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/cvs/deliantra/server/server/player.C
Revision: 1.228
Committed: Sun Jan 18 17:50:19 2009 UTC (15 years, 4 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_77, rel-2_78
Changes since 1.227: +11 -17 lines
Log Message:
fixed broken duplicate spellbook removal.

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 elmex 1.228 /* Here we remove duplicated skills (as duplicated spell objects have
679     * _very_ confusing effects for players), which could for instance be
680     * generated by bad treasurelists. - elmex
681 root 1.18 */
682 elmex 1.228 if (op->type == SKILL)
683 root 1.18 {
684 elmex 1.228 for (object *tmp = op->below; tmp; tmp = tmp->below)
685 root 1.18 if (tmp->type == op->type && tmp->name == op->name)
686 elmex 1.228 {
687     op->destroy ();
688     LOG (llevError,
689     "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
690     break;
691     }
692 root 1.33
693 root 1.18 if (op->nrof > 1)
694     op->nrof = 1;
695 root 1.11 }
696 elmex 1.1
697 root 1.18 if (op->type == SPELLBOOK && op->inv)
698 root 1.176 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
699 root 1.11
700 root 1.18 /* Give starting characters identified, uncursed, and undamned
701 root 1.182 * items. Just don't identify gold or silver, or it won't be
702 root 1.18 * merged properly.
703     */
704     if (need_identify (op))
705     {
706     SET_FLAG (op, FLAG_IDENTIFIED);
707     CLEAR_FLAG (op, FLAG_CURSED);
708     CLEAR_FLAG (op, FLAG_DAMNED);
709     }
710 root 1.182
711 root 1.18 if (op->type == SPELL)
712     {
713 root 1.207 op->destroy ();
714 root 1.18 continue;
715     }
716     else if (op->type == SKILL)
717     {
718     SET_FLAG (op, FLAG_CAN_USE_SKILL);
719     op->stats.exp = 0;
720     op->level = 1;
721 root 1.11 }
722 root 1.182 else /* lock all 'normal items by default */
723 root 1.18 SET_FLAG (op, FLAG_INV_LOCKED);
724     } /* for loop of objects in player inv */
725    
726     /* Need to set up the skill pointers */
727 root 1.205 pl->contr->link_skills ();
728 root 1.18 }
729    
730     void
731     get_party_password (object *op, partylist *party)
732     {
733     if (party == NULL)
734     {
735     LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736     return;
737 elmex 1.1 }
738 root 1.54
739 root 1.18 op->contr->write_buf[0] = '\0';
740 root 1.52 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 root 1.18 op->contr->party_to_join = party;
742 root 1.52 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743 elmex 1.1 }
744    
745     /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
746 root 1.54 static int
747 root 1.18 roll_stat (void)
748     {
749     int a[4], i, j, k;
750    
751     for (i = 0; i < 4; i++)
752 root 1.99 a[i] = (int) rndm (6) + 1;
753 root 1.18
754     for (i = 0, j = 0, k = 7; i < 4; i++)
755     if (a[i] < k)
756     k = a[i], j = i;
757    
758     for (i = 0, k = 0; i < 4; i++)
759 root 1.54 if (i != j)
760     k += a[i];
761    
762 root 1.18 return k;
763     }
764    
765     void
766 root 1.54 object::roll_stats ()
767 root 1.18 {
768 root 1.128 int statsort [NUM_STATS];
769 root 1.18
770 root 1.54 for (;;)
771 root 1.18 {
772 root 1.54 int sum = 0;
773 root 1.128 for (int i = NUM_STATS; i--; )
774 root 1.54 sum += statsort [i] = roll_stat ();
775    
776     if (sum >= 82 && sum <= 116)
777     break;
778 root 1.18 }
779    
780 root 1.54 // Sort the stats so that rerolling is easier...
781 root 1.128 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
782 root 1.18
783 root 1.128 for (int i = 0; i < NUM_STATS; ++i)
784     stats.stat (i) = statsort [i];
785 root 1.18
786 root 1.54 stats.exp = 0;
787     stats.ac = 0;
788 root 1.18
789 root 1.54 stats.hp = stats.maxhp;
790     stats.sp = stats.maxsp;
791     stats.grace = stats.maxgrace;
792 root 1.18
793 root 1.54 if (contr)
794     {
795     contr->levhp[1] = 9;
796     contr->levsp[1] = 6;
797     contr->levgrace[1] = 3;
798 root 1.18
799 root 1.54 contr->orig_stats = stats;
800     }
801 root 1.18 }
802    
803     void
804 root 1.54 object::swap_stats (int a, int b)
805 root 1.18 {
806 root 1.127 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
807    
808     for (int i = 0; i < NUM_STATS; ++i)
809     stats.stat (i) = contr->orig_stats.stat (i);
810 elmex 1.1
811 root 1.54 //TODO: the following code looks so borked and should, at the very least,
812     // be merged with the similar code in roll_stats
813     stats.ac = 0;
814 elmex 1.1
815 root 1.54 level = 1;
816     stats.exp = 0;
817     stats.ac = 0;
818 elmex 1.1
819 root 1.54 stats.hp = stats.maxhp;
820     stats.sp = stats.maxsp;
821     stats.grace = stats.maxgrace;
822 elmex 1.1
823 root 1.54 if (contr)
824 root 1.18 {
825 root 1.54 contr->levhp[1] = 9;
826     contr->levsp[1] = 6;
827     contr->levgrace[1] = 3;
828 root 1.18
829 root 1.54 contr->orig_stats = stats;
830 elmex 1.1 }
831     }
832    
833 root 1.73 static void
834     start_info (object *op)
835     {
836     char buf[MAX_BUF];
837    
838 root 1.177 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
839 root 1.73 new_draw_info (NDI_UNIQUE, 0, op, buf);
840     }
841    
842 elmex 1.1 /* This function takes the key that is passed, and does the
843     * appropriate action with it (change race, or other things).
844     * The function name is for historical reasons - now we have
845     * separate race and class; this actually changes the RACE,
846     * not the class.
847     */
848 root 1.112 void
849     player::chargen_race_done ()
850 elmex 1.1 {
851 root 1.112 /* this must before then initial items are given */
852 root 1.189 esrv_new_player (ob->contr);
853 elmex 1.1
854 root 1.112 treasurelist *tl = treasurelist::find ("starting_wealth");
855     if (tl)
856     create_treasure (tl, ob, 0, 0, 0);
857 elmex 1.1
858 root 1.112 INVOKE_PLAYER (BIRTH, ob->contr);
859     INVOKE_PLAYER (LOGIN, ob->contr);
860 elmex 1.36
861 root 1.112 ob->contr->ns->state = ST_PLAYING;
862 elmex 1.1
863 root 1.112 if (ob->msg)
864     ob->msg = 0;
865 elmex 1.1
866 root 1.112 start_info (ob);
867     CLEAR_FLAG (ob, FLAG_WIZ);
868     give_initial_items (ob, ob->randomitems);
869     esrv_send_inventory (ob, ob);
870     ob->update_stats ();
871 root 1.11
872 root 1.112 /* This moves the player to a different start map, if there
873     * is one for this race
874     */
875     if (*first_map_ext_path)
876 root 1.197 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
877 root 1.112 else
878     LOG (llevDebug, "first_map_ext_path not set\n");
879     }
880 elmex 1.1
881 root 1.112 void
882     player::chargen_race_next ()
883     {
884 root 1.18 /* Following actually changes the race - this is the default command
885     * if we don't match with one of the options above.
886     */
887    
888 root 1.112 do
889 root 1.18 {
890 root 1.112 shstr name = ob->name;
891     int x = ob->x, y = ob->y;
892 root 1.21
893 root 1.112 ob->remove_statbonus ();
894     ob->remove ();
895     ob->arch = get_player_archetype (ob->arch);
896 root 1.149 ob->arch->copy_to (ob);
897 root 1.112 ob->instantiate ();
898     ob->stats = ob->contr->orig_stats;
899     ob->name = ob->name_pl = name;
900     ob->x = x;
901     ob->y = y;
902     SET_ANIMATION (ob, 2); /* So player faces south */
903     insert_ob_in_map (ob, ob->map, ob, 0);
904 root 1.149 assign (ob->contr->title, ob->arch->object::name);
905 root 1.112 ob->add_statbonus ();
906     }
907     while (!allowed_class (ob));
908    
909     update_object (ob, UP_OBJ_FACE);
910     esrv_update_item (UPD_FACE, ob, ob);
911     ob->update_stats ();
912     ob->stats.hp = ob->stats.maxhp;
913     ob->stats.sp = ob->stats.maxsp;
914     ob->stats.grace = 0;
915 elmex 1.1 }
916    
917 root 1.18 void
918     flee_player (object *op)
919     {
920     int dir, diff;
921     rv_vector rv;
922    
923     if (op->stats.hp < 0)
924     {
925     LOG (llevDebug, "Fleeing player is dead.\n");
926     CLEAR_FLAG (op, FLAG_SCARED);
927     return;
928 elmex 1.1 }
929    
930 root 1.212 if (!op->enemy)
931 root 1.18 {
932     LOG (llevDebug, "Fleeing player had no enemy.\n");
933     CLEAR_FLAG (op, FLAG_SCARED);
934     return;
935 elmex 1.1 }
936    
937 root 1.18 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
938     {
939     op->enemy = NULL;
940     CLEAR_FLAG (op, FLAG_SCARED);
941     return;
942 elmex 1.1 }
943 root 1.49
944 root 1.18 get_rangevector (op, op->enemy, &rv, 0);
945    
946     dir = absdir (4 + rv.direction);
947     for (diff = 0; diff < 3; diff++)
948     {
949 root 1.214 int m = 1 - rndm (2) * 2;
950 elmex 1.1
951 root 1.18 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
952 root 1.49 return;
953 elmex 1.1 }
954 root 1.49
955 root 1.18 /* Cornered, get rid of scared */
956     CLEAR_FLAG (op, FLAG_SCARED);
957     op->enemy = NULL;
958 elmex 1.1 }
959    
960     /* check_pick sees if there is stuff to be picked up/picks up stuff.
961 root 1.122 * It returns 1 if the player should keep on moving, 0 if he should
962 elmex 1.1 * stop.
963     */
964 root 1.18 int
965     check_pick (object *op)
966     {
967 elmex 1.1 object *tmp, *next;
968     int stop = 0;
969 pippijn 1.106 int wvratio;
970 elmex 1.1
971     /* if you're flying, you cna't pick up anything */
972     if (op->move_type & MOVE_FLYING)
973     return 1;
974    
975     next = op->below;
976    
977 elmex 1.175 int cnt = MAX_ITEM_PER_DROP;
978     #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
979    
980 elmex 1.1 /* loop while there are items on the floor that are not marked as
981     * destroyed */
982 root 1.24 while (next && !next->destroyed ())
983 root 1.18 {
984     tmp = next;
985     next = tmp->below;
986 elmex 1.1
987 elmex 1.175 if (cnt <= 0)
988     {
989     op->failmsg ("Couldn't pickup all items at once.");
990     return 0;
991     }
992    
993 root 1.24 if (op->destroyed ())
994 elmex 1.1 return 0;
995    
996 root 1.18 if (!can_pick (op, tmp))
997     continue;
998 elmex 1.1
999 root 1.18 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1000     {
1001     if (item_matched_string (op, tmp, op->contr->search_str))
1002 elmex 1.175 CHK_PICK_PICKUP;
1003 root 1.212
1004 root 1.18 continue;
1005 root 1.11 }
1006    
1007 root 1.220 /* pickup handling */
1008 root 1.219 if (op->contr->mode & PU_DEBUG)
1009 root 1.11 {
1010 root 1.219 /* some debugging code to figure out item information */
1011     const char *str = tmp->name
1012     ? format ("item name: %s item type: %d weight/value: %d",
1013     &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1014     : format ("item name: %s item type: %d weight/value: %d",
1015     &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1016    
1017     new_draw_info (NDI_UNIQUE, 0, op, str);
1018     }
1019    
1020 root 1.220 if (op->contr->mode & PU_INHIBIT)
1021     return 1;
1022    
1023     if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
1024     return 1;
1025    
1026 root 1.219 /* philosophy:
1027     * It's easy to grab an item type from a pile, as long as it's
1028     * generic. This takes no game-time. For more detailed pickups
1029     * and selections, select-items should be used. This is a
1030     * grab-as-you-run type mode that's really useful for arrows for
1031     * example.
