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Revision: 1.218
Committed: Sun Dec 28 10:05:42 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.217: +6 -8 lines
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File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25 #include <sproto.h>
26 #include <sounds.h>
27 #include <living.h>
28 #include <object.h>
29 #include <spells.h>
30 #include <skills.h>
31
32 #include <algorithm>
33 #include <functional>
34
35 playervec players;
36
37 void
38 display_motd (const object *op)
39 {
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64 }
65
66 void
67 send_rules (const object *op)
68 {
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99 }
100
101 void
102 send_news (const object *op)
103 {
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
128 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
129 "INFORMATION: %s\n%s", (char *)"%s\n%s",
130 subject, news); /*send previously read news */
131
132 strcpy (subject, buf + 1);
133 strip_endline (subject);
134 size = 0;
135 news[0] = '\0';
136 }
137 else
138 {
139 if (size + strlen (buf) >= HUGE_BUF)
140 {
141 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
142 break;
143 }
144 strncat (news + size, buf, HUGE_BUF - size);
145 size += strlen (buf);
146 }
147 }
148
149 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
150 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
151 close_and_delete (fp, comp);
152 }
153
154 /* This loads the first map an puts the player on it. */
155 static void
156 set_first_map (object *op)
157 {
158 op->contr->maplevel = first_map_path;
159 op->x = -1;
160 op->y = -1;
161 }
162
163 void
164 player::activate ()
165 {
166 if (active)
167 return;
168
169 players.insert (this);
170 ob->remove ();
171 ob->map = 0;
172 ob->activate_recursive ();
173 CLEAR_FLAG (ob, FLAG_FRIENDLY);
174 add_friendly_object (ob);
175 }
176
177 void
178 player::deactivate ()
179 {
180 if (!active)
181 return;
182
183 terminate_all_pets (ob);
184 remove_friendly_object (ob);
185 ob->deactivate_recursive ();
186
187 if (ob->map)
188 maplevel = ob->map->path;
189
190 ob->remove ();
191 ob->enemy = 0; // sometimes keeps an extra refcount on itself
192 ob->map = 0;
193 party = 0;
194
195 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
196
197 players.erase (this);
198 }
199
200 // connect the player with a specific client
201 // also changes, rationalises, and fixes some incorrect settings
202 void
203 player::connect (client *ns)
204 {
205 this->ns = ns;
206 ns->pl = this;
207
208 run_on = 0;
209 fire_on = 0;
210 ob->close_container (); //TODO: client-specific
211
212 ns->update_look = 0;
213 ns->look_position = 0;
214
215 clear_los ();
216
217 ns->reset_stats ();
218
219 /* make sure he's a player -- needed because of class change. */
220 ob->type = PLAYER; // we are paranoid
221 ob->race = ob->arch->race;
222
223 ob->update_weight ();
224 link_skills ();
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name);
229
230 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob))
232 {
233 object *tmp, *abil = 0, *skin = 0;
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263 }
264
265 void
266 player::disconnect ()
267 {
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289 }
290
291 // the need for this function can be explained
292 // by load_object not returning the object
293 void
294 player::set_object (object *op)
295 {
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330 }
331
332 void
333 player::set_observe (object *op)
334 {
335 observe = op ? op : ob;
336 do_los = 1;
337 }
338
339 player::player ()
340 {
341 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point.
343 */
344 outputs_sync = 4;
345 outputs_count = 4;
346 unapply = unapply_nochoice;
347
348 savebed_map = first_map_path; /* Init. respawn position */
349
350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
359 }
360
361 void
362 player::do_destroy ()
363 {
364 disconnect ();
365
366 attachable::do_destroy ();
367
368 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy ();
372 }
373
374 ob = observe = 0;
375 }
376
377 player::~player ()
378 {
379 /* Clear item stack */
380 free (stack_items);
381 }
382
383 /* Tries to add player on the connection passed in ns.
384 * All we can really get in this is some settings like host and display
385 * mode.
386 */
387 player *
388 player::create ()
389 {
390 player *pl = new player;
391
392 pl->set_object (arch_to_object (get_player_archetype (0)));
393
394 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
397
398 set_first_map (pl->ob);
399
400 return pl;
401 }
402
403 /*
404 * get_player_archetype() return next player archetype from archetype
405 * list. Not very efficient routine, but used only creating new players.
406 * Note: there MUST be at least one player archetype!
407 */
408 archetype *
409 get_player_archetype (archetype *at)
410 {
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
418
419 for (;;)
420 {
421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429 }
430
431 object *
432 get_nearest_player (object *mon)
433 {
434 object *op = NULL;
435 objectlink *ol;
436 unsigned lastdist;
437 rv_vector rv;
438
439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
440 {
441 if (!can_detect_enemy (mon, ol->ob, &rv))
442 continue;
443
444 if (lastdist > rv.distance)
445 {
446 op = ol->ob;
447 lastdist = rv.distance;
448 }
449 }
450
451 for_all_players (pl)
452 if (can_detect_enemy (mon, pl->ob, &rv))
453 if (lastdist > rv.distance)
454 {
455 op = pl->ob;
456 lastdist = rv.distance;
457 }
458
459 #if 0
460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
461 #endif
462 return op;
463 }
464
465 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
466 * result in a monster paths backtracking. It basically determines how large a
467 * detour a monster will take from the direction path when looking
468 * for a path to the player. The values are in the amount of direction
469 * the deviation is
470 */
471 #define DETOUR_AMOUNT 2
472
473 /* This is used to prevent infinite loops. Consider a case where the
474 * player is in a chamber (with gate closed), and monsters are outside.
475 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
476 * find a path into the chamber. This is a good thing, but since there
477 * is no real path, it will just keep circling the chamber for
478 * ever (this could be a nice effect for monsters, but not for the function
479 * to get stuck in. I think for the monsters, if max is reached and
480 * we return the first direction the creature could move would result in the
481 * circling behaviour. Unfortunately, this function is also used to determined
482 * if the creature should cast a spell, so returning a direction in that case
483 * is probably not a good thing.
484 */
485 #define MAX_SPACES 50
486
487 /*
488 * Returns the direction to the player, if valid. Returns 0 otherwise.
489 * modified to verify there is a path to the player. Does this by stepping towards
490 * player and if path is blocked then see if blockage is close enough to player that
491 * direction to player is changed (ie zig or zag). Continue zig zag until either
492 * reach player or path is blocked. Thus, will only return true if there is a free
493 * path to player. Though path may not be a straight line. Note that it will find
494 * player hiding along a corridor at right angles to the corridor with the monster.
495 *
496 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
497 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
498 * down corriders.
499 * 2) I think the old code was broken if the first direction the monster
500 * should move was blocked - the code would store the first direction without
501 * verifying that the player can actually move in that direction. The new
502 * code does not store anything in firstdir until we have verified that the
503 * monster can in fact move one space in that direction.
504 * 3) I'm not sure how good this code will be for moving multipart monsters,
505 * since only simple checks to blocked are being called, which could mean the monster
506 * is blocking itself.
507 */
508 int
509 path_to_player (object *mon, object *pl, unsigned mindiff)
510 {
511 rv_vector rv;
512 sint16 x, y;
513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
514 maptile *m, *lastmap;
515
516 get_rangevector (mon, pl, &rv, 0);
517
518 if (rv.distance < mindiff)
519 return 0;
520
521 x = mon->x;
522 y = mon->y;
523 m = mon->map;
524 dir = rv.direction;
525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
528 /* If we can't solve it within the search distance, return now. */
529 if (diff > max)
530 return 0;
531
532 while (diff > 1 && max > 0)
533 {
534 lastx = x;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
539
540 mflags = get_map_flags (m, &m, x, y, &x, &y);
541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542
543 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
547 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before.
549 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
551 if (rv.direction != dir)
552 {
553 /* OK - says direction should be different - lets reset the
554 * the values so it will try again.
555 */
556 x = lastx;
557 y = lasty;
558 m = lastmap;
559 dir = firstdir = rv.direction;
560 }
561 else
562 {
563 /* direct path is blocked - try taking a side step to
564 * either the left or right.
565 * Note increase the values in the loop below to be
566 * more than -1/1 respectively will mean the monster takes
567 * bigger detour. Have to be careful about these values getting
568 * too big (3 or maybe 4 or higher) as the monster may just try
569 * stepping back and forth
570 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
574 continue; /* already did this, so skip it */
575 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in
577 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance,
580 * gets blocked, finds that it should move north,
581 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully
584 * moved.
585 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap;
590 mflags = get_map_flags (m, &m, x, y, &x, &y);
591 if (mflags & P_OUT_OF_MAP)
592 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
596 if (mflags & P_BLOCKSVIEW)
597 continue;
598
599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
601 }
602 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path.
604 */
605 if (i == (DETOUR_AMOUNT + 1))
606 return 0;
607 diff--;
608 lastdir = dir;
609 max--;
610 if (!firstdir)
611 firstdir = dir + i;
612 } /* else check alternate directions */
613 } /* if blocked */
614 else
615 {
616 /* we moved towards creature, so diff is less */
617 diff--;
618 max--;
619 lastdir = dir;
620 if (!firstdir)
621 firstdir = dir;
622 }
623
624 if (diff <= 1)
625 {
626 /* Recalculate diff (distance) because we may not have actually
627 * headed toward player for entire distance.
628 */
629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 }
632
633 if (diff > max)
634 return 0;
635 }
636
637 /* If we reached the max, didn't find a direction in time */
638 if (!max)
639 return 0;
640
641 return firstdir;
642 }
643
644 void
645 give_initial_items (object *pl, treasurelist *items)
646 {
647 if (pl->randomitems)
648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649
650 for (object *next, *op = pl->inv; op; op = next)
651 {
652 next = op->below;
653
654 /* Forces get applied per default, unless they have the
655 * flag "neutral" set. Sorry but I can't think of a better way
656 */
657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
658 SET_FLAG (op, FLAG_APPLIED);
659
660 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions
662 */
663 if (pl->type == PLAYER)
664 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
667 (op->type == ARMOUR || op->type == BOOTS
668 || op->type == CLOAK || op->type == HELMET
669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 {
673 op->destroy ();
674 continue;
675 }
676 }
677
678 /* This really needs to be better - we should really give
679 * a substitute spellbook. The problem is that we don't really
680 * have a good idea what to replace it with (need something like
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */
684 if (op->type == SPELLBOOK || op->type == SKILL)
685 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 {
694 op->destroy ();
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
696 continue;
697 }
698
699 if (op->nrof > 1)
700 op->nrof = 1;
701 }
702
703 if (op->type == SPELLBOOK && op->inv)
704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
705
706 /* Give starting characters identified, uncursed, and undamned
707 * items. Just don't identify gold or silver, or it won't be
708 * merged properly.
