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Revision: 1.188
Committed: Tue Apr 22 02:46:18 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.187: +1 -4 lines
Log Message:
- remove all "obviously safe" uses of esrv_del_item.

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25 #include <sproto.h>
26 #include <sounds.h>
27 #include <living.h>
28 #include <object.h>
29 #include <spells.h>
30 #include <skills.h>
31
32 #include <algorithm>
33 #include <functional>
34
35 playervec players;
36
37 void
38 display_motd (const object *op)
39 {
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64 }
65
66 void
67 send_rules (const object *op)
68 {
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99 }
100
101 void
102 send_news (const object *op)
103 {
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149 }
150
151 /* This loads the first map an puts the player on it. */
152 static void
153 set_first_map (object *op)
154 {
155 op->contr->maplevel = first_map_path;
156 op->x = -1;
157 op->y = -1;
158 }
159
160 void
161 player::activate ()
162 {
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172 }
173
174 void
175 player::deactivate ()
176 {
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195 }
196
197 // connect the player with a specific client
198 // also changes, rationalises, and fixes some incorrect settings
199 void
200 player::connect (client *ns)
201 {
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->update_weight ();
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE)
234 if (tmp->arch->archname == shstr_dragon_ability_force)
235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this, ob->weight + ob->carrying);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260 }
261
262 void
263 player::disconnect ()
264 {
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286 }
287
288 // the need for this function can be explained
289 // by load_object not returning the object
290 void
291 player::set_object (object *op)
292 {
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_Weapon activates, fix this better
327 }
328
329 void
330 player::set_observe (object *op)
331 {
332 observe = op ? op : ob;
333 do_los = 1;
334 }
335
336 player::player ()
337 {
338 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point.
340 */
341 outputs_sync = 4;
342 outputs_count = 4;
343 unapply = unapply_nochoice;
344
345 savebed_map = first_map_path; /* Init. respawn position */
346
347 gen_sp_armour = 10;
348 bowtype = bow_normal;
349 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers;
352 peaceful = 1; /* default peaceful */
353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
357 }
358
359 void
360 player::do_destroy ()
361 {
362 disconnect ();
363
364 attachable::do_destroy ();
365
366 if (ob)
367 {
368 ob->destroy_inv (false);
369 ob->destroy ();
370 }
371
372 ob = observe = 0;
373 }
374
375 player::~player ()
376 {
377 /* Clear item stack */
378 free (stack_items);
379 }
380
381 /* Tries to add player on the connection passed in ns.
382 * All we can really get in this is some settings like host and display
383 * mode.
384 */
385 player *
386 player::create ()
387 {
388 player *pl = new player;
389
390 pl->set_object (arch_to_object (get_player_archetype (0)));
391
392 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */
395
396 set_first_map (pl->ob);
397
398 return pl;
399 }
400
401 /*
402 * get_player_archetype() return next player archetype from archetype
403 * list. Not very efficient routine, but used only creating new players.
404 * Note: there MUST be at least one player archetype!
405 */
406 archetype *
407 get_player_archetype (archetype *at)
408 {
409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
416
417 for (;;)
418 {
419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427 }
428
429 object *
430 get_nearest_player (object *mon)
431 {
432 object *op = NULL;
433 objectlink *ol;
434 unsigned lastdist;
435 rv_vector rv;
436
437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
438 {
439 if (!can_detect_enemy (mon, ol->ob, &rv))
440 continue;
441
442 if (lastdist > rv.distance)
443 {
444 op = ol->ob;
445 lastdist = rv.distance;
446 }
447 }
448
449 for_all_players (pl)
450 if (can_detect_enemy (mon, pl->ob, &rv))
451 if (lastdist > rv.distance)
452 {
453 op = pl->ob;
454 lastdist = rv.distance;
455 }
456
457 #if 0
458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
459 #endif
460 return op;
461 }
462
463 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
464 * result in a monster paths backtracking. It basically determines how large a
465 * detour a monster will take from the direction path when looking
466 * for a path to the player. The values are in the amount of direction
467 * the deviation is
468 */
469 #define DETOUR_AMOUNT 2
470
471 /* This is used to prevent infinite loops. Consider a case where the
472 * player is in a chamber (with gate closed), and monsters are outside.
473 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
474 * find a path into the chamber. This is a good thing, but since there
475 * is no real path, it will just keep circling the chamber for
476 * ever (this could be a nice effect for monsters, but not for the function
477 * to get stuck in. I think for the monsters, if max is reached and
478 * we return the first direction the creature could move would result in the
479 * circling behaviour. Unfortunately, this function is also used to determined
480 * if the creature should cast a spell, so returning a direction in that case
481 * is probably not a good thing.
482 */
483 #define MAX_SPACES 50
484
485 /*
486 * Returns the direction to the player, if valid. Returns 0 otherwise.
487 * modified to verify there is a path to the player. Does this by stepping towards
488 * player and if path is blocked then see if blockage is close enough to player that
489 * direction to player is changed (ie zig or zag). Continue zig zag until either
490 * reach player or path is blocked. Thus, will only return true if there is a free
491 * path to player. Though path may not be a straight line. Note that it will find
492 * player hiding along a corridor at right angles to the corridor with the monster.
493 *
494 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
495 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
496 * down corriders.
497 * 2) I think the old code was broken if the first direction the monster
498 * should move was blocked - the code would store the first direction without
499 * verifying that the player can actually move in that direction. The new
500 * code does not store anything in firstdir until we have verified that the
501 * monster can in fact move one space in that direction.
502 * 3) I'm not sure how good this code will be for moving multipart monsters,
503 * since only simple checks to blocked are being called, which could mean the monster
504 * is blocking itself.
505 */
506 int
507 path_to_player (object *mon, object *pl, unsigned mindiff)
508 {
509 rv_vector rv;
510 sint16 x, y;
511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
512 maptile *m, *lastmap;
513
514 get_rangevector (mon, pl, &rv, 0);
515
516 if (rv.distance < mindiff)
517 return 0;
518
519 x = mon->x;
520 y = mon->y;
521 m = mon->map;
522 dir = rv.direction;
523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
526 /* If we can't solve it within the search distance, return now. */
527 if (diff > max)
528 return 0;
529
530 while (diff > 1 && max > 0)
531 {
532 lastx = x;
533 lasty = y;
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
537
538 mflags = get_map_flags (m, &m, x, y, &x, &y);
539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540
541 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
543 && (m == mon->map && blocked_link (mon, m, x, y))))
544 {
545 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before.
