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Revision: 1.182
Committed: Thu Apr 17 14:06:03 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.181: +16 -13 lines
Log Message:
sigh

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25 #include <sproto.h>
26 #include <sounds.h>
27 #include <living.h>
28 #include <object.h>
29 #include <spells.h>
30 #include <skills.h>
31
32 #include <algorithm>
33 #include <functional>
34
35 playervec players;
36
37 void
38 display_motd (const object *op)
39 {
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64 }
65
66 void
67 send_rules (const object *op)
68 {
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99 }
100
101 void
102 send_news (const object *op)
103 {
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149 }
150
151 /* This loads the first map an puts the player on it. */
152 static void
153 set_first_map (object *op)
154 {
155 op->contr->maplevel = first_map_path;
156 op->x = -1;
157 op->y = -1;
158 }
159
160 void
161 player::activate ()
162 {
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172 }
173
174 void
175 player::deactivate ()
176 {
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195 }
196
197 // connect the player with a specific client
198 // also changes, rationalises, and fixes some incorrect settings
199 void
200 player::connect (client *ns)
201 {
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE)
234 if (tmp->arch->archname == shstr_dragon_ability_force)
235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260 }
261
262 void
263 player::disconnect ()
264 {
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286 }
287
288 // the need for this function can be explained
289 // by load_object not returning the object
290 void
291 player::set_object (object *op)
292 {
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_Weapon activates, fix this better
327 }
328
329 void
330 player::set_observe (object *op)
331 {
332 observe = op ? op : ob;
333 do_los = 1;
334 }
335
336 player::player ()
337 {
338 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point.
340 */
341 outputs_sync = 4;
342 outputs_count = 4;
343 unapply = unapply_nochoice;
344
345 savebed_map = first_map_path; /* Init. respawn position */
346
347 gen_sp_armour = 10;
348 bowtype = bow_normal;
349 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers;
352 peaceful = 1; /* default peaceful */
353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
357 }
358
359 void
360 player::do_destroy ()
361 {
362 disconnect ();
363
364 attachable::do_destroy ();
365
366 if (ob)
367 {
368 ob->destroy_inv (false);
369 ob->destroy ();
370 }
371
372 ob = observe = 0;
373 }
374
375 player::~player ()
376 {
377 /* Clear item stack */
378 free (stack_items);
379 }
380
381 /* Tries to add player on the connection passed in ns.
382 * All we can really get in this is some settings like host and display
383 * mode.
384 */
385 player *
386 player::create ()
387 {
388 player *pl = new player;
389
390 pl->set_object (arch_to_object (get_player_archetype (0)));
391
392 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */
395
396 set_first_map (pl->ob);
397
398 return pl;
399 }
400
401 /*
402 * get_player_archetype() return next player archetype from archetype
403 * list. Not very efficient routine, but used only creating new players.
404 * Note: there MUST be at least one player archetype!
405 */
406 archetype *
407 get_player_archetype (archetype *at)
408 {
409 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
410
411 for (;;)
412 {
413 if (++i == archetypes.end ())
414 i = archetypes.begin ();
415 else if (*i == at)
416 cleanup ("not a single player archetype found");
417
418 if ((*i)->type == PLAYER)
419 return *i;
420 }
421 }
422
423 object *
424 get_nearest_player (object *mon)
425 {
426 object *op = NULL;
427 objectlink *ol;
428 unsigned lastdist;
429 rv_vector rv;
430
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 {
433 if (!can_detect_enemy (mon, ol->ob, &rv))
434 continue;
435
436 if (lastdist > rv.distance)
437 {
438 op = ol->ob;
439 lastdist = rv.distance;
440 }
441 }
442
443 for_all_players (pl)
444 if (can_detect_enemy (mon, pl->ob, &rv))
445 if (lastdist > rv.distance)
446 {
447 op = pl->ob;
448 lastdist = rv.distance;
449 }
450
451 #if 0
452 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
453 #endif
454 return op;
455 }
456
457 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
458 * result in a monster paths backtracking. It basically determines how large a
459 * detour a monster will take from the direction path when looking
460 * for a path to the player. The values are in the amount of direction
461 * the deviation is
462 */
463 #define DETOUR_AMOUNT 2
464
465 /* This is used to prevent infinite loops. Consider a case where the
466 * player is in a chamber (with gate closed), and monsters are outside.
467 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
468 * find a path into the chamber. This is a good thing, but since there
469 * is no real path, it will just keep circling the chamber for
470 * ever (this could be a nice effect for monsters, but not for the function
471 * to get stuck in. I think for the monsters, if max is reached and
472 * we return the first direction the creature could move would result in the
473 * circling behaviour. Unfortunately, this function is also used to determined
474 * if the creature should cast a spell, so returning a direction in that case
475 * is probably not a good thing.
476 */
477 #define MAX_SPACES 50
478
479 /*
480 * Returns the direction to the player, if valid. Returns 0 otherwise.
481 * modified to verify there is a path to the player. Does this by stepping towards
482 * player and if path is blocked then see if blockage is close enough to player that
483 * direction to player is changed (ie zig or zag). Continue zig zag until either
484 * reach player or path is blocked. Thus, will only return true if there is a free
485 * path to player. Though path may not be a straight line. Note that it will find
486 * player hiding along a corridor at right angles to the corridor with the monster.
487 *
488 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
489 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
490 * down corriders.
491 * 2) I think the old code was broken if the first direction the monster
492 * should move was blocked - the code would store the first direction without
493 * verifying that the player can actually move in that direction. The new
494 * code does not store anything in firstdir until we have verified that the
495 * monster can in fact move one space in that direction.
496 * 3) I'm not sure how good this code will be for moving multipart monsters,
497 * since only simple checks to blocked are being called, which could mean the monster
498 * is blocking itself.
499 */
500 int
501 path_to_player (object *mon, object *pl, unsigned mindiff)
502 {
503 rv_vector rv;
504 sint16 x, y;
505 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
506 maptile *m, *lastmap;
507
508 get_rangevector (mon, pl, &rv, 0);
509
510 if (rv.distance < mindiff)
511 return 0;
512
513 x = mon->x;
514 y = mon->y;
515 m = mon->map;
516 dir = rv.direction;
517 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
518 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
519
520 /* If we can't solve it within the search distance, return now. */
521 if (diff > max)
522 return 0;
523
524 while (diff > 1 && max > 0)
525 {
526 lastx = x;
527 lasty = y;
528 lastmap = m;
529 x = lastx + freearr_x[dir];
530 y = lasty + freearr_y[dir];
531
532 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
534
535 /* Space is blocked - try changing direction a little */
536 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
537 && (m == mon->map && blocked_link (mon, m, x, y))))
538 {
539 /* recalculate direction from last good location. Possible
540 * we were not traversing ideal location before.
541 */
542 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
543 if (rv.direction != dir)
544 {
545 /* OK - says direction should be different - lets reset the
546 * the values so it will try again.
547 */
548 x = lastx;
549 y = lasty;
550 m = lastmap;
551 dir = firstdir = rv.direction;
552 }
553 else
554 {
555 /* direct path is blocked - try taking a side step to
556 * either the left or right.
557 * Note increase the values in the loop below to be
558 * more than -1/1 respectively will mean the monster takes
559 * bigger detour. Have to be careful about these values getting
560 * too big (3 or maybe 4 or higher) as the monster may just try
561 * stepping back and forth
562 */
563 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
564 {
565 if (i == 0)
566 continue; /* already did this, so skip it */
567 /* Use lastdir here - otherwise,
568 * since the direction that the creature should move in
569 * may change, you could get infinite loops.
570 * ie, player is northwest, but monster can only
571 * move west, so it does that. It goes some distance,
572 * gets blocked, finds that it should move north,
573 * can't do that, but now finds it can move east, and
574 * gets back to its original point. lastdir contains
575 * the last direction the creature has successfully
576 * moved.
577 */
578
579 x = lastx + freearr_x[absdir (lastdir + i)];
580 y = lasty + freearr_y[absdir (lastdir + i)];
581 m = lastmap;
582 mflags = get_map_flags (m, &m, x, y, &x, &y);
583 if (mflags & P_OUT_OF_MAP)
584 continue;
585 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
586 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
587 continue;
588 if (mflags & P_BLOCKSVIEW)
589 continue;
590
591 if (m == mon->map && blocked_link (mon, m, x, y))
592 break;
593 }
594 /* go through entire loop without finding a valid
595 * sidestep to take - thus, no valid path.
596 */
597 if (i == (DETOUR_AMOUNT + 1))
598 return 0;
599 diff--;
600 lastdir = dir;
601 max--;
602 if (!firstdir)
603 firstdir = dir + i;
604 } /* else check alternate directions */
605 } /* if blocked */
606 else
607 {
608 /* we moved towards creature, so diff is less */
609 diff--;
610 max--;
611 lastdir = dir;
612 if (!firstdir)
613 firstdir = dir;
614 }
615
616 if (diff <= 1)
617 {
618 /* Recalculate diff (distance) because we may not have actually
619 * headed toward player for entire distance.
620 */
621 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
622 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
623 }
624
625 if (diff > max)
626 return 0;
627 }
628
629 /* If we reached the max, didn't find a direction in time */
630 if (!max)
631 return 0;
632
633 return firstdir;
634 }
635
636 void
637 give_initial_items (object *pl, treasurelist *items)
638 {
639 if (pl->randomitems)
640 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
641
642 for (object *next, *op = pl->inv; op; op = next)
643 {
644 next = op->below;
645
646 /* Forces get applied per default, unless they have the
647 * flag "neutral" set. Sorry but I can't think of a better way
648 */
649 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
650 SET_FLAG (op, FLAG_APPLIED);
651
652 /* we never give weapons/armour if these cannot be used
653 * by this player due to race restrictions
654 */
655 if (pl->type == PLAYER)
656 {
657 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
658 &&
659 (op->type == ARMOUR || op->type == BOOTS
660 || op->type == CLOAK || op->type == HELMET
661 || op->type == SHIELD || op->type == GLOVES
662 || op->type == BRACERS || op->type == GIRDLE))
663 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
664 {
665 op->destroy ();
666 continue;
667 }
668 }
669
670 /* This really needs to be better - we should really give
671 * a substitute spellbook. The problem is that we don't really
672 * have a good idea what to replace it with (need something like
673 * a first level treasurelist for each skill.)
