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Revision: 1.177
Committed: Thu Dec 27 15:32:41 2007 UTC (16 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.176: +1 -3 lines
Log Message:
rename, json2json

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * 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 *
13 * 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 *
18 * 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 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25 #include <sproto.h>
26 #include <sounds.h>
27 #include <living.h>
28 #include <object.h>
29 #include <spells.h>
30 #include <skills.h>
31
32 #include <algorithm>
33 #include <functional>
34
35 playervec players;
36
37 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
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64 }
65
66 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 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 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 }
100
101 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
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149 }
150
151 /* This loads the first map an puts the player on it. */
152 static void
153 set_first_map (object *op)
154 {
155 op->contr->maplevel = first_map_path;
156 op->x = -1;
157 op->y = -1;
158 }
159
160 void
161 player::activate ()
162 {
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172 }
173
174 void
175 player::deactivate ()
176 {
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195 }
196
197 // connect the player with a specific client
198 // also changes, rationalises, and fixes some incorrect settings
199 void
200 player::connect (client *ns)
201 {
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE)
234 if (tmp->arch->archname == shstr_dragon_ability_force)
235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260 }
261
262 void
263 player::disconnect ()
264 {
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286 }
287
288 // the need for this function can be explained
289 // by load_object not returning the object
290 void
291 player::set_object (object *op)
292 {
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 }
327
328 void
329 player::set_observe (object *op)
330 {
331 observe = op ? op : ob;
332 do_los = 1;
333 }
334
335 player::player ()
336 {
337 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point.
339 */
340 outputs_sync = 4;
341 outputs_count = 4;
342 unapply = unapply_nochoice;
343
344 savebed_map = first_map_path; /* Init. respawn position */
345
346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353
354 weapon_sp = 1.0f;
355 weapon_sp_left = 0.5f;
356 }
357
358 void
359 player::do_destroy ()
360 {
361 disconnect ();
362
363 attachable::do_destroy ();
364
365 if (ob)
366 {
367 ob->destroy_inv (false);
368 ob->destroy ();
369 }
370
371 ob = observe = 0;
372 }
373
374 player::~player ()
375 {
376 /* Clear item stack */
377 free (stack_items);
378 }
379
380 /* Tries to add player on the connection passed in ns.
381 * All we can really get in this is some settings like host and display
382 * mode.
383 */
384 player *
385 player::create ()
386 {
387 player *pl = new player;
388
389 pl->set_object (arch_to_object (get_player_archetype (0)));
390
391 pl->ob->roll_stats ();
392 pl->ob->stats.wc = 2;
393 pl->ob->run_away = 25; /* Then we panick... */
394
395 set_first_map (pl->ob);
396
397 return pl;
398 }
399
400 /*
401 * get_player_archetype() return next player archetype from archetype
402 * list. Not very efficient routine, but used only creating new players.
403 * Note: there MUST be at least one player archetype!
404 */
405 archetype *
406 get_player_archetype (archetype *at)
407 {
408 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
409
410 for (;;)
411 {
412 if (++i == archetypes.end ())
413 i = archetypes.begin ();
414 else if (*i == at)
415 cleanup ("not a single player archetype found");
416
417 if ((*i)->type == PLAYER)
418 return *i;
419 }
420 }
421
422 object *
423 get_nearest_player (object *mon)
424 {
425 object *op = NULL;
426 objectlink *ol;
427 unsigned lastdist;
428 rv_vector rv;
429
430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
431 {
432 if (!can_detect_enemy (mon, ol->ob, &rv))
433 continue;
434
435 if (lastdist > rv.distance)
436 {
437 op = ol->ob;
438 lastdist = rv.distance;
439 }
440 }
441
442 for_all_players (pl)
443 if (can_detect_enemy (mon, pl->ob, &rv))
444 if (lastdist > rv.distance)
445 {
446 op = pl->ob;
447 lastdist = rv.distance;
448 }
449
450 #if 0
451 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
452 #endif
453 return op;
454 }
455
456 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
457 * result in a monster paths backtracking. It basically determines how large a
458 * detour a monster will take from the direction path when looking
459 * for a path to the player. The values are in the amount of direction
460 * the deviation is
461 */
462 #define DETOUR_AMOUNT 2
463
464 /* This is used to prevent infinite loops. Consider a case where the
465 * player is in a chamber (with gate closed), and monsters are outside.
466 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
467 * find a path into the chamber. This is a good thing, but since there
468 * is no real path, it will just keep circling the chamber for
469 * ever (this could be a nice effect for monsters, but not for the function
470 * to get stuck in. I think for the monsters, if max is reached and
471 * we return the first direction the creature could move would result in the
472 * circling behaviour. Unfortunately, this function is also used to determined
473 * if the creature should cast a spell, so returning a direction in that case
474 * is probably not a good thing.
475 */
476 #define MAX_SPACES 50
477
478 /*
479 * Returns the direction to the player, if valid. Returns 0 otherwise.
480 * modified to verify there is a path to the player. Does this by stepping towards
481 * player and if path is blocked then see if blockage is close enough to player that
482 * direction to player is changed (ie zig or zag). Continue zig zag until either
483 * reach player or path is blocked. Thus, will only return true if there is a free
484 * path to player. Though path may not be a straight line. Note that it will find
485 * player hiding along a corridor at right angles to the corridor with the monster.
486 *
487 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
488 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
489 * down corriders.
490 * 2) I think the old code was broken if the first direction the monster
491 * should move was blocked - the code would store the first direction without
492 * verifying that the player can actually move in that direction. The new
493 * code does not store anything in firstdir until we have verified that the
494 * monster can in fact move one space in that direction.
495 * 3) I'm not sure how good this code will be for moving multipart monsters,
496 * since only simple checks to blocked are being called, which could mean the monster
497 * is blocking itself.
498 */
499 int
500 path_to_player (object *mon, object *pl, unsigned mindiff)
501 {
502 rv_vector rv;
503 sint16 x, y;
504 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
505 maptile *m, *lastmap;
506
507 get_rangevector (mon, pl, &rv, 0);
508
509 if (rv.distance < mindiff)
510 return 0;
511
512 x = mon->x;
513 y = mon->y;
514 m = mon->map;
515 dir = rv.direction;
516 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
517 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
518
519 /* If we can't solve it within the search distance, return now. */
520 if (diff > max)
521 return 0;
522
523 while (diff > 1 && max > 0)
524 {
525 lastx = x;
526 lasty = y;
527 lastmap = m;
528 x = lastx + freearr_x[dir];
529 y = lasty + freearr_y[dir];
530
531 mflags = get_map_flags (m, &m, x, y, &x, &y);
532 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
533
534 /* Space is blocked - try changing direction a little */
535 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
536 && (m == mon->map && blocked_link (mon, m, x, y))))
537 {
538 /* recalculate direction from last good location. Possible
539 * we were not traversing ideal location before.
540 */
541 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
542 if (rv.direction != dir)
543 {
544 /* OK - says direction should be different - lets reset the
545 * the values so it will try again.
546 */
547 x = lastx;
548 y = lasty;
549 m = lastmap;
550 dir = firstdir = rv.direction;
551 }
552 else
553 {
554 /* direct path is blocked - try taking a side step to
555 * either the left or right.
556 * Note increase the values in the loop below to be
557 * more than -1/1 respectively will mean the monster takes
558 * bigger detour. Have to be careful about these values getting
559 * too big (3 or maybe 4 or higher) as the monster may just try
560 * stepping back and forth
561 */
562 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
563 {
564 if (i == 0)
565 continue; /* already did this, so skip it */
566 /* Use lastdir here - otherwise,
567 * since the direction that the creature should move in
568 * may change, you could get infinite loops.
569 * ie, player is northwest, but monster can only
570 * move west, so it does that. It goes some distance,
571 * gets blocked, finds that it should move north,
572 * can't do that, but now finds it can move east, and
573 * gets back to its original point. lastdir contains
574 * the last direction the creature has successfully
575 * moved.
576 */
577
578 x = lastx + freearr_x[absdir (lastdir + i)];
579 y = lasty + freearr_y[absdir (lastdir + i)];
580 m = lastmap;
581 mflags = get_map_flags (m, &m, x, y, &x, &y);
582 if (mflags & P_OUT_OF_MAP)
583 continue;
584 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
585 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
586 continue;
587 if (mflags & P_BLOCKSVIEW)
588 continue;
589
590 if (m == mon->map && blocked_link (mon, m, x, y))
591 break;
592 }
593 /* go through entire loop without finding a valid
594 * sidestep to take - thus, no valid path.
595 */
596 if (i == (DETOUR_AMOUNT + 1))
597 return 0;
598 diff--;
599 lastdir = dir;
600 max--;
601 if (!firstdir)
602 firstdir = dir + i;
603 } /* else check alternate directions */
604 } /* if blocked */
605 else
606 {
607 /* we moved towards creature, so diff is less */
608 diff--;
609 max--;
610 lastdir = dir;
611 if (!firstdir)
612 firstdir = dir;
613 }
614
615 if (diff <= 1)
616 {
617 /* Recalculate diff (distance) because we may not have actually
618 * headed toward player for entire distance.
619 */
620 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
621 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
622 }
623
624 if (diff > max)
625 return 0;
626 }
627
628 /* If we reached the max, didn't find a direction in time */
629 if (!max)
630 return 0;
631
632 return firstdir;
633 }
634
635 void
636 give_initial_items (object *pl, treasurelist * items)
637 {
638 if (pl->randomitems)
639 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
640
641 for (object *next, *op = pl->inv; op; op = next)
642 {
643 next = op->below;
644
645 /* Forces get applied per default, unless they have the
646 * flag "neutral" set. Sorry but I can't think of a better way
647 */
648 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
649 SET_FLAG (op, FLAG_APPLIED);
650
651 /* we never give weapons/armour if these cannot be used
652 * by this player due to race restrictions
653 */
654 if (pl->type == PLAYER)
655 {
656 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
657 (op->type == ARMOUR || op->type == BOOTS ||
658 op->type == CLOAK || op->type == HELMET ||
659 op->type == SHIELD || op->type == GLOVES ||
660 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
661 {
662 op->destroy ();
663 continue;
664 }
665 }
666
667 /* This really needs to be better - we should really give
668 * a substitute spellbook. The problem is that we don't really
669 * have a good idea what to replace it with (need something like
670 * a first level treasurelist for each skill.)
671 * remove duplicate skills also
672 */
673 if (op->type == SPELLBOOK || op->type == SKILL)
674 {
675 object *tmp;
676
677 for (tmp = op->below; tmp; tmp = tmp->below)
678 if (tmp->type == op->type && tmp->name == op->name)
679 break;
680
681 if (tmp)
682 {
683 op->destroy ();
684 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
685 continue;
686 }
687
688 if (op->nrof > 1)
689 op->nrof = 1;
690 }
691
692 if (op->type == SPELLBOOK && op->inv)
693 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
694
695 /* Give starting characters identified, uncursed, and undamned
696 * items. Just don't identify gold or silver, or it won't be
697 * merged properly.