1032     * The drawback: right now it has no frontend, so you need to
1033     * stick the bits you want into a calculator in hex mode and then
1034     * convert to decimal and then 'pickup <#>
1035     */
1036 root 1.20
1037 root 1.219 /* the first two modes are exclusive: if NOTHING we return, if
1038     * STOP then we stop. All the rest are applied sequentially,
1039     * meaning if any test passes, the item gets picked up. */
1040 root 1.20
1041 root 1.219 /* if mode is set to pick nothing up, return */
1042 root 1.220 if (op->contr->mode == PU_NOTHING)
1043 root 1.219 return 1;
1044 root 1.18
1045 root 1.219 /* if mode is set to stop when encountering objects, return */
1046     /* take STOP before INHIBIT since it doesn't actually pick
1047     * anything up */
1048     if (op->contr->mode & PU_STOP)
1049     return 0;
1050 root 1.18
1051 root 1.219 /* useful for going into stores and not losing your settings... */
1052     /* and for battles wher you don't want to get loaded down while
1053     * fighting */
1054     if (op->contr->mode & PU_INHIBIT)
1055     return 1;
1056 root 1.18
1057 root 1.219 /* prevent us from turning into auto-thieves :) */
1058     if (QUERY_FLAG (tmp, FLAG_UNPAID))
1059     continue;
1060 root 1.18
1061 root 1.219 /* ignore known cursed objects */
1062     if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1063     continue;
1064 root 1.18
1065 root 1.219 /* all food and drink if desired */
1066     /* question: don't pick up known-poisonous stuff? */
1067     if (op->contr->mode & PU_FOOD)
1068     if (tmp->type == FOOD)
1069     {
1070     CHK_PICK_PICKUP;
1071 root 1.18 continue;
1072 root 1.219 }
1073 root 1.18
1074 root 1.219 if (op->contr->mode & PU_DRINK)
1075     if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1076     {
1077     CHK_PICK_PICKUP;
1078 root 1.18 continue;
1079 root 1.219 }
1080 root 1.18
1081 root 1.219 if (op->contr->mode & PU_POTION)
1082     if (tmp->type == POTION)
1083     {
1084     CHK_PICK_PICKUP;
1085     continue;
1086     }
1087 root 1.29
1088 root 1.219 /* spellbooks, skillscrolls and normal books/scrolls */
1089     if (op->contr->mode & PU_SPELLBOOK)
1090     if (tmp->type == SPELLBOOK)
1091     {
1092     CHK_PICK_PICKUP;
1093     continue;
1094     }
1095 root 1.18
1096 root 1.219 if (op->contr->mode & PU_SKILLSCROLL)
1097     if (tmp->type == SKILLSCROLL)
1098     {
1099     CHK_PICK_PICKUP;
1100     continue;
1101     }
1102 root 1.18
1103 root 1.219 if (op->contr->mode & PU_READABLES)
1104     if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1105     {
1106     CHK_PICK_PICKUP;
1107     continue;
1108     }
1109 root 1.29
1110 root 1.219 /* wands/staves/rods/horns */
1111     if (op->contr->mode & PU_MAGIC_DEVICE)
1112     if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1113     {
1114     CHK_PICK_PICKUP;
1115     continue;
1116     }
1117 root 1.29
1118 root 1.219 /* pick up all magical items */
1119     if (op->contr->mode & PU_MAGICAL)
1120     if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1121     {
1122     CHK_PICK_PICKUP;
1123     continue;
1124     }
1125 root 1.18
1126 root 1.219 if (op->contr->mode & PU_VALUABLES)
1127     {
1128     if (tmp->type == MONEY || tmp->type == GEM)
1129 root 1.18 {
1130 root 1.219 CHK_PICK_PICKUP;
1131     continue;
1132 root 1.18 }
1133 root 1.219 }
1134 root 1.18
1135 root 1.219 /* rings & amulets - talismans seems to be typed AMULET */
1136     if (op->contr->mode & PU_JEWELS)
1137     if (tmp->type == RING || tmp->type == AMULET)
1138     {
1139     CHK_PICK_PICKUP;
1140     continue;
1141     }
1142 root 1.29
1143 root 1.219 /* we don't forget dragon food */
1144     if (op->contr->mode & PU_FLESH)
1145     if (tmp->type == FLESH)
1146     {
1147     CHK_PICK_PICKUP;
1148     continue;
1149     }
1150 root 1.18
1151 root 1.219 /* bows and arrows. Bows are good for selling! */
1152     if (op->contr->mode & PU_BOW)
1153     if (tmp->type == BOW)
1154     {
1155     CHK_PICK_PICKUP;
1156     continue;
1157     }
1158 root 1.29
1159 root 1.219 if (op->contr->mode & PU_ARROW)
1160     if (tmp->type == ARROW)
1161     {
1162     CHK_PICK_PICKUP;
1163     continue;
1164     }
1165 root 1.18
1166 root 1.219 /* all kinds of armor etc. */
1167     if (op->contr->mode & PU_ARMOUR)
1168     if (tmp->type == ARMOUR)
1169     {
1170     CHK_PICK_PICKUP;
1171     continue;
1172     }
1173 root 1.29
1174 root 1.219 if (op->contr->mode & PU_HELMET)
1175     if (tmp->type == HELMET)
1176     {
1177     CHK_PICK_PICKUP;
1178     continue;
1179     }
1180 root 1.29
1181 root 1.219 if (op->contr->mode & PU_SHIELD)
1182     if (tmp->type == SHIELD)
1183     {
1184     CHK_PICK_PICKUP;
1185     continue;
1186     }
1187 root 1.29
1188 root 1.219 if (op->contr->mode & PU_BOOTS)
1189     if (tmp->type == BOOTS)
1190     {
1191     CHK_PICK_PICKUP;
1192     continue;
1193     }
1194 root 1.29
1195 root 1.219 if (op->contr->mode & PU_GLOVES)
1196     if (tmp->type == GLOVES)
1197     {
1198     CHK_PICK_PICKUP;
1199     continue;
1200     }
1201 root 1.29
1202 root 1.219 if (op->contr->mode & PU_CLOAK)
1203     if (tmp->type == CLOAK)
1204     {
1205     CHK_PICK_PICKUP;
1206     continue;
1207     }
1208 elmex 1.1
1209 root 1.219 /* hoping to catch throwing daggers here */
1210     if (op->contr->mode & PU_MISSILEWEAPON)
1211     if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1212     {
1213     CHK_PICK_PICKUP;
1214     continue;
1215     }
1216 elmex 1.1
1217 root 1.219 /* careful: chairs and tables are weapons! */
1218     if (op->contr->mode & PU_ALLWEAPON)
1219     {
1220 root 1.223 if (tmp->type == WEAPON)
1221     if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1222     {
1223     CHK_PICK_PICKUP;
1224     continue;
1225     }
1226 root 1.219 }
1227 elmex 1.1
1228 root 1.219 /* misc stuff that's useful */
1229     if (op->contr->mode & PU_KEY)
1230     if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1231     {
1232     CHK_PICK_PICKUP;
1233     continue;
1234     }
1235 elmex 1.1
1236 root 1.219 /* any of the last 4 bits set means we use the ratio for value
1237     * pickups */
1238     if (op->contr->mode & PU_RATIO)
1239     {
1240     /* use value density to decide what else to grab */
1241     /* >=7 was >= op->contr->mode */
1242     /* >=7 is the old standard setting. Now we take the last 4 bits
1243     */
1244     wvratio = op->contr->mode & PU_RATIO;
1245     if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1246     {
1247     #if 0
1248     fprintf (stderr, "HIGH WEIGHT/VALUE [");
1249     if (tmp->name != NULL)
1250 root 1.18 {
1251 root 1.219 fprintf (stderr, "%s", tmp->name);
1252     }
1253     else
1254     fprintf (stderr, "%s", tmp->arch->archname);
1255     fprintf (stderr, ",%d] = ", tmp->type);
1256     fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1257 elmex 1.1 #endif
1258 root 1.219 CHK_PICK_PICKUP;
1259     continue;
1260 root 1.18 }
1261     } /* the new pickup model */
1262     }
1263 root 1.29
1264 root 1.18 return !stop;
1265 elmex 1.1 }
1266    
1267     /*
1268     * Find an arrow in the inventory and after that
1269     * in the right type container (quiver). Pointer to the
1270     * found object is returned.
1271     */
1272 root 1.18 object *
1273     find_arrow (object *op, const char *type)
1274 elmex 1.1 {
1275 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1276 root 1.179 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1277 root 1.178 return splay (tmp);
1278 elmex 1.1
1279 root 1.178 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1280 root 1.179 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1281 root 1.178 if (object *arrow = find_arrow (tmp, type))
1282     {
1283     splay (tmp);
1284     return arrow;
1285     }
1286 root 1.103
1287 root 1.178 return 0;
1288 elmex 1.1 }
1289    
1290     /*
1291     * Similar to find_arrow, but looks for (roughly) the best arrow to use
1292     * against the target. A full test is not performed, simply a basic test
1293     * of resistances. The archer is making a quick guess at what he sees down
1294     * the hall. Failing that it does it's best to pick the highest plus arrow.
1295     */
1296 root 1.18 object *
1297 root 1.222 find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1298 elmex 1.1 {
1299 root 1.18 object *tmp = NULL, *arrow, *ntmp;
1300     int attacknum, attacktype, betterby = 0, i;
1301 elmex 1.1
1302 root 1.18 if (!type)
1303     return NULL;
1304 elmex 1.1
1305 root 1.18 for (arrow = op->inv; arrow; arrow = arrow->below)
1306     {
1307     if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1308     {
1309     i = 0;
1310     ntmp = find_better_arrow (arrow, target, type, &i);
1311 root 1.222
1312 root 1.18 if (i > betterby)
1313     {
1314     tmp = ntmp;
1315     betterby = i;
1316     }
1317     }
1318     else if (arrow->type == ARROW && arrow->race == type)
1319     {
1320     /* allways prefer assasination/slaying */
1321 root 1.226 if (target->race && arrow->slaying.contains (target->race))
1322 root 1.18 {
1323     if (arrow->attacktype & AT_DEATH)
1324     {
1325     *better = 100;
1326     return arrow;
1327     }
1328     else
1329     {
1330     tmp = arrow;
1331     betterby = (arrow->magic + arrow->stats.dam) * 2;
1332     }
1333     }
1334     else
1335     {
1336     for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1337     {
1338     attacktype = 1 << attacknum;
1339 root 1.149 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1340     if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1341 root 1.18 {
1342     tmp = arrow;
1343 root 1.149 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1344 root 1.18 }
1345 root 1.11 }
1346 root 1.222
1347 root 1.18 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1348     {
1349     tmp = arrow;
1350     betterby = 2 + arrow->magic + arrow->stats.dam;
1351 root 1.11 }
1352 root 1.222
1353 root 1.18 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1354     {
1355     tmp = arrow;
1356     betterby = 1 + arrow->magic + arrow->stats.dam;
1357 root 1.11 }
1358     }
1359     }
1360 elmex 1.1 }
1361 root 1.195
1362 root 1.18 if (tmp == NULL && arrow == NULL)
1363     return find_arrow (op, type);
1364 elmex 1.1
1365 root 1.18 *better = betterby;
1366     return tmp;
1367 elmex 1.1 }
1368    
1369     /* looks in a given direction, finds the first valid target, and calls
1370     * find_better_arrow to find a decent arrow to use.