674 * remove duplicate skills also
675 */
676 if (op->type == SPELLBOOK || op->type == SKILL)
677 {
678 object *tmp;
679
680 for (tmp = op->below; tmp; tmp = tmp->below)
681 if (tmp->type == op->type && tmp->name == op->name)
682 break;
683
684 if (tmp)
685 {
686 op->destroy ();
687 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
688 continue;
689 }
690
691 if (op->nrof > 1)
692 op->nrof = 1;
693 }
694
695 if (op->type == SPELLBOOK && op->inv)
696 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
697
698 /* Give starting characters identified, uncursed, and undamned
699 * items. Just don't identify gold or silver, or it won't be
700 * merged properly.
701 */
702 if (need_identify (op))
703 {
704 SET_FLAG (op, FLAG_IDENTIFIED);
705 CLEAR_FLAG (op, FLAG_CURSED);
706 CLEAR_FLAG (op, FLAG_DAMNED);
707 }
708
709 if (op->type == SPELL)
710 {
711 op->destroy ();
712 continue;
713 }
714 else if (op->type == SKILL)
715 {
716 SET_FLAG (op, FLAG_CAN_USE_SKILL);
717 op->stats.exp = 0;
718 op->level = 1;
719 }
720 else /* lock all 'normal items by default */
721 SET_FLAG (op, FLAG_INV_LOCKED);
722 } /* for loop of objects in player inv */
723
724 /* Need to set up the skill pointers */
725 link_player_skills (pl);
726 }
727
728 void
729 get_party_password (object *op, partylist *party)
730 {
731 if (party == NULL)
732 {
733 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
734 return;
735 }
736
737 op->contr->write_buf[0] = '\0';
738 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
739 op->contr->party_to_join = party;
740 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
741 }
742
743 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
744 static int
745 roll_stat (void)
746 {
747 int a[4], i, j, k;
748
749 for (i = 0; i < 4; i++)
750 a[i] = (int) rndm (6) + 1;
751
752 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if (a[i] < k)
754 k = a[i], j = i;
755
756 for (i = 0, k = 0; i < 4; i++)
757 if (i != j)
758 k += a[i];
759
760 return k;
761 }
762
763 void
764 object::roll_stats ()
765 {
766 int statsort [NUM_STATS];
767
768 for (;;)
769 {
770 int sum = 0;
771 for (int i = NUM_STATS; i--; )
772 sum += statsort [i] = roll_stat ();
773
774 if (sum >= 82 && sum <= 116)
775 break;
776 }
777
778 // Sort the stats so that rerolling is easier...
779 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
780
781 for (int i = 0; i < NUM_STATS; ++i)
782 stats.stat (i) = statsort [i];
783
784 stats.exp = 0;
785 stats.ac = 0;
786
787 stats.hp = stats.maxhp;
788 stats.sp = stats.maxsp;
789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
793 contr->levhp[1] = 9;
794 contr->levsp[1] = 6;
795 contr->levgrace[1] = 3;
796
797 contr->orig_stats = stats;
798 }
799 }
800
801 void
802 object::swap_stats (int a, int b)
803 {
804 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
805
806 for (int i = 0; i < NUM_STATS; ++i)
807 stats.stat (i) = contr->orig_stats.stat (i);
808
809 //TODO: the following code looks so borked and should, at the very least,
810 // be merged with the similar code in roll_stats
811 stats.ac = 0;
812
813 level = 1;
814 stats.exp = 0;
815 stats.ac = 0;
816
817 stats.hp = stats.maxhp;
818 stats.sp = stats.maxsp;
819 stats.grace = stats.maxgrace;
820
821 if (contr)
822 {
823 contr->levhp[1] = 9;
824 contr->levsp[1] = 6;
825 contr->levgrace[1] = 3;
826
827 contr->orig_stats = stats;
828 }
829 }
830
831 static void
832 start_info (object *op)
833 {
834 char buf[MAX_BUF];
835
836 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
837 new_draw_info (NDI_UNIQUE, 0, op, buf);
838 }
839
840 /* This function takes the key that is passed, and does the
841 * appropriate action with it (change race, or other things).
842 * The function name is for historical reasons - now we have
843 * separate race and class; this actually changes the RACE,
844 * not the class.
845 */
846 void
847 player::chargen_race_done ()
848 {
849 /* this must before then initial items are given */
850 esrv_new_player (ob->contr, ob->weight + ob->carrying);
851
852 treasurelist *tl = treasurelist::find ("starting_wealth");
853 if (tl)
854 create_treasure (tl, ob, 0, 0, 0);
855
856 INVOKE_PLAYER (BIRTH, ob->contr);
857 INVOKE_PLAYER (LOGIN, ob->contr);
858
859 ob->contr->ns->state = ST_PLAYING;
860
861 if (ob->msg)
862 ob->msg = 0;
863
864 /* We create this now because some of the unique maps will need it
865 * to save here.
866 */
867 {
868 char buf[MAX_BUF];
869 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
870 make_path_to_file (buf);
871 }
872
873 start_info (ob);
874 CLEAR_FLAG (ob, FLAG_WIZ);
875 give_initial_items (ob, ob->randomitems);
876 link_player_skills (ob);
877 esrv_send_inventory (ob, ob);
878 ob->update_stats ();
879
880 /* This moves the player to a different start map, if there
881 * is one for this race
882 */
883 if (*first_map_ext_path)
884 {
885 object *tmp;
886 char mapname[MAX_BUF];
887
888 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
889 tmp = object::create ();
890 EXIT_PATH (tmp) = mapname;
891 EXIT_X (tmp) = ob->x;
892 EXIT_Y (tmp) = ob->y;
893 ob->enter_exit (tmp); /* we don't really care if it succeeded;
894 * if the map isn't there, then stay on the
895 * default initial map */
896 tmp->destroy ();
897 }
898 else
899 LOG (llevDebug, "first_map_ext_path not set\n");
900 }
901
902 void
903 player::chargen_race_next ()
904 {
905 /* Following actually changes the race - this is the default command
906 * if we don't match with one of the options above.
907 */
908
909 do
910 {
911 shstr name = ob->name;
912 int x = ob->x, y = ob->y;
913
914 ob->remove_statbonus ();
915 ob->remove ();
916 ob->arch = get_player_archetype (ob->arch);
917 ob->arch->copy_to (ob);
918 ob->instantiate ();
919 ob->stats = ob->contr->orig_stats;
920 ob->name = ob->name_pl = name;
921 ob->x = x;
922 ob->y = y;
923 SET_ANIMATION (ob, 2); /* So player faces south */
924 insert_ob_in_map (ob, ob->map, ob, 0);
925 assign (ob->contr->title, ob->arch->object::name);
926 ob->add_statbonus ();
927 }
928 while (!allowed_class (ob));
929
930 update_object (ob, UP_OBJ_FACE);
931 esrv_update_item (UPD_FACE, ob, ob);
932 ob->update_stats ();
933 ob->stats.hp = ob->stats.maxhp;
934 ob->stats.sp = ob->stats.maxsp;
935 ob->stats.grace = 0;
936 }
937
938 void
939 flee_player (object *op)
940 {
941 int dir, diff;
942 rv_vector rv;
943
944 if (op->stats.hp < 0)
945 {
946 LOG (llevDebug, "Fleeing player is dead.\n");
947 CLEAR_FLAG (op, FLAG_SCARED);
948 return;
949 }
950
951 if (op->enemy == NULL)
952 {
953 LOG (llevDebug, "Fleeing player had no enemy.\n");
954 CLEAR_FLAG (op, FLAG_SCARED);
955 return;
956 }
957
958 /* Seen some crashes here. Since we don't store an
959 * op->enemy_count, it is possible that something destroys the
960 * actual enemy, and the object is recycled.
961 */
962 if (op->enemy->map == NULL)
963 {
964 CLEAR_FLAG (op, FLAG_SCARED);
965 op->enemy = NULL;
966 return;
967 }
968
969 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
970 {
971 op->enemy = NULL;
972 CLEAR_FLAG (op, FLAG_SCARED);
973 return;
974 }
975
976 get_rangevector (op, op->enemy, &rv, 0);
977
978 dir = absdir (4 + rv.direction);
979 for (diff = 0; diff < 3; diff++)
980 {
981 int m = 1 - (RANDOM () & 2);
982
983 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
984 return;
985 }
986
987 /* Cornered, get rid of scared */
988 CLEAR_FLAG (op, FLAG_SCARED);
989 op->enemy = NULL;
990 }
991
992 /* check_pick sees if there is stuff to be picked up/picks up stuff.
993 * It returns 1 if the player should keep on moving, 0 if he should
994 * stop.
995 */
996 int
997 check_pick (object *op)
998 {
999 object *tmp, *next;
1000 int stop = 0;
1001 int wvratio;
1002 char putstring[128];
1003
1004 /* if you're flying, you cna't pick up anything */
1005 if (op->move_type & MOVE_FLYING)
1006 return 1;
1007
1008 next = op->below;
1009
1010 int cnt = MAX_ITEM_PER_DROP;
1011 #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1012
1013 /* loop while there are items on the floor that are not marked as
1014 * destroyed */
1015 while (next && !next->destroyed ())
1016 {
1017 tmp = next;
1018 next = tmp->below;
1019
1020 if (cnt <= 0)
1021 {
1022 op->failmsg ("Couldn't pickup all items at once.");
1023 return 0;
1024 }
1025
1026 if (op->destroyed ())
1027 return 0;
1028
1029 if (!can_pick (op, tmp))
1030 continue;
1031
1032 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1033 {
1034 if (item_matched_string (op, tmp, op->contr->search_str))
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1038
1039 /* high not bit set? We're using the old autopickup model */
1040 if (!(op->contr->mode & PU_NEWMODE))
1041 {
1042 switch (op->contr->mode)
1043 {
1044 case 0:
1045 return 1; /* don't pick up */
1046 case 1:
1047 CHK_PICK_PICKUP;
1048 return 1;
1049 case 2:
1050 CHK_PICK_PICKUP;
1051 return 0;
1052 case 3:
1053 return 0; /* stop before pickup */
1054 case 4:
1055 CHK_PICK_PICKUP;
1056 break;
1057 case 5:
1058 CHK_PICK_PICKUP;
1059 stop = 1;
1060 break;
1061 case 6:
1062 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1063 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1064 CHK_PICK_PICKUP;
1065 break;
1066
1067 case 7:
1068 if (tmp->type == MONEY || tmp->type == GEM)
1069 CHK_PICK_PICKUP;
1070 break;
1071
1072 default:
1073 /* use value density */
1074 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1075 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1076 CHK_PICK_PICKUP;
1077 }
1078 }
1079 else
1080 { /* old model */
1081 /* NEW pickup handling */
1082 if (op->contr->mode & PU_DEBUG)
1083 {
1084 /* some debugging code to figure out item information */
1085 if (tmp->name != NULL)
1086 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1087 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1088 else
1089 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1090 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1091
1092 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1093 }
1094
1095 /* philosophy:
1096 * It's easy to grab an item type from a pile, as long as it's
1097 * generic. This takes no game-time. For more detailed pickups
1098 * and selections, select-items should be used. This is a
1099 * grab-as-you-run type mode that's really useful for arrows for
1100 * example.
