op->last_eat < 0)
2460     {
2461 root 1.155 int bonus = max (0, op->contr->digestion),
2462     penalty = max (0, -op->contr->digestion);
2463 root 1.18
2464 root 1.155 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2465 root 1.55
2466 root 1.18 /* dms do not consume food */
2467     if (!QUERY_FLAG (op, FLAG_WIZ))
2468     op->stats.food--;
2469 root 1.11 }
2470 elmex 1.1
2471 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2472     {
2473 root 1.196 object *flesh = 0;
2474 root 1.18
2475 root 1.196 for_inv_removable (op, tmp)
2476 root 1.18 {
2477 root 1.196 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2478     continue;
2479    
2480     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2481 root 1.18 {
2482 root 1.196 op->statusmsg ("You blindly grab for a bite of food. "
2483     "H<To prevent you from starving, you ate some random item from your backpack.>");
2484     manual_apply (op, tmp, 0);
2485    
2486     if (op->stats.food >= 0 || op->stats.hp < 0)
2487     break;
2488     }
2489     else if (tmp->type == FLESH)
2490     flesh = tmp;
2491     }
2492 root 1.55
2493     /* If player is still starving, it means they don't have any food, so
2494     * eat flesh instead.
2495     */
2496     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2497     {
2498 root 1.196 op->statusmsg ("You blindly grab for a bite of food. "
2499     "H<To prevent you from starving, you ate some random item from your backpack.>");
2500 root 1.55 manual_apply (op, flesh, 0);
2501     }
2502 root 1.196
2503     // If player is still starving, alert him!
2504     if (op->stats.food < 0)
2505     op->failmsg ("You are starving! "
2506     "H<Eat some food to increase your food and prevent you from an untimely death.>");
2507 root 1.11 }
2508 elmex 1.1
2509 root 1.196 if (op->stats.food < 0)
2510 root 1.161 {
2511 root 1.196 op->stats.hp += op->stats.food;
2512 root 1.161 op->stats.food = 0;
2513 root 1.200
2514     if (op->stats.hp < 0)
2515     {
2516     op->contr->killer = archetype::get ("killer_starvation");
2517 root 1.207 op->contr->killer->destroy ();
2518 root 1.200 }
2519 root 1.161 }
2520 elmex 1.1
2521 root 1.200 /* killer should be set here already */
2522 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2523     kill_player (op);
2524     }
2525 elmex 1.1 }
2526    
2527     /* If the player should die (lack of hp, food, etc), we call this.
2528     * op is the player in jeopardy. If the player can not be saved (not
2529     * permadeath, no lifesave), this will take care of removing the player
2530     * file.
2531     */
2532 root 1.18 void
2533     kill_player (object *op)
2534 elmex 1.1 {
2535 root 1.168 int x, y;
2536 root 1.18 char buf[MAX_BUF];
2537 root 1.25 maptile *map; /* this is for resurrection */
2538 root 1.18 int will_kill_again;
2539     archetype *at;
2540     object *tmp;
2541    
2542     if (save_life (op))
2543     return;
2544    
2545     /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2546     * in cities ONLY!!! It is very important that this doesn't get abused.
