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Revision: 1.215
Committed: Sat Dec 27 08:01:07 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.214: +5 -5 lines
Log Message:
better understanding leads to better understanding

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,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
140 {
141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 break;
143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
146 }
147 }
148
149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 close_and_delete (fp, comp);
152 }
153
154 /* This loads the first map an puts the player on it. */
155 static void
156 set_first_map (object *op)
157 {
158 op->contr->maplevel = first_map_path;
159 op->x = -1;
160 op->y = -1;
161 }
162
163 void
164 player::activate ()
165 {
166 if (active)
167 return;
168
169 players.insert (this);
170 ob->remove ();
171 ob->map = 0;
172 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
175 }
176
177 void
178 player::deactivate ()
179 {
180 if (!active)
181 return;
182
183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this);
198 }
199
200 // connect the player with a specific client
201 // also changes, rationalises, and fixes some incorrect settings
202 void
203 player::connect (client *ns)
204 {
205 this->ns = ns;
206 ns->pl = this;
207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
212 ns->update_look = 0;
213 ns->look_position = 0;
214
215 clear_los ();
216
217 ns->reset_stats ();
218
219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race;
222
223 ob->update_weight ();
224 link_skills ();
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name);
229
230 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob))
232 {
233 object *tmp, *abil = 0, *skin = 0;
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263 }
264
265 void
266 player::disconnect ()
267 {
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289 }
290
291 // the need for this function can be explained
292 // by load_object not returning the object
293 void
294 player::set_object (object *op)
295 {
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330 }
331
332 void
333 player::set_observe (object *op)
334 {
335 observe = op ? op : ob;
336 do_los = 1;
337 }
338
339 player::player ()
340 {
341 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point.
343 */
344 outputs_sync = 4;
345 outputs_count = 4;
346 unapply = unapply_nochoice;
347
348 savebed_map = first_map_path; /* Init. respawn position */
349
350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
359 }
360
361 void
362 player::do_destroy ()
363 {
364 disconnect ();
365
366 attachable::do_destroy ();
367
368 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy ();
372 }
373
374 ob = observe = 0;
375 }
376
377 player::~player ()
378 {
379 /* Clear item stack */
380 free (stack_items);
381 }
382
383 /* Tries to add player on the connection passed in ns.
384 * All we can really get in this is some settings like host and display
385 * mode.
386 */
387 player *
388 player::create ()
389 {
390 player *pl = new player;
391
392 pl->set_object (arch_to_object (get_player_archetype (0)));
393
394 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
397
398 set_first_map (pl->ob);
399
400 return pl;
401 }
402
403 /*
404 * get_player_archetype() return next player archetype from archetype
405 * list. Not very efficient routine, but used only creating new players.
406 * Note: there MUST be at least one player archetype!
407 */
408 archetype *
409 get_player_archetype (archetype *at)
410 {
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
418
419 for (;;)
420 {
421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429 }
430
431 object *
432 get_nearest_player (object *mon)
433 {
434 object *op = NULL;
435 objectlink *ol;
436 unsigned lastdist;
437 rv_vector rv;
438
439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
440 {
441 if (!can_detect_enemy (mon, ol->ob, &rv))
442 continue;
443
444 if (lastdist > rv.distance)
445 {
446 op = ol->ob;
447 lastdist = rv.distance;
448 }
449 }
450
451 for_all_players (pl)
452 if (can_detect_enemy (mon, pl->ob, &rv))
453 if (lastdist > rv.distance)
454 {
455 op = pl->ob;
456 lastdist = rv.distance;
457 }
458
459 #if 0
460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
461 #endif
462 return op;
463 }
464
465 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
466 * result in a monster paths backtracking. It basically determines how large a
467 * detour a monster will take from the direction path when looking
468 * for a path to the player. The values are in the amount of direction
469 * the deviation is
470 */
471 #define DETOUR_AMOUNT 2
472
473 /* This is used to prevent infinite loops. Consider a case where the
474 * player is in a chamber (with gate closed), and monsters are outside.
475 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
476 * find a path into the chamber. This is a good thing, but since there
477 * is no real path, it will just keep circling the chamber for
478 * ever (this could be a nice effect for monsters, but not for the function
479 * to get stuck in. I think for the monsters, if max is reached and
480 * we return the first direction the creature could move would result in the
481 * circling behaviour. Unfortunately, this function is also used to determined
482 * if the creature should cast a spell, so returning a direction in that case
483 * is probably not a good thing.
484 */
485 #define MAX_SPACES 50
486
487 /*
488 * Returns the direction to the player, if valid. Returns 0 otherwise.
489 * modified to verify there is a path to the player. Does this by stepping towards
490 * player and if path is blocked then see if blockage is close enough to player that
491 * direction to player is changed (ie zig or zag). Continue zig zag until either
492 * reach player or path is blocked. Thus, will only return true if there is a free
493 * path to player. Though path may not be a straight line. Note that it will find
494 * player hiding along a corridor at right angles to the corridor with the monster.
495 *
496 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
497 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
498 * down corriders.
499 * 2) I think the old code was broken if the first direction the monster
500 * should move was blocked - the code would store the first direction without
501 * verifying that the player can actually move in that direction. The new
502 * code does not store anything in firstdir until we have verified that the
503 * monster can in fact move one space in that direction.
504 * 3) I'm not sure how good this code will be for moving multipart monsters,
505 * since only simple checks to blocked are being called, which could mean the monster
506 * is blocking itself.
507 */
508 int
509 path_to_player (object *mon, object *pl, unsigned mindiff)
510 {
511 rv_vector rv;
512 sint16 x, y;
513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
514 maptile *m, *lastmap;
515
516 get_rangevector (mon, pl, &rv, 0);
517
518 if (rv.distance < mindiff)
519 return 0;
520
521 x = mon->x;
522 y = mon->y;
523 m = mon->map;
524 dir = rv.direction;
525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
528 /* If we can't solve it within the search distance, return now. */
529 if (diff > max)
530 return 0;
531
532 while (diff > 1 && max > 0)
533 {
534 lastx = x;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
539
540 mflags = get_map_flags (m, &m, x, y, &x, &y);
541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542
543 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
547 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before.
549 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
551 if (rv.direction != dir)
552 {
553 /* OK - says direction should be different - lets reset the
554 * the values so it will try again.
555 */
556 x = lastx;
557 y = lasty;
558 m = lastmap;
559 dir = firstdir = rv.direction;
560 }
561 else
562 {
563 /* direct path is blocked - try taking a side step to
564 * either the left or right.
565 * Note increase the values in the loop below to be
566 * more than -1/1 respectively will mean the monster takes
567 * bigger detour. Have to be careful about these values getting
568 * too big (3 or maybe 4 or higher) as the monster may just try
569 * stepping back and forth
570 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
574 continue; /* already did this, so skip it */
575 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in
577 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance,
580 * gets blocked, finds that it should move north,
581 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully
584 * moved.
585 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap;
590 mflags = get_map_flags (m, &m, x, y, &x, &y);
591 if (mflags & P_OUT_OF_MAP)
592 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
596 if (mflags & P_BLOCKSVIEW)
597 continue;
598
599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
601 }
602 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path.
604 */
605 if (i == (DETOUR_AMOUNT + 1))
606 return 0;
607 diff--;
608 lastdir = dir;
609 max--;
610 if (!firstdir)
611 firstdir = dir + i;
612 } /* else check alternate directions */
613 } /* if blocked */
614 else
615 {
616 /* we moved towards creature, so diff is less */
617 diff--;
618 max--;
619 lastdir = dir;
620 if (!firstdir)
621 firstdir = dir;
622 }
623
624 if (diff <= 1)
625 {
626 /* Recalculate diff (distance) because we may not have actually
627 * headed toward player for entire distance.
628 */
629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 }
632
633 if (diff > max)
634 return 0;
635 }
636
637 /* If we reached the max, didn't find a direction in time */
638 if (!max)
639 return 0;
640
641 return firstdir;
642 }
643
644 void
645 give_initial_items (object *pl, treasurelist *items)
646 {
647 if (pl->randomitems)
648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649
650 for (object *next, *op = pl->inv; op; op = next)
651 {
652 next = op->below;
653
654 /* Forces get applied per default, unless they have the
655 * flag "neutral" set. Sorry but I can't think of a better way
656 */
657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
658 SET_FLAG (op, FLAG_APPLIED);
659
660 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions
662 */
663 if (pl->type == PLAYER)
664 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
667 (op->type == ARMOUR || op->type == BOOTS
668 || op->type == CLOAK || op->type == HELMET
669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 {
673 op->destroy ();
674 continue;
675 }
676 }
677
678 /* This really needs to be better - we should really give
679 * a substitute spellbook. The problem is that we don't really
680 * have a good idea what to replace it with (need something like
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */
684 if (op->type == SPELLBOOK || op->type == SKILL)
685 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 {
694 op->destroy ();
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
696 continue;
697 }
698
699 if (op->nrof > 1)
700 op->nrof = 1;
701 }
702
703 if (op->type == SPELLBOOK && op->inv)
704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
705
706 /* Give starting characters identified, uncursed, and undamned
707 * items. Just don't identify gold or silver, or it won't be
708 * merged properly.