709 */
710 if (need_identify (op))
711 {
712 SET_FLAG (op, FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED);
715 }
716
717 if (op->type == SPELL)
718 {
719 op->destroy ();
720 continue;
721 }
722 else if (op->type == SKILL)
723 {
724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
725 op->stats.exp = 0;
726 op->level = 1;
727 }
728 else /* lock all 'normal items by default */
729 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */
731
732 /* Need to set up the skill pointers */
733 pl->contr->link_skills ();
734 }
735
736 void
737 get_party_password (object *op, partylist *party)
738 {
739 if (party == NULL)
740 {
741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
742 return;
743 }
744
745 op->contr->write_buf[0] = '\0';
746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
747 op->contr->party_to_join = party;
748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749 }
750
751 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752 static int
753 roll_stat (void)
754 {
755 int a[4], i, j, k;
756
757 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1;
759
760 for (i = 0, j = 0, k = 7; i < 4; i++)
761 if (a[i] < k)
762 k = a[i], j = i;
763
764 for (i = 0, k = 0; i < 4; i++)
765 if (i != j)
766 k += a[i];
767
768 return k;
769 }
770
771 void
772 object::roll_stats ()
773 {
774 int statsort [NUM_STATS];
775
776 for (;;)
777 {
778 int sum = 0;
779 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat ();
781
782 if (sum >= 82 && sum <= 116)
783 break;
784 }
785
786 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788
789 for (int i = 0; i < NUM_STATS; ++i)
790 stats.stat (i) = statsort [i];
791
792 stats.exp = 0;
793 stats.ac = 0;
794
795 stats.hp = stats.maxhp;
796 stats.sp = stats.maxsp;
797 stats.grace = stats.maxgrace;
798
799 if (contr)
800 {
801 contr->levhp[1] = 9;
802 contr->levsp[1] = 6;
803 contr->levgrace[1] = 3;
804
805 contr->orig_stats = stats;
806 }
807 }
808
809 void
810 object::swap_stats (int a, int b)
811 {
812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
813
814 for (int i = 0; i < NUM_STATS; ++i)
815 stats.stat (i) = contr->orig_stats.stat (i);
816
817 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats
819 stats.ac = 0;
820
821 level = 1;
822 stats.exp = 0;
823 stats.ac = 0;
824
825 stats.hp = stats.maxhp;
826 stats.sp = stats.maxsp;
827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
835 contr->orig_stats = stats;
836 }
837 }
838
839 static void
840 start_info (object *op)
841 {
842 char buf[MAX_BUF];
843
844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
845 new_draw_info (NDI_UNIQUE, 0, op, buf);
846 }
847
848 /* This function takes the key that is passed, and does the
849 * appropriate action with it (change race, or other things).
850 * The function name is for historical reasons - now we have
851 * separate race and class; this actually changes the RACE,
852 * not the class.
853 */
854 void
855 player::chargen_race_done ()
856 {
857 /* this must before then initial items are given */
858 esrv_new_player (ob->contr);
859
860 treasurelist *tl = treasurelist::find ("starting_wealth");
861 if (tl)
862 create_treasure (tl, ob, 0, 0, 0);
863
864 INVOKE_PLAYER (BIRTH, ob->contr);
865 INVOKE_PLAYER (LOGIN, ob->contr);
866
867 ob->contr->ns->state = ST_PLAYING;
868
869 if (ob->msg)
870 ob->msg = 0;
871
872 start_info (ob);
873 CLEAR_FLAG (ob, FLAG_WIZ);
874 give_initial_items (ob, ob->randomitems);
875 esrv_send_inventory (ob, ob);
876 ob->update_stats ();
877
878 /* This moves the player to a different start map, if there
879 * is one for this race
880 */
881 if (*first_map_ext_path)
882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
883 else
884 LOG (llevDebug, "first_map_ext_path not set\n");
885 }
886
887 void
888 player::chargen_race_next ()
889 {
890 /* Following actually changes the race - this is the default command
891 * if we don't match with one of the options above.
892 */
893
894 do
895 {
896 shstr name = ob->name;
897 int x = ob->x, y = ob->y;
898
899 ob->remove_statbonus ();
900 ob->remove ();
901 ob->arch = get_player_archetype (ob->arch);
902 ob->arch->copy_to (ob);
903 ob->instantiate ();
904 ob->stats = ob->contr->orig_stats;
905 ob->name = ob->name_pl = name;
906 ob->x = x;
907 ob->y = y;
908 SET_ANIMATION (ob, 2); /* So player faces south */
909 insert_ob_in_map (ob, ob->map, ob, 0);
910 assign (ob->contr->title, ob->arch->object::name);
911 ob->add_statbonus ();
912 }
913 while (!allowed_class (ob));
914
915 update_object (ob, UP_OBJ_FACE);
916 esrv_update_item (UPD_FACE, ob, ob);
917 ob->update_stats ();
918 ob->stats.hp = ob->stats.maxhp;
919 ob->stats.sp = ob->stats.maxsp;
920 ob->stats.grace = 0;
921 }
922
923 void
924 flee_player (object *op)
925 {
926 int dir, diff;
927 rv_vector rv;
928
929 if (op->stats.hp < 0)
930 {
931 LOG (llevDebug, "Fleeing player is dead.\n");
932 CLEAR_FLAG (op, FLAG_SCARED);
933 return;
934 }
935
936 if (!op->enemy)
937 {
938 LOG (llevDebug, "Fleeing player had no enemy.\n");
939 CLEAR_FLAG (op, FLAG_SCARED);
940 return;
941 }
942
943 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
944 {
945 op->enemy = NULL;
946 CLEAR_FLAG (op, FLAG_SCARED);
947 return;
948 }
949
950 get_rangevector (op, op->enemy, &rv, 0);
951
952 dir = absdir (4 + rv.direction);
953 for (diff = 0; diff < 3; diff++)
954 {
955 int m = 1 - rndm (2) * 2;
956
957 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
958 return;
959 }
960
961 /* Cornered, get rid of scared */
962 CLEAR_FLAG (op, FLAG_SCARED);
963 op->enemy = NULL;
964 }
965
966 /* check_pick sees if there is stuff to be picked up/picks up stuff.
967 * It returns 1 if the player should keep on moving, 0 if he should
968 * stop.
969 */
970 int
971 check_pick (object *op)
972 {
973 object *tmp, *next;
974 int stop = 0;
975 int wvratio;
976
977 /* if you're flying, you cna't pick up anything */
978 if (op->move_type & MOVE_FLYING)
979 return 1;
980
981 next = op->below;
982
983 int cnt = MAX_ITEM_PER_DROP;
984 #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
985
986 /* loop while there are items on the floor that are not marked as
987 * destroyed */
988 while (next && !next->destroyed ())
989 {
990 tmp = next;
991 next = tmp->below;
992
993 if (cnt <= 0)
994 {
995 op->failmsg ("Couldn't pickup all items at once.");
996 return 0;
997 }
998
999 if (op->destroyed ())
1000 return 0;
1001
1002 if (!can_pick (op, tmp))
1003 continue;
1004
1005 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1006 {
1007 if (item_matched_string (op, tmp, op->contr->search_str))
1008 CHK_PICK_PICKUP;
1009
1010 continue;
1011 }
1012
1013 /* high not bit set? We're using the old autopickup model */
1014 if (!(op->contr->mode & PU_NEWMODE))
1015 {
1016 switch (op->contr->mode)
1017 {
1018 case 0:
1019 return 1; /* don't pick up */
1020 case 1:
1021 CHK_PICK_PICKUP;
1022 return 1;
1023 case 2:
1024 CHK_PICK_PICKUP;
1025 return 0;
1026 case 3:
1027 return 0; /* stop before pickup */
1028 case 4:
1029 CHK_PICK_PICKUP;
1030 break;
1031 case 5:
1032 CHK_PICK_PICKUP;
1033 stop = 1;
1034 break;
1035 case 6:
1036 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1037 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1038 CHK_PICK_PICKUP;
1039 break;
1040
1041 case 7:
1042 if (tmp->type == MONEY || tmp->type == GEM)
1043 CHK_PICK_PICKUP;
1044 break;
1045
1046 default:
1047 /* use value density */
1048 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1049 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1050 CHK_PICK_PICKUP;
1051 }
1052 }
1053 else
1054 { /* old model */
1055 /* NEW pickup handling */
1056 if (op->contr->mode & PU_DEBUG)
1057 {
1058 /* some debugging code to figure out item information */
1059 const char *str = tmp->name
1060 ? format ("item name: %s item type: %d weight/value: %d",
1061 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))))
1062 : format ("item name: %s item type: %d weight/value: %d",
1063 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1064
1065 new_draw_info (NDI_UNIQUE, 0, op, str);
1066 }
1067
1068 /* philosophy:
1069 * It's easy to grab an item type from a pile, as long as it's
1070 * generic. This takes no game-time. For more detailed pickups
1071 * and selections, select-items should be used. This is a
1072 * grab-as-you-run type mode that's really useful for arrows for
1073 * example.