2547     * Look at op_on_battleground() for more info --AndreasV
2548     */
2549     if (op_on_battleground (op, &x, &y))
2550     {
2551     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2552     new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2553    
2554     /* restore player */
2555 root 1.22 at = archetype::find ("poisoning");
2556 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2557 root 1.18 {
2558 root 1.207 tmp->destroy ();
2559 root 1.18 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2560     }
2561 elmex 1.1
2562 root 1.22 at = archetype::find ("confusion");
2563 root 1.70 if (object *tmp = present_arch_in_ob (at, op))
2564 root 1.18 {
2565 root 1.207 tmp->destroy ();
2566 root 1.18 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2567     }
2568    
2569 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2570 root 1.18 op->stats.hp = op->stats.maxhp;
2571     if (op->stats.food <= 0)
2572     op->stats.food = 999;
2573 elmex 1.1
2574 root 1.18 /* create a bodypart-trophy to make the winner happy */
2575 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2576 root 1.18 {
2577 root 1.168 tmp->name = format ("%s's finger" , &op->name);
2578     tmp->name_pl = format ("%s's fingers", &op->name);
2579     tmp->msg = format (
2580     "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2581 root 1.192 &op->name, op->contr->title,
2582     (int)op->level,
2583     op->contr->killer_name ()
2584 root 1.168 );
2585 root 1.102 tmp->value = 0, tmp->type = 0;
2586     tmp->materialname = "organics";
2587 elmex 1.87 tmp->insert_at (op, tmp);
2588 root 1.18 }
2589 elmex 1.1
2590 root 1.18 /* teleport defeated player to new destination */
2591     transfer_ob (op, x, y, 0, NULL);
2592     op->contr->braced = 0;
2593     return;
2594 elmex 1.1 }
2595    
2596 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2597 root 1.3
2598 root 1.18 command_kill_pets (op, 0);
2599 elmex 1.1
2600 root 1.156 op->contr->play_sound (sound_find ("player_dies"));
2601 elmex 1.1
2602 root 1.18 /* save the map location for corpse, gravestone */
2603 root 1.70 x = op->x;
2604     y = op->y;
2605 root 1.18 map = op->map;
2606 elmex 1.1
2607 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2608     * life if they are dead - it takes some exp and a random stat.
2609     * See the config.h file for a little more in depth detail about this.
2610     */
2611    
2612     /* Basically two ways to go - remove a stat permanently, or just
2613     * make it depletion. This bunch of code deals with that aspect
2614     * of death.
2615     */
2616     #ifndef COZY_SERVER
2617     if (settings.balanced_stat_loss)
2618 root 1.18 {
2619 root 1.54 /* If stat loss is permanent, lose one stat only. */
2620     /* Lower level chars don't lose as many stats because they suffer
2621     more if they do. */
2622     /* Higher level characters can afford things such as potions of
2623     restoration, or better, stat potions. So we slug them that
2624     little bit harder. */
2625     /* GD */
2626     if (settings.stat_loss_on_death)
2627     num_stats_lose = 1;
2628     else
2629     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2630     }
2631     else
2632 root 1.70 num_stats_lose = 1;
2633    
2634 root 1.54 lost_a_stat = 0;
2635    
2636     for (z = 0; z < num_stats_lose; z++)
2637     {
2638 root 1.214 i = rndm (NUM_STATS);
2639 root 1.11
2640 root 1.54 if (settings.stat_loss_on_death)
2641 root 1.18 {
2642 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2643     * what he lost.
2644     */
2645     change_attr_value (&(op->stats), i, -1);
2646     check_stat_bounds (&(op->stats));
2647     change_attr_value (&(op->contr->orig_stats), i, -1);
2648     check_stat_bounds (&(op->contr->orig_stats));
2649     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2650     lost_a_stat = 1;
2651 root 1.18 }
2652     else
2653     {
2654 root 1.54 /* deplete a stat */
2655     archetype *deparch = archetype::find ("depletion");
2656     object *dep;
2657 root 1.11
2658 root 1.54 dep = present_arch_in_ob (deparch, op);
2659     if (!dep)
2660 root 1.18 {
2661 root 1.54 dep = arch_to_object (deparch);
2662     insert_ob_in_ob (dep, op);
2663 root 1.18 }
2664 root 1.54 lose_this_stat = 1;
2665     if (settings.balanced_stat_loss)
2666 root 1.18 {
2667 root 1.54 /* GD */
2668     /* Get the stat that we're about to deplete. */
2669     this_stat = get_attr_value (&(dep->stats), i);
2670     if (this_stat < 0)
2671     {
2672     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2673     int keep_chance = this_stat * this_stat;
2674 root 1.18
2675 root 1.54 /* Yes, I am paranoid. Sue me. */
2676     if (keep_chance < 1)
2677     keep_chance = 1;
2678 root 1.18
2679 root 1.54 /* There is a maximum depletion total per level. */
2680     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2681     {
2682     lose_this_stat = 0;
2683     /* Take loss chance vs keep chance to see if we
2684     retain the stat. */
2685     }
2686     else
2687     {
2688     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2689     lose_this_stat = 0;
2690     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2691     this_stat, keep_chance, loss_chance,
2692     lose_this_stat?"LOSE":"KEEP"); */
2693 root 1.11 }
2694     }
2695 root 1.54 }
2696 root 1.18
2697 root 1.54 if (lose_this_stat)
2698     {
2699     this_stat = get_attr_value (&(dep->stats), i);
2700     /* We could try to do something clever like find another
2701     * stat to reduce if this fails. But chances are, if
2702     * stats have been depleted to -50, all are pretty low
2703     * and should be roughly the same, so it shouldn't make a
2704     * difference.