709 */
710 if (need_identify (op))
711 {
712 SET_FLAG (op, FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED);
715 }
716
717 if (op->type == SPELL)
718 {
719 op->destroy ();
720 continue;
721 }
722 else if (op->type == SKILL)
723 {
724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
725 op->stats.exp = 0;
726 op->level = 1;
727 }
728 else /* lock all 'normal items by default */
729 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */
731
732 /* Need to set up the skill pointers */
733 pl->contr->link_skills ();
734 }
735
736 void
737 get_party_password (object *op, partylist *party)
738 {
739 if (party == NULL)
740 {
741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
742 return;
743 }
744
745 op->contr->write_buf[0] = '\0';
746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
747 op->contr->party_to_join = party;
748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749 }
750
751 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752 static int
753 roll_stat (void)
754 {
755 int a[4], i, j, k;
756
757 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1;
759
760 for (i = 0, j = 0, k = 7; i < 4; i++)
761 if (a[i] < k)
762 k = a[i], j = i;
763
764 for (i = 0, k = 0; i < 4; i++)
765 if (i != j)
766 k += a[i];
767
768 return k;
769 }
770
771 void
772 object::roll_stats ()
773 {
774 int statsort [NUM_STATS];
775
776 for (;;)
777 {
778 int sum = 0;
779 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat ();
781
782 if (sum >= 82 && sum <= 116)
783 break;
784 }
785
786 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788
789 for (int i = 0; i < NUM_STATS; ++i)
790 stats.stat (i) = statsort [i];
791
792 stats.exp = 0;
793 stats.ac = 0;
794
795 stats.hp = stats.maxhp;
796 stats.sp = stats.maxsp;
797 stats.grace = stats.maxgrace;
798
799 if (contr)
800 {
801 contr->levhp[1] = 9;
802 contr->levsp[1] = 6;
803 contr->levgrace[1] = 3;
804
805 contr->orig_stats = stats;
806 }
807 }
808
809 void
810 object::swap_stats (int a, int b)
811 {
812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
813
814 for (int i = 0; i < NUM_STATS; ++i)
815 stats.stat (i) = contr->orig_stats.stat (i);
816
817 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats
819 stats.ac = 0;
820
821 level = 1;
822 stats.exp = 0;
823 stats.ac = 0;
824
825 stats.hp = stats.maxhp;
826 stats.sp = stats.maxsp;
827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
835 contr->orig_stats = stats;
836 }
837 }
838
839 static void
840 start_info (object *op)
841 {
842 char buf[MAX_BUF];
843
844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
845 new_draw_info (NDI_UNIQUE, 0, op, buf);
846 }
847
848 /* This function takes the key that is passed, and does the
849 * appropriate action with it (change race, or other things).
850 * The function name is for historical reasons - now we have
851 * separate race and class; this actually changes the RACE,
852 * not the class.
853 */
854 void
855 player::chargen_race_done ()
856 {
857 /* this must before then initial items are given */
858 esrv_new_player (ob->contr);
859
860 treasurelist *tl = treasurelist::find ("starting_wealth");
861 if (tl)
862 create_treasure (tl, ob, 0, 0, 0);
863
864 INVOKE_PLAYER (BIRTH, ob->contr);
865 INVOKE_PLAYER (LOGIN, ob->contr);
866
867 ob->contr->ns->state = ST_PLAYING;
868
869 if (ob->msg)
870 ob->msg = 0;
871
872 start_info (ob);
873 CLEAR_FLAG (ob, FLAG_WIZ);
874 give_initial_items (ob, ob->randomitems);
875 esrv_send_inventory (ob, ob);
876 ob->update_stats ();
877
878 /* This moves the player to a different start map, if there
879 * is one for this race
880 */
881 if (*first_map_ext_path)
882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
883 else
884 LOG (llevDebug, "first_map_ext_path not set\n");
885 }
886
887 void
888 player::chargen_race_next ()
889 {
890 /* Following actually changes the race - this is the default command
891 * if we don't match with one of the options above.
892 */
893
894 do
895 {
896 shstr name = ob->name;
897 int x = ob->x, y = ob->y;
898
899 ob->remove_statbonus ();
900 ob->remove ();
901 ob->arch = get_player_archetype (ob->arch);
902 ob->arch->copy_to (ob);
903 ob->instantiate ();
904 ob->stats = ob->contr->orig_stats;
905 ob->name = ob->name_pl = name;
906 ob->x = x;
907 ob->y = y;
908 SET_ANIMATION (ob, 2); /* So player faces south */
909 insert_ob_in_map (ob, ob->map, ob, 0);
910 assign (ob->contr->title, ob->arch->object::name);
911 ob->add_statbonus ();
912 }
913 while (!allowed_class (ob));
914
915 update_object (ob, UP_OBJ_FACE);
916 esrv_update_item (UPD_FACE, ob, ob);
917 ob->update_stats ();
918 ob->stats.hp = ob->stats.maxhp;
919 ob->stats.sp = ob->stats.maxsp;
920 ob->stats.grace = 0;
921 }
922
923 void
924 flee_player (object *op)
925 {
926 int dir, diff;
927 rv_vector rv;
928
929 if (op->stats.hp < 0)
930 {
931 LOG (llevDebug, "Fleeing player is dead.\n");
932 CLEAR_FLAG (op, FLAG_SCARED);
933 return;
934 }
935
936 if (!op->enemy)
937 {
938 LOG (llevDebug, "Fleeing player had no enemy.\n");
939 CLEAR_FLAG (op, FLAG_SCARED);
940 return;
941 }
942
943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
944 {
945 op->enemy = NULL;
946 CLEAR_FLAG (op, FLAG_SCARED);
947 return;
948 }
949
950 get_rangevector (op, op->enemy, &rv, 0);
951
952 dir = absdir (4 + rv.direction);
953 for (diff = 0; diff < 3; diff++)
954 {
955 int m = 1 - rndm (2) * 2;
956
957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
958 return;
959 }
960
961 /* Cornered, get rid of scared */
962 CLEAR_FLAG (op, FLAG_SCARED);
963 op->enemy = NULL;
964 }
965
966 /* check_pick sees if there is stuff to be picked up/picks up stuff.
967 * It returns 1 if the player should keep on moving, 0 if he should
968 * stop.
969 */
970 int
971 check_pick (object *op)
972 {
973 object *tmp, *next;
974 int stop = 0;
975 int wvratio;
976 char putstring[128];
977
978 /* if you're flying, you cna't pick up anything */
979 if (op->move_type & MOVE_FLYING)
980 return 1;
981
982 next = op->below;
983
984 int cnt = MAX_ITEM_PER_DROP;
985 #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
986
987 /* loop while there are items on the floor that are not marked as
988 * destroyed */
989 while (next && !next->destroyed ())
990 {
991 tmp = next;
992 next = tmp->below;
993
994 if (cnt <= 0)
995 {
996 op->failmsg ("Couldn't pickup all items at once.");
997 return 0;
998 }
999
1000 if (op->destroyed ())
1001 return 0;
1002
1003 if (!can_pick (op, tmp))
1004 continue;
1005
1006 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1007 {
1008 if (item_matched_string (op, tmp, op->contr->search_str))
1009 CHK_PICK_PICKUP;
1010
1011 continue;
1012 }
1013
1014 /* high not bit set? We're using the old autopickup model */
1015 if (!(op->contr->mode & PU_NEWMODE))
1016 {
1017 switch (op->contr->mode)
1018 {
1019 case 0:
1020 return 1; /* don't pick up */
1021 case 1:
1022 CHK_PICK_PICKUP;
1023 return 1;
1024 case 2:
1025 CHK_PICK_PICKUP;
1026 return 0;
1027 case 3:
1028 return 0; /* stop before pickup */
1029 case 4:
1030 CHK_PICK_PICKUP;
1031 break;
1032 case 5:
1033 CHK_PICK_PICKUP;
1034 stop = 1;
1035 break;
1036 case 6:
1037 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1038 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1039 CHK_PICK_PICKUP;
1040 break;
1041
1042 case 7:
1043 if (tmp->type == MONEY || tmp->type == GEM)
1044 CHK_PICK_PICKUP;
1045 break;
1046
1047 default:
1048 /* use value density */
1049 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1050 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1051 CHK_PICK_PICKUP;
1052 }
1053 }
1054 else
1055 { /* old model */
1056 /* NEW pickup handling */
1057 if (op->contr->mode & PU_DEBUG)
1058 {
1059 /* some debugging code to figure out item information */
1060 if (tmp->name != NULL)
1061 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1062 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1063 else
1064 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1065 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1066
1067 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1068 }
1069
1070 /* philosophy:
1071 * It's easy to grab an item type from a pile, as long as it's
1072 * generic. This takes no game-time. For more detailed pickups
1073 * and selections, select-items should be used. This is a
1074 * grab-as-you-run type mode that's really useful for arrows for
1075 * example.