1371     * op = the shooter
1372     * type = bow->race
1373     * dir = fire direction
1374     */
1375 root 1.18 object *
1376 root 1.222 pick_arrow_target (object *op, shstr_cmp type, int dir)
1377 elmex 1.1 {
1378 root 1.18 object *tmp = NULL;
1379 root 1.25 maptile *m;
1380 root 1.18 int i, mflags, found, number;
1381     sint16 x, y;
1382    
1383     if (op->map == NULL)
1384     return find_arrow (op, type);
1385    
1386     /* do a dex check */
1387     number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1388     if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1389     return find_arrow (op, type);
1390    
1391     m = op->map;
1392     x = op->x;
1393     y = op->y;
1394    
1395     /* find the first target */
1396     for (i = 0, found = 0; i < 20; i++)
1397     {
1398     x += freearr_x[dir];
1399     y += freearr_y[dir];
1400     mflags = get_map_flags (m, &m, x, y, &x, &y);
1401 root 1.212
1402 root 1.18 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1403     {
1404 root 1.212 tmp = 0;
1405 root 1.18 break;
1406     }
1407     else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1408     {
1409     /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1410     * perhaps a bad assumption.
1411     */
1412 root 1.212 tmp = 0;
1413 root 1.18 break;
1414 root 1.11 }
1415 root 1.212
1416 root 1.18 if (mflags & P_IS_ALIVE)
1417 root 1.212 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1418     if (QUERY_FLAG (tmp, FLAG_ALIVE))
1419 root 1.18 break;
1420 elmex 1.1 }
1421 root 1.212
1422     if (!tmp)
1423 root 1.18 return find_arrow (op, type);
1424 elmex 1.1
1425 root 1.18 if (tmp->head)
1426     tmp = tmp->head;
1427 elmex 1.1
1428 root 1.18 return find_better_arrow (op, tmp, type, &i);
1429 elmex 1.1 }
1430    
1431     /*
1432     * Creature fires a bow - op can be monster or player. Returns
1433     * 1 if bow was actually fired, 0 otherwise.
1434     * op is the object firing the bow.
1435     * part is for multipart creatures - the part firing the bow.
1436     * dir is the direction of fire.
1437     * wc_mod is any special modifier to give (used in special player fire modes)
1438     * sx, sy are coordinates to fire arrow from - also used in some of the special
1439     * player fire modes.
1440     */
1441 root 1.18 int
1442     fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1443 elmex 1.1 {
1444 root 1.18 object *left, *bow;
1445 root 1.132 int mflags;
1446 root 1.25 maptile *m;
1447 elmex 1.1
1448 root 1.18 if (!dir)
1449     {
1450     new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1451     return 0;
1452 elmex 1.1 }
1453 root 1.48
1454 root 1.136 if (op->contr)
1455     bow = op->current_weapon;
1456 root 1.18 else
1457     {
1458     for (bow = op->inv; bow; bow = bow->below)
1459     /* Don't check for applied - monsters don't apply bows - in that way, they
1460     * don't need to switch back and forth between bows and weapons.
1461     */
1462     if (bow->type == BOW)
1463     break;
1464 root 1.11
1465 root 1.18 if (!bow)
1466     {
1467     LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1468     return 0;
1469 root 1.11 }
1470 root 1.118
1471     // optimisation: move object to top so we will find it quickly again
1472     if (bow->below)
1473     {
1474     bow->remove ();
1475     op->insert (bow);
1476     }
1477 elmex 1.1 }
1478 root 1.48
1479 root 1.18 if (!bow->race || !bow->skill)
1480     {
1481     new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1482     return 0;
1483 elmex 1.1 }
1484    
1485 root 1.18 if (arrow == NULL)
1486     {
1487     if ((arrow = find_arrow (op, bow->race)) == NULL)
1488     {
1489     if (op->type == PLAYER)
1490     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1491     /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1492     else
1493     CLEAR_FLAG (op, FLAG_READY_BOW);
1494 root 1.116
1495 root 1.18 return 0;
1496 root 1.11 }
1497 elmex 1.1 }
1498 root 1.48
1499 root 1.18 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1500     if (mflags & P_OUT_OF_MAP)
1501 root 1.48 return 0;
1502    
1503 root 1.18 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1504     {
1505     new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1506     return 0;
1507     }
1508    
1509     /* this should not happen, but sometimes does */
1510     if (arrow->nrof == 0)
1511     {
1512 root 1.206 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1513 root 1.207 arrow->destroy ();
1514 root 1.18 return 0;
1515     }
1516    
1517     left = arrow; /* these are arrows left to the player */
1518 root 1.186 arrow = arrow->split ();
1519 root 1.48 if (!arrow)
1520 root 1.18 {
1521     new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1522     return 0;
1523 elmex 1.1 }
1524 root 1.48
1525 root 1.34 arrow->set_owner (op);
1526 root 1.18 arrow->skill = bow->skill;
1527     arrow->direction = dir;
1528    
1529 root 1.124 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1530     arrow->stats.hp = arrow->stats.dam;
1531     arrow->stats.grace = arrow->attacktype;
1532    
1533     if (arrow->slaying)
1534     arrow->spellarg = strdup (arrow->slaying);
1535    
1536 root 1.142 #if 0
1537 root 1.131 if (player *pl = op->contr)
1538 root 1.18 {
1539 root 1.142 float speed = pl->weapon_sp;
1540 root 1.132
1541 root 1.142 /* penalize ROF for bestarrow */
1542     if (pl->bowtype == bow_bestarrow)
1543     speed *= .9f;
1544     else
1545     speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1546 root 1.131
1547 root 1.142 op->speed_left += speed - op->speed;
1548     }
1549 root 1.132 #endif
1550 elmex 1.1
1551 root 1.18 SET_ANIMATION (arrow, arrow->direction);
1552 root 1.116
1553 root 1.18 /* update the speed */
1554 root 1.142 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1555     + bow->stats.dam / 7.f;
1556 root 1.18
1557 root 1.142 arrow->set_speed (max (arrow->speed, 2.f));
1558 root 1.18 arrow->speed_left = 0;
1559    
1560 root 1.129 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1561 root 1.116
1562 root 1.18 if (op->type == PLAYER)
1563     {
1564 root 1.116 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1565 root 1.129 wc -= dex_bonus[op->stats.Dex];
1566 root 1.18
1567 root 1.116 if (!arrow->slaying)
1568     arrow->slaying = op->slaying;
1569 root 1.124
1570     arrow->attacktype |= op->attacktype;
1571 elmex 1.1 }
1572 root 1.18 else
1573     {
1574     arrow->level = op->level;
1575 root 1.116 arrow->stats.wc -= bow->magic;
1576    
1577     if (!arrow->slaying)
1578     arrow->slaying = bow->slaying;
1579 root 1.124
1580     arrow->attacktype |= bow->attacktype;
1581 elmex 1.1 }
1582 root 1.24
1583 root 1.129 wc -= arrow->level;
1584     arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1585 root 1.24
1586 root 1.129 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1587 root 1.18 arrow->move_type = MOVE_FLY_LOW;
1588     arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1589    
1590 root 1.156 op->play_sound (sound_find ("fire_arrow"));
1591 root 1.70 m->insert (arrow, sx, sy, op);
1592 root 1.18
1593 root 1.24 if (!arrow->destroyed ())
1594 root 1.18 move_arrow (arrow);
1595 elmex 1.1
1596 root 1.18 return 1;
1597 elmex 1.1 }
1598    
1599     /* Special fire code for players - this takes into
1600     * account the special fire modes players can have
1601     * but monsters can't. Putting that code here
1602     * makes the fire_bow code much cleaner.
1603     * this function should only be called if 'op' is a player,
1604     * hence the function name.
1605     */
1606 root 1.18 int
1607     player_fire_bow (object *op, int dir)
1608 elmex 1.1 {
1609 root 1.212 int ret;
1610 root 1.18
1611     if (op->contr->bowtype == bow_bestarrow)
1612     {
1613 root 1.118 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1614 root 1.18 }
1615     else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1616     {
1617 root 1.212 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1618 root 1.18 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1619     }
1620     else if (op->contr->bowtype == bow_threewide)
1621     {
1622 root 1.212 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1623 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)]);
1624     ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1625     }
1626     else if (op->contr->bowtype == bow_spreadshot)
1627     {
1628 root 1.212 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1629 root 1.18 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1630     ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1631 elmex 1.1 }
1632 root 1.18 else
1633     {
1634     /* Simple case */
1635     ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1636     }
1637 root 1.121
1638 root 1.18 return ret;
1639 elmex 1.1 }
1640    
1641     /* Fires a misc (wand/rod/horn) object in 'dir'.
1642     * Broken apart from 'fire' to keep it more readable.
1643     */
1644 root 1.18 void
1645     fire_misc_object (object *op, int dir)
1646 elmex 1.1 {
1647 root 1.118 object *item = op->contr->ranged_ob;
1648 elmex 1.1
1649 root 1.118 if (!item)
1650 root 1.18 {
1651     new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1652     return;
1653 elmex 1.1 }
1654    
1655 root 1.18 if (!item->inv)
1656     {
1657     LOG (llevError, "Object %s lacks a spell\n", &item->name);
1658     return;
1659 elmex 1.1 }
1660 root 1.118
1661 root 1.126 if (!op->change_weapon (item))
1662     return;
1663 root 1.121
1664 root 1.18 if (item->type == WAND)
1665     {
1666     if (item->stats.food <= 0)
1667     {
1668 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1669 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1670 root 1.121
1671 root 1.18 return;
1672 root 1.11 }
1673 root 1.18 }
1674     else if (item->type == ROD || item->type == HORN)
1675     {
1676 elmex 1.191 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1677    
1678     // using the maximum of the rods charge allows at least one spell cast
1679     // for a rod or horn, this fixes some broken rods.
1680     if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1681 root 1.18 {
1682 root 1.156 op->contr->play_sound (sound_find ("wand_poof"));
1683 root 1.121
1684 root 1.18 if (item->type == ROD)
1685     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1686     else
1687     new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1688 root 1.121
1689 root 1.18 return;
1690 root 1.11 }
1691 elmex 1.1 }
1692    
1693 root 1.18 if (cast_spell (op, item, dir, item->inv, NULL))
1694     {
1695 root 1.212 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1696    
1697 root 1.18 if (item->type == WAND)
1698     {
1699     if (!(--item->stats.food))
1700     {
1701     object *tmp;
1702    
1703     if (item->arch)
1704     {
1705     CLEAR_FLAG (item, FLAG_ANIMATE);
1706 root 1.149 item->face = item->arch->face;
1707 root 1.67 item->set_speed (0);
1708 root 1.11 }
1709 root 1.67
1710 root 1.189 if (object *pl = item->visible_to ())
1711     esrv_update_item (UPD_ANIM, pl, item);
1712 root 1.11 }
1713     }
1714 root 1.18 else if (item->type == ROD || item->type == HORN)
1715 root 1.67 drain_rod_charge (item);
1716 elmex 1.1 }
1717     }
1718    
1719     /* Received a fire command for the player - go and do it.
