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/cvs/deliantra/server/server/player.C
Revision: 1.191
Committed: Thu Apr 24 10:42:22 2008 UTC (16 years, 1 month ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.190: +5 -1 lines
Log Message:
added workaround/bugfix for some broken rods on maps, to allow at least
one possible discharge for them.

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 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->update_weight ();
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);
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 ob->deactivate (); // change_Weapon activates, fix this better
327 }
328
329 void
330 player::set_observe (object *op)
331 {
332 observe = op ? op : ob;
333 do_los = 1;
334 }
335
336 player::player ()
337 {
338 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point.
340 */
341 outputs_sync = 4;
342 outputs_count = 4;
343 unapply = unapply_nochoice;
344
345 savebed_map = first_map_path; /* Init. respawn position */
346
347 gen_sp_armour = 10;
348 bowtype = bow_normal;
349 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers;
352 peaceful = 1; /* default peaceful */
353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
357 }
358
359 void
360 player::do_destroy ()
361 {
362 disconnect ();
363
364 attachable::do_destroy ();
365
366 if (ob)
367 {
368 ob->destroy_inv (false);
369 ob->destroy ();
370 }
371
372 ob = observe = 0;
373 }
374
375 player::~player ()
376 {
377 /* Clear item stack */
378 free (stack_items);
379 }
380
381 /* Tries to add player on the connection passed in ns.
382 * All we can really get in this is some settings like host and display
383 * mode.
384 */
385 player *
386 player::create ()
387 {
388 player *pl = new player;
389
390 pl->set_object (arch_to_object (get_player_archetype (0)));
391
392 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */
395
396 set_first_map (pl->ob);
397
398 return pl;
399 }
400
401 /*
402 * get_player_archetype() return next player archetype from archetype
403 * list. Not very efficient routine, but used only creating new players.
404 * Note: there MUST be at least one player archetype!
405 */
406 archetype *
407 get_player_archetype (archetype *at)
408 {
409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
416
417 for (;;)
418 {
419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427 }
428
429 object *
430 get_nearest_player (object *mon)
431 {
432 object *op = NULL;
433 objectlink *ol;
434 unsigned lastdist;
435 rv_vector rv;
436
437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
438 {
439 if (!can_detect_enemy (mon, ol->ob, &rv))
440 continue;
441
442 if (lastdist > rv.distance)
443 {
444 op = ol->ob;
445 lastdist = rv.distance;
446 }
447 }
448
449 for_all_players (pl)
450 if (can_detect_enemy (mon, pl->ob, &rv))
451 if (lastdist > rv.distance)
452 {
453 op = pl->ob;
454 lastdist = rv.distance;
455 }
456
457 #if 0
458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
459 #endif
460 return op;
461 }
462
463 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
464 * result in a monster paths backtracking. It basically determines how large a
465 * detour a monster will take from the direction path when looking
466 * for a path to the player. The values are in the amount of direction
467 * the deviation is
468 */
469 #define DETOUR_AMOUNT 2
470
471 /* This is used to prevent infinite loops. Consider a case where the
472 * player is in a chamber (with gate closed), and monsters are outside.
473 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
474 * find a path into the chamber. This is a good thing, but since there
475 * is no real path, it will just keep circling the chamber for
476 * ever (this could be a nice effect for monsters, but not for the function
477 * to get stuck in. I think for the monsters, if max is reached and
478 * we return the first direction the creature could move would result in the
479 * circling behaviour. Unfortunately, this function is also used to determined
480 * if the creature should cast a spell, so returning a direction in that case
481 * is probably not a good thing.
482 */
483 #define MAX_SPACES 50
484
485 /*
486 * Returns the direction to the player, if valid. Returns 0 otherwise.
487 * modified to verify there is a path to the player. Does this by stepping towards
488 * player and if path is blocked then see if blockage is close enough to player that
489 * direction to player is changed (ie zig or zag). Continue zig zag until either
490 * reach player or path is blocked. Thus, will only return true if there is a free
491 * path to player. Though path may not be a straight line. Note that it will find
492 * player hiding along a corridor at right angles to the corridor with the monster.
493 *
494 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
495 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
496 * down corriders.
497 * 2) I think the old code was broken if the first direction the monster
498 * should move was blocked - the code would store the first direction without
499 * verifying that the player can actually move in that direction. The new
500 * code does not store anything in firstdir until we have verified that the
501 * monster can in fact move one space in that direction.
502 * 3) I'm not sure how good this code will be for moving multipart monsters,
503 * since only simple checks to blocked are being called, which could mean the monster
504 * is blocking itself.
505 */
506 int
507 path_to_player (object *mon, object *pl, unsigned mindiff)
508 {
509 rv_vector rv;
510 sint16 x, y;
511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
512 maptile *m, *lastmap;
513
514 get_rangevector (mon, pl, &rv, 0);
515
516 if (rv.distance < mindiff)
517 return 0;
518
519 x = mon->x;
520 y = mon->y;
521 m = mon->map;
522 dir = rv.direction;
523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
526 /* If we can't solve it within the search distance, return now. */
527 if (diff > max)
528 return 0;
529
530 while (diff > 1 && max > 0)
531 {
532 lastx = x;
533 lasty = y;
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
537
538 mflags = get_map_flags (m, &m, x, y, &x, &y);
539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540
541 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
543 && (m == mon->map && blocked_link (mon, m, x, y))))
544 {
545 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before.
547 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
549 if (rv.direction != dir)
550 {
551 /* OK - says direction should be different - lets reset the
552 * the values so it will try again.
553 */
554 x = lastx;
555 y = lasty;
556 m = lastmap;
557 dir = firstdir = rv.direction;
558 }
559 else
560 {
561 /* direct path is blocked - try taking a side step to
562 * either the left or right.
563 * Note increase the values in the loop below to be
564 * more than -1/1 respectively will mean the monster takes
565 * bigger detour. Have to be careful about these values getting
566 * too big (3 or maybe 4 or higher) as the monster may just try
567 * stepping back and forth
568 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 {
571 if (i == 0)
572 continue; /* already did this, so skip it */
573 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in
575 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance,
578 * gets blocked, finds that it should move north,
579 * can't do that, but now finds it can move east, and
580 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully
582 * moved.
583 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap;
588 mflags = get_map_flags (m, &m, x, y, &x, &y);
589 if (mflags & P_OUT_OF_MAP)
590 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
593 continue;
594 if (mflags & P_BLOCKSVIEW)
595 continue;
596
597 if (m == mon->map && blocked_link (mon, m, x, y))
598 break;
599 }
600 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path.
602 */
603 if (i == (DETOUR_AMOUNT + 1))
604 return 0;
605 diff--;
606 lastdir = dir;
607 max--;
608 if (!firstdir)
609 firstdir = dir + i;
610 } /* else check alternate directions */
611 } /* if blocked */
612 else
613 {
614 /* we moved towards creature, so diff is less */
615 diff--;
616 max--;
617 lastdir = dir;
618 if (!firstdir)
619 firstdir = dir;
620 }
621
622 if (diff <= 1)
623 {
624 /* Recalculate diff (distance) because we may not have actually
625 * headed toward player for entire distance.
626 */
627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 }
630
631 if (diff > max)
632 return 0;
633 }
634
635 /* If we reached the max, didn't find a direction in time */
636 if (!max)
637 return 0;
638
639 return firstdir;
640 }
641
642 void
643 give_initial_items (object *pl, treasurelist *items)
644 {
645 if (pl->randomitems)
646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
647
648 for (object *next, *op = pl->inv; op; op = next)
649 {
650 next = op->below;
651
652 /* Forces get applied per default, unless they have the
653 * flag "neutral" set. Sorry but I can't think of a better way
654 */
655 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
656 SET_FLAG (op, FLAG_APPLIED);
657
658 /* we never give weapons/armour if these cannot be used
659 * by this player due to race restrictions
660 */
661 if (pl->type == PLAYER)
662 {
663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
665 (op->type == ARMOUR || op->type == BOOTS
666 || op->type == CLOAK || op->type == HELMET
667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
670 {
671 op->destroy ();
672 continue;
673 }
674 }
675
676 /* This really needs to be better - we should really give
677 * a substitute spellbook. The problem is that we don't really
678 * have a good idea what to replace it with (need something like
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */
682 if (op->type == SPELLBOOK || op->type == SKILL)
683 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 {
692 op->destroy ();
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
694 continue;
695 }
696
697 if (op->nrof > 1)
698 op->nrof = 1;
699 }
700
701 if (op->type == SPELLBOOK && op->inv)
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
703
704 /* Give starting characters identified, uncursed, and undamned
705 * items. Just don't identify gold or silver, or it won't be
706 * merged properly.
707 */
708 if (need_identify (op))
709 {
710 SET_FLAG (op, FLAG_IDENTIFIED);
711 CLEAR_FLAG (op, FLAG_CURSED);
712 CLEAR_FLAG (op, FLAG_DAMNED);
713 }
714
715 if (op->type == SPELL)
716 {
717 op->destroy ();
718 continue;
719 }
720 else if (op->type == SKILL)
721 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0;
724 op->level = 1;
725 }
726 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */
729
730 /* Need to set up the skill pointers */
731 link_player_skills (pl);
732 }
733
734 void
735 get_party_password (object *op, partylist *party)
736 {
737 if (party == NULL)
738 {
739 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
740 return;
741 }
742
743 op->contr->write_buf[0] = '\0';
744 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
745 op->contr->party_to_join = party;
746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
747 }
748
749 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
750 static int
751 roll_stat (void)
752 {
753 int a[4], i, j, k;
754
755 for (i = 0; i < 4; i++)
756 a[i] = (int) rndm (6) + 1;
757
758 for (i = 0, j = 0, k = 7; i < 4; i++)
759 if (a[i] < k)
760 k = a[i], j = i;
761
762 for (i = 0, k = 0; i < 4; i++)
763 if (i != j)
764 k += a[i];
765
766 return k;
767 }
768
769 void
770 object::roll_stats ()
771 {
772 int statsort [NUM_STATS];
773
774 for (;;)
775 {
776 int sum = 0;
777 for (int i = NUM_STATS; i--; )
778 sum += statsort [i] = roll_stat ();
779
780 if (sum >= 82 && sum <= 116)
781 break;
782 }
783
784 // Sort the stats so that rerolling is easier...