547 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
549 if (rv.direction != dir)
550 {
551 /* OK - says direction should be different - lets reset the
552 * the values so it will try again.
553 */
554 x = lastx;
555 y = lasty;
556 m = lastmap;
557 dir = firstdir = rv.direction;
558 }
559 else
560 {
561 /* direct path is blocked - try taking a side step to
562 * either the left or right.
563 * Note increase the values in the loop below to be
564 * more than -1/1 respectively will mean the monster takes
565 * bigger detour. Have to be careful about these values getting
566 * too big (3 or maybe 4 or higher) as the monster may just try
567 * stepping back and forth
568 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 {
571 if (i == 0)
572 continue; /* already did this, so skip it */
573 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in
575 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance,
578 * gets blocked, finds that it should move north,
579 * can't do that, but now finds it can move east, and
580 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully
582 * moved.
583 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap;
588 mflags = get_map_flags (m, &m, x, y, &x, &y);
589 if (mflags & P_OUT_OF_MAP)
590 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
593 continue;
594 if (mflags & P_BLOCKSVIEW)
595 continue;
596
597 if (m == mon->map && blocked_link (mon, m, x, y))
598 break;
599 }
600 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path.
602 */
603 if (i == (DETOUR_AMOUNT + 1))
604 return 0;
605 diff--;
606 lastdir = dir;
607 max--;
608 if (!firstdir)
609 firstdir = dir + i;
610 } /* else check alternate directions */
611 } /* if blocked */
612 else
613 {
614 /* we moved towards creature, so diff is less */
615 diff--;
616 max--;
617 lastdir = dir;
618 if (!firstdir)
619 firstdir = dir;
620 }
621
622 if (diff <= 1)
623 {
624 /* Recalculate diff (distance) because we may not have actually
625 * headed toward player for entire distance.
626 */
627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 }
630
631 if (diff > max)
632 return 0;
633 }
634
635 /* If we reached the max, didn't find a direction in time */
636 if (!max)
637 return 0;
638
639 return firstdir;
640 }
641
642 void
643 give_initial_items (object *pl, treasurelist *items)
644 {
645 if (pl->randomitems)
646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
647
648 for (object *next, *op = pl->inv; op; op = next)
649 {
650 next = op->below;
651
652 /* Forces get applied per default, unless they have the
653 * flag "neutral" set. Sorry but I can't think of a better way
654 */
655 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
656 SET_FLAG (op, FLAG_APPLIED);
657
658 /* we never give weapons/armour if these cannot be used
659 * by this player due to race restrictions
660 */
661 if (pl->type == PLAYER)
662 {
663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
665 (op->type == ARMOUR || op->type == BOOTS
666 || op->type == CLOAK || op->type == HELMET
667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
670 {
671 op->destroy ();
672 continue;
673 }
674 }
675
676 /* This really needs to be better - we should really give
677 * a substitute spellbook. The problem is that we don't really
678 * have a good idea what to replace it with (need something like
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */
682 if (op->type == SPELLBOOK || op->type == SKILL)
683 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 {
692 op->destroy ();
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
694 continue;
695 }
696
697 if (op->nrof > 1)
698 op->nrof = 1;
699 }
700
701 if (op->type == SPELLBOOK && op->inv)
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
703
704 /* Give starting characters identified, uncursed, and undamned
705 * items. Just don't identify gold or silver, or it won't be
706 * merged properly.
707 */
708 if (need_identify (op))
709 {
710 SET_FLAG (op, FLAG_IDENTIFIED);
711 CLEAR_FLAG (op, FLAG_CURSED);
712 CLEAR_FLAG (op, FLAG_DAMNED);
713 }
714
715 if (op->type == SPELL)
716 {
717 op->destroy ();
718 continue;
719 }
720 else if (op->type == SKILL)
721 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0;
724 op->level = 1;
725 }
726 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */
729
730 /* Need to set up the skill pointers */
731 link_player_skills (pl);
732 }
733
734 void
735 get_party_password (object *op, partylist *party)
736 {
737 if (party == NULL)
738 {
739 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
740 return;
741 }
742
743 op->contr->write_buf[0] = '\0';
744 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
745 op->contr->party_to_join = party;
746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
747 }
748
749 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
750 static int
751 roll_stat (void)
752 {
753 int a[4], i, j, k;
754
755 for (i = 0; i < 4; i++)
756 a[i] = (int) rndm (6) + 1;
757
758 for (i = 0, j = 0, k = 7; i < 4; i++)
759 if (a[i] < k)
760 k = a[i], j = i;
761
762 for (i = 0, k = 0; i < 4; i++)
763 if (i != j)
764 k += a[i];
765
766 return k;
767 }
768
769 void
770 object::roll_stats ()
771 {
772 int statsort [NUM_STATS];
773
774 for (;;)
775 {
776 int sum = 0;
777 for (int i = NUM_STATS; i--; )
778 sum += statsort [i] = roll_stat ();
779
780 if (sum >= 82 && sum <= 116)
781 break;
782 }
783
784 // Sort the stats so that rerolling is easier...
785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
786
787 for (int i = 0; i < NUM_STATS; ++i)
788 stats.stat (i) = statsort [i];
789
790 stats.exp = 0;
791 stats.ac = 0;
792
793 stats.hp = stats.maxhp;
794 stats.sp = stats.maxsp;
795 stats.grace = stats.maxgrace;
796
797 if (contr)
798 {
799 contr->levhp[1] = 9;
800 contr->levsp[1] = 6;
801 contr->levgrace[1] = 3;
802
803 contr->orig_stats = stats;
804 }
805 }
806
807 void
808 object::swap_stats (int a, int b)
809 {
810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
811
812 for (int i = 0; i < NUM_STATS; ++i)
813 stats.stat (i) = contr->orig_stats.stat (i);
814
815 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats
817 stats.ac = 0;
818
819 level = 1;
820 stats.exp = 0;
821 stats.ac = 0;
822
823 stats.hp = stats.maxhp;
824 stats.sp = stats.maxsp;
825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
833 contr->orig_stats = stats;
834 }
835 }
836
837 static void
838 start_info (object *op)
839 {
840 char buf[MAX_BUF];
841
842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
843 new_draw_info (NDI_UNIQUE, 0, op, buf);
844 }
845
846 /* This function takes the key that is passed, and does the
847 * appropriate action with it (change race, or other things).
