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/cvs/deliantra/server/server/player.C
Revision: 1.179
Committed: Sun Jan 13 13:20:43 2008 UTC (16 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_4, rel-2_43, rel-2_42, rel-2_41
Changes since 1.178: +2 -2 lines
Log Message:
*** empty log message ***

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 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1357 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1358 return splay (tmp);
1359
1360 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1361 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1362 if (object *arrow = find_arrow (tmp, type))
1363 {
1364 splay (tmp);
1365 return arrow;
1366 }
1367
1368 return 0;
1369 }
1370
1371 /*
1372 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1373 * against the target. A full test is not performed, simply a basic test
1374 * of resistances. The archer is making a quick guess at what he sees down
1375 * the hall. Failing that it does it's best to pick the highest plus arrow.
1376 */
1377 object *
1378 find_better_arrow (object *op, object *target, const char *type, int *better)
1379 {
1380 object *tmp = NULL, *arrow, *ntmp;
1381 int attacknum, attacktype, betterby = 0, i;
1382
1383 if (!type)
1384 return NULL;
1385
1386 for (arrow = op->inv; arrow; arrow = arrow->below)
1387 {
1388 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1389 {
1390 i = 0;
1391 ntmp = find_better_arrow (arrow, target, type, &i);
1392 if (i > betterby)
1393 {
1394 tmp = ntmp;
1395 betterby = i;
1396 }
1397 }
1398 else if (arrow->type == ARROW && arrow->race == type)
1399 {
1400 /* allways prefer assasination/slaying */
1401 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1402 {
1403 if (arrow->attacktype & AT_DEATH)
1404 {
1405 *better = 100;
1406 return arrow;
1407 }
1408 else
1409 {
1410 tmp = arrow;
1411 betterby = (arrow->magic + arrow->stats.dam) * 2;
1412 }
1413 }
1414 else
1415 {
1416 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1417 {
1418 attacktype = 1 << attacknum;
1419 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1420 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1421 {
1422 tmp = arrow;
1423 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1424 }
1425 }
1426 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1427 {
1428 tmp = arrow;
1429 betterby = 2 + arrow->magic + arrow->stats.dam;
1430 }
1431 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1432 {
1433 tmp = arrow;
1434 betterby = 1 + arrow->magic + arrow->stats.dam;
1435 }
1436 }
1437 }
1438 }
1439 if (tmp == NULL && arrow == NULL)
1440 return find_arrow (op, type);
1441
1442 *better = betterby;
1443 return tmp;
1444 }
1445
1446 /* looks in a given direction, finds the first valid target, and calls
1447 * find_better_arrow to find a decent arrow to use.
1448 * op = the shooter
1449 * type = bow->race
1450 * dir = fire direction
1451 */
1452 object *
1453 pick_arrow_target (object *op, const char *type, int dir)
1454 {
1455 object *tmp = NULL;
1456 maptile *m;
1457 int i, mflags, found, number;
1458 sint16 x, y;
1459
1460 if (op->map == NULL)
1461 return find_arrow (op, type);
1462
1463 /* do a dex check */
1464 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1465 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1466 return find_arrow (op, type);
1467
1468 m = op->map;
1469 x = op->x;
1470 y = op->y;
1471
1472 /* find the first target */
1473 for (i = 0, found = 0; i < 20; i++)
1474 {
1475 x += freearr_x[dir];
1476 y += freearr_y[dir];
1477 mflags = get_map_flags (m, &m, x, y, &x, &y);
1478 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1479 {
1480 tmp = NULL;
1481 break;
1482 }
1483 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1484 {
1485 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1486 * perhaps a bad assumption.
1487 */
1488 tmp = NULL;
1489 break;
1490 }
1491 if (mflags & P_IS_ALIVE)
1492 {
1493 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1494 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1495 {
1496 found++;
1497 break;
1498 }
1499 if (found)
1500 break;
1501 }
1502 }
1503 if (tmp == NULL)
1504 return find_arrow (op, type);
1505
1506 if (tmp->head)
1507 tmp = tmp->head;
1508
1509 return find_better_arrow (op, tmp, type, &i);
1510 }
1511
1512 /*
1513 * Creature fires a bow - op can be monster or player. Returns
1514 * 1 if bow was actually fired, 0 otherwise.
1515 * op is the object firing the bow.
1516 * part is for multipart creatures - the part firing the bow.
1517 * dir is the direction of fire.
1518 * wc_mod is any special modifier to give (used in special player fire modes)
1519 * sx, sy are coordinates to fire arrow from - also used in some of the special
1520 * player fire modes.
1521 */
1522 int
1523 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1524 {
1525 object *left, *bow;
1526 int mflags;
1527 maptile *m;
1528
1529 if (!dir)
1530 {
1531 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1532 return 0;
1533 }
1534
1535 if (op->contr)
1536 bow = op->current_weapon;
1537 else
1538 {
1539 for (bow = op->inv; bow; bow = bow->below)
1540 /* Don't check for applied - monsters don't apply bows - in that way, they
1541 * don't need to switch back and forth between bows and weapons.
1542 */
1543 if (bow->type == BOW)
1544 break;
1545
1546 if (!bow)
1547 {
1548 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1549 return 0;
1550 }
1551
1552 // optimisation: move object to top so we will find it quickly again
1553 if (bow->below)
1554 {
1555 bow->remove ();
1556 op->insert (bow);
1557 }
1558
1559 }
1560
1561 if (!bow->race || !bow->skill)
1562 {
1563 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1564 return 0;
1565 }
1566
1567 if (arrow == NULL)
1568 {
1569 if ((arrow = find_arrow (op, bow->race)) == NULL)
1570 {
1571 if (op->type == PLAYER)
1572 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1573 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1574 else
1575 CLEAR_FLAG (op, FLAG_READY_BOW);
1576
1577 return 0;
1578 }
1579 }
1580
1581 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1582 if (mflags & P_OUT_OF_MAP)
1583 return 0;
1584
1585 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1586 {
1587 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1588 return 0;
1589 }
1590
1591 /* this should not happen, but sometimes does */
1592 if (arrow->nrof == 0)
1593 {
1594 arrow->destroy ();
1595 return 0;
1596 }
1597
1598 left = arrow; /* these are arrows left to the player */
1599 arrow = get_split_ob (arrow, 1);
1600 if (!arrow)
1601 {
1602 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1603 return 0;
1604 }
1605
1606 arrow->set_owner (op);
1607 arrow->skill = bow->skill;
1608 arrow->direction = dir;
1609
1610 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1611 arrow->stats.hp = arrow->stats.dam;
1612 arrow->stats.grace = arrow->attacktype;
1613
1614 if (arrow->slaying)
1615 arrow->spellarg = strdup (arrow->slaying);
1616
1617 #if 0
1618 if (player *pl = op->contr)
1619 {
1620 float speed = pl->weapon_sp;
1621
1622 /* penalize ROF for bestarrow */
1623 if (pl->bowtype == bow_bestarrow)
1624 speed *= .9f;
1625 else
1626 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1627
1628 op->speed_left += speed - op->speed;
1629 }
1630 #endif
1631
1632 SET_ANIMATION (arrow, arrow->direction);
1633
1634 /* update the speed */
1635 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1636 + bow->stats.dam / 7.f;
1637
1638 arrow->set_speed (max (arrow->speed, 2.f));
1639 arrow->speed_left = 0;
1640
1641 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1642
1643 if (op->type == PLAYER)
1644 {
1645 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1646 wc -= dex_bonus[op->stats.Dex];
1647
1648 if (!arrow->slaying)
1649 arrow->slaying = op->slaying;
1650
1651 arrow->attacktype |= op->attacktype;
1652 }
1653 else
1654 {
1655 arrow->level = op->level;
1656 arrow->stats.wc -= bow->magic;
1657
1658 if (!arrow->slaying)
1659 arrow->slaying = bow->slaying;
1660
1661 arrow->attacktype |= bow->attacktype;
1662 }
1663
1664 wc -= arrow->level;
1665 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1666
1667 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1668 arrow->move_type = MOVE_FLY_LOW;
1669 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1670
1671 op->play_sound (sound_find ("fire_arrow"));
1672 m->insert (arrow, sx, sy, op);
1673
1674 if (!arrow->destroyed ())
1675 move_arrow (arrow);
1676
1677 if (op->type == PLAYER)
1678 {
1679 if (left->destroyed ())
1680 esrv_del_item (op->contr, left->count);
1681 else
1682 esrv_send_item (op, left);
1683 }
1684
1685 return 1;
1686 }
1687
1688 /* Special fire code for players - this takes into
1689 * account the special fire modes players can have
1690 * but monsters can't. Putting that code here
1691 * makes the fire_bow code much cleaner.