785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
786
787 for (int i = 0; i < NUM_STATS; ++i)
788 stats.stat (i) = statsort [i];
789
790 stats.exp = 0;
791 stats.ac = 0;
792
793 stats.hp = stats.maxhp;
794 stats.sp = stats.maxsp;
795 stats.grace = stats.maxgrace;
796
797 if (contr)
798 {
799 contr->levhp[1] = 9;
800 contr->levsp[1] = 6;
801 contr->levgrace[1] = 3;
802
803 contr->orig_stats = stats;
804 }
805 }
806
807 void
808 object::swap_stats (int a, int b)
809 {
810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
811
812 for (int i = 0; i < NUM_STATS; ++i)
813 stats.stat (i) = contr->orig_stats.stat (i);
814
815 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats
817 stats.ac = 0;
818
819 level = 1;
820 stats.exp = 0;
821 stats.ac = 0;
822
823 stats.hp = stats.maxhp;
824 stats.sp = stats.maxsp;
825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
833 contr->orig_stats = stats;
834 }
835 }
836
837 static void
838 start_info (object *op)
839 {
840 char buf[MAX_BUF];
841
842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
843 new_draw_info (NDI_UNIQUE, 0, op, buf);
844 }
845
846 /* This function takes the key that is passed, and does the
847 * appropriate action with it (change race, or other things).
848 * The function name is for historical reasons - now we have
849 * separate race and class; this actually changes the RACE,
850 * not the class.
851 */
852 void
853 player::chargen_race_done ()
854 {
855 /* this must before then initial items are given */
856 esrv_new_player (ob->contr);
857
858 treasurelist *tl = treasurelist::find ("starting_wealth");
859 if (tl)
860 create_treasure (tl, ob, 0, 0, 0);
861
862 INVOKE_PLAYER (BIRTH, ob->contr);
863 INVOKE_PLAYER (LOGIN, ob->contr);
864
865 ob->contr->ns->state = ST_PLAYING;
866
867 if (ob->msg)
868 ob->msg = 0;
869
870 /* We create this now because some of the unique maps will need it
871 * to save here.
872 */
873 {
874 char buf[MAX_BUF];
875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
876 make_path_to_file (buf);
877 }
878
879 start_info (ob);
880 CLEAR_FLAG (ob, FLAG_WIZ);
881 give_initial_items (ob, ob->randomitems);
882 link_player_skills (ob);
883 esrv_send_inventory (ob, ob);
884 ob->update_stats ();
885
886 /* This moves the player to a different start map, if there
887 * is one for this race
888 */
889 if (*first_map_ext_path)
890 {
891 object *tmp;
892 char mapname[MAX_BUF];
893
894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
895 tmp = object::create ();
896 EXIT_PATH (tmp) = mapname;
897 EXIT_X (tmp) = ob->x;
898 EXIT_Y (tmp) = ob->y;
899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
900 * if the map isn't there, then stay on the
901 * default initial map */
902 tmp->destroy ();
903 }
904 else
905 LOG (llevDebug, "first_map_ext_path not set\n");
906 }
907
908 void
909 player::chargen_race_next ()
910 {
911 /* Following actually changes the race - this is the default command
912 * if we don't match with one of the options above.
913 */
914
915 do
916 {
917 shstr name = ob->name;
918 int x = ob->x, y = ob->y;
919
920 ob->remove_statbonus ();
921 ob->remove ();
922 ob->arch = get_player_archetype (ob->arch);
923 ob->arch->copy_to (ob);
924 ob->instantiate ();
925 ob->stats = ob->contr->orig_stats;
926 ob->name = ob->name_pl = name;
927 ob->x = x;
928 ob->y = y;
929 SET_ANIMATION (ob, 2); /* So player faces south */
930 insert_ob_in_map (ob, ob->map, ob, 0);
931 assign (ob->contr->title, ob->arch->object::name);
932 ob->add_statbonus ();
933 }
934 while (!allowed_class (ob));
935
936 update_object (ob, UP_OBJ_FACE);
937 esrv_update_item (UPD_FACE, ob, ob);
938 ob->update_stats ();
939 ob->stats.hp = ob->stats.maxhp;
940 ob->stats.sp = ob->stats.maxsp;
941 ob->stats.grace = 0;
942 }
943
944 void
945 flee_player (object *op)
946 {
947 int dir, diff;
948 rv_vector rv;
949
950 if (op->stats.hp < 0)
951 {
952 LOG (llevDebug, "Fleeing player is dead.\n");
953 CLEAR_FLAG (op, FLAG_SCARED);
954 return;
955 }
956
957 if (op->enemy == NULL)
958 {
959 LOG (llevDebug, "Fleeing player had no enemy.\n");
960 CLEAR_FLAG (op, FLAG_SCARED);
961 return;
962 }
963
964 /* Seen some crashes here. Since we don't store an
965 * op->enemy_count, it is possible that something destroys the
966 * actual enemy, and the object is recycled.
967 */
968 if (op->enemy->map == NULL)
969 {
970 CLEAR_FLAG (op, FLAG_SCARED);
971 op->enemy = NULL;
972 return;
973 }
974
975 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
976 {
977 op->enemy = NULL;
978 CLEAR_FLAG (op, FLAG_SCARED);
979 return;
980 }
981
982 get_rangevector (op, op->enemy, &rv, 0);
983
984 dir = absdir (4 + rv.direction);
985 for (diff = 0; diff < 3; diff++)
986 {
987 int m = 1 - (RANDOM () & 2);
988
989 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
990 return;
991 }
992
993 /* Cornered, get rid of scared */
994 CLEAR_FLAG (op, FLAG_SCARED);
995 op->enemy = NULL;
996 }
997
998 /* check_pick sees if there is stuff to be picked up/picks up stuff.
999 * It returns 1 if the player should keep on moving, 0 if he should
1000 * stop.
1001 */
1002 int
1003 check_pick (object *op)
1004 {
1005 object *tmp, *next;
1006 int stop = 0;
1007 int wvratio;
1008 char putstring[128];
1009
1010 /* if you're flying, you cna't pick up anything */
1011 if (op->move_type & MOVE_FLYING)
1012 return 1;
1013
1014 next = op->below;
1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017 #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1019 /* loop while there are items on the floor that are not marked as
1020 * destroyed */
1021 while (next && !next->destroyed ())
1022 {
1023 tmp = next;
1024 next = tmp->below;
1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1032 if (op->destroyed ())
1033 return 0;
1034
1035 if (!can_pick (op, tmp))
1036 continue;
1037
1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1039 {
1040 if (item_matched_string (op, tmp, op->contr->search_str))
1041 CHK_PICK_PICKUP;
1042 continue;
1043 }
1044
1045 /* high not bit set? We're using the old autopickup model */
1046 if (!(op->contr->mode & PU_NEWMODE))
1047 {
1048 switch (op->contr->mode)
1049 {
1050 case 0:
1051 return 1; /* don't pick up */
1052 case 1:
1053 CHK_PICK_PICKUP;
1054 return 1;
1055 case 2:
1056 CHK_PICK_PICKUP;
1057 return 0;
1058 case 3:
1059 return 0; /* stop before pickup */
1060 case 4:
1061 CHK_PICK_PICKUP;
1062 break;
1063 case 5:
1064 CHK_PICK_PICKUP;
1065 stop = 1;
1066 break;
1067 case 6:
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1071 break;
1072
1073 case 7:
1074 if (tmp->type == MONEY || tmp->type == GEM)
1075 CHK_PICK_PICKUP;
1076 break;
1077
1078 default:
1079 /* use value density */
1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1082 CHK_PICK_PICKUP;
1083 }
1084 }
1085 else
1086 { /* old model */
1087 /* NEW pickup handling */
1088 if (op->contr->mode & PU_DEBUG)
1089 {
1090 /* some debugging code to figure out item information */
1091 if (tmp->name != NULL)
1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1094 else
1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1097
1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1099 }
1100
1101 /* philosophy:
1102 * It's easy to grab an item type from a pile, as long as it's
1103 * generic. This takes no game-time. For more detailed pickups
1104 * and selections, select-items should be used. This is a
1105 * grab-as-you-run type mode that's really useful for arrows for
1106 * example.