1074 * The drawback: right now it has no frontend, so you need to
1075 * stick the bits you want into a calculator in hex mode and then
1076 * convert to decimal and then 'pickup <#>
1077 */
1078
1079 /* the first two modes are exclusive: if NOTHING we return, if
1080 * STOP then we stop. All the rest are applied sequentially,
1081 * meaning if any test passes, the item gets picked up. */
1082
1083 /* if mode is set to pick nothing up, return */
1084
1085 if (op->contr->mode & PU_NOTHING)
1086 return 1;
1087
1088 /* if mode is set to stop when encountering objects, return */
1089 /* take STOP before INHIBIT since it doesn't actually pick
1090 * anything up */
1091
1092 if (op->contr->mode & PU_STOP)
1093 return 0;
1094
1095 /* useful for going into stores and not losing your settings... */
1096 /* and for battles wher you don't want to get loaded down while
1097 * fighting */
1098 if (op->contr->mode & PU_INHIBIT)
1099 return 1;
1100
1101 /* prevent us from turning into auto-thieves :) */
1102 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1103 continue;
1104
1105 /* ignore known cursed objects */
1106 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1107 continue;
1108
1109 /* all food and drink if desired */
1110 /* question: don't pick up known-poisonous stuff? */
1111 if (op->contr->mode & PU_FOOD)
1112 if (tmp->type == FOOD)
1113 {
1114 CHK_PICK_PICKUP;
1115 continue;
1116 }
1117
1118 if (op->contr->mode & PU_DRINK)
1119 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1124
1125 if (op->contr->mode & PU_POTION)
1126 if (tmp->type == POTION)
1127 {
1128 CHK_PICK_PICKUP;
1129 continue;
1130 }
1131
1132 /* spellbooks, skillscrolls and normal books/scrolls */
1133 if (op->contr->mode & PU_SPELLBOOK)
1134 if (tmp->type == SPELLBOOK)
1135 {
1136 CHK_PICK_PICKUP;
1137 continue;
1138 }
1139
1140 if (op->contr->mode & PU_SKILLSCROLL)
1141 if (tmp->type == SKILLSCROLL)
1142 {
1143 CHK_PICK_PICKUP;
1144 continue;
1145 }
1146
1147 if (op->contr->mode & PU_READABLES)
1148 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1149 {
1150 CHK_PICK_PICKUP;
1151 continue;
1152 }
1153
1154 /* wands/staves/rods/horns */
1155 if (op->contr->mode & PU_MAGIC_DEVICE)
1156 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1157 {
1158 CHK_PICK_PICKUP;
1159 continue;
1160 }
1161
1162 /* pick up all magical items */
1163 if (op->contr->mode & PU_MAGICAL)
1164 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1165 {
1166 CHK_PICK_PICKUP;
1167 continue;
1168 }
1169
1170 if (op->contr->mode & PU_VALUABLES)
1171 {
1172 if (tmp->type == MONEY || tmp->type == GEM)
1173 {
1174 CHK_PICK_PICKUP;
1175 continue;
1176 }
1177 }
1178
1179 /* rings & amulets - talismans seems to be typed AMULET */
1180 if (op->contr->mode & PU_JEWELS)
1181 if (tmp->type == RING || tmp->type == AMULET)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 /* we don't forget dragon food */
1188 if (op->contr->mode & PU_FLESH)
1189 if (tmp->type == FLESH)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 /* bows and arrows. Bows are good for selling! */
1196 if (op->contr->mode & PU_BOW)
1197 if (tmp->type == BOW)
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_ARROW)
1204 if (tmp->type == ARROW)
1205 {
1206 CHK_PICK_PICKUP;
1207 continue;
1208 }
1209
1210 /* all kinds of armor etc. */
1211 if (op->contr->mode & PU_ARMOUR)
1212 if (tmp->type == ARMOUR)
1213 {
1214 CHK_PICK_PICKUP;
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_HELMET)
1219 if (tmp->type == HELMET)
1220 {
1221 CHK_PICK_PICKUP;
1222 continue;
1223 }
1224
1225 if (op->contr->mode & PU_SHIELD)
1226 if (tmp->type == SHIELD)
1227 {
1228 CHK_PICK_PICKUP;
1229 continue;
1230 }
1231
1232 if (op->contr->mode & PU_BOOTS)
1233 if (tmp->type == BOOTS)
1234 {
1235 CHK_PICK_PICKUP;
1236 continue;
1237 }
1238
1239 if (op->contr->mode & PU_GLOVES)
1240 if (tmp->type == GLOVES)
1241 {
1242 CHK_PICK_PICKUP;
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_CLOAK)
1247 if (tmp->type == CLOAK)
1248 {
1249 CHK_PICK_PICKUP;
1250 continue;
1251 }
1252
1253 /* hoping to catch throwing daggers here */
1254 if (op->contr->mode & PU_MISSILEWEAPON)
1255 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1256 {
1257 CHK_PICK_PICKUP;
1258 continue;
1259 }
1260
1261 /* careful: chairs and tables are weapons! */
1262 if (op->contr->mode & PU_ALLWEAPON)
1263 {
1264 if (tmp->type == WEAPON && tmp->name != NULL)
1265 {
1266 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1267 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1268 {
1269 CHK_PICK_PICKUP;
1270 continue;
1271 }
1272 }
1273
1274 if (tmp->type == WEAPON && tmp->name == NULL)
1275 {
1276 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1277 {
1278 CHK_PICK_PICKUP;
1279 continue;
1280 }
1281 }
1282 }
1283
1284 /* misc stuff that's useful */
1285 if (op->contr->mode & PU_KEY)
1286 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1287 {
1288 CHK_PICK_PICKUP;
1289 continue;
1290 }
1291
1292 /* any of the last 4 bits set means we use the ratio for value
1293 * pickups */
1294 if (op->contr->mode & PU_RATIO)
1295 {
1296 /* use value density to decide what else to grab */
1297 /* >=7 was >= op->contr->mode */
1298 /* >=7 is the old standard setting. Now we take the last 4 bits
1299 */
1300 wvratio = op->contr->mode & PU_RATIO;
1301 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1302 {
1303 CHK_PICK_PICKUP;
1304 #if 0
1305 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1306 if (tmp->name != NULL)
1307 {
1308 fprintf (stderr, "%s", tmp->name);
1309 }
1310 else
1311 fprintf (stderr, "%s", tmp->arch->archname);
1312 fprintf (stderr, ",%d] = ", tmp->type);
1313 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1314 #endif
1315 continue;
1316 }
1317 }
1318 } /* the new pickup model */
1319 }
1320
1321 return !stop;
1322 }
1323
1324 /*
1325 * Find an arrow in the inventory and after that
1326 * in the right type container (quiver). Pointer to the
1327 * found object is returned.
1328 */
1329 object *
1330 find_arrow (object *op, const char *type)
1331 {
1332 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1333 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1334 return splay (tmp);
1335
1336 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1337 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1338 if (object *arrow = find_arrow (tmp, type))
1339 {
1340 splay (tmp);
1341 return arrow;
1342 }
1343
1344 return 0;
1345 }
1346
1347 /*
1348 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1349 * against the target. A full test is not performed, simply a basic test
1350 * of resistances. The archer is making a quick guess at what he sees down
1351 * the hall. Failing that it does it's best to pick the highest plus arrow.
1352 */
1353 object *
1354 find_better_arrow (object *op, object *target, const char *type, int *better)
1355 {
1356 object *tmp = NULL, *arrow, *ntmp;
1357 int attacknum, attacktype, betterby = 0, i;
1358
1359 if (!type)
1360 return NULL;
1361
1362 for (arrow = op->inv; arrow; arrow = arrow->below)
1363 {
1364 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1365 {
1366 i = 0;
1367 ntmp = find_better_arrow (arrow, target, type, &i);
1368 if (i > betterby)
1369 {
1370 tmp = ntmp;
1371 betterby = i;
1372 }
1373 }
1374 else if (arrow->type == ARROW && arrow->race == type)
1375 {
1376 /* allways prefer assasination/slaying */
1377 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1378 {
1379 if (arrow->attacktype & AT_DEATH)
1380 {
1381 *better = 100;
1382 return arrow;
1383 }
1384 else
1385 {
1386 tmp = arrow;
1387 betterby = (arrow->magic + arrow->stats.dam) * 2;
1388 }
1389 }
1390 else
1391 {
1392 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1393 {
1394 attacktype = 1 << attacknum;
1395 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1396 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1397 {
1398 tmp = arrow;
1399 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1400 }
1401 }
1402 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1403 {
1404 tmp = arrow;
1405 betterby = 2 + arrow->magic + arrow->stats.dam;
1406 }
1407 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1408 {
1409 tmp = arrow;
1410 betterby = 1 + arrow->magic + arrow->stats.dam;
1411 }
1412 }
1413 }
1414 }
1415
1416 if (tmp == NULL && arrow == NULL)
1417 return find_arrow (op, type);
1418
1419 *better = betterby;
1420 return tmp;
1421 }
1422
1423 /* looks in a given direction, finds the first valid target, and calls
1424 * find_better_arrow to find a decent arrow to use.
1425 * op = the shooter
1426 * type = bow->race
1427 * dir = fire direction
1428 */
1429 object *
1430 pick_arrow_target (object *op, const char *type, int dir)
1431 {
1432 object *tmp = NULL;
1433 maptile *m;
1434 int i, mflags, found, number;
1435 sint16 x, y;
1436
1437 if (op->map == NULL)
1438 return find_arrow (op, type);
1439
1440 /* do a dex check */
1441 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1442 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1443 return find_arrow (op, type);
1444
1445 m = op->map;
1446 x = op->x;
1447 y = op->y;
1448
1449 /* find the first target */
1450 for (i = 0, found = 0; i < 20; i++)
1451 {
1452 x += freearr_x[dir];
1453 y += freearr_y[dir];
1454 mflags = get_map_flags (m, &m, x, y, &x, &y);
1455
1456 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1457 {
1458 tmp = 0;
1459 break;
1460 }
1461 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1462 {
1463 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1464 * perhaps a bad assumption.
1465 */
1466 tmp = 0;
1467 break;
1468 }
1469
1470 if (mflags & P_IS_ALIVE)
1471 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1472 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1473 break;
1474 }
1475
1476 if (!tmp)
1477 return find_arrow (op, type);
1478
1479 if (tmp->head)
1480 tmp = tmp->head;
1481
1482 return find_better_arrow (op, tmp, type, &i);
1483 }
1484
1485 /*
1486 * Creature fires a bow - op can be monster or player. Returns
1487 * 1 if bow was actually fired, 0 otherwise.
1488 * op is the object firing the bow.
1489 * part is for multipart creatures - the part firing the bow.
1490 * dir is the direction of fire.
1491 * wc_mod is any special modifier to give (used in special player fire modes)
1492 * sx, sy are coordinates to fire arrow from - also used in some of the special
1493 * player fire modes.
1494 */
1495 int
1496 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1497 {
1498 object *left, *bow;
1499 int mflags;
1500 maptile *m;
1501
1502 if (!dir)
1503 {
1504 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1505 return 0;
1506 }
1507
1508 if (op->contr)
1509 bow = op->current_weapon;
1510 else
1511 {
1512 for (bow = op->inv; bow; bow = bow->below)
1513 /* Don't check for applied - monsters don't apply bows - in that way, they
1514 * don't need to switch back and forth between bows and weapons.