1076 * The drawback: right now it has no frontend, so you need to
1077 * stick the bits you want into a calculator in hex mode and then
1078 * convert to decimal and then 'pickup <#>
1079 */
1080
1081 /* the first two modes are exclusive: if NOTHING we return, if
1082 * STOP then we stop. All the rest are applied sequentially,
1083 * meaning if any test passes, the item gets picked up. */
1084
1085 /* if mode is set to pick nothing up, return */
1086
1087 if (op->contr->mode & PU_NOTHING)
1088 return 1;
1089
1090 /* if mode is set to stop when encountering objects, return */
1091 /* take STOP before INHIBIT since it doesn't actually pick
1092 * anything up */
1093
1094 if (op->contr->mode & PU_STOP)
1095 return 0;
1096
1097 /* useful for going into stores and not losing your settings... */
1098 /* and for battles wher you don't want to get loaded down while
1099 * fighting */
1100 if (op->contr->mode & PU_INHIBIT)
1101 return 1;
1102
1103 /* prevent us from turning into auto-thieves :) */
1104 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1105 continue;
1106
1107 /* ignore known cursed objects */
1108 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1109 continue;
1110
1111 /* all food and drink if desired */
1112 /* question: don't pick up known-poisonous stuff? */
1113 if (op->contr->mode & PU_FOOD)
1114 if (tmp->type == FOOD)
1115 {
1116 CHK_PICK_PICKUP;
1117 continue;
1118 }
1119
1120 if (op->contr->mode & PU_DRINK)
1121 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1122 {
1123 CHK_PICK_PICKUP;
1124 continue;
1125 }
1126
1127 if (op->contr->mode & PU_POTION)
1128 if (tmp->type == POTION)
1129 {
1130 CHK_PICK_PICKUP;
1131 continue;
1132 }
1133
1134 /* spellbooks, skillscrolls and normal books/scrolls */
1135 if (op->contr->mode & PU_SPELLBOOK)
1136 if (tmp->type == SPELLBOOK)
1137 {
1138 CHK_PICK_PICKUP;
1139 continue;
1140 }
1141
1142 if (op->contr->mode & PU_SKILLSCROLL)
1143 if (tmp->type == SKILLSCROLL)
1144 {
1145 CHK_PICK_PICKUP;
1146 continue;
1147 }
1148
1149 if (op->contr->mode & PU_READABLES)
1150 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1151 {
1152 CHK_PICK_PICKUP;
1153 continue;
1154 }
1155
1156 /* wands/staves/rods/horns */
1157 if (op->contr->mode & PU_MAGIC_DEVICE)
1158 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1159 {
1160 CHK_PICK_PICKUP;
1161 continue;
1162 }
1163
1164 /* pick up all magical items */
1165 if (op->contr->mode & PU_MAGICAL)
1166 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1167 {
1168 CHK_PICK_PICKUP;
1169 continue;
1170 }
1171
1172 if (op->contr->mode & PU_VALUABLES)
1173 {
1174 if (tmp->type == MONEY || tmp->type == GEM)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179 }
1180
1181 /* rings & amulets - talismans seems to be typed AMULET */
1182 if (op->contr->mode & PU_JEWELS)
1183 if (tmp->type == RING || tmp->type == AMULET)
1184 {
1185 CHK_PICK_PICKUP;
1186 continue;
1187 }
1188
1189 /* we don't forget dragon food */
1190 if (op->contr->mode & PU_FLESH)
1191 if (tmp->type == FLESH)
1192 {
1193 CHK_PICK_PICKUP;
1194 continue;
1195 }
1196
1197 /* bows and arrows. Bows are good for selling! */
1198 if (op->contr->mode & PU_BOW)
1199 if (tmp->type == BOW)
1200 {
1201 CHK_PICK_PICKUP;
1202 continue;
1203 }
1204
1205 if (op->contr->mode & PU_ARROW)
1206 if (tmp->type == ARROW)
1207 {
1208 CHK_PICK_PICKUP;
1209 continue;
1210 }
1211
1212 /* all kinds of armor etc. */
1213 if (op->contr->mode & PU_ARMOUR)
1214 if (tmp->type == ARMOUR)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 if (op->contr->mode & PU_HELMET)
1221 if (tmp->type == HELMET)
1222 {
1223 CHK_PICK_PICKUP;
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_SHIELD)
1228 if (tmp->type == SHIELD)
1229 {
1230 CHK_PICK_PICKUP;
1231 continue;
1232 }
1233
1234 if (op->contr->mode & PU_BOOTS)
1235 if (tmp->type == BOOTS)
1236 {
1237 CHK_PICK_PICKUP;
1238 continue;
1239 }
1240
1241 if (op->contr->mode & PU_GLOVES)
1242 if (tmp->type == GLOVES)
1243 {
1244 CHK_PICK_PICKUP;
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_CLOAK)
1249 if (tmp->type == CLOAK)
1250 {
1251 CHK_PICK_PICKUP;
1252 continue;
1253 }
1254
1255 /* hoping to catch throwing daggers here */
1256 if (op->contr->mode & PU_MISSILEWEAPON)
1257 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1258 {
1259 CHK_PICK_PICKUP;
1260 continue;
1261 }
1262
1263 /* careful: chairs and tables are weapons! */
1264 if (op->contr->mode & PU_ALLWEAPON)
1265 {
1266 if (tmp->type == WEAPON && tmp->name != NULL)
1267 {
1268 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1269 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1270 {
1271 CHK_PICK_PICKUP;
1272 continue;
1273 }
1274 }
1275
1276 if (tmp->type == WEAPON && tmp->name == NULL)
1277 {
1278 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1279 {
1280 CHK_PICK_PICKUP;
1281 continue;
1282 }
1283 }
1284 }
1285
1286 /* misc stuff that's useful */
1287 if (op->contr->mode & PU_KEY)
1288 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* any of the last 4 bits set means we use the ratio for value
1295 * pickups */
1296 if (op->contr->mode & PU_RATIO)
1297 {
1298 /* use value density to decide what else to grab */
1299 /* >=7 was >= op->contr->mode */
1300 /* >=7 is the old standard setting. Now we take the last 4 bits
1301 */
1302 wvratio = op->contr->mode & PU_RATIO;
1303 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1304 {
1305 CHK_PICK_PICKUP;
1306 #if 0
1307 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1308 if (tmp->name != NULL)
1309 {
1310 fprintf (stderr, "%s", tmp->name);
1311 }
1312 else
1313 fprintf (stderr, "%s", tmp->arch->archname);
1314 fprintf (stderr, ",%d] = ", tmp->type);
1315 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1316 #endif
1317 continue;
1318 }
1319 }
1320 } /* the new pickup model */
1321 }
1322
1323 return !stop;
1324 }
1325
1326 /*
1327 * Find an arrow in the inventory and after that
1328 * in the right type container (quiver). Pointer to the
1329 * found object is returned.
1330 */
1331 object *
1332 find_arrow (object *op, const char *type)
1333 {
1334 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1335 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1336 return splay (tmp);
1337
1338 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1339 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1340 if (object *arrow = find_arrow (tmp, type))
1341 {
1342 splay (tmp);
1343 return arrow;
1344 }
1345
1346 return 0;
1347 }
1348
1349 /*
1350 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1351 * against the target. A full test is not performed, simply a basic test
1352 * of resistances. The archer is making a quick guess at what he sees down
1353 * the hall. Failing that it does it's best to pick the highest plus arrow.
1354 */
1355 object *
1356 find_better_arrow (object *op, object *target, const char *type, int *better)
1357 {
1358 object *tmp = NULL, *arrow, *ntmp;
1359 int attacknum, attacktype, betterby = 0, i;
1360
1361 if (!type)
1362 return NULL;
1363
1364 for (arrow = op->inv; arrow; arrow = arrow->below)
1365 {
1366 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1367 {
1368 i = 0;
1369 ntmp = find_better_arrow (arrow, target, type, &i);
1370 if (i > betterby)
1371 {
1372 tmp = ntmp;
1373 betterby = i;
1374 }
1375 }
1376 else if (arrow->type == ARROW && arrow->race == type)
1377 {
1378 /* allways prefer assasination/slaying */
1379 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1380 {
1381 if (arrow->attacktype & AT_DEATH)
1382 {
1383 *better = 100;
1384 return arrow;
1385 }
1386 else
1387 {
1388 tmp = arrow;
1389 betterby = (arrow->magic + arrow->stats.dam) * 2;
1390 }
1391 }
1392 else
1393 {
1394 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1395 {
1396 attacktype = 1 << attacknum;
1397 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1398 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1399 {
1400 tmp = arrow;
1401 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1402 }
1403 }
1404 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1405 {
1406 tmp = arrow;
1407 betterby = 2 + arrow->magic + arrow->stats.dam;
1408 }
1409 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1410 {
1411 tmp = arrow;
1412 betterby = 1 + arrow->magic + arrow->stats.dam;
1413 }
1414 }
1415 }
1416 }
1417
1418 if (tmp == NULL && arrow == NULL)
1419 return find_arrow (op, type);
1420
1421 *better = betterby;
1422 return tmp;
1423 }
1424
1425 /* looks in a given direction, finds the first valid target, and calls
1426 * find_better_arrow to find a decent arrow to use.
1427 * op = the shooter
1428 * type = bow->race
1429 * dir = fire direction
1430 */
1431 object *
1432 pick_arrow_target (object *op, const char *type, int dir)
1433 {
1434 object *tmp = NULL;
1435 maptile *m;
1436 int i, mflags, found, number;
1437 sint16 x, y;
1438
1439 if (op->map == NULL)
1440 return find_arrow (op, type);
1441
1442 /* do a dex check */
1443 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1444 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1445 return find_arrow (op, type);
1446
1447 m = op->map;
1448 x = op->x;
1449 y = op->y;
1450
1451 /* find the first target */
1452 for (i = 0, found = 0; i < 20; i++)
1453 {
1454 x += freearr_x[dir];
1455 y += freearr_y[dir];
1456 mflags = get_map_flags (m, &m, x, y, &x, &y);
1457
1458 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1459 {
1460 tmp = 0;
1461 break;
1462 }
1463 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1464 {
1465 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1466 * perhaps a bad assumption.
1467 */
1468 tmp = 0;
1469 break;
1470 }
1471
1472 if (mflags & P_IS_ALIVE)
1473 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1474 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1475 break;
1476 }
1477
1478 if (!tmp)
1479 return find_arrow (op, type);
1480
1481 if (tmp->head)
1482 tmp = tmp->head;
1483
1484 return find_better_arrow (op, tmp, type, &i);
1485 }
1486
1487 /*
1488 * Creature fires a bow - op can be monster or player. Returns
1489 * 1 if bow was actually fired, 0 otherwise.
1490 * op is the object firing the bow.
1491 * part is for multipart creatures - the part firing the bow.
1492 * dir is the direction of fire.
1493 * wc_mod is any special modifier to give (used in special player fire modes)
1494 * sx, sy are coordinates to fire arrow from - also used in some of the special
1495 * player fire modes.
1496 */
1497 int
1498 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1499 {
1500 object *left, *bow;
1501 int mflags;
1502 maptile *m;
1503
1504 if (!dir)
1505 {
1506 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1507 return 0;
1508 }
1509
1510 if (op->contr)
1511 bow = op->current_weapon;
1512 else
1513 {
1514 for (bow = op->inv; bow; bow = bow->below)
1515 /* Don't check for applied - monsters don't apply bows - in that way, they
1516 * don't need to switch back and forth between bows and weapons.