1692 * this function should only be called if 'op' is a player,
1693 * hence the function name.
1694 */
1695 int
1696 player_fire_bow (object *op, int dir)
1697 {
1698 int ret = 0, wcmod = 0;
1699
1700 if (op->contr->bowtype == bow_bestarrow)
1701 {
1702 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1703 }
1704 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1705 {
1706 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1707 wcmod = -1;
1708
1709 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1710 }
1711 else if (op->contr->bowtype == bow_threewide)
1712 {
1713 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1714 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1715 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1716 }
1717 else if (op->contr->bowtype == bow_spreadshot)
1718 {
1719 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1720 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1721 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1722 }
1723 else
1724 {
1725 /* Simple case */
1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1727 }
1728
1729 return ret;
1730 }
1731
1732 /* Fires a misc (wand/rod/horn) object in 'dir'.
1733 * Broken apart from 'fire' to keep it more readable.
1734 */
1735 void
1736 fire_misc_object (object *op, int dir)
1737 {
1738 object *item = op->contr->ranged_ob;
1739
1740 if (!item)
1741 {
1742 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1743 return;
1744 }
1745
1746 if (!item->inv)
1747 {
1748 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1749 return;
1750 }
1751
1752 if (!op->change_weapon (item))
1753 return;
1754
1755 if (item->type == WAND)
1756 {
1757 if (item->stats.food <= 0)
1758 {
1759 op->contr->play_sound (sound_find ("wand_poof"));
1760 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1761
1762 return;
1763 }
1764 }
1765 else if (item->type == ROD || item->type == HORN)
1766 {
1767 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1768 {
1769 op->contr->play_sound (sound_find ("wand_poof"));
1770
1771 if (item->type == ROD)
1772 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1773 else
1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1775
1776 return;
1777 }
1778 }
1779
1780 if (cast_spell (op, item, dir, item->inv, NULL))
1781 {
1782 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1783 if (item->type == WAND)
1784 {
1785 if (!(--item->stats.food))
1786 {
1787 object *tmp;
1788
1789 if (item->arch)
1790 {
1791 CLEAR_FLAG (item, FLAG_ANIMATE);
1792 item->face = item->arch->face;
1793 item->set_speed (0);
1794 }
1795
1796 if ((tmp = item->in_player ()))
1797 esrv_update_item (UPD_ANIM, tmp, item);
1798 }
1799 }
1800 else if (item->type == ROD || item->type == HORN)
1801 drain_rod_charge (item);
1802 }
1803 }
1804
1805 /* Received a fire command for the player - go and do it.
1806 */
1807 bool
1808 fire (object *op, int dir)
1809 {
1810 int spellcost = 0;
1811
1812 /* check for loss of invisiblity/hide */
1813 if (action_makes_visible (op))
1814 make_visible (op);
1815
1816 player *pl = op->contr;
1817
1818 if (pl->golem)
1819 {
1820 control_golem (op->contr->golem, dir);
1821 return false;
1822 }
1823
1824 object *ob = pl->ranged_ob;
1825
1826 if (!ob)
1827 return false;
1828
1829 if (!op->change_weapon (ob))
1830 return false;
1831
1832 if (op->speed_left > 0.f)
1833 --op->speed_left;
1834 else
1835 return false;
1836
1837 switch (ob->type)
1838 {
1839 case BOW:
1840 player_fire_bow (op, dir);
1841 break;
1842
1843 case SPELL:
1844 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1845 break;
1846
1847 case BUILDER:
1848 apply_map_builder (op, dir);
1849 break;
1850
1851 case SKILL:
1852 do_skill (op, op, ob, dir, 0);
1853 break;
1854
1855 default:
1856 fire_misc_object (op, dir);
1857 break;
1858 }
1859
1860 return true;
1861 }
1862
1863 /* find_key
1864 * We try to find a key for the door as passed. If we find a key
1865 * and successfully use it, we return the key, otherwise NULL
1866 * This function merges both normal and locked door, since the logic
1867 * for both is the same - just the specific key is different.
1868 * pl is the player,
1869 * inv is the objects inventory to searched
1870 * door is the door we are trying to match against.
1871 * This function can be called recursively to search containers.
1872 */
1873 object *
1874 find_key (object *pl, object *container, object *door)
1875 {
1876 object *tmp, *key;
1877
1878 /* Should not happen, but sanity checking is never bad */
1879 if (!container->inv)
1880 return 0;
1881
1882 /* First, lets try to find a key in the top level inventory */
1883 for (tmp = container->inv; tmp; tmp = tmp->below)
1884 {
1885 if (door->type == DOOR && tmp->type == KEY)
1886 break;
1887 /* For sanity, we should really check door type, but other stuff
1888 * (like containers) can be locked with special keys
1889 */
1890 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1891 break;
1892 }
1893
1894 /* No key found - lets search inventories now */
1895 /* If we find and use a key in an inventory, return at that time.
1896 * otherwise, if we search all the inventories and still don't find
1897 * a key, return
1898 */
1899 if (!tmp)
1900 {
1901 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 {
1903 /* No reason to search empty containers */
1904 if (tmp->type == CONTAINER && tmp->inv)
1905 {
1906 if ((key = find_key (pl, tmp, door)))
1907 return key;
1908 }
1909 }
1910
1911 if (!tmp)
1912 return NULL;
1913 }
1914
1915 /* We get down here if we have found a key. Now if its in a container,
1916 * see if we actually want to use it
1917 */
1918 if (pl != container)
1919 {
1920 /* Only let players use keys in containers */
1921 if (!pl->contr)
1922 return NULL;
1923 /* cases where this fails:
1924 * If we only search the player inventory, return now since we
1925 * are not in the players inventory.
1926 * If the container is not active, return now since only active
1927 * containers can be used.