1515 */
1516 if (bow->type == BOW)
1517 break;
1518
1519 if (!bow)
1520 {
1521 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1522 return 0;
1523 }
1524
1525 // optimisation: move object to top so we will find it quickly again
1526 if (bow->below)
1527 {
1528 bow->remove ();
1529 op->insert (bow);
1530 }
1531 }
1532
1533 if (!bow->race || !bow->skill)
1534 {
1535 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1536 return 0;
1537 }
1538
1539 if (arrow == NULL)
1540 {
1541 if ((arrow = find_arrow (op, bow->race)) == NULL)
1542 {
1543 if (op->type == PLAYER)
1544 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1545 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1546 else
1547 CLEAR_FLAG (op, FLAG_READY_BOW);
1548
1549 return 0;
1550 }
1551 }
1552
1553 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1554 if (mflags & P_OUT_OF_MAP)
1555 return 0;
1556
1557 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1558 {
1559 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1560 return 0;
1561 }
1562
1563 /* this should not happen, but sometimes does */
1564 if (arrow->nrof == 0)
1565 {
1566 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1567 arrow->destroy ();
1568 return 0;
1569 }
1570
1571 left = arrow; /* these are arrows left to the player */
1572 arrow = arrow->split ();
1573 if (!arrow)
1574 {
1575 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1576 return 0;
1577 }
1578
1579 arrow->set_owner (op);
1580 arrow->skill = bow->skill;
1581 arrow->direction = dir;
1582
1583 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1584 arrow->stats.hp = arrow->stats.dam;
1585 arrow->stats.grace = arrow->attacktype;
1586
1587 if (arrow->slaying)
1588 arrow->spellarg = strdup (arrow->slaying);
1589
1590 #if 0
1591 if (player *pl = op->contr)
1592 {
1593 float speed = pl->weapon_sp;
1594
1595 /* penalize ROF for bestarrow */
1596 if (pl->bowtype == bow_bestarrow)
1597 speed *= .9f;
1598 else
1599 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1600
1601 op->speed_left += speed - op->speed;
1602 }
1603 #endif
1604
1605 SET_ANIMATION (arrow, arrow->direction);
1606
1607 /* update the speed */
1608 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1609 + bow->stats.dam / 7.f;
1610
1611 arrow->set_speed (max (arrow->speed, 2.f));
1612 arrow->speed_left = 0;
1613
1614 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1615
1616 if (op->type == PLAYER)
1617 {
1618 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1619 wc -= dex_bonus[op->stats.Dex];
1620
1621 if (!arrow->slaying)
1622 arrow->slaying = op->slaying;
1623
1624 arrow->attacktype |= op->attacktype;
1625 }
1626 else
1627 {
1628 arrow->level = op->level;
1629 arrow->stats.wc -= bow->magic;
1630
1631 if (!arrow->slaying)
1632 arrow->slaying = bow->slaying;
1633
1634 arrow->attacktype |= bow->attacktype;
1635 }
1636
1637 wc -= arrow->level;
1638 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1639
1640 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1641 arrow->move_type = MOVE_FLY_LOW;
1642 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1643
1644 op->play_sound (sound_find ("fire_arrow"));
1645 m->insert (arrow, sx, sy, op);
1646
1647 if (!arrow->destroyed ())
1648 move_arrow (arrow);
1649
1650 return 1;
1651 }
1652
1653 /* Special fire code for players - this takes into
1654 * account the special fire modes players can have
1655 * but monsters can't. Putting that code here
1656 * makes the fire_bow code much cleaner.
1657 * this function should only be called if 'op' is a player,
1658 * hence the function name.
1659 */
1660 int
1661 player_fire_bow (object *op, int dir)
1662 {
1663 int ret;
1664
1665 if (op->contr->bowtype == bow_bestarrow)
1666 {
1667 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1668 }
1669 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1670 {
1671 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1672 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1673 }
1674 else if (op->contr->bowtype == bow_threewide)
1675 {
1676 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1677 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1678 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1679 }
1680 else if (op->contr->bowtype == bow_spreadshot)
1681 {
1682 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1683 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1684 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1685 }
1686 else
1687 {
1688 /* Simple case */
1689 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1690 }
1691
1692 return ret;
1693 }
1694
1695 /* Fires a misc (wand/rod/horn) object in 'dir'.
1696 * Broken apart from 'fire' to keep it more readable.
1697 */
1698 void
1699 fire_misc_object (object *op, int dir)
1700 {
1701 object *item = op->contr->ranged_ob;
1702
1703 if (!item)
1704 {
1705 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1706 return;
1707 }
1708
1709 if (!item->inv)
1710 {
1711 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1712 return;
1713 }
1714
1715 if (!op->change_weapon (item))
1716 return;
1717
1718 if (item->type == WAND)
1719 {
1720 if (item->stats.food <= 0)
1721 {
1722 op->contr->play_sound (sound_find ("wand_poof"));
1723 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1724
1725 return;
1726 }
1727 }
1728 else if (item->type == ROD || item->type == HORN)
1729 {
1730 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1731
1732 // using the maximum of the rods charge allows at least one spell cast
1733 // for a rod or horn, this fixes some broken rods.
1734 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1735 {
1736 op->contr->play_sound (sound_find ("wand_poof"));
1737
1738 if (item->type == ROD)
1739 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1740 else
1741 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1742
1743 return;
1744 }
1745 }
1746
1747 if (cast_spell (op, item, dir, item->inv, NULL))
1748 {
1749 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1750
1751 if (item->type == WAND)
1752 {
1753 if (!(--item->stats.food))
1754 {
1755 object *tmp;
1756
1757 if (item->arch)
1758 {
1759 CLEAR_FLAG (item, FLAG_ANIMATE);
1760 item->face = item->arch->face;
1761 item->set_speed (0);
1762 }
1763
1764 if (object *pl = item->visible_to ())
1765 esrv_update_item (UPD_ANIM, pl, item);
1766 }
1767 }
1768 else if (item->type == ROD || item->type == HORN)
1769 drain_rod_charge (item);
1770 }
1771 }
1772
1773 /* Received a fire command for the player - go and do it.
1774 */
1775 bool
1776 fire (object *op, int dir)
1777 {
1778 int spellcost = 0;
1779
1780 player *pl = op->contr;
1781
1782 if (pl->golem)
1783 {
1784 control_golem (op->contr->golem, dir);
1785 return false;
1786 }
1787
1788 object *ob = pl->ranged_ob;
1789
1790 if (!ob)
1791 return false;
1792
1793 if (op->speed_left > 0.f)
1794 --op->speed_left;
1795 else
1796 return false;
1797
1798 if (!op->change_weapon (ob))
1799 return false;
1800
1801 /* check for loss of invisiblity/hide */
1802 if (action_makes_visible (op))
1803 make_visible (op);
1804
1805 switch (ob->type)
1806 {
1807 case BOW:
1808 player_fire_bow (op, dir);
1809 break;
1810
1811 case SPELL:
1812 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1813 break;
1814
1815 case BUILDER:
1816 apply_map_builder (op, dir);
1817 break;
1818
1819 case SKILL:
1820 do_skill (op, op, ob, dir, 0);
1821 break;
1822
1823 default:
1824 fire_misc_object (op, dir);
1825 break;
1826 }
1827
1828 return true;
1829 }
1830
1831 /* find_key
1832 * We try to find a key for the door as passed. If we find a key
1833 * and successfully use it, we return the key, otherwise NULL
1834 * This function merges both normal and locked door, since the logic
1835 * for both is the same - just the specific key is different.
1836 * pl is the player,
1837 * inv is the objects inventory to searched
1838 * door is the door we are trying to match against.
1839 * This function can be called recursively to search containers.
1840 */
1841 object *
1842 find_key (object *pl, object *container, object *door)
1843 {
1844 object *tmp, *key;
1845
1846 /* Should not happen, but sanity checking is never bad */
1847 if (!container->inv)
1848 return 0;
1849
1850 /* First, lets try to find a key in the top level inventory */
1851 for (tmp = container->inv; tmp; tmp = tmp->below)
1852 {
1853 if (door->type == DOOR && tmp->type == KEY)
1854 break;
1855 /* For sanity, we should really check door type, but other stuff
1856 * (like containers) can be locked with special keys
1857 */
1858 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1859 break;
1860 }
1861
1862 /* No key found - lets search inventories now */
1863 /* If we find and use a key in an inventory, return at that time.
1864 * otherwise, if we search all the inventories and still don't find
1865 * a key, return
1866 */
1867 if (!tmp)
1868 {
1869 for (tmp = container->inv; tmp; tmp = tmp->below)
1870 {
1871 /* No reason to search empty containers */
1872 if (tmp->type == CONTAINER && tmp->inv)
1873 {
1874 if ((key = find_key (pl, tmp, door)))
1875 return key;
1876 }
1877 }
1878
1879 if (!tmp)
1880 return NULL;
1881 }
1882
1883 /* We get down here if we have found a key. Now if its in a container,
1884 * see if we actually want to use it
1885 */
1886 if (pl != container)
1887 {
1888 /* Only let players use keys in containers */
1889 if (!pl->contr)
1890 return NULL;
1891 /* cases where this fails:
1892 * If we only search the player inventory, return now since we
1893 * are not in the players inventory.
1894 * If the container is not active, return now since only active
1895 * containers can be used.
1896 * If we only search keyrings and the container does not have
1897 * a race/isn't a keyring.
1898 * No checking for all containers - to fall through past here,
1899 * inv must have been an container and must have been active.
1900 *
1901 * Change the color so that the message doesn't disappear with
1902 * all the others.
1903 */
1904 if (pl->contr->usekeys == key_inventory ||
1905 !QUERY_FLAG (container, FLAG_APPLIED) ||
1906 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1907 {
1908 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1909 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1910 return NULL;
1911 }
1912 }
1913
1914 return tmp;
1915 }
1916
1917 /* moved door processing out of move_player_attack.
1918 * returns 1 if player has opened the door with a key
1919 * such that the caller should not do anything more,
1920 * 0 otherwise
1921 */
1922 static int
1923 player_attack_door (object *op, object *door)
1924 {
1925 /* If its a door, try to find a key. If we do destroy the door,
1926 * might as well return immediately as there is nothing more to do -
1927 * otherwise, we fall through to the rest of the code.