698 */
699 if (need_identify (op))
700 {
701 SET_FLAG (op, FLAG_IDENTIFIED);
702 CLEAR_FLAG (op, FLAG_CURSED);
703 CLEAR_FLAG (op, FLAG_DAMNED);
704 }
705 if (op->type == SPELL)
706 {
707 op->destroy ();
708 continue;
709 }
710 else if (op->type == SKILL)
711 {
712 SET_FLAG (op, FLAG_CAN_USE_SKILL);
713 op->stats.exp = 0;
714 op->level = 1;
715 }
716 /* lock all 'normal items by default */
717 else
718 SET_FLAG (op, FLAG_INV_LOCKED);
719 } /* for loop of objects in player inv */
720
721 /* Need to set up the skill pointers */
722 link_player_skills (pl);
723 }
724
725 void
726 get_party_password (object *op, partylist *party)
727 {
728 if (party == NULL)
729 {
730 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
731 return;
732 }
733
734 op->contr->write_buf[0] = '\0';
735 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
736 op->contr->party_to_join = party;
737 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
738 }
739
740 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
741 static int
742 roll_stat (void)
743 {
744 int a[4], i, j, k;
745
746 for (i = 0; i < 4; i++)
747 a[i] = (int) rndm (6) + 1;
748
749 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if (a[i] < k)
751 k = a[i], j = i;
752
753 for (i = 0, k = 0; i < 4; i++)
754 if (i != j)
755 k += a[i];
756
757 return k;
758 }
759
760 void
761 object::roll_stats ()
762 {
763 int statsort [NUM_STATS];
764
765 for (;;)
766 {
767 int sum = 0;
768 for (int i = NUM_STATS; i--; )
769 sum += statsort [i] = roll_stat ();
770
771 if (sum >= 82 && sum <= 116)
772 break;
773 }
774
775 // Sort the stats so that rerolling is easier...
776 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
777
778 for (int i = 0; i < NUM_STATS; ++i)
779 stats.stat (i) = statsort [i];
780
781 stats.exp = 0;
782 stats.ac = 0;
783
784 stats.hp = stats.maxhp;
785 stats.sp = stats.maxsp;
786 stats.grace = stats.maxgrace;
787
788 if (contr)
789 {
790 contr->levhp[1] = 9;
791 contr->levsp[1] = 6;
792 contr->levgrace[1] = 3;
793
794 contr->orig_stats = stats;
795 }
796 }
797
798 void
799 object::swap_stats (int a, int b)
800 {
801 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
802
803 for (int i = 0; i < NUM_STATS; ++i)
804 stats.stat (i) = contr->orig_stats.stat (i);
805
806 //TODO: the following code looks so borked and should, at the very least,
807 // be merged with the similar code in roll_stats
808 stats.ac = 0;
809
810 level = 1;
811 stats.exp = 0;
812 stats.ac = 0;
813
814 stats.hp = stats.maxhp;
815 stats.sp = stats.maxsp;
816 stats.grace = stats.maxgrace;
817
818 if (contr)
819 {
820 contr->levhp[1] = 9;
821 contr->levsp[1] = 6;
822 contr->levgrace[1] = 3;
823
824 contr->orig_stats = stats;
825 }
826 }
827
828 static void
829 start_info (object *op)
830 {
831 char buf[MAX_BUF];
832
833 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
834 new_draw_info (NDI_UNIQUE, 0, op, buf);
835 }
836
837 /* This function takes the key that is passed, and does the
838 * appropriate action with it (change race, or other things).
839 * The function name is for historical reasons - now we have
840 * separate race and class; this actually changes the RACE,
841 * not the class.
842 */
843 void
844 player::chargen_race_done ()
845 {
846 /* this must before then initial items are given */
847 esrv_new_player (ob->contr, ob->weight + ob->carrying);
848
849 treasurelist *tl = treasurelist::find ("starting_wealth");
850 if (tl)
851 create_treasure (tl, ob, 0, 0, 0);
852
853 INVOKE_PLAYER (BIRTH, ob->contr);
854 INVOKE_PLAYER (LOGIN, ob->contr);
855
856 ob->contr->ns->state = ST_PLAYING;
857
858 if (ob->msg)
859 ob->msg = 0;
860
861 /* We create this now because some of the unique maps will need it
862 * to save here.
863 */
864 {
865 char buf[MAX_BUF];
866 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
867 make_path_to_file (buf);
868 }
869
870 start_info (ob);
871 CLEAR_FLAG (ob, FLAG_WIZ);
872 give_initial_items (ob, ob->randomitems);
873 link_player_skills (ob);
874 esrv_send_inventory (ob, ob);
875 ob->update_stats ();
876
877 /* This moves the player to a different start map, if there
878 * is one for this race
879 */
880 if (*first_map_ext_path)
881 {
882 object *tmp;
883 char mapname[MAX_BUF];
884
885 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
886 tmp = object::create ();
887 EXIT_PATH (tmp) = mapname;
888 EXIT_X (tmp) = ob->x;
889 EXIT_Y (tmp) = ob->y;
890 ob->enter_exit (tmp); /* we don't really care if it succeeded;
891 * if the map isn't there, then stay on the
892 * default initial map */
893 tmp->destroy ();
894 }
895 else
896 LOG (llevDebug, "first_map_ext_path not set\n");
897 }
898
899 void
900 player::chargen_race_next ()
901 {
902 /* Following actually changes the race - this is the default command
903 * if we don't match with one of the options above.
904 */
905
906 do
907 {
908 shstr name = ob->name;
909 int x = ob->x, y = ob->y;
910
911 ob->remove_statbonus ();
912 ob->remove ();
913 ob->arch = get_player_archetype (ob->arch);
914 ob->arch->copy_to (ob);
915 ob->instantiate ();
916 ob->stats = ob->contr->orig_stats;
917 ob->name = ob->name_pl = name;
918 ob->x = x;
919 ob->y = y;
920 SET_ANIMATION (ob, 2); /* So player faces south */
921 insert_ob_in_map (ob, ob->map, ob, 0);
922 assign (ob->contr->title, ob->arch->object::name);
923 ob->add_statbonus ();
924 }
925 while (!allowed_class (ob));
926
927 update_object (ob, UP_OBJ_FACE);
928 esrv_update_item (UPD_FACE, ob, ob);
929 ob->update_stats ();
930 ob->stats.hp = ob->stats.maxhp;
931 ob->stats.sp = ob->stats.maxsp;
932 ob->stats.grace = 0;
933 }
934
935 void
936 flee_player (object *op)
937 {
938 int dir, diff;
939 rv_vector rv;
940
941 if (op->stats.hp < 0)
942 {
943 LOG (llevDebug, "Fleeing player is dead.\n");
944 CLEAR_FLAG (op, FLAG_SCARED);
945 return;
946 }
947
948 if (op->enemy == NULL)
949 {
950 LOG (llevDebug, "Fleeing player had no enemy.\n");
951 CLEAR_FLAG (op, FLAG_SCARED);
952 return;
953 }
954
955 /* Seen some crashes here. Since we don't store an
956 * op->enemy_count, it is possible that something destroys the
957 * actual enemy, and the object is recycled.
958 */
959 if (op->enemy->map == NULL)
960 {
961 CLEAR_FLAG (op, FLAG_SCARED);
962 op->enemy = NULL;
963 return;
964 }
965
966 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
967 {
968 op->enemy = NULL;
969 CLEAR_FLAG (op, FLAG_SCARED);
970 return;
971 }
972
973 get_rangevector (op, op->enemy, &rv, 0);
974
975 dir = absdir (4 + rv.direction);
976 for (diff = 0; diff < 3; diff++)
977 {
978 int m = 1 - (RANDOM () & 2);
979
980 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
981 return;
982 }
983
984 /* Cornered, get rid of scared */
985 CLEAR_FLAG (op, FLAG_SCARED);
986 op->enemy = NULL;
987 }
988
989 /* check_pick sees if there is stuff to be picked up/picks up stuff.
990 * It returns 1 if the player should keep on moving, 0 if he should
991 * stop.
992 */
993 int
994 check_pick (object *op)
995 {
996 object *tmp, *next;
997 int stop = 0;
998 int wvratio;
999 char putstring[128];
1000
1001 /* if you're flying, you cna't pick up anything */
1002 if (op->move_type & MOVE_FLYING)
1003 return 1;
1004
1005 next = op->below;
1006
1007 int cnt = MAX_ITEM_PER_DROP;
1008 #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1009
1010 /* loop while there are items on the floor that are not marked as
1011 * destroyed */
1012 while (next && !next->destroyed ())
1013 {
1014 tmp = next;
1015 next = tmp->below;
1016
1017 if (cnt <= 0)
1018 {
1019 op->failmsg ("Couldn't pickup all items at once.");
1020 return 0;
1021 }
1022
1023 if (op->destroyed ())
1024 return 0;
1025
1026 if (!can_pick (op, tmp))
1027 continue;
1028
1029 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1030 {
1031 if (item_matched_string (op, tmp, op->contr->search_str))
1032 CHK_PICK_PICKUP;
1033 continue;
1034 }
1035
1036 /* high not bit set? We're using the old autopickup model */
1037 if (!(op->contr->mode & PU_NEWMODE))
1038 {
1039 switch (op->contr->mode)
1040 {
1041 case 0:
1042 return 1; /* don't pick up */
1043 case 1:
1044 CHK_PICK_PICKUP;
1045 return 1;
1046 case 2:
1047 CHK_PICK_PICKUP;
1048 return 0;
1049 case 3:
1050 return 0; /* stop before pickup */
1051 case 4:
1052 CHK_PICK_PICKUP;
1053 break;
1054 case 5:
1055 CHK_PICK_PICKUP;
1056 stop = 1;
1057 break;
1058 case 6:
1059 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1060 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1061 CHK_PICK_PICKUP;
1062 break;
1063
1064 case 7:
1065 if (tmp->type == MONEY || tmp->type == GEM)
1066 CHK_PICK_PICKUP;
1067 break;
1068
1069 default:
1070 /* use value density */
1071 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1072 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1073 CHK_PICK_PICKUP;
1074 }
1075 }
1076 else
1077 { /* old model */
1078 /* NEW pickup handling */
1079 if (op->contr->mode & PU_DEBUG)
1080 {
1081 /* some debugging code to figure out item information */
1082 if (tmp->name != NULL)
1083 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1084 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1085 else
1086 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1087 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1088
1089 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1090 }
1091
1092 /* philosophy:
1093 * It's easy to grab an item type from a pile, as long as it's
1094 * generic. This takes no game-time. For more detailed pickups
1095 * and selections, select-items should be used. This is a
1096 * grab-as-you-run type mode that's really useful for arrows for
1097 * example.