1517 */
1518 if (bow->type == BOW)
1519 break;
1520
1521 if (!bow)
1522 {
1523 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1524 return 0;
1525 }
1526
1527 // optimisation: move object to top so we will find it quickly again
1528 if (bow->below)
1529 {
1530 bow->remove ();
1531 op->insert (bow);
1532 }
1533 }
1534
1535 if (!bow->race || !bow->skill)
1536 {
1537 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1538 return 0;
1539 }
1540
1541 if (arrow == NULL)
1542 {
1543 if ((arrow = find_arrow (op, bow->race)) == NULL)
1544 {
1545 if (op->type == PLAYER)
1546 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1547 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1548 else
1549 CLEAR_FLAG (op, FLAG_READY_BOW);
1550
1551 return 0;
1552 }
1553 }
1554
1555 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1556 if (mflags & P_OUT_OF_MAP)
1557 return 0;
1558
1559 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1560 {
1561 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1562 return 0;
1563 }
1564
1565 /* this should not happen, but sometimes does */
1566 if (arrow->nrof == 0)
1567 {
1568 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1569 arrow->destroy ();
1570 return 0;
1571 }
1572
1573 left = arrow; /* these are arrows left to the player */
1574 arrow = arrow->split ();
1575 if (!arrow)
1576 {
1577 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1578 return 0;
1579 }
1580
1581 arrow->set_owner (op);
1582 arrow->skill = bow->skill;
1583 arrow->direction = dir;
1584
1585 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1586 arrow->stats.hp = arrow->stats.dam;
1587 arrow->stats.grace = arrow->attacktype;
1588
1589 if (arrow->slaying)
1590 arrow->spellarg = strdup (arrow->slaying);
1591
1592 #if 0
1593 if (player *pl = op->contr)
1594 {
1595 float speed = pl->weapon_sp;
1596
1597 /* penalize ROF for bestarrow */
1598 if (pl->bowtype == bow_bestarrow)
1599 speed *= .9f;
1600 else
1601 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1602
1603 op->speed_left += speed - op->speed;
1604 }
1605 #endif
1606
1607 SET_ANIMATION (arrow, arrow->direction);
1608
1609 /* update the speed */
1610 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1611 + bow->stats.dam / 7.f;
1612
1613 arrow->set_speed (max (arrow->speed, 2.f));
1614 arrow->speed_left = 0;
1615
1616 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1617
1618 if (op->type == PLAYER)
1619 {
1620 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1621 wc -= dex_bonus[op->stats.Dex];
1622
1623 if (!arrow->slaying)
1624 arrow->slaying = op->slaying;
1625
1626 arrow->attacktype |= op->attacktype;
1627 }
1628 else
1629 {
1630 arrow->level = op->level;
1631 arrow->stats.wc -= bow->magic;
1632
1633 if (!arrow->slaying)
1634 arrow->slaying = bow->slaying;
1635
1636 arrow->attacktype |= bow->attacktype;
1637 }
1638
1639 wc -= arrow->level;
1640 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1641
1642 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1643 arrow->move_type = MOVE_FLY_LOW;
1644 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1645
1646 op->play_sound (sound_find ("fire_arrow"));
1647 m->insert (arrow, sx, sy, op);
1648
1649 if (!arrow->destroyed ())
1650 move_arrow (arrow);
1651
1652 return 1;
1653 }
1654
1655 /* Special fire code for players - this takes into
1656 * account the special fire modes players can have
1657 * but monsters can't. Putting that code here
1658 * makes the fire_bow code much cleaner.
1659 * this function should only be called if 'op' is a player,
1660 * hence the function name.
1661 */
1662 int
1663 player_fire_bow (object *op, int dir)
1664 {
1665 int ret;
1666
1667 if (op->contr->bowtype == bow_bestarrow)
1668 {
1669 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1670 }
1671 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1672 {
1673 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1674 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1675 }
1676 else if (op->contr->bowtype == bow_threewide)
1677 {
1678 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1679 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1680 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1681 }
1682 else if (op->contr->bowtype == bow_spreadshot)
1683 {
1684 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1685 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1686 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1687 }
1688 else
1689 {
1690 /* Simple case */
1691 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1692 }
1693
1694 return ret;
1695 }
1696
1697 /* Fires a misc (wand/rod/horn) object in 'dir'.
1698 * Broken apart from 'fire' to keep it more readable.
1699 */
1700 void
1701 fire_misc_object (object *op, int dir)
1702 {
1703 object *item = op->contr->ranged_ob;
1704
1705 if (!item)
1706 {
1707 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1708 return;
1709 }
1710
1711 if (!item->inv)
1712 {
1713 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1714 return;
1715 }
1716
1717 if (!op->change_weapon (item))
1718 return;
1719
1720 if (item->type == WAND)
1721 {
1722 if (item->stats.food <= 0)
1723 {
1724 op->contr->play_sound (sound_find ("wand_poof"));
1725 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1726
1727 return;
1728 }
1729 }
1730 else if (item->type == ROD || item->type == HORN)
1731 {
1732 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1733
1734 // using the maximum of the rods charge allows at least one spell cast
1735 // for a rod or horn, this fixes some broken rods.
1736 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1737 {
1738 op->contr->play_sound (sound_find ("wand_poof"));
1739
1740 if (item->type == ROD)
1741 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1742 else
1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1744
1745 return;
1746 }
1747 }
1748
1749 if (cast_spell (op, item, dir, item->inv, NULL))
1750 {
1751 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1752
1753 if (item->type == WAND)
1754 {
1755 if (!(--item->stats.food))
1756 {
1757 object *tmp;
1758
1759 if (item->arch)
1760 {
1761 CLEAR_FLAG (item, FLAG_ANIMATE);
1762 item->face = item->arch->face;
1763 item->set_speed (0);
1764 }
1765
1766 if (object *pl = item->visible_to ())
1767 esrv_update_item (UPD_ANIM, pl, item);
1768 }
1769 }
1770 else if (item->type == ROD || item->type == HORN)
1771 drain_rod_charge (item);
1772 }
1773 }
1774
1775 /* Received a fire command for the player - go and do it.
1776 */
1777 bool
1778 fire (object *op, int dir)
1779 {
1780 int spellcost = 0;
1781
1782 player *pl = op->contr;
1783
1784 if (pl->golem)
1785 {
1786 control_golem (op->contr->golem, dir);
1787 return false;
1788 }
1789
1790 object *ob = pl->ranged_ob;
1791
1792 if (!ob)
1793 return false;
1794
1795 if (op->speed_left > 0.f)
1796 --op->speed_left;
1797 else
1798 return false;
1799
1800 if (!op->change_weapon (ob))
1801 return false;
1802
1803 /* check for loss of invisiblity/hide */
1804 if (action_makes_visible (op))
1805 make_visible (op);
1806
1807 switch (ob->type)
1808 {
1809 case BOW:
1810 player_fire_bow (op, dir);
1811 break;
1812
1813 case SPELL:
1814 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1815 break;
1816
1817 case BUILDER:
1818 apply_map_builder (op, dir);
1819 break;
1820
1821 case SKILL:
1822 do_skill (op, op, ob, dir, 0);
1823 break;
1824
1825 default:
1826 fire_misc_object (op, dir);
1827 break;
1828 }
1829
1830 return true;
1831 }
1832
1833 /* find_key
1834 * We try to find a key for the door as passed. If we find a key
1835 * and successfully use it, we return the key, otherwise NULL
1836 * This function merges both normal and locked door, since the logic
1837 * for both is the same - just the specific key is different.
1838 * pl is the player,
1839 * inv is the objects inventory to searched
1840 * door is the door we are trying to match against.
1841 * This function can be called recursively to search containers.
1842 */
1843 object *
1844 find_key (object *pl, object *container, object *door)
1845 {
1846 object *tmp, *key;
1847
1848 /* Should not happen, but sanity checking is never bad */
1849 if (!container->inv)
1850 return 0;
1851
1852 /* First, lets try to find a key in the top level inventory */
1853 for (tmp = container->inv; tmp; tmp = tmp->below)
1854 {
1855 if (door->type == DOOR && tmp->type == KEY)
1856 break;
1857 /* For sanity, we should really check door type, but other stuff
1858 * (like containers) can be locked with special keys
1859 */
1860 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1861 break;
1862 }
1863
1864 /* No key found - lets search inventories now */
1865 /* If we find and use a key in an inventory, return at that time.
1866 * otherwise, if we search all the inventories and still don't find
1867 * a key, return
1868 */
1869 if (!tmp)
1870 {
1871 for (tmp = container->inv; tmp; tmp = tmp->below)
1872 {
1873 /* No reason to search empty containers */
1874 if (tmp->type == CONTAINER && tmp->inv)
1875 {
1876 if ((key = find_key (pl, tmp, door)))
1877 return key;
1878 }
1879 }
1880
1881 if (!tmp)
1882 return NULL;
1883 }
1884
1885 /* We get down here if we have found a key. Now if its in a container,
1886 * see if we actually want to use it
1887 */
1888 if (pl != container)
1889 {
1890 /* Only let players use keys in containers */
1891 if (!pl->contr)
1892 return NULL;
1893 /* cases where this fails:
1894 * If we only search the player inventory, return now since we
1895 * are not in the players inventory.
1896 * If the container is not active, return now since only active
1897 * containers can be used.
1898 * If we only search keyrings and the container does not have
1899 * a race/isn't a keyring.
1900 * No checking for all containers - to fall through past here,
1901 * inv must have been an container and must have been active.
1902 *
1903 * Change the color so that the message doesn't disappear with
1904 * all the others.
1905 */
1906 if (pl->contr->usekeys == key_inventory ||
1907 !QUERY_FLAG (container, FLAG_APPLIED) ||
1908 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1909 {
1910 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1911 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1912 return NULL;
1913 }
1914 }
1915
1916 return tmp;
1917 }
1918
1919 /* moved door processing out of move_player_attack.
1920 * returns 1 if player has opened the door with a key
1921 * such that the caller should not do anything more,
1922 * 0 otherwise
1923 */
1924 static int
1925 player_attack_door (object *op, object *door)
1926 {
1927 /* If its a door, try to find a key. If we do destroy the door,
1928 * might as well return immediately as there is nothing more to do -
1929 * otherwise, we fall through to the rest of the code.
1930 */
1931 object *key = find_key (op, op, door);
1932
1933 /* If we found a key, do some extra work */
1934 if (key)
1935 {
1936 object *container = key->env;
1937
1938 if (action_makes_visible (op))
1939 make_visible (op);
1940
1941 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1942 spring_trap (door->inv, op);
1943
1944 if (door->type == DOOR)
1945 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1946 else if (door->type == LOCKED_DOOR)
1947 {
1948 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1949 remove_door2 (door); /* remove door without violence ;-) */
1950 }
1951
1952 /* Do this after we print the message */
1953 key->decrease (); /* Use up one of the keys */
1954
1955 return 1; /* Nothing more to do below */
1956 }
1957 else if (door->type == LOCKED_DOOR)
1958 {
1959 /* Might as well return now - no other way to open this */
1960 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1961 return 1;
1962 }
1963
1964 return 0;
1965 }
1966
1967 /* This function is just part of a breakup from move_player.
1968 * It should keep the code cleaner.
1969 * When this is called, the players direction has been updated
1970 * (taking into account confusion.) The player is also actually
1971 * going to try and move (not fire weapons).