1928 */
1929 object *key = find_key (op, op, door);
1930
1931 /* If we found a key, do some extra work */
1932 if (key)
1933 {
1934 object *container = key->env;
1935
1936 if (action_makes_visible (op))
1937 make_visible (op);
1938
1939 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1940 spring_trap (door->inv, op);
1941
1942 if (door->type == DOOR)
1943 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1944 else if (door->type == LOCKED_DOOR)
1945 {
1946 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1947 remove_door2 (door); /* remove door without violence ;-) */
1948 }
1949
1950 /* Do this after we print the message */
1951 key->decrease (); /* Use up one of the keys */
1952
1953 return 1; /* Nothing more to do below */
1954 }
1955 else if (door->type == LOCKED_DOOR)
1956 {
1957 /* Might as well return now - no other way to open this */
1958 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1959 return 1;
1960 }
1961
1962 return 0;
1963 }
1964
1965 /* This function is just part of a breakup from move_player.
1966 * It should keep the code cleaner.
1967 * When this is called, the players direction has been updated
1968 * (taking into account confusion.) The player is also actually
1969 * going to try and move (not fire weapons).
1970 */
1971 bool
1972 move_player_attack (object *op, int dir)
1973 {
1974 int on_battleground;
1975
1976 sint16 nx = freearr_x[dir] + op->x;
1977 sint16 ny = freearr_y[dir] + op->y;
1978
1979 on_battleground = op_on_battleground (op, 0, 0);
1980
1981 if (out_of_map (op->map, nx, ny))
1982 return false;
1983
1984 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1985 {
1986 --op->speed_left;
1987 return true;
1988 }
1989
1990 /* If braced, or can't move to the square, and it is not out of the
1991 * map, attack it. Note order of if statement is important - don't
1992 * want to be calling move_ob if braced, because move_ob will move the
1993 * player. This is a pretty nasty hack, because if we could
1994 * move to some space, it then means that if we are braced, we should
1995 * do nothing at all. As it is, if we are braced, we go through
1996 * quite a bit of processing. However, it probably is less than what
1997 * move_ob uses.
1998 */
1999 maptile *m = op->map->xy_find (nx, ny);
2000
2001 /* Go through all the objects, and find ones of interest. Only stop if
2002 * we find a monster - that is something we know we want to attack.
2003 * if its a door or barrel (can roll) see if there may be monsters
2004 * on the space
2005 */
2006 object *mon;
2007 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2008 {
2009 if ((mon->flag [FLAG_ALIVE]
2010 || mon->type == LOCKED_DOOR
2011 || mon->flag [FLAG_CAN_ROLL])
2012 && mon != op)
2013 break;
2014 }
2015
2016 if (!mon) /* This happens anytime the player tries to move */
2017 return false; /* into a wall */
2018
2019 mon = mon->head_ ();
2020
2021 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2022 if (op->contr->weapon_sp_left > 0.f)
2023 if (player_attack_door (op, mon))
2024 {
2025 --op->contr->weapon_sp_left;
2026 return true;
2027 }
2028
2029 /* The following deals with possibly attacking peaceful
2030 * or friendly creatures. Basically, all players are considered
2031 * unaggressive. If the moving player has peaceful set, then the
2032 * object should be pushed instead of attacked. It is assumed that
2033 * if you are braced, you will not attack friends accidently,
2034 * and thus will not push them.
2035 */
2036
2037 /* If the creature is a pet, push it even if the player is not
2038 * peaceful. Our assumption is the creature is a pet if the
2039 * player owns it and it is either friendly or unagressive.
2040 */
2041 if (op->type == PLAYER
2042 && ((mon->owner && mon->owner->contr
2043 && same_party (mon->owner->contr->party, op->contr->party))
2044 || mon->owner == op)
2045 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2046 {
2047 /* If we're braced, we don't want to switch places with it */
2048 if (op->contr->braced)
2049 return false;
2050
2051 if (op->speed_left > 0.f)
2052 {
2053 --op->speed_left;
2054
2055 op->play_sound (sound_find ("push_player"));
2056 push_ob (mon, dir, op);
2057
2058 if (action_makes_visible (op))
2059 make_visible (op);
2060
2061 return true;
2062 }
2063 else
2064 return false;
2065 }
2066
2067 /* in certain circumstances, you shouldn't attack friendly
2068 * creatures. Note that if you are braced, you can't push
2069 * someone, but put it inside this loop so that you won't
2070 * attack them either.
2071 */
2072 if ((mon->type == PLAYER || mon->enemy != op)
2073 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2074 && ((op->contr->peaceful
2075 || (mon->type == PLAYER && mon->contr->peaceful))
2076 && !on_battleground))
2077 {
2078 if (op->speed_left > 0.f)
2079 {
2080 --op->speed_left;
2081
2082 if (!op->contr->braced)
2083 {
2084 op->play_sound (sound_find ("push_player"));
2085 push_ob (mon, dir, op);
2086 }
2087 else
2088 op->statusmsg ("You withhold your attack");
2089
2090 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2091 make_visible (op);
2092
2093 return true;
2094 }
2095 }
2096 /* If the object is a boulder or other rollable object, then
2097 * roll it if not braced. You can't roll it if you are braced.
2098 */
2099 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2100 {
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104
2105 recursive_roll (mon, dir, op);
2106 if (action_makes_visible (op))
2107 make_visible (op);
2108
2109 return true;
2110 }
2111 }
2112 /* Any generic living creature. Including things like doors.
2113 * Way it works is like this: First, it must have some hit points
2114 * and be living. Then, it must be one of the following:
2115 * 1) Not a player, 2) A player, but of a different party. Note
2116 * that party_number -1 is no party, so attacks can still happen.
2117 */
2118 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2119 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2120 {
2121 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2122 {
2123 --op->contr->weapon_sp_left;
2124
2125 skill_attack (mon, op, 0, 0, 0);
2126
2127 if (action_makes_visible (op))
2128 make_visible (op);
2129
2130 return true;
2131 }
2132 }
2133
2134 return false;
2135 }
2136
2137 bool
2138 move_player (object *op, int dir)
2139 {
2140 int pick;
2141
2142 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2143 return 0;
2144
2145 /* Sanity check: make sure dir is valid */
2146 if ((dir < 0) || (dir >= 9))
2147 {
2148 LOG (llevError, "move_player: invalid direction %d\n", dir);
2149 return 0;
2150 }
2151
2152 /* peterm: added following line */
2153 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2154 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2155
2156 op->facing = dir;
2157
2158 if (op->flag [FLAG_HIDDEN])
2159 do_hidden_move (op);
2160
2161 bool retval;
2162
2163 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2164 retval = RESULT_INT (0);
2165 else if (op->contr->fire_on)
2166 retval = fire (op, dir);
2167 else
2168 {
2169 retval = move_player_attack (op, dir);
2170 pick = check_pick (op);
2171 }
2172
2173 /* Add special check for newcs players and fire on - this way, the
2174 * server can handle repeat firing.
2175 */
2176 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2177 op->direction = dir;
2178 else
2179 op->direction = 0;
2180
2181 /* Update how the player looks. Use the facing, so direction may
2182 * get reset to zero. This allows for full animation capabilities
2183 * for players.
2184 */
2185 animate_object (op, op->facing);
2186
2187 return retval;
2188 }
2189
2190 /* This is similar to handle_player, below, but is only used by the
2191 * new client/server stuff.
2192 * This is sort of special, in that the new client/server actually uses
2193 * the new speed values for commands.
2194 *
2195 * Returns true if there are more actions we can do. Should not do
2196 * many actions in a row, as that would be too unfair to other
2197 * players.
2198 */
2199 bool
2200 handle_newcs_player (object *op)
2201 {
2202 if (QUERY_FLAG (op, FLAG_SCARED))
2203 {
2204 if (op->speed_left > 0.f)
2205 {
2206 --op->speed_left;
2207 flee_player (op);
2208
2209 return true;
2210 }
2211 else
2212 return false;
2213 }
2214
2215 /* call this here - we also will call this in do_ericserver, but
2216 * the players time has been increased when doericserver has been
2217 * called, so we recheck it here.
2218 */
2219 if (op->contr->ns->handle_command ())
2220 return true;
2221
2222 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2223 return move_player (op, op->direction);
2224
2225 return false;
2226 }
2227
2228 int
2229 save_life (object *op)
2230 {
2231 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2232 return 0;
2233
2234 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2235 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2236 {
2237 op->play_sound (sound_find ("ob_evaporate"));
2238 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2239
2240 tmp->destroy ();
2241 CLEAR_FLAG (op, FLAG_LIFESAVE);
2242
2243 if (op->stats.hp < 0)
2244 op->stats.hp = op->stats.maxhp;
2245
2246 if (op->stats.food < 0)
2247 op->stats.food = 999;
2248
2249 op->update_stats ();
2250 return 1;
2251 }
2252
2253 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2254 CLEAR_FLAG (op, FLAG_LIFESAVE);
2255 enter_player_savebed (op); /* bring him home. */
2256 return 0;
2257 }
2258
2259 /* This goes throws the inventory and removes unpaid objects, and puts them
2260 * back in the map (location and map determined by values of env). This
2261 * function will descend into containers. op is the object to start the search
2262 * from.
2263 */
2264 static void
2265 drop_unpaid_items (object *op, object *env)
2266 {
2267 while (op)
2268 {
2269 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2270
2271 if (QUERY_FLAG (op, FLAG_UNPAID))
2272 op->insert_at (env);
2273 else if (op->inv)
2274 drop_unpaid_items (op->inv, env);
2275
2276 op = next;
2277 }
2278 }
2279
2280 void
2281 object::drop_unpaid_items ()
2282 {
2283 if (!flag [FLAG_REMOVED])
2284 ::drop_unpaid_items (inv, this);
2285 }
2286
2287 /*
2288 * Returns pointer a static string containing gravestone text
2289 * Moved from apply.c to player.c - player.c is what
2290 * actually uses this function. player.c may not be quite the
2291 * best, a misc file for object actions is probably better,
2292 * but there isn't one in the server directory.
2293 */
2294 const char *
2295 gravestone_text (object *op)
2296 {
2297 static dynbuf_text buf;
2298
2299 buf << "---- R.I.P. ----\n\n"
2300 << op->name;
2301
2302 if (op->type == PLAYER)
2303 buf << " the " << op->contr->title;
2304
2305 buf << "\n\n";
2306
2307 buf << "who was level ";
2308 buf << (sint32)op->level << "\n\n" // OO breakdown
2309 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2310
2311 if (op->type == PLAYER)
2312 buf << "by " << op->contr->killer_name () << ".\n\n";
2313
2314 {
2315 static char buf2[128];
2316 time_t now = time (NULL);
2317 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2318 buf << buf2;
2319 }
2320
2321 return buf;
2322 }
2323
2324 void
2325 do_some_living (object *op)
2326 {
2327 int last_food = op->stats.food;
2328 int gen_hp, gen_sp, gen_grace;
2329 int over_hp, over_sp, over_grace;
2330 int i;
2331 int rate_hp = 1200;
2332 int rate_sp = 2500;
2333 int rate_grace = 2000;
2334 const int max_hp = 1;
2335 const int max_sp = 1;
2336 const int max_grace = 1;
2337
2338 if (op->contr->hidden)
2339 {
2340 op->invisible = 1000;
2341 /* the socket code flashes the player visible/invisible
2342 * depending on the value of invisible, so we need to
2343 * alternate it here for it to work correctly.