1098 * The drawback: right now it has no frontend, so you need to
1099 * stick the bits you want into a calculator in hex mode and then
1100 * convert to decimal and then 'pickup <#>
1101 */
1102
1103 /* the first two modes are exclusive: if NOTHING we return, if
1104 * STOP then we stop. All the rest are applied sequentially,
1105 * meaning if any test passes, the item gets picked up. */
1106
1107 /* if mode is set to pick nothing up, return */
1108
1109 if (op->contr->mode & PU_NOTHING)
1110 return 1;
1111
1112 /* if mode is set to stop when encountering objects, return */
1113 /* take STOP before INHIBIT since it doesn't actually pick
1114 * anything up */
1115
1116 if (op->contr->mode & PU_STOP)
1117 return 0;
1118
1119 /* useful for going into stores and not losing your settings... */
1120 /* and for battles wher you don't want to get loaded down while
1121 * fighting */
1122 if (op->contr->mode & PU_INHIBIT)
1123 return 1;
1124
1125 /* prevent us from turning into auto-thieves :) */
1126 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1127 continue;
1128
1129 /* ignore known cursed objects */
1130 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1131 continue;
1132
1133 /* all food and drink if desired */
1134 /* question: don't pick up known-poisonous stuff? */
1135 if (op->contr->mode & PU_FOOD)
1136 if (tmp->type == FOOD)
1137 {
1138 CHK_PICK_PICKUP;
1139 continue;
1140 }
1141
1142 if (op->contr->mode & PU_DRINK)
1143 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 if (op->contr->mode & PU_POTION)
1150 if (tmp->type == POTION)
1151 {
1152 CHK_PICK_PICKUP;
1153 continue;
1154 }
1155
1156 /* spellbooks, skillscrolls and normal books/scrolls */
1157 if (op->contr->mode & PU_SPELLBOOK)
1158 if (tmp->type == SPELLBOOK)
1159 {
1160 CHK_PICK_PICKUP;
1161 continue;
1162 }
1163
1164 if (op->contr->mode & PU_SKILLSCROLL)
1165 if (tmp->type == SKILLSCROLL)
1166 {
1167 CHK_PICK_PICKUP;
1168 continue;
1169 }
1170
1171 if (op->contr->mode & PU_READABLES)
1172 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1173 {
1174 CHK_PICK_PICKUP;
1175 continue;
1176 }
1177
1178 /* wands/staves/rods/horns */
1179 if (op->contr->mode & PU_MAGIC_DEVICE)
1180 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1181 {
1182 CHK_PICK_PICKUP;
1183 continue;
1184 }
1185
1186 /* pick up all magical items */
1187 if (op->contr->mode & PU_MAGICAL)
1188 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1189 {
1190 CHK_PICK_PICKUP;
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_VALUABLES)
1195 {
1196 if (tmp->type == MONEY || tmp->type == GEM)
1197 {
1198 CHK_PICK_PICKUP;
1199 continue;
1200 }
1201 }
1202
1203 /* rings & amulets - talismans seems to be typed AMULET */
1204 if (op->contr->mode & PU_JEWELS)
1205 if (tmp->type == RING || tmp->type == AMULET)
1206 {
1207 CHK_PICK_PICKUP;
1208 continue;
1209 }
1210
1211 /* we don't forget dragon food */
1212 if (op->contr->mode & PU_FLESH)
1213 if (tmp->type == FLESH)
1214 {
1215 CHK_PICK_PICKUP;
1216 continue;
1217 }
1218
1219 /* bows and arrows. Bows are good for selling! */
1220 if (op->contr->mode & PU_BOW)
1221 if (tmp->type == BOW)
1222 {
1223 CHK_PICK_PICKUP;
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_ARROW)
1228 if (tmp->type == ARROW)
1229 {
1230 CHK_PICK_PICKUP;
1231 continue;
1232 }
1233
1234 /* all kinds of armor etc. */
1235 if (op->contr->mode & PU_ARMOUR)
1236 if (tmp->type == ARMOUR)
1237 {
1238 CHK_PICK_PICKUP;
1239 continue;
1240 }
1241
1242 if (op->contr->mode & PU_HELMET)
1243 if (tmp->type == HELMET)
1244 {
1245 CHK_PICK_PICKUP;
1246 continue;
1247 }
1248
1249 if (op->contr->mode & PU_SHIELD)
1250 if (tmp->type == SHIELD)
1251 {
1252 CHK_PICK_PICKUP;
1253 continue;
1254 }
1255
1256 if (op->contr->mode & PU_BOOTS)
1257 if (tmp->type == BOOTS)
1258 {
1259 CHK_PICK_PICKUP;
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_GLOVES)
1264 if (tmp->type == GLOVES)
1265 {
1266 CHK_PICK_PICKUP;
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_CLOAK)
1271 if (tmp->type == CLOAK)
1272 {
1273 CHK_PICK_PICKUP;
1274 continue;
1275 }
1276
1277 /* hoping to catch throwing daggers here */
1278 if (op->contr->mode & PU_MISSILEWEAPON)
1279 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1280 {
1281 CHK_PICK_PICKUP;
1282 continue;
1283 }
1284
1285 /* careful: chairs and tables are weapons! */
1286 if (op->contr->mode & PU_ALLWEAPON)
1287 {
1288 if (tmp->type == WEAPON && tmp->name != NULL)
1289 {
1290 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1291 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1292 {
1293 CHK_PICK_PICKUP;
1294 continue;
1295 }
1296 }
1297
1298 if (tmp->type == WEAPON && tmp->name == NULL)
1299 {
1300 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305 }
1306 }
1307
1308 /* misc stuff that's useful */
1309 if (op->contr->mode & PU_KEY)
1310 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1311 {
1312 CHK_PICK_PICKUP;
1313 continue;
1314 }
1315
1316 /* any of the last 4 bits set means we use the ratio for value
1317 * pickups */
1318 if (op->contr->mode & PU_RATIO)
1319 {
1320 /* use value density to decide what else to grab */
1321 /* >=7 was >= op->contr->mode */
1322 /* >=7 is the old standard setting. Now we take the last 4 bits
1323 * and multiply them by 5, giving 0..15*5== 5..75 */
1324 wvratio = (op->contr->mode & PU_RATIO) * 5;
1325 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1326 {
1327 CHK_PICK_PICKUP;
1328 #if 0
1329 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1330 if (tmp->name != NULL)
1331 {
1332 fprintf (stderr, "%s", tmp->name);
1333 }
1334 else
1335 fprintf (stderr, "%s", tmp->arch->archname);
1336 fprintf (stderr, ",%d] = ", tmp->type);
1337 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1338 #endif
1339 continue;
1340 }
1341 }
1342 } /* the new pickup model */
1343 }
1344
1345 return !stop;
1346 }
1347
1348 /*
1349 * Find an arrow in the inventory and after that
1350 * in the right type container (quiver). Pointer to the
1351 * found object is returned.
1352 */
1353 object *
1354 find_arrow (object *op, const char *type)
1355 {
1356 object *tmp = 0;
1357
1358 for (op = op->inv; op; op = op->below)
1359 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1360 tmp = find_arrow (splay (op), type);
1361 else if (op->type == ARROW && op->race == type)
1362 return splay (op);
1363
1364 return tmp;
1365 }
1366
1367 /*
1368 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1369 * against the target. A full test is not performed, simply a basic test
1370 * of resistances. The archer is making a quick guess at what he sees down
1371 * the hall. Failing that it does it's best to pick the highest plus arrow.
1372 */
1373 object *
1374 find_better_arrow (object *op, object *target, const char *type, int *better)
1375 {
1376 object *tmp = NULL, *arrow, *ntmp;
1377 int attacknum, attacktype, betterby = 0, i;
1378
1379 if (!type)
1380 return NULL;
1381
1382 for (arrow = op->inv; arrow; arrow = arrow->below)
1383 {
1384 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1385 {
1386 i = 0;
1387 ntmp = find_better_arrow (arrow, target, type, &i);
1388 if (i > betterby)
1389 {
1390 tmp = ntmp;
1391 betterby = i;
1392 }
1393 }
1394 else if (arrow->type == ARROW && arrow->race == type)
1395 {
1396 /* allways prefer assasination/slaying */
1397 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1398 {
1399 if (arrow->attacktype & AT_DEATH)
1400 {
1401 *better = 100;
1402 return arrow;
1403 }
1404 else
1405 {
1406 tmp = arrow;
1407 betterby = (arrow->magic + arrow->stats.dam) * 2;
1408 }
1409 }
1410 else
1411 {
1412 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1413 {
1414 attacktype = 1 << attacknum;
1415 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1416 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1417 {
1418 tmp = arrow;
1419 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1420 }
1421 }
1422 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1423 {
1424 tmp = arrow;
1425 betterby = 2 + arrow->magic + arrow->stats.dam;
1426 }
1427 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1428 {
1429 tmp = arrow;
1430 betterby = 1 + arrow->magic + arrow->stats.dam;
1431 }
1432 }
1433 }
1434 }
1435 if (tmp == NULL && arrow == NULL)
1436 return find_arrow (op, type);
1437
1438 *better = betterby;
1439 return tmp;
1440 }
1441
1442 /* looks in a given direction, finds the first valid target, and calls
1443 * find_better_arrow to find a decent arrow to use.
1444 * op = the shooter
1445 * type = bow->race
1446 * dir = fire direction
1447 */
1448 object *
1449 pick_arrow_target (object *op, const char *type, int dir)
1450 {
1451 object *tmp = NULL;
1452 maptile *m;
1453 int i, mflags, found, number;
1454 sint16 x, y;
1455
1456 if (op->map == NULL)
1457 return find_arrow (op, type);
1458
1459 /* do a dex check */
1460 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1461 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1462 return find_arrow (op, type);
1463
1464 m = op->map;
1465 x = op->x;
1466 y = op->y;
1467
1468 /* find the first target */
1469 for (i = 0, found = 0; i < 20; i++)
1470 {
1471 x += freearr_x[dir];
1472 y += freearr_y[dir];
1473 mflags = get_map_flags (m, &m, x, y, &x, &y);
1474 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1475 {
1476 tmp = NULL;
1477 break;
1478 }
1479 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1480 {
1481 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1482 * perhaps a bad assumption.