1107 * The drawback: right now it has no frontend, so you need to
1108 * stick the bits you want into a calculator in hex mode and then
1109 * convert to decimal and then 'pickup <#>
1110 */
1111
1112 /* the first two modes are exclusive: if NOTHING we return, if
1113 * STOP then we stop. All the rest are applied sequentially,
1114 * meaning if any test passes, the item gets picked up. */
1115
1116 /* if mode is set to pick nothing up, return */
1117
1118 if (op->contr->mode & PU_NOTHING)
1119 return 1;
1120
1121 /* if mode is set to stop when encountering objects, return */
1122 /* take STOP before INHIBIT since it doesn't actually pick
1123 * anything up */
1124
1125 if (op->contr->mode & PU_STOP)
1126 return 0;
1127
1128 /* useful for going into stores and not losing your settings... */
1129 /* and for battles wher you don't want to get loaded down while
1130 * fighting */
1131 if (op->contr->mode & PU_INHIBIT)
1132 return 1;
1133
1134 /* prevent us from turning into auto-thieves :) */
1135 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1136 continue;
1137
1138 /* ignore known cursed objects */
1139 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1140 continue;
1141
1142 /* all food and drink if desired */
1143 /* question: don't pick up known-poisonous stuff? */
1144 if (op->contr->mode & PU_FOOD)
1145 if (tmp->type == FOOD)
1146 {
1147 CHK_PICK_PICKUP;
1148 continue;
1149 }
1150
1151 if (op->contr->mode & PU_DRINK)
1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1153 {
1154 CHK_PICK_PICKUP;
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_POTION)
1159 if (tmp->type == POTION)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 /* spellbooks, skillscrolls and normal books/scrolls */
1166 if (op->contr->mode & PU_SPELLBOOK)
1167 if (tmp->type == SPELLBOOK)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_SKILLSCROLL)
1174 if (tmp->type == SKILLSCROLL)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_READABLES)
1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 /* wands/staves/rods/horns */
1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 /* pick up all magical items */
1196 if (op->contr->mode & PU_MAGICAL)
1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_VALUABLES)
1204 {
1205 if (tmp->type == MONEY || tmp->type == GEM)
1206 {
1207 CHK_PICK_PICKUP;
1208 continue;
1209 }
1210 }
1211
1212 /* rings & amulets - talismans seems to be typed AMULET */
1213 if (op->contr->mode & PU_JEWELS)
1214 if (tmp->type == RING || tmp->type == AMULET)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 /* we don't forget dragon food */
1221 if (op->contr->mode & PU_FLESH)
1222 if (tmp->type == FLESH)
1223 {
1224 CHK_PICK_PICKUP;
1225 continue;
1226 }
1227
1228 /* bows and arrows. Bows are good for selling! */
1229 if (op->contr->mode & PU_BOW)
1230 if (tmp->type == BOW)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_ARROW)
1237 if (tmp->type == ARROW)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 /* all kinds of armor etc. */
1244 if (op->contr->mode & PU_ARMOUR)
1245 if (tmp->type == ARMOUR)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_HELMET)
1252 if (tmp->type == HELMET)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_SHIELD)
1259 if (tmp->type == SHIELD)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_BOOTS)
1266 if (tmp->type == BOOTS)
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_GLOVES)
1273 if (tmp->type == GLOVES)
1274 {
1275 CHK_PICK_PICKUP;
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_CLOAK)
1280 if (tmp->type == CLOAK)
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285
1286 /* hoping to catch throwing daggers here */
1287 if (op->contr->mode & PU_MISSILEWEAPON)
1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* careful: chairs and tables are weapons! */
1295 if (op->contr->mode & PU_ALLWEAPON)
1296 {
1297 if (tmp->type == WEAPON && tmp->name != NULL)
1298 {
1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305 }
1306
1307 if (tmp->type == WEAPON && tmp->name == NULL)
1308 {
1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1310 {
1311 CHK_PICK_PICKUP;
1312 continue;
1313 }
1314 }
1315 }
1316
1317 /* misc stuff that's useful */
1318 if (op->contr->mode & PU_KEY)
1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1320 {
1321 CHK_PICK_PICKUP;
1322 continue;
1323 }
1324
1325 /* any of the last 4 bits set means we use the ratio for value
1326 * pickups */
1327 if (op->contr->mode & PU_RATIO)
1328 {
1329 /* use value density to decide what else to grab */
1330 /* >=7 was >= op->contr->mode */
1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1335 {
1336 CHK_PICK_PICKUP;
1337 #if 0
1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1339 if (tmp->name != NULL)
1340 {
1341 fprintf (stderr, "%s", tmp->name);
1342 }
1343 else
1344 fprintf (stderr, "%s", tmp->arch->archname);
1345 fprintf (stderr, ",%d] = ", tmp->type);
1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 #endif
1348 continue;
1349 }
1350 }
1351 } /* the new pickup model */
1352 }
1353
1354 return !stop;
1355 }
1356
1357 /*
1358 * Find an arrow in the inventory and after that
1359 * in the right type container (quiver). Pointer to the
1360 * found object is returned.
1361 */
1362 object *
1363 find_arrow (object *op, const char *type)
1364 {
1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp);
1368
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type))
1372 {
1373 splay (tmp);
1374 return arrow;
1375 }
1376
1377 return 0;
1378 }
1379
1380 /*
1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1382 * against the target. A full test is not performed, simply a basic test
1383 * of resistances. The archer is making a quick guess at what he sees down
1384 * the hall. Failing that it does it's best to pick the highest plus arrow.
1385 */
1386 object *
1387 find_better_arrow (object *op, object *target, const char *type, int *better)
1388 {
1389 object *tmp = NULL, *arrow, *ntmp;
1390 int attacknum, attacktype, betterby = 0, i;
1391
1392 if (!type)
1393 return NULL;
1394
1395 for (arrow = op->inv; arrow; arrow = arrow->below)
1396 {
1397 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1398 {
1399 i = 0;
1400 ntmp = find_better_arrow (arrow, target, type, &i);
1401 if (i > betterby)
1402 {
1403 tmp = ntmp;
1404 betterby = i;
1405 }
1406 }
1407 else if (arrow->type == ARROW && arrow->race == type)
1408 {
1409 /* allways prefer assasination/slaying */
1410 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1411 {
1412 if (arrow->attacktype & AT_DEATH)
1413 {
1414 *better = 100;
1415 return arrow;
1416 }
1417 else
1418 {
1419 tmp = arrow;
1420 betterby = (arrow->magic + arrow->stats.dam) * 2;
1421 }
1422 }
1423 else
1424 {
1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1426 {
1427 attacktype = 1 << attacknum;
1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1429 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1430 {
1431 tmp = arrow;
1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1433 }
1434 }
1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1436 {
1437 tmp = arrow;
1438 betterby = 2 + arrow->magic + arrow->stats.dam;
1439 }
1440 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1441 {
1442 tmp = arrow;
1443 betterby = 1 + arrow->magic + arrow->stats.dam;
1444 }
1445 }
1446 }
1447 }
1448 if (tmp == NULL && arrow == NULL)
1449 return find_arrow (op, type);
1450
1451 *better = betterby;
1452 return tmp;
1453 }
1454
1455 /* looks in a given direction, finds the first valid target, and calls
1456 * find_better_arrow to find a decent arrow to use.
1457 * op = the shooter
1458 * type = bow->race
1459 * dir = fire direction
1460 */
1461 object *
1462 pick_arrow_target (object *op, const char *type, int dir)
1463 {
1464 object *tmp = NULL;
1465 maptile *m;
1466 int i, mflags, found, number;
1467 sint16 x, y;
1468
1469 if (op->map == NULL)
1470 return find_arrow (op, type);
1471
1472 /* do a dex check */
1473 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1474 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1475 return find_arrow (op, type);
1476
1477 m = op->map;
1478 x = op->x;
1479 y = op->y;
1480
1481 /* find the first target */
1482 for (i = 0, found = 0; i < 20; i++)
1483 {
1484 x += freearr_x[dir];
1485 y += freearr_y[dir];
1486 mflags = get_map_flags (m, &m, x, y, &x, &y);
1487 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1488 {
1489 tmp = NULL;
1490 break;
1491 }
1492 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1493 {
1494 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1495 * perhaps a bad assumption.
1496 */
1497 tmp = NULL;
1498 break;
1499 }
1500 if (mflags & P_IS_ALIVE)
1501 {
1502 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1503 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1504 {
1505 found++;
1506 break;
1507 }
1508 if (found)
1509 break;
1510 }
1511 }
1512 if (tmp == NULL)
1513 return find_arrow (op, type);
1514
1515 if (tmp->head)
1516 tmp = tmp->head;
1517
1518 return find_better_arrow (op, tmp, type, &i);
1519 }
1520
1521 /*
1522 * Creature fires a bow - op can be monster or player. Returns
1523 * 1 if bow was actually fired, 0 otherwise.
1524 * op is the object firing the bow.
1525 * part is for multipart creatures - the part firing the bow.
1526 * dir is the direction of fire.
1527 * wc_mod is any special modifier to give (used in special player fire modes)
1528 * sx, sy are coordinates to fire arrow from - also used in some of the special
1529 * player fire modes.
1530 */
1531 int
1532 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1533 {
1534 object *left, *bow;
1535 int mflags;
1536 maptile *m;
1537
1538 if (!dir)
1539 {
1540 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1541 return 0;
1542 }
1543
1544 if (op->contr)
1545 bow = op->current_weapon;
1546 else
1547 {
1548 for (bow = op->inv; bow; bow = bow->below)
1549 /* Don't check for applied - monsters don't apply bows - in that way, they
1550 * don't need to switch back and forth between bows and weapons.