848 * The function name is for historical reasons - now we have
849 * separate race and class; this actually changes the RACE,
850 * not the class.
851 */
852 void
853 player::chargen_race_done ()
854 {
855 /* this must before then initial items are given */
856 esrv_new_player (ob->contr, ob->weight + ob->carrying);
857
858 treasurelist *tl = treasurelist::find ("starting_wealth");
859 if (tl)
860 create_treasure (tl, ob, 0, 0, 0);
861
862 INVOKE_PLAYER (BIRTH, ob->contr);
863 INVOKE_PLAYER (LOGIN, ob->contr);
864
865 ob->contr->ns->state = ST_PLAYING;
866
867 if (ob->msg)
868 ob->msg = 0;
869
870 /* We create this now because some of the unique maps will need it
871 * to save here.
872 */
873 {
874 char buf[MAX_BUF];
875 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
876 make_path_to_file (buf);
877 }
878
879 start_info (ob);
880 CLEAR_FLAG (ob, FLAG_WIZ);
881 give_initial_items (ob, ob->randomitems);
882 link_player_skills (ob);
883 esrv_send_inventory (ob, ob);
884 ob->update_stats ();
885
886 /* This moves the player to a different start map, if there
887 * is one for this race
888 */
889 if (*first_map_ext_path)
890 {
891 object *tmp;
892 char mapname[MAX_BUF];
893
894 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
895 tmp = object::create ();
896 EXIT_PATH (tmp) = mapname;
897 EXIT_X (tmp) = ob->x;
898 EXIT_Y (tmp) = ob->y;
899 ob->enter_exit (tmp); /* we don't really care if it succeeded;
900 * if the map isn't there, then stay on the
901 * default initial map */
902 tmp->destroy ();
903 }
904 else
905 LOG (llevDebug, "first_map_ext_path not set\n");
906 }
907
908 void
909 player::chargen_race_next ()
910 {
911 /* Following actually changes the race - this is the default command
912 * if we don't match with one of the options above.
913 */
914
915 do
916 {
917 shstr name = ob->name;
918 int x = ob->x, y = ob->y;
919
920 ob->remove_statbonus ();
921 ob->remove ();
922 ob->arch = get_player_archetype (ob->arch);
923 ob->arch->copy_to (ob);
924 ob->instantiate ();
925 ob->stats = ob->contr->orig_stats;
926 ob->name = ob->name_pl = name;
927 ob->x = x;
928 ob->y = y;
929 SET_ANIMATION (ob, 2); /* So player faces south */
930 insert_ob_in_map (ob, ob->map, ob, 0);
931 assign (ob->contr->title, ob->arch->object::name);
932 ob->add_statbonus ();
933 }
934 while (!allowed_class (ob));
935
936 update_object (ob, UP_OBJ_FACE);
937 esrv_update_item (UPD_FACE, ob, ob);
938 ob->update_stats ();
939 ob->stats.hp = ob->stats.maxhp;
940 ob->stats.sp = ob->stats.maxsp;
941 ob->stats.grace = 0;
942 }
943
944 void
945 flee_player (object *op)
946 {
947 int dir, diff;
948 rv_vector rv;
949
950 if (op->stats.hp < 0)
951 {
952 LOG (llevDebug, "Fleeing player is dead.\n");
953 CLEAR_FLAG (op, FLAG_SCARED);
954 return;
955 }
956
957 if (op->enemy == NULL)
958 {
959 LOG (llevDebug, "Fleeing player had no enemy.\n");
960 CLEAR_FLAG (op, FLAG_SCARED);
961 return;
962 }
963
964 /* Seen some crashes here. Since we don't store an
965 * op->enemy_count, it is possible that something destroys the
966 * actual enemy, and the object is recycled.
967 */
968 if (op->enemy->map == NULL)
969 {
970 CLEAR_FLAG (op, FLAG_SCARED);
971 op->enemy = NULL;
972 return;
973 }
974
975 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
976 {
977 op->enemy = NULL;
978 CLEAR_FLAG (op, FLAG_SCARED);
979 return;
980 }
981
982 get_rangevector (op, op->enemy, &rv, 0);
983
984 dir = absdir (4 + rv.direction);
985 for (diff = 0; diff < 3; diff++)
986 {
987 int m = 1 - (RANDOM () & 2);
988
989 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
990 return;
991 }
992
993 /* Cornered, get rid of scared */
994 CLEAR_FLAG (op, FLAG_SCARED);
995 op->enemy = NULL;
996 }
997
998 /* check_pick sees if there is stuff to be picked up/picks up stuff.
999 * It returns 1 if the player should keep on moving, 0 if he should
1000 * stop.