1483 */
1484 tmp = NULL;
1485 break;
1486 }
1487 if (mflags & P_IS_ALIVE)
1488 {
1489 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1490 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1491 {
1492 found++;
1493 break;
1494 }
1495 if (found)
1496 break;
1497 }
1498 }
1499 if (tmp == NULL)
1500 return find_arrow (op, type);
1501
1502 if (tmp->head)
1503 tmp = tmp->head;
1504
1505 return find_better_arrow (op, tmp, type, &i);
1506 }
1507
1508 /*
1509 * Creature fires a bow - op can be monster or player. Returns
1510 * 1 if bow was actually fired, 0 otherwise.
1511 * op is the object firing the bow.
1512 * part is for multipart creatures - the part firing the bow.
1513 * dir is the direction of fire.
1514 * wc_mod is any special modifier to give (used in special player fire modes)
1515 * sx, sy are coordinates to fire arrow from - also used in some of the special
1516 * player fire modes.
1517 */
1518 int
1519 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1520 {
1521 object *left, *bow;
1522 int mflags;
1523 maptile *m;
1524
1525 if (!dir)
1526 {
1527 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1528 return 0;
1529 }
1530
1531 if (op->contr)
1532 bow = op->current_weapon;
1533 else
1534 {
1535 for (bow = op->inv; bow; bow = bow->below)
1536 /* Don't check for applied - monsters don't apply bows - in that way, they
1537 * don't need to switch back and forth between bows and weapons.
1538 */
1539 if (bow->type == BOW)
1540 break;
1541
1542 if (!bow)
1543 {
1544 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1545 return 0;
1546 }
1547
1548 // optimisation: move object to top so we will find it quickly again
1549 if (bow->below)
1550 {
1551 bow->remove ();
1552 op->insert (bow);
1553 }
1554
1555 }
1556
1557 if (!bow->race || !bow->skill)
1558 {
1559 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1560 return 0;
1561 }
1562
1563 if (arrow == NULL)
1564 {
1565 if ((arrow = find_arrow (op, bow->race)) == NULL)
1566 {
1567 if (op->type == PLAYER)
1568 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1569 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1570 else
1571 CLEAR_FLAG (op, FLAG_READY_BOW);
1572
1573 return 0;
1574 }
1575 }
1576
1577 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1578 if (mflags & P_OUT_OF_MAP)
1579 return 0;
1580
1581 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1582 {
1583 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1584 return 0;
1585 }
1586
1587 /* this should not happen, but sometimes does */
1588 if (arrow->nrof == 0)
1589 {
1590 arrow->destroy ();
1591 return 0;
1592 }
1593
1594 left = arrow; /* these are arrows left to the player */
1595 arrow = get_split_ob (arrow, 1);
1596 if (!arrow)
1597 {
1598 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1599 return 0;
1600 }
1601
1602 arrow->set_owner (op);
1603 arrow->skill = bow->skill;
1604 arrow->direction = dir;
1605
1606 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1607 arrow->stats.hp = arrow->stats.dam;
1608 arrow->stats.grace = arrow->attacktype;
1609
1610 if (arrow->slaying)
1611 arrow->spellarg = strdup (arrow->slaying);
1612
1613 #if 0
1614 if (player *pl = op->contr)
1615 {
1616 float speed = pl->weapon_sp;
1617
1618 /* penalize ROF for bestarrow */
1619 if (pl->bowtype == bow_bestarrow)
1620 speed *= .9f;
1621 else
1622 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1623
1624 op->speed_left += speed - op->speed;
1625 }
1626 #endif
1627
1628 SET_ANIMATION (arrow, arrow->direction);
1629
1630 /* update the speed */
1631 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1632 + bow->stats.dam / 7.f;
1633
1634 arrow->set_speed (max (arrow->speed, 2.f));
1635 arrow->speed_left = 0;
1636
1637 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1638
1639 if (op->type == PLAYER)
1640 {
1641 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1642 wc -= dex_bonus[op->stats.Dex];
1643
1644 if (!arrow->slaying)
1645 arrow->slaying = op->slaying;
1646
1647 arrow->attacktype |= op->attacktype;
1648 }
1649 else
1650 {
1651 arrow->level = op->level;
1652 arrow->stats.wc -= bow->magic;
1653
1654 if (!arrow->slaying)
1655 arrow->slaying = bow->slaying;
1656
1657 arrow->attacktype |= bow->attacktype;
1658 }
1659
1660 wc -= arrow->level;
1661 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1662
1663 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1664 arrow->move_type = MOVE_FLY_LOW;
1665 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1666
1667 op->play_sound (sound_find ("fire_arrow"));
1668 m->insert (arrow, sx, sy, op);
1669
1670 if (!arrow->destroyed ())
1671 move_arrow (arrow);
1672
1673 if (op->type == PLAYER)
1674 {
1675 if (left->destroyed ())
1676 esrv_del_item (op->contr, left->count);
1677 else
1678 esrv_send_item (op, left);
1679 }
1680
1681 return 1;
1682 }
1683
1684 /* Special fire code for players - this takes into
1685 * account the special fire modes players can have
1686 * but monsters can't. Putting that code here
1687 * makes the fire_bow code much cleaner.
1688 * this function should only be called if 'op' is a player,
1689 * hence the function name.
1690 */
1691 int
1692 player_fire_bow (object *op, int dir)
1693 {
1694 int ret = 0, wcmod = 0;
1695
1696 if (op->contr->bowtype == bow_bestarrow)
1697 {
1698 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1699 }
1700 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1701 {
1702 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1703 wcmod = -1;
1704
1705 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1706 }
1707 else if (op->contr->bowtype == bow_threewide)
1708 {
1709 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1710 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1711 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1712 }
1713 else if (op->contr->bowtype == bow_spreadshot)
1714 {
1715 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1716 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1717 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1718 }
1719 else
1720 {
1721 /* Simple case */
1722 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1723 }
1724
1725 return ret;
1726 }
1727
1728 /* Fires a misc (wand/rod/horn) object in 'dir'.
1729 * Broken apart from 'fire' to keep it more readable.
1730 */
1731 void
1732 fire_misc_object (object *op, int dir)
1733 {
1734 object *item = op->contr->ranged_ob;
1735
1736 if (!item)
1737 {
1738 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1739 return;
1740 }
1741
1742 if (!item->inv)
1743 {
1744 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1745 return;
1746 }
1747
1748 if (!op->change_weapon (item))
1749 return;
1750
1751 if (item->type == WAND)
1752 {
1753 if (item->stats.food <= 0)
1754 {
1755 op->contr->play_sound (sound_find ("wand_poof"));
1756 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1757
1758 return;
1759 }
1760 }
1761 else if (item->type == ROD || item->type == HORN)
1762 {
1763 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1764 {
1765 op->contr->play_sound (sound_find ("wand_poof"));
1766
1767 if (item->type == ROD)
1768 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1769 else
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1771
1772 return;
1773 }
1774 }
1775
1776 if (cast_spell (op, item, dir, item->inv, NULL))
1777 {
1778 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1779 if (item->type == WAND)
1780 {
1781 if (!(--item->stats.food))
1782 {
1783 object *tmp;
1784
1785 if (item->arch)
1786 {
1787 CLEAR_FLAG (item, FLAG_ANIMATE);
1788 item->face = item->arch->face;
1789 item->set_speed (0);
1790 }
1791
1792 if ((tmp = item->in_player ()))
1793 esrv_update_item (UPD_ANIM, tmp, item);
1794 }
1795 }
1796 else if (item->type == ROD || item->type == HORN)
1797 drain_rod_charge (item);
1798 }
1799 }
1800
1801 /* Received a fire command for the player - go and do it.
1802 */
1803 bool
1804 fire (object *op, int dir)
1805 {
1806 int spellcost = 0;
1807
1808 /* check for loss of invisiblity/hide */
1809 if (action_makes_visible (op))
1810 make_visible (op);
1811
1812 player *pl = op->contr;
1813
1814 if (pl->golem)
1815 {
1816 control_golem (op->contr->golem, dir);
1817 return false;
1818 }
1819
1820 object *ob = pl->ranged_ob;
1821
1822 if (!ob)
1823 return false;
1824
1825 if (!op->change_weapon (ob))
1826 return false;
1827
1828 if (op->speed_left > 0.f)
1829 --op->speed_left;
1830 else
1831 return false;
1832
1833 switch (ob->type)
1834 {
1835 case BOW:
1836 player_fire_bow (op, dir);
1837 break;
1838
1839 case SPELL:
1840 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1841 break;
1842
1843 case BUILDER:
1844 apply_map_builder (op, dir);
1845 break;
1846
1847 case SKILL:
1848 do_skill (op, op, ob, dir, 0);
1849 break;
1850
1851 default:
1852 fire_misc_object (op, dir);
1853 break;
1854 }
1855
1856 return true;
1857 }
1858
1859 /* find_key
1860 * We try to find a key for the door as passed. If we find a key
1861 * and successfully use it, we return the key, otherwise NULL
1862 * This function merges both normal and locked door, since the logic
1863 * for both is the same - just the specific key is different.
1864 * pl is the player,
1865 * inv is the objects inventory to searched
1866 * door is the door we are trying to match against.
1867 * This function can be called recursively to search containers.
1868 */
1869 object *
1870 find_key (object *pl, object *container, object *door)
1871 {
1872 object *tmp, *key;
1873
1874 /* Should not happen, but sanity checking is never bad */
1875 if (!container->inv)
1876 return 0;
1877
1878 /* First, lets try to find a key in the top level inventory */
1879 for (tmp = container->inv; tmp; tmp = tmp->below)
1880 {
1881 if (door->type == DOOR && tmp->type == KEY)
1882 break;
1883 /* For sanity, we should really check door type, but other stuff
1884 * (like containers) can be locked with special keys
1885 */
1886 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1887 break;
1888 }
1889
1890 /* No key found - lets search inventories now */
1891 /* If we find and use a key in an inventory, return at that time.
1892 * otherwise, if we search all the inventories and still don't find
1893 * a key, return
1894 */
1895 if (!tmp)
1896 {
1897 for (tmp = container->inv; tmp; tmp = tmp->below)
1898 {
1899 /* No reason to search empty containers */
1900 if (tmp->type == CONTAINER && tmp->inv)
1901 {
1902 if ((key = find_key (pl, tmp, door)))
1903 return key;
1904 }
1905 }
1906
1907 if (!tmp)
1908 return NULL;
1909 }
1910
1911 /* We get down here if we have found a key. Now if its in a container,
1912 * see if we actually want to use it
1913 */
1914 if (pl != container)
1915 {
1916 /* Only let players use keys in containers */
1917 if (!pl->contr)
1918 return NULL;
1919 /* cases where this fails:
1920 * If we only search the player inventory, return now since we
1921 * are not in the players inventory.
1922 * If the container is not active, return now since only active
1923 * containers can be used.
1924 * If we only search keyrings and the container does not have
1925 * a race/isn't a keyring.