1720     */
1721 root 1.142 bool
1722 root 1.18 fire (object *op, int dir)
1723     {
1724     int spellcost = 0;
1725 elmex 1.1
1726 root 1.118 player *pl = op->contr;
1727 elmex 1.1
1728 root 1.119 if (pl->golem)
1729     {
1730     control_golem (op->contr->golem, dir);
1731 root 1.142 return false;
1732 root 1.119 }
1733    
1734     object *ob = pl->ranged_ob;
1735 elmex 1.1
1736 root 1.119 if (!ob)
1737 root 1.142 return false;
1738 elmex 1.1
1739 root 1.142 if (op->speed_left > 0.f)
1740     --op->speed_left;
1741     else
1742     return false;
1743 root 1.136
1744 root 1.209 if (!op->change_weapon (ob))
1745     return false;
1746    
1747     /* check for loss of invisiblity/hide */
1748     if (action_makes_visible (op))
1749     make_visible (op);
1750    
1751 root 1.119 switch (ob->type)
1752 root 1.118 {
1753 root 1.119 case BOW:
1754 root 1.118 player_fire_bow (op, dir);
1755 root 1.119 break;
1756    
1757     case SPELL:
1758     spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1759     break;
1760 root 1.113
1761 root 1.119 case BUILDER:
1762 root 1.20 apply_map_builder (op, dir);
1763 root 1.119 break;
1764    
1765     case SKILL:
1766     do_skill (op, op, ob, dir, 0);
1767     break;
1768    
1769     default:
1770     fire_misc_object (op, dir);
1771     break;
1772 elmex 1.1 }
1773 root 1.142
1774     return true;
1775 elmex 1.1 }
1776    
1777     /* find_key
1778     * We try to find a key for the door as passed. If we find a key
1779     * and successfully use it, we return the key, otherwise NULL
1780     * This function merges both normal and locked door, since the logic
1781     * for both is the same - just the specific key is different.
1782     * pl is the player,
1783     * inv is the objects inventory to searched
1784     * door is the door we are trying to match against.
1785     * This function can be called recursively to search containers.
1786     */
1787 root 1.18 object *
1788     find_key (object *pl, object *container, object *door)
1789 elmex 1.1 {
1790 root 1.18 object *tmp, *key;
1791 elmex 1.1
1792 root 1.18 /* Should not happen, but sanity checking is never bad */
1793 root 1.103 if (!container->inv)
1794     return 0;
1795 elmex 1.1
1796 root 1.18 /* First, lets try to find a key in the top level inventory */
1797 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1798 root 1.18 {
1799     if (door->type == DOOR && tmp->type == KEY)
1800     break;
1801     /* For sanity, we should really check door type, but other stuff
1802     * (like containers) can be locked with special keys
1803     */
1804     if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1805     break;
1806     }
1807 root 1.103
1808 root 1.18 /* No key found - lets search inventories now */
1809     /* If we find and use a key in an inventory, return at that time.
1810     * otherwise, if we search all the inventories and still don't find
1811     * a key, return
1812     */
1813     if (!tmp)
1814     {
1815 root 1.103 for (tmp = container->inv; tmp; tmp = tmp->below)
1816 root 1.18 {
1817     /* No reason to search empty containers */
1818     if (tmp->type == CONTAINER && tmp->inv)
1819     {
1820 root 1.103 if ((key = find_key (pl, tmp, door)))
1821 root 1.18 return key;
1822     }
1823     }
1824 root 1.103
1825 root 1.18 if (!tmp)
1826     return NULL;
1827 elmex 1.1 }
1828 root 1.103
1829 root 1.18 /* We get down here if we have found a key. Now if its in a container,
1830     * see if we actually want to use it
1831     */
1832     if (pl != container)
1833     {
1834     /* Only let players use keys in containers */
1835     if (!pl->contr)
1836     return NULL;
1837     /* cases where this fails:
1838     * If we only search the player inventory, return now since we
1839     * are not in the players inventory.
1840     * If the container is not active, return now since only active
1841     * containers can be used.
1842     * If we only search keyrings and the container does not have
1843     * a race/isn't a keyring.
1844     * No checking for all containers - to fall through past here,
1845     * inv must have been an container and must have been active.
1846     *
1847     * Change the color so that the message doesn't disappear with
1848     * all the others.
1849     */
1850     if (pl->contr->usekeys == key_inventory ||
1851     !QUERY_FLAG (container, FLAG_APPLIED) ||
1852 root 1.224 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1853 root 1.18 {
1854     new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1855     "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1856     return NULL;
1857 root 1.11 }
1858 elmex 1.1 }
1859 root 1.103
1860 root 1.18 return tmp;
1861 elmex 1.1 }
1862    
1863     /* moved door processing out of move_player_attack.
1864     * returns 1 if player has opened the door with a key
1865     * such that the caller should not do anything more,
1866     * 0 otherwise
1867     */
1868 root 1.18 static int
1869     player_attack_door (object *op, object *door)
1870 elmex 1.1 {
1871 root 1.142 /* If its a door, try to find a key. If we do destroy the door,
1872 root 1.18 * might as well return immediately as there is nothing more to do -
1873     * otherwise, we fall through to the rest of the code.
1874     */
1875     object *key = find_key (op, op, door);
1876    
1877 root 1.142 /* If we found a key, do some extra work */
1878 root 1.18 if (key)
1879     {
1880     object *container = key->env;
1881    
1882     if (action_makes_visible (op))
1883     make_visible (op);
1884 root 1.117
1885 root 1.18 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1886     spring_trap (door->inv, op);
1887 root 1.103
1888 root 1.18 if (door->type == DOOR)
1889 root 1.103 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1890 root 1.18 else if (door->type == LOCKED_DOOR)
1891     {
1892 root 1.170 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1893 root 1.18 remove_door2 (door); /* remove door without violence ;-) */
1894     }
1895 root 1.103
1896 root 1.18 /* Do this after we print the message */
1897 root 1.185 key->decrease (); /* Use up one of the keys */
1898 root 1.103
1899 root 1.18 return 1; /* Nothing more to do below */
1900     }
1901     else if (door->type == LOCKED_DOOR)
1902     {
1903     /* Might as well return now - no other way to open this */
1904 root 1.171 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1905 root 1.18 return 1;
1906 elmex 1.1 }
1907 root 1.103
1908 root 1.18 return 0;
1909 elmex 1.1 }
1910    
1911     /* This function is just part of a breakup from move_player.
1912     * It should keep the code cleaner.
1913     * When this is called, the players direction has been updated
1914     * (taking into account confusion.) The player is also actually
1915     * going to try and move (not fire weapons).
1916     */
1917 root 1.142 bool
1918 root 1.18 move_player_attack (object *op, int dir)
1919 elmex 1.1 {
1920 root 1.18 int on_battleground;
1921    
1922 root 1.117 sint16 nx = freearr_x[dir] + op->x;
1923     sint16 ny = freearr_y[dir] + op->y;
1924 root 1.18
1925 root 1.49 on_battleground = op_on_battleground (op, 0, 0);
1926 root 1.18
1927 root 1.142 if (out_of_map (op->map, nx, ny))
1928     return false;
1929    
1930     if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1931     {
1932     --op->speed_left;
1933     return true;
1934     }
1935    
1936 root 1.18 /* If braced, or can't move to the square, and it is not out of the
1937     * map, attack it. Note order of if statement is important - don't
1938     * want to be calling move_ob if braced, because move_ob will move the
1939     * player. This is a pretty nasty hack, because if we could
1940     * move to some space, it then means that if we are braced, we should
1941     * do nothing at all. As it is, if we are braced, we go through
1942     * quite a bit of processing. However, it probably is less than what
1943     * move_ob uses.
1944     */
1945 root 1.142 maptile *m = op->map->xy_find (nx, ny);
1946    
1947     /* Go through all the objects, and find ones of interest. Only stop if
1948     * we find a monster - that is something we know we want to attack.
1949     * if its a door or barrel (can roll) see if there may be monsters
1950     * on the space
1951     */
1952     object *mon;
1953     for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1954 root 1.18 {
1955 root 1.142 if ((mon->flag [FLAG_ALIVE]
1956     || mon->type == LOCKED_DOOR
1957     || mon->flag [FLAG_CAN_ROLL])
1958     && mon != op)
1959     break;
1960     }
1961    
1962     if (!mon) /* This happens anytime the player tries to move */
1963     return false; /* into a wall */
1964 root 1.18
1965 root 1.142 mon = mon->head_ ();
1966 root 1.11
1967 root 1.142 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1968     if (op->contr->weapon_sp_left > 0.f)
1969     if (player_attack_door (op, mon))
1970 root 1.18 {
1971 root 1.142 --op->contr->weapon_sp_left;
1972     return true;
1973 root 1.18 }
1974    
1975 root 1.142 /* The following deals with possibly attacking peaceful
1976     * or friendly creatures. Basically, all players are considered
1977     * unaggressive. If the moving player has peaceful set, then the
1978     * object should be pushed instead of attacked. It is assumed that
1979     * if you are braced, you will not attack friends accidently,
1980     * and thus will not push them.
1981     */
1982 root 1.18
1983 root 1.142 /* If the creature is a pet, push it even if the player is not
1984     * peaceful. Our assumption is the creature is a pet if the
1985     * player owns it and it is either friendly or unagressive.
1986     */
1987     if (op->type == PLAYER
1988     && ((mon->owner && mon->owner->contr
1989     && same_party (mon->owner->contr->party, op->contr->party))
1990     || mon->owner == op)
1991     && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1992     {
1993     /* If we're braced, we don't want to switch places with it */
1994     if (op->contr->braced)
1995     return false;
1996 root 1.18
1997 root 1.142 if (op->speed_left > 0.f)
1998     {
1999     --op->speed_left;
2000 root 1.85
2001 root 1.156 op->play_sound (sound_find ("push_player"));
2002 root 1.117 push_ob (mon, dir, op);
2003 root 1.142
2004 root 1.212 if (action_makes_visible (op))
2005 root 1.18 make_visible (op);
2006 root 1.85
2007 root 1.142 return true;
2008 root 1.11 }
2009 root 1.142 else
2010     return false;
2011     }
2012 root 1.11
2013 root 1.142 /* in certain circumstances, you shouldn't attack friendly
2014     * creatures. Note that if you are braced, you can't push
2015     * someone, but put it inside this loop so that you won't
2016     * attack them either.
2017     */
2018     if ((mon->type == PLAYER || mon->enemy != op)
2019     && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2020     && ((op->contr->peaceful
2021     || (mon->type == PLAYER && mon->contr->peaceful))
2022     && !on_battleground))
2023     {
2024     if (op->speed_left > 0.f)
2025 root 1.18 {
2026 root 1.142 --op->speed_left;
2027    
2028 root 1.18 if (!op->contr->braced)
2029     {
2030 root 1.156 op->play_sound (sound_find ("push_player"));
2031 root 1.85 push_ob (mon, dir, op);
2032 root 1.18 }
2033     else
2034 root 1.171 op->statusmsg ("You withhold your attack");
2035 root 1.49
2036 root 1.208 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2037 root 1.18 make_visible (op);
2038 root 1.142
2039     return true;
2040 root 1.11 }
2041 root 1.142 }
2042     /* If the object is a boulder or other rollable object, then
2043     * roll it if not braced. You can't roll it if you are braced.