1001 */
1002 int
1003 check_pick (object *op)
1004 {
1005 object *tmp, *next;
1006 int stop = 0;
1007 int wvratio;
1008 char putstring[128];
1009
1010 /* if you're flying, you cna't pick up anything */
1011 if (op->move_type & MOVE_FLYING)
1012 return 1;
1013
1014 next = op->below;
1015
1016 int cnt = MAX_ITEM_PER_DROP;
1017 #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
1018
1019 /* loop while there are items on the floor that are not marked as
1020 * destroyed */
1021 while (next && !next->destroyed ())
1022 {
1023 tmp = next;
1024 next = tmp->below;
1025
1026 if (cnt <= 0)
1027 {
1028 op->failmsg ("Couldn't pickup all items at once.");
1029 return 0;
1030 }
1031
1032 if (op->destroyed ())
1033 return 0;
1034
1035 if (!can_pick (op, tmp))
1036 continue;
1037
1038 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1039 {
1040 if (item_matched_string (op, tmp, op->contr->search_str))
1041 CHK_PICK_PICKUP;
1042 continue;
1043 }
1044
1045 /* high not bit set? We're using the old autopickup model */
1046 if (!(op->contr->mode & PU_NEWMODE))
1047 {
1048 switch (op->contr->mode)
1049 {
1050 case 0:
1051 return 1; /* don't pick up */
1052 case 1:
1053 CHK_PICK_PICKUP;
1054 return 1;
1055 case 2:
1056 CHK_PICK_PICKUP;
1057 return 0;
1058 case 3:
1059 return 0; /* stop before pickup */
1060 case 4:
1061 CHK_PICK_PICKUP;
1062 break;
1063 case 5:
1064 CHK_PICK_PICKUP;
1065 stop = 1;
1066 break;
1067 case 6:
1068 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1069 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1070 CHK_PICK_PICKUP;
1071 break;
1072
1073 case 7:
1074 if (tmp->type == MONEY || tmp->type == GEM)
1075 CHK_PICK_PICKUP;
1076 break;
1077
1078 default:
1079 /* use value density */
1080 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1081 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1082 CHK_PICK_PICKUP;
1083 }
1084 }
1085 else
1086 { /* old model */
1087 /* NEW pickup handling */
1088 if (op->contr->mode & PU_DEBUG)
1089 {
1090 /* some debugging code to figure out item information */
1091 if (tmp->name != NULL)
1092 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1093 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1094 else
1095 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1096 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1097
1098 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1099 }
1100
1101 /* philosophy:
1102 * It's easy to grab an item type from a pile, as long as it's
1103 * generic. This takes no game-time. For more detailed pickups
1104 * and selections, select-items should be used. This is a
1105 * grab-as-you-run type mode that's really useful for arrows for
1106 * example.
1107 * The drawback: right now it has no frontend, so you need to
1108 * stick the bits you want into a calculator in hex mode and then
1109 * convert to decimal and then 'pickup <#>
1110 */
1111
1112 /* the first two modes are exclusive: if NOTHING we return, if
1113 * STOP then we stop. All the rest are applied sequentially,
1114 * meaning if any test passes, the item gets picked up. */
1115
1116 /* if mode is set to pick nothing up, return */
1117
1118 if (op->contr->mode & PU_NOTHING)
1119 return 1;
1120
1121 /* if mode is set to stop when encountering objects, return */
1122 /* take STOP before INHIBIT since it doesn't actually pick
1123 * anything up */
1124
1125 if (op->contr->mode & PU_STOP)
1126 return 0;
1127
1128 /* useful for going into stores and not losing your settings... */
1129 /* and for battles wher you don't want to get loaded down while
1130 * fighting */
1131 if (op->contr->mode & PU_INHIBIT)
1132 return 1;
1133
1134 /* prevent us from turning into auto-thieves :) */
1135 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1136 continue;
1137
1138 /* ignore known cursed objects */
1139 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1140 continue;
1141
1142 /* all food and drink if desired */
1143 /* question: don't pick up known-poisonous stuff? */
1144 if (op->contr->mode & PU_FOOD)
1145 if (tmp->type == FOOD)
1146 {
1147 CHK_PICK_PICKUP;
1148 continue;
1149 }
1150
1151 if (op->contr->mode & PU_DRINK)
1152 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1153 {
1154 CHK_PICK_PICKUP;
1155 continue;
1156 }
1157
1158 if (op->contr->mode & PU_POTION)
1159 if (tmp->type == POTION)
1160 {
1161 CHK_PICK_PICKUP;
1162 continue;
1163 }
1164
1165 /* spellbooks, skillscrolls and normal books/scrolls */
1166 if (op->contr->mode & PU_SPELLBOOK)
1167 if (tmp->type == SPELLBOOK)
1168 {
1169 CHK_PICK_PICKUP;
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_SKILLSCROLL)
1174 if (tmp->type == SKILLSCROLL)
1175 {
1176 CHK_PICK_PICKUP;
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_READABLES)
1181 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1182 {
1183 CHK_PICK_PICKUP;
1184 continue;
1185 }
1186
1187 /* wands/staves/rods/horns */
1188 if (op->contr->mode & PU_MAGIC_DEVICE)
1189 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1190 {
1191 CHK_PICK_PICKUP;
1192 continue;
1193 }
1194
1195 /* pick up all magical items */
1196 if (op->contr->mode & PU_MAGICAL)
1197 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1198 {
1199 CHK_PICK_PICKUP;
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_VALUABLES)
1204 {
1205 if (tmp->type == MONEY || tmp->type == GEM)
1206 {
1207 CHK_PICK_PICKUP;
1208 continue;
1209 }
1210 }
1211
1212 /* rings & amulets - talismans seems to be typed AMULET */
1213 if (op->contr->mode & PU_JEWELS)
1214 if (tmp->type == RING || tmp->type == AMULET)
1215 {
1216 CHK_PICK_PICKUP;
1217 continue;
1218 }
1219
1220 /* we don't forget dragon food */
1221 if (op->contr->mode & PU_FLESH)
1222 if (tmp->type == FLESH)
1223 {
1224 CHK_PICK_PICKUP;
1225 continue;
1226 }
1227
1228 /* bows and arrows. Bows are good for selling! */
1229 if (op->contr->mode & PU_BOW)
1230 if (tmp->type == BOW)
1231 {
1232 CHK_PICK_PICKUP;
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_ARROW)
1237 if (tmp->type == ARROW)
1238 {
1239 CHK_PICK_PICKUP;
1240 continue;
1241 }
1242
1243 /* all kinds of armor etc. */
1244 if (op->contr->mode & PU_ARMOUR)
1245 if (tmp->type == ARMOUR)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_HELMET)
1252 if (tmp->type == HELMET)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_SHIELD)
1259 if (tmp->type == SHIELD)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_BOOTS)
1266 if (tmp->type == BOOTS)
1267 {
1268 CHK_PICK_PICKUP;
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_GLOVES)
1273 if (tmp->type == GLOVES)
1274 {
1275 CHK_PICK_PICKUP;
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_CLOAK)
1280 if (tmp->type == CLOAK)
1281 {
1282 CHK_PICK_PICKUP;
1283 continue;
1284 }
1285
1286 /* hoping to catch throwing daggers here */
1287 if (op->contr->mode & PU_MISSILEWEAPON)
1288 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293
1294 /* careful: chairs and tables are weapons! */
1295 if (op->contr->mode & PU_ALLWEAPON)
1296 {
1297 if (tmp->type == WEAPON && tmp->name != NULL)
1298 {
1299 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1300 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1301 {
1302 CHK_PICK_PICKUP;
1303 continue;
1304 }
1305 }
1306
1307 if (tmp->type == WEAPON && tmp->name == NULL)
1308 {
1309 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1310 {
1311 CHK_PICK_PICKUP;
1312 continue;
1313 }
1314 }
1315 }
1316
1317 /* misc stuff that's useful */
1318 if (op->contr->mode & PU_KEY)
1319 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1320 {
1321 CHK_PICK_PICKUP;
1322 continue;
1323 }
1324
1325 /* any of the last 4 bits set means we use the ratio for value
1326 * pickups */
1327 if (op->contr->mode & PU_RATIO)
1328 {
1329 /* use value density to decide what else to grab */
1330 /* >=7 was >= op->contr->mode */
1331 /* >=7 is the old standard setting. Now we take the last 4 bits
1332 * and multiply them by 5, giving 0..15*5== 5..75 */
1333 wvratio = (op->contr->mode & PU_RATIO) * 5;
1334 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1335 {
1336 CHK_PICK_PICKUP;
1337 #if 0
1338 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1339 if (tmp->name != NULL)
1340 {
1341 fprintf (stderr, "%s", tmp->name);
1342 }
1343 else
1344 fprintf (stderr, "%s", tmp->arch->archname);
1345 fprintf (stderr, ",%d] = ", tmp->type);
1346 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1347 #endif
1348 continue;
1349 }
1350 }
1351 } /* the new pickup model */
1352 }
1353
1354 return !stop;
1355 }
1356
1357 /*
1358 * Find an arrow in the inventory and after that
1359 * in the right type container (quiver). Pointer to the
1360 * found object is returned.