1926 * No checking for all containers - to fall through past here,
1927 * inv must have been an container and must have been active.
1928 *
1929 * Change the color so that the message doesn't disappear with
1930 * all the others.
1931 */
1932 if (pl->contr->usekeys == key_inventory ||
1933 !QUERY_FLAG (container, FLAG_APPLIED) ||
1934 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1935 {
1936 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1937 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1938 return NULL;
1939 }
1940 }
1941
1942 return tmp;
1943 }
1944
1945 /* moved door processing out of move_player_attack.
1946 * returns 1 if player has opened the door with a key
1947 * such that the caller should not do anything more,
1948 * 0 otherwise
1949 */
1950 static int
1951 player_attack_door (object *op, object *door)
1952 {
1953 /* If its a door, try to find a key. If we do destroy the door,
1954 * might as well return immediately as there is nothing more to do -
1955 * otherwise, we fall through to the rest of the code.
1956 */
1957 object *key = find_key (op, op, door);
1958
1959 /* If we found a key, do some extra work */
1960 if (key)
1961 {
1962 object *container = key->env;
1963
1964 if (action_makes_visible (op))
1965 make_visible (op);
1966
1967 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1968 spring_trap (door->inv, op);
1969
1970 if (door->type == DOOR)
1971 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1972 else if (door->type == LOCKED_DOOR)
1973 {
1974 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1975 remove_door2 (door); /* remove door without violence ;-) */
1976 }
1977
1978 /* Do this after we print the message */
1979 decrease_ob (key); /* Use up one of the keys */
1980 /* Need to update the weight the container the key was in */
1981 if (container != op)
1982 esrv_update_item (UPD_WEIGHT, op, container);
1983
1984 return 1; /* Nothing more to do below */
1985 }
1986 else if (door->type == LOCKED_DOOR)
1987 {
1988 /* Might as well return now - no other way to open this */
1989 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1990 return 1;
1991 }
1992
1993 return 0;
1994 }
1995
1996 /* This function is just part of a breakup from move_player.
1997 * It should keep the code cleaner.
1998 * When this is called, the players direction has been updated
1999 * (taking into account confusion.) The player is also actually
2000 * going to try and move (not fire weapons).
2001 */
2002 bool
2003 move_player_attack (object *op, int dir)
2004 {
2005 int on_battleground;
2006
2007 sint16 nx = freearr_x[dir] + op->x;
2008 sint16 ny = freearr_y[dir] + op->y;
2009
2010 on_battleground = op_on_battleground (op, 0, 0);
2011
2012 if (out_of_map (op->map, nx, ny))
2013 return false;
2014
2015 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2016 {
2017 --op->speed_left;
2018 return true;
2019 }
2020
2021 /* If braced, or can't move to the square, and it is not out of the
2022 * map, attack it. Note order of if statement is important - don't
2023 * want to be calling move_ob if braced, because move_ob will move the
2024 * player. This is a pretty nasty hack, because if we could
2025 * move to some space, it then means that if we are braced, we should
2026 * do nothing at all. As it is, if we are braced, we go through
2027 * quite a bit of processing. However, it probably is less than what
2028 * move_ob uses.
2029 */
2030 maptile *m = op->map->xy_find (nx, ny);
2031
2032 /* Go through all the objects, and find ones of interest. Only stop if
2033 * we find a monster - that is something we know we want to attack.
2034 * if its a door or barrel (can roll) see if there may be monsters
2035 * on the space
2036 */
2037 object *mon;
2038 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2039 {
2040 if ((mon->flag [FLAG_ALIVE]
2041 || mon->type == LOCKED_DOOR
2042 || mon->flag [FLAG_CAN_ROLL])
2043 && mon != op)
2044 break;
2045 }
2046
2047 if (!mon) /* This happens anytime the player tries to move */
2048 return false; /* into a wall */
2049
2050 mon = mon->head_ ();
2051
2052 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2053 if (op->contr->weapon_sp_left > 0.f)
2054 if (player_attack_door (op, mon))
2055 {
2056 --op->contr->weapon_sp_left;
2057 return true;
2058 }
2059
2060 /* The following deals with possibly attacking peaceful
2061 * or friendly creatures. Basically, all players are considered
2062 * unaggressive. If the moving player has peaceful set, then the
2063 * object should be pushed instead of attacked. It is assumed that
2064 * if you are braced, you will not attack friends accidently,
2065 * and thus will not push them.
2066 */
2067
2068 /* If the creature is a pet, push it even if the player is not
2069 * peaceful. Our assumption is the creature is a pet if the
2070 * player owns it and it is either friendly or unagressive.
2071 */
2072 if (op->type == PLAYER
2073 && ((mon->owner && mon->owner->contr
2074 && same_party (mon->owner->contr->party, op->contr->party))
2075 || mon->owner == op)
2076 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2077 {
2078 /* If we're braced, we don't want to switch places with it */
2079 if (op->contr->braced)
2080 return false;
2081
2082 if (op->speed_left > 0.f)
2083 {
2084 --op->speed_left;
2085
2086 op->play_sound (sound_find ("push_player"));
2087 push_ob (mon, dir, op);
2088
2089 if (op->contr->tmp_invis || op->hide)
2090 make_visible (op);
2091
2092 return true;
2093 }
2094 else
2095 return false;
2096 }
2097
2098 /* in certain circumstances, you shouldn't attack friendly
2099 * creatures. Note that if you are braced, you can't push
2100 * someone, but put it inside this loop so that you won't
2101 * attack them either.
2102 */
2103 if ((mon->type == PLAYER || mon->enemy != op)
2104 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2105 && ((op->contr->peaceful
2106 || (mon->type == PLAYER && mon->contr->peaceful))
2107 && !on_battleground))
2108 {
2109 if (op->speed_left > 0.f)
2110 {
2111 --op->speed_left;
2112
2113 if (!op->contr->braced)
2114 {
2115 op->play_sound (sound_find ("push_player"));
2116 push_ob (mon, dir, op);
2117 }
2118 else
2119 op->statusmsg ("You withhold your attack");
2120
2121 if (op->contr->tmp_invis || op->hide)
2122 make_visible (op);
2123
2124 return true;
2125 }
2126 }
2127 /* If the object is a boulder or other rollable object, then
2128 * roll it if not braced. You can't roll it if you are braced.
2129 */
2130 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2131 {
2132 if (op->speed_left > 0.f)
2133 {
2134 --op->speed_left;
2135
2136 recursive_roll (mon, dir, op);
2137 if (action_makes_visible (op))
2138 make_visible (op);
2139
2140 return true;
2141 }
2142 }
2143 /* Any generic living creature. Including things like doors.
2144 * Way it works is like this: First, it must have some hit points
2145 * and be living. Then, it must be one of the following:
2146 * 1) Not a player, 2) A player, but of a different party. Note
2147 * that party_number -1 is no party, so attacks can still happen.
2148 */
2149 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2150 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2151 {
2152 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2153 {
2154 --op->contr->weapon_sp_left;
2155
2156 skill_attack (mon, op, 0, 0, 0);
2157
2158 if (action_makes_visible (op))
2159 make_visible (op);
2160
2161 return true;
2162 }
2163 }
2164
2165 return false;
2166 }
2167
2168 bool
2169 move_player (object *op, int dir)
2170 {
2171 int pick;
2172
2173 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2174 return 0;
2175
2176 /* Sanity check: make sure dir is valid */
2177 if ((dir < 0) || (dir >= 9))
2178 {
2179 LOG (llevError, "move_player: invalid direction %d\n", dir);
2180 return 0;
2181 }
2182
2183 /* peterm: added following line */
2184 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2185 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2186
2187 op->facing = dir;
2188
2189 if (op->hide)
2190 do_hidden_move (op);
2191
2192 bool retval;
2193
2194 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2195 retval = RESULT_INT (0);
2196 else if (op->contr->fire_on)
2197 retval = fire (op, dir);
2198 else
2199 {
2200 retval = move_player_attack (op, dir);
2201 pick = check_pick (op);
2202 }
2203
2204 /* Add special check for newcs players and fire on - this way, the
2205 * server can handle repeat firing.
2206 */
2207 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2208 op->direction = dir;
2209 else
2210 op->direction = 0;
2211
2212 /* Update how the player looks. Use the facing, so direction may
2213 * get reset to zero. This allows for full animation capabilities
2214 * for players.
2215 */
2216 animate_object (op, op->facing);
2217
2218 return retval;
2219 }
2220
2221 /* This is similar to handle_player, below, but is only used by the
2222 * new client/server stuff.
2223 * This is sort of special, in that the new client/server actually uses
2224 * the new speed values for commands.
2225 *
2226 * Returns true if there are more actions we can do. Should not do
2227 * many actions in a row, as that would be too unfair to other
2228 * players.
2229 */
2230 bool
2231 handle_newcs_player (object *op)
2232 {
2233 if (QUERY_FLAG (op, FLAG_SCARED))
2234 {
2235 if (op->speed_left > 0.f)
2236 {
2237 --op->speed_left;
2238 flee_player (op);
2239
2240 return true;
2241 }
2242 else
2243 return false;
2244 }
2245
2246 /* call this here - we also will call this in do_ericserver, but
2247 * the players time has been increased when doericserver has been
2248 * called, so we recheck it here.
2249 */
2250 if (op->contr->ns->handle_command ())
2251 return true;
2252
2253 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2254 return move_player (op, op->direction);
2255
2256 return false;
2257 }
2258
2259 int
2260 save_life (object *op)
2261 {
2262 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2263 return 0;
2264
2265 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2266 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2267 {
2268 op->play_sound (sound_find ("ob_evaporate"));
2269 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2270
2271 if (op->contr)
2272 esrv_del_item (op->contr, tmp->count);
2273
2274 tmp->destroy ();
2275 CLEAR_FLAG (op, FLAG_LIFESAVE);
2276
2277 if (op->stats.hp < 0)
2278 op->stats.hp = op->stats.maxhp;
2279
2280 if (op->stats.food < 0)
2281 op->stats.food = 999;
2282
2283 op->update_stats ();
2284 return 1;
2285 }
2286
2287 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2288 CLEAR_FLAG (op, FLAG_LIFESAVE);
2289 enter_player_savebed (op); /* bring him home. */
2290 return 0;
2291 }
2292
2293 /* This goes throws the inventory and removes unpaid objects, and puts them
2294 * back in the map (location and map determined by values of env). This
2295 * function will descend into containers. op is the object to start the search
2296 * from.