2705     */
2706     if (this_stat >= -50)
2707 root 1.18 {
2708 root 1.54 change_attr_value (&(dep->stats), i, -1);
2709     SET_FLAG (dep, FLAG_APPLIED);
2710     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2711     op->update_stats ();
2712     lost_a_stat = 1;
2713 root 1.11 }
2714     }
2715     }
2716 root 1.54 }
2717 root 1.195
2718 root 1.54 /* If no stat lost, tell the player. */
2719     if (!lost_a_stat)
2720     {
2721     /* determine_god() seems to not work sometimes... why is this?
2722     Should I be using something else? GD */
2723     const char *god = determine_god (op);
2724 root 1.18
2725 root 1.54 if (god && (strcmp (god, "none")))
2726     new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2727     else
2728     new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2729     }
2730 root 1.28 #else
2731 root 1.195 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2732 elmex 1.1 #endif
2733    
2734 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2735     * exp loss on the stone.
2736     */
2737     tmp = arch_to_object (archetype::find ("gravestone"));
2738 root 1.195 tmp->name = format ("%s's gravestone", &op->name);
2739     tmp->name_pl = format ("%s's gravestones", &op->name);
2740 root 1.204 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2741     &op->name, op->contr->title, op->contr->killer_name ());
2742 root 1.54 tmp->x = op->x, tmp->y = op->y;
2743     insert_ob_in_map (tmp, op->map, NULL, 0);
2744    
2745     /**************************************/
2746     /* */
2747     /* Subtract the experience points, */
2748     /* if we died cause of food, give us */
2749     /* food, and reset HP's... */
2750     /* */
2751     /**************************************/
2752    
2753     /* remove any poisoning and confusion the character may be suffering. */
2754     /* restore player */
2755     at = archetype::find ("poisoning");
2756     tmp = present_arch_in_ob (at, op);
2757    
2758     if (tmp)
2759     {
2760 root 1.207 tmp->destroy ();
2761 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2762     }
2763    
2764     at = archetype::find ("confusion");
2765     tmp = present_arch_in_ob (at, op);
2766     if (tmp)
2767     {
2768 root 1.207 tmp->destroy ();
2769 root 1.54 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2770     }
2771    
2772 root 1.165 cure_disease (op, 0, 0); /* remove any disease */
2773 root 1.54
2774 root 1.195 // remove all spell effects that are active
2775     // to avoid long-term effects such as word-of-recall
2776     for (object *item = op->inv; item; )
2777     {
2778     object *next = item->below;
2779    
2780     if (item->type == SPELL_EFFECT && item->active)
2781 root 1.207 item->destroy ();
2782 root 1.195
2783     item = next;
2784     }
2785    
2786 root 1.54 /*add_exp(op, (op->stats.exp * -0.20)); */
2787     apply_death_exp_penalty (op);
2788 root 1.195
2789 root 1.54 if (op->stats.food < 100)
2790     op->stats.food = 900;
2791 root 1.195
2792 root 1.54 op->stats.hp = op->stats.maxhp;
2793     op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2794     op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2795 root 1.11
2796 root 1.54 /*
2797 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2798     * and put them back in the map.
2799 root 1.54 */
2800 root 1.154 op->drop_unpaid_items ();
2801 root 1.18
2802 root 1.54 /****************************************/
2803     /* */
2804     /* Move player to his current respawn- */
2805     /* position (usually last savebed) */
2806     /* */
2807     /****************************************/
2808 root 1.18
2809 root 1.54 enter_player_savebed (op);
2810 root 1.18
2811 root 1.54 op->contr->braced = 0;
2812 root 1.11
2813 root 1.54 /* it is possible that the player has blown something up
2814     * at his savebed location, and that can have long lasting
2815     * spell effects. So first see if there is a spell effect
2816     * on the space that might harm the player.