2344 */
2345 if (pticks & 2)
2346 op->invisible--;
2347 }
2348 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2349 {
2350 if (!op->invisible--)
2351 {
2352 make_visible (op);
2353 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2354 }
2355 }
2356
2357 if (op->contr->ns->state == ST_PLAYING)
2358 {
2359 /* these next three if clauses make it possible to SLOW DOWN
2360 hp/grace/spellpoint regeneration. */
2361 if (op->contr->gen_hp >= 0)
2362 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2363 else
2364 {
2365 gen_hp = op->stats.maxhp;
2366 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2367 }
2368
2369 if (op->contr->gen_sp >= 0)
2370 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2371 else
2372 {
2373 gen_sp = op->stats.maxsp;
2374 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2375 }
2376
2377 if (op->contr->gen_grace >= 0)
2378 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2379 else
2380 {
2381 gen_grace = op->stats.maxgrace;
2382 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2383 }
2384
2385 /* Regenerate Grace */
2386 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2387 if (--op->last_grace < 0)
2388 {
2389 if (op->stats.grace < op->stats.maxgrace / 2)
2390 op->stats.grace++; /* no penalty in food for regaining grace */
2391
2392 if (max_grace > 1)
2393 {
2394 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2395 if (over_grace > 0)
2396 {
2397 op->stats.sp += over_grace
2398 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2399 op->last_grace = 0;
2400 }
2401 else
2402 {
2403 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2404 }
2405 }
2406 else
2407 {
2408 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2409 }
2410 /* wearing stuff doesn't detract from grace generation. */
2411 }
2412
2413 if (op->stats.food > 0)
2414 {
2415 /* Regenerate Spell Points */
2416 if (!op->contr->golem && --op->last_sp < 0)
2417 {
2418 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2419
2420 if (op->stats.sp < op->stats.maxsp)
2421 {
2422 op->stats.sp++;
2423
2424 /* dms do not consume food */
2425 if (!QUERY_FLAG (op, FLAG_WIZ))
2426 {
2427 op->stats.food--;
2428
2429 if (op->contr->digestion < 0)
2430 op->stats.food += op->contr->digestion;
2431 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2432 op->stats.food = last_food;
2433 }
2434 }
2435
2436 if (max_sp > 1)
2437 {
2438 over_sp = (gen_sp + 10) / rate_sp;
2439 if (over_sp > 0)
2440 {
2441 if (op->stats.sp < op->stats.maxsp)
2442 {
2443 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2444
2445 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2446 op->stats.sp--;
2447
2448 if (op->stats.sp > op->stats.maxsp)
2449 op->stats.sp = op->stats.maxsp;
2450 }
2451
2452 op->last_sp = 0;
2453 }
2454 else
2455 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2456 }
2457 else
2458 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2459 }
2460
2461 /* Regenerate Hit Points */
2462 if (--op->last_heal < 0)
2463 {
2464 if (op->stats.hp < op->stats.maxhp)
2465 {
2466 op->stats.hp++;
2467
2468 /* dms do not consume food */
2469 if (!QUERY_FLAG (op, FLAG_WIZ))
2470 {
2471 op->stats.food--;
2472
2473 if (op->contr->digestion < 0)
2474 op->stats.food += op->contr->digestion;
2475 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food = last_food;
2477 }
2478 }
2479
2480 if (max_hp > 1)
2481 {
2482 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2483
2484 if (over_hp > 0)
2485 {
2486 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2487 op->last_heal = 0;
2488 }
2489 else
2490 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2491 }
2492 else
2493 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2494 }
2495 }
2496
2497 /* Digestion */
2498 if (--op->last_eat < 0)
2499 {
2500 int bonus = max (0, op->contr->digestion),
2501 penalty = max (0, -op->contr->digestion);
2502
2503 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2504
2505 /* dms do not consume food */
2506 if (!QUERY_FLAG (op, FLAG_WIZ))
2507 op->stats.food--;
2508 }
2509
2510 if (op->stats.food < 0 && op->stats.hp >= 0)
2511 {
2512 object *flesh = 0;
2513
2514 for_inv_removable (op, tmp)
2515 {
2516 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2517 continue;
2518
2519 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2520 {
2521 op->statusmsg ("You blindly grab for a bite of food. "
2522 "H<To prevent you from starving, you ate some random item from your backpack.>");
2523 manual_apply (op, tmp, 0);
2524
2525 if (op->stats.food >= 0 || op->stats.hp < 0)
2526 break;
2527 }
2528 else if (tmp->type == FLESH)
2529 flesh = tmp;
2530 }
2531
2532 /* If player is still starving, it means they don't have any food, so
2533 * eat flesh instead.
2534 */
2535 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2536 {
2537 op->statusmsg ("You blindly grab for a bite of food. "
2538 "H<To prevent you from starving, you ate some random item from your backpack.>");
2539 manual_apply (op, flesh, 0);
2540 }
2541
2542 // If player is still starving, alert him!
2543 if (op->stats.food < 0)
2544 op->failmsg ("You are starving! "
2545 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2546 }
2547
2548 if (op->stats.food < 0)
2549 {
2550 op->stats.hp += op->stats.food;
2551 op->stats.food = 0;
2552
2553 if (op->stats.hp < 0)
2554 {
2555 op->contr->killer = archetype::get ("killer_starvation");
2556 op->contr->killer->destroy ();
2557 }
2558 }
2559
2560 /* killer should be set here already */
2561 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2562 kill_player (op);
2563 }
2564 }
2565
2566 /* If the player should die (lack of hp, food, etc), we call this.
2567 * op is the player in jeopardy. If the player can not be saved (not
2568 * permadeath, no lifesave), this will take care of removing the player
2569 * file.
2570 */
2571 void
2572 kill_player (object *op)
2573 {
2574 int x, y;
2575 char buf[MAX_BUF];
2576 maptile *map; /* this is for resurrection */
2577 int will_kill_again;
2578 archetype *at;
2579 object *tmp;
2580
2581 if (save_life (op))
2582 return;
2583
2584 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2585 * in cities ONLY!!! It is very important that this doesn't get abused.
2586 * Look at op_on_battleground() for more info --AndreasV
2587 */
2588 if (op_on_battleground (op, &x, &y))
2589 {
2590 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2591 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2592
2593 /* restore player */
2594 at = archetype::find ("poisoning");
2595 if (object *tmp = present_arch_in_ob (at, op))
2596 {
2597 tmp->destroy ();
2598 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2599 }
2600
2601 at = archetype::find ("confusion");
2602 if (object *tmp = present_arch_in_ob (at, op))
2603 {
2604 tmp->destroy ();
2605 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2606 }
2607
2608 cure_disease (op, 0, 0); /* remove any disease */
2609 op->stats.hp = op->stats.maxhp;
2610 if (op->stats.food <= 0)
2611 op->stats.food = 999;
2612
2613 /* create a bodypart-trophy to make the winner happy */
2614 if (object *tmp = arch_to_object (archetype::find ("finger")))
2615 {
2616 tmp->name = format ("%s's finger" , &op->name);
2617 tmp->name_pl = format ("%s's fingers", &op->name);
2618 tmp->msg = format (
2619 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2620 &op->name, op->contr->title,
2621 (int)op->level,
2622 op->contr->killer_name ()
2623 );
2624 tmp->value = 0, tmp->type = 0;
2625 tmp->materialname = "organics";
2626 tmp->insert_at (op, tmp);
2627 }
2628
2629 /* teleport defeated player to new destination */
2630 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced = 0;
2632 return;
2633 }
2634
2635 INVOKE_PLAYER (DEATH, op->contr);
2636
2637 command_kill_pets (op, 0);
2638
2639 op->contr->play_sound (sound_find ("player_dies"));
2640
2641 /* save the map location for corpse, gravestone */
2642 x = op->x;
2643 y = op->y;
2644 map = op->map;
2645
2646 /* NOT_PERMADEATH code. This basically brings the character back to
2647 * life if they are dead - it takes some exp and a random stat.
2648 * See the config.h file for a little more in depth detail about this.
2649 */
2650
2651 /* Basically two ways to go - remove a stat permanently, or just
2652 * make it depletion. This bunch of code deals with that aspect
2653 * of death.
2654 */
2655 #ifndef COZY_SERVER
2656 if (settings.balanced_stat_loss)
2657 {
2658 /* If stat loss is permanent, lose one stat only. */
2659 /* Lower level chars don't lose as many stats because they suffer
2660 more if they do. */
2661 /* Higher level characters can afford things such as potions of
2662 restoration, or better, stat potions. So we slug them that
2663 little bit harder. */
2664 /* GD */
2665 if (settings.stat_loss_on_death)
2666 num_stats_lose = 1;
2667 else
2668 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2669 }
2670 else
2671 num_stats_lose = 1;
2672
2673 lost_a_stat = 0;
2674
2675 for (z = 0; z < num_stats_lose; z++)
2676 {
2677 i = rndm (NUM_STATS);
2678
2679 if (settings.stat_loss_on_death)
2680 {
2681 /* Pick a random stat and take a point off it. Tell the player
2682 * what he lost.