1101 * The drawback: right now it has no frontend, so you need to
1102 * stick the bits you want into a calculator in hex mode and then
1103 * convert to decimal and then 'pickup <#>
1104 */
1105
1106 /* the first two modes are exclusive: if NOTHING we return, if
1107 * STOP then we stop. All the rest are applied sequentially,
1108 * meaning if any test passes, the item gets picked up. */
1109
1110 /* if mode is set to pick nothing up, return */
1111
1112 if (op->contr->mode & PU_NOTHING)
1113 return 1;
1114
1115 /* if mode is set to stop when encountering objects, return */
1116 /* take STOP before INHIBIT since it doesn't actually pick
1117 * anything up */
1118
1119 if (op->contr->mode & PU_STOP)
1120 return 0;
1121
1122 /* useful for going into stores and not losing your settings... */
1123 /* and for battles wher you don't want to get loaded down while
1124 * fighting */
1125 if (op->contr->mode & PU_INHIBIT)
1126 return 1;
1127
1128 /* prevent us from turning into auto-thieves :) */
1129 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1130 continue;
1131
1132 /* ignore known cursed objects */
1133 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1134 continue;
1135
1136 /* all food and drink if desired */
1137 /* question: don't pick up known-poisonous stuff? */
1138 if (op->contr->mode & PU_FOOD)
1139 if (tmp->type == FOOD)
1140 {
1141 CHK_PICK_PICKUP;
1142 continue;
1143 }
1144
1145 if (op->contr->mode & PU_DRINK)
1146 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1147 {
1148 CHK_PICK_PICKUP;
1149 continue;
1150 }
1151
1152 if (op->contr->mode & PU_POTION)
1153 if (tmp->type == POTION)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 /* spellbooks, skillscrolls and normal books/scrolls */
1160 if (op->contr->mode & PU_SPELLBOOK)
1161 if (tmp->type == SPELLBOOK)
1162 {
1163 CHK_PICK_PICKUP;
1164 continue;
1165 }
1166
1167 if (op->contr->mode & PU_SKILLSCROLL)
1168 if (tmp->type == SKILLSCROLL)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_READABLES)
1175 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1176 {
1177 CHK_PICK_PICKUP;
1178 continue;
1179 }
1180
1181 /* wands/staves/rods/horns */
1182 if (op->contr->mode & PU_MAGIC_DEVICE)
1183 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1184 {
1185 CHK_PICK_PICKUP;
1186 continue;
1187 }
1188
1189 /* pick up all magical items */
1190 if (op->contr->mode & PU_MAGICAL)
1191 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1192 {
1193 CHK_PICK_PICKUP;
1194 continue;
1195 }
1196
1197 if (op->contr->mode & PU_VALUABLES)
1198 {
1199 if (tmp->type == MONEY || tmp->type == GEM)
1200 {
1201 CHK_PICK_PICKUP;
1202 continue;
1203 }
1204 }
1205
1206 /* rings & amulets - talismans seems to be typed AMULET */
1207 if (op->contr->mode & PU_JEWELS)
1208 if (tmp->type == RING || tmp->type == AMULET)
1209 {
1210 CHK_PICK_PICKUP;
1211 continue;
1212 }
1213
1214 /* we don't forget dragon food */
1215 if (op->contr->mode & PU_FLESH)
1216 if (tmp->type == FLESH)
1217 {
1218 CHK_PICK_PICKUP;
1219 continue;
1220 }
1221
1222 /* bows and arrows. Bows are good for selling! */
1223 if (op->contr->mode & PU_BOW)
1224 if (tmp->type == BOW)
1225 {
1226 CHK_PICK_PICKUP;
1227 continue;
1228 }
1229
1230 if (op->contr->mode & PU_ARROW)
1231 if (tmp->type == ARROW)
1232 {
1233 CHK_PICK_PICKUP;
1234 continue;
1235 }
1236
1237 /* all kinds of armor etc. */
1238 if (op->contr->mode & PU_ARMOUR)
1239 if (tmp->type == ARMOUR)
1240 {
1241 CHK_PICK_PICKUP;
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_HELMET)
1246 if (tmp->type == HELMET)
1247 {
1248 CHK_PICK_PICKUP;
1249 continue;
1250 }
1251
1252 if (op->contr->mode & PU_SHIELD)
1253 if (tmp->type == SHIELD)
1254 {
1255 CHK_PICK_PICKUP;
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_BOOTS)
1260 if (tmp->type == BOOTS)
1261 {
1262 CHK_PICK_PICKUP;
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_GLOVES)
1267 if (tmp->type == GLOVES)
1268 {
1269 CHK_PICK_PICKUP;
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_CLOAK)
1274 if (tmp->type == CLOAK)
1275 {
1276 CHK_PICK_PICKUP;
1277 continue;
1278 }
1279
1280 /* hoping to catch throwing daggers here */
1281 if (op->contr->mode & PU_MISSILEWEAPON)
1282 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1283 {
1284 CHK_PICK_PICKUP;
1285 continue;
1286 }
1287
1288 /* careful: chairs and tables are weapons! */
1289 if (op->contr->mode & PU_ALLWEAPON)
1290 {
1291 if (tmp->type == WEAPON && tmp->name != NULL)
1292 {
1293 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1294 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1295 {
1296 CHK_PICK_PICKUP;
1297 continue;
1298 }
1299 }
1300
1301 if (tmp->type == WEAPON && tmp->name == NULL)
1302 {
1303 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1304 {
1305 CHK_PICK_PICKUP;
1306 continue;
1307 }
1308 }
1309 }
1310
1311 /* misc stuff that's useful */
1312 if (op->contr->mode & PU_KEY)
1313 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1314 {
1315 CHK_PICK_PICKUP;
1316 continue;
1317 }
1318
1319 /* any of the last 4 bits set means we use the ratio for value
1320 * pickups */
1321 if (op->contr->mode & PU_RATIO)
1322 {
1323 /* use value density to decide what else to grab */
1324 /* >=7 was >= op->contr->mode */
1325 /* >=7 is the old standard setting. Now we take the last 4 bits
1326 * and multiply them by 5, giving 0..15*5== 5..75 */
1327 wvratio = (op->contr->mode & PU_RATIO) * 5;
1328 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1329 {
1330 CHK_PICK_PICKUP;
1331 #if 0
1332 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1333 if (tmp->name != NULL)
1334 {
1335 fprintf (stderr, "%s", tmp->name);
1336 }
1337 else
1338 fprintf (stderr, "%s", tmp->arch->archname);
1339 fprintf (stderr, ",%d] = ", tmp->type);
1340 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1341 #endif
1342 continue;
1343 }
1344 }
1345 } /* the new pickup model */
1346 }
1347
1348 return !stop;
1349 }
1350
1351 /*
1352 * Find an arrow in the inventory and after that
1353 * in the right type container (quiver). Pointer to the
1354 * found object is returned.
1355 */
1356 object *
1357 find_arrow (object *op, const char *type)
1358 {
1359 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1360 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1361 return splay (tmp);
1362
1363 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1364 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1365 if (object *arrow = find_arrow (tmp, type))
1366 {
1367 splay (tmp);
1368 return arrow;
1369 }
1370
1371 return 0;
1372 }
1373
1374 /*
1375 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1376 * against the target. A full test is not performed, simply a basic test
1377 * of resistances. The archer is making a quick guess at what he sees down
1378 * the hall. Failing that it does it's best to pick the highest plus arrow.
1379 */
1380 object *
1381 find_better_arrow (object *op, object *target, const char *type, int *better)
1382 {
1383 object *tmp = NULL, *arrow, *ntmp;
1384 int attacknum, attacktype, betterby = 0, i;
1385
1386 if (!type)
1387 return NULL;
1388
1389 for (arrow = op->inv; arrow; arrow = arrow->below)
1390 {
1391 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1392 {
1393 i = 0;
1394 ntmp = find_better_arrow (arrow, target, type, &i);
1395 if (i > betterby)
1396 {
1397 tmp = ntmp;
1398 betterby = i;
1399 }
1400 }
1401 else if (arrow->type == ARROW && arrow->race == type)
1402 {
1403 /* allways prefer assasination/slaying */
1404 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1405 {
1406 if (arrow->attacktype & AT_DEATH)
1407 {
1408 *better = 100;
1409 return arrow;
1410 }
1411 else
1412 {
1413 tmp = arrow;
1414 betterby = (arrow->magic + arrow->stats.dam) * 2;
1415 }
1416 }
1417 else
1418 {
1419 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1420 {
1421 attacktype = 1 << attacknum;
1422 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1423 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1424 {
1425 tmp = arrow;
1426 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1427 }
1428 }
1429 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1430 {
1431 tmp = arrow;
1432 betterby = 2 + arrow->magic + arrow->stats.dam;
1433 }
1434 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1435 {
1436 tmp = arrow;
1437 betterby = 1 + arrow->magic + arrow->stats.dam;
1438 }
1439 }
1440 }
1441 }
1442 if (tmp == NULL && arrow == NULL)
1443 return find_arrow (op, type);
1444
1445 *better = betterby;
1446 return tmp;
1447 }
1448
1449 /* looks in a given direction, finds the first valid target, and calls
1450 * find_better_arrow to find a decent arrow to use.
1451 * op = the shooter
1452 * type = bow->race
1453 * dir = fire direction
1454 */
1455 object *
1456 pick_arrow_target (object *op, const char *type, int dir)
1457 {
1458 object *tmp = NULL;
1459 maptile *m;
1460 int i, mflags, found, number;
1461 sint16 x, y;
1462
1463 if (op->map == NULL)
1464 return find_arrow (op, type);
1465
1466 /* do a dex check */
1467 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1468 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1469 return find_arrow (op, type);
1470
1471 m = op->map;
1472 x = op->x;
1473 y = op->y;
1474
1475 /* find the first target */
1476 for (i = 0, found = 0; i < 20; i++)
1477 {
1478 x += freearr_x[dir];
1479 y += freearr_y[dir];
1480 mflags = get_map_flags (m, &m, x, y, &x, &y);
1481 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1482 {
1483 tmp = NULL;
1484 break;
1485 }
1486 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1487 {
1488 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1489 * perhaps a bad assumption.