1928 * If we only search keyrings and the container does not have
1929 * a race/isn't a keyring.
1930 * No checking for all containers - to fall through past here,
1931 * inv must have been an container and must have been active.
1932 *
1933 * Change the color so that the message doesn't disappear with
1934 * all the others.
1935 */
1936 if (pl->contr->usekeys == key_inventory ||
1937 !QUERY_FLAG (container, FLAG_APPLIED) ||
1938 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1939 {
1940 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1941 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1942 return NULL;
1943 }
1944 }
1945
1946 return tmp;
1947 }
1948
1949 /* moved door processing out of move_player_attack.
1950 * returns 1 if player has opened the door with a key
1951 * such that the caller should not do anything more,
1952 * 0 otherwise
1953 */
1954 static int
1955 player_attack_door (object *op, object *door)
1956 {
1957 /* If its a door, try to find a key. If we do destroy the door,
1958 * might as well return immediately as there is nothing more to do -
1959 * otherwise, we fall through to the rest of the code.
1960 */
1961 object *key = find_key (op, op, door);
1962
1963 /* If we found a key, do some extra work */
1964 if (key)
1965 {
1966 object *container = key->env;
1967
1968 if (action_makes_visible (op))
1969 make_visible (op);
1970
1971 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1972 spring_trap (door->inv, op);
1973
1974 if (door->type == DOOR)
1975 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1976 else if (door->type == LOCKED_DOOR)
1977 {
1978 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1979 remove_door2 (door); /* remove door without violence ;-) */
1980 }
1981
1982 /* Do this after we print the message */
1983 decrease_ob (key); /* Use up one of the keys */
1984 /* Need to update the weight the container the key was in */
1985 if (container != op)
1986 esrv_update_item (UPD_WEIGHT, op, container);
1987
1988 return 1; /* Nothing more to do below */
1989 }
1990 else if (door->type == LOCKED_DOOR)
1991 {
1992 /* Might as well return now - no other way to open this */
1993 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1994 return 1;
1995 }
1996
1997 return 0;
1998 }
1999
2000 /* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons).
2005 */
2006 bool
2007 move_player_attack (object *op, int dir)
2008 {
2009 int on_battleground;
2010
2011 sint16 nx = freearr_x[dir] + op->x;
2012 sint16 ny = freearr_y[dir] + op->y;
2013
2014 on_battleground = op_on_battleground (op, 0, 0);
2015
2016 if (out_of_map (op->map, nx, ny))
2017 return false;
2018
2019 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2020 {
2021 --op->speed_left;
2022 return true;
2023 }
2024
2025 /* If braced, or can't move to the square, and it is not out of the
2026 * map, attack it. Note order of if statement is important - don't
2027 * want to be calling move_ob if braced, because move_ob will move the
2028 * player. This is a pretty nasty hack, because if we could
2029 * move to some space, it then means that if we are braced, we should
2030 * do nothing at all. As it is, if we are braced, we go through
2031 * quite a bit of processing. However, it probably is less than what
2032 * move_ob uses.
2033 */
2034 maptile *m = op->map->xy_find (nx, ny);
2035
2036 /* Go through all the objects, and find ones of interest. Only stop if
2037 * we find a monster - that is something we know we want to attack.
2038 * if its a door or barrel (can roll) see if there may be monsters
2039 * on the space
2040 */
2041 object *mon;
2042 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2043 {
2044 if ((mon->flag [FLAG_ALIVE]
2045 || mon->type == LOCKED_DOOR
2046 || mon->flag [FLAG_CAN_ROLL])
2047 && mon != op)
2048 break;
2049 }
2050
2051 if (!mon) /* This happens anytime the player tries to move */
2052 return false; /* into a wall */
2053
2054 mon = mon->head_ ();
2055
2056 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2057 if (op->contr->weapon_sp_left > 0.f)
2058 if (player_attack_door (op, mon))
2059 {
2060 --op->contr->weapon_sp_left;
2061 return true;
2062 }
2063
2064 /* The following deals with possibly attacking peaceful
2065 * or friendly creatures. Basically, all players are considered
2066 * unaggressive. If the moving player has peaceful set, then the
2067 * object should be pushed instead of attacked. It is assumed that
2068 * if you are braced, you will not attack friends accidently,
2069 * and thus will not push them.
2070 */
2071
2072 /* If the creature is a pet, push it even if the player is not
2073 * peaceful. Our assumption is the creature is a pet if the
2074 * player owns it and it is either friendly or unagressive.
2075 */
2076 if (op->type == PLAYER
2077 && ((mon->owner && mon->owner->contr
2078 && same_party (mon->owner->contr->party, op->contr->party))
2079 || mon->owner == op)
2080 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2081 {
2082 /* If we're braced, we don't want to switch places with it */
2083 if (op->contr->braced)
2084 return false;
2085
2086 if (op->speed_left > 0.f)
2087 {
2088 --op->speed_left;
2089
2090 op->play_sound (sound_find ("push_player"));
2091 push_ob (mon, dir, op);
2092
2093 if (op->contr->tmp_invis || op->hide)
2094 make_visible (op);
2095
2096 return true;
2097 }
2098 else
2099 return false;
2100 }
2101
2102 /* in certain circumstances, you shouldn't attack friendly
2103 * creatures. Note that if you are braced, you can't push
2104 * someone, but put it inside this loop so that you won't
2105 * attack them either.
2106 */
2107 if ((mon->type == PLAYER || mon->enemy != op)
2108 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2109 && ((op->contr->peaceful
2110 || (mon->type == PLAYER && mon->contr->peaceful))
2111 && !on_battleground))
2112 {
2113 if (op->speed_left > 0.f)
2114 {
2115 --op->speed_left;
2116
2117 if (!op->contr->braced)
2118 {
2119 op->play_sound (sound_find ("push_player"));
2120 push_ob (mon, dir, op);
2121 }
2122 else
2123 op->statusmsg ("You withhold your attack");
2124
2125 if (op->contr->tmp_invis || op->hide)
2126 make_visible (op);
2127
2128 return true;
2129 }
2130 }
2131 /* If the object is a boulder or other rollable object, then
2132 * roll it if not braced. You can't roll it if you are braced.
2133 */
2134 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2135 {
2136 if (op->speed_left > 0.f)
2137 {
2138 --op->speed_left;
2139
2140 recursive_roll (mon, dir, op);
2141 if (action_makes_visible (op))
2142 make_visible (op);
2143
2144 return true;
2145 }
2146 }
2147 /* Any generic living creature. Including things like doors.
2148 * Way it works is like this: First, it must have some hit points
2149 * and be living. Then, it must be one of the following:
2150 * 1) Not a player, 2) A player, but of a different party. Note
2151 * that party_number -1 is no party, so attacks can still happen.