2297 */
2298 static void
2299 drop_unpaid_items (object *op, object *env)
2300 {
2301 while (op)
2302 {
2303 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2304
2305 if (QUERY_FLAG (op, FLAG_UNPAID))
2306 {
2307 if (env->type == PLAYER)
2308 esrv_del_item (env->contr, op->count);
2309
2310 op->insert_at (env);
2311 }
2312 else if (op->inv)
2313 drop_unpaid_items (op->inv, env);
2314
2315 op = next;
2316 }
2317 }
2318
2319 void
2320 object::drop_unpaid_items ()
2321 {
2322 if (!flag [FLAG_REMOVED])
2323 ::drop_unpaid_items (inv, this);
2324 }
2325
2326 /*
2327 * Returns pointer a static string containing gravestone text
2328 * Moved from apply.c to player.c - player.c is what
2329 * actually uses this function. player.c may not be quite the
2330 * best, a misc file for object actions is probably better,
2331 * but there isn't one in the server directory.
2332 */
2333 char *
2334 gravestone_text (object *op)
2335 {
2336 static char buf2[MAX_BUF];
2337 char buf[MAX_BUF];
2338 time_t now = time (NULL);
2339
2340 strcpy (buf2, " R.I.P.\n\n");
2341 if (op->type == PLAYER)
2342 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2343 else
2344 sprintf (buf, "%s\n", &op->name);
2345
2346 strncat (buf2, " ", 20 - strlen (buf) / 2);
2347 strcat (buf2, buf);
2348 if (op->type == PLAYER)
2349 sprintf (buf, "who was in level %d when killed\n", op->level);
2350 else
2351 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2352
2353 strncat (buf2, " ", 20 - strlen (buf) / 2);
2354 strcat (buf2, buf);
2355 if (op->type == PLAYER)
2356 {
2357 sprintf (buf, "by %s.\n\n", op->contr->killer);
2358 strncat (buf2, " ", 21 - strlen (buf) / 2);
2359 strcat (buf2, buf);
2360 }
2361
2362 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2363 strncat (buf2, " ", 20 - strlen (buf) / 2);
2364 strcat (buf2, buf);
2365
2366 return buf2;
2367 }
2368
2369 void
2370 do_some_living (object *op)
2371 {
2372 int last_food = op->stats.food;
2373 int gen_hp, gen_sp, gen_grace;
2374 int over_hp, over_sp, over_grace;
2375 int i;
2376 int rate_hp = 1200;
2377 int rate_sp = 2500;
2378 int rate_grace = 2000;
2379 const int max_hp = 1;
2380 const int max_sp = 1;
2381 const int max_grace = 1;
2382
2383 if (op->contr->hidden)
2384 {
2385 op->invisible = 1000;
2386 /* the socket code flashes the player visible/invisible
2387 * depending on the value of invisible, so we need to
2388 * alternate it here for it to work correctly.
2389 */
2390 if (pticks & 2)
2391 op->invisible--;
2392 }
2393 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2394 {
2395 if (!op->invisible--)
2396 {
2397 make_visible (op);
2398 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2399 }
2400 }
2401
2402 if (op->contr->ns->state == ST_PLAYING)
2403 {
2404 /* these next three if clauses make it possible to SLOW DOWN
2405 hp/grace/spellpoint regeneration. */
2406 if (op->contr->gen_hp >= 0)
2407 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2408 else
2409 {
2410 gen_hp = op->stats.maxhp;
2411 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2412 }
2413
2414 if (op->contr->gen_sp >= 0)
2415 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else
2417 {
2418 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 }
2421
2422 if (op->contr->gen_grace >= 0)
2423 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2424 else
2425 {
2426 gen_grace = op->stats.maxgrace;
2427 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2428 }
2429
2430 /* Regenerate Grace */
2431 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2432 if (--op->last_grace < 0)
2433 {
2434 if (op->stats.grace < op->stats.maxgrace / 2)
2435 op->stats.grace++; /* no penalty in food for regaining grace */
2436
2437 if (max_grace > 1)
2438 {
2439 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2440 if (over_grace > 0)
2441 {
2442 op->stats.sp += over_grace
2443 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2444 op->last_grace = 0;
2445 }
2446 else
2447 {
2448 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2449 }
2450 }
2451 else
2452 {
2453 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2454 }
2455 /* wearing stuff doesn't detract from grace generation. */
2456 }
2457
2458 if (op->stats.food > 0)
2459 {
2460 /* Regenerate Spell Points */
2461 if (!op->contr->golem && --op->last_sp < 0)
2462 {
2463 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2464
2465 if (op->stats.sp < op->stats.maxsp)
2466 {
2467 op->stats.sp++;
2468
2469 /* dms do not consume food */
2470 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 {
2472 op->stats.food--;
2473
2474 if (op->contr->digestion < 0)
2475 op->stats.food += op->contr->digestion;
2476 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food = last_food;
2478 }
2479 }
2480
2481 if (max_sp > 1)
2482 {
2483 over_sp = (gen_sp + 10) / rate_sp;
2484 if (over_sp > 0)
2485 {
2486 if (op->stats.sp < op->stats.maxsp)
2487 {
2488 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2489
2490 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2491 op->stats.sp--;
2492
2493 if (op->stats.sp > op->stats.maxsp)
2494 op->stats.sp = op->stats.maxsp;
2495 }
2496
2497 op->last_sp = 0;
2498 }
2499 else
2500 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2501 }
2502 else
2503 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2504 }
2505
2506 /* Regenerate Hit Points */
2507 if (--op->last_heal < 0)
2508 {
2509 if (op->stats.hp < op->stats.maxhp)
2510 {
2511 op->stats.hp++;
2512
2513 /* dms do not consume food */
2514 if (!QUERY_FLAG (op, FLAG_WIZ))
2515 {
2516 op->stats.food--;
2517
2518 if (op->contr->digestion < 0)
2519 op->stats.food += op->contr->digestion;
2520 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2521 op->stats.food = last_food;
2522 }
2523 }
2524
2525 if (max_hp > 1)
2526 {
2527 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2528
2529 if (over_hp > 0)
2530 {
2531 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2532 op->last_heal = 0;
2533 }
2534 else
2535 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2536 }
2537 else
2538 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2539 }
2540 }
2541
2542 /* Digestion */
2543 if (--op->last_eat < 0)
2544 {
2545 int bonus = max (0, op->contr->digestion),
2546 penalty = max (0, -op->contr->digestion);
2547
2548 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2549
2550 /* dms do not consume food */
2551 if (!QUERY_FLAG (op, FLAG_WIZ))
2552 op->stats.food--;
2553 }
2554
2555 if (op->stats.food < 0 && op->stats.hp >= 0)
2556 {
2557 object *tmp, *flesh = 0;
2558
2559 for (tmp = op->inv; tmp; tmp = tmp->below)
2560 {
2561 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2562 {
2563 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2564 {
2565 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2566 manual_apply (op, tmp, 0);
2567 if (op->stats.food >= 0 || op->stats.hp < 0)
2568 break;
2569 }
2570 else if (tmp->type == FLESH)
2571 flesh = tmp;
2572 } /* End if paid for object */
2573 } /* end of for loop */
2574
2575 /* If player is still starving, it means they don't have any food, so
2576 * eat flesh instead.
2577 */
2578 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2579 {
2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2581 manual_apply (op, flesh, 0);
2582 }
2583 }
2584
2585 if (op->stats.food < 0)
2586 {
2587 op->stats.hp += op->stats.food;
2588 op->stats.food = 0;
2589 }
2590
2591 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2592 kill_player (op);
2593 }
2594 }
2595
2596 /* If the player should die (lack of hp, food, etc), we call this.
2597 * op is the player in jeopardy. If the player can not be saved (not
2598 * permadeath, no lifesave), this will take care of removing the player
2599 * file.
2600 */
2601 void
2602 kill_player (object *op)
2603 {
2604 int x, y;
2605 char buf[MAX_BUF];
2606 maptile *map; /* this is for resurrection */
2607 int will_kill_again;
2608 archetype *at;
2609 object *tmp;
2610
2611 if (save_life (op))
2612 return;
2613
2614 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2615 * in cities ONLY!!! It is very important that this doesn't get abused.
2616 * Look at op_on_battleground() for more info --AndreasV
2617 */
2618 if (op_on_battleground (op, &x, &y))
2619 {
2620 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2621 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2622
2623 /* restore player */
2624 at = archetype::find ("poisoning");
2625 if (object *tmp = present_arch_in_ob (at, op))
2626 {
2627 tmp->destroy ();
2628 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2629 }
2630
2631 at = archetype::find ("confusion");
2632 if (object *tmp = present_arch_in_ob (at, op))
2633 {
2634 tmp->destroy ();
2635 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2636 }
2637
2638 cure_disease (op, 0, 0); /* remove any disease */
2639 op->stats.hp = op->stats.maxhp;
2640 if (op->stats.food <= 0)
2641 op->stats.food = 999;
2642
2643 /* create a bodypart-trophy to make the winner happy */
2644 if (object *tmp = arch_to_object (archetype::find ("finger")))
2645 {
2646 tmp->name = format ("%s's finger" , &op->name);
2647 tmp->name_pl = format ("%s's fingers", &op->name);
2648 tmp->msg = format (
2649 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2650 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2651 );
2652 tmp->value = 0, tmp->type = 0;
2653 tmp->materialname = "organics";
2654 tmp->insert_at (op, tmp);
2655 }
2656
2657 /* teleport defeated player to new destination */
2658 transfer_ob (op, x, y, 0, NULL);
2659 op->contr->braced = 0;
2660 return;
2661 }
2662
2663 INVOKE_PLAYER (DEATH, op->contr);
2664
2665 command_kill_pets (op, 0);
2666
2667 if (op->stats.food < 0)
2668 strcpy (op->contr->killer, "starvation");
2669
2670 op->contr->play_sound (sound_find ("player_dies"));
2671
2672 /* save the map location for corpse, gravestone */
2673 x = op->x;
2674 y = op->y;
2675 map = op->map;
2676
2677 /* NOT_PERMADEATH code. This basically brings the character back to
2678 * life if they are dead - it takes some exp and a random stat.
2679 * See the config.h file for a little more in depth detail about this.
2680 */
2681
2682 /* Basically two ways to go - remove a stat permanently, or just
2683 * make it depletion. This bunch of code deals with that aspect
2684 * of death.
2685 */
2686 #ifndef COZY_SERVER
2687 if (settings.balanced_stat_loss)
2688 {
2689 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */
2692 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */
2695 /* GD */
2696 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1;
2698 else
2699 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 }
2701 else
2702 num_stats_lose = 1;
2703
2704 lost_a_stat = 0;
2705
2706 for (z = 0; z < num_stats_lose; z++)
2707 {
2708 i = RANDOM () % NUM_STATS;
2709
2710 if (settings.stat_loss_on_death)
2711 {
2712 /* Pick a random stat and take a point off it. Tell the player
2713 * what he lost.