2817     */
2818     will_kill_again = 0;
2819     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2820     if (tmp->type == SPELL_EFFECT)
2821     will_kill_again |= tmp->attacktype;
2822 elmex 1.1
2823 root 1.54 if (will_kill_again)
2824 root 1.18 {
2825 root 1.54 object *force;
2826     int at;
2827 root 1.18
2828 root 1.54 force = get_archetype (FORCE_NAME);
2829     /* 50 ticks should be enough time for the spell to abate */
2830 root 1.133 force->speed = 0.1f;
2831     force->speed_left = -5.f;
2832 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2833     for (at = 0; at < NROFATTACKS; at++)
2834     if (will_kill_again & (1 << at))
2835     force->resist[at] = 100;
2836 root 1.30
2837 root 1.54 insert_ob_in_ob (force, op);
2838     op->update_stats ();
2839     }
2840 root 1.18
2841 root 1.54 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2842 elmex 1.1 }
2843    
2844 root 1.18 void
2845     loot_object (object *op)
2846     { /* Grab and destroy some treasure */
2847     object *tmp, *tmp2, *next;
2848 elmex 1.1
2849 root 1.103 op->close_container (); /* close open sack first */
2850 elmex 1.1
2851 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2852 root 1.18 {
2853     next = tmp->below;
2854 root 1.54
2855 elmex 1.50 if (tmp->invisible)
2856 root 1.18 continue;
2857 root 1.54
2858 root 1.32 tmp->remove ();
2859 root 1.18 tmp->x = op->x, tmp->y = op->y;
2860 root 1.103
2861 root 1.18 if (tmp->type == CONTAINER)
2862 root 1.103 loot_object (tmp); /* empty container to ground */
2863    
2864 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2865 root 1.18 {
2866     if (tmp->nrof > 1)
2867     {
2868 root 1.186 tmp->decrease (rndm (1, tmp->nrof - 1));
2869 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2870     }
2871     else
2872 root 1.207 tmp->destroy ();
2873 root 1.18 }
2874     else
2875     insert_ob_in_map (tmp, op->map, NULL, 0);
2876     }
2877 elmex 1.1 }
2878    
2879     /*
2880     * fix_weight(): Check recursively the weight of all players, and fix
2881     * what needs to be fixed. Refresh windows and fix speed if anything
2882     * was changed.
2883     */
2884 root 1.18 void
2885     fix_weight (void)
2886     {
2887 root 1.61 for_all_players (pl)
2888 root 1.18 {
2889 root 1.184 sint32 old = pl->ob->carrying;
2890 root 1.18
2891 root 1.184 pl->ob->update_weight ();
2892    
2893     if (old != pl->ob->carrying)
2894     {
2895     pl->ob->update_stats ();
2896     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2897     }
2898 root 1.18 }
2899 elmex 1.1 }
2900    
2901 root 1.18 void
2902     fix_luck (void)
2903     {
2904 root 1.61 for_all_players (pl)
2905 root 1.52 if (!pl->ob->contr->ns->state)
2906 root 1.54 pl->ob->change_luck (0);
2907 elmex 1.1 }
2908    
2909     /* cast_dust() - handles op throwing objects of type 'DUST'.
2910     * This is much simpler in the new spell code - we basically
2911     * just treat this as any other spell casting object.