2152 */
2153 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 {
2156 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2157 {
2158 --op->contr->weapon_sp_left;
2159
2160 skill_attack (mon, op, 0, 0, 0);
2161
2162 if (action_makes_visible (op))
2163 make_visible (op);
2164
2165 return true;
2166 }
2167 }
2168
2169 return false;
2170 }
2171
2172 bool
2173 move_player (object *op, int dir)
2174 {
2175 int pick;
2176
2177 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2178 return 0;
2179
2180 /* Sanity check: make sure dir is valid */
2181 if ((dir < 0) || (dir >= 9))
2182 {
2183 LOG (llevError, "move_player: invalid direction %d\n", dir);
2184 return 0;
2185 }
2186
2187 /* peterm: added following line */
2188 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2189 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2190
2191 op->facing = dir;
2192
2193 if (op->hide)
2194 do_hidden_move (op);
2195
2196 bool retval;
2197
2198 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2199 retval = RESULT_INT (0);
2200 else if (op->contr->fire_on)
2201 retval = fire (op, dir);
2202 else
2203 {
2204 retval = move_player_attack (op, dir);
2205 pick = check_pick (op);
2206 }
2207
2208 /* Add special check for newcs players and fire on - this way, the
2209 * server can handle repeat firing.
2210 */
2211 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2212 op->direction = dir;
2213 else
2214 op->direction = 0;
2215
2216 /* Update how the player looks. Use the facing, so direction may
2217 * get reset to zero. This allows for full animation capabilities
2218 * for players.
2219 */
2220 animate_object (op, op->facing);
2221
2222 return retval;
2223 }
2224
2225 /* This is similar to handle_player, below, but is only used by the
2226 * new client/server stuff.
2227 * This is sort of special, in that the new client/server actually uses
2228 * the new speed values for commands.
2229 *
2230 * Returns true if there are more actions we can do. Should not do
2231 * many actions in a row, as that would be too unfair to other
2232 * players.
2233 */
2234 bool
2235 handle_newcs_player (object *op)
2236 {
2237 if (QUERY_FLAG (op, FLAG_SCARED))
2238 {
2239 if (op->speed_left > 0.f)
2240 {
2241 --op->speed_left;
2242 flee_player (op);
2243
2244 return true;
2245 }
2246 else
2247 return false;
2248 }
2249
2250 /* call this here - we also will call this in do_ericserver, but
2251 * the players time has been increased when doericserver has been
2252 * called, so we recheck it here.
2253 */
2254 if (op->contr->ns->handle_command ())
2255 return true;
2256
2257 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2258 return move_player (op, op->direction);
2259
2260 return false;
2261 }
2262
2263 int
2264 save_life (object *op)
2265 {
2266 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2267 return 0;
2268
2269 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2270 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2271 {
2272 op->play_sound (sound_find ("ob_evaporate"));
2273 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2274
2275 if (op->contr)
2276 esrv_del_item (op->contr, tmp->count);
2277
2278 tmp->destroy ();
2279 CLEAR_FLAG (op, FLAG_LIFESAVE);
2280
2281 if (op->stats.hp < 0)
2282 op->stats.hp = op->stats.maxhp;
2283
2284 if (op->stats.food < 0)
2285 op->stats.food = 999;
2286
2287 op->update_stats ();
2288 return 1;
2289 }
2290
2291 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2292 CLEAR_FLAG (op, FLAG_LIFESAVE);
2293 enter_player_savebed (op); /* bring him home. */
2294 return 0;
2295 }
2296
2297 /* This goes throws the inventory and removes unpaid objects, and puts them
2298 * back in the map (location and map determined by values of env). This
2299 * function will descend into containers. op is the object to start the search
2300 * from.
2301 */
2302 static void
2303 drop_unpaid_items (object *op, object *env)
2304 {
2305 while (op)
2306 {
2307 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2308
2309 if (QUERY_FLAG (op, FLAG_UNPAID))
2310 {
2311 if (env->type == PLAYER)
2312 esrv_del_item (env->contr, op->count);
2313
2314 op->insert_at (env);
2315 }
2316 else if (op->inv)
2317 drop_unpaid_items (op->inv, env);
2318
2319 op = next;
2320 }
2321 }
2322
2323 void
2324 object::drop_unpaid_items ()
2325 {
2326 if (!flag [FLAG_REMOVED])
2327 ::drop_unpaid_items (inv, this);
2328 }
2329
2330 /*
2331 * Returns pointer a static string containing gravestone text
2332 * Moved from apply.c to player.c - player.c is what
2333 * actually uses this function. player.c may not be quite the
2334 * best, a misc file for object actions is probably better,
2335 * but there isn't one in the server directory.
2336 */
2337 char *
2338 gravestone_text (object *op)
2339 {
2340 static char buf2[MAX_BUF];
2341 char buf[MAX_BUF];
2342 time_t now = time (NULL);
2343
2344 strcpy (buf2, " R.I.P.\n\n");
2345 if (op->type == PLAYER)
2346 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2347 else
2348 sprintf (buf, "%s\n", &op->name);
2349
2350 strncat (buf2, " ", 20 - strlen (buf) / 2);
2351 strcat (buf2, buf);
2352 if (op->type == PLAYER)
2353 sprintf (buf, "who was in level %d when killed\n", op->level);
2354 else
2355 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2356
2357 strncat (buf2, " ", 20 - strlen (buf) / 2);
2358 strcat (buf2, buf);
2359 if (op->type == PLAYER)
2360 {
2361 sprintf (buf, "by %s.\n\n", op->contr->killer);
2362 strncat (buf2, " ", 21 - strlen (buf) / 2);
2363 strcat (buf2, buf);
2364 }
2365
2366 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf);
2369
2370 return buf2;
2371 }
2372
2373 void
2374 do_some_living (object *op)
2375 {
2376 int last_food = op->stats.food;
2377 int gen_hp, gen_sp, gen_grace;
2378 int over_hp, over_sp, over_grace;
2379 int i;
2380 int rate_hp = 1200;
2381 int rate_sp = 2500;
2382 int rate_grace = 2000;
2383 const int max_hp = 1;
2384 const int max_sp = 1;
2385 const int max_grace = 1;
2386
2387 if (op->contr->hidden)
2388 {
2389 op->invisible = 1000;
2390 /* the socket code flashes the player visible/invisible
2391 * depending on the value of invisible, so we need to
2392 * alternate it here for it to work correctly.