2714 */
2715 change_attr_value (&(op->stats), i, -1);
2716 check_stat_bounds (&(op->stats));
2717 change_attr_value (&(op->contr->orig_stats), i, -1);
2718 check_stat_bounds (&(op->contr->orig_stats));
2719 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2720 lost_a_stat = 1;
2721 }
2722 else
2723 {
2724 /* deplete a stat */
2725 archetype *deparch = archetype::find ("depletion");
2726 object *dep;
2727
2728 dep = present_arch_in_ob (deparch, op);
2729 if (!dep)
2730 {
2731 dep = arch_to_object (deparch);
2732 insert_ob_in_ob (dep, op);
2733 }
2734 lose_this_stat = 1;
2735 if (settings.balanced_stat_loss)
2736 {
2737 /* GD */
2738 /* Get the stat that we're about to deplete. */
2739 this_stat = get_attr_value (&(dep->stats), i);
2740 if (this_stat < 0)
2741 {
2742 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2743 int keep_chance = this_stat * this_stat;
2744
2745 /* Yes, I am paranoid. Sue me. */
2746 if (keep_chance < 1)
2747 keep_chance = 1;
2748
2749 /* There is a maximum depletion total per level. */
2750 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2751 {
2752 lose_this_stat = 0;
2753 /* Take loss chance vs keep chance to see if we
2754 retain the stat. */
2755 }
2756 else
2757 {
2758 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2759 lose_this_stat = 0;
2760 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2761 this_stat, keep_chance, loss_chance,
2762 lose_this_stat?"LOSE":"KEEP"); */
2763 }
2764 }
2765 }
2766
2767 if (lose_this_stat)
2768 {
2769 this_stat = get_attr_value (&(dep->stats), i);
2770 /* We could try to do something clever like find another
2771 * stat to reduce if this fails. But chances are, if
2772 * stats have been depleted to -50, all are pretty low
2773 * and should be roughly the same, so it shouldn't make a
2774 * difference.
2775 */
2776 if (this_stat >= -50)
2777 {
2778 change_attr_value (&(dep->stats), i, -1);
2779 SET_FLAG (dep, FLAG_APPLIED);
2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2781 op->update_stats ();
2782 lost_a_stat = 1;
2783 }
2784 }
2785 }
2786 }
2787 /* If no stat lost, tell the player. */
2788 if (!lost_a_stat)
2789 {
2790 /* determine_god() seems to not work sometimes... why is this?
2791 Should I be using something else? GD */
2792 const char *god = determine_god (op);
2793
2794 if (god && (strcmp (god, "none")))
2795 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2796 else
2797 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2798 }
2799 #else
2800 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2801 #endif
2802
2803 /* Put a gravestone up where the character 'almost' died. List the
2804 * exp loss on the stone.
2805 */
2806 tmp = arch_to_object (archetype::find ("gravestone"));
2807 sprintf (buf, "%s's gravestone", &op->name);
2808 tmp->name = buf;
2809 sprintf (buf, "%s's gravestones", &op->name);
2810 tmp->name_pl = buf;
2811 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2812 tmp->msg = buf;
2813 tmp->x = op->x, tmp->y = op->y;
2814 insert_ob_in_map (tmp, op->map, NULL, 0);
2815
2816 /**************************************/
2817 /* */
2818 /* Subtract the experience points, */
2819 /* if we died cause of food, give us */
2820 /* food, and reset HP's... */
2821 /* */
2822 /**************************************/
2823
2824 /* remove any poisoning and confusion the character may be suffering. */
2825 /* restore player */
2826 at = archetype::find ("poisoning");
2827 tmp = present_arch_in_ob (at, op);
2828
2829 if (tmp)
2830 {
2831 tmp->destroy ();
2832 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2833 }
2834
2835 at = archetype::find ("confusion");
2836 tmp = present_arch_in_ob (at, op);
2837 if (tmp)
2838 {
2839 tmp->destroy ();
2840 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2841 }
2842
2843 cure_disease (op, 0, 0); /* remove any disease */
2844
2845 /*add_exp(op, (op->stats.exp * -0.20)); */
2846 apply_death_exp_penalty (op);
2847 if (op->stats.food < 100)
2848 op->stats.food = 900;
2849 op->stats.hp = op->stats.maxhp;
2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2852
2853 /*
2854 * Check to see if the player has any unpaid items. If so, remove them
2855 * and put them back in the map.
2856 */
2857 op->drop_unpaid_items ();
2858
2859 /****************************************/
2860 /* */
2861 /* Move player to his current respawn- */
2862 /* position (usually last savebed) */
2863 /* */
2864 /****************************************/
2865
2866 enter_player_savebed (op);
2867
2868 op->contr->braced = 0;
2869
2870 /* it is possible that the player has blown something up
2871 * at his savebed location, and that can have long lasting
2872 * spell effects. So first see if there is a spell effect
2873 * on the space that might harm the player.
2874 */
2875 will_kill_again = 0;
2876 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2877 if (tmp->type == SPELL_EFFECT)
2878 will_kill_again |= tmp->attacktype;
2879
2880 if (will_kill_again)
2881 {
2882 object *force;
2883 int at;
2884
2885 force = get_archetype (FORCE_NAME);
2886 /* 50 ticks should be enough time for the spell to abate */
2887 force->speed = 0.1f;
2888 force->speed_left = -5.f;
2889 SET_FLAG (force, FLAG_APPLIED);
2890 for (at = 0; at < NROFATTACKS; at++)
2891 if (will_kill_again & (1 << at))
2892 force->resist[at] = 100;
2893
2894 insert_ob_in_ob (force, op);
2895 op->update_stats ();
2896
2897 }
2898
2899 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2900 }
2901
2902 void
2903 loot_object (object *op)
2904 { /* Grab and destroy some treasure */
2905 object *tmp, *tmp2, *next;
2906
2907 op->close_container (); /* close open sack first */
2908
2909 for (tmp = op->inv; tmp; tmp = next)
2910 {
2911 next = tmp->below;
2912
2913 if (tmp->invisible)
2914 continue;
2915
2916 tmp->remove ();
2917 tmp->x = op->x, tmp->y = op->y;
2918
2919 if (tmp->type == CONTAINER)
2920 loot_object (tmp); /* empty container to ground */
2921
2922 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2923 {
2924 if (tmp->nrof > 1)
2925 {
2926 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2927 tmp2->destroy ();
2928 insert_ob_in_map (tmp, op->map, NULL, 0);
2929 }
2930 else
2931 tmp->destroy ();
2932 }
2933 else
2934 insert_ob_in_map (tmp, op->map, NULL, 0);
2935 }
2936 }
2937
2938 /*
2939 * fix_weight(): Check recursively the weight of all players, and fix
2940 * what needs to be fixed. Refresh windows and fix speed if anything
2941 * was changed.
2942 */
2943 void
2944 fix_weight (void)
2945 {
2946 for_all_players (pl)
2947 {
2948 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2949
2950 if (old == sum)
2951 continue;
2952 pl->ob->update_stats ();
2953 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2954 }
2955 }
2956
2957 void
2958 fix_luck (void)
2959 {
2960 for_all_players (pl)
2961 if (!pl->ob->contr->ns->state)
2962 pl->ob->change_luck (0);
2963 }
2964
2965 /* cast_dust() - handles op throwing objects of type 'DUST'.
2966 * This is much simpler in the new spell code - we basically
2967 * just treat this as any other spell casting object.
2968 */
2969 void
2970 cast_dust (object *op, object *throw_ob, int dir)
2971 {
2972 object *skop, *spob;
2973
2974 skop = find_skill_by_name (op, throw_ob->skill);
2975
2976 /* casting POTION 'dusts' is really a use_magic_item skill */
2977 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2978 {
2979 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2980 return;
2981 }
2982
2983 spob = throw_ob->inv;
2984
2985 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2986 // not pass NULL to cast_spell (which did indeed check itself, but
2987 // errors should be reported as early as possible IMHO)
2988 if (!spob)
2989 {
2990 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2991 return;
2992 }
2993
2994 if (op->type == PLAYER)
2995 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2996
2997 cast_spell (op, throw_ob, dir, spob, NULL);
2998
2999 throw_ob->destroy ();
3000 }
3001
3002 void
3003 make_visible (object *op)
3004 {
3005 op->hide = 0;
3006 op->invisible = 0;
3007
3008 if (op->type == PLAYER)
3009 {
3010 op->contr->tmp_invis = 0;
3011 op->contr->invis_race = 0;
3012 }
3013
3014 update_object (op, UP_OBJ_CHANGE);
3015 }
3016
3017 int
3018 is_true_undead (object *op)
3019 {
3020 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3021 return 1;
3022
3023 return 0;
3024 }
3025
3026 /* look at the surrounding terrain to determine
3027 * the hideability of this object. Positive levels
3028 * indicate greater hideability.
3029 */
3030 int
3031 hideability (object *ob)
3032 {
3033 int i, level = 0, mflag;
3034 sint16 x, y;
3035
3036 if (!ob || !ob->map)
3037 return 0;
3038
3039 /* so, on normal lighted maps, its hard to hide */
3040 level = ob->map->darkness - 2;
3041
3042 /* this also picks up whether the object is glowing.
3043 * If you carry a light on a non-dark map, its not
3044 * as bad as carrying a light on a pitch dark map */
3045 if (has_carried_lights (ob))
3046 level = -(10 + (2 * ob->map->darkness));
3047
3048 /* scan through all nearby squares for terrain to hide in */
3049 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3050 {
3051 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3052 if (mflag & P_OUT_OF_MAP)
3053 {
3054 continue;
3055 }
3056 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3057 level += 2;
3058 else /* open terrain! */
3059 level -= 1;
3060 }
3061
3062 #if 0
3063 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3064 #endif
3065 return level;
3066 }
3067
3068 /* For Hidden creatures - a chance of becoming 'unhidden'
3069 * every time they move - as we subtract off 'invisibility'
3070 * AND, for players, if they move into a ridiculously unhideable
3071 * spot (surrounded by clear terrain in broad daylight). -b.t.