1972 */
1973 bool
1974 move_player_attack (object *op, int dir)
1975 {
1976 int on_battleground;
1977
1978 sint16 nx = freearr_x[dir] + op->x;
1979 sint16 ny = freearr_y[dir] + op->y;
1980
1981 on_battleground = op_on_battleground (op, 0, 0);
1982
1983 if (out_of_map (op->map, nx, ny))
1984 return false;
1985
1986 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1987 {
1988 --op->speed_left;
1989 return true;
1990 }
1991
1992 /* If braced, or can't move to the square, and it is not out of the
1993 * map, attack it. Note order of if statement is important - don't
1994 * want to be calling move_ob if braced, because move_ob will move the
1995 * player. This is a pretty nasty hack, because if we could
1996 * move to some space, it then means that if we are braced, we should
1997 * do nothing at all. As it is, if we are braced, we go through
1998 * quite a bit of processing. However, it probably is less than what
1999 * move_ob uses.
2000 */
2001 maptile *m = op->map->xy_find (nx, ny);
2002
2003 /* Go through all the objects, and find ones of interest. Only stop if
2004 * we find a monster - that is something we know we want to attack.
2005 * if its a door or barrel (can roll) see if there may be monsters
2006 * on the space
2007 */
2008 object *mon;
2009 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2010 {
2011 if ((mon->flag [FLAG_ALIVE]
2012 || mon->type == LOCKED_DOOR
2013 || mon->flag [FLAG_CAN_ROLL])
2014 && mon != op)
2015 break;
2016 }
2017
2018 if (!mon) /* This happens anytime the player tries to move */
2019 return false; /* into a wall */
2020
2021 mon = mon->head_ ();
2022
2023 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2024 if (op->contr->weapon_sp_left > 0.f)
2025 if (player_attack_door (op, mon))
2026 {
2027 --op->contr->weapon_sp_left;
2028 return true;
2029 }
2030
2031 /* The following deals with possibly attacking peaceful
2032 * or friendly creatures. Basically, all players are considered
2033 * unaggressive. If the moving player has peaceful set, then the
2034 * object should be pushed instead of attacked. It is assumed that
2035 * if you are braced, you will not attack friends accidently,
2036 * and thus will not push them.
2037 */
2038
2039 /* If the creature is a pet, push it even if the player is not
2040 * peaceful. Our assumption is the creature is a pet if the
2041 * player owns it and it is either friendly or unagressive.
2042 */
2043 if (op->type == PLAYER
2044 && ((mon->owner && mon->owner->contr
2045 && same_party (mon->owner->contr->party, op->contr->party))
2046 || mon->owner == op)
2047 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2048 {
2049 /* If we're braced, we don't want to switch places with it */
2050 if (op->contr->braced)
2051 return false;
2052
2053 if (op->speed_left > 0.f)
2054 {
2055 --op->speed_left;
2056
2057 op->play_sound (sound_find ("push_player"));
2058 push_ob (mon, dir, op);
2059
2060 if (action_makes_visible (op))
2061 make_visible (op);
2062
2063 return true;
2064 }
2065 else
2066 return false;
2067 }
2068
2069 /* in certain circumstances, you shouldn't attack friendly
2070 * creatures. Note that if you are braced, you can't push
2071 * someone, but put it inside this loop so that you won't
2072 * attack them either.
2073 */
2074 if ((mon->type == PLAYER || mon->enemy != op)
2075 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2076 && ((op->contr->peaceful
2077 || (mon->type == PLAYER && mon->contr->peaceful))
2078 && !on_battleground))
2079 {
2080 if (op->speed_left > 0.f)
2081 {
2082 --op->speed_left;
2083
2084 if (!op->contr->braced)
2085 {
2086 op->play_sound (sound_find ("push_player"));
2087 push_ob (mon, dir, op);
2088 }
2089 else
2090 op->statusmsg ("You withhold your attack");
2091
2092 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2093 make_visible (op);
2094
2095 return true;
2096 }
2097 }
2098 /* If the object is a boulder or other rollable object, then
2099 * roll it if not braced. You can't roll it if you are braced.
2100 */
2101 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2102 {
2103 if (op->speed_left > 0.f)
2104 {
2105 --op->speed_left;
2106
2107 recursive_roll (mon, dir, op);
2108 if (action_makes_visible (op))
2109 make_visible (op);
2110
2111 return true;
2112 }
2113 }
2114 /* Any generic living creature. Including things like doors.
2115 * Way it works is like this: First, it must have some hit points
2116 * and be living. Then, it must be one of the following:
2117 * 1) Not a player, 2) A player, but of a different party. Note
2118 * that party_number -1 is no party, so attacks can still happen.
2119 */
2120 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2121 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2122 {
2123 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2124 {
2125 --op->contr->weapon_sp_left;
2126
2127 skill_attack (mon, op, 0, 0, 0);
2128
2129 if (action_makes_visible (op))
2130 make_visible (op);
2131
2132 return true;
2133 }
2134 }
2135
2136 return false;
2137 }
2138
2139 bool
2140 move_player (object *op, int dir)
2141 {
2142 int pick;
2143
2144 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2145 return 0;
2146
2147 /* Sanity check: make sure dir is valid */
2148 if ((dir < 0) || (dir >= 9))
2149 {
2150 LOG (llevError, "move_player: invalid direction %d\n", dir);
2151 return 0;
2152 }
2153
2154 /* peterm: added following line */
2155 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2156 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2157
2158 op->facing = dir;
2159
2160 if (op->flag [FLAG_HIDDEN])
2161 do_hidden_move (op);
2162
2163 bool retval;
2164
2165 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2166 retval = RESULT_INT (0);
2167 else if (op->contr->fire_on)
2168 retval = fire (op, dir);
2169 else
2170 {
2171 retval = move_player_attack (op, dir);
2172 pick = check_pick (op);
2173 }
2174
2175 /* Add special check for newcs players and fire on - this way, the
2176 * server can handle repeat firing.
2177 */
2178 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2179 op->direction = dir;
2180 else
2181 op->direction = 0;
2182
2183 /* Update how the player looks. Use the facing, so direction may
2184 * get reset to zero. This allows for full animation capabilities
2185 * for players.
2186 */
2187 animate_object (op, op->facing);
2188
2189 return retval;
2190 }
2191
2192 /* This is similar to handle_player, below, but is only used by the
2193 * new client/server stuff.
2194 * This is sort of special, in that the new client/server actually uses
2195 * the new speed values for commands.
2196 *
2197 * Returns true if there are more actions we can do. Should not do
2198 * many actions in a row, as that would be too unfair to other
2199 * players.
2200 */
2201 bool
2202 handle_newcs_player (object *op)
2203 {
2204 if (QUERY_FLAG (op, FLAG_SCARED))
2205 {
2206 if (op->speed_left > 0.f)
2207 {
2208 --op->speed_left;
2209 flee_player (op);
2210
2211 return true;
2212 }
2213 else
2214 return false;
2215 }
2216
2217 /* call this here - we also will call this in do_ericserver, but
2218 * the players time has been increased when doericserver has been
2219 * called, so we recheck it here.
2220 */
2221 if (op->contr->ns->handle_command ())
2222 return true;
2223
2224 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2225 return move_player (op, op->direction);
2226
2227 return false;
2228 }
2229
2230 int
2231 save_life (object *op)
2232 {
2233 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2234 return 0;
2235
2236 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2237 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2238 {
2239 op->play_sound (sound_find ("ob_evaporate"));
2240 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2241
2242 tmp->destroy ();
2243 CLEAR_FLAG (op, FLAG_LIFESAVE);
2244
2245 if (op->stats.hp < 0)
2246 op->stats.hp = op->stats.maxhp;
2247
2248 if (op->stats.food < 0)
2249 op->stats.food = 999;
2250
2251 op->update_stats ();
2252 return 1;
2253 }
2254
2255 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2256 CLEAR_FLAG (op, FLAG_LIFESAVE);
2257 enter_player_savebed (op); /* bring him home. */
2258 return 0;
2259 }
2260
2261 /* This goes throws the inventory and removes unpaid objects, and puts them
2262 * back in the map (location and map determined by values of env). This
2263 * function will descend into containers. op is the object to start the search
2264 * from.
2265 */
2266 static void
2267 drop_unpaid_items (object *op, object *env)
2268 {
2269 while (op)
2270 {
2271 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2272
2273 if (QUERY_FLAG (op, FLAG_UNPAID))
2274 op->insert_at (env);
2275 else if (op->inv)
2276 drop_unpaid_items (op->inv, env);
2277
2278 op = next;
2279 }
2280 }
2281
2282 void
2283 object::drop_unpaid_items ()
2284 {
2285 if (!flag [FLAG_REMOVED])
2286 ::drop_unpaid_items (inv, this);
2287 }
2288
2289 /*
2290 * Returns pointer a static string containing gravestone text
2291 * Moved from apply.c to player.c - player.c is what
2292 * actually uses this function. player.c may not be quite the
2293 * best, a misc file for object actions is probably better,
2294 * but there isn't one in the server directory.
2295 */
2296 const char *
2297 gravestone_text (object *op)
2298 {
2299 static dynbuf_text buf;
2300
2301 buf << "---- R.I.P. ----\n\n"
2302 << op->name;
2303
2304 if (op->type == PLAYER)
2305 buf << " the " << op->contr->title;
2306
2307 buf << "\n\n";
2308
2309 buf << "who was level ";
2310 buf << (sint32)op->level << "\n\n" // OO breakdown
2311 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2312
2313 if (op->type == PLAYER)
2314 buf << "by " << op->contr->killer_name () << ".\n\n";
2315
2316 {
2317 static char buf2[128];
2318 time_t now = time (NULL);
2319 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2320 buf << buf2;
2321 }
2322
2323 return buf;
2324 }
2325
2326 void
2327 do_some_living (object *op)
2328 {
2329 int last_food = op->stats.food;
2330 int gen_hp, gen_sp, gen_grace;
2331 int over_hp, over_sp, over_grace;
2332 int i;
2333 int rate_hp = 1200;
2334 int rate_sp = 2500;
2335 int rate_grace = 2000;
2336 const int max_hp = 1;
2337 const int max_sp = 1;
2338 const int max_grace = 1;
2339
2340 if (op->contr->hidden)
2341 {
2342 op->invisible = 1000;
2343 /* the socket code flashes the player visible/invisible
2344 * depending on the value of invisible, so we need to
2345 * alternate it here for it to work correctly.