2393 */
2394 if (pticks & 2)
2395 op->invisible--;
2396 }
2397 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2398 {
2399 if (!op->invisible--)
2400 {
2401 make_visible (op);
2402 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2403 }
2404 }
2405
2406 if (op->contr->ns->state == ST_PLAYING)
2407 {
2408 /* these next three if clauses make it possible to SLOW DOWN
2409 hp/grace/spellpoint regeneration. */
2410 if (op->contr->gen_hp >= 0)
2411 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2412 else
2413 {
2414 gen_hp = op->stats.maxhp;
2415 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2416 }
2417
2418 if (op->contr->gen_sp >= 0)
2419 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2420 else
2421 {
2422 gen_sp = op->stats.maxsp;
2423 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2424 }
2425
2426 if (op->contr->gen_grace >= 0)
2427 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2428 else
2429 {
2430 gen_grace = op->stats.maxgrace;
2431 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2432 }
2433
2434 /* Regenerate Grace */
2435 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2436 if (--op->last_grace < 0)
2437 {
2438 if (op->stats.grace < op->stats.maxgrace / 2)
2439 op->stats.grace++; /* no penalty in food for regaining grace */
2440
2441 if (max_grace > 1)
2442 {
2443 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2444 if (over_grace > 0)
2445 {
2446 op->stats.sp += over_grace
2447 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2448 op->last_grace = 0;
2449 }
2450 else
2451 {
2452 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2453 }
2454 }
2455 else
2456 {
2457 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2458 }
2459 /* wearing stuff doesn't detract from grace generation. */
2460 }
2461
2462 if (op->stats.food > 0)
2463 {
2464 /* Regenerate Spell Points */
2465 if (!op->contr->golem && --op->last_sp < 0)
2466 {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2468
2469 if (op->stats.sp < op->stats.maxsp)
2470 {
2471 op->stats.sp++;
2472
2473 /* dms do not consume food */
2474 if (!QUERY_FLAG (op, FLAG_WIZ))
2475 {
2476 op->stats.food--;
2477
2478 if (op->contr->digestion < 0)
2479 op->stats.food += op->contr->digestion;
2480 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2481 op->stats.food = last_food;
2482 }
2483 }
2484
2485 if (max_sp > 1)
2486 {
2487 over_sp = (gen_sp + 10) / rate_sp;
2488 if (over_sp > 0)
2489 {
2490 if (op->stats.sp < op->stats.maxsp)
2491 {
2492 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2493
2494 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2495 op->stats.sp--;
2496
2497 if (op->stats.sp > op->stats.maxsp)
2498 op->stats.sp = op->stats.maxsp;
2499 }
2500
2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 }
2509
2510 /* Regenerate Hit Points */
2511 if (--op->last_heal < 0)
2512 {
2513 if (op->stats.hp < op->stats.maxhp)
2514 {
2515 op->stats.hp++;
2516
2517 /* dms do not consume food */
2518 if (!QUERY_FLAG (op, FLAG_WIZ))
2519 {
2520 op->stats.food--;
2521
2522 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food;
2526 }
2527 }
2528
2529 if (max_hp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532
2533 if (over_hp > 0)
2534 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2536 op->last_heal = 0;
2537 }
2538 else
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2540 }
2541 else
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2543 }
2544 }
2545
2546 /* Digestion */
2547 if (--op->last_eat < 0)
2548 {
2549 int bonus = max (0, op->contr->digestion),
2550 penalty = max (0, -op->contr->digestion);
2551
2552 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2553
2554 /* dms do not consume food */
2555 if (!QUERY_FLAG (op, FLAG_WIZ))
2556 op->stats.food--;
2557 }
2558
2559 if (op->stats.food < 0 && op->stats.hp >= 0)
2560 {
2561 object *tmp, *flesh = 0;
2562
2563 for (tmp = op->inv; tmp; tmp = tmp->below)
2564 {
2565 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2566 {
2567 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2568 {
2569 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2570 manual_apply (op, tmp, 0);
2571 if (op->stats.food >= 0 || op->stats.hp < 0)
2572 break;
2573 }
2574 else if (tmp->type == FLESH)
2575 flesh = tmp;
2576 } /* End if paid for object */
2577 } /* end of for loop */
2578
2579 /* If player is still starving, it means they don't have any food, so
2580 * eat flesh instead.
2581 */
2582 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2583 {
2584 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply (op, flesh, 0);
2586 }
2587 }
2588
2589 if (op->stats.food < 0)
2590 {
2591 op->stats.hp += op->stats.food;
2592 op->stats.food = 0;
2593 }
2594
2595 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2596 kill_player (op);
2597 }
2598 }
2599
2600 /* If the player should die (lack of hp, food, etc), we call this.
2601 * op is the player in jeopardy. If the player can not be saved (not
2602 * permadeath, no lifesave), this will take care of removing the player
2603 * file.
2604 */
2605 void
2606 kill_player (object *op)
2607 {
2608 int x, y;
2609 char buf[MAX_BUF];
2610 maptile *map; /* this is for resurrection */
2611 int will_kill_again;
2612 archetype *at;
2613 object *tmp;
2614
2615 if (save_life (op))
2616 return;
2617
2618 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2619 * in cities ONLY!!! It is very important that this doesn't get abused.
2620 * Look at op_on_battleground() for more info --AndreasV
2621 */
2622 if (op_on_battleground (op, &x, &y))
2623 {
2624 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2625 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2626
2627 /* restore player */
2628 at = archetype::find ("poisoning");
2629 if (object *tmp = present_arch_in_ob (at, op))
2630 {
2631 tmp->destroy ();
2632 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2633 }
2634
2635 at = archetype::find ("confusion");
2636 if (object *tmp = present_arch_in_ob (at, op))
2637 {
2638 tmp->destroy ();
2639 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2640 }
2641
2642 cure_disease (op, 0, 0); /* remove any disease */
2643 op->stats.hp = op->stats.maxhp;
2644 if (op->stats.food <= 0)
2645 op->stats.food = 999;
2646
2647 /* create a bodypart-trophy to make the winner happy */
2648 if (object *tmp = arch_to_object (archetype::find ("finger")))
2649 {
2650 tmp->name = format ("%s's finger" , &op->name);
2651 tmp->name_pl = format ("%s's fingers", &op->name);
2652 tmp->msg = format (
2653 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2654 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2655 );
2656 tmp->value = 0, tmp->type = 0;
2657 tmp->materialname = "organics";
2658 tmp->insert_at (op, tmp);
2659 }
2660
2661 /* teleport defeated player to new destination */
2662 transfer_ob (op, x, y, 0, NULL);
2663 op->contr->braced = 0;
2664 return;
2665 }
2666
2667 INVOKE_PLAYER (DEATH, op->contr);
2668
2669 command_kill_pets (op, 0);
2670
2671 if (op->stats.food < 0)
2672 strcpy (op->contr->killer, "starvation");
2673
2674 op->contr->play_sound (sound_find ("player_dies"));
2675
2676 /* save the map location for corpse, gravestone */
2677 x = op->x;
2678 y = op->y;
2679 map = op->map;
2680
2681 /* NOT_PERMADEATH code. This basically brings the character back to
2682 * life if they are dead - it takes some exp and a random stat.
2683 * See the config.h file for a little more in depth detail about this.
2684 */
2685
2686 /* Basically two ways to go - remove a stat permanently, or just
2687 * make it depletion. This bunch of code deals with that aspect
2688 * of death.
2689 */
2690 #ifndef COZY_SERVER
2691 if (settings.balanced_stat_loss)
2692 {
2693 /* If stat loss is permanent, lose one stat only. */
2694 /* Lower level chars don't lose as many stats because they suffer
2695 more if they do. */
2696 /* Higher level characters can afford things such as potions of
2697 restoration, or better, stat potions. So we slug them that
2698 little bit harder. */
2699 /* GD */
2700 if (settings.stat_loss_on_death)
2701 num_stats_lose = 1;
2702 else
2703 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2704 }
2705 else
2706 num_stats_lose = 1;
2707
2708 lost_a_stat = 0;
2709
2710 for (z = 0; z < num_stats_lose; z++)
2711 {
2712 i = RANDOM () % NUM_STATS;
2713
2714 if (settings.stat_loss_on_death)
2715 {
2716 /* Pick a random stat and take a point off it. Tell the player
2717 * what he lost.