2912     */
2913 elmex 1.2 void
2914 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2915 elmex 1.2 {
2916     object *skop, *spob;
2917    
2918     skop = find_skill_by_name (op, throw_ob->skill);
2919    
2920     /* casting POTION 'dusts' is really a use_magic_item skill */
2921     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2922     {
2923 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2924 elmex 1.2 return;
2925     }
2926    
2927     spob = throw_ob->inv;
2928    
2929     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2930     // not pass NULL to cast_spell (which did indeed check itself, but
2931     // errors should be reported as early as possible IMHO)
2932     if (!spob)
2933     {
2934 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2935 elmex 1.2 return;
2936 elmex 1.1 }
2937    
2938 elmex 1.2 if (op->type == PLAYER)
2939 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2940 elmex 1.2
2941     cast_spell (op, throw_ob, dir, spob, NULL);
2942    
2943 root 1.207 throw_ob->destroy ();
2944 elmex 1.1 }
2945    
2946 root 1.18 void
2947     make_visible (object *op)
2948     {
2949 root 1.208 op->flag [FLAG_HIDDEN] = 0;
2950 root 1.18 op->invisible = 0;
2951 root 1.164
2952 root 1.18 if (op->type == PLAYER)
2953     {
2954     op->contr->tmp_invis = 0;
2955     op->contr->invis_race = 0;
2956     }
2957 root 1.107
2958     update_object (op, UP_OBJ_CHANGE);
2959 root 1.18 }
2960    
2961     int
2962     is_true_undead (object *op)
2963     {
2964 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2965 root 1.18 return 1;
2966    
2967 elmex 1.1 return 0;
2968     }
2969    
2970     /* look at the surrounding terrain to determine
2971     * the hideability of this object. Positive levels
2972     * indicate greater hideability.
2973     */
2974 root 1.18 int
2975     hideability (object *ob)
2976     {
2977     int i, level = 0, mflag;
2978     sint16 x, y;
2979    
2980     if (!ob || !ob->map)
2981     return 0;
2982    
2983     /* so, on normal lighted maps, its hard to hide */
2984 root 1.213 level = ob->map->darklevel () - 2;
2985 root 1.18
2986     /* this also picks up whether the object is glowing.
2987     * If you carry a light on a non-dark map, its not
2988     * as bad as carrying a light on a pitch dark map */
2989     if (has_carried_lights (ob))
2990 root 1.213 level = -(10 + (2 * ob->map->darklevel ()));
2991 root 1.18
2992     /* scan through all nearby squares for terrain to hide in */
2993 root 1.182 for (i = 0, x = ob->x, y = ob->y;
2994     i <= SIZEOFFREE1;
2995     i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2996 root 1.18 {
2997     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
2998     if (mflag & P_OUT_OF_MAP)
2999 root 1.182 continue;
3000    
3001 root 1.18 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3002     level += 2;
3003     else /* open terrain! */
3004     level -= 1;
3005 elmex 1.1 }
3006 root 1.18
3007 elmex 1.1 #if 0
3008 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3009 elmex 1.1 #endif
3010 root 1.18 return level;
3011 elmex 1.1 }
3012    
3013     /* For Hidden creatures - a chance of becoming 'unhidden'
3014     * every time they move - as we subtract off 'invisibility'
3015     * AND, for players, if they move into a ridiculously unhideable
3016     * spot (surrounded by clear terrain in broad daylight). -b.t.
3017     */
3018 root 1.18 void
3019     do_hidden_move (object *op)
3020     {
3021 root 1.194 int hide = 0;
3022 root 1.18
3023     if (!op || !op->map)
3024     return;
3025    
3026 root 1.194 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3027     int num = random_roll (0, 19, op, PREFER_LOW);
3028 root 1.18
3029     /* its *extremely* hard to run and sneak/hide at the same time! */
3030     if (op->type == PLAYER && op->contr->run_on)
3031 root 1.85 if (!skop || num >= skop->level)
3032     {
3033     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3034     make_visible (op);
3035     return;
3036     }
3037     else
3038     num += 20;
3039    
3040 root 1.18 num += op->map->difficulty;
3041     hide = hideability (op); /* modify by terrain hidden level */
3042     num -= hide;
3043 root 1.85
3044 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3045     {
3046     make_visible (op);
3047 root 1.194
3048 root 1.18 if (op->type == PLAYER)
3049     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3050 elmex 1.1 }
3051 root 1.18 else if (op->type == PLAYER && skop)
3052 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3053 elmex 1.1 }
3054    
3055     /* determine if who is standing near a hostile creature. */
3056    
3057 root 1.18 int
3058     stand_near_hostile (object *who)
3059     {
3060     object *tmp = NULL;
3061     int i, friendly = 0, player = 0, mflags;
3062 root 1.25 maptile *m;
3063 root 1.18 sint16 x, y;
3064    
3065     if (!who)
3066     return 0;
3067    
3068     if (who->type == PLAYER)
3069     player = 1;
3070    
3071     else
3072     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3073    
3074     /* search adjacent squares */
3075     for (i = 1; i < 9; i++)
3076     {
3077     x = who->x + freearr_x[i];
3078     y = who->y + freearr_y[i];
3079     m = who->map;
3080     mflags = get_map_flags (m, &m, x, y, &x, &y);
3081     /* space must be blocked if there is a monster. If not
3082     * blocked, don't need to check this space.