1490 */
1491 tmp = NULL;
1492 break;
1493 }
1494 if (mflags & P_IS_ALIVE)
1495 {
1496 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1497 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1498 {
1499 found++;
1500 break;
1501 }
1502 if (found)
1503 break;
1504 }
1505 }
1506 if (tmp == NULL)
1507 return find_arrow (op, type);
1508
1509 if (tmp->head)
1510 tmp = tmp->head;
1511
1512 return find_better_arrow (op, tmp, type, &i);
1513 }
1514
1515 /*
1516 * Creature fires a bow - op can be monster or player. Returns
1517 * 1 if bow was actually fired, 0 otherwise.
1518 * op is the object firing the bow.
1519 * part is for multipart creatures - the part firing the bow.
1520 * dir is the direction of fire.
1521 * wc_mod is any special modifier to give (used in special player fire modes)
1522 * sx, sy are coordinates to fire arrow from - also used in some of the special
1523 * player fire modes.
1524 */
1525 int
1526 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1527 {
1528 object *left, *bow;
1529 int mflags;
1530 maptile *m;
1531
1532 if (!dir)
1533 {
1534 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1535 return 0;
1536 }
1537
1538 if (op->contr)
1539 bow = op->current_weapon;
1540 else
1541 {
1542 for (bow = op->inv; bow; bow = bow->below)
1543 /* Don't check for applied - monsters don't apply bows - in that way, they
1544 * don't need to switch back and forth between bows and weapons.
1545 */
1546 if (bow->type == BOW)
1547 break;
1548
1549 if (!bow)
1550 {
1551 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1552 return 0;
1553 }
1554
1555 // optimisation: move object to top so we will find it quickly again
1556 if (bow->below)
1557 {
1558 bow->remove ();
1559 op->insert (bow);
1560 }
1561
1562 }
1563
1564 if (!bow->race || !bow->skill)
1565 {
1566 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1567 return 0;
1568 }
1569
1570 if (arrow == NULL)
1571 {
1572 if ((arrow = find_arrow (op, bow->race)) == NULL)
1573 {
1574 if (op->type == PLAYER)
1575 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1576 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1577 else
1578 CLEAR_FLAG (op, FLAG_READY_BOW);
1579
1580 return 0;
1581 }
1582 }
1583
1584 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1585 if (mflags & P_OUT_OF_MAP)
1586 return 0;
1587
1588 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1589 {
1590 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1591 return 0;
1592 }
1593
1594 /* this should not happen, but sometimes does */
1595 if (arrow->nrof == 0)
1596 {
1597 arrow->destroy ();
1598 return 0;
1599 }
1600
1601 left = arrow; /* these are arrows left to the player */
1602 arrow = get_split_ob (arrow, 1);
1603 if (!arrow)
1604 {
1605 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1606 return 0;
1607 }
1608
1609 arrow->set_owner (op);
1610 arrow->skill = bow->skill;
1611 arrow->direction = dir;
1612
1613 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1614 arrow->stats.hp = arrow->stats.dam;
1615 arrow->stats.grace = arrow->attacktype;
1616
1617 if (arrow->slaying)
1618 arrow->spellarg = strdup (arrow->slaying);
1619
1620 #if 0
1621 if (player *pl = op->contr)
1622 {
1623 float speed = pl->weapon_sp;
1624
1625 /* penalize ROF for bestarrow */
1626 if (pl->bowtype == bow_bestarrow)
1627 speed *= .9f;
1628 else
1629 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1630
1631 op->speed_left += speed - op->speed;
1632 }
1633 #endif
1634
1635 SET_ANIMATION (arrow, arrow->direction);
1636
1637 /* update the speed */
1638 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1639 + bow->stats.dam / 7.f;
1640
1641 arrow->set_speed (max (arrow->speed, 2.f));
1642 arrow->speed_left = 0;
1643
1644 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1645
1646 if (op->type == PLAYER)
1647 {
1648 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1649 wc -= dex_bonus[op->stats.Dex];
1650
1651 if (!arrow->slaying)
1652 arrow->slaying = op->slaying;
1653
1654 arrow->attacktype |= op->attacktype;
1655 }
1656 else
1657 {
1658 arrow->level = op->level;
1659 arrow->stats.wc -= bow->magic;
1660
1661 if (!arrow->slaying)
1662 arrow->slaying = bow->slaying;
1663
1664 arrow->attacktype |= bow->attacktype;
1665 }
1666
1667 wc -= arrow->level;
1668 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1669
1670 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1671 arrow->move_type = MOVE_FLY_LOW;
1672 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1673
1674 op->play_sound (sound_find ("fire_arrow"));
1675 m->insert (arrow, sx, sy, op);
1676
1677 if (!arrow->destroyed ())
1678 move_arrow (arrow);
1679
1680 if (op->type == PLAYER)
1681 {
1682 if (left->destroyed ())
1683 esrv_del_item (op->contr, left->count);
1684 else
1685 esrv_send_item (op, left);
1686 }
1687
1688 return 1;
1689 }
1690
1691 /* Special fire code for players - this takes into
1692 * account the special fire modes players can have
1693 * but monsters can't. Putting that code here
1694 * makes the fire_bow code much cleaner.
1695 * this function should only be called if 'op' is a player,
1696 * hence the function name.
1697 */
1698 int
1699 player_fire_bow (object *op, int dir)
1700 {
1701 int ret = 0, wcmod = 0;
1702
1703 if (op->contr->bowtype == bow_bestarrow)
1704 {
1705 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1706 }
1707 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1708 {
1709 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1710 wcmod = -1;
1711
1712 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1713 }
1714 else if (op->contr->bowtype == bow_threewide)
1715 {
1716 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1717 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1718 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1719 }
1720 else if (op->contr->bowtype == bow_spreadshot)
1721 {
1722 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1723 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1724 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1725 }
1726 else
1727 {
1728 /* Simple case */
1729 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1730 }
1731
1732 return ret;
1733 }
1734
1735 /* Fires a misc (wand/rod/horn) object in 'dir'.
1736 * Broken apart from 'fire' to keep it more readable.
1737 */
1738 void
1739 fire_misc_object (object *op, int dir)
1740 {
1741 object *item = op->contr->ranged_ob;
1742
1743 if (!item)
1744 {
1745 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1746 return;
1747 }
1748
1749 if (!item->inv)
1750 {
1751 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1752 return;
1753 }
1754
1755 if (!op->change_weapon (item))
1756 return;
1757
1758 if (item->type == WAND)
1759 {
1760 if (item->stats.food <= 0)
1761 {
1762 op->contr->play_sound (sound_find ("wand_poof"));
1763 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1764
1765 return;
1766 }
1767 }
1768 else if (item->type == ROD || item->type == HORN)
1769 {
1770 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1771 {
1772 op->contr->play_sound (sound_find ("wand_poof"));
1773
1774 if (item->type == ROD)
1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1776 else
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1778
1779 return;
1780 }
1781 }
1782
1783 if (cast_spell (op, item, dir, item->inv, NULL))
1784 {
1785 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1786 if (item->type == WAND)
1787 {
1788 if (!(--item->stats.food))
1789 {
1790 object *tmp;
1791
1792 if (item->arch)
1793 {
1794 CLEAR_FLAG (item, FLAG_ANIMATE);
1795 item->face = item->arch->face;
1796 item->set_speed (0);
1797 }
1798
1799 if ((tmp = item->in_player ()))
1800 esrv_update_item (UPD_ANIM, tmp, item);
1801 }
1802 }
1803 else if (item->type == ROD || item->type == HORN)
1804 drain_rod_charge (item);
1805 }
1806 }
1807
1808 /* Received a fire command for the player - go and do it.
1809 */
1810 bool
1811 fire (object *op, int dir)
1812 {
1813 int spellcost = 0;
1814
1815 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible (op))
1817 make_visible (op);
1818
1819 player *pl = op->contr;
1820
1821 if (pl->golem)
1822 {
1823 control_golem (op->contr->golem, dir);
1824 return false;
1825 }
1826
1827 object *ob = pl->ranged_ob;
1828
1829 if (!ob)
1830 return false;
1831
1832 if (!op->change_weapon (ob))
1833 return false;
1834
1835 if (op->speed_left > 0.f)
1836 --op->speed_left;
1837 else
1838 return false;
1839
1840 switch (ob->type)
1841 {
1842 case BOW:
1843 player_fire_bow (op, dir);
1844 break;
1845
1846 case SPELL:
1847 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1848 break;
1849
1850 case BUILDER:
1851 apply_map_builder (op, dir);
1852 break;
1853
1854 case SKILL:
1855 do_skill (op, op, ob, dir, 0);
1856 break;
1857
1858 default:
1859 fire_misc_object (op, dir);
1860 break;
1861 }
1862
1863 return true;
1864 }
1865
1866 /* find_key
1867 * We try to find a key for the door as passed. If we find a key
1868 * and successfully use it, we return the key, otherwise NULL
1869 * This function merges both normal and locked door, since the logic
1870 * for both is the same - just the specific key is different.
1871 * pl is the player,
1872 * inv is the objects inventory to searched
1873 * door is the door we are trying to match against.
1874 * This function can be called recursively to search containers.
1875 */
1876 object *
1877 find_key (object *pl, object *container, object *door)
1878 {
1879 object *tmp, *key;
1880
1881 /* Should not happen, but sanity checking is never bad */
1882 if (!container->inv)
1883 return 0;
1884
1885 /* First, lets try to find a key in the top level inventory */
1886 for (tmp = container->inv; tmp; tmp = tmp->below)
1887 {
1888 if (door->type == DOOR && tmp->type == KEY)
1889 break;
1890 /* For sanity, we should really check door type, but other stuff
1891 * (like containers) can be locked with special keys
1892 */
1893 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1894 break;
1895 }
1896
1897 /* No key found - lets search inventories now */
1898 /* If we find and use a key in an inventory, return at that time.
1899 * otherwise, if we search all the inventories and still don't find
1900 * a key, return
1901 */
1902 if (!tmp)
1903 {
1904 for (tmp = container->inv; tmp; tmp = tmp->below)
1905 {
1906 /* No reason to search empty containers */
1907 if (tmp->type == CONTAINER && tmp->inv)
1908 {
1909 if ((key = find_key (pl, tmp, door)))
1910 return key;
1911 }
1912 }
1913
1914 if (!tmp)
1915 return NULL;
1916 }
1917
1918 /* We get down here if we have found a key. Now if its in a container,
1919 * see if we actually want to use it
1920 */
1921 if (pl != container)
1922 {
1923 /* Only let players use keys in containers */
1924 if (!pl->contr)
1925 return NULL;
1926 /* cases where this fails:
1927 * If we only search the player inventory, return now since we
1928 * are not in the players inventory.