2718 */
2719 change_attr_value (&(op->stats), i, -1);
2720 check_stat_bounds (&(op->stats));
2721 change_attr_value (&(op->contr->orig_stats), i, -1);
2722 check_stat_bounds (&(op->contr->orig_stats));
2723 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2724 lost_a_stat = 1;
2725 }
2726 else
2727 {
2728 /* deplete a stat */
2729 archetype *deparch = archetype::find ("depletion");
2730 object *dep;
2731
2732 dep = present_arch_in_ob (deparch, op);
2733 if (!dep)
2734 {
2735 dep = arch_to_object (deparch);
2736 insert_ob_in_ob (dep, op);
2737 }
2738 lose_this_stat = 1;
2739 if (settings.balanced_stat_loss)
2740 {
2741 /* GD */
2742 /* Get the stat that we're about to deplete. */
2743 this_stat = get_attr_value (&(dep->stats), i);
2744 if (this_stat < 0)
2745 {
2746 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2747 int keep_chance = this_stat * this_stat;
2748
2749 /* Yes, I am paranoid. Sue me. */
2750 if (keep_chance < 1)
2751 keep_chance = 1;
2752
2753 /* There is a maximum depletion total per level. */
2754 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2755 {
2756 lose_this_stat = 0;
2757 /* Take loss chance vs keep chance to see if we
2758 retain the stat. */
2759 }
2760 else
2761 {
2762 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2763 lose_this_stat = 0;
2764 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2765 this_stat, keep_chance, loss_chance,
2766 lose_this_stat?"LOSE":"KEEP"); */
2767 }
2768 }
2769 }
2770
2771 if (lose_this_stat)
2772 {
2773 this_stat = get_attr_value (&(dep->stats), i);
2774 /* We could try to do something clever like find another
2775 * stat to reduce if this fails. But chances are, if
2776 * stats have been depleted to -50, all are pretty low
2777 * and should be roughly the same, so it shouldn't make a
2778 * difference.
2779 */
2780 if (this_stat >= -50)
2781 {
2782 change_attr_value (&(dep->stats), i, -1);
2783 SET_FLAG (dep, FLAG_APPLIED);
2784 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2785 op->update_stats ();
2786 lost_a_stat = 1;
2787 }
2788 }
2789 }
2790 }
2791 /* If no stat lost, tell the player. */
2792 if (!lost_a_stat)
2793 {
2794 /* determine_god() seems to not work sometimes... why is this?
2795 Should I be using something else? GD */
2796 const char *god = determine_god (op);
2797
2798 if (god && (strcmp (god, "none")))
2799 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2800 else
2801 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2802 }
2803 #else
2804 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2805 #endif
2806
2807 /* Put a gravestone up where the character 'almost' died. List the
2808 * exp loss on the stone.
2809 */
2810 tmp = arch_to_object (archetype::find ("gravestone"));
2811 sprintf (buf, "%s's gravestone", &op->name);
2812 tmp->name = buf;
2813 sprintf (buf, "%s's gravestones", &op->name);
2814 tmp->name_pl = buf;
2815 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);
2816 tmp->msg = buf;
2817 tmp->x = op->x, tmp->y = op->y;
2818 insert_ob_in_map (tmp, op->map, NULL, 0);
2819
2820 /**************************************/
2821 /* */
2822 /* Subtract the experience points, */
2823 /* if we died cause of food, give us */
2824 /* food, and reset HP's... */
2825 /* */
2826 /**************************************/
2827
2828 /* remove any poisoning and confusion the character may be suffering. */
2829 /* restore player */
2830 at = archetype::find ("poisoning");
2831 tmp = present_arch_in_ob (at, op);
2832
2833 if (tmp)
2834 {
2835 tmp->destroy ();
2836 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2837 }
2838
2839 at = archetype::find ("confusion");
2840 tmp = present_arch_in_ob (at, op);
2841 if (tmp)
2842 {
2843 tmp->destroy ();
2844 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2845 }
2846
2847 cure_disease (op, 0, 0); /* remove any disease */
2848
2849 /*add_exp(op, (op->stats.exp * -0.20)); */
2850 apply_death_exp_penalty (op);
2851 if (op->stats.food < 100)
2852 op->stats.food = 900;
2853 op->stats.hp = op->stats.maxhp;
2854 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2855 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2856
2857 /*
2858 * Check to see if the player has any unpaid items. If so, remove them
2859 * and put them back in the map.
2860 */
2861 op->drop_unpaid_items ();
2862
2863 /****************************************/
2864 /* */
2865 /* Move player to his current respawn- */
2866 /* position (usually last savebed) */
2867 /* */
2868 /****************************************/
2869
2870 enter_player_savebed (op);
2871
2872 op->contr->braced = 0;
2873
2874 /* it is possible that the player has blown something up
2875 * at his savebed location, and that can have long lasting
2876 * spell effects. So first see if there is a spell effect
2877 * on the space that might harm the player.
2878 */
2879 will_kill_again = 0;
2880 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2881 if (tmp->type == SPELL_EFFECT)
2882 will_kill_again |= tmp->attacktype;
2883
2884 if (will_kill_again)
2885 {
2886 object *force;
2887 int at;
2888
2889 force = get_archetype (FORCE_NAME);
2890 /* 50 ticks should be enough time for the spell to abate */
2891 force->speed = 0.1f;
2892 force->speed_left = -5.f;
2893 SET_FLAG (force, FLAG_APPLIED);
2894 for (at = 0; at < NROFATTACKS; at++)
2895 if (will_kill_again & (1 << at))
2896 force->resist[at] = 100;
2897
2898 insert_ob_in_ob (force, op);
2899 op->update_stats ();
2900
2901 }
2902
2903 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2904 }
2905
2906 void
2907 loot_object (object *op)
2908 { /* Grab and destroy some treasure */
2909 object *tmp, *tmp2, *next;
2910
2911 op->close_container (); /* close open sack first */
2912
2913 for (tmp = op->inv; tmp; tmp = next)
2914 {
2915 next = tmp->below;
2916
2917 if (tmp->invisible)
2918 continue;
2919
2920 tmp->remove ();
2921 tmp->x = op->x, tmp->y = op->y;
2922
2923 if (tmp->type == CONTAINER)
2924 loot_object (tmp); /* empty container to ground */
2925
2926 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2927 {
2928 if (tmp->nrof > 1)
2929 {
2930 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2931 tmp2->destroy ();
2932 insert_ob_in_map (tmp, op->map, NULL, 0);
2933 }
2934 else
2935 tmp->destroy ();
2936 }
2937 else
2938 insert_ob_in_map (tmp, op->map, NULL, 0);
2939 }
2940 }
2941
2942 /*
2943 * fix_weight(): Check recursively the weight of all players, and fix
2944 * what needs to be fixed. Refresh windows and fix speed if anything
2945 * was changed.
2946 */
2947 void
2948 fix_weight (void)
2949 {
2950 for_all_players (pl)
2951 {
2952 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2953
2954 if (old == sum)
2955 continue;
2956 pl->ob->update_stats ();
2957 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2958 }
2959 }
2960
2961 void
2962 fix_luck (void)
2963 {
2964 for_all_players (pl)
2965 if (!pl->ob->contr->ns->state)
2966 pl->ob->change_luck (0);
2967 }
2968
2969 /* cast_dust() - handles op throwing objects of type 'DUST'.
2970 * This is much simpler in the new spell code - we basically
2971 * just treat this as any other spell casting object.