2346 */
2347 if (pticks & 2)
2348 op->invisible--;
2349 }
2350 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2351 {
2352 if (!op->invisible--)
2353 {
2354 make_visible (op);
2355 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2356 }
2357 }
2358
2359 if (op->contr->ns->state == ST_PLAYING)
2360 {
2361 /* these next three if clauses make it possible to SLOW DOWN
2362 hp/grace/spellpoint regeneration. */
2363 if (op->contr->gen_hp >= 0)
2364 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2365 else
2366 {
2367 gen_hp = op->stats.maxhp;
2368 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2369 }
2370
2371 if (op->contr->gen_sp >= 0)
2372 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2373 else
2374 {
2375 gen_sp = op->stats.maxsp;
2376 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2377 }
2378
2379 if (op->contr->gen_grace >= 0)
2380 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2381 else
2382 {
2383 gen_grace = op->stats.maxgrace;
2384 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2385 }
2386
2387 /* Regenerate Grace */
2388 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2389 if (--op->last_grace < 0)
2390 {
2391 if (op->stats.grace < op->stats.maxgrace / 2)
2392 op->stats.grace++; /* no penalty in food for regaining grace */
2393
2394 if (max_grace > 1)
2395 {
2396 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2397 if (over_grace > 0)
2398 {
2399 op->stats.sp += over_grace
2400 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2401 op->last_grace = 0;
2402 }
2403 else
2404 {
2405 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2406 }
2407 }
2408 else
2409 {
2410 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2411 }
2412 /* wearing stuff doesn't detract from grace generation. */
2413 }
2414
2415 if (op->stats.food > 0)
2416 {
2417 /* Regenerate Spell Points */
2418 if (!op->contr->golem && --op->last_sp < 0)
2419 {
2420 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2421
2422 if (op->stats.sp < op->stats.maxsp)
2423 {
2424 op->stats.sp++;
2425
2426 /* dms do not consume food */
2427 if (!QUERY_FLAG (op, FLAG_WIZ))
2428 {
2429 op->stats.food--;
2430
2431 if (op->contr->digestion < 0)
2432 op->stats.food += op->contr->digestion;
2433 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2434 op->stats.food = last_food;
2435 }
2436 }
2437
2438 if (max_sp > 1)
2439 {
2440 over_sp = (gen_sp + 10) / rate_sp;
2441 if (over_sp > 0)
2442 {
2443 if (op->stats.sp < op->stats.maxsp)
2444 {
2445 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2446
2447 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2448 op->stats.sp--;
2449
2450 if (op->stats.sp > op->stats.maxsp)
2451 op->stats.sp = op->stats.maxsp;
2452 }
2453
2454 op->last_sp = 0;
2455 }
2456 else
2457 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2458 }
2459 else
2460 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2461 }
2462
2463 /* Regenerate Hit Points */
2464 if (--op->last_heal < 0)
2465 {
2466 if (op->stats.hp < op->stats.maxhp)
2467 {
2468 op->stats.hp++;
2469
2470 /* dms do not consume food */
2471 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 {
2473 op->stats.food--;
2474
2475 if (op->contr->digestion < 0)
2476 op->stats.food += op->contr->digestion;
2477 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2478 op->stats.food = last_food;
2479 }
2480 }
2481
2482 if (max_hp > 1)
2483 {
2484 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2485
2486 if (over_hp > 0)
2487 {
2488 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2489 op->last_heal = 0;
2490 }
2491 else
2492 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2493 }
2494 else
2495 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2496 }
2497 }
2498
2499 /* Digestion */
2500 if (--op->last_eat < 0)
2501 {
2502 int bonus = max (0, op->contr->digestion),
2503 penalty = max (0, -op->contr->digestion);
2504
2505 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2506
2507 /* dms do not consume food */
2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 op->stats.food--;
2510 }
2511
2512 if (op->stats.food < 0 && op->stats.hp >= 0)
2513 {
2514 object *flesh = 0;
2515
2516 for_inv_removable (op, tmp)
2517 {
2518 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2519 continue;
2520
2521 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2522 {
2523 op->statusmsg ("You blindly grab for a bite of food. "
2524 "H<To prevent you from starving, you ate some random item from your backpack.>");
2525 manual_apply (op, tmp, 0);
2526
2527 if (op->stats.food >= 0 || op->stats.hp < 0)
2528 break;
2529 }
2530 else if (tmp->type == FLESH)
2531 flesh = tmp;
2532 }
2533
2534 /* If player is still starving, it means they don't have any food, so
2535 * eat flesh instead.
2536 */
2537 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2538 {
2539 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2541 manual_apply (op, flesh, 0);
2542 }
2543
2544 // If player is still starving, alert him!
2545 if (op->stats.food < 0)
2546 op->failmsg ("You are starving! "
2547 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2548 }
2549
2550 if (op->stats.food < 0)
2551 {
2552 op->stats.hp += op->stats.food;
2553 op->stats.food = 0;
2554
2555 if (op->stats.hp < 0)
2556 {
2557 op->contr->killer = archetype::get ("killer_starvation");
2558 op->contr->killer->destroy ();
2559 }
2560 }
2561
2562 /* killer should be set here already */
2563 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2564 kill_player (op);
2565 }
2566 }
2567
2568 /* If the player should die (lack of hp, food, etc), we call this.
2569 * op is the player in jeopardy. If the player can not be saved (not
2570 * permadeath, no lifesave), this will take care of removing the player
2571 * file.
2572 */
2573 void
2574 kill_player (object *op)
2575 {
2576 int x, y;
2577 char buf[MAX_BUF];
2578 maptile *map; /* this is for resurrection */
2579 int will_kill_again;
2580 archetype *at;
2581 object *tmp;
2582
2583 if (save_life (op))
2584 return;
2585
2586 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2587 * in cities ONLY!!! It is very important that this doesn't get abused.
2588 * Look at op_on_battleground() for more info --AndreasV
2589 */
2590 if (op_on_battleground (op, &x, &y))
2591 {
2592 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2593 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2594
2595 /* restore player */
2596 at = archetype::find ("poisoning");
2597 if (object *tmp = present_arch_in_ob (at, op))
2598 {
2599 tmp->destroy ();
2600 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2601 }
2602
2603 at = archetype::find ("confusion");
2604 if (object *tmp = present_arch_in_ob (at, op))
2605 {
2606 tmp->destroy ();
2607 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2608 }
2609
2610 cure_disease (op, 0, 0); /* remove any disease */
2611 op->stats.hp = op->stats.maxhp;
2612 if (op->stats.food <= 0)
2613 op->stats.food = 999;
2614
2615 /* create a bodypart-trophy to make the winner happy */
2616 if (object *tmp = arch_to_object (archetype::find ("finger")))
2617 {
2618 tmp->name = format ("%s's finger" , &op->name);
2619 tmp->name_pl = format ("%s's fingers", &op->name);
2620 tmp->msg = format (
2621 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2622 &op->name, op->contr->title,
2623 (int)op->level,
2624 op->contr->killer_name ()
2625 );
2626 tmp->value = 0, tmp->type = 0;
2627 tmp->materialname = "organics";
2628 tmp->insert_at (op, tmp);
2629 }
2630
2631 /* teleport defeated player to new destination */
2632 transfer_ob (op, x, y, 0, NULL);
2633 op->contr->braced = 0;
2634 return;
2635 }
2636
2637 INVOKE_PLAYER (DEATH, op->contr);
2638
2639 command_kill_pets (op, 0);
2640
2641 op->contr->play_sound (sound_find ("player_dies"));
2642
2643 /* save the map location for corpse, gravestone */
2644 x = op->x;
2645 y = op->y;
2646 map = op->map;
2647
2648 /* NOT_PERMADEATH code. This basically brings the character back to
2649 * life if they are dead - it takes some exp and a random stat.
2650 * See the config.h file for a little more in depth detail about this.
2651 */
2652
2653 /* Basically two ways to go - remove a stat permanently, or just
2654 * make it depletion. This bunch of code deals with that aspect
2655 * of death.
2656 */
2657 #ifndef COZY_SERVER
2658 if (settings.balanced_stat_loss)
2659 {
2660 /* If stat loss is permanent, lose one stat only. */
2661 /* Lower level chars don't lose as many stats because they suffer
2662 more if they do. */
2663 /* Higher level characters can afford things such as potions of
2664 restoration, or better, stat potions. So we slug them that
2665 little bit harder. */
2666 /* GD */
2667 if (settings.stat_loss_on_death)
2668 num_stats_lose = 1;
2669 else
2670 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2671 }
2672 else
2673 num_stats_lose = 1;
2674
2675 lost_a_stat = 0;
2676
2677 for (z = 0; z < num_stats_lose; z++)
2678 {
2679 i = rndm (NUM_STATS);
2680
2681 if (settings.stat_loss_on_death)
2682 {
2683 /* Pick a random stat and take a point off it. Tell the player
2684 * what he lost.
2685 */
2686 change_attr_value (&(op->stats), i, -1);
2687 check_stat_bounds (&(op->stats));
2688 change_attr_value (&(op->contr->orig_stats), i, -1);
2689 check_stat_bounds (&(op->contr->orig_stats));
2690 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2691 lost_a_stat = 1;
2692 }
2693 else
2694 {
2695 /* deplete a stat */
2696 archetype *deparch = archetype::find ("depletion");
2697 object *dep;
2698
2699 dep = present_arch_in_ob (deparch, op);
2700 if (!dep)
2701 {
2702 dep = arch_to_object (deparch);
2703 insert_ob_in_ob (dep, op);
2704 }
2705 lose_this_stat = 1;
2706 if (settings.balanced_stat_loss)
2707 {
2708 /* GD */
2709 /* Get the stat that we're about to deplete. */
2710 this_stat = get_attr_value (&(dep->stats), i);
2711 if (this_stat < 0)
2712 {
2713 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2714 int keep_chance = this_stat * this_stat;
2715
2716 /* Yes, I am paranoid. Sue me. */
2717 if (keep_chance < 1)
2718 keep_chance = 1;
2719
2720 /* There is a maximum depletion total per level. */
2721 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2722 {
2723 lose_this_stat = 0;
2724 /* Take loss chance vs keep chance to see if we
2725 retain the stat. */
2726 }
2727 else
2728 {
2729 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2730 lose_this_stat = 0;
2731 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2732 this_stat, keep_chance, loss_chance,
2733 lose_this_stat?"LOSE":"KEEP"); */
2734 }
2735 }
2736 }
2737
2738 if (lose_this_stat)
2739 {
2740 this_stat = get_attr_value (&(dep->stats), i);
2741 /* We could try to do something clever like find another
2742 * stat to reduce if this fails. But chances are, if
2743 * stats have been depleted to -50, all are pretty low
2744 * and should be roughly the same, so it shouldn't make a
2745 * difference.