1929 * If the container is not active, return now since only active
1930 * containers can be used.
1931 * If we only search keyrings and the container does not have
1932 * a race/isn't a keyring.
1933 * No checking for all containers - to fall through past here,
1934 * inv must have been an container and must have been active.
1935 *
1936 * Change the color so that the message doesn't disappear with
1937 * all the others.
1938 */
1939 if (pl->contr->usekeys == key_inventory ||
1940 !QUERY_FLAG (container, FLAG_APPLIED) ||
1941 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1942 {
1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1944 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1945 return NULL;
1946 }
1947 }
1948
1949 return tmp;
1950 }
1951
1952 /* moved door processing out of move_player_attack.
1953 * returns 1 if player has opened the door with a key
1954 * such that the caller should not do anything more,
1955 * 0 otherwise
1956 */
1957 static int
1958 player_attack_door (object *op, object *door)
1959 {
1960 /* If its a door, try to find a key. If we do destroy the door,
1961 * might as well return immediately as there is nothing more to do -
1962 * otherwise, we fall through to the rest of the code.
1963 */
1964 object *key = find_key (op, op, door);
1965
1966 /* If we found a key, do some extra work */
1967 if (key)
1968 {
1969 object *container = key->env;
1970
1971 if (action_makes_visible (op))
1972 make_visible (op);
1973
1974 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1975 spring_trap (door->inv, op);
1976
1977 if (door->type == DOOR)
1978 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1979 else if (door->type == LOCKED_DOOR)
1980 {
1981 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1982 remove_door2 (door); /* remove door without violence ;-) */
1983 }
1984
1985 /* Do this after we print the message */
1986 decrease_ob (key); /* Use up one of the keys */
1987 /* Need to update the weight the container the key was in */
1988 if (container != op)
1989 esrv_update_item (UPD_WEIGHT, op, container);
1990
1991 return 1; /* Nothing more to do below */
1992 }
1993 else if (door->type == LOCKED_DOOR)
1994 {
1995 /* Might as well return now - no other way to open this */
1996 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1997 return 1;
1998 }
1999
2000 return 0;
2001 }
2002
2003 /* This function is just part of a breakup from move_player.
2004 * It should keep the code cleaner.
2005 * When this is called, the players direction has been updated
2006 * (taking into account confusion.) The player is also actually
2007 * going to try and move (not fire weapons).
2008 */
2009 bool
2010 move_player_attack (object *op, int dir)
2011 {
2012 int on_battleground;
2013
2014 sint16 nx = freearr_x[dir] + op->x;
2015 sint16 ny = freearr_y[dir] + op->y;
2016
2017 on_battleground = op_on_battleground (op, 0, 0);
2018
2019 if (out_of_map (op->map, nx, ny))
2020 return false;
2021
2022 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2023 {
2024 --op->speed_left;
2025 return true;
2026 }
2027
2028 /* If braced, or can't move to the square, and it is not out of the
2029 * map, attack it. Note order of if statement is important - don't
2030 * want to be calling move_ob if braced, because move_ob will move the
2031 * player. This is a pretty nasty hack, because if we could
2032 * move to some space, it then means that if we are braced, we should
2033 * do nothing at all. As it is, if we are braced, we go through
2034 * quite a bit of processing. However, it probably is less than what
2035 * move_ob uses.
2036 */
2037 maptile *m = op->map->xy_find (nx, ny);
2038
2039 /* Go through all the objects, and find ones of interest. Only stop if
2040 * we find a monster - that is something we know we want to attack.
2041 * if its a door or barrel (can roll) see if there may be monsters
2042 * on the space
2043 */
2044 object *mon;
2045 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2046 {
2047 if ((mon->flag [FLAG_ALIVE]
2048 || mon->type == LOCKED_DOOR
2049 || mon->flag [FLAG_CAN_ROLL])
2050 && mon != op)
2051 break;
2052 }
2053
2054 if (!mon) /* This happens anytime the player tries to move */
2055 return false; /* into a wall */
2056
2057 mon = mon->head_ ();
2058
2059 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2060 if (op->contr->weapon_sp_left > 0.f)
2061 if (player_attack_door (op, mon))
2062 {
2063 --op->contr->weapon_sp_left;
2064 return true;
2065 }
2066
2067 /* The following deals with possibly attacking peaceful
2068 * or friendly creatures. Basically, all players are considered
2069 * unaggressive. If the moving player has peaceful set, then the
2070 * object should be pushed instead of attacked. It is assumed that
2071 * if you are braced, you will not attack friends accidently,
2072 * and thus will not push them.
2073 */
2074
2075 /* If the creature is a pet, push it even if the player is not
2076 * peaceful. Our assumption is the creature is a pet if the
2077 * player owns it and it is either friendly or unagressive.
2078 */
2079 if (op->type == PLAYER
2080 && ((mon->owner && mon->owner->contr
2081 && same_party (mon->owner->contr->party, op->contr->party))
2082 || mon->owner == op)
2083 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2084 {
2085 /* If we're braced, we don't want to switch places with it */
2086 if (op->contr->braced)
2087 return false;
2088
2089 if (op->speed_left > 0.f)
2090 {
2091 --op->speed_left;
2092
2093 op->play_sound (sound_find ("push_player"));
2094 push_ob (mon, dir, op);
2095
2096 if (op->contr->tmp_invis || op->hide)
2097 make_visible (op);
2098
2099 return true;
2100 }
2101 else
2102 return false;
2103 }
2104
2105 /* in certain circumstances, you shouldn't attack friendly
2106 * creatures. Note that if you are braced, you can't push
2107 * someone, but put it inside this loop so that you won't
2108 * attack them either.
2109 */
2110 if ((mon->type == PLAYER || mon->enemy != op)
2111 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2112 && ((op->contr->peaceful
2113 || (mon->type == PLAYER && mon->contr->peaceful))
2114 && !on_battleground))
2115 {
2116 if (op->speed_left > 0.f)
2117 {
2118 --op->speed_left;
2119
2120 if (!op->contr->braced)
2121 {
2122 op->play_sound (sound_find ("push_player"));
2123 push_ob (mon, dir, op);
2124 }
2125 else
2126 op->statusmsg ("You withhold your attack");
2127
2128 if (op->contr->tmp_invis || op->hide)
2129 make_visible (op);
2130
2131 return true;
2132 }
2133 }
2134 /* If the object is a boulder or other rollable object, then
2135 * roll it if not braced. You can't roll it if you are braced.
2136 */
2137 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2138 {
2139 if (op->speed_left > 0.f)
2140 {
2141 --op->speed_left;
2142
2143 recursive_roll (mon, dir, op);
2144 if (action_makes_visible (op))
2145 make_visible (op);
2146
2147 return true;
2148 }
2149 }
2150 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen.
2155 */
2156 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 {
2159 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2160 {
2161 --op->contr->weapon_sp_left;
2162
2163 skill_attack (mon, op, 0, 0, 0);
2164
2165 if (action_makes_visible (op))
2166 make_visible (op);
2167
2168 return true;
2169 }
2170 }
2171
2172 return false;
2173 }
2174
2175 bool
2176 move_player (object *op, int dir)
2177 {
2178 int pick;
2179
2180 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2181 return 0;
2182
2183 /* Sanity check: make sure dir is valid */
2184 if ((dir < 0) || (dir >= 9))
2185 {
2186 LOG (llevError, "move_player: invalid direction %d\n", dir);
2187 return 0;
2188 }
2189
2190 /* peterm: added following line */
2191 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2192 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2193
2194 op->facing = dir;
2195
2196 if (op->hide)
2197 do_hidden_move (op);
2198
2199 bool retval;
2200
2201 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2202 retval = RESULT_INT (0);
2203 else if (op->contr->fire_on)
2204 retval = fire (op, dir);
2205 else
2206 {
2207 retval = move_player_attack (op, dir);
2208 pick = check_pick (op);
2209 }
2210
2211 /* Add special check for newcs players and fire on - this way, the
2212 * server can handle repeat firing.
2213 */
2214 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2215 op->direction = dir;
2216 else
2217 op->direction = 0;
2218
2219 /* Update how the player looks. Use the facing, so direction may
2220 * get reset to zero. This allows for full animation capabilities
2221 * for players.
2222 */
2223 animate_object (op, op->facing);
2224
2225 return retval;
2226 }
2227
2228 /* This is similar to handle_player, below, but is only used by the
2229 * new client/server stuff.
2230 * This is sort of special, in that the new client/server actually uses
2231 * the new speed values for commands.
2232 *
2233 * Returns true if there are more actions we can do. Should not do
2234 * many actions in a row, as that would be too unfair to other
2235 * players.
2236 */
2237 bool
2238 handle_newcs_player (object *op)
2239 {
2240 if (QUERY_FLAG (op, FLAG_SCARED))
2241 {
2242 if (op->speed_left > 0.f)
2243 {
2244 --op->speed_left;
2245 flee_player (op);
2246
2247 return true;
2248 }
2249 else
2250 return false;
2251 }
2252
2253 /* call this here - we also will call this in do_ericserver, but
2254 * the players time has been increased when doericserver has been
2255 * called, so we recheck it here.
2256 */
2257 if (op->contr->ns->handle_command ())
2258 return true;
2259
2260 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2261 return move_player (op, op->direction);
2262
2263 return false;
2264 }
2265
2266 int
2267 save_life (object *op)
2268 {
2269 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2270 return 0;
2271
2272 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2273 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2274 {
2275 op->play_sound (sound_find ("ob_evaporate"));
2276 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2277
2278 if (op->contr)
2279 esrv_del_item (op->contr, tmp->count);
2280
2281 tmp->destroy ();
2282 CLEAR_FLAG (op, FLAG_LIFESAVE);
2283
2284 if (op->stats.hp < 0)
2285 op->stats.hp = op->stats.maxhp;
2286
2287 if (op->stats.food < 0)
2288 op->stats.food = 999;
2289
2290 op->update_stats ();
2291 return 1;
2292 }
2293
2294 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2295 CLEAR_FLAG (op, FLAG_LIFESAVE);
2296 enter_player_savebed (op); /* bring him home. */
2297 return 0;
2298 }
2299
2300 /* This goes throws the inventory and removes unpaid objects, and puts them
2301 * back in the map (location and map determined by values of env). This
2302 * function will descend into containers. op is the object to start the search
2303 * from.