2972 */
2973 void
2974 cast_dust (object *op, object *throw_ob, int dir)
2975 {
2976 object *skop, *spob;
2977
2978 skop = find_skill_by_name (op, throw_ob->skill);
2979
2980 /* casting POTION 'dusts' is really a use_magic_item skill */
2981 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2982 {
2983 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2984 return;
2985 }
2986
2987 spob = throw_ob->inv;
2988
2989 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2990 // not pass NULL to cast_spell (which did indeed check itself, but
2991 // errors should be reported as early as possible IMHO)
2992 if (!spob)
2993 {
2994 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2995 return;
2996 }
2997
2998 if (op->type == PLAYER)
2999 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3000
3001 cast_spell (op, throw_ob, dir, spob, NULL);
3002
3003 throw_ob->destroy ();
3004 }
3005
3006 void
3007 make_visible (object *op)
3008 {
3009 op->hide = 0;
3010 op->invisible = 0;
3011
3012 if (op->type == PLAYER)
3013 {
3014 op->contr->tmp_invis = 0;
3015 op->contr->invis_race = 0;
3016 }
3017
3018 update_object (op, UP_OBJ_CHANGE);
3019 }
3020
3021 int
3022 is_true_undead (object *op)
3023 {
3024 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3025 return 1;
3026
3027 return 0;
3028 }
3029
3030 /* look at the surrounding terrain to determine
3031 * the hideability of this object. Positive levels
3032 * indicate greater hideability.
3033 */
3034 int
3035 hideability (object *ob)
3036 {
3037 int i, level = 0, mflag;
3038 sint16 x, y;
3039
3040 if (!ob || !ob->map)
3041 return 0;
3042
3043 /* so, on normal lighted maps, its hard to hide */
3044 level = ob->map->darkness - 2;
3045
3046 /* this also picks up whether the object is glowing.
3047 * If you carry a light on a non-dark map, its not
3048 * as bad as carrying a light on a pitch dark map */
3049 if (has_carried_lights (ob))
3050 level = -(10 + (2 * ob->map->darkness));
3051
3052 /* scan through all nearby squares for terrain to hide in */
3053 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3054 {
3055 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3056 if (mflag & P_OUT_OF_MAP)
3057 {
3058 continue;
3059 }
3060 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3061 level += 2;
3062 else /* open terrain! */
3063 level -= 1;
3064 }
3065
3066 #if 0
3067 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3068 #endif
3069 return level;
3070 }
3071
3072 /* For Hidden creatures - a chance of becoming 'unhidden'
3073 * every time they move - as we subtract off 'invisibility'
3074 * AND, for players, if they move into a ridiculously unhideable
3075 * spot (surrounded by clear terrain in broad daylight). -b.t.
3076 */
3077 void
3078 do_hidden_move (object *op)
3079 {
3080 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3081 object *skop;
3082
3083 if (!op || !op->map)
3084 return;
3085
3086 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3087
3088 /* its *extremely* hard to run and sneak/hide at the same time! */
3089 if (op->type == PLAYER && op->contr->run_on)
3090 if (!skop || num >= skop->level)
3091 {
3092 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3093 make_visible (op);
3094 return;
3095 }
3096 else
3097 num += 20;
3098
3099 num += op->map->difficulty;
3100 hide = hideability (op); /* modify by terrain hidden level */
3101 num -= hide;
3102
3103 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3104 {
3105 make_visible (op);
3106 if (op->type == PLAYER)
3107 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3108 }
3109 else if (op->type == PLAYER && skop)
3110 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3111 }
3112
3113 /* determine if who is standing near a hostile creature. */
3114
3115 int
3116 stand_near_hostile (object *who)
3117 {
3118 object *tmp = NULL;
3119 int i, friendly = 0, player = 0, mflags;
3120 maptile *m;
3121 sint16 x, y;
3122
3123 if (!who)
3124 return 0;
3125
3126 if (who->type == PLAYER)
3127 player = 1;
3128
3129 else
3130 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3131
3132 /* search adjacent squares */
3133 for (i = 1; i < 9; i++)
3134 {
3135 x = who->x + freearr_x[i];
3136 y = who->y + freearr_y[i];
3137 m = who->map;
3138 mflags = get_map_flags (m, &m, x, y, &x, &y);
3139 /* space must be blocked if there is a monster. If not
3140 * blocked, don't need to check this space.
3141 */
3142 if (mflags & P_OUT_OF_MAP)
3143 continue;
3144 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3145 continue;
3146
3147 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3148 {
3149 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3150 return 1;
3151 else if (tmp->type == PLAYER)
3152 {
3153 /*don't let a hidden DM prevent you from hiding */
3154 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3155 return 1;
3156 }
3157 }
3158 }
3159 return 0;
3160 }
3161
3162 /* check the player los field for viewability of the
3163 * object op. This function works fine for monsters,
3164 * but we dont worry if the object isnt the top one in
3165 * a pile (say a coin under a table would return "viewable"
3166 * by this routine). Another question, should we be
3167 * concerned with the direction the player is looking
3168 * in? Realistically, most of us can't see stuff behind
3169 * our backs...on the other hand, does the "facing" direction
3170 * imply the way your head, or body is facing? It's possible
3171 * for them to differ. Sigh, this fctn could get a bit more complex.
3172 * -b.t.
3173 * This function is now map tiling safe.
3174 */
3175 int
3176 player_can_view (object *pl, object *op)
3177 {
3178 rv_vector rv;
3179 int dx, dy;
3180
3181 if (pl->type != PLAYER)
3182 {
3183 LOG (llevError, "player_can_view() called for non-player object\n");
3184 return -1;
3185 }
3186
3187 if (!pl || !op)
3188 return 0;
3189
3190 op = op->head_ ();
3191
3192 get_rangevector (pl, op, &rv, 0x1);
3193
3194 /* starting with the 'head' part, lets loop
3195 * through the object and find if it has any
3196 * part that is in the los array but isn't on
3197 * a blocked los square.
3198 * we use the archetype to figure out offsets.
3199 */
3200 while (op)
3201 {
3202 dx = rv.distance_x + op->arch->x;
3203 dy = rv.distance_y + op->arch->y;
3204
3205 /* only the viewable area the player sees is updated by LOS
3206 * code, so we need to restrict ourselves to that range of values
3207 * for any meaningful values.
3208 */
3209 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3210 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3211 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3212 return 1;
3213
3214 op = op->more;
3215 }
3216
3217 return 0;
3218 }
3219
3220 /* routine for both players and monsters. We call this when
3221 * there is a possibility for our action distrubing our hiding
3222 * place or invisiblity spell. Artefact invisiblity is not
3223 * effected by this. If we arent invisible to begin with, we
3224 * return 0.
3225 */
3226 int
3227 action_makes_visible (object *op)
3228 {
3229 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3230 {
3231 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3232 return 0;
3233
3234 if (op->contr && op->contr->tmp_invis == 0)
3235 return 0;
3236
3237 /* If monsters, they should become visible */
3238 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3239 {
3240 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3241 return 1;
3242 }
3243 }
3244
3245 return 0;
3246 }
3247
3248 /* op_on_battleground - checks if the given object op (usually
3249 * a player) is standing on a valid battleground-tile,
3250 * function returns TRUE/FALSE. If true x, y returns the battleground
3251 * -exit-coord. (and if x, y not NULL)
3252 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3253 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3254 * Default is to do the same as before, so only people wanting to have different points need worry about this
3255 */
3256 int
3257 op_on_battleground (object *op, int *x, int *y)
3258 {
3259 /* A battleground-tile needs the following attributes to be valid:
3260 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3261 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3262 * and the exit-coordinates sp/hp must both be > 0.