1551 */
1552 if (bow->type == BOW)
1553 break;
1554
1555 if (!bow)
1556 {
1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1558 return 0;
1559 }
1560
1561 // optimisation: move object to top so we will find it quickly again
1562 if (bow->below)
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1568 }
1569
1570 if (!bow->race || !bow->skill)
1571 {
1572 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1573 return 0;
1574 }
1575
1576 if (arrow == NULL)
1577 {
1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1579 {
1580 if (op->type == PLAYER)
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1582 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1583 else
1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1586 return 0;
1587 }
1588 }
1589
1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1591 if (mflags & P_OUT_OF_MAP)
1592 return 0;
1593
1594 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1595 {
1596 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1597 return 0;
1598 }
1599
1600 /* this should not happen, but sometimes does */
1601 if (arrow->nrof == 0)
1602 {
1603 arrow->destroy ();
1604 return 0;
1605 }
1606
1607 left = arrow; /* these are arrows left to the player */
1608 arrow = arrow->split ();
1609 if (!arrow)
1610 {
1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1612 return 0;
1613 }
1614
1615 arrow->set_owner (op);
1616 arrow->skill = bow->skill;
1617 arrow->direction = dir;
1618
1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1620 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype;
1622
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625
1626 #if 0
1627 if (player *pl = op->contr)
1628 {
1629 float speed = pl->weapon_sp;
1630
1631 /* penalize ROF for bestarrow */
1632 if (pl->bowtype == bow_bestarrow)
1633 speed *= .9f;
1634 else
1635 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1636
1637 op->speed_left += speed - op->speed;
1638 }
1639 #endif
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642
1643 /* update the speed */
1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1645 + bow->stats.dam / 7.f;
1646
1647 arrow->set_speed (max (arrow->speed, 2.f));
1648 arrow->speed_left = 0;
1649
1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1651
1652 if (op->type == PLAYER)
1653 {
1654 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1655 wc -= dex_bonus[op->stats.Dex];
1656
1657 if (!arrow->slaying)
1658 arrow->slaying = op->slaying;
1659
1660 arrow->attacktype |= op->attacktype;
1661 }
1662 else
1663 {
1664 arrow->level = op->level;
1665 arrow->stats.wc -= bow->magic;
1666
1667 if (!arrow->slaying)
1668 arrow->slaying = bow->slaying;
1669
1670 arrow->attacktype |= bow->attacktype;
1671 }
1672
1673 wc -= arrow->level;
1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1675
1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1677 arrow->move_type = MOVE_FLY_LOW;
1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1679
1680 op->play_sound (sound_find ("fire_arrow"));
1681 m->insert (arrow, sx, sy, op);
1682
1683 if (!arrow->destroyed ())
1684 move_arrow (arrow);
1685
1686 return 1;
1687 }
1688
1689 /* Special fire code for players - this takes into
1690 * account the special fire modes players can have
1691 * but monsters can't. Putting that code here
1692 * makes the fire_bow code much cleaner.
1693 * this function should only be called if 'op' is a player,
1694 * hence the function name.
1695 */
1696 int
1697 player_fire_bow (object *op, int dir)
1698 {
1699 int ret = 0, wcmod = 0;
1700
1701 if (op->contr->bowtype == bow_bestarrow)
1702 {
1703 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1704 }
1705 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1706 {
1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1708 wcmod = -1;
1709
1710 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1711 }
1712 else if (op->contr->bowtype == bow_threewide)
1713 {
1714 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1715 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1716 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1717 }
1718 else if (op->contr->bowtype == bow_spreadshot)
1719 {
1720 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1721 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1722 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1723 }
1724 else
1725 {
1726 /* Simple case */
1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728 }
1729
1730 return ret;
1731 }
1732
1733 /* Fires a misc (wand/rod/horn) object in 'dir'.
1734 * Broken apart from 'fire' to keep it more readable.
1735 */
1736 void
1737 fire_misc_object (object *op, int dir)
1738 {
1739 object *item = op->contr->ranged_ob;
1740
1741 if (!item)
1742 {
1743 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1744 return;
1745 }
1746
1747 if (!item->inv)
1748 {
1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1750 return;
1751 }
1752
1753 if (!op->change_weapon (item))
1754 return;
1755
1756 if (item->type == WAND)
1757 {
1758 if (item->stats.food <= 0)
1759 {
1760 op->contr->play_sound (sound_find ("wand_poof"));
1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1762
1763 return;
1764 }
1765 }
1766 else if (item->type == ROD || item->type == HORN)
1767 {
1768 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1769
1770 // using the maximum of the rods charge allows at least one spell cast
1771 // for a rod or horn, this fixes some broken rods.
1772 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1773 {
1774 op->contr->play_sound (sound_find ("wand_poof"));
1775
1776 if (item->type == ROD)
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1778 else
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1780
1781 return;
1782 }
1783 }
1784
1785 if (cast_spell (op, item, dir, item->inv, NULL))
1786 {
1787 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1788 if (item->type == WAND)
1789 {
1790 if (!(--item->stats.food))
1791 {
1792 object *tmp;
1793
1794 if (item->arch)
1795 {
1796 CLEAR_FLAG (item, FLAG_ANIMATE);
1797 item->face = item->arch->face;
1798 item->set_speed (0);
1799 }
1800
1801 if (object *pl = item->visible_to ())
1802 esrv_update_item (UPD_ANIM, pl, item);
1803 }
1804 }
1805 else if (item->type == ROD || item->type == HORN)
1806 drain_rod_charge (item);
1807 }
1808 }
1809
1810 /* Received a fire command for the player - go and do it.
1811 */
1812 bool
1813 fire (object *op, int dir)
1814 {
1815 int spellcost = 0;
1816
1817 /* check for loss of invisiblity/hide */
1818 if (action_makes_visible (op))
1819 make_visible (op);
1820
1821 player *pl = op->contr;
1822
1823 if (pl->golem)
1824 {
1825 control_golem (op->contr->golem, dir);
1826 return false;
1827 }
1828
1829 object *ob = pl->ranged_ob;
1830
1831 if (!ob)
1832 return false;
1833
1834 if (!op->change_weapon (ob))
1835 return false;
1836
1837 if (op->speed_left > 0.f)
1838 --op->speed_left;
1839 else
1840 return false;
1841
1842 switch (ob->type)
1843 {
1844 case BOW:
1845 player_fire_bow (op, dir);
1846 break;
1847
1848 case SPELL:
1849 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1850 break;
1851
1852 case BUILDER:
1853 apply_map_builder (op, dir);
1854 break;
1855
1856 case SKILL:
1857 do_skill (op, op, ob, dir, 0);
1858 break;
1859
1860 default:
1861 fire_misc_object (op, dir);
1862 break;
1863 }
1864
1865 return true;
1866 }
1867
1868 /* find_key
1869 * We try to find a key for the door as passed. If we find a key
1870 * and successfully use it, we return the key, otherwise NULL
1871 * This function merges both normal and locked door, since the logic
1872 * for both is the same - just the specific key is different.
1873 * pl is the player,
1874 * inv is the objects inventory to searched
1875 * door is the door we are trying to match against.
1876 * This function can be called recursively to search containers.
1877 */
1878 object *
1879 find_key (object *pl, object *container, object *door)
1880 {
1881 object *tmp, *key;
1882
1883 /* Should not happen, but sanity checking is never bad */
1884 if (!container->inv)
1885 return 0;
1886
1887 /* First, lets try to find a key in the top level inventory */
1888 for (tmp = container->inv; tmp; tmp = tmp->below)
1889 {
1890 if (door->type == DOOR && tmp->type == KEY)
1891 break;
1892 /* For sanity, we should really check door type, but other stuff
1893 * (like containers) can be locked with special keys
1894 */
1895 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1896 break;
1897 }
1898
1899 /* No key found - lets search inventories now */
1900 /* If we find and use a key in an inventory, return at that time.
1901 * otherwise, if we search all the inventories and still don't find
1902 * a key, return
1903 */
1904 if (!tmp)
1905 {
1906 for (tmp = container->inv; tmp; tmp = tmp->below)
1907 {
1908 /* No reason to search empty containers */
1909 if (tmp->type == CONTAINER && tmp->inv)
1910 {
1911 if ((key = find_key (pl, tmp, door)))
1912 return key;
1913 }
1914 }
1915
1916 if (!tmp)
1917 return NULL;
1918 }
1919
1920 /* We get down here if we have found a key. Now if its in a container,
1921 * see if we actually want to use it
1922 */
1923 if (pl != container)
1924 {
1925 /* Only let players use keys in containers */
1926 if (!pl->contr)
1927 return NULL;
1928 /* cases where this fails:
1929 * If we only search the player inventory, return now since we
1930 * are not in the players inventory.
1931 * If the container is not active, return now since only active
1932 * containers can be used.
1933 * If we only search keyrings and the container does not have
1934 * a race/isn't a keyring.
1935 * No checking for all containers - to fall through past here,
1936 * inv must have been an container and must have been active.
1937 *
1938 * Change the color so that the message doesn't disappear with
1939 * all the others.
1940 */
1941 if (pl->contr->usekeys == key_inventory ||
1942 !QUERY_FLAG (container, FLAG_APPLIED) ||
1943 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1944 {
1945 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1947 return NULL;
1948 }
1949 }
1950
1951 return tmp;
1952 }
1953
1954 /* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more,
1957 * 0 otherwise
1958 */
1959 static int
1960 player_attack_door (object *op, object *door)
1961 {
1962 /* If its a door, try to find a key. If we do destroy the door,
1963 * might as well return immediately as there is nothing more to do -
1964 * otherwise, we fall through to the rest of the code.
1965 */
1966 object *key = find_key (op, op, door);
1967
1968 /* If we found a key, do some extra work */
1969 if (key)
1970 {
1971 object *container = key->env;
1972
1973 if (action_makes_visible (op))
1974 make_visible (op);
1975
1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977 spring_trap (door->inv, op);
1978
1979 if (door->type == DOOR)
1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1981 else if (door->type == LOCKED_DOOR)
1982 {
1983 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1984 remove_door2 (door); /* remove door without violence ;-) */
1985 }
1986
1987 /* Do this after we print the message */
1988 key->decrease (); /* Use up one of the keys */
1989
1990 return 1; /* Nothing more to do below */
1991 }
1992 else if (door->type == LOCKED_DOOR)
1993 {
1994 /* Might as well return now - no other way to open this */
1995 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1996 return 1;
1997 }
1998
1999 return 0;
2000 }
2001
2002 /* This function is just part of a breakup from move_player.
2003 * It should keep the code cleaner.
2004 * When this is called, the players direction has been updated
2005 * (taking into account confusion.) The player is also actually
2006 * going to try and move (not fire weapons).