2304 */
2305 static void
2306 drop_unpaid_items (object *op, object *env)
2307 {
2308 while (op)
2309 {
2310 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2311
2312 if (QUERY_FLAG (op, FLAG_UNPAID))
2313 {
2314 if (env->type == PLAYER)
2315 esrv_del_item (env->contr, op->count);
2316
2317 op->insert_at (env);
2318 }
2319 else if (op->inv)
2320 drop_unpaid_items (op->inv, env);
2321
2322 op = next;
2323 }
2324 }
2325
2326 void
2327 object::drop_unpaid_items ()
2328 {
2329 if (!flag [FLAG_REMOVED])
2330 ::drop_unpaid_items (inv, this);
2331 }
2332
2333 /*
2334 * Returns pointer a static string containing gravestone text
2335 * Moved from apply.c to player.c - player.c is what
2336 * actually uses this function. player.c may not be quite the
2337 * best, a misc file for object actions is probably better,
2338 * but there isn't one in the server directory.
2339 */
2340 char *
2341 gravestone_text (object *op)
2342 {
2343 static char buf2[MAX_BUF];
2344 char buf[MAX_BUF];
2345 time_t now = time (NULL);
2346
2347 strcpy (buf2, " R.I.P.\n\n");
2348 if (op->type == PLAYER)
2349 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2350 else
2351 sprintf (buf, "%s\n", &op->name);
2352
2353 strncat (buf2, " ", 20 - strlen (buf) / 2);
2354 strcat (buf2, buf);
2355 if (op->type == PLAYER)
2356 sprintf (buf, "who was in level %d when killed\n", op->level);
2357 else
2358 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2359
2360 strncat (buf2, " ", 20 - strlen (buf) / 2);
2361 strcat (buf2, buf);
2362 if (op->type == PLAYER)
2363 {
2364 sprintf (buf, "by %s.\n\n", op->contr->killer);
2365 strncat (buf2, " ", 21 - strlen (buf) / 2);
2366 strcat (buf2, buf);
2367 }
2368
2369 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf);
2372
2373 return buf2;
2374 }
2375
2376 void
2377 do_some_living (object *op)
2378 {
2379 int last_food = op->stats.food;
2380 int gen_hp, gen_sp, gen_grace;
2381 int over_hp, over_sp, over_grace;
2382 int i;
2383 int rate_hp = 1200;
2384 int rate_sp = 2500;
2385 int rate_grace = 2000;
2386 const int max_hp = 1;
2387 const int max_sp = 1;
2388 const int max_grace = 1;
2389
2390 if (op->contr->hidden)
2391 {
2392 op->invisible = 1000;
2393 /* the socket code flashes the player visible/invisible
2394 * depending on the value of invisible, so we need to
2395 * alternate it here for it to work correctly.
2396 */
2397 if (pticks & 2)
2398 op->invisible--;
2399 }
2400 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2401 {
2402 if (!op->invisible--)
2403 {
2404 make_visible (op);
2405 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2406 }
2407 }
2408
2409 if (op->contr->ns->state == ST_PLAYING)
2410 {
2411 /* these next three if clauses make it possible to SLOW DOWN
2412 hp/grace/spellpoint regeneration. */
2413 if (op->contr->gen_hp >= 0)
2414 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2415 else
2416 {
2417 gen_hp = op->stats.maxhp;
2418 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2419 }
2420
2421 if (op->contr->gen_sp >= 0)
2422 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2423 else
2424 {
2425 gen_sp = op->stats.maxsp;
2426 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2427 }
2428
2429 if (op->contr->gen_grace >= 0)
2430 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2431 else
2432 {
2433 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 }
2436
2437 /* Regenerate Grace */
2438 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2439 if (--op->last_grace < 0)
2440 {
2441 if (op->stats.grace < op->stats.maxgrace / 2)
2442 op->stats.grace++; /* no penalty in food for regaining grace */
2443
2444 if (max_grace > 1)
2445 {
2446 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2447 if (over_grace > 0)
2448 {
2449 op->stats.sp += over_grace
2450 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2451 op->last_grace = 0;
2452 }
2453 else
2454 {
2455 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2456 }
2457 }
2458 else
2459 {
2460 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2461 }
2462 /* wearing stuff doesn't detract from grace generation. */
2463 }
2464
2465 if (op->stats.food > 0)
2466 {
2467 /* Regenerate Spell Points */
2468 if (!op->contr->golem && --op->last_sp < 0)
2469 {
2470 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2471
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp++;
2475
2476 /* dms do not consume food */
2477 if (!QUERY_FLAG (op, FLAG_WIZ))
2478 {
2479 op->stats.food--;
2480
2481 if (op->contr->digestion < 0)
2482 op->stats.food += op->contr->digestion;
2483 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2484 op->stats.food = last_food;
2485 }
2486 }
2487
2488 if (max_sp > 1)
2489 {
2490 over_sp = (gen_sp + 10) / rate_sp;
2491 if (over_sp > 0)
2492 {
2493 if (op->stats.sp < op->stats.maxsp)
2494 {
2495 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2496
2497 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2498 op->stats.sp--;
2499
2500 if (op->stats.sp > op->stats.maxsp)
2501 op->stats.sp = op->stats.maxsp;
2502 }
2503
2504 op->last_sp = 0;
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 }
2509 else
2510 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2511 }
2512
2513 /* Regenerate Hit Points */
2514 if (--op->last_heal < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2517 {
2518 op->stats.hp++;
2519
2520 /* dms do not consume food */
2521 if (!QUERY_FLAG (op, FLAG_WIZ))
2522 {
2523 op->stats.food--;
2524
2525 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food;
2529 }
2530 }
2531
2532 if (max_hp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535
2536 if (over_hp > 0)
2537 {
2538 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2539 op->last_heal = 0;
2540 }
2541 else
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2543 }
2544 else
2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2546 }
2547 }
2548
2549 /* Digestion */
2550 if (--op->last_eat < 0)
2551 {
2552 int bonus = max (0, op->contr->digestion),
2553 penalty = max (0, -op->contr->digestion);
2554
2555 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2556
2557 /* dms do not consume food */
2558 if (!QUERY_FLAG (op, FLAG_WIZ))
2559 op->stats.food--;
2560 }
2561
2562 if (op->stats.food < 0 && op->stats.hp >= 0)
2563 {
2564 object *tmp, *flesh = 0;
2565
2566 for (tmp = op->inv; tmp; tmp = tmp->below)
2567 {
2568 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2569 {
2570 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2571 {
2572 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply (op, tmp, 0);
2574 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break;
2576 }
2577 else if (tmp->type == FLESH)
2578 flesh = tmp;
2579 } /* End if paid for object */
2580 } /* end of for loop */
2581
2582 /* If player is still starving, it means they don't have any food, so
2583 * eat flesh instead.
2584 */
2585 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2586 {
2587 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2588 manual_apply (op, flesh, 0);
2589 }
2590 }
2591
2592 if (op->stats.food < 0)
2593 {
2594 op->stats.hp += op->stats.food;
2595 op->stats.food = 0;
2596 }
2597
2598 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2599 kill_player (op);
2600 }
2601 }
2602
2603 /* If the player should die (lack of hp, food, etc), we call this.
2604 * op is the player in jeopardy. If the player can not be saved (not
2605 * permadeath, no lifesave), this will take care of removing the player
2606 * file.
2607 */
2608 void
2609 kill_player (object *op)
2610 {
2611 int x, y;
2612 char buf[MAX_BUF];
2613 maptile *map; /* this is for resurrection */
2614 int will_kill_again;
2615 archetype *at;
2616 object *tmp;
2617
2618 if (save_life (op))
2619 return;
2620
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2622 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV
2624 */
2625 if (op_on_battleground (op, &x, &y))
2626 {
2627 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2628 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629
2630 /* restore player */
2631 at = archetype::find ("poisoning");
2632 if (object *tmp = present_arch_in_ob (at, op))
2633 {
2634 tmp->destroy ();
2635 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2636 }
2637
2638 at = archetype::find ("confusion");
2639 if (object *tmp = present_arch_in_ob (at, op))
2640 {
2641 tmp->destroy ();
2642 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2643 }
2644
2645 cure_disease (op, 0, 0); /* remove any disease */
2646 op->stats.hp = op->stats.maxhp;
2647 if (op->stats.food <= 0)
2648 op->stats.food = 999;
2649
2650 /* create a bodypart-trophy to make the winner happy */
2651 if (object *tmp = arch_to_object (archetype::find ("finger")))
2652 {
2653 tmp->name = format ("%s's finger" , &op->name);
2654 tmp->name_pl = format ("%s's fingers", &op->name);
2655 tmp->msg = format (
2656 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2657 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2658 );
2659 tmp->value = 0, tmp->type = 0;
2660 tmp->materialname = "organics";
2661 tmp->insert_at (op, tmp);
2662 }
2663
2664 /* teleport defeated player to new destination */
2665 transfer_ob (op, x, y, 0, NULL);
2666 op->contr->braced = 0;
2667 return;
2668 }
2669
2670 INVOKE_PLAYER (DEATH, op->contr);
2671
2672 command_kill_pets (op, 0);
2673
2674 if (op->stats.food < 0)
2675 strcpy (op->contr->killer, "starvation");
2676
2677 op->contr->play_sound (sound_find ("player_dies"));
2678
2679 /* save the map location for corpse, gravestone */
2680 x = op->x;
2681 y = op->y;
2682 map = op->map;
2683
2684 /* NOT_PERMADEATH code. This basically brings the character back to
2685 * life if they are dead - it takes some exp and a random stat.
2686 * See the config.h file for a little more in depth detail about this.
2687 */
2688
2689 /* Basically two ways to go - remove a stat permanently, or just
2690 * make it depletion. This bunch of code deals with that aspect
2691 * of death.
2692 */
2693 #ifndef COZY_SERVER
2694 if (settings.balanced_stat_loss)
2695 {
2696 /* If stat loss is permanent, lose one stat only. */
2697 /* Lower level chars don't lose as many stats because they suffer
2698 more if they do. */
2699 /* Higher level characters can afford things such as potions of
2700 restoration, or better, stat potions. So we slug them that
2701 little bit harder. */
2702 /* GD */
2703 if (settings.stat_loss_on_death)
2704 num_stats_lose = 1;
2705 else
2706 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2707 }
2708 else
2709 num_stats_lose = 1;
2710
2711 lost_a_stat = 0;
2712
2713 for (z = 0; z < num_stats_lose; z++)
2714 {
2715 i = RANDOM () % NUM_STATS;
2716
2717 if (settings.stat_loss_on_death)
2718 {
2719 /* Pick a random stat and take a point off it. Tell the player
2720 * what he lost.