2044     */
2045     else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2046     {
2047     if (op->speed_left > 0.f)
2048     {
2049     --op->speed_left;
2050 elmex 1.1
2051 root 1.18 recursive_roll (mon, dir, op);
2052     if (action_makes_visible (op))
2053     make_visible (op);
2054 root 1.142
2055     return true;
2056 root 1.11 }
2057 root 1.142 }
2058     /* Any generic living creature. Including things like doors.
2059     * Way it works is like this: First, it must have some hit points
2060     * and be living. Then, it must be one of the following:
2061     * 1) Not a player, 2) A player, but of a different party. Note
2062     * that party_number -1 is no party, so attacks can still happen.
2063     */
2064     else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2065     ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2066     {
2067 root 1.143 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2068 root 1.18 {
2069 root 1.142 --op->contr->weapon_sp_left;
2070 root 1.11
2071 root 1.49 skill_attack (mon, op, 0, 0, 0);
2072 root 1.11
2073 root 1.18 if (action_makes_visible (op))
2074     make_visible (op);
2075 root 1.142
2076     return true;
2077 root 1.11 }
2078 root 1.142 }
2079    
2080     return false;
2081 elmex 1.1 }
2082    
2083 root 1.142 bool
2084 root 1.18 move_player (object *op, int dir)
2085     {
2086     int pick;
2087 elmex 1.1
2088 root 1.181 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2089 root 1.18 return 0;
2090 elmex 1.1
2091 root 1.18 /* Sanity check: make sure dir is valid */
2092     if ((dir < 0) || (dir >= 9))
2093     {
2094     LOG (llevError, "move_player: invalid direction %d\n", dir);
2095     return 0;
2096 elmex 1.1 }
2097    
2098 root 1.84 /* peterm: added following line */
2099 root 1.18 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2100 root 1.99 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2101 root 1.18
2102     op->facing = dir;
2103    
2104 root 1.208 if (op->flag [FLAG_HIDDEN])
2105 root 1.18 do_hidden_move (op);
2106    
2107 root 1.142 bool retval;
2108    
2109 root 1.18 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2110 root 1.142 retval = RESULT_INT (0);
2111 root 1.18 else if (op->contr->fire_on)
2112 root 1.142 retval = fire (op, dir);
2113 root 1.18 else
2114     {
2115 root 1.142 retval = move_player_attack (op, dir);
2116 root 1.18 pick = check_pick (op);
2117     }
2118 elmex 1.1
2119 root 1.18 /* Add special check for newcs players and fire on - this way, the
2120     * server can handle repeat firing.
2121     */
2122     if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2123 root 1.49 op->direction = dir;
2124 root 1.18 else
2125 root 1.49 op->direction = 0;
2126    
2127 root 1.18 /* Update how the player looks. Use the facing, so direction may
2128     * get reset to zero. This allows for full animation capabilities
2129     * for players.
2130     */
2131     animate_object (op, op->facing);
2132 root 1.142
2133     return retval;
2134 elmex 1.1 }
2135    
2136     /* This is similar to handle_player, below, but is only used by the
2137     * new client/server stuff.
2138     * This is sort of special, in that the new client/server actually uses
2139     * the new speed values for commands.
2140     *
2141 root 1.142 * Returns true if there are more actions we can do. Should not do
2142     * many actions in a row, as that would be too unfair to other
2143     * players.
2144 elmex 1.1 */
2145 root 1.142 bool
2146 root 1.18 handle_newcs_player (object *op)
2147 elmex 1.1 {
2148 root 1.18 if (QUERY_FLAG (op, FLAG_SCARED))
2149     {
2150 root 1.142 if (op->speed_left > 0.f)
2151 root 1.18 {
2152 root 1.132 --op->speed_left;
2153 root 1.142 flee_player (op);
2154    
2155     return true;
2156 root 1.11 }
2157 root 1.142 else
2158     return false;
2159 elmex 1.1 }
2160    
2161 root 1.18 /* call this here - we also will call this in do_ericserver, but
2162     * the players time has been increased when doericserver has been
2163     * called, so we recheck it here.
2164     */
2165 root 1.83 if (op->contr->ns->handle_command ())
2166 root 1.142 return true;
2167 root 1.47
2168 root 1.142 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2169     return move_player (op, op->direction);
2170 elmex 1.1
2171 root 1.142 return false;
2172 root 1.18 }
2173    
2174     int
2175     save_life (object *op)
2176     {
2177     if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2178 elmex 1.1 return 0;
2179 root 1.18
2180 root 1.41 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2181 root 1.18 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2182     {
2183 root 1.156 op->play_sound (sound_find ("ob_evaporate"));
2184 root 1.18 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2185 root 1.33
2186 root 1.207 tmp->destroy ();
2187 root 1.18 CLEAR_FLAG (op, FLAG_LIFESAVE);
2188 root 1.33
2189 root 1.18 if (op->stats.hp < 0)
2190     op->stats.hp = op->stats.maxhp;
2191 root 1.33
2192 root 1.18 if (op->stats.food < 0)
2193     op->stats.food = 999;
2194 root 1.33
2195 root 1.54 op->update_stats ();
2196 root 1.18 return 1;
2197     }
2198 root 1.41
2199 root 1.18 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2200     CLEAR_FLAG (op, FLAG_LIFESAVE);
2201     enter_player_savebed (op); /* bring him home. */
2202     return 0;
2203 elmex 1.1 }
2204    
2205     /* This goes throws the inventory and removes unpaid objects, and puts them
2206     * back in the map (location and map determined by values of env). This
2207 root 1.189 * function will descend into containers. op is the object to start the search
2208 elmex 1.1 * from.
2209     */
2210 root 1.154 static void
2211     drop_unpaid_items (object *op, object *env)
2212 elmex 1.1 {
2213 root 1.18 while (op)
2214     {
2215 root 1.70 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2216    
2217 root 1.18 if (QUERY_FLAG (op, FLAG_UNPAID))
2218 root 1.189 op->insert_at (env);
2219 root 1.18 else if (op->inv)
2220 root 1.154 drop_unpaid_items (op->inv, env);
2221 root 1.41
2222 root 1.18 op = next;
2223 elmex 1.1 }
2224     }
2225    
2226 root 1.154 void
2227     object::drop_unpaid_items ()
2228     {
2229     if (!flag [FLAG_REMOVED])
2230     ::drop_unpaid_items (inv, this);
2231     }
2232    
2233 elmex 1.1 /*
2234     * Returns pointer a static string containing gravestone text
2235     * Moved from apply.c to player.c - player.c is what
2236     * actually uses this function. player.c may not be quite the
2237     * best, a misc file for object actions is probably better,
2238     * but there isn't one in the server directory.
2239     */
2240 root 1.192 const char *
2241 root 1.18 gravestone_text (object *op)
2242 elmex 1.1 {
2243 root 1.192 static dynbuf_text buf;
2244    
2245 root 1.203 buf << "---- R.I.P. ----\n\n"
2246     << op->name;
2247 root 1.18
2248     if (op->type == PLAYER)
2249 root 1.192 buf << " the " << op->contr->title;
2250    
2251     buf << "\n\n";
2252 root 1.41
2253 root 1.192 buf << "who was level ";
2254     buf << (sint32)op->level << "\n\n" // OO breakdown
2255     << " when " << (op->contr ? "killed" : "died") << "\n\n";
2256 root 1.41
2257 root 1.18 if (op->type == PLAYER)
2258 root 1.192 buf << "by " << op->contr->killer_name () << ".\n\n";
2259 root 1.41
2260 root 1.192 {
2261     static char buf2[128];
2262     time_t now = time (NULL);
2263     strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2264     buf << buf2;
2265     }
2266 root 1.41
2267 root 1.192 return buf;
2268 elmex 1.1 }
2269    
2270 root 1.18 void
2271     do_some_living (object *op)
2272     {
2273     int last_food = op->stats.food;
2274 elmex 1.1 int gen_hp, gen_sp, gen_grace;
2275     int over_hp, over_sp, over_grace;
2276     int i;
2277     int rate_hp = 1200;
2278     int rate_sp = 2500;
2279     int rate_grace = 2000;
2280     const int max_hp = 1;
2281     const int max_sp = 1;
2282     const int max_grace = 1;
2283    
2284 root 1.107 if (op->contr->hidden)
2285     {
2286     op->invisible = 1000;
2287     /* the socket code flashes the player visible/invisible
2288     * depending on the value of invisible, so we need to
2289     * alternate it here for it to work correctly.
2290     */
2291     if (pticks & 2)
2292     op->invisible--;
2293     }
2294     else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2295     {
2296     if (!op->invisible--)
2297     {
2298     make_visible (op);
2299     new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2300     }
2301     }
2302    
2303 root 1.52 if (op->contr->ns->state == ST_PLAYING)
2304 root 1.18 {
2305     /* these next three if clauses make it possible to SLOW DOWN
2306     hp/grace/spellpoint regeneration. */
2307     if (op->contr->gen_hp >= 0)
2308     gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2309     else
2310     {
2311     gen_hp = op->stats.maxhp;
2312     rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2313     }
2314 root 1.55
2315 root 1.18 if (op->contr->gen_sp >= 0)
2316     gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2317     else
2318     {
2319     gen_sp = op->stats.maxsp;
2320     rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2321     }
2322 root 1.55
2323 root 1.18 if (op->contr->gen_grace >= 0)
2324     gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2325     else
2326     {
2327     gen_grace = op->stats.maxgrace;
2328     rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2329     }
2330    
2331     /* Regenerate Grace */
2332     /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2333     if (--op->last_grace < 0)
2334     {
2335     if (op->stats.grace < op->stats.maxgrace / 2)
2336     op->stats.grace++; /* no penalty in food for regaining grace */
2337 root 1.55
2338 root 1.18 if (max_grace > 1)
2339     {
2340     over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2341     if (over_grace > 0)
2342     {
2343     op->stats.sp += over_grace
2344     + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2345     op->last_grace = 0;
2346     }
2347     else
2348     {
2349     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2350     }
2351     }
2352     else
2353     {
2354     op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2355     }
2356     /* wearing stuff doesn't detract from grace generation. */
2357     }
2358    
2359 root 1.161 if (op->stats.food > 0)
2360 root 1.18 {
2361 root 1.161 /* Regenerate Spell Points */
2362     if (!op->contr->golem && --op->last_sp < 0)
2363 root 1.18 {
2364 root 1.161 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2365    
2366     if (op->stats.sp < op->stats.maxsp)
2367 root 1.18 {
2368 root 1.161 op->stats.sp++;
2369    
2370     /* dms do not consume food */
2371     if (!QUERY_FLAG (op, FLAG_WIZ))
2372     {
2373     op->stats.food--;
2374    
2375     if (op->contr->digestion < 0)
2376     op->stats.food += op->contr->digestion;
2377     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2378     op->stats.food = last_food;
2379     }
2380 root 1.18 }
2381 root 1.161
2382     if (max_sp > 1)
2383     {
2384     over_sp = (gen_sp + 10) / rate_sp;
2385     if (over_sp > 0)
2386     {
2387     if (op->stats.sp < op->stats.maxsp)
2388     {
2389     op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2390    
2391     if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2392     op->stats.sp--;
2393    
2394     if (op->stats.sp > op->stats.maxsp)
2395     op->stats.sp = op->stats.maxsp;
2396     }
2397    
2398     op->last_sp = 0;
2399     }
2400     else
2401     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2402     }
2403     else
2404     op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2405 root 1.18 }
2406 root 1.55
2407 root 1.161 /* Regenerate Hit Points */
2408     if (--op->last_heal < 0)
2409 root 1.18 {
2410 root 1.161 if (op->stats.hp < op->stats.maxhp)
2411 root 1.18 {
2412 root 1.161 op->stats.hp++;
2413    
2414     /* dms do not consume food */
2415     if (!QUERY_FLAG (op, FLAG_WIZ))
2416     {
2417     op->stats.food--;
2418    
2419     if (op->contr->digestion < 0)
2420     op->stats.food += op->contr->digestion;
2421     else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2422     op->stats.food = last_food;
2423     }
2424 root 1.18 }
2425 root 1.161
2426     if (max_hp > 1)
2427 root 1.18 {
2428 root 1.161 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2429    
2430     if (over_hp > 0)
2431     {
2432 root 1.214 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2433 root 1.161 op->last_heal = 0;
2434     }
2435     else
2436     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2437 root 1.18 }
2438 root 1.161 else
2439     op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2440 root 1.18 }
2441 root 1.11 }
2442 elmex 1.1
2443 root 1.18 /* Digestion */
2444     if (--op->last_eat < 0)
2445     {
2446 root 1.155 int bonus = max (0, op->contr->digestion),
2447     penalty = max (0, -op->contr->digestion);
2448 root 1.18
2449 root 1.155 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2450 root 1.55
2451 root 1.18 /* dms do not consume food */
2452     if (!QUERY_FLAG (op, FLAG_WIZ))
2453     op->stats.food--;
2454 root 1.11 }
2455 elmex 1.1
2456 root 1.55 if (op->stats.food < 0 && op->stats.hp >= 0)
2457     {
2458 root 1.196 object *flesh = 0;
2459 root 1.18
2460 root 1.196 for_inv_removable (op, tmp)
2461 root 1.18 {
2462 root 1.196 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2463     continue;
2464    
2465     if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2466 root 1.18 {
2467 root 1.196 op->statusmsg ("You blindly grab for a bite of food. "
2468     "H<To prevent you from starving, you ate some random item from your backpack.>");
2469     manual_apply (op, tmp, 0);
2470    
2471     if (op->stats.food >= 0 || op->stats.hp < 0)
2472     break;
2473     }
2474     else if (tmp->type == FLESH)
2475     flesh = tmp;
2476     }
2477 root 1.55
2478     /* If player is still starving, it means they don't have any food, so
2479     * eat flesh instead.