3083     */
3084     if (mflags & P_OUT_OF_MAP)
3085     continue;
3086     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3087     continue;
3088    
3089 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3090 root 1.18 {
3091     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3092     return 1;
3093     else if (tmp->type == PLAYER)
3094     {
3095     /*don't let a hidden DM prevent you from hiding */
3096     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3097 root 1.11 return 1;
3098 root 1.18 }
3099 root 1.11 }
3100 elmex 1.1 }
3101 root 1.18 return 0;
3102 elmex 1.1 }
3103    
3104     /* check the player los field for viewability of the
3105     * object op. This function works fine for monsters,
3106     * but we dont worry if the object isnt the top one in
3107     * a pile (say a coin under a table would return "viewable"
3108     * by this routine). Another question, should we be
3109     * concerned with the direction the player is looking
3110 root 1.162 * in? Realistically, most of us can't see stuff behind
3111 elmex 1.1 * our backs...on the other hand, does the "facing" direction
3112 root 1.162 * imply the way your head, or body is facing? It's possible
3113 elmex 1.1 * for them to differ. Sigh, this fctn could get a bit more complex.
3114     * -b.t.
3115     * This function is now map tiling safe.
3116     */
3117 root 1.18 int
3118     player_can_view (object *pl, object *op)
3119     {
3120     rv_vector rv;
3121     int dx, dy;
3122    
3123     if (pl->type != PLAYER)
3124     {
3125     LOG (llevError, "player_can_view() called for non-player object\n");
3126     return -1;
3127 elmex 1.1 }
3128 root 1.74
3129 root 1.18 if (!pl || !op)
3130 elmex 1.1 return 0;
3131 root 1.18
3132 root 1.74 op = op->head_ ();
3133    
3134 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3135    
3136     /* starting with the 'head' part, lets loop
3137     * through the object and find if it has any
3138 root 1.162 * part that is in the los array but isn't on
3139 root 1.18 * a blocked los square.
3140     * we use the archetype to figure out offsets.
3141     */
3142     while (op)
3143     {
3144 root 1.149 dx = rv.distance_x + op->arch->x;
3145     dy = rv.distance_y + op->arch->y;
3146 root 1.18
3147 root 1.210 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3148 root 1.18 return 1;
3149 root 1.162
3150 root 1.18 op = op->more;
3151     }
3152 root 1.162
3153 root 1.18 return 0;
3154 elmex 1.1 }
3155    
3156     /* routine for both players and monsters. We call this when
3157     * there is a possibility for our action distrubing our hiding
3158 root 1.212 * place or invisiblity spell. Artefact invisiblity causes
3159     * "noise" instead. If we arent invisible to begin with, we
3160 elmex 1.1 * return 0.
3161     */
3162 root 1.18 int
3163     action_makes_visible (object *op)
3164     {
3165     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3166     {
3167     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3168 root 1.212 {
3169     // artefact invisibility is permanent, but we still make noise
3170     // this is important for game-balance.