2721 */
2722 change_attr_value (&(op->stats), i, -1);
2723 check_stat_bounds (&(op->stats));
2724 change_attr_value (&(op->contr->orig_stats), i, -1);
2725 check_stat_bounds (&(op->contr->orig_stats));
2726 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2727 lost_a_stat = 1;
2728 }
2729 else
2730 {
2731 /* deplete a stat */
2732 archetype *deparch = archetype::find ("depletion");
2733 object *dep;
2734
2735 dep = present_arch_in_ob (deparch, op);
2736 if (!dep)
2737 {
2738 dep = arch_to_object (deparch);
2739 insert_ob_in_ob (dep, op);
2740 }
2741 lose_this_stat = 1;
2742 if (settings.balanced_stat_loss)
2743 {
2744 /* GD */
2745 /* Get the stat that we're about to deplete. */
2746 this_stat = get_attr_value (&(dep->stats), i);
2747 if (this_stat < 0)
2748 {
2749 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2750 int keep_chance = this_stat * this_stat;
2751
2752 /* Yes, I am paranoid. Sue me. */
2753 if (keep_chance < 1)
2754 keep_chance = 1;
2755
2756 /* There is a maximum depletion total per level. */
2757 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2758 {
2759 lose_this_stat = 0;
2760 /* Take loss chance vs keep chance to see if we
2761 retain the stat. */
2762 }
2763 else
2764 {
2765 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2766 lose_this_stat = 0;
2767 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2768 this_stat, keep_chance, loss_chance,
2769 lose_this_stat?"LOSE":"KEEP"); */
2770 }
2771 }
2772 }
2773
2774 if (lose_this_stat)
2775 {
2776 this_stat = get_attr_value (&(dep->stats), i);
2777 /* We could try to do something clever like find another
2778 * stat to reduce if this fails. But chances are, if
2779 * stats have been depleted to -50, all are pretty low
2780 * and should be roughly the same, so it shouldn't make a
2781 * difference.
2782 */
2783 if (this_stat >= -50)
2784 {
2785 change_attr_value (&(dep->stats), i, -1);
2786 SET_FLAG (dep, FLAG_APPLIED);
2787 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2788 op->update_stats ();
2789 lost_a_stat = 1;
2790 }
2791 }
2792 }
2793 }
2794 /* If no stat lost, tell the player. */
2795 if (!lost_a_stat)
2796 {
2797 /* determine_god() seems to not work sometimes... why is this?
2798 Should I be using something else? GD */
2799 const char *god = determine_god (op);
2800
2801 if (god && (strcmp (god, "none")))
2802 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2803 else
2804 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2805 }
2806 #else
2807 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2808 #endif
2809
2810 /* Put a gravestone up where the character 'almost' died. List the
2811 * exp loss on the stone.
2812 */
2813 tmp = arch_to_object (archetype::find ("gravestone"));
2814 sprintf (buf, "%s's gravestone", &op->name);
2815 tmp->name = buf;
2816 sprintf (buf, "%s's gravestones", &op->name);
2817 tmp->name_pl = buf;
2818 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2819 tmp->msg = buf;
2820 tmp->x = op->x, tmp->y = op->y;
2821 insert_ob_in_map (tmp, op->map, NULL, 0);
2822
2823 /**************************************/
2824 /* */
2825 /* Subtract the experience points, */
2826 /* if we died cause of food, give us */
2827 /* food, and reset HP's... */
2828 /* */
2829 /**************************************/
2830
2831 /* remove any poisoning and confusion the character may be suffering. */
2832 /* restore player */
2833 at = archetype::find ("poisoning");
2834 tmp = present_arch_in_ob (at, op);
2835
2836 if (tmp)
2837 {
2838 tmp->destroy ();
2839 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2840 }
2841
2842 at = archetype::find ("confusion");
2843 tmp = present_arch_in_ob (at, op);
2844 if (tmp)
2845 {
2846 tmp->destroy ();
2847 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2848 }
2849
2850 cure_disease (op, 0, 0); /* remove any disease */
2851
2852 /*add_exp(op, (op->stats.exp * -0.20)); */
2853 apply_death_exp_penalty (op);
2854 if (op->stats.food < 100)
2855 op->stats.food = 900;
2856 op->stats.hp = op->stats.maxhp;
2857 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2858 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2859
2860 /*
2861 * Check to see if the player has any unpaid items. If so, remove them
2862 * and put them back in the map.
2863 */
2864 op->drop_unpaid_items ();
2865
2866 /****************************************/
2867 /* */
2868 /* Move player to his current respawn- */
2869 /* position (usually last savebed) */
2870 /* */
2871 /****************************************/
2872
2873 enter_player_savebed (op);
2874
2875 op->contr->braced = 0;
2876
2877 /* it is possible that the player has blown something up
2878 * at his savebed location, and that can have long lasting
2879 * spell effects. So first see if there is a spell effect
2880 * on the space that might harm the player.
2881 */
2882 will_kill_again = 0;
2883 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2884 if (tmp->type == SPELL_EFFECT)
2885 will_kill_again |= tmp->attacktype;
2886
2887 if (will_kill_again)
2888 {
2889 object *force;
2890 int at;
2891
2892 force = get_archetype (FORCE_NAME);
2893 /* 50 ticks should be enough time for the spell to abate */
2894 force->speed = 0.1f;
2895 force->speed_left = -5.f;
2896 SET_FLAG (force, FLAG_APPLIED);
2897 for (at = 0; at < NROFATTACKS; at++)
2898 if (will_kill_again & (1 << at))
2899 force->resist[at] = 100;
2900
2901 insert_ob_in_ob (force, op);
2902 op->update_stats ();
2903
2904 }
2905
2906 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907 }
2908
2909 void
2910 loot_object (object *op)
2911 { /* Grab and destroy some treasure */
2912 object *tmp, *tmp2, *next;
2913
2914 op->close_container (); /* close open sack first */
2915
2916 for (tmp = op->inv; tmp; tmp = next)
2917 {
2918 next = tmp->below;
2919
2920 if (tmp->invisible)
2921 continue;
2922
2923 tmp->remove ();
2924 tmp->x = op->x, tmp->y = op->y;
2925
2926 if (tmp->type == CONTAINER)
2927 loot_object (tmp); /* empty container to ground */
2928
2929 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2930 {
2931 if (tmp->nrof > 1)
2932 {
2933 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2934 tmp2->destroy ();
2935 insert_ob_in_map (tmp, op->map, NULL, 0);
2936 }
2937 else
2938 tmp->destroy ();
2939 }
2940 else
2941 insert_ob_in_map (tmp, op->map, NULL, 0);
2942 }
2943 }
2944
2945 /*
2946 * fix_weight(): Check recursively the weight of all players, and fix
2947 * what needs to be fixed. Refresh windows and fix speed if anything
2948 * was changed.
2949 */
2950 void
2951 fix_weight (void)
2952 {
2953 for_all_players (pl)
2954 {
2955 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2956
2957 if (old == sum)
2958 continue;
2959 pl->ob->update_stats ();
2960 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2961 }
2962 }
2963
2964 void
2965 fix_luck (void)
2966 {
2967 for_all_players (pl)
2968 if (!pl->ob->contr->ns->state)
2969 pl->ob->change_luck (0);
2970 }
2971
2972 /* cast_dust() - handles op throwing objects of type 'DUST'.
2973 * This is much simpler in the new spell code - we basically
2974 * just treat this as any other spell casting object.
2975 */
2976 void
2977 cast_dust (object *op, object *throw_ob, int dir)
2978 {
2979 object *skop, *spob;
2980
2981 skop = find_skill_by_name (op, throw_ob->skill);
2982
2983 /* casting POTION 'dusts' is really a use_magic_item skill */
2984 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2985 {
2986 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2987 return;
2988 }
2989
2990 spob = throw_ob->inv;
2991
2992 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2993 // not pass NULL to cast_spell (which did indeed check itself, but
2994 // errors should be reported as early as possible IMHO)
2995 if (!spob)
2996 {
2997 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2998 return;
2999 }
3000
3001 if (op->type == PLAYER)
3002 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3003
3004 cast_spell (op, throw_ob, dir, spob, NULL);
3005
3006 throw_ob->destroy ();
3007 }
3008
3009 void
3010 make_visible (object *op)
3011 {
3012 op->hide = 0;
3013 op->invisible = 0;
3014
3015 if (op->type == PLAYER)
3016 {
3017 op->contr->tmp_invis = 0;
3018 op->contr->invis_race = 0;
3019 }
3020
3021 update_object (op, UP_OBJ_CHANGE);
3022 }
3023
3024 int
3025 is_true_undead (object *op)
3026 {
3027 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3028 return 1;
3029
3030 return 0;
3031 }
3032
3033 /* look at the surrounding terrain to determine
3034 * the hideability of this object. Positive levels
3035 * indicate greater hideability.
3036 */
3037 int
3038 hideability (object *ob)
3039 {
3040 int i, level = 0, mflag;
3041 sint16 x, y;
3042
3043 if (!ob || !ob->map)
3044 return 0;
3045
3046 /* so, on normal lighted maps, its hard to hide */
3047 level = ob->map->darkness - 2;
3048
3049 /* this also picks up whether the object is glowing.
3050 * If you carry a light on a non-dark map, its not
3051 * as bad as carrying a light on a pitch dark map */
3052 if (has_carried_lights (ob))
3053 level = -(10 + (2 * ob->map->darkness));
3054
3055 /* scan through all nearby squares for terrain to hide in */
3056 for (i = 0, x = ob->x, y = ob->y;
3057 i <= SIZEOFFREE1;
3058 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3059 {
3060 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3061 if (mflag & P_OUT_OF_MAP)
3062 continue;
3063
3064 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3065 level += 2;
3066 else /* open terrain! */
3067 level -= 1;
3068 }
3069
3070 #if 0
3071 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3072 #endif
3073 return level;
3074 }
3075
3076 /* For Hidden creatures - a chance of becoming 'unhidden'
3077 * every time they move - as we subtract off 'invisibility'
3078 * AND, for players, if they move into a ridiculously unhideable
3079 * spot (surrounded by clear terrain in broad daylight). -b.t.