1361 */
1362 object *
1363 find_arrow (object *op, const char *type)
1364 {
1365 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1366 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1367 return splay (tmp);
1368
1369 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1370 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1371 if (object *arrow = find_arrow (tmp, type))
1372 {
1373 splay (tmp);
1374 return arrow;
1375 }
1376
1377 return 0;
1378 }
1379
1380 /*
1381 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1382 * against the target. A full test is not performed, simply a basic test
1383 * of resistances. The archer is making a quick guess at what he sees down
1384 * the hall. Failing that it does it's best to pick the highest plus arrow.
1385 */
1386 object *
1387 find_better_arrow (object *op, object *target, const char *type, int *better)
1388 {
1389 object *tmp = NULL, *arrow, *ntmp;
1390 int attacknum, attacktype, betterby = 0, i;
1391
1392 if (!type)
1393 return NULL;
1394
1395 for (arrow = op->inv; arrow; arrow = arrow->below)
1396 {
1397 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1398 {
1399 i = 0;
1400 ntmp = find_better_arrow (arrow, target, type, &i);
1401 if (i > betterby)
1402 {
1403 tmp = ntmp;
1404 betterby = i;
1405 }
1406 }
1407 else if (arrow->type == ARROW && arrow->race == type)
1408 {
1409 /* allways prefer assasination/slaying */
1410 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1411 {
1412 if (arrow->attacktype & AT_DEATH)
1413 {
1414 *better = 100;
1415 return arrow;
1416 }
1417 else
1418 {
1419 tmp = arrow;
1420 betterby = (arrow->magic + arrow->stats.dam) * 2;
1421 }
1422 }
1423 else
1424 {
1425 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1426 {
1427 attacktype = 1 << attacknum;
1428 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1429 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1430 {
1431 tmp = arrow;
1432 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1433 }
1434 }
1435 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1436 {
1437 tmp = arrow;
1438 betterby = 2 + arrow->magic + arrow->stats.dam;
1439 }
1440 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1441 {
1442 tmp = arrow;
1443 betterby = 1 + arrow->magic + arrow->stats.dam;
1444 }
1445 }
1446 }
1447 }
1448 if (tmp == NULL && arrow == NULL)
1449 return find_arrow (op, type);
1450
1451 *better = betterby;
1452 return tmp;
1453 }
1454
1455 /* looks in a given direction, finds the first valid target, and calls
1456 * find_better_arrow to find a decent arrow to use.
1457 * op = the shooter
1458 * type = bow->race
1459 * dir = fire direction
1460 */
1461 object *
1462 pick_arrow_target (object *op, const char *type, int dir)
1463 {
1464 object *tmp = NULL;
1465 maptile *m;
1466 int i, mflags, found, number;
1467 sint16 x, y;
1468
1469 if (op->map == NULL)
1470 return find_arrow (op, type);
1471
1472 /* do a dex check */
1473 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1474 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1475 return find_arrow (op, type);
1476
1477 m = op->map;
1478 x = op->x;
1479 y = op->y;
1480
1481 /* find the first target */
1482 for (i = 0, found = 0; i < 20; i++)
1483 {
1484 x += freearr_x[dir];
1485 y += freearr_y[dir];
1486 mflags = get_map_flags (m, &m, x, y, &x, &y);
1487 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1488 {
1489 tmp = NULL;
1490 break;
1491 }
1492 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1493 {
1494 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1495 * perhaps a bad assumption.
1496 */
1497 tmp = NULL;
1498 break;
1499 }
1500 if (mflags & P_IS_ALIVE)
1501 {
1502 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1503 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1504 {
1505 found++;
1506 break;
1507 }
1508 if (found)
1509 break;
1510 }
1511 }
1512 if (tmp == NULL)
1513 return find_arrow (op, type);
1514
1515 if (tmp->head)
1516 tmp = tmp->head;
1517
1518 return find_better_arrow (op, tmp, type, &i);
1519 }
1520
1521 /*
1522 * Creature fires a bow - op can be monster or player. Returns
1523 * 1 if bow was actually fired, 0 otherwise.
1524 * op is the object firing the bow.
1525 * part is for multipart creatures - the part firing the bow.
1526 * dir is the direction of fire.
1527 * wc_mod is any special modifier to give (used in special player fire modes)
1528 * sx, sy are coordinates to fire arrow from - also used in some of the special
1529 * player fire modes.
1530 */
1531 int
1532 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1533 {
1534 object *left, *bow;
1535 int mflags;
1536 maptile *m;
1537
1538 if (!dir)
1539 {
1540 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1541 return 0;
1542 }
1543
1544 if (op->contr)
1545 bow = op->current_weapon;
1546 else
1547 {
1548 for (bow = op->inv; bow; bow = bow->below)
1549 /* Don't check for applied - monsters don't apply bows - in that way, they
1550 * don't need to switch back and forth between bows and weapons.