2007 */
2008 bool
2009 move_player_attack (object *op, int dir)
2010 {
2011 int on_battleground;
2012
2013 sint16 nx = freearr_x[dir] + op->x;
2014 sint16 ny = freearr_y[dir] + op->y;
2015
2016 on_battleground = op_on_battleground (op, 0, 0);
2017
2018 if (out_of_map (op->map, nx, ny))
2019 return false;
2020
2021 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2022 {
2023 --op->speed_left;
2024 return true;
2025 }
2026
2027 /* If braced, or can't move to the square, and it is not out of the
2028 * map, attack it. Note order of if statement is important - don't
2029 * want to be calling move_ob if braced, because move_ob will move the
2030 * player. This is a pretty nasty hack, because if we could
2031 * move to some space, it then means that if we are braced, we should
2032 * do nothing at all. As it is, if we are braced, we go through
2033 * quite a bit of processing. However, it probably is less than what
2034 * move_ob uses.
2035 */
2036 maptile *m = op->map->xy_find (nx, ny);
2037
2038 /* Go through all the objects, and find ones of interest. Only stop if
2039 * we find a monster - that is something we know we want to attack.
2040 * if its a door or barrel (can roll) see if there may be monsters
2041 * on the space
2042 */
2043 object *mon;
2044 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2045 {
2046 if ((mon->flag [FLAG_ALIVE]
2047 || mon->type == LOCKED_DOOR
2048 || mon->flag [FLAG_CAN_ROLL])
2049 && mon != op)
2050 break;
2051 }
2052
2053 if (!mon) /* This happens anytime the player tries to move */
2054 return false; /* into a wall */
2055
2056 mon = mon->head_ ();
2057
2058 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2059 if (op->contr->weapon_sp_left > 0.f)
2060 if (player_attack_door (op, mon))
2061 {
2062 --op->contr->weapon_sp_left;
2063 return true;
2064 }
2065
2066 /* The following deals with possibly attacking peaceful
2067 * or friendly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */
2073
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if (op->type == PLAYER
2079 && ((mon->owner && mon->owner->contr
2080 && same_party (mon->owner->contr->party, op->contr->party))
2081 || mon->owner == op)
2082 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2083 {
2084 /* If we're braced, we don't want to switch places with it */
2085 if (op->contr->braced)
2086 return false;
2087
2088 if (op->speed_left > 0.f)
2089 {
2090 --op->speed_left;
2091
2092 op->play_sound (sound_find ("push_player"));
2093 push_ob (mon, dir, op);
2094
2095 if (op->contr->tmp_invis || op->hide)
2096 make_visible (op);
2097
2098 return true;
2099 }
2100 else
2101 return false;
2102 }
2103
2104 /* in certain circumstances, you shouldn't attack friendly
2105 * creatures. Note that if you are braced, you can't push
2106 * someone, but put it inside this loop so that you won't
2107 * attack them either.
2108 */
2109 if ((mon->type == PLAYER || mon->enemy != op)
2110 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2111 && ((op->contr->peaceful
2112 || (mon->type == PLAYER && mon->contr->peaceful))
2113 && !on_battleground))
2114 {
2115 if (op->speed_left > 0.f)
2116 {
2117 --op->speed_left;
2118
2119 if (!op->contr->braced)
2120 {
2121 op->play_sound (sound_find ("push_player"));
2122 push_ob (mon, dir, op);
2123 }
2124 else
2125 op->statusmsg ("You withhold your attack");
2126
2127 if (op->contr->tmp_invis || op->hide)
2128 make_visible (op);
2129
2130 return true;
2131 }
2132 }
2133 /* If the object is a boulder or other rollable object, then
2134 * roll it if not braced. You can't roll it if you are braced.
2135 */
2136 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2137 {
2138 if (op->speed_left > 0.f)
2139 {
2140 --op->speed_left;
2141
2142 recursive_roll (mon, dir, op);
2143 if (action_makes_visible (op))
2144 make_visible (op);
2145
2146 return true;
2147 }
2148 }
2149 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen.
2154 */
2155 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2156 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 {
2158 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2159 {
2160 --op->contr->weapon_sp_left;
2161
2162 skill_attack (mon, op, 0, 0, 0);
2163
2164 if (action_makes_visible (op))
2165 make_visible (op);
2166
2167 return true;
2168 }
2169 }
2170
2171 return false;
2172 }
2173
2174 bool
2175 move_player (object *op, int dir)
2176 {
2177 int pick;
2178
2179 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ((dir < 0) || (dir >= 9))
2184 {
2185 LOG (llevError, "move_player: invalid direction %d\n", dir);
2186 return 0;
2187 }
2188
2189 /* peterm: added following line */
2190 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2191 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2192
2193 op->facing = dir;
2194
2195 if (op->hide)
2196 do_hidden_move (op);
2197
2198 bool retval;
2199
2200 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2201 retval = RESULT_INT (0);
2202 else if (op->contr->fire_on)
2203 retval = fire (op, dir);
2204 else
2205 {
2206 retval = move_player_attack (op, dir);
2207 pick = check_pick (op);
2208 }
2209
2210 /* Add special check for newcs players and fire on - this way, the
2211 * server can handle repeat firing.
2212 */
2213 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2214 op->direction = dir;
2215 else
2216 op->direction = 0;
2217
2218 /* Update how the player looks. Use the facing, so direction may
2219 * get reset to zero. This allows for full animation capabilities
2220 * for players.
2221 */
2222 animate_object (op, op->facing);
2223
2224 return retval;
2225 }
2226
2227 /* This is similar to handle_player, below, but is only used by the
2228 * new client/server stuff.
2229 * This is sort of special, in that the new client/server actually uses
2230 * the new speed values for commands.
2231 *
2232 * Returns true if there are more actions we can do. Should not do
2233 * many actions in a row, as that would be too unfair to other
2234 * players.
2235 */
2236 bool
2237 handle_newcs_player (object *op)
2238 {
2239 if (QUERY_FLAG (op, FLAG_SCARED))
2240 {
2241 if (op->speed_left > 0.f)
2242 {
2243 --op->speed_left;
2244 flee_player (op);
2245
2246 return true;
2247 }
2248 else
2249 return false;
2250 }
2251
2252 /* call this here - we also will call this in do_ericserver, but
2253 * the players time has been increased when doericserver has been
2254 * called, so we recheck it here.
2255 */
2256 if (op->contr->ns->handle_command ())
2257 return true;
2258
2259 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2260 return move_player (op, op->direction);
2261
2262 return false;
2263 }
2264
2265 int
2266 save_life (object *op)
2267 {
2268 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2269 return 0;
2270
2271 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2272 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2273 {
2274 op->play_sound (sound_find ("ob_evaporate"));
2275 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2276
2277 tmp->destroy ();
2278 CLEAR_FLAG (op, FLAG_LIFESAVE);
2279
2280 if (op->stats.hp < 0)
2281 op->stats.hp = op->stats.maxhp;
2282
2283 if (op->stats.food < 0)
2284 op->stats.food = 999;
2285
2286 op->update_stats ();
2287 return 1;
2288 }
2289
2290 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2291 CLEAR_FLAG (op, FLAG_LIFESAVE);
2292 enter_player_savebed (op); /* bring him home. */
2293 return 0;
2294 }
2295
2296 /* This goes throws the inventory and removes unpaid objects, and puts them
2297 * back in the map (location and map determined by values of env). This
2298 * function will descend into containers. op is the object to start the search
2299 * from.
2300 */
2301 static void
2302 drop_unpaid_items (object *op, object *env)
2303 {
2304 while (op)
2305 {
2306 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2307
2308 if (QUERY_FLAG (op, FLAG_UNPAID))
2309 op->insert_at (env);
2310 else if (op->inv)
2311 drop_unpaid_items (op->inv, env);
2312
2313 op = next;
2314 }
2315 }
2316
2317 void
2318 object::drop_unpaid_items ()
2319 {
2320 if (!flag [FLAG_REMOVED])
2321 ::drop_unpaid_items (inv, this);
2322 }
2323
2324 /*
2325 * Returns pointer a static string containing gravestone text
2326 * Moved from apply.c to player.c - player.c is what
2327 * actually uses this function. player.c may not be quite the
2328 * best, a misc file for object actions is probably better,
2329 * but there isn't one in the server directory.
2330 */
2331 char *
2332 gravestone_text (object *op)
2333 {
2334 static char buf2[MAX_BUF];
2335 char buf[MAX_BUF];
2336 time_t now = time (NULL);
2337
2338 strcpy (buf2, " R.I.P.\n\n");
2339 if (op->type == PLAYER)
2340 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2341 else
2342 sprintf (buf, "%s\n", &op->name);
2343
2344 strncat (buf2, " ", 20 - strlen (buf) / 2);
2345 strcat (buf2, buf);
2346 if (op->type == PLAYER)
2347 sprintf (buf, "who was in level %d when killed\n", op->level);
2348 else
2349 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2350
2351 strncat (buf2, " ", 20 - strlen (buf) / 2);
2352 strcat (buf2, buf);
2353 if (op->type == PLAYER)
2354 {
2355 sprintf (buf, "by %s.\n\n", op->contr->killer);
2356 strncat (buf2, " ", 21 - strlen (buf) / 2);
2357 strcat (buf2, buf);
2358 }
2359
2360 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf);
2363
2364 return buf2;
2365 }
2366
2367 void
2368 do_some_living (object *op)
2369 {
2370 int last_food = op->stats.food;
2371 int gen_hp, gen_sp, gen_grace;
2372 int over_hp, over_sp, over_grace;
2373 int i;
2374 int rate_hp = 1200;
2375 int rate_sp = 2500;
2376 int rate_grace = 2000;
2377 const int max_hp = 1;
2378 const int max_sp = 1;
2379 const int max_grace = 1;
2380
2381 if (op->contr->hidden)
2382 {
2383 op->invisible = 1000;
2384 /* the socket code flashes the player visible/invisible
2385 * depending on the value of invisible, so we need to
2386 * alternate it here for it to work correctly.