2683 */
2684 change_attr_value (&(op->stats), i, -1);
2685 check_stat_bounds (&(op->stats));
2686 change_attr_value (&(op->contr->orig_stats), i, -1);
2687 check_stat_bounds (&(op->contr->orig_stats));
2688 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2689 lost_a_stat = 1;
2690 }
2691 else
2692 {
2693 /* deplete a stat */
2694 archetype *deparch = archetype::find ("depletion");
2695 object *dep;
2696
2697 dep = present_arch_in_ob (deparch, op);
2698 if (!dep)
2699 {
2700 dep = arch_to_object (deparch);
2701 insert_ob_in_ob (dep, op);
2702 }
2703 lose_this_stat = 1;
2704 if (settings.balanced_stat_loss)
2705 {
2706 /* GD */
2707 /* Get the stat that we're about to deplete. */
2708 this_stat = get_attr_value (&(dep->stats), i);
2709 if (this_stat < 0)
2710 {
2711 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2712 int keep_chance = this_stat * this_stat;
2713
2714 /* Yes, I am paranoid. Sue me. */
2715 if (keep_chance < 1)
2716 keep_chance = 1;
2717
2718 /* There is a maximum depletion total per level. */
2719 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2720 {
2721 lose_this_stat = 0;
2722 /* Take loss chance vs keep chance to see if we
2723 retain the stat. */
2724 }
2725 else
2726 {
2727 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2728 lose_this_stat = 0;
2729 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2730 this_stat, keep_chance, loss_chance,
2731 lose_this_stat?"LOSE":"KEEP"); */
2732 }
2733 }
2734 }
2735
2736 if (lose_this_stat)
2737 {
2738 this_stat = get_attr_value (&(dep->stats), i);
2739 /* We could try to do something clever like find another
2740 * stat to reduce if this fails. But chances are, if
2741 * stats have been depleted to -50, all are pretty low
2742 * and should be roughly the same, so it shouldn't make a
2743 * difference.
2744 */
2745 if (this_stat >= -50)
2746 {
2747 change_attr_value (&(dep->stats), i, -1);
2748 SET_FLAG (dep, FLAG_APPLIED);
2749 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2750 op->update_stats ();
2751 lost_a_stat = 1;
2752 }
2753 }
2754 }
2755 }
2756
2757 /* If no stat lost, tell the player. */
2758 if (!lost_a_stat)
2759 {
2760 /* determine_god() seems to not work sometimes... why is this?
2761 Should I be using something else? GD */
2762 const char *god = determine_god (op);
2763
2764 if (god && (strcmp (god, "none")))
2765 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2766 else
2767 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2768 }
2769 #else
2770 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2771 #endif
2772
2773 /* Put a gravestone up where the character 'almost' died. List the
2774 * exp loss on the stone.
2775 */
2776 tmp = arch_to_object (archetype::find ("gravestone"));
2777 tmp->name = format ("%s's gravestone", &op->name);
2778 tmp->name_pl = format ("%s's gravestones", &op->name);
2779 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2780 &op->name, op->contr->title, op->contr->killer_name ());
2781 tmp->x = op->x, tmp->y = op->y;
2782 insert_ob_in_map (tmp, op->map, NULL, 0);
2783
2784 /**************************************/
2785 /* */
2786 /* Subtract the experience points, */
2787 /* if we died cause of food, give us */
2788 /* food, and reset HP's... */
2789 /* */
2790 /**************************************/
2791
2792 /* remove any poisoning and confusion the character may be suffering. */
2793 /* restore player */
2794 at = archetype::find ("poisoning");
2795 tmp = present_arch_in_ob (at, op);
2796
2797 if (tmp)
2798 {
2799 tmp->destroy ();
2800 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2801 }
2802
2803 at = archetype::find ("confusion");
2804 tmp = present_arch_in_ob (at, op);
2805 if (tmp)
2806 {
2807 tmp->destroy ();
2808 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2809 }
2810
2811 cure_disease (op, 0, 0); /* remove any disease */
2812
2813 // remove all spell effects that are active
2814 // to avoid long-term effects such as word-of-recall
2815 for (object *item = op->inv; item; )
2816 {
2817 object *next = item->below;
2818
2819 if (item->type == SPELL_EFFECT && item->active)
2820 item->destroy ();
2821
2822 item = next;
2823 }
2824
2825 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty (op);
2827
2828 if (op->stats.food < 100)
2829 op->stats.food = 900;
2830
2831 op->stats.hp = op->stats.maxhp;
2832 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2833 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2834
2835 /*
2836 * Check to see if the player has any unpaid items. If so, remove them
2837 * and put them back in the map.
2838 */
2839 op->drop_unpaid_items ();
2840
2841 /****************************************/
2842 /* */
2843 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */
2845 /* */
2846 /****************************************/
2847
2848 enter_player_savebed (op);
2849
2850 op->contr->braced = 0;
2851
2852 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player.
2856 */
2857 will_kill_again = 0;
2858 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2859 if (tmp->type == SPELL_EFFECT)
2860 will_kill_again |= tmp->attacktype;
2861
2862 if (will_kill_again)
2863 {
2864 object *force;
2865 int at;
2866
2867 force = get_archetype (FORCE_NAME);
2868 /* 50 ticks should be enough time for the spell to abate */
2869 force->speed = 0.1f;
2870 force->speed_left = -5.f;
2871 SET_FLAG (force, FLAG_APPLIED);
2872 for (at = 0; at < NROFATTACKS; at++)
2873 if (will_kill_again & (1 << at))
2874 force->resist[at] = 100;
2875
2876 insert_ob_in_ob (force, op);
2877 op->update_stats ();
2878 }
2879
2880 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2881 }
2882
2883 void
2884 loot_object (object *op)
2885 { /* Grab and destroy some treasure */
2886 object *tmp, *tmp2, *next;
2887
2888 op->close_container (); /* close open sack first */
2889
2890 for (tmp = op->inv; tmp; tmp = next)
2891 {
2892 next = tmp->below;
2893
2894 if (tmp->invisible)
2895 continue;
2896
2897 tmp->remove ();
2898 tmp->x = op->x, tmp->y = op->y;
2899
2900 if (tmp->type == CONTAINER)
2901 loot_object (tmp); /* empty container to ground */
2902
2903 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2904 {
2905 if (tmp->nrof > 1)
2906 {
2907 tmp->decrease (rndm (1, tmp->nrof - 1));
2908 insert_ob_in_map (tmp, op->map, NULL, 0);
2909 }
2910 else
2911 tmp->destroy ();
2912 }
2913 else
2914 insert_ob_in_map (tmp, op->map, NULL, 0);
2915 }
2916 }
2917
2918 /*
2919 * fix_weight(): Check recursively the weight of all players, and fix
2920 * what needs to be fixed. Refresh windows and fix speed if anything
2921 * was changed.
2922 */
2923 void
2924 fix_weight (void)
2925 {
2926 for_all_players (pl)
2927 {
2928 sint32 old = pl->ob->carrying;
2929
2930 pl->ob->update_weight ();
2931
2932 if (old != pl->ob->carrying)
2933 {
2934 pl->ob->update_stats ();
2935 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2936 }
2937 }
2938 }
2939
2940 void
2941 fix_luck (void)
2942 {
2943 for_all_players (pl)
2944 if (!pl->ob->contr->ns->state)
2945 pl->ob->change_luck (0);
2946 }
2947
2948 /* cast_dust() - handles op throwing objects of type 'DUST'.
2949 * This is much simpler in the new spell code - we basically
2950 * just treat this as any other spell casting object.
2951 */
2952 void
2953 cast_dust (object *op, object *throw_ob, int dir)
2954 {
2955 object *skop, *spob;
2956
2957 skop = find_skill_by_name (op, throw_ob->skill);
2958
2959 /* casting POTION 'dusts' is really a use_magic_item skill */
2960 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2961 {
2962 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2963 return;
2964 }
2965
2966 spob = throw_ob->inv;
2967
2968 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2969 // not pass NULL to cast_spell (which did indeed check itself, but
2970 // errors should be reported as early as possible IMHO)
2971 if (!spob)
2972 {
2973 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2974 return;
2975 }
2976
2977 if (op->type == PLAYER)
2978 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2979
2980 cast_spell (op, throw_ob, dir, spob, NULL);
2981
2982 throw_ob->destroy ();
2983 }
2984
2985 void
2986 make_visible (object *op)
2987 {
2988 op->flag [FLAG_HIDDEN] = 0;
2989 op->invisible = 0;
2990
2991 if (op->type == PLAYER)
2992 {
2993 op->contr->tmp_invis = 0;
2994 op->contr->invis_race = 0;
2995 }
2996
2997 update_object (op, UP_OBJ_CHANGE);
2998 }
2999
3000 int
3001 is_true_undead (object *op)
3002 {
3003 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3004 return 1;
3005
3006 return 0;
3007 }
3008
3009 /* look at the surrounding terrain to determine
3010 * the hideability of this object. Positive levels
3011 * indicate greater hideability.
3012 */
3013 int
3014 hideability (object *ob)
3015 {
3016 int i, level = 0, mflag;
3017 sint16 x, y;
3018
3019 if (!ob || !ob->map)
3020 return 0;
3021
3022 /* so, on normal lighted maps, its hard to hide */
3023 level = ob->map->darklevel () - 2;
3024
3025 /* this also picks up whether the object is glowing.
3026 * If you carry a light on a non-dark map, its not
3027 * as bad as carrying a light on a pitch dark map */
3028 if (has_carried_lights (ob))
3029 level = -(10 + (2 * ob->map->darklevel ()));
3030
3031 /* scan through all nearby squares for terrain to hide in */
3032 for (i = 0, x = ob->x, y = ob->y;
3033 i <= SIZEOFFREE1;
3034 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3035 {
3036 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3037 if (mflag & P_OUT_OF_MAP)
3038 continue;
3039
3040 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3041 level += 2;
3042 else /* open terrain! */
3043 level -= 1;
3044 }
3045
3046 #if 0
3047 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3048 #endif
3049 return level;
3050 }
3051
3052 /* For Hidden creatures - a chance of becoming 'unhidden'
3053 * every time they move - as we subtract off 'invisibility'
3054 * AND, for players, if they move into a ridiculously unhideable
3055 * spot (surrounded by clear terrain in broad daylight). -b.t.
3056 */
3057 void
3058 do_hidden_move (object *op)
3059 {
3060 int hide = 0;
3061
3062 if (!op || !op->map)
3063 return;
3064
3065 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3066 int num = random_roll (0, 19, op, PREFER_LOW);
3067
3068 /* its *extremely* hard to run and sneak/hide at the same time! */
3069 if (op->type == PLAYER && op->contr->run_on)
3070 if (!skop || num >= skop->level)
3071 {
3072 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3073 make_visible (op);
3074 return;
3075 }
3076 else
3077 num += 20;
3078
3079 num += op->map->difficulty;
3080 hide = hideability (op); /* modify by terrain hidden level */
3081 num -= hide;
3082
3083 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3084 {
3085 make_visible (op);
3086
3087 if (op->type == PLAYER)
3088 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3089 }
3090 else if (op->type == PLAYER && skop)
3091 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3092 }
3093
3094 /* determine if who is standing near a hostile creature. */
3095
3096 int
3097 stand_near_hostile (object *who)
3098 {
3099 object *tmp = NULL;
3100 int i, friendly = 0, player = 0, mflags;
3101 maptile *m;
3102 sint16 x, y;
3103
3104 if (!who)
3105 return 0;
3106
3107 if (who->type == PLAYER)
3108 player = 1;
3109
3110 else
3111 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3112
3113 /* search adjacent squares */
3114 for (i = 1; i < 9; i++)
3115 {
3116 x = who->x + freearr_x[i];
3117 y = who->y + freearr_y[i];
3118 m = who->map;
3119 mflags = get_map_flags (m, &m, x, y, &x, &y);
3120 /* space must be blocked if there is a monster. If not
3121 * blocked, don't need to check this space.