2480     */
2481     if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2482     {
2483 root 1.196 op->statusmsg ("You blindly grab for a bite of food. "
2484     "H<To prevent you from starving, you ate some random item from your backpack.>");
2485 root 1.55 manual_apply (op, flesh, 0);
2486     }
2487 root 1.196
2488     // If player is still starving, alert him!
2489     if (op->stats.food < 0)
2490     op->failmsg ("You are starving! "
2491     "H<Eat some food to increase your food and prevent you from an untimely death.>");
2492 root 1.11 }
2493 elmex 1.1
2494 root 1.196 if (op->stats.food < 0)
2495 root 1.161 {
2496 root 1.196 op->stats.hp += op->stats.food;
2497 root 1.161 op->stats.food = 0;
2498 root 1.200
2499     if (op->stats.hp < 0)
2500     {
2501     op->contr->killer = archetype::get ("killer_starvation");
2502 root 1.207 op->contr->killer->destroy ();
2503 root 1.200 }
2504 root 1.161 }
2505 elmex 1.1
2506 root 1.200 /* killer should be set here already */
2507 root 1.55 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2508     kill_player (op);
2509     }
2510 elmex 1.1 }
2511    
2512     /* If the player should die (lack of hp, food, etc), we call this.
2513     * op is the player in jeopardy. If the player can not be saved (not
2514     * permadeath, no lifesave), this will take care of removing the player
2515     * file.
2516     */
2517 root 1.18 void
2518     kill_player (object *op)
2519 elmex 1.1 {
2520 root 1.168 int x, y;
2521 root 1.25 maptile *map; /* this is for resurrection */
2522 root 1.18 int will_kill_again;
2523     archetype *at;
2524     object *tmp;
2525    
2526     if (save_life (op))
2527     return;
2528    
2529 root 1.225 dynbuf_text deathtab;
2530    
2531 root 1.221 /* restore player */
2532     at = archetype::find ("poisoning");
2533     if (object *tmp = present_arch_in_ob (at, op))
2534     {
2535     tmp->destroy ();
2536 root 1.225 deathtab << "Your body feels cleansed...\r";
2537 root 1.221 }
2538    
2539     at = archetype::find ("confusion");
2540     if (object *tmp = present_arch_in_ob (at, op))
2541     {
2542     tmp->destroy ();
2543 root 1.225 deathtab << "Your mind feels clearer...\r";
2544 root 1.221 }
2545    
2546     cure_disease (op, 0, 0); /* remove any disease */
2547    
2548     max_it (op->stats.hp , op->stats.maxhp);
2549     max_it (op->stats.sp , op->stats.maxsp);
2550     max_it (op->stats.grace, op->stats.maxgrace);
2551    
2552     if (op->stats.food <= 0)
2553     op->stats.food = 999;
2554    
2555     // remove all spell effects that are active
2556     // to avoid long-term effects such as word-of-recall
2557     for (object *item = op->inv; item; )
2558     {
2559     object *next = item->below;
2560    
2561     if (item->type == SPELL_EFFECT && item->active)
2562     item->destroy ();
2563    
2564     item = next;
2565     }
2566    
2567 root 1.18 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2568     * in cities ONLY!!! It is very important that this doesn't get abused.
2569     * Look at op_on_battleground() for more info --AndreasV
2570     */
2571     if (op_on_battleground (op, &x, &y))
2572     {
2573 root 1.225 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2574 root 1.18
2575     /* create a bodypart-trophy to make the winner happy */
2576 root 1.70 if (object *tmp = arch_to_object (archetype::find ("finger")))
2577 root 1.18 {
2578 root 1.168 tmp->name = format ("%s's finger" , &op->name);
2579     tmp->name_pl = format ("%s's fingers", &op->name);
2580     tmp->msg = format (
2581     "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2582 root 1.192 &op->name, op->contr->title,
2583     (int)op->level,
2584     op->contr->killer_name ()
2585 root 1.168 );
2586 root 1.102 tmp->value = 0, tmp->type = 0;
2587     tmp->materialname = "organics";
2588 elmex 1.87 tmp->insert_at (op, tmp);
2589 root 1.18 }
2590 elmex 1.1
2591 root 1.18 /* teleport defeated player to new destination */
2592     transfer_ob (op, x, y, 0, NULL);
2593     op->contr->braced = 0;
2594 root 1.225
2595     op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2596 root 1.18 return;
2597 elmex 1.1 }
2598    
2599 root 1.225 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2600     deathtab << "T<YOU HAVE DIED>\n\n";
2601    
2602 root 1.18 INVOKE_PLAYER (DEATH, op->contr);
2603 root 1.3
2604 root 1.18 command_kill_pets (op, 0);
2605 elmex 1.1
2606 root 1.156 op->contr->play_sound (sound_find ("player_dies"));
2607 elmex 1.1
2608 root 1.18 /* save the map location for corpse, gravestone */
2609 root 1.70 x = op->x;
2610     y = op->y;
2611 root 1.18 map = op->map;
2612 elmex 1.1
2613 root 1.54 /* NOT_PERMADEATH code. This basically brings the character back to
2614     * life if they are dead - it takes some exp and a random stat.
2615     * See the config.h file for a little more in depth detail about this.
2616     */
2617    
2618     /* Basically two ways to go - remove a stat permanently, or just
2619     * make it depletion. This bunch of code deals with that aspect
2620     * of death.
2621     */
2622     #ifndef COZY_SERVER
2623     if (settings.balanced_stat_loss)
2624 root 1.18 {
2625 root 1.54 /* If stat loss is permanent, lose one stat only. */
2626     /* Lower level chars don't lose as many stats because they suffer
2627     more if they do. */
2628     /* Higher level characters can afford things such as potions of
2629     restoration, or better, stat potions. So we slug them that
2630     little bit harder. */
2631     /* GD */
2632     if (settings.stat_loss_on_death)
2633     num_stats_lose = 1;
2634     else
2635     num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2636     }
2637     else
2638 root 1.70 num_stats_lose = 1;
2639    
2640 root 1.54 lost_a_stat = 0;
2641    
2642     for (z = 0; z < num_stats_lose; z++)
2643     {
2644 root 1.214 i = rndm (NUM_STATS);
2645 root 1.11
2646 root 1.54 if (settings.stat_loss_on_death)
2647 root 1.18 {
2648 root 1.54 /* Pick a random stat and take a point off it. Tell the player
2649     * what he lost.
2650     */
2651     change_attr_value (&(op->stats), i, -1);
2652     check_stat_bounds (&(op->stats));
2653     change_attr_value (&(op->contr->orig_stats), i, -1);
2654     check_stat_bounds (&(op->contr->orig_stats));
2655     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2656     lost_a_stat = 1;
2657 root 1.18 }
2658     else
2659     {
2660 root 1.54 /* deplete a stat */
2661     archetype *deparch = archetype::find ("depletion");
2662     object *dep;
2663 root 1.11
2664 root 1.54 dep = present_arch_in_ob (deparch, op);
2665     if (!dep)
2666 root 1.18 {
2667 root 1.54 dep = arch_to_object (deparch);
2668     insert_ob_in_ob (dep, op);
2669 root 1.18 }
2670 root 1.54 lose_this_stat = 1;
2671     if (settings.balanced_stat_loss)
2672 root 1.18 {
2673 root 1.54 /* GD */
2674     /* Get the stat that we're about to deplete. */
2675     this_stat = get_attr_value (&(dep->stats), i);
2676     if (this_stat < 0)
2677     {
2678     int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2679     int keep_chance = this_stat * this_stat;
2680 root 1.18
2681 root 1.54 /* Yes, I am paranoid. Sue me. */
2682     if (keep_chance < 1)
2683     keep_chance = 1;
2684 root 1.18
2685 root 1.54 /* There is a maximum depletion total per level. */
2686     if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2687     {
2688     lose_this_stat = 0;
2689     /* Take loss chance vs keep chance to see if we
2690     retain the stat. */
2691     }
2692     else
2693     {
2694     if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2695     lose_this_stat = 0;
2696     /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2697     this_stat, keep_chance, loss_chance,
2698     lose_this_stat?"LOSE":"KEEP"); */
2699 root 1.11 }
2700     }
2701 root 1.54 }
2702 root 1.18
2703 root 1.54 if (lose_this_stat)
2704     {
2705 root 1.221 this_stat = get_attr_value (&dep->stats, i);
2706 root 1.54 /* We could try to do something clever like find another
2707     * stat to reduce if this fails. But chances are, if
2708     * stats have been depleted to -50, all are pretty low
2709     * and should be roughly the same, so it shouldn't make a
2710     * difference.
2711     */
2712     if (this_stat >= -50)
2713 root 1.18 {
2714 root 1.54 change_attr_value (&(dep->stats), i, -1);
2715     SET_FLAG (dep, FLAG_APPLIED);
2716     new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717     op->update_stats ();
2718     lost_a_stat = 1;
2719 root 1.11 }
2720     }
2721     }
2722 root 1.54 }
2723 root 1.195
2724 root 1.54 /* If no stat lost, tell the player. */
2725     if (!lost_a_stat)
2726     {
2727     /* determine_god() seems to not work sometimes... why is this?