1551 */
1552 if (bow->type == BOW)
1553 break;
1554
1555 if (!bow)
1556 {
1557 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1558 return 0;
1559 }
1560
1561 // optimisation: move object to top so we will find it quickly again
1562 if (bow->below)
1563 {
1564 bow->remove ();
1565 op->insert (bow);
1566 }
1567
1568 }
1569
1570 if (!bow->race || !bow->skill)
1571 {
1572 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1573 return 0;
1574 }
1575
1576 if (arrow == NULL)
1577 {
1578 if ((arrow = find_arrow (op, bow->race)) == NULL)
1579 {
1580 if (op->type == PLAYER)
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1582 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1583 else
1584 CLEAR_FLAG (op, FLAG_READY_BOW);
1585
1586 return 0;
1587 }
1588 }
1589
1590 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1591 if (mflags & P_OUT_OF_MAP)
1592 return 0;
1593
1594 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1595 {
1596 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1597 return 0;
1598 }
1599
1600 /* this should not happen, but sometimes does */
1601 if (arrow->nrof == 0)
1602 {
1603 arrow->destroy ();
1604 return 0;
1605 }
1606
1607 left = arrow; /* these are arrows left to the player */
1608 arrow = arrow->split ();
1609 if (!arrow)
1610 {
1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1612 return 0;
1613 }
1614
1615 arrow->set_owner (op);
1616 arrow->skill = bow->skill;
1617 arrow->direction = dir;
1618
1619 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1620 arrow->stats.hp = arrow->stats.dam;
1621 arrow->stats.grace = arrow->attacktype;
1622
1623 if (arrow->slaying)
1624 arrow->spellarg = strdup (arrow->slaying);
1625
1626 #if 0
1627 if (player *pl = op->contr)
1628 {
1629 float speed = pl->weapon_sp;
1630
1631 /* penalize ROF for bestarrow */
1632 if (pl->bowtype == bow_bestarrow)
1633 speed *= .9f;
1634 else
1635 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1636
1637 op->speed_left += speed - op->speed;
1638 }
1639 #endif
1640
1641 SET_ANIMATION (arrow, arrow->direction);
1642
1643 /* update the speed */
1644 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1645 + bow->stats.dam / 7.f;
1646
1647 arrow->set_speed (max (arrow->speed, 2.f));
1648 arrow->speed_left = 0;
1649
1650 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1651
1652 if (op->type == PLAYER)
1653 {
1654 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1655 wc -= dex_bonus[op->stats.Dex];
1656
1657 if (!arrow->slaying)
1658 arrow->slaying = op->slaying;
1659
1660 arrow->attacktype |= op->attacktype;
1661 }
1662 else
1663 {
1664 arrow->level = op->level;
1665 arrow->stats.wc -= bow->magic;
1666
1667 if (!arrow->slaying)
1668 arrow->slaying = bow->slaying;
1669
1670 arrow->attacktype |= bow->attacktype;
1671 }
1672
1673 wc -= arrow->level;
1674 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1675
1676 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1677 arrow->move_type = MOVE_FLY_LOW;
1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1679
1680 op->play_sound (sound_find ("fire_arrow"));
1681 m->insert (arrow, sx, sy, op);
1682
1683 if (!arrow->destroyed ())
1684 move_arrow (arrow);
1685
1686 return 1;
1687 }
1688
1689 /* Special fire code for players - this takes into
1690 * account the special fire modes players can have
1691 * but monsters can't. Putting that code here
1692 * makes the fire_bow code much cleaner.
1693 * this function should only be called if 'op' is a player,
1694 * hence the function name.
1695 */
1696 int
1697 player_fire_bow (object *op, int dir)
1698 {
1699 int ret = 0, wcmod = 0;
1700
1701 if (op->contr->bowtype == bow_bestarrow)
1702 {
1703 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1704 }
1705 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1706 {
1707 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1708 wcmod = -1;
1709
1710 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1711 }
1712 else if (op->contr->bowtype == bow_threewide)
1713 {
1714 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1715 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1716 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1717 }
1718 else if (op->contr->bowtype == bow_spreadshot)
1719 {
1720 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1721 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1722 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1723 }
1724 else
1725 {
1726 /* Simple case */
1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728 }
1729
1730 return ret;
1731 }
1732
1733 /* Fires a misc (wand/rod/horn) object in 'dir'.
1734 * Broken apart from 'fire' to keep it more readable.
1735 */
1736 void
1737 fire_misc_object (object *op, int dir)
1738 {
1739 object *item = op->contr->ranged_ob;
1740
1741 if (!item)
1742 {
1743 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1744 return;
1745 }
1746
1747 if (!item->inv)
1748 {
1749 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1750 return;
1751 }
1752
1753 if (!op->change_weapon (item))
1754 return;
1755
1756 if (item->type == WAND)
1757 {
1758 if (item->stats.food <= 0)
1759 {
1760 op->contr->play_sound (sound_find ("wand_poof"));
1761 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1762
1763 return;
1764 }
1765 }
1766 else if (item->type == ROD || item->type == HORN)
1767 {
1768 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1769 {
1770 op->contr->play_sound (sound_find ("wand_poof"));
1771
1772 if (item->type == ROD)
1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1774 else
1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1776
1777 return;
1778 }
1779 }
1780
1781 if (cast_spell (op, item, dir, item->inv, NULL))
1782 {
1783 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1784 if (item->type == WAND)
1785 {
1786 if (!(--item->stats.food))
1787 {
1788 object *tmp;
1789
1790 if (item->arch)
1791 {
1792 CLEAR_FLAG (item, FLAG_ANIMATE);
1793 item->face = item->arch->face;
1794 item->set_speed (0);
1795 }
1796
1797 if ((tmp = item->in_player ()))
1798 esrv_update_item (UPD_ANIM, tmp, item);
1799 }
1800 }
1801 else if (item->type == ROD || item->type == HORN)
1802 drain_rod_charge (item);
1803 }
1804 }
1805
1806 /* Received a fire command for the player - go and do it.