3122 */
3123 if (mflags & P_OUT_OF_MAP)
3124 continue;
3125 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3126 continue;
3127
3128 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3129 {
3130 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3131 return 1;
3132 else if (tmp->type == PLAYER)
3133 {
3134 /*don't let a hidden DM prevent you from hiding */
3135 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3136 return 1;
3137 }
3138 }
3139 }
3140 return 0;
3141 }
3142
3143 /* check the player los field for viewability of the
3144 * object op. This function works fine for monsters,
3145 * but we dont worry if the object isnt the top one in
3146 * a pile (say a coin under a table would return "viewable"
3147 * by this routine). Another question, should we be
3148 * concerned with the direction the player is looking
3149 * in? Realistically, most of us can't see stuff behind
3150 * our backs...on the other hand, does the "facing" direction
3151 * imply the way your head, or body is facing? It's possible
3152 * for them to differ. Sigh, this fctn could get a bit more complex.
3153 * -b.t.
3154 * This function is now map tiling safe.
3155 */
3156 int
3157 player_can_view (object *pl, object *op)
3158 {
3159 rv_vector rv;
3160 int dx, dy;
3161
3162 if (pl->type != PLAYER)
3163 {
3164 LOG (llevError, "player_can_view() called for non-player object\n");
3165 return -1;
3166 }
3167
3168 if (!pl || !op)
3169 return 0;
3170
3171 op = op->head_ ();
3172
3173 get_rangevector (pl, op, &rv, 0x1);
3174
3175 /* starting with the 'head' part, lets loop
3176 * through the object and find if it has any
3177 * part that is in the los array but isn't on
3178 * a blocked los square.
3179 * we use the archetype to figure out offsets.
3180 */
3181 while (op)
3182 {
3183 dx = rv.distance_x + op->arch->x;
3184 dy = rv.distance_y + op->arch->y;
3185
3186 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3187 return 1;
3188
3189 op = op->more;
3190 }
3191
3192 return 0;
3193 }
3194
3195 /* routine for both players and monsters. We call this when
3196 * there is a possibility for our action distrubing our hiding
3197 * place or invisiblity spell. Artefact invisiblity causes
3198 * "noise" instead. If we arent invisible to begin with, we
3199 * return 0.
3200 */
3201 int
3202 action_makes_visible (object *op)
3203 {
3204 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3205 {
3206 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3207 {
3208 // artefact invisibility is permanent, but we still make noise
3209 // this is important for game-balance.
3210 if (op->contr)
3211 op->make_noise ();
3212
3213 return 0;
3214 }
3215
3216 if (op->contr && op->contr->tmp_invis == 0)
3217 return 0;
3218
3219 /* If monsters, they should become visible */
3220 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3221 {
3222 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3223 return 1;
3224 }
3225 }
3226
3227 return 0;
3228 }
3229
3230 /* op_on_battleground - checks if the given object op (usually
3231 * a player) is standing on a valid battleground-tile,
3232 * function returns TRUE/FALSE. If true x, y returns the battleground
3233 * -exit-coord. (and if x, y not NULL)
3234 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3235 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3236 * Default is to do the same as before, so only people wanting to have different points need worry about this
3237 */
3238 int
3239 op_on_battleground (object *op, int *x, int *y)
3240 {
3241 /* A battleground-tile needs the following attributes to be valid:
3242 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3243 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3244 * and the exit-coordinates sp/hp must both be > 0.
3245 * => The intention here is to prevent abuse of the battleground-
3246 * feature (like pickable or hidden battleground tiles). */
3247 for (object *tmp = op->below; tmp; tmp = tmp->below)
3248 {
3249 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3250 {
3251 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3252 && tmp->type == BATTLEGROUND
3253 && tmp->name == shstr_battleground
3254 && EXIT_X (tmp) && EXIT_Y (tmp))
3255 {
3256 /* before we assign the exit, check if this is a teambattle */
3257 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3258 {
3259 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3260 {
3261 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3262 {
3263 if (x && y)
3264 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3265
3266 return 1;
3267 }
3268 }
3269 }
3270
3271 if (x && y)
3272 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3273
3274 return 1;
3275 }
3276 }
3277 }
3278
3279 /* If we got here, did not find a battleground */
3280 return 0;
3281 }
3282
3283 /*
3284 * When a dragon-player gains a new stage of evolution,
3285 * he gets some treasure
3286 *
3287 * attributes:
3288 * object *who the dragon player
3289 * int atnr the attack-number of the ability focus
3290 * int level ability level
3291 */
3292 void
3293 dragon_ability_gain (object *who, int atnr, int level)
3294 {
3295 treasurelist *trlist = NULL; /* treasurelist */
3296 treasure *tr; /* treasure */
3297 object *tmp, *skop; /* tmp. object */
3298 object *item; /* treasure object */
3299 char buf[MAX_BUF]; /* tmp. string buffer */
3300 int i = 0, j = 0;
3301
3302 /* get the appropriate treasurelist */
3303 if (atnr == ATNR_FIRE)
3304 trlist = treasurelist::find (shstr_dragon_ability_fire);
3305 else if (atnr == ATNR_COLD)
3306 trlist = treasurelist::find (shstr_dragon_ability_cold);
3307 else if (atnr == ATNR_ELECTRICITY)
3308 trlist = treasurelist::find (shstr_dragon_ability_elec);
3309 else if (atnr == ATNR_POISON)
3310 trlist = treasurelist::find (shstr_dragon_ability_poison);
3311
3312 if (trlist == NULL || who->type != PLAYER)
3313 return;
3314
3315 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3316
3317 if (!tr || !tr->item)
3318 {
3319 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3320 return;
3321 }
3322
3323 /* everything seems okay - now bring on the gift: */
3324 item = tr->item;
3325
3326 if (item->type == SPELL)
3327 {
3328 if (check_spell_known (who, item->name))
3329 return;
3330
3331 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3332 do_learn_spell (who, item, 0);
3333 return;
3334 }
3335
3336 /* grant direct spell */
3337 if (item->type == SPELLBOOK)
3338 {
3339 if (!item->inv)
3340 {
3341 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3342 return;
3343 }
3344 if (check_spell_known (who, item->inv->name))
3345 return;
3346 if (item->invisible)
3347 {
3348 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3349 do_learn_spell (who, item->inv, 0);
3350 return;
3351 }
3352 }
3353 else if (item->type == SKILL_TOOL && item->invisible)
3354 {
3355 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3356 {
3357
3358 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3359 * in this way, if the player is missing any of the attacktypes, he gets
3360 * them. As it is now, if the player has any that match the granted skill,
3361 * but not all of them, he gets nothing.
3362 */
3363 if (!(skop->attacktype & item->attacktype))
3364 {
3365 /* Give new attacktype */
3366 skop->attacktype |= item->attacktype;
3367
3368 /* always add physical if there's none */
3369 skop->attacktype |= AT_PHYSICAL;
3370
3371 if (item->msg != NULL)
3372 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3373
3374 /* Give player new face */
3375 if (item->animation_id)
3376 {
3377 who->face = skop->face;
3378 who->animation_id = item->animation_id;
3379 who->anim_speed = item->anim_speed;
3380 who->last_anim = 0;
3381 who->state = 0;
3382 animate_object (who, who->direction);
3383 }
3384 }
3385 }
3386 }
3387 else if (item->type == FORCE)
3388 {
3389 /* forces in the treasurelist can alter the player's stats */
3390 object *skin;
3391
3392 /* first get the dragon skin force */
3393 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3394 ;
3395
3396 if (!skin)
3397 return;
3398
3399 /* adding new spellpath attunements */
3400 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3401 {
3402 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3403
3404 /* print message */
3405 sprintf (buf, "You feel attuned to ");
3406 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3407 {
3408 if (item->path_attuned & (1 << i))
3409 {
3410 if (j)
3411 strcat (buf, " and ");
3412 else
3413 j = 1;
3414 strcat (buf, spellpathnames[i]);
3415 }
3416 }
3417 strcat (buf, ".");
3418 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 }
3420
3421 /* evtl. adding flags: */
3422 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG (skin, FLAG_XRAYS);
3424 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG (skin, FLAG_STEALTH);
3426 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428
3429 /* print message if there is one */
3430 if (item->msg != NULL)
3431 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3432 }
3433 else
3434 {
3435 /* generate misc. treasure */
3436 tmp = arch_to_object (tr->item);
3437 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3438 who->insert (tmp);
3439 }
3440 }
3441
3442 /**
3443 * Unready an object for a player. This function does nothing if the object was
3444 * not readied.
3445 */
3446 void
3447 player_unready_range_ob (player *pl, object *ob)
3448 {
3449 if (pl->ob->current_weapon == ob)
3450 pl->ob->current_weapon = 0;
3451
3452 if (pl->combat_ob == ob)
3453 pl->combat_ob = 0;
3454
3455 if (pl->ranged_ob == ob)
3456 pl->ranged_ob = 0;
3457 }
3458
3459 sint8
3460 player::darkness_at (maptile *map, int x, int y) const
3461 {
3462 if (!ns)
3463 return LOS_BLOCKED;
3464
3465 int dx, dy;
3466 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3467 return LOS_BLOCKED;
3468
3469 x += dx - ns->current_x;
3470 y += dy - ns->current_y;
3471
3472 return blocked_los (x, y);
3473 }
3474
3475 void
3476 player::infobox (const char *title, const char *msg, int color)
3477 {
3478 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3479 }
3480
3481 void
3482 player::statusmsg (const char *msg, int color)
3483 {
3484 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3485 }
3486
3487 void
3488 player::failmsg (const char *msg, int color)
3489 {
3490 play_sound (sound_find ("generic_failure"));
3491 statusmsg (msg, color);
3492 }
3493