2728     Should I be using something else? GD */
2729 root 1.221 shstr_tmp god = determine_god (op);
2730 root 1.18
2731 root 1.221 if (god != shstr_none)
2732 root 1.225 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2733 root 1.54 else
2734 root 1.225 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2735 root 1.54 }
2736 root 1.28 #else
2737 root 1.225 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2738 elmex 1.1 #endif
2739    
2740 root 1.54 /* Put a gravestone up where the character 'almost' died. List the
2741     * exp loss on the stone.
2742     */
2743     tmp = arch_to_object (archetype::find ("gravestone"));
2744 root 1.195 tmp->name = format ("%s's gravestone", &op->name);
2745     tmp->name_pl = format ("%s's gravestones", &op->name);
2746 root 1.204 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2747     &op->name, op->contr->title, op->contr->killer_name ());
2748 root 1.54 tmp->x = op->x, tmp->y = op->y;
2749     insert_ob_in_map (tmp, op->map, NULL, 0);
2750    
2751     /**************************************/
2752     /* */
2753     /* Subtract the experience points, */
2754     /* */
2755     /**************************************/
2756    
2757     /*add_exp(op, (op->stats.exp * -0.20)); */
2758     apply_death_exp_penalty (op);
2759 root 1.195
2760 root 1.54 /*
2761 root 1.108 * Check to see if the player has any unpaid items. If so, remove them
2762     * and put them back in the map.
2763 root 1.54 */
2764 root 1.154 op->drop_unpaid_items ();
2765 root 1.18
2766 root 1.54 /****************************************/
2767     /* */
2768     /* Move player to his current respawn- */
2769     /* position (usually last savebed) */
2770     /* */
2771     /****************************************/
2772 root 1.18
2773 root 1.54 enter_player_savebed (op);
2774 root 1.18
2775 root 1.54 op->contr->braced = 0;
2776 root 1.11
2777 root 1.54 /* it is possible that the player has blown something up
2778     * at his savebed location, and that can have long lasting
2779     * spell effects. So first see if there is a spell effect
2780     * on the space that might harm the player.
2781     */
2782     will_kill_again = 0;
2783     for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2784     if (tmp->type == SPELL_EFFECT)
2785     will_kill_again |= tmp->attacktype;
2786 elmex 1.1
2787 root 1.54 if (will_kill_again)
2788 root 1.18 {
2789 root 1.54 object *force;
2790     int at;
2791 root 1.18
2792 root 1.54 force = get_archetype (FORCE_NAME);
2793     /* 50 ticks should be enough time for the spell to abate */
2794 root 1.133 force->speed = 0.1f;
2795     force->speed_left = -5.f;
2796 root 1.54 SET_FLAG (force, FLAG_APPLIED);
2797     for (at = 0; at < NROFATTACKS; at++)
2798     if (will_kill_again & (1 << at))
2799     force->resist[at] = 100;
2800 root 1.30
2801 root 1.54 insert_ob_in_ob (force, op);
2802     op->update_stats ();
2803     }
2804 root 1.18
2805 root 1.225 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2806 elmex 1.1 }
2807    
2808 root 1.18 void
2809     loot_object (object *op)
2810     { /* Grab and destroy some treasure */
2811     object *tmp, *tmp2, *next;
2812 elmex 1.1
2813 root 1.103 op->close_container (); /* close open sack first */
2814 elmex 1.1
2815 root 1.54 for (tmp = op->inv; tmp; tmp = next)
2816 root 1.18 {
2817     next = tmp->below;
2818 root 1.54
2819 elmex 1.50 if (tmp->invisible)
2820 root 1.18 continue;
2821 root 1.54
2822 root 1.32 tmp->remove ();
2823 root 1.18 tmp->x = op->x, tmp->y = op->y;
2824 root 1.103
2825 root 1.18 if (tmp->type == CONTAINER)
2826 root 1.103 loot_object (tmp); /* empty container to ground */
2827    
2828 root 1.99 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2829 root 1.18 {
2830     if (tmp->nrof > 1)
2831     {
2832 root 1.186 tmp->decrease (rndm (1, tmp->nrof - 1));
2833 root 1.18 insert_ob_in_map (tmp, op->map, NULL, 0);
2834     }
2835     else
2836 root 1.207 tmp->destroy ();
2837 root 1.18 }
2838     else
2839     insert_ob_in_map (tmp, op->map, NULL, 0);
2840     }
2841 elmex 1.1 }
2842    
2843     /*
2844     * fix_weight(): Check recursively the weight of all players, and fix
2845     * what needs to be fixed. Refresh windows and fix speed if anything
2846     * was changed.
2847     */
2848 root 1.18 void
2849     fix_weight (void)
2850     {
2851 root 1.61 for_all_players (pl)
2852 root 1.18 {
2853 root 1.184 sint32 old = pl->ob->carrying;
2854 root 1.18
2855 root 1.184 pl->ob->update_weight ();
2856    
2857     if (old != pl->ob->carrying)
2858     {
2859     pl->ob->update_stats ();
2860     LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2861     }
2862 root 1.18 }
2863 elmex 1.1 }
2864    
2865 root 1.18 void
2866     fix_luck (void)
2867     {
2868 root 1.61 for_all_players (pl)
2869 root 1.52 if (!pl->ob->contr->ns->state)
2870 root 1.54 pl->ob->change_luck (0);
2871 elmex 1.1 }
2872    
2873     /* cast_dust() - handles op throwing objects of type 'DUST'.
2874     * This is much simpler in the new spell code - we basically
2875     * just treat this as any other spell casting object.
2876     */
2877 elmex 1.2 void
2878 root 1.18 cast_dust (object *op, object *throw_ob, int dir)
2879 elmex 1.2 {
2880     object *skop, *spob;
2881    
2882     skop = find_skill_by_name (op, throw_ob->skill);
2883    
2884     /* casting POTION 'dusts' is really a use_magic_item skill */
2885     if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2886     {
2887 root 1.18 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2888 elmex 1.2 return;
2889     }
2890    
2891     spob = throw_ob->inv;
2892    
2893     // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2894     // not pass NULL to cast_spell (which did indeed check itself, but
2895     // errors should be reported as early as possible IMHO)
2896     if (!spob)
2897     {
2898 root 1.18 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2899 elmex 1.2 return;
2900 elmex 1.1 }
2901    
2902 elmex 1.2 if (op->type == PLAYER)
2903 root 1.14 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2904 elmex 1.2
2905     cast_spell (op, throw_ob, dir, spob, NULL);
2906    
2907 root 1.207 throw_ob->destroy ();
2908 elmex 1.1 }
2909    
2910 root 1.18 void
2911     make_visible (object *op)
2912     {
2913 root 1.208 op->flag [FLAG_HIDDEN] = 0;
2914 root 1.18 op->invisible = 0;
2915 root 1.164
2916 root 1.18 if (op->type == PLAYER)
2917     {
2918     op->contr->tmp_invis = 0;
2919     op->contr->invis_race = 0;
2920     }
2921 root 1.107
2922     update_object (op, UP_OBJ_CHANGE);
2923 root 1.18 }
2924    
2925     int
2926     is_true_undead (object *op)
2927     {
2928 root 1.149 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2929 root 1.18 return 1;
2930    
2931 elmex 1.1 return 0;
2932     }
2933    
2934     /* look at the surrounding terrain to determine
2935     * the hideability of this object. Positive levels
2936     * indicate greater hideability.
2937     */
2938 root 1.18 int
2939     hideability (object *ob)
2940     {
2941     int i, level = 0, mflag;
2942     sint16 x, y;
2943    
2944     if (!ob || !ob->map)
2945     return 0;
2946    
2947     /* so, on normal lighted maps, its hard to hide */
2948 root 1.213 level = ob->map->darklevel () - 2;
2949 root 1.18
2950     /* this also picks up whether the object is glowing.
2951     * If you carry a light on a non-dark map, its not
2952     * as bad as carrying a light on a pitch dark map */
2953 root 1.227 if (ob->has_carried_lights ())
2954 root 1.213 level = -(10 + (2 * ob->map->darklevel ()));
2955 root 1.18
2956     /* scan through all nearby squares for terrain to hide in */
2957 root 1.182 for (i = 0, x = ob->x, y = ob->y;
2958     i <= SIZEOFFREE1;
2959     i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2960 root 1.18 {
2961     mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
2962     if (mflag & P_OUT_OF_MAP)
2963 root 1.182 continue;
2964    
2965 root 1.18 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
2966     level += 2;
2967     else /* open terrain! */
2968     level -= 1;
2969 elmex 1.1 }
2970 root 1.18
2971 elmex 1.1 #if 0
2972 root 1.18 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
2973 elmex 1.1 #endif
2974 root 1.18 return level;
2975 elmex 1.1 }
2976    
2977     /* For Hidden creatures - a chance of becoming 'unhidden'
2978     * every time they move - as we subtract off 'invisibility'
2979     * AND, for players, if they move into a ridiculously unhideable
2980     * spot (surrounded by clear terrain in broad daylight). -b.t.
2981     */
2982 root 1.18 void
2983     do_hidden_move (object *op)
2984     {
2985 root 1.194 int hide = 0;
2986 root 1.18
2987     if (!op || !op->map)
2988     return;
2989    
2990 root 1.194 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2991     int num = random_roll (0, 19, op, PREFER_LOW);
2992 root 1.18
2993     /* its *extremely* hard to run and sneak/hide at the same time! */
2994     if (op->type == PLAYER && op->contr->run_on)
2995 root 1.85 if (!skop || num >= skop->level)
2996     {
2997     new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
2998     make_visible (op);
2999     return;
3000     }
3001     else
3002     num += 20;
3003    
3004 root 1.18 num += op->map->difficulty;
3005     hide = hideability (op); /* modify by terrain hidden level */
3006     num -= hide;
3007 root 1.85
3008 root 1.18 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3009     {
3010     make_visible (op);
3011 root 1.194
3012 root 1.18 if (op->type == PLAYER)
3013     new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3014 elmex 1.1 }
3015 root 1.18 else if (op->type == PLAYER && skop)
3016 root 1.85 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3017 elmex 1.1 }
3018    
3019     /* determine if who is standing near a hostile creature. */
3020    
3021 root 1.18 int
3022     stand_near_hostile (object *who)
3023     {
3024     object *tmp = NULL;
3025     int i, friendly = 0, player = 0, mflags;
3026 root 1.25 maptile *m;
3027 root 1.18 sint16 x, y;
3028    
3029     if (!who)
3030     return 0;
3031    
3032     if (who->type == PLAYER)
3033     player = 1;
3034    
3035     else
3036     friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3037    
3038     /* search adjacent squares */
3039     for (i = 1; i < 9; i++)
3040     {
3041     x = who->x + freearr_x[i];
3042     y = who->y + freearr_y[i];
3043     m = who->map;
3044     mflags = get_map_flags (m, &m, x, y, &x, &y);
3045     /* space must be blocked if there is a monster. If not
3046     * blocked, don't need to check this space.