2387 */
2388 if (pticks & 2)
2389 op->invisible--;
2390 }
2391 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2392 {
2393 if (!op->invisible--)
2394 {
2395 make_visible (op);
2396 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2397 }
2398 }
2399
2400 if (op->contr->ns->state == ST_PLAYING)
2401 {
2402 /* these next three if clauses make it possible to SLOW DOWN
2403 hp/grace/spellpoint regeneration. */
2404 if (op->contr->gen_hp >= 0)
2405 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2406 else
2407 {
2408 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 }
2411
2412 if (op->contr->gen_sp >= 0)
2413 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2414 else
2415 {
2416 gen_sp = op->stats.maxsp;
2417 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2418 }
2419
2420 if (op->contr->gen_grace >= 0)
2421 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else
2423 {
2424 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 }
2427
2428 /* Regenerate Grace */
2429 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2430 if (--op->last_grace < 0)
2431 {
2432 if (op->stats.grace < op->stats.maxgrace / 2)
2433 op->stats.grace++; /* no penalty in food for regaining grace */
2434
2435 if (max_grace > 1)
2436 {
2437 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2438 if (over_grace > 0)
2439 {
2440 op->stats.sp += over_grace
2441 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2442 op->last_grace = 0;
2443 }
2444 else
2445 {
2446 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2447 }
2448 }
2449 else
2450 {
2451 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2452 }
2453 /* wearing stuff doesn't detract from grace generation. */
2454 }
2455
2456 if (op->stats.food > 0)
2457 {
2458 /* Regenerate Spell Points */
2459 if (!op->contr->golem && --op->last_sp < 0)
2460 {
2461 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2462
2463 if (op->stats.sp < op->stats.maxsp)
2464 {
2465 op->stats.sp++;
2466
2467 /* dms do not consume food */
2468 if (!QUERY_FLAG (op, FLAG_WIZ))
2469 {
2470 op->stats.food--;
2471
2472 if (op->contr->digestion < 0)
2473 op->stats.food += op->contr->digestion;
2474 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2475 op->stats.food = last_food;
2476 }
2477 }
2478
2479 if (max_sp > 1)
2480 {
2481 over_sp = (gen_sp + 10) / rate_sp;
2482 if (over_sp > 0)
2483 {
2484 if (op->stats.sp < op->stats.maxsp)
2485 {
2486 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2487
2488 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2489 op->stats.sp--;
2490
2491 if (op->stats.sp > op->stats.maxsp)
2492 op->stats.sp = op->stats.maxsp;
2493 }
2494
2495 op->last_sp = 0;
2496 }
2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500 else
2501 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2502 }
2503
2504 /* Regenerate Hit Points */
2505 if (--op->last_heal < 0)
2506 {
2507 if (op->stats.hp < op->stats.maxhp)
2508 {
2509 op->stats.hp++;
2510
2511 /* dms do not consume food */
2512 if (!QUERY_FLAG (op, FLAG_WIZ))
2513 {
2514 op->stats.food--;
2515
2516 if (op->contr->digestion < 0)
2517 op->stats.food += op->contr->digestion;
2518 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2519 op->stats.food = last_food;
2520 }
2521 }
2522
2523 if (max_hp > 1)
2524 {
2525 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2526
2527 if (over_hp > 0)
2528 {
2529 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2530 op->last_heal = 0;
2531 }
2532 else
2533 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2534 }
2535 else
2536 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2537 }
2538 }
2539
2540 /* Digestion */
2541 if (--op->last_eat < 0)
2542 {
2543 int bonus = max (0, op->contr->digestion),
2544 penalty = max (0, -op->contr->digestion);
2545
2546 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2547
2548 /* dms do not consume food */
2549 if (!QUERY_FLAG (op, FLAG_WIZ))
2550 op->stats.food--;
2551 }
2552
2553 if (op->stats.food < 0 && op->stats.hp >= 0)
2554 {
2555 object *tmp, *flesh = 0;
2556
2557 for (tmp = op->inv; tmp; tmp = tmp->below)
2558 {
2559 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2560 {
2561 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2562 {
2563 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2564 manual_apply (op, tmp, 0);
2565 if (op->stats.food >= 0 || op->stats.hp < 0)
2566 break;
2567 }
2568 else if (tmp->type == FLESH)
2569 flesh = tmp;
2570 } /* End if paid for object */
2571 } /* end of for loop */
2572
2573 /* If player is still starving, it means they don't have any food, so
2574 * eat flesh instead.
2575 */
2576 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2577 {
2578 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2579 manual_apply (op, flesh, 0);
2580 }
2581 }
2582
2583 if (op->stats.food < 0)
2584 {
2585 op->stats.hp += op->stats.food;
2586 op->stats.food = 0;
2587 }
2588
2589 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2590 kill_player (op);
2591 }
2592 }
2593
2594 /* If the player should die (lack of hp, food, etc), we call this.
2595 * op is the player in jeopardy. If the player can not be saved (not
2596 * permadeath, no lifesave), this will take care of removing the player
2597 * file.
2598 */
2599 void
2600 kill_player (object *op)
2601 {
2602 int x, y;
2603 char buf[MAX_BUF];
2604 maptile *map; /* this is for resurrection */
2605 int will_kill_again;
2606 archetype *at;
2607 object *tmp;
2608
2609 if (save_life (op))
2610 return;
2611
2612 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2613 * in cities ONLY!!! It is very important that this doesn't get abused.
2614 * Look at op_on_battleground() for more info --AndreasV
2615 */
2616 if (op_on_battleground (op, &x, &y))
2617 {
2618 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2619 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2620
2621 /* restore player */
2622 at = archetype::find ("poisoning");
2623 if (object *tmp = present_arch_in_ob (at, op))
2624 {
2625 tmp->destroy ();
2626 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2627 }
2628
2629 at = archetype::find ("confusion");
2630 if (object *tmp = present_arch_in_ob (at, op))
2631 {
2632 tmp->destroy ();
2633 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2634 }
2635
2636 cure_disease (op, 0, 0); /* remove any disease */
2637 op->stats.hp = op->stats.maxhp;
2638 if (op->stats.food <= 0)
2639 op->stats.food = 999;
2640
2641 /* create a bodypart-trophy to make the winner happy */
2642 if (object *tmp = arch_to_object (archetype::find ("finger")))
2643 {
2644 tmp->name = format ("%s's finger" , &op->name);
2645 tmp->name_pl = format ("%s's fingers", &op->name);
2646 tmp->msg = format (
2647 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2648 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2649 );
2650 tmp->value = 0, tmp->type = 0;
2651 tmp->materialname = "organics";
2652 tmp->insert_at (op, tmp);
2653 }
2654
2655 /* teleport defeated player to new destination */
2656 transfer_ob (op, x, y, 0, NULL);
2657 op->contr->braced = 0;
2658 return;
2659 }
2660
2661 INVOKE_PLAYER (DEATH, op->contr);
2662
2663 command_kill_pets (op, 0);
2664
2665 if (op->stats.food < 0)
2666 strcpy (op->contr->killer, "starvation");
2667
2668 op->contr->play_sound (sound_find ("player_dies"));
2669
2670 /* save the map location for corpse, gravestone */
2671 x = op->x;
2672 y = op->y;
2673 map = op->map;
2674
2675 /* NOT_PERMADEATH code. This basically brings the character back to
2676 * life if they are dead - it takes some exp and a random stat.
2677 * See the config.h file for a little more in depth detail about this.
2678 */
2679
2680 /* Basically two ways to go - remove a stat permanently, or just
2681 * make it depletion. This bunch of code deals with that aspect
2682 * of death.
2683 */
2684 #ifndef COZY_SERVER
2685 if (settings.balanced_stat_loss)
2686 {
2687 /* If stat loss is permanent, lose one stat only. */
2688 /* Lower level chars don't lose as many stats because they suffer
2689 more if they do. */
2690 /* Higher level characters can afford things such as potions of
2691 restoration, or better, stat potions. So we slug them that
2692 little bit harder. */
2693 /* GD */
2694 if (settings.stat_loss_on_death)
2695 num_stats_lose = 1;
2696 else
2697 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2698 }
2699 else
2700 num_stats_lose = 1;
2701
2702 lost_a_stat = 0;
2703
2704 for (z = 0; z < num_stats_lose; z++)
2705 {
2706 i = RANDOM () % NUM_STATS;
2707
2708 if (settings.stat_loss_on_death)
2709 {
2710 /* Pick a random stat and take a point off it. Tell the player
2711 * what he lost.
2712 */
2713 change_attr_value (&(op->stats), i, -1);
2714 check_stat_bounds (&(op->stats));
2715 change_attr_value (&(op->contr->orig_stats), i, -1);
2716 check_stat_bounds (&(op->contr->orig_stats));
2717 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2718 lost_a_stat = 1;
2719 }
2720 else
2721 {
2722 /* deplete a stat */
2723 archetype *deparch = archetype::find ("depletion");
2724 object *dep;
2725
2726 dep = present_arch_in_ob (deparch, op);
2727 if (!dep)
2728 {
2729 dep = arch_to_object (deparch);
2730 insert_ob_in_ob (dep, op);
2731 }
2732 lose_this_stat = 1;
2733 if (settings.balanced_stat_loss)
2734 {
2735 /* GD */
2736 /* Get the stat that we're about to deplete. */
2737 this_stat = get_attr_value (&(dep->stats), i);
2738 if (this_stat < 0)
2739 {
2740 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2741 int keep_chance = this_stat * this_stat;
2742
2743 /* Yes, I am paranoid. Sue me. */
2744 if (keep_chance < 1)
2745 keep_chance = 1;
2746
2747 /* There is a maximum depletion total per level. */
2748 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2749 {
2750 lose_this_stat = 0;
2751 /* Take loss chance vs keep chance to see if we
2752 retain the stat. */
2753 }
2754 else
2755 {
2756 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2757 lose_this_stat = 0;
2758 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2759 this_stat, keep_chance, loss_chance,
2760 lose_this_stat?"LOSE":"KEEP"); */
2761 }
2762 }
2763 }
2764
2765 if (lose_this_stat)
2766 {
2767 this_stat = get_attr_value (&(dep->stats), i);
2768 /* We could try to do something clever like find another
2769 * stat to reduce if this fails. But chances are, if
2770 * stats have been depleted to -50, all are pretty low
2771 * and should be roughly the same, so it shouldn't make a
2772 * difference.
