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Revision: 1.198
Committed: Sat May 17 00:17:02 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.197: +1 -1 lines
Log Message:
many bugfixes

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