3072 */
3073 void
3074 do_hidden_move (object *op)
3075 {
3076 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3077 object *skop;
3078
3079 if (!op || !op->map)
3080 return;
3081
3082 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3083
3084 /* its *extremely* hard to run and sneak/hide at the same time! */
3085 if (op->type == PLAYER && op->contr->run_on)
3086 if (!skop || num >= skop->level)
3087 {
3088 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3089 make_visible (op);
3090 return;
3091 }
3092 else
3093 num += 20;
3094
3095 num += op->map->difficulty;
3096 hide = hideability (op); /* modify by terrain hidden level */
3097 num -= hide;
3098
3099 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3100 {
3101 make_visible (op);
3102 if (op->type == PLAYER)
3103 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3104 }
3105 else if (op->type == PLAYER && skop)
3106 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3107 }
3108
3109 /* determine if who is standing near a hostile creature. */
3110
3111 int
3112 stand_near_hostile (object *who)
3113 {
3114 object *tmp = NULL;
3115 int i, friendly = 0, player = 0, mflags;
3116 maptile *m;
3117 sint16 x, y;
3118
3119 if (!who)
3120 return 0;
3121
3122 if (who->type == PLAYER)
3123 player = 1;
3124
3125 else
3126 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3127
3128 /* search adjacent squares */
3129 for (i = 1; i < 9; i++)
3130 {
3131 x = who->x + freearr_x[i];
3132 y = who->y + freearr_y[i];
3133 m = who->map;
3134 mflags = get_map_flags (m, &m, x, y, &x, &y);
3135 /* space must be blocked if there is a monster. If not
3136 * blocked, don't need to check this space.
3137 */
3138 if (mflags & P_OUT_OF_MAP)
3139 continue;
3140 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3141 continue;
3142
3143 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3144 {
3145 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3146 return 1;
3147 else if (tmp->type == PLAYER)
3148 {
3149 /*don't let a hidden DM prevent you from hiding */
3150 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3151 return 1;
3152 }
3153 }
3154 }
3155 return 0;
3156 }
3157
3158 /* check the player los field for viewability of the
3159 * object op. This function works fine for monsters,
3160 * but we dont worry if the object isnt the top one in
3161 * a pile (say a coin under a table would return "viewable"
3162 * by this routine). Another question, should we be
3163 * concerned with the direction the player is looking
3164 * in? Realistically, most of us can't see stuff behind
3165 * our backs...on the other hand, does the "facing" direction
3166 * imply the way your head, or body is facing? It's possible
3167 * for them to differ. Sigh, this fctn could get a bit more complex.
3168 * -b.t.
3169 * This function is now map tiling safe.
3170 */
3171 int
3172 player_can_view (object *pl, object *op)
3173 {
3174 rv_vector rv;
3175 int dx, dy;
3176
3177 if (pl->type != PLAYER)
3178 {
3179 LOG (llevError, "player_can_view() called for non-player object\n");
3180 return -1;
3181 }
3182
3183 if (!pl || !op)
3184 return 0;
3185
3186 op = op->head_ ();
3187
3188 get_rangevector (pl, op, &rv, 0x1);
3189
3190 /* starting with the 'head' part, lets loop
3191 * through the object and find if it has any
3192 * part that is in the los array but isn't on
3193 * a blocked los square.
3194 * we use the archetype to figure out offsets.
3195 */
3196 while (op)
3197 {
3198 dx = rv.distance_x + op->arch->x;
3199 dy = rv.distance_y + op->arch->y;
3200
3201 /* only the viewable area the player sees is updated by LOS
3202 * code, so we need to restrict ourselves to that range of values
3203 * for any meaningful values.
3204 */
3205 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3206 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3207 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3208 return 1;
3209
3210 op = op->more;
3211 }
3212
3213 return 0;
3214 }
3215
3216 /* routine for both players and monsters. We call this when
3217 * there is a possibility for our action distrubing our hiding
3218 * place or invisiblity spell. Artefact invisiblity is not
3219 * effected by this. If we arent invisible to begin with, we
3220 * return 0.
3221 */
3222 int
3223 action_makes_visible (object *op)
3224 {
3225 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3226 {
3227 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3228 return 0;
3229
3230 if (op->contr && op->contr->tmp_invis == 0)
3231 return 0;
3232
3233 /* If monsters, they should become visible */
3234 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3235 {
3236 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3237 return 1;
3238 }
3239 }
3240
3241 return 0;
3242 }
3243
3244 /* op_on_battleground - checks if the given object op (usually
3245 * a player) is standing on a valid battleground-tile,
3246 * function returns TRUE/FALSE. If true x, y returns the battleground
3247 * -exit-coord. (and if x, y not NULL)
3248 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3249 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3250 * Default is to do the same as before, so only people wanting to have different points need worry about this
3251 */
3252 int
3253 op_on_battleground (object *op, int *x, int *y)
3254 {
3255 /* A battleground-tile needs the following attributes to be valid:
3256 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3257 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3258 * and the exit-coordinates sp/hp must both be > 0.
3259 * => The intention here is to prevent abuse of the battleground-
3260 * feature (like pickable or hidden battleground tiles). */
3261 for (object *tmp = op->below; tmp; tmp = tmp->below)
3262 {
3263 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3264 {
3265 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3266 && tmp->type == BATTLEGROUND
3267 && tmp->name == shstr_battleground
3268 && EXIT_X (tmp) && EXIT_Y (tmp))
3269 {
3270 /* before we assign the exit, check if this is a teambattle */
3271 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3272 {
3273 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3274 {
3275 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3276 {
3277 if (x && y)
3278 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3279
3280 return 1;
3281 }
3282 }
3283 }
3284
3285 if (x && y)
3286 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3287
3288 return 1;
3289 }
3290 }
3291 }
3292
3293 /* If we got here, did not find a battleground */
3294 return 0;
3295 }
3296
3297 /*
3298 * When a dragon-player gains a new stage of evolution,
3299 * he gets some treasure
3300 *
3301 * attributes:
3302 * object *who the dragon player
3303 * int atnr the attack-number of the ability focus
3304 * int level ability level
3305 */
3306 void
3307 dragon_ability_gain (object *who, int atnr, int level)
3308 {
3309 treasurelist *trlist = NULL; /* treasurelist */
3310 treasure *tr; /* treasure */
3311 object *tmp, *skop; /* tmp. object */
3312 object *item; /* treasure object */
3313 char buf[MAX_BUF]; /* tmp. string buffer */
3314 int i = 0, j = 0;
3315
3316 /* get the appropriate treasurelist */
3317 if (atnr == ATNR_FIRE)
3318 trlist = treasurelist::find (shstr_dragon_ability_fire);
3319 else if (atnr == ATNR_COLD)
3320 trlist = treasurelist::find (shstr_dragon_ability_cold);
3321 else if (atnr == ATNR_ELECTRICITY)
3322 trlist = treasurelist::find (shstr_dragon_ability_elec);
3323 else if (atnr == ATNR_POISON)
3324 trlist = treasurelist::find (shstr_dragon_ability_poison);
3325
3326 if (trlist == NULL || who->type != PLAYER)
3327 return;
3328
3329 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3330
3331 if (!tr || !tr->item)
3332 {
3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3334 return;
3335 }
3336
3337 /* everything seems okay - now bring on the gift: */
3338 item = tr->item;
3339
3340 if (item->type == SPELL)
3341 {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK)
3352 {
3353 if (!item->inv)
3354 {
3355 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3356 return;
3357 }
3358 if (check_spell_known (who, item->inv->name))
3359 return;
3360 if (item->invisible)
3361 {
3362 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3363 do_learn_spell (who, item->inv, 0);
3364 return;
3365 }
3366 }
3367 else if (item->type == SKILL_TOOL && item->invisible)
3368 {
3369 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3370 {
3371
3372 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3373 * in this way, if the player is missing any of the attacktypes, he gets
3374 * them. As it is now, if the player has any that match the granted skill,
3375 * but not all of them, he gets nothing.
3376 */
3377 if (!(skop->attacktype & item->attacktype))
3378 {
3379 /* Give new attacktype */
3380 skop->attacktype |= item->attacktype;
3381
3382 /* always add physical if there's none */
3383 skop->attacktype |= AT_PHYSICAL;
3384
3385 if (item->msg != NULL)
3386 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3387
3388 /* Give player new face */
3389 if (item->animation_id)
3390 {
3391 who->face = skop->face;
3392 who->animation_id = item->animation_id;
3393 who->anim_speed = item->anim_speed;
3394 who->last_anim = 0;
3395 who->state = 0;
3396 animate_object (who, who->direction);
3397 }
3398 }
3399 }
3400 }
3401 else if (item->type == FORCE)
3402 {
3403 /* forces in the treasurelist can alter the player's stats */
3404 object *skin;
3405
3406 /* first get the dragon skin force */
3407 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3408 ;
3409
3410 if (!skin)
3411 return;
3412
3413 /* adding new spellpath attunements */
3414 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3415 {
3416 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3417
3418 /* print message */
3419 sprintf (buf, "You feel attuned to ");
3420 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3421 {
3422 if (item->path_attuned & (1 << i))
3423 {
3424 if (j)
3425 strcat (buf, " and ");
3426 else
3427 j = 1;
3428 strcat (buf, spellpathnames[i]);
3429 }
3430 }
3431 strcat (buf, ".");
3432 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3433 }
3434
3435 /* evtl. adding flags: */
3436 if (QUERY_FLAG (item, FLAG_XRAYS))
3437 SET_FLAG (skin, FLAG_XRAYS);
3438 if (QUERY_FLAG (item, FLAG_STEALTH))
3439 SET_FLAG (skin, FLAG_STEALTH);
3440 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3441 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3442
3443 /* print message if there is one */
3444 if (item->msg != NULL)
3445 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3446 }
3447 else
3448 {
3449 /* generate misc. treasure */
3450 tmp = arch_to_object (tr->item);
3451 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3452 tmp = insert_ob_in_ob (tmp, who);
3453 if (who->type == PLAYER)
3454 esrv_send_item (who, tmp);
3455 }
3456 }
3457
3458 /**
3459 * Unready an object for a player. This function does nothing if the object was
3460 * not readied.
3461 */
3462 void
3463 player_unready_range_ob (player *pl, object *ob)
3464 {
3465 if (pl->ob->current_weapon == ob)
3466 pl->ob->current_weapon = 0;
3467
3468 if (pl->combat_ob == ob)
3469 pl->combat_ob = 0;
3470
3471 if (pl->ranged_ob == ob)
3472 pl->ranged_ob = 0;
3473 }
3474
3475 sint8
3476 player::visibility_at (maptile *map, int x, int y) const
3477 {
3478 if (!ns)
3479 return 0;
3480
3481 int dx, dy;
3482 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3483 return 0;
3484
3485 x += dx - ns->current_x + ns->mapx / 2;
3486 y += dy - ns->current_y + ns->mapy / 2;
3487
3488 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3489 return 0;
3490
3491 return 100 - blocked_los [x][y];
3492 }
3493
3494 void
3495 player::infobox (const char *title, const char *msg, int color)
3496 {
3497 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3498 }
3499
3500 void
3501 player::statusmsg (const char *msg, int color)
3502 {
3503 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3504 }
3505
3506 void
3507 player::failmsg (const char *msg, int color)
3508 {
3509 play_sound (sound_find ("generic_failure"));
3510 statusmsg (msg, color);
3511 }
3512