2746 */
2747 if (this_stat >= -50)
2748 {
2749 change_attr_value (&(dep->stats), i, -1);
2750 SET_FLAG (dep, FLAG_APPLIED);
2751 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2752 op->update_stats ();
2753 lost_a_stat = 1;
2754 }
2755 }
2756 }
2757 }
2758
2759 /* If no stat lost, tell the player. */
2760 if (!lost_a_stat)
2761 {
2762 /* determine_god() seems to not work sometimes... why is this?
2763 Should I be using something else? GD */
2764 const char *god = determine_god (op);
2765
2766 if (god && (strcmp (god, "none")))
2767 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2768 else
2769 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2770 }
2771 #else
2772 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2773 #endif
2774
2775 /* Put a gravestone up where the character 'almost' died. List the
2776 * exp loss on the stone.
2777 */
2778 tmp = arch_to_object (archetype::find ("gravestone"));
2779 tmp->name = format ("%s's gravestone", &op->name);
2780 tmp->name_pl = format ("%s's gravestones", &op->name);
2781 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2782 &op->name, op->contr->title, op->contr->killer_name ());
2783 tmp->x = op->x, tmp->y = op->y;
2784 insert_ob_in_map (tmp, op->map, NULL, 0);
2785
2786 /**************************************/
2787 /* */
2788 /* Subtract the experience points, */
2789 /* if we died cause of food, give us */
2790 /* food, and reset HP's... */
2791 /* */
2792 /**************************************/
2793
2794 /* remove any poisoning and confusion the character may be suffering. */
2795 /* restore player */
2796 at = archetype::find ("poisoning");
2797 tmp = present_arch_in_ob (at, op);
2798
2799 if (tmp)
2800 {
2801 tmp->destroy ();
2802 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2803 }
2804
2805 at = archetype::find ("confusion");
2806 tmp = present_arch_in_ob (at, op);
2807 if (tmp)
2808 {
2809 tmp->destroy ();
2810 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2811 }
2812
2813 cure_disease (op, 0, 0); /* remove any disease */
2814
2815 // remove all spell effects that are active
2816 // to avoid long-term effects such as word-of-recall
2817 for (object *item = op->inv; item; )
2818 {
2819 object *next = item->below;
2820
2821 if (item->type == SPELL_EFFECT && item->active)
2822 item->destroy ();
2823
2824 item = next;
2825 }
2826
2827 /*add_exp(op, (op->stats.exp * -0.20)); */
2828 apply_death_exp_penalty (op);
2829
2830 if (op->stats.food < 100)
2831 op->stats.food = 900;
2832
2833 op->stats.hp = op->stats.maxhp;
2834 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2835 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2836
2837 /*
2838 * Check to see if the player has any unpaid items. If so, remove them
2839 * and put them back in the map.
2840 */
2841 op->drop_unpaid_items ();
2842
2843 /****************************************/
2844 /* */
2845 /* Move player to his current respawn- */
2846 /* position (usually last savebed) */
2847 /* */
2848 /****************************************/
2849
2850 enter_player_savebed (op);
2851
2852 op->contr->braced = 0;
2853
2854 /* it is possible that the player has blown something up
2855 * at his savebed location, and that can have long lasting
2856 * spell effects. So first see if there is a spell effect
2857 * on the space that might harm the player.
2858 */
2859 will_kill_again = 0;
2860 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2861 if (tmp->type == SPELL_EFFECT)
2862 will_kill_again |= tmp->attacktype;
2863
2864 if (will_kill_again)
2865 {
2866 object *force;
2867 int at;
2868
2869 force = get_archetype (FORCE_NAME);
2870 /* 50 ticks should be enough time for the spell to abate */
2871 force->speed = 0.1f;
2872 force->speed_left = -5.f;
2873 SET_FLAG (force, FLAG_APPLIED);
2874 for (at = 0; at < NROFATTACKS; at++)
2875 if (will_kill_again & (1 << at))
2876 force->resist[at] = 100;
2877
2878 insert_ob_in_ob (force, op);
2879 op->update_stats ();
2880 }
2881
2882 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2883 }
2884
2885 void
2886 loot_object (object *op)
2887 { /* Grab and destroy some treasure */
2888 object *tmp, *tmp2, *next;
2889
2890 op->close_container (); /* close open sack first */
2891
2892 for (tmp = op->inv; tmp; tmp = next)
2893 {
2894 next = tmp->below;
2895
2896 if (tmp->invisible)
2897 continue;
2898
2899 tmp->remove ();
2900 tmp->x = op->x, tmp->y = op->y;
2901
2902 if (tmp->type == CONTAINER)
2903 loot_object (tmp); /* empty container to ground */
2904
2905 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2906 {
2907 if (tmp->nrof > 1)
2908 {
2909 tmp->decrease (rndm (1, tmp->nrof - 1));
2910 insert_ob_in_map (tmp, op->map, NULL, 0);
2911 }
2912 else
2913 tmp->destroy ();
2914 }
2915 else
2916 insert_ob_in_map (tmp, op->map, NULL, 0);
2917 }
2918 }
2919
2920 /*
2921 * fix_weight(): Check recursively the weight of all players, and fix
2922 * what needs to be fixed. Refresh windows and fix speed if anything
2923 * was changed.
2924 */
2925 void
2926 fix_weight (void)
2927 {
2928 for_all_players (pl)
2929 {
2930 sint32 old = pl->ob->carrying;
2931
2932 pl->ob->update_weight ();
2933
2934 if (old != pl->ob->carrying)
2935 {
2936 pl->ob->update_stats ();
2937 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2938 }
2939 }
2940 }
2941
2942 void
2943 fix_luck (void)
2944 {
2945 for_all_players (pl)
2946 if (!pl->ob->contr->ns->state)
2947 pl->ob->change_luck (0);
2948 }
2949
2950 /* cast_dust() - handles op throwing objects of type 'DUST'.
2951 * This is much simpler in the new spell code - we basically
2952 * just treat this as any other spell casting object.
2953 */
2954 void
2955 cast_dust (object *op, object *throw_ob, int dir)
2956 {
2957 object *skop, *spob;
2958
2959 skop = find_skill_by_name (op, throw_ob->skill);
2960
2961 /* casting POTION 'dusts' is really a use_magic_item skill */
2962 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2963 {
2964 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2965 return;
2966 }
2967
2968 spob = throw_ob->inv;
2969
2970 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2971 // not pass NULL to cast_spell (which did indeed check itself, but
2972 // errors should be reported as early as possible IMHO)
2973 if (!spob)
2974 {
2975 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2976 return;
2977 }
2978
2979 if (op->type == PLAYER)
2980 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2981
2982 cast_spell (op, throw_ob, dir, spob, NULL);
2983
2984 throw_ob->destroy ();
2985 }
2986
2987 void
2988 make_visible (object *op)
2989 {
2990 op->flag [FLAG_HIDDEN] = 0;
2991 op->invisible = 0;
2992
2993 if (op->type == PLAYER)
2994 {
2995 op->contr->tmp_invis = 0;
2996 op->contr->invis_race = 0;
2997 }
2998
2999 update_object (op, UP_OBJ_CHANGE);
3000 }
3001
3002 int
3003 is_true_undead (object *op)
3004 {
3005 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3006 return 1;
3007
3008 return 0;
3009 }
3010
3011 /* look at the surrounding terrain to determine
3012 * the hideability of this object. Positive levels
3013 * indicate greater hideability.
3014 */
3015 int
3016 hideability (object *ob)
3017 {
3018 int i, level = 0, mflag;
3019 sint16 x, y;
3020
3021 if (!ob || !ob->map)
3022 return 0;
3023
3024 /* so, on normal lighted maps, its hard to hide */
3025 level = ob->map->darklevel () - 2;
3026
3027 /* this also picks up whether the object is glowing.
3028 * If you carry a light on a non-dark map, its not
3029 * as bad as carrying a light on a pitch dark map */
3030 if (has_carried_lights (ob))
3031 level = -(10 + (2 * ob->map->darklevel ()));
3032
3033 /* scan through all nearby squares for terrain to hide in */
3034 for (i = 0, x = ob->x, y = ob->y;
3035 i <= SIZEOFFREE1;
3036 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3037 {
3038 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3039 if (mflag & P_OUT_OF_MAP)
3040 continue;
3041
3042 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3043 level += 2;
3044 else /* open terrain! */
3045 level -= 1;
3046 }
3047
3048 #if 0
3049 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3050 #endif
3051 return level;
3052 }
3053
3054 /* For Hidden creatures - a chance of becoming 'unhidden'
3055 * every time they move - as we subtract off 'invisibility'
3056 * AND, for players, if they move into a ridiculously unhideable
3057 * spot (surrounded by clear terrain in broad daylight). -b.t.
3058 */
3059 void
3060 do_hidden_move (object *op)
3061 {
3062 int hide = 0;
3063
3064 if (!op || !op->map)
3065 return;
3066
3067 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3068 int num = random_roll (0, 19, op, PREFER_LOW);
3069
3070 /* its *extremely* hard to run and sneak/hide at the same time! */
3071 if (op->type == PLAYER && op->contr->run_on)
3072 if (!skop || num >= skop->level)
3073 {
3074 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3075 make_visible (op);
3076 return;
3077 }
3078 else
3079 num += 20;
3080
3081 num += op->map->difficulty;
3082 hide = hideability (op); /* modify by terrain hidden level */
3083 num -= hide;
3084
3085 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3086 {
3087 make_visible (op);
3088
3089 if (op->type == PLAYER)
3090 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3091 }
3092 else if (op->type == PLAYER && skop)
3093 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3094 }
3095
3096 /* determine if who is standing near a hostile creature. */
3097
3098 int
3099 stand_near_hostile (object *who)
3100 {
3101 object *tmp = NULL;
3102 int i, friendly = 0, player = 0, mflags;
3103 maptile *m;
3104 sint16 x, y;
3105
3106 if (!who)
3107 return 0;
3108
3109 if (who->type == PLAYER)
3110 player = 1;
3111
3112 else
3113 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3114
3115 /* search adjacent squares */
3116 for (i = 1; i < 9; i++)
3117 {
3118 x = who->x + freearr_x[i];
3119 y = who->y + freearr_y[i];
3120 m = who->map;
3121 mflags = get_map_flags (m, &m, x, y, &x, &y);
3122 /* space must be blocked if there is a monster. If not
3123 * blocked, don't need to check this space.