1807 */
1808 bool
1809 fire (object *op, int dir)
1810 {
1811 int spellcost = 0;
1812
1813 /* check for loss of invisiblity/hide */
1814 if (action_makes_visible (op))
1815 make_visible (op);
1816
1817 player *pl = op->contr;
1818
1819 if (pl->golem)
1820 {
1821 control_golem (op->contr->golem, dir);
1822 return false;
1823 }
1824
1825 object *ob = pl->ranged_ob;
1826
1827 if (!ob)
1828 return false;
1829
1830 if (!op->change_weapon (ob))
1831 return false;
1832
1833 if (op->speed_left > 0.f)
1834 --op->speed_left;
1835 else
1836 return false;
1837
1838 switch (ob->type)
1839 {
1840 case BOW:
1841 player_fire_bow (op, dir);
1842 break;
1843
1844 case SPELL:
1845 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1846 break;
1847
1848 case BUILDER:
1849 apply_map_builder (op, dir);
1850 break;
1851
1852 case SKILL:
1853 do_skill (op, op, ob, dir, 0);
1854 break;
1855
1856 default:
1857 fire_misc_object (op, dir);
1858 break;
1859 }
1860
1861 return true;
1862 }
1863
1864 /* find_key
1865 * We try to find a key for the door as passed. If we find a key
1866 * and successfully use it, we return the key, otherwise NULL
1867 * This function merges both normal and locked door, since the logic
1868 * for both is the same - just the specific key is different.
1869 * pl is the player,
1870 * inv is the objects inventory to searched
1871 * door is the door we are trying to match against.
1872 * This function can be called recursively to search containers.
1873 */
1874 object *
1875 find_key (object *pl, object *container, object *door)
1876 {
1877 object *tmp, *key;
1878
1879 /* Should not happen, but sanity checking is never bad */
1880 if (!container->inv)
1881 return 0;
1882
1883 /* First, lets try to find a key in the top level inventory */
1884 for (tmp = container->inv; tmp; tmp = tmp->below)
1885 {
1886 if (door->type == DOOR && tmp->type == KEY)
1887 break;
1888 /* For sanity, we should really check door type, but other stuff
1889 * (like containers) can be locked with special keys
1890 */
1891 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1892 break;
1893 }
1894
1895 /* No key found - lets search inventories now */
1896 /* If we find and use a key in an inventory, return at that time.
1897 * otherwise, if we search all the inventories and still don't find
1898 * a key, return
1899 */
1900 if (!tmp)
1901 {
1902 for (tmp = container->inv; tmp; tmp = tmp->below)
1903 {
1904 /* No reason to search empty containers */
1905 if (tmp->type == CONTAINER && tmp->inv)
1906 {
1907 if ((key = find_key (pl, tmp, door)))
1908 return key;
1909 }
1910 }
1911
1912 if (!tmp)
1913 return NULL;
1914 }
1915
1916 /* We get down here if we have found a key. Now if its in a container,
1917 * see if we actually want to use it
1918 */
1919 if (pl != container)
1920 {
1921 /* Only let players use keys in containers */
1922 if (!pl->contr)
1923 return NULL;
1924 /* cases where this fails:
1925 * If we only search the player inventory, return now since we
1926 * are not in the players inventory.
1927 * If the container is not active, return now since only active
1928 * containers can be used.
1929 * If we only search keyrings and the container does not have
1930 * a race/isn't a keyring.
1931 * No checking for all containers - to fall through past here,
1932 * inv must have been an container and must have been active.
1933 *
1934 * Change the color so that the message doesn't disappear with
1935 * all the others.
1936 */
1937 if (pl->contr->usekeys == key_inventory ||
1938 !QUERY_FLAG (container, FLAG_APPLIED) ||
1939 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1940 {
1941 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1942 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1943 return NULL;
1944 }
1945 }
1946
1947 return tmp;
1948 }
1949
1950 /* moved door processing out of move_player_attack.
1951 * returns 1 if player has opened the door with a key
1952 * such that the caller should not do anything more,
1953 * 0 otherwise
1954 */
1955 static int
1956 player_attack_door (object *op, object *door)
1957 {
1958 /* If its a door, try to find a key. If we do destroy the door,
1959 * might as well return immediately as there is nothing more to do -
1960 * otherwise, we fall through to the rest of the code.
1961 */
1962 object *key = find_key (op, op, door);
1963
1964 /* If we found a key, do some extra work */
1965 if (key)
1966 {
1967 object *container = key->env;
1968
1969 if (action_makes_visible (op))
1970 make_visible (op);
1971
1972 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1973 spring_trap (door->inv, op);
1974
1975 if (door->type == DOOR)
1976 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1977 else if (door->type == LOCKED_DOOR)
1978 {
1979 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1980 remove_door2 (door); /* remove door without violence ;-) */
1981 }
1982
1983 /* Do this after we print the message */
1984 key->decrease (); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */
1986 if (container != op)
1987 esrv_update_item (UPD_WEIGHT, op, container);
1988
1989 return 1; /* Nothing more to do below */
1990 }
1991 else if (door->type == LOCKED_DOOR)
1992 {
1993 /* Might as well return now - no other way to open this */
1994 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1995 return 1;
1996 }
1997
1998 return 0;
1999 }
2000
2001 /* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons).
2006 */
2007 bool
2008 move_player_attack (object *op, int dir)
2009 {
2010 int on_battleground;
2011
2012 sint16 nx = freearr_x[dir] + op->x;
2013 sint16 ny = freearr_y[dir] + op->y;
2014
2015 on_battleground = op_on_battleground (op, 0, 0);
2016
2017 if (out_of_map (op->map, nx, ny))
2018 return false;
2019
2020 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2021 {
2022 --op->speed_left;
2023 return true;
2024 }
2025
2026 /* If braced, or can't move to the square, and it is not out of the
2027 * map, attack it. Note order of if statement is important - don't
2028 * want to be calling move_ob if braced, because move_ob will move the
2029 * player. This is a pretty nasty hack, because if we could
2030 * move to some space, it then means that if we are braced, we should
2031 * do nothing at all. As it is, if we are braced, we go through
2032 * quite a bit of processing. However, it probably is less than what
2033 * move_ob uses.
2034 */
2035 maptile *m = op->map->xy_find (nx, ny);
2036
2037 /* Go through all the objects, and find ones of interest. Only stop if
2038 * we find a monster - that is something we know we want to attack.