2773 */
2774 if (this_stat >= -50)
2775 {
2776 change_attr_value (&(dep->stats), i, -1);
2777 SET_FLAG (dep, FLAG_APPLIED);
2778 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2779 op->update_stats ();
2780 lost_a_stat = 1;
2781 }
2782 }
2783 }
2784 }
2785 /* If no stat lost, tell the player. */
2786 if (!lost_a_stat)
2787 {
2788 /* determine_god() seems to not work sometimes... why is this?
2789 Should I be using something else? GD */
2790 const char *god = determine_god (op);
2791
2792 if (god && (strcmp (god, "none")))
2793 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2794 else
2795 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2796 }
2797 #else
2798 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2799 #endif
2800
2801 /* Put a gravestone up where the character 'almost' died. List the
2802 * exp loss on the stone.
2803 */
2804 tmp = arch_to_object (archetype::find ("gravestone"));
2805 sprintf (buf, "%s's gravestone", &op->name);
2806 tmp->name = buf;
2807 sprintf (buf, "%s's gravestones", &op->name);
2808 tmp->name_pl = buf;
2809 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);
2810 tmp->msg = buf;
2811 tmp->x = op->x, tmp->y = op->y;
2812 insert_ob_in_map (tmp, op->map, NULL, 0);
2813
2814 /**************************************/
2815 /* */
2816 /* Subtract the experience points, */
2817 /* if we died cause of food, give us */
2818 /* food, and reset HP's... */
2819 /* */
2820 /**************************************/
2821
2822 /* remove any poisoning and confusion the character may be suffering. */
2823 /* restore player */
2824 at = archetype::find ("poisoning");
2825 tmp = present_arch_in_ob (at, op);
2826
2827 if (tmp)
2828 {
2829 tmp->destroy ();
2830 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2831 }
2832
2833 at = archetype::find ("confusion");
2834 tmp = present_arch_in_ob (at, op);
2835 if (tmp)
2836 {
2837 tmp->destroy ();
2838 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2839 }
2840
2841 cure_disease (op, 0, 0); /* remove any disease */
2842
2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2844 apply_death_exp_penalty (op);
2845 if (op->stats.food < 100)
2846 op->stats.food = 900;
2847 op->stats.hp = op->stats.maxhp;
2848 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2849 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2850
2851 /*
2852 * Check to see if the player has any unpaid items. If so, remove them
2853 * and put them back in the map.
2854 */
2855 op->drop_unpaid_items ();
2856
2857 /****************************************/
2858 /* */
2859 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */
2861 /* */
2862 /****************************************/
2863
2864 enter_player_savebed (op);
2865
2866 op->contr->braced = 0;
2867
2868 /* it is possible that the player has blown something up
2869 * at his savebed location, and that can have long lasting
2870 * spell effects. So first see if there is a spell effect
2871 * on the space that might harm the player.
2872 */
2873 will_kill_again = 0;
2874 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2875 if (tmp->type == SPELL_EFFECT)
2876 will_kill_again |= tmp->attacktype;
2877
2878 if (will_kill_again)
2879 {
2880 object *force;
2881 int at;
2882
2883 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed = 0.1f;
2886 force->speed_left = -5.f;
2887 SET_FLAG (force, FLAG_APPLIED);
2888 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100;
2891
2892 insert_ob_in_ob (force, op);
2893 op->update_stats ();
2894
2895 }
2896
2897 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2898 }
2899
2900 void
2901 loot_object (object *op)
2902 { /* Grab and destroy some treasure */
2903 object *tmp, *tmp2, *next;
2904
2905 op->close_container (); /* close open sack first */
2906
2907 for (tmp = op->inv; tmp; tmp = next)
2908 {
2909 next = tmp->below;
2910
2911 if (tmp->invisible)
2912 continue;
2913
2914 tmp->remove ();
2915 tmp->x = op->x, tmp->y = op->y;
2916
2917 if (tmp->type == CONTAINER)
2918 loot_object (tmp); /* empty container to ground */
2919
2920 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2921 {
2922 if (tmp->nrof > 1)
2923 {
2924 tmp->decrease (rndm (1, tmp->nrof - 1));
2925 insert_ob_in_map (tmp, op->map, NULL, 0);
2926 }
2927 else
2928 tmp->destroy ();
2929 }
2930 else
2931 insert_ob_in_map (tmp, op->map, NULL, 0);
2932 }
2933 }
2934
2935 /*
2936 * fix_weight(): Check recursively the weight of all players, and fix
2937 * what needs to be fixed. Refresh windows and fix speed if anything
2938 * was changed.
2939 */
2940 void
2941 fix_weight (void)
2942 {
2943 for_all_players (pl)
2944 {
2945 sint32 old = pl->ob->carrying;
2946
2947 pl->ob->update_weight ();
2948
2949 if (old != pl->ob->carrying)
2950 {
2951 pl->ob->update_stats ();
2952 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2953 }
2954 }
2955 }
2956
2957 void
2958 fix_luck (void)
2959 {
2960 for_all_players (pl)
2961 if (!pl->ob->contr->ns->state)
2962 pl->ob->change_luck (0);
2963 }
2964
2965 /* cast_dust() - handles op throwing objects of type 'DUST'.
2966 * This is much simpler in the new spell code - we basically
2967 * just treat this as any other spell casting object.
2968 */
2969 void
2970 cast_dust (object *op, object *throw_ob, int dir)
2971 {
2972 object *skop, *spob;
2973
2974 skop = find_skill_by_name (op, throw_ob->skill);
2975
2976 /* casting POTION 'dusts' is really a use_magic_item skill */
2977 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2978 {
2979 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2980 return;
2981 }
2982
2983 spob = throw_ob->inv;
2984
2985 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2986 // not pass NULL to cast_spell (which did indeed check itself, but
2987 // errors should be reported as early as possible IMHO)
2988 if (!spob)
2989 {
2990 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2991 return;
2992 }
2993
2994 if (op->type == PLAYER)
2995 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2996
2997 cast_spell (op, throw_ob, dir, spob, NULL);
2998
2999 throw_ob->destroy ();
3000 }
3001
3002 void
3003 make_visible (object *op)
3004 {
3005 op->hide = 0;
3006 op->invisible = 0;
3007
3008 if (op->type == PLAYER)
3009 {
3010 op->contr->tmp_invis = 0;
3011 op->contr->invis_race = 0;
3012 }
3013
3014 update_object (op, UP_OBJ_CHANGE);
3015 }
3016
3017 int
3018 is_true_undead (object *op)
3019 {
3020 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3021 return 1;
3022
3023 return 0;
3024 }
3025
3026 /* look at the surrounding terrain to determine
3027 * the hideability of this object. Positive levels
3028 * indicate greater hideability.
3029 */
3030 int
3031 hideability (object *ob)
3032 {
3033 int i, level = 0, mflag;
3034 sint16 x, y;
3035
3036 if (!ob || !ob->map)
3037 return 0;
3038
3039 /* so, on normal lighted maps, its hard to hide */
3040 level = ob->map->darkness - 2;
3041
3042 /* this also picks up whether the object is glowing.
3043 * If you carry a light on a non-dark map, its not
3044 * as bad as carrying a light on a pitch dark map */
3045 if (has_carried_lights (ob))
3046 level = -(10 + (2 * ob->map->darkness));
3047
3048 /* scan through all nearby squares for terrain to hide in */
3049 for (i = 0, x = ob->x, y = ob->y;
3050 i <= SIZEOFFREE1;
3051 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3052 {
3053 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3054 if (mflag & P_OUT_OF_MAP)
3055 continue;
3056
3057 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3058 level += 2;
3059 else /* open terrain! */
3060 level -= 1;
3061 }
3062
3063 #if 0
3064 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3065 #endif
3066 return level;
3067 }
3068
3069 /* For Hidden creatures - a chance of becoming 'unhidden'
3070 * every time they move - as we subtract off 'invisibility'
3071 * AND, for players, if they move into a ridiculously unhideable
3072 * spot (surrounded by clear terrain in broad daylight). -b.t.
3073 */
3074 void
3075 do_hidden_move (object *op)
3076 {
3077 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3078 object *skop;
3079
3080 if (!op || !op->map)
3081 return;
3082
3083 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3084
3085 /* its *extremely* hard to run and sneak/hide at the same time! */
3086 if (op->type == PLAYER && op->contr->run_on)
3087 if (!skop || num >= skop->level)
3088 {
3089 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3090 make_visible (op);
3091 return;
3092 }
3093 else
3094 num += 20;
3095
3096 num += op->map->difficulty;
3097 hide = hideability (op); /* modify by terrain hidden level */
3098 num -= hide;
3099
3100 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3101 {
3102 make_visible (op);
3103 if (op->type == PLAYER)
3104 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3105 }
3106 else if (op->type == PLAYER && skop)
3107 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3108 }
3109
3110 /* determine if who is standing near a hostile creature. */
3111
3112 int
3113 stand_near_hostile (object *who)
3114 {
3115 object *tmp = NULL;
3116 int i, friendly = 0, player = 0, mflags;
3117 maptile *m;
3118 sint16 x, y;
3119
3120 if (!who)
3121 return 0;
3122
3123 if (who->type == PLAYER)
3124 player = 1;
3125
3126 else
3127 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3128
3129 /* search adjacent squares */
3130 for (i = 1; i < 9; i++)
3131 {
3132 x = who->x + freearr_x[i];
3133 y = who->y + freearr_y[i];
3134 m = who->map;
3135 mflags = get_map_flags (m, &m, x, y, &x, &y);
3136 /* space must be blocked if there is a monster. If not
3137 * blocked, don't need to check this space.