3080 */
3081 void
3082 do_hidden_move (object *op)
3083 {
3084 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3085 object *skop;
3086
3087 if (!op || !op->map)
3088 return;
3089
3090 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3091
3092 /* its *extremely* hard to run and sneak/hide at the same time! */
3093 if (op->type == PLAYER && op->contr->run_on)
3094 if (!skop || num >= skop->level)
3095 {
3096 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3097 make_visible (op);
3098 return;
3099 }
3100 else
3101 num += 20;
3102
3103 num += op->map->difficulty;
3104 hide = hideability (op); /* modify by terrain hidden level */
3105 num -= hide;
3106
3107 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3108 {
3109 make_visible (op);
3110 if (op->type == PLAYER)
3111 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3112 }
3113 else if (op->type == PLAYER && skop)
3114 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3115 }
3116
3117 /* determine if who is standing near a hostile creature. */
3118
3119 int
3120 stand_near_hostile (object *who)
3121 {
3122 object *tmp = NULL;
3123 int i, friendly = 0, player = 0, mflags;
3124 maptile *m;
3125 sint16 x, y;
3126
3127 if (!who)
3128 return 0;
3129
3130 if (who->type == PLAYER)
3131 player = 1;
3132
3133 else
3134 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3135
3136 /* search adjacent squares */
3137 for (i = 1; i < 9; i++)
3138 {
3139 x = who->x + freearr_x[i];
3140 y = who->y + freearr_y[i];
3141 m = who->map;
3142 mflags = get_map_flags (m, &m, x, y, &x, &y);
3143 /* space must be blocked if there is a monster. If not
3144 * blocked, don't need to check this space.
3145 */
3146 if (mflags & P_OUT_OF_MAP)
3147 continue;
3148 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3149 continue;
3150
3151 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3152 {
3153 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3154 return 1;
3155 else if (tmp->type == PLAYER)
3156 {
3157 /*don't let a hidden DM prevent you from hiding */
3158 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3159 return 1;
3160 }
3161 }
3162 }
3163 return 0;
3164 }
3165
3166 /* check the player los field for viewability of the
3167 * object op. This function works fine for monsters,
3168 * but we dont worry if the object isnt the top one in
3169 * a pile (say a coin under a table would return "viewable"
3170 * by this routine). Another question, should we be
3171 * concerned with the direction the player is looking
3172 * in? Realistically, most of us can't see stuff behind
3173 * our backs...on the other hand, does the "facing" direction
3174 * imply the way your head, or body is facing? It's possible
3175 * for them to differ. Sigh, this fctn could get a bit more complex.
3176 * -b.t.
3177 * This function is now map tiling safe.
3178 */
3179 int
3180 player_can_view (object *pl, object *op)
3181 {
3182 rv_vector rv;
3183 int dx, dy;
3184
3185 if (pl->type != PLAYER)
3186 {
3187 LOG (llevError, "player_can_view() called for non-player object\n");
3188 return -1;
3189 }
3190
3191 if (!pl || !op)
3192 return 0;
3193
3194 op = op->head_ ();
3195
3196 get_rangevector (pl, op, &rv, 0x1);
3197
3198 /* starting with the 'head' part, lets loop
3199 * through the object and find if it has any
3200 * part that is in the los array but isn't on
3201 * a blocked los square.
3202 * we use the archetype to figure out offsets.
3203 */
3204 while (op)
3205 {
3206 dx = rv.distance_x + op->arch->x;
3207 dy = rv.distance_y + op->arch->y;
3208
3209 /* only the viewable area the player sees is updated by LOS
3210 * code, so we need to restrict ourselves to that range of values
3211 * for any meaningful values.
3212 */
3213 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3214 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3215 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3216 return 1;
3217
3218 op = op->more;
3219 }
3220
3221 return 0;
3222 }
3223
3224 /* routine for both players and monsters. We call this when
3225 * there is a possibility for our action distrubing our hiding
3226 * place or invisiblity spell. Artefact invisiblity is not
3227 * effected by this. If we arent invisible to begin with, we
3228 * return 0.
3229 */
3230 int
3231 action_makes_visible (object *op)
3232 {
3233 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3234 {
3235 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3236 return 0;
3237
3238 if (op->contr && op->contr->tmp_invis == 0)
3239 return 0;
3240
3241 /* If monsters, they should become visible */
3242 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3243 {
3244 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3245 return 1;
3246 }
3247 }
3248
3249 return 0;
3250 }
3251
3252 /* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL)
3256 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3257 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3258 * Default is to do the same as before, so only people wanting to have different points need worry about this
3259 */
3260 int
3261 op_on_battleground (object *op, int *x, int *y)
3262 {
3263 /* A battleground-tile needs the following attributes to be valid:
3264 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */
3269 for (object *tmp = op->below; tmp; tmp = tmp->below)
3270 {
3271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3272 {
3273 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3274 && tmp->type == BATTLEGROUND
3275 && tmp->name == shstr_battleground
3276 && EXIT_X (tmp) && EXIT_Y (tmp))
3277 {
3278 /* before we assign the exit, check if this is a teambattle */
3279 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3280 {
3281 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3282 {
3283 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3284 {
3285 if (x && y)
3286 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3287
3288 return 1;
3289 }
3290 }
3291 }
3292
3293 if (x && y)
3294 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3295
3296 return 1;
3297 }
3298 }
3299 }
3300
3301 /* If we got here, did not find a battleground */
3302 return 0;
3303 }
3304
3305 /*
3306 * When a dragon-player gains a new stage of evolution,
3307 * he gets some treasure
3308 *
3309 * attributes:
3310 * object *who the dragon player
3311 * int atnr the attack-number of the ability focus
3312 * int level ability level
3313 */
3314 void
3315 dragon_ability_gain (object *who, int atnr, int level)
3316 {
3317 treasurelist *trlist = NULL; /* treasurelist */
3318 treasure *tr; /* treasure */
3319 object *tmp, *skop; /* tmp. object */
3320 object *item; /* treasure object */
3321 char buf[MAX_BUF]; /* tmp. string buffer */
3322 int i = 0, j = 0;
3323
3324 /* get the appropriate treasurelist */
3325 if (atnr == ATNR_FIRE)
3326 trlist = treasurelist::find (shstr_dragon_ability_fire);
3327 else if (atnr == ATNR_COLD)
3328 trlist = treasurelist::find (shstr_dragon_ability_cold);
3329 else if (atnr == ATNR_ELECTRICITY)
3330 trlist = treasurelist::find (shstr_dragon_ability_elec);
3331 else if (atnr == ATNR_POISON)
3332 trlist = treasurelist::find (shstr_dragon_ability_poison);
3333
3334 if (trlist == NULL || who->type != PLAYER)
3335 return;
3336
3337 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3338
3339 if (!tr || !tr->item)
3340 {
3341 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3342 return;
3343 }
3344
3345 /* everything seems okay - now bring on the gift: */
3346 item = tr->item;
3347
3348 if (item->type == SPELL)
3349 {
3350 if (check_spell_known (who, item->name))
3351 return;
3352
3353 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3354 do_learn_spell (who, item, 0);
3355 return;
3356 }
3357
3358 /* grant direct spell */
3359 if (item->type == SPELLBOOK)
3360 {
3361 if (!item->inv)
3362 {
3363 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3364 return;
3365 }
3366 if (check_spell_known (who, item->inv->name))
3367 return;
3368 if (item->invisible)
3369 {
3370 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3371 do_learn_spell (who, item->inv, 0);
3372 return;
3373 }
3374 }
3375 else if (item->type == SKILL_TOOL && item->invisible)
3376 {
3377 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3378 {
3379
3380 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3381 * in this way, if the player is missing any of the attacktypes, he gets
3382 * them. As it is now, if the player has any that match the granted skill,
3383 * but not all of them, he gets nothing.
3384 */
3385 if (!(skop->attacktype & item->attacktype))
3386 {
3387 /* Give new attacktype */
3388 skop->attacktype |= item->attacktype;
3389
3390 /* always add physical if there's none */
3391 skop->attacktype |= AT_PHYSICAL;
3392
3393 if (item->msg != NULL)
3394 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3395
3396 /* Give player new face */
3397 if (item->animation_id)
3398 {
3399 who->face = skop->face;
3400 who->animation_id = item->animation_id;
3401 who->anim_speed = item->anim_speed;
3402 who->last_anim = 0;
3403 who->state = 0;
3404 animate_object (who, who->direction);
3405 }
3406 }
3407 }
3408 }
3409 else if (item->type == FORCE)
3410 {
3411 /* forces in the treasurelist can alter the player's stats */
3412 object *skin;
3413
3414 /* first get the dragon skin force */
3415 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3416 ;
3417
3418 if (!skin)
3419 return;
3420
3421 /* adding new spellpath attunements */
3422 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3423 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425
3426 /* print message */
3427 sprintf (buf, "You feel attuned to ");
3428 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 {
3430 if (item->path_attuned & (1 << i))
3431 {
3432 if (j)
3433 strcat (buf, " and ");
3434 else
3435 j = 1;
3436 strcat (buf, spellpathnames[i]);
3437 }
3438 }
3439 strcat (buf, ".");
3440 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3441 }
3442
3443 /* evtl. adding flags: */
3444 if (QUERY_FLAG (item, FLAG_XRAYS))
3445 SET_FLAG (skin, FLAG_XRAYS);
3446 if (QUERY_FLAG (item, FLAG_STEALTH))
3447 SET_FLAG (skin, FLAG_STEALTH);
3448 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3449 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3450
3451 /* print message if there is one */
3452 if (item->msg != NULL)
3453 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3454 }
3455 else
3456 {
3457 /* generate misc. treasure */
3458 tmp = arch_to_object (tr->item);
3459 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3460 tmp = insert_ob_in_ob (tmp, who);
3461 if (who->type == PLAYER)
3462 esrv_send_item (who, tmp);
3463 }
3464 }
3465
3466 /**
3467 * Unready an object for a player. This function does nothing if the object was
3468 * not readied.
3469 */
3470 void
3471 player_unready_range_ob (player *pl, object *ob)
3472 {
3473 if (pl->ob->current_weapon == ob)
3474 pl->ob->current_weapon = 0;
3475
3476 if (pl->combat_ob == ob)
3477 pl->combat_ob = 0;
3478
3479 if (pl->ranged_ob == ob)
3480 pl->ranged_ob = 0;
3481 }
3482
3483 sint8
3484 player::visibility_at (maptile *map, int x, int y) const
3485 {
3486 if (!ns)
3487 return 0;
3488
3489 int dx, dy;
3490 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3491 return 0;
3492
3493 x += dx - ns->current_x + ns->mapx / 2;
3494 y += dy - ns->current_y + ns->mapy / 2;
3495
3496 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3497 return 0;
3498
3499 return 100 - blocked_los [x][y];
3500 }
3501
3502 void
3503 player::infobox (const char *title, const char *msg, int color)
3504 {
3505 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3506 }
3507
3508 void
3509 player::statusmsg (const char *msg, int color)
3510 {
3511 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3512 }
3513
3514 void
3515 player::failmsg (const char *msg, int color)
3516 {
3517 play_sound (sound_find ("generic_failure"));
3518 statusmsg (msg, color);
3519 }
3520