3047     */
3048     if (mflags & P_OUT_OF_MAP)
3049     continue;
3050     if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3051     continue;
3052    
3053 root 1.49 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3054 root 1.18 {
3055     if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3056     return 1;
3057     else if (tmp->type == PLAYER)
3058     {
3059     /*don't let a hidden DM prevent you from hiding */
3060     if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3061 root 1.11 return 1;
3062 root 1.18 }
3063 root 1.11 }
3064 elmex 1.1 }
3065 root 1.18 return 0;
3066 elmex 1.1 }
3067    
3068     /* check the player los field for viewability of the
3069     * object op. This function works fine for monsters,
3070     * but we dont worry if the object isnt the top one in
3071     * a pile (say a coin under a table would return "viewable"
3072     * by this routine). Another question, should we be
3073     * concerned with the direction the player is looking
3074 root 1.162 * in? Realistically, most of us can't see stuff behind
3075 elmex 1.1 * our backs...on the other hand, does the "facing" direction
3076 root 1.162 * imply the way your head, or body is facing? It's possible
3077 elmex 1.1 * for them to differ. Sigh, this fctn could get a bit more complex.
3078     * -b.t.
3079     * This function is now map tiling safe.
3080     */
3081 root 1.18 int
3082     player_can_view (object *pl, object *op)
3083     {
3084     rv_vector rv;
3085     int dx, dy;
3086    
3087     if (pl->type != PLAYER)
3088     {
3089     LOG (llevError, "player_can_view() called for non-player object\n");
3090     return -1;
3091 elmex 1.1 }
3092 root 1.74
3093 root 1.18 if (!pl || !op)
3094 elmex 1.1 return 0;
3095 root 1.18
3096 root 1.74 op = op->head_ ();
3097    
3098 root 1.18 get_rangevector (pl, op, &rv, 0x1);
3099    
3100     /* starting with the 'head' part, lets loop
3101     * through the object and find if it has any
3102 root 1.162 * part that is in the los array but isn't on
3103 root 1.18 * a blocked los square.
3104     * we use the archetype to figure out offsets.
3105     */
3106     while (op)
3107     {
3108 root 1.149 dx = rv.distance_x + op->arch->x;
3109     dy = rv.distance_y + op->arch->y;
3110 root 1.18
3111 root 1.210 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3112 root 1.18 return 1;
3113 root 1.162
3114 root 1.18 op = op->more;
3115     }
3116 root 1.162
3117 root 1.18 return 0;
3118 elmex 1.1 }
3119    
3120     /* routine for both players and monsters. We call this when
3121     * there is a possibility for our action distrubing our hiding
3122 root 1.212 * place or invisiblity spell. Artefact invisiblity causes
3123     * "noise" instead. If we arent invisible to begin with, we
3124 elmex 1.1 * return 0.
3125     */
3126 root 1.18 int
3127     action_makes_visible (object *op)
3128     {
3129     if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3130     {
3131     if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3132 root 1.212 {
3133     // artefact invisibility is permanent, but we still make noise
3134     // this is important for game-balance.
3135     if (op->contr)
3136     op->make_noise ();
3137    
3138     return 0;
3139     }
3140 root 1.18
3141     if (op->contr && op->contr->tmp_invis == 0)
3142     return 0;
3143 elmex 1.1
3144 root 1.18 /* If monsters, they should become visible */
3145 root 1.208 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3146 root 1.18 {
3147 root 1.208 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3148 root 1.18 return 1;
3149 root 1.11 }
3150 elmex 1.1 }
3151 root 1.162
3152 root 1.18 return 0;
3153 elmex 1.1 }
3154    
3155     /* op_on_battleground - checks if the given object op (usually
3156     * a player) is standing on a valid battleground-tile,
3157     * function returns TRUE/FALSE. If true x, y returns the battleground
3158     * -exit-coord. (and if x, y not NULL)
3159     * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3160     * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3161     * Default is to do the same as before, so only people wanting to have different points need worry about this
3162     */
3163 root 1.18 int
3164     op_on_battleground (object *op, int *x, int *y)
3165     {
3166 elmex 1.1 /* A battleground-tile needs the following attributes to be valid:
3167     * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3168     * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3169     * and the exit-coordinates sp/hp must both be > 0.
3170     * => The intention here is to prevent abuse of the battleground-
3171     * feature (like pickable or hidden battleground tiles). */
3172 root 1.162 for (object *tmp = op->below; tmp; tmp = tmp->below)
3173 root 1.18 {
3174     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3175     {
3176 root 1.162 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3177     && tmp->type == BATTLEGROUND
3178     && tmp->name == shstr_battleground
3179     && EXIT_X (tmp) && EXIT_Y (tmp))
3180 root 1.18 {
3181 root 1.162 /* before we assign the exit, check if this is a teambattle */
3182 root 1.18 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3183     {
3184 root 1.162 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3185 root 1.18 {
3186 root 1.162 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3187 root 1.18 {
3188 root 1.162 if (x && y)
3189 root 1.18 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3190 root 1.162
3191 root 1.18 return 1;
3192     }
3193     }
3194     }
3195 root 1.162
3196     if (x && y)
3197 root 1.18 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3198 root 1.162
3199 root 1.18 return 1;
3200     }
3201     }
3202 elmex 1.1 }
3203 root 1.162
3204 elmex 1.1 /* If we got here, did not find a battleground */
3205     return 0;
3206     }
3207    
3208     /*
3209     * When a dragon-player gains a new stage of evolution,
3210     * he gets some treasure
3211     *
3212     * attributes:
3213     * object *who the dragon player
3214     * int atnr the attack-number of the ability focus
3215     * int level ability level
3216     */
3217 root 1.18 void
3218     dragon_ability_gain (object *who, int atnr, int level)
3219     {
3220     treasurelist *trlist = NULL; /* treasurelist */
3221     treasure *tr; /* treasure */
3222     object *tmp, *skop; /* tmp. object */
3223     object *item; /* treasure object */
3224     char buf[MAX_BUF]; /* tmp. string buffer */
3225     int i = 0, j = 0;
3226    
3227     /* get the appropriate treasurelist */
3228     if (atnr == ATNR_FIRE)
3229 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_fire);
3230 root 1.18 else if (atnr == ATNR_COLD)
3231 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_cold);
3232 root 1.18 else if (atnr == ATNR_ELECTRICITY)
3233 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_elec);
3234 root 1.18 else if (atnr == ATNR_POISON)
3235 root 1.163 trlist = treasurelist::find (shstr_dragon_ability_poison);
3236 root 1.18
3237     if (trlist == NULL || who->type != PLAYER)
3238     return;
3239    
3240     for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3241    
3242 elmex 1.82 if (!tr || !tr->item)
3243 root 1.18 {
3244     /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3245     return;
3246 elmex 1.1 }
3247    
3248 root 1.18 /* everything seems okay - now bring on the gift: */
3249 root 1.149 item = tr->item;
3250 elmex 1.1
3251 root 1.18 if (item->type == SPELL)
3252     {
3253     if (check_spell_known (who, item->name))
3254 root 1.11 return;
3255 root 1.18
3256     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3257     do_learn_spell (who, item, 0);
3258     return;
3259 elmex 1.1 }
3260    
3261 root 1.18 /* grant direct spell */
3262     if (item->type == SPELLBOOK)
3263     {
3264     if (!item->inv)
3265     {
3266     LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3267     return;
3268     }
3269     if (check_spell_known (who, item->inv->name))
3270     return;
3271     if (item->invisible)
3272     {
3273     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3274     do_learn_spell (who, item->inv, 0);
3275     return;
3276 root 1.11 }
3277 root 1.18 }
3278     else if (item->type == SKILL_TOOL && item->invisible)
3279     {
3280     if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3281     {
3282    
3283     /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3284     * in this way, if the player is missing any of the attacktypes, he gets
3285     * them. As it is now, if the player has any that match the granted skill,
3286     * but not all of them, he gets nothing.
3287     */
3288     if (!(skop->attacktype & item->attacktype))
3289     {
3290     /* Give new attacktype */
3291     skop->attacktype |= item->attacktype;
3292    
3293     /* always add physical if there's none */
3294     skop->attacktype |= AT_PHYSICAL;
3295    
3296     if (item->msg != NULL)
3297     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3298    
3299     /* Give player new face */
3300     if (item->animation_id)
3301     {
3302     who->face = skop->face;
3303     who->animation_id = item->animation_id;
3304     who->anim_speed = item->anim_speed;
3305     who->last_anim = 0;
3306     who->state = 0;
3307     animate_object (who, who->direction);
3308     }
3309     }
3310 root 1.11 }
3311 elmex 1.1 }
3312 root 1.18 else if (item->type == FORCE)
3313     {
3314     /* forces in the treasurelist can alter the player's stats */
3315     object *skin;
3316 elmex 1.1
3317 root 1.18 /* first get the dragon skin force */
3318 root 1.153 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3319 root 1.52 ;
3320    
3321     if (!skin)
3322 root 1.18 return;
3323    
3324     /* adding new spellpath attunements */
3325     if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3326     {
3327     skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3328    
3329     /* print message */
3330     sprintf (buf, "You feel attuned to ");
3331     for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3332     {
3333     if (item->path_attuned & (1 << i))
3334     {
3335     if (j)
3336     strcat (buf, " and ");
3337     else
3338     j = 1;
3339     strcat (buf, spellpathnames[i]);
3340     }
3341     }
3342     strcat (buf, ".");
3343     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3344     }
3345    
3346     /* evtl. adding flags: */
3347     if (QUERY_FLAG (item, FLAG_XRAYS))
3348     SET_FLAG (skin, FLAG_XRAYS);
3349     if (QUERY_FLAG (item, FLAG_STEALTH))
3350     SET_FLAG (skin, FLAG_STEALTH);
3351     if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3352     SET_FLAG (skin, FLAG_SEE_IN_DARK);
3353    
3354     /* print message if there is one */
3355     if (item->msg != NULL)
3356     new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3357     }
3358     else
3359     {
3360     /* generate misc. treasure */
3361     tmp = arch_to_object (tr->item);
3362     new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3363 root 1.189 who->insert (tmp);
3364 elmex 1.1 }
3365     }
3366    
3367     /**
3368     * Unready an object for a player. This function does nothing if the object was
3369     * not readied.
3370     */
3371 root 1.18 void
3372     player_unready_range_ob (player *pl, object *ob)
3373     {
3374 root 1.119 if (pl->ob->current_weapon == ob)
3375     pl->ob->current_weapon = 0;
3376    
3377 root 1.118 if (pl->combat_ob == ob)
3378 root 1.119 pl->combat_ob = 0;
3379 root 1.118
3380     if (pl->ranged_ob == ob)
3381 root 1.119 pl->ranged_ob = 0;
3382 elmex 1.1 }
3383 root 1.101
3384     sint8
3385 root 1.215 player::darkness_at (maptile *map, int x, int y) const
3386 root 1.101 {
3387 root 1.216 if (!ns)
3388 root 1.215 return LOS_BLOCKED;
3389 root 1.101
3390     int dx, dy;
3391     if (!adjacent_map (map, ns->current_map, &dx, &dy))
3392 root 1.215 return LOS_BLOCKED;
3393 root 1.101
3394 root 1.210 x += dx - ns->current_x;
3395     y += dy - ns->current_y;
3396 root 1.101
3397 root 1.215 return blocked_los (x, y);
3398 root 1.101 }
3399 root 1.169
3400     void
3401     player::infobox (const char *title, const char *msg, int color)
3402     {
3403     send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3404     }
3405    
3406     void
3407     player::statusmsg (const char *msg, int color)
3408     {
3409     send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3410     }
3411    
3412     void
3413     player::failmsg (const char *msg, int color)
3414     {
3415     play_sound (sound_find ("generic_failure"));
3416     statusmsg (msg, color);
3417     }
3418