3138 */
3139 if (mflags & P_OUT_OF_MAP)
3140 continue;
3141 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3142 continue;
3143
3144 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3145 {
3146 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3147 return 1;
3148 else if (tmp->type == PLAYER)
3149 {
3150 /*don't let a hidden DM prevent you from hiding */
3151 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3152 return 1;
3153 }
3154 }
3155 }
3156 return 0;
3157 }
3158
3159 /* check the player los field for viewability of the
3160 * object op. This function works fine for monsters,
3161 * but we dont worry if the object isnt the top one in
3162 * a pile (say a coin under a table would return "viewable"
3163 * by this routine). Another question, should we be
3164 * concerned with the direction the player is looking
3165 * in? Realistically, most of us can't see stuff behind
3166 * our backs...on the other hand, does the "facing" direction
3167 * imply the way your head, or body is facing? It's possible
3168 * for them to differ. Sigh, this fctn could get a bit more complex.
3169 * -b.t.
3170 * This function is now map tiling safe.
3171 */
3172 int
3173 player_can_view (object *pl, object *op)
3174 {
3175 rv_vector rv;
3176 int dx, dy;
3177
3178 if (pl->type != PLAYER)
3179 {
3180 LOG (llevError, "player_can_view() called for non-player object\n");
3181 return -1;
3182 }
3183
3184 if (!pl || !op)
3185 return 0;
3186
3187 op = op->head_ ();
3188
3189 get_rangevector (pl, op, &rv, 0x1);
3190
3191 /* starting with the 'head' part, lets loop
3192 * through the object and find if it has any
3193 * part that is in the los array but isn't on
3194 * a blocked los square.
3195 * we use the archetype to figure out offsets.
3196 */
3197 while (op)
3198 {
3199 dx = rv.distance_x + op->arch->x;
3200 dy = rv.distance_y + op->arch->y;
3201
3202 /* only the viewable area the player sees is updated by LOS
3203 * code, so we need to restrict ourselves to that range of values
3204 * for any meaningful values.
3205 */
3206 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3207 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3208 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3209 return 1;
3210
3211 op = op->more;
3212 }
3213
3214 return 0;
3215 }
3216
3217 /* routine for both players and monsters. We call this when
3218 * there is a possibility for our action distrubing our hiding
3219 * place or invisiblity spell. Artefact invisiblity is not
3220 * effected by this. If we arent invisible to begin with, we
3221 * return 0.
3222 */
3223 int
3224 action_makes_visible (object *op)
3225 {
3226 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3227 {
3228 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3229 return 0;
3230
3231 if (op->contr && op->contr->tmp_invis == 0)
3232 return 0;
3233
3234 /* If monsters, they should become visible */
3235 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3236 {
3237 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3238 return 1;
3239 }
3240 }
3241
3242 return 0;
3243 }
3244
3245 /* op_on_battleground - checks if the given object op (usually
3246 * a player) is standing on a valid battleground-tile,
3247 * function returns TRUE/FALSE. If true x, y returns the battleground
3248 * -exit-coord. (and if x, y not NULL)
3249 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3250 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3251 * Default is to do the same as before, so only people wanting to have different points need worry about this
3252 */
3253 int
3254 op_on_battleground (object *op, int *x, int *y)
3255 {
3256 /* A battleground-tile needs the following attributes to be valid:
3257 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3258 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3259 * and the exit-coordinates sp/hp must both be > 0.
3260 * => The intention here is to prevent abuse of the battleground-
3261 * feature (like pickable or hidden battleground tiles). */
3262 for (object *tmp = op->below; tmp; tmp = tmp->below)
3263 {
3264 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3265 {
3266 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3267 && tmp->type == BATTLEGROUND
3268 && tmp->name == shstr_battleground
3269 && EXIT_X (tmp) && EXIT_Y (tmp))
3270 {
3271 /* before we assign the exit, check if this is a teambattle */
3272 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3273 {
3274 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3275 {
3276 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3277 {
3278 if (x && y)
3279 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3280
3281 return 1;
3282 }
3283 }
3284 }
3285
3286 if (x && y)
3287 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3288
3289 return 1;
3290 }
3291 }
3292 }
3293
3294 /* If we got here, did not find a battleground */
3295 return 0;
3296 }
3297
3298 /*
3299 * When a dragon-player gains a new stage of evolution,
3300 * he gets some treasure
3301 *
3302 * attributes:
3303 * object *who the dragon player
3304 * int atnr the attack-number of the ability focus
3305 * int level ability level
3306 */
3307 void
3308 dragon_ability_gain (object *who, int atnr, int level)
3309 {
3310 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */
3312 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i = 0, j = 0;
3316
3317 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE)
3319 trlist = treasurelist::find (shstr_dragon_ability_fire);
3320 else if (atnr == ATNR_COLD)
3321 trlist = treasurelist::find (shstr_dragon_ability_cold);
3322 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = treasurelist::find (shstr_dragon_ability_elec);
3324 else if (atnr == ATNR_POISON)
3325 trlist = treasurelist::find (shstr_dragon_ability_poison);
3326
3327 if (trlist == NULL || who->type != PLAYER)
3328 return;
3329
3330 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3331
3332 if (!tr || !tr->item)
3333 {
3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3335 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = tr->item;
3340
3341 if (item->type == SPELL)
3342 {
3343 if (check_spell_known (who, item->name))
3344 return;
3345
3346 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 do_learn_spell (who, item, 0);
3348 return;
3349 }
3350
3351 /* grant direct spell */
3352 if (item->type == SPELLBOOK)
3353 {
3354 if (!item->inv)
3355 {
3356 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3357 return;
3358 }
3359 if (check_spell_known (who, item->inv->name))
3360 return;
3361 if (item->invisible)
3362 {
3363 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3364 do_learn_spell (who, item->inv, 0);
3365 return;
3366 }
3367 }
3368 else if (item->type == SKILL_TOOL && item->invisible)
3369 {
3370 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3371 {
3372
3373 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3374 * in this way, if the player is missing any of the attacktypes, he gets
3375 * them. As it is now, if the player has any that match the granted skill,
3376 * but not all of them, he gets nothing.
3377 */
3378 if (!(skop->attacktype & item->attacktype))
3379 {
3380 /* Give new attacktype */
3381 skop->attacktype |= item->attacktype;
3382
3383 /* always add physical if there's none */
3384 skop->attacktype |= AT_PHYSICAL;
3385
3386 if (item->msg != NULL)
3387 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3388
3389 /* Give player new face */
3390 if (item->animation_id)
3391 {
3392 who->face = skop->face;
3393 who->animation_id = item->animation_id;
3394 who->anim_speed = item->anim_speed;
3395 who->last_anim = 0;
3396 who->state = 0;
3397 animate_object (who, who->direction);
3398 }
3399 }
3400 }
3401 }
3402 else if (item->type == FORCE)
3403 {
3404 /* forces in the treasurelist can alter the player's stats */
3405 object *skin;
3406
3407 /* first get the dragon skin force */
3408 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3409 ;
3410
3411 if (!skin)
3412 return;
3413
3414 /* adding new spellpath attunements */
3415 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3416 {
3417 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3418
3419 /* print message */
3420 sprintf (buf, "You feel attuned to ");
3421 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3422 {
3423 if (item->path_attuned & (1 << i))
3424 {
3425 if (j)
3426 strcat (buf, " and ");
3427 else
3428 j = 1;
3429 strcat (buf, spellpathnames[i]);
3430 }
3431 }
3432 strcat (buf, ".");
3433 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3434 }
3435
3436 /* evtl. adding flags: */
3437 if (QUERY_FLAG (item, FLAG_XRAYS))
3438 SET_FLAG (skin, FLAG_XRAYS);
3439 if (QUERY_FLAG (item, FLAG_STEALTH))
3440 SET_FLAG (skin, FLAG_STEALTH);
3441 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3442 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3443
3444 /* print message if there is one */
3445 if (item->msg != NULL)
3446 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3447 }
3448 else
3449 {
3450 /* generate misc. treasure */
3451 tmp = arch_to_object (tr->item);
3452 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3453 who->insert (tmp);
3454 }
3455 }
3456
3457 /**
3458 * Unready an object for a player. This function does nothing if the object was
3459 * not readied.
3460 */
3461 void
3462 player_unready_range_ob (player *pl, object *ob)
3463 {
3464 if (pl->ob->current_weapon == ob)
3465 pl->ob->current_weapon = 0;
3466
3467 if (pl->combat_ob == ob)
3468 pl->combat_ob = 0;
3469
3470 if (pl->ranged_ob == ob)
3471 pl->ranged_ob = 0;
3472 }
3473
3474 sint8
3475 player::visibility_at (maptile *map, int x, int y) const
3476 {
3477 if (!ns)
3478 return 0;
3479
3480 int dx, dy;
3481 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3482 return 0;
3483
3484 x += dx - ns->current_x + ns->mapx / 2;
3485 y += dy - ns->current_y + ns->mapy / 2;
3486
3487 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3488 return 0;
3489
3490 return 100 - blocked_los [x][y];
3491 }
3492
3493 void
3494 player::infobox (const char *title, const char *msg, int color)
3495 {
3496 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3497 }
3498
3499 void
3500 player::statusmsg (const char *msg, int color)
3501 {
3502 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3503 }
3504
3505 void
3506 player::failmsg (const char *msg, int color)
3507 {
3508 play_sound (sound_find ("generic_failure"));
3509 statusmsg (msg, color);
3510 }
3511