3171     if (op->contr)
3172     op->make_noise ();
3173    
3174     return 0;
3175     }
3176 root 1.18
3177     if (op->contr && op->contr->tmp_invis == 0)
3178     return 0;
3179 elmex 1.1
3180 root 1.18 /* If monsters, they should become visible */
3181 root 1.208 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3182 root 1.18 {
3183 root 1.208 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3184 root 1.18 return 1;
3185 root 1.11 }
3186 elmex 1.1 }
3187 root 1.162
3188 root 1.18 return 0;
3189 elmex 1.1 }
3190    
3191     /* op_on_battleground - checks if the given object op (usually
3192     * a player) is standing on a valid battleground-tile,
3193     * function returns TRUE/FALSE. If true x, y returns the battleground
3194     * -exit-coord. (and if x, y not NULL)
3195     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3196     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3197     * Default is to do the same as before, so only people wanting to have different points need worry about this
3198     */
3199 root 1.18 int
3200     op_on_battleground (object *op, int *x, int *y)
3201     {
3202 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3203     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3204     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3205     * and the exit-coordinates sp/hp must both be > 0.
3206     * => The intention here is to prevent abuse of the battleground-
3207     * feature (like pickable or hidden battleground tiles). */
3208 root 1.162 for (object *tmp = op->below; tmp; tmp = tmp->below)
3209 root 1.18 {
3210     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3211     {
3212 root 1.162 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3213     && tmp->type == BATTLEGROUND
3214     && tmp->name == shstr_battleground
3215     && EXIT_X (tmp) && EXIT_Y (tmp))
3216 root 1.18 {
3217 root 1.162 /* before we assign the exit, check if this is a teambattle */
3218 root 1.18 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3219     {
3220 root 1.162 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3221 root 1.18 {
3222 root 1.162 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3223 root 1.18 {
3224 root 1.162 if (x && y)
3225 root 1.18 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3226 root 1.162
3227 root 1.18 return 1;
3228     }
3229     }
3230     }
3231 root 1.162
3232     if (x && y)
3233 root 1.18 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3234 root 1.162
3235 root 1.18 return 1;
3236     }
3237     }
3238 elmex 1.1 }
3239 root 1.162
3240 elmex 1.1 /* If we got here, did not find a battleground */
3241     return 0;
3242     }
3243    
3244     /*
3245     * When a dragon-player gains a new stage of evolution,
3246     * he gets some treasure
3247     *
3248     * attributes:
3249     * object *who the dragon player
3250     * int atnr the attack-number of the ability focus
3251     * int level ability level
3252     */
3253 root 1.18 void
3254     dragon_ability_gain (object *who, int atnr, int level)
3255     {
3256     treasurelist *trlist = NULL; /* treasurelist */
3257     treasure *tr; /* treasure */
3258     object *tmp, *skop; /* tmp. object */
3259     object *item; /* treasure object */
3260     char buf[MAX_BUF]; /* tmp. string buffer */
3261     int i = 0, j = 0;
3262    
3263     /* get the appropriate treasurelist */
3264     if (atnr == ATNR_FIRE)
3265 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_fire);
3266 root 1.18 else if (atnr == ATNR_COLD)
3267 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_cold);
3268 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3269 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_elec);
3270 root 1.18 else if (atnr == ATNR_POISON)
3271 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_poison);
3272 root 1.18
3273     if (trlist == NULL || who->type != PLAYER)
3274     return;
3275    
3276     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3277    
3278 elmex 1.82 if (!tr || !tr->item)
3279 root 1.18 {
3280     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3281     return;
3282 elmex 1.1 }
3283    
3284 root 1.18 /* everything seems okay - now bring on the gift: */
3285 root 1.149 item = tr->item;
3286 elmex 1.1
3287 root 1.18 if (item->type == SPELL)
3288     {
3289     if (check_spell_known (who, item->name))
3290 root 1.11 return;
3291 root 1.18
3292     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3293     do_learn_spell (who, item, 0);
3294     return;
3295 elmex 1.1 }
3296    
3297 root 1.18 /* grant direct spell */
3298     if (item->type == SPELLBOOK)
3299     {
3300     if (!item->inv)
3301     {
3302     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3303     return;
3304     }
3305     if (check_spell_known (who, item->inv->name))
3306     return;
3307     if (item->invisible)
3308     {
3309     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3310     do_learn_spell (who, item->inv, 0);
3311     return;
3312 root 1.11 }
3313 root 1.18 }
3314     else if (item->type == SKILL_TOOL && item->invisible)
3315     {
3316     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3317     {
3318    
3319     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3320     * in this way, if the player is missing any of the attacktypes, he gets
3321     * them. As it is now, if the player has any that match the granted skill,
3322     * but not all of them, he gets nothing.