3124 */
3125 if (mflags & P_OUT_OF_MAP)
3126 continue;
3127 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3128 continue;
3129
3130 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3131 {
3132 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3133 return 1;
3134 else if (tmp->type == PLAYER)
3135 {
3136 /*don't let a hidden DM prevent you from hiding */
3137 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3138 return 1;
3139 }
3140 }
3141 }
3142 return 0;
3143 }
3144
3145 /* check the player los field for viewability of the
3146 * object op. This function works fine for monsters,
3147 * but we dont worry if the object isnt the top one in
3148 * a pile (say a coin under a table would return "viewable"
3149 * by this routine). Another question, should we be
3150 * concerned with the direction the player is looking
3151 * in? Realistically, most of us can't see stuff behind
3152 * our backs...on the other hand, does the "facing" direction
3153 * imply the way your head, or body is facing? It's possible
3154 * for them to differ. Sigh, this fctn could get a bit more complex.
3155 * -b.t.
3156 * This function is now map tiling safe.
3157 */
3158 int
3159 player_can_view (object *pl, object *op)
3160 {
3161 rv_vector rv;
3162 int dx, dy;
3163
3164 if (pl->type != PLAYER)
3165 {
3166 LOG (llevError, "player_can_view() called for non-player object\n");
3167 return -1;
3168 }
3169
3170 if (!pl || !op)
3171 return 0;
3172
3173 op = op->head_ ();
3174
3175 get_rangevector (pl, op, &rv, 0x1);
3176
3177 /* starting with the 'head' part, lets loop
3178 * through the object and find if it has any
3179 * part that is in the los array but isn't on
3180 * a blocked los square.
3181 * we use the archetype to figure out offsets.
3182 */
3183 while (op)
3184 {
3185 dx = rv.distance_x + op->arch->x;
3186 dy = rv.distance_y + op->arch->y;
3187
3188 /* only the viewable area the player sees is updated by LOS
3189 * code, so we need to restrict ourselves to that range of values
3190 * for any meaningful values.
3191 */
3192 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3193 return 1;
3194
3195 op = op->more;
3196 }
3197
3198 return 0;
3199 }
3200
3201 /* routine for both players and monsters. We call this when
3202 * there is a possibility for our action distrubing our hiding
3203 * place or invisiblity spell. Artefact invisiblity causes
3204 * "noise" instead. If we arent invisible to begin with, we
3205 * return 0.
3206 */
3207 int
3208 action_makes_visible (object *op)
3209 {
3210 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3211 {
3212 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3213 {
3214 // artefact invisibility is permanent, but we still make noise
3215 // this is important for game-balance.
3216 if (op->contr)
3217 op->make_noise ();
3218
3219 return 0;
3220 }
3221
3222 if (op->contr && op->contr->tmp_invis == 0)
3223 return 0;
3224
3225 /* If monsters, they should become visible */
3226 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3227 {
3228 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3229 return 1;
3230 }
3231 }
3232
3233 return 0;
3234 }
3235
3236 /* op_on_battleground - checks if the given object op (usually
3237 * a player) is standing on a valid battleground-tile,
3238 * function returns TRUE/FALSE. If true x, y returns the battleground
3239 * -exit-coord. (and if x, y not NULL)
3240 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3241 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3242 * Default is to do the same as before, so only people wanting to have different points need worry about this
3243 */
3244 int
3245 op_on_battleground (object *op, int *x, int *y)
3246 {
3247 /* A battleground-tile needs the following attributes to be valid:
3248 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3249 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3250 * and the exit-coordinates sp/hp must both be > 0.
3251 * => The intention here is to prevent abuse of the battleground-
3252 * feature (like pickable or hidden battleground tiles). */
3253 for (object *tmp = op->below; tmp; tmp = tmp->below)
3254 {
3255 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3256 {
3257 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3258 && tmp->type == BATTLEGROUND
3259 && tmp->name == shstr_battleground
3260 && EXIT_X (tmp) && EXIT_Y (tmp))
3261 {
3262 /* before we assign the exit, check if this is a teambattle */
3263 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3264 {
3265 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3266 {
3267 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3268 {
3269 if (x && y)
3270 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3271
3272 return 1;
3273 }
3274 }
3275 }
3276
3277 if (x && y)
3278 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3279
3280 return 1;
3281 }
3282 }
3283 }
3284
3285 /* If we got here, did not find a battleground */
3286 return 0;
3287 }
3288
3289 /*
3290 * When a dragon-player gains a new stage of evolution,
3291 * he gets some treasure
3292 *
3293 * attributes:
3294 * object *who the dragon player
3295 * int atnr the attack-number of the ability focus
3296 * int level ability level
3297 */
3298 void
3299 dragon_ability_gain (object *who, int atnr, int level)
3300 {
3301 treasurelist *trlist = NULL; /* treasurelist */
3302 treasure *tr; /* treasure */
3303 object *tmp, *skop; /* tmp. object */
3304 object *item; /* treasure object */
3305 char buf[MAX_BUF]; /* tmp. string buffer */
3306 int i = 0, j = 0;
3307
3308 /* get the appropriate treasurelist */
3309 if (atnr == ATNR_FIRE)
3310 trlist = treasurelist::find (shstr_dragon_ability_fire);
3311 else if (atnr == ATNR_COLD)
3312 trlist = treasurelist::find (shstr_dragon_ability_cold);
3313 else if (atnr == ATNR_ELECTRICITY)
3314 trlist = treasurelist::find (shstr_dragon_ability_elec);
3315 else if (atnr == ATNR_POISON)
3316 trlist = treasurelist::find (shstr_dragon_ability_poison);
3317
3318 if (trlist == NULL || who->type != PLAYER)
3319 return;
3320
3321 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3322
3323 if (!tr || !tr->item)
3324 {
3325 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3326 return;
3327 }
3328
3329 /* everything seems okay - now bring on the gift: */
3330 item = tr->item;
3331
3332 if (item->type == SPELL)
3333 {
3334 if (check_spell_known (who, item->name))
3335 return;
3336
3337 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3338 do_learn_spell (who, item, 0);
3339 return;
3340 }
3341
3342 /* grant direct spell */
3343 if (item->type == SPELLBOOK)
3344 {
3345 if (!item->inv)
3346 {
3347 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3348 return;
3349 }
3350 if (check_spell_known (who, item->inv->name))
3351 return;
3352 if (item->invisible)
3353 {
3354 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3355 do_learn_spell (who, item->inv, 0);
3356 return;
3357 }
3358 }
3359 else if (item->type == SKILL_TOOL && item->invisible)
3360 {
3361 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3362 {
3363
3364 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3365 * in this way, if the player is missing any of the attacktypes, he gets
3366 * them. As it is now, if the player has any that match the granted skill,
3367 * but not all of them, he gets nothing.
3368 */
3369 if (!(skop->attacktype & item->attacktype))
3370 {
3371 /* Give new attacktype */
3372 skop->attacktype |= item->attacktype;
3373
3374 /* always add physical if there's none */
3375 skop->attacktype |= AT_PHYSICAL;
3376
3377 if (item->msg != NULL)
3378 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3379
3380 /* Give player new face */
3381 if (item->animation_id)
3382 {
3383 who->face = skop->face;
3384 who->animation_id = item->animation_id;
3385 who->anim_speed = item->anim_speed;
3386 who->last_anim = 0;
3387 who->state = 0;
3388 animate_object (who, who->direction);
3389 }
3390 }
3391 }
3392 }
3393 else if (item->type == FORCE)
3394 {
3395 /* forces in the treasurelist can alter the player's stats */
3396 object *skin;
3397
3398 /* first get the dragon skin force */
3399 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3400 ;
3401
3402 if (!skin)
3403 return;
3404
3405 /* adding new spellpath attunements */
3406 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3407 {
3408 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3409
3410 /* print message */
3411 sprintf (buf, "You feel attuned to ");
3412 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3413 {
3414 if (item->path_attuned & (1 << i))
3415 {
3416 if (j)
3417 strcat (buf, " and ");
3418 else
3419 j = 1;
3420 strcat (buf, spellpathnames[i]);
3421 }
3422 }
3423 strcat (buf, ".");
3424 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3425 }
3426
3427 /* evtl. adding flags: */
3428 if (QUERY_FLAG (item, FLAG_XRAYS))
3429 SET_FLAG (skin, FLAG_XRAYS);
3430 if (QUERY_FLAG (item, FLAG_STEALTH))
3431 SET_FLAG (skin, FLAG_STEALTH);
3432 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3433 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3434
3435 /* print message if there is one */
3436 if (item->msg != NULL)
3437 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3438 }
3439 else
3440 {
3441 /* generate misc. treasure */
3442 tmp = arch_to_object (tr->item);
3443 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3444 who->insert (tmp);
3445 }
3446 }
3447
3448 /**
3449 * Unready an object for a player. This function does nothing if the object was
3450 * not readied.
3451 */
3452 void
3453 player_unready_range_ob (player *pl, object *ob)
3454 {
3455 if (pl->ob->current_weapon == ob)
3456 pl->ob->current_weapon = 0;
3457
3458 if (pl->combat_ob == ob)
3459 pl->combat_ob = 0;
3460
3461 if (pl->ranged_ob == ob)
3462 pl->ranged_ob = 0;
3463 }
3464
3465 sint8
3466 player::darkness_at (maptile *map, int x, int y) const
3467 {
3468 if (ns)
3469 return LOS_BLOCKED;
3470
3471 int dx, dy;
3472 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3473 return LOS_BLOCKED;
3474
3475 x += dx - ns->current_x;
3476 y += dy - ns->current_y;
3477
3478 return blocked_los (x, y);
3479 }
3480
3481 void
3482 player::infobox (const char *title, const char *msg, int color)
3483 {
3484 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3485 }
3486
3487 void
3488 player::statusmsg (const char *msg, int color)
3489 {
3490 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3491 }
3492
3493 void
3494 player::failmsg (const char *msg, int color)
3495 {
3496 play_sound (sound_find ("generic_failure"));
3497 statusmsg (msg, color);
3498 }
3499