3263 * => The intention here is to prevent abuse of the battleground-
3264 * feature (like pickable or hidden battleground tiles). */
3265 for (object *tmp = op->below; tmp; tmp = tmp->below)
3266 {
3267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3268 {
3269 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3270 && tmp->type == BATTLEGROUND
3271 && tmp->name == shstr_battleground
3272 && EXIT_X (tmp) && EXIT_Y (tmp))
3273 {
3274 /* before we assign the exit, check if this is a teambattle */
3275 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3276 {
3277 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3278 {
3279 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3280 {
3281 if (x && y)
3282 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3283
3284 return 1;
3285 }
3286 }
3287 }
3288
3289 if (x && y)
3290 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291
3292 return 1;
3293 }
3294 }
3295 }
3296
3297 /* If we got here, did not find a battleground */
3298 return 0;
3299 }
3300
3301 /*
3302 * When a dragon-player gains a new stage of evolution,
3303 * he gets some treasure
3304 *
3305 * attributes:
3306 * object *who the dragon player
3307 * int atnr the attack-number of the ability focus
3308 * int level ability level
3309 */
3310 void
3311 dragon_ability_gain (object *who, int atnr, int level)
3312 {
3313 treasurelist *trlist = NULL; /* treasurelist */
3314 treasure *tr; /* treasure */
3315 object *tmp, *skop; /* tmp. object */
3316 object *item; /* treasure object */
3317 char buf[MAX_BUF]; /* tmp. string buffer */
3318 int i = 0, j = 0;
3319
3320 /* get the appropriate treasurelist */
3321 if (atnr == ATNR_FIRE)
3322 trlist = treasurelist::find (shstr_dragon_ability_fire);
3323 else if (atnr == ATNR_COLD)
3324 trlist = treasurelist::find (shstr_dragon_ability_cold);
3325 else if (atnr == ATNR_ELECTRICITY)
3326 trlist = treasurelist::find (shstr_dragon_ability_elec);
3327 else if (atnr == ATNR_POISON)
3328 trlist = treasurelist::find (shstr_dragon_ability_poison);
3329
3330 if (trlist == NULL || who->type != PLAYER)
3331 return;
3332
3333 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3334
3335 if (!tr || !tr->item)
3336 {
3337 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3338 return;
3339 }
3340
3341 /* everything seems okay - now bring on the gift: */
3342 item = tr->item;
3343
3344 if (item->type == SPELL)
3345 {
3346 if (check_spell_known (who, item->name))
3347 return;
3348
3349 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3350 do_learn_spell (who, item, 0);
3351 return;
3352 }
3353
3354 /* grant direct spell */
3355 if (item->type == SPELLBOOK)
3356 {
3357 if (!item->inv)
3358 {
3359 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3360 return;
3361 }
3362 if (check_spell_known (who, item->inv->name))
3363 return;
3364 if (item->invisible)
3365 {
3366 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3367 do_learn_spell (who, item->inv, 0);
3368 return;
3369 }
3370 }
3371 else if (item->type == SKILL_TOOL && item->invisible)
3372 {
3373 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3374 {
3375
3376 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3377 * in this way, if the player is missing any of the attacktypes, he gets
3378 * them. As it is now, if the player has any that match the granted skill,
3379 * but not all of them, he gets nothing.
3380 */
3381 if (!(skop->attacktype & item->attacktype))
3382 {
3383 /* Give new attacktype */
3384 skop->attacktype |= item->attacktype;
3385
3386 /* always add physical if there's none */
3387 skop->attacktype |= AT_PHYSICAL;
3388
3389 if (item->msg != NULL)
3390 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3391
3392 /* Give player new face */
3393 if (item->animation_id)
3394 {
3395 who->face = skop->face;
3396 who->animation_id = item->animation_id;
3397 who->anim_speed = item->anim_speed;
3398 who->last_anim = 0;
3399 who->state = 0;
3400 animate_object (who, who->direction);
3401 }
3402 }
3403 }
3404 }
3405 else if (item->type == FORCE)
3406 {
3407 /* forces in the treasurelist can alter the player's stats */
3408 object *skin;
3409
3410 /* first get the dragon skin force */
3411 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3412 ;
3413
3414 if (!skin)
3415 return;
3416
3417 /* adding new spellpath attunements */
3418 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3419 {
3420 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3421
3422 /* print message */
3423 sprintf (buf, "You feel attuned to ");
3424 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3425 {
3426 if (item->path_attuned & (1 << i))
3427 {
3428 if (j)
3429 strcat (buf, " and ");
3430 else
3431 j = 1;
3432 strcat (buf, spellpathnames[i]);
3433 }
3434 }
3435 strcat (buf, ".");
3436 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3437 }
3438
3439 /* evtl. adding flags: */
3440 if (QUERY_FLAG (item, FLAG_XRAYS))
3441 SET_FLAG (skin, FLAG_XRAYS);
3442 if (QUERY_FLAG (item, FLAG_STEALTH))
3443 SET_FLAG (skin, FLAG_STEALTH);
3444 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3445 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3446
3447 /* print message if there is one */
3448 if (item->msg != NULL)
3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3450 }
3451 else
3452 {
3453 /* generate misc. treasure */
3454 tmp = arch_to_object (tr->item);
3455 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3456 tmp = insert_ob_in_ob (tmp, who);
3457 if (who->type == PLAYER)
3458 esrv_send_item (who, tmp);
3459 }
3460 }
3461
3462 /**
3463 * Unready an object for a player. This function does nothing if the object was
3464 * not readied.
3465 */
3466 void
3467 player_unready_range_ob (player *pl, object *ob)
3468 {
3469 if (pl->ob->current_weapon == ob)
3470 pl->ob->current_weapon = 0;
3471
3472 if (pl->combat_ob == ob)
3473 pl->combat_ob = 0;
3474
3475 if (pl->ranged_ob == ob)
3476 pl->ranged_ob = 0;
3477 }
3478
3479 sint8
3480 player::visibility_at (maptile *map, int x, int y) const
3481 {
3482 if (!ns)
3483 return 0;
3484
3485 int dx, dy;
3486 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3487 return 0;
3488
3489 x += dx - ns->current_x + ns->mapx / 2;
3490 y += dy - ns->current_y + ns->mapy / 2;
3491
3492 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3493 return 0;
3494
3495 return 100 - blocked_los [x][y];
3496 }
3497
3498 void
3499 player::infobox (const char *title, const char *msg, int color)
3500 {
3501 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3502 }
3503
3504 void
3505 player::statusmsg (const char *msg, int color)
3506 {
3507 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3508 }
3509
3510 void
3511 player::failmsg (const char *msg, int color)
3512 {
3513 play_sound (sound_find ("generic_failure"));
3514 statusmsg (msg, color);
3515 }
3516