3323     */
3324     if (!(skop->attacktype & item->attacktype))
3325     {
3326     /* Give new attacktype */
3327     skop->attacktype |= item->attacktype;
3328    
3329     /* always add physical if there's none */
3330     skop->attacktype |= AT_PHYSICAL;
3331    
3332     if (item->msg != NULL)
3333     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3334    
3335     /* Give player new face */
3336     if (item->animation_id)
3337     {
3338     who->face = skop->face;
3339     who->animation_id = item->animation_id;
3340     who->anim_speed = item->anim_speed;
3341     who->last_anim = 0;
3342     who->state = 0;
3343     animate_object (who, who->direction);
3344     }
3345     }
3346 root 1.11 }
3347 elmex 1.1 }
3348 root 1.18 else if (item->type == FORCE)
3349     {
3350     /* forces in the treasurelist can alter the player's stats */
3351     object *skin;
3352 elmex 1.1
3353 root 1.18 /* first get the dragon skin force */
3354 root 1.153 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3355 root 1.52 ;
3356    
3357     if (!skin)
3358 root 1.18 return;
3359    
3360     /* adding new spellpath attunements */
3361     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3362     {
3363     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3364    
3365     /* print message */
3366     sprintf (buf, "You feel attuned to ");
3367     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3368     {
3369     if (item->path_attuned & (1 << i))
3370     {
3371     if (j)
3372     strcat (buf, " and ");
3373     else
3374     j = 1;
3375     strcat (buf, spellpathnames[i]);
3376     }
3377     }
3378     strcat (buf, ".");
3379     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3380     }
3381    
3382     /* evtl. adding flags: */
3383     if (QUERY_FLAG (item, FLAG_XRAYS))
3384     SET_FLAG (skin, FLAG_XRAYS);
3385     if (QUERY_FLAG (item, FLAG_STEALTH))
3386     SET_FLAG (skin, FLAG_STEALTH);
3387     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3388     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3389    
3390     /* print message if there is one */
3391     if (item->msg != NULL)
3392     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3393     }
3394     else
3395     {
3396     /* generate misc. treasure */
3397     tmp = arch_to_object (tr->item);
3398     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3399 root 1.189 who->insert (tmp);
3400 elmex 1.1 }
3401     }
3402    
3403     /**
3404     * Unready an object for a player. This function does nothing if the object was
3405     * not readied.
3406     */
3407 root 1.18 void
3408     player_unready_range_ob (player *pl, object *ob)
3409     {
3410 root 1.119 if (pl->ob->current_weapon == ob)
3411     pl->ob->current_weapon = 0;
3412    
3413 root 1.118 if (pl->combat_ob == ob)
3414 root 1.119 pl->combat_ob = 0;
3415 root 1.118
3416     if (pl->ranged_ob == ob)
3417 root 1.119 pl->ranged_ob = 0;
3418 elmex 1.1 }
3419 root 1.101
3420     sint8
3421 root 1.215 player::darkness_at (maptile *map, int x, int y) const
3422 root 1.101 {
3423 root 1.216 if (!ns)
3424 root 1.215 return LOS_BLOCKED;
3425 root 1.101
3426     int dx, dy;
3427     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3428 root 1.215 return LOS_BLOCKED;
3429 root 1.101
3430 root 1.210 x += dx - ns->current_x;
3431     y += dy - ns->current_y;
3432 root 1.101
3433 root 1.215 return blocked_los (x, y);
3434 root 1.101 }
3435 root 1.169
3436     void
3437     player::infobox (const char *title, const char *msg, int color)
3438     {
3439     send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3440     }
3441    
3442     void
3443     player::statusmsg (const char *msg, int color)
3444     {
3445     send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3446     }
3447    
3448     void
3449     player::failmsg (const char *msg, int color)
3450     {
3451     play_sound (sound_find ("generic_failure"));
3452     statusmsg (msg, color);
3453     }
3454