2039 * if its a door or barrel (can roll) see if there may be monsters
2040 * on the space
2041 */
2042 object *mon;
2043 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2044 {
2045 if ((mon->flag [FLAG_ALIVE]
2046 || mon->type == LOCKED_DOOR
2047 || mon->flag [FLAG_CAN_ROLL])
2048 && mon != op)
2049 break;
2050 }
2051
2052 if (!mon) /* This happens anytime the player tries to move */
2053 return false; /* into a wall */
2054
2055 mon = mon->head_ ();
2056
2057 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2058 if (op->contr->weapon_sp_left > 0.f)
2059 if (player_attack_door (op, mon))
2060 {
2061 --op->contr->weapon_sp_left;
2062 return true;
2063 }
2064
2065 /* The following deals with possibly attacking peaceful
2066 * or friendly creatures. Basically, all players are considered
2067 * unaggressive. If the moving player has peaceful set, then the
2068 * object should be pushed instead of attacked. It is assumed that
2069 * if you are braced, you will not attack friends accidently,
2070 * and thus will not push them.
2071 */
2072
2073 /* If the creature is a pet, push it even if the player is not
2074 * peaceful. Our assumption is the creature is a pet if the
2075 * player owns it and it is either friendly or unagressive.
2076 */
2077 if (op->type == PLAYER
2078 && ((mon->owner && mon->owner->contr
2079 && same_party (mon->owner->contr->party, op->contr->party))
2080 || mon->owner == op)
2081 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2082 {
2083 /* If we're braced, we don't want to switch places with it */
2084 if (op->contr->braced)
2085 return false;
2086
2087 if (op->speed_left > 0.f)
2088 {
2089 --op->speed_left;
2090
2091 op->play_sound (sound_find ("push_player"));
2092 push_ob (mon, dir, op);
2093
2094 if (op->contr->tmp_invis || op->hide)
2095 make_visible (op);
2096
2097 return true;
2098 }
2099 else
2100 return false;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type == PLAYER || mon->enemy != op)
2109 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2110 && ((op->contr->peaceful
2111 || (mon->type == PLAYER && mon->contr->peaceful))
2112 && !on_battleground))
2113 {
2114 if (op->speed_left > 0.f)
2115 {
2116 --op->speed_left;
2117
2118 if (!op->contr->braced)
2119 {
2120 op->play_sound (sound_find ("push_player"));
2121 push_ob (mon, dir, op);
2122 }
2123 else
2124 op->statusmsg ("You withhold your attack");
2125
2126 if (op->contr->tmp_invis || op->hide)
2127 make_visible (op);
2128
2129 return true;
2130 }
2131 }
2132 /* If the object is a boulder or other rollable object, then
2133 * roll it if not braced. You can't roll it if you are braced.
2134 */
2135 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2136 {
2137 if (op->speed_left > 0.f)
2138 {
2139 --op->speed_left;
2140
2141 recursive_roll (mon, dir, op);
2142 if (action_makes_visible (op))
2143 make_visible (op);
2144
2145 return true;
2146 }
2147 }
2148 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points
2150 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen.
2153 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 {
2157 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2158 {
2159 --op->contr->weapon_sp_left;
2160
2161 skill_attack (mon, op, 0, 0, 0);
2162
2163 if (action_makes_visible (op))
2164 make_visible (op);
2165
2166 return true;
2167 }
2168 }
2169
2170 return false;
2171 }
2172
2173 bool
2174 move_player (object *op, int dir)
2175 {
2176 int pick;
2177
2178 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2179 return 0;
2180
2181 /* Sanity check: make sure dir is valid */
2182 if ((dir < 0) || (dir >= 9))
2183 {
2184 LOG (llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2190 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2191
2192 op->facing = dir;
2193
2194 if (op->hide)
2195 do_hidden_move (op);
2196
2197 bool retval;
2198
2199 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2200 retval = RESULT_INT (0);
2201 else if (op->contr->fire_on)
2202 retval = fire (op, dir);
2203 else
2204 {
2205 retval = move_player_attack (op, dir);
2206 pick = check_pick (op);
2207 }
2208
2209 /* Add special check for newcs players and fire on - this way, the
2210 * server can handle repeat firing.
2211 */
2212 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2213 op->direction = dir;
2214 else
2215 op->direction = 0;
2216
2217 /* Update how the player looks. Use the facing, so direction may
2218 * get reset to zero. This allows for full animation capabilities
2219 * for players.
2220 */
2221 animate_object (op, op->facing);
2222
2223 return retval;
2224 }
2225
2226 /* This is similar to handle_player, below, but is only used by the
2227 * new client/server stuff.
2228 * This is sort of special, in that the new client/server actually uses
2229 * the new speed values for commands.
2230 *
2231 * Returns true if there are more actions we can do. Should not do
2232 * many actions in a row, as that would be too unfair to other
2233 * players.
2234 */
2235 bool
2236 handle_newcs_player (object *op)
2237 {
2238 if (QUERY_FLAG (op, FLAG_SCARED))
2239 {
2240 if (op->speed_left > 0.f)
2241 {
2242 --op->speed_left;
2243 flee_player (op);
2244
2245 return true;
2246 }
2247 else
2248 return false;
2249 }
2250
2251 /* call this here - we also will call this in do_ericserver, but
2252 * the players time has been increased when doericserver has been
2253 * called, so we recheck it here.
2254 */
2255 if (op->contr->ns->handle_command ())
2256 return true;
2257
2258 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2259 return move_player (op, op->direction);
2260
2261 return false;
2262 }
2263
2264 int
2265 save_life (object *op)
2266 {
2267 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2268 return 0;
2269
2270 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2271 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2272 {
2273 op->play_sound (sound_find ("ob_evaporate"));
2274 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2275
2276 tmp->destroy ();
2277 CLEAR_FLAG (op, FLAG_LIFESAVE);
2278
2279 if (op->stats.hp < 0)
2280 op->stats.hp = op->stats.maxhp;
2281
2282 if (op->stats.food < 0)
2283 op->stats.food = 999;
2284
2285 op->update_stats ();
2286 return 1;
2287 }
2288
2289 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2290 CLEAR_FLAG (op, FLAG_LIFESAVE);
2291 enter_player_savebed (op); /* bring him home. */
2292 return 0;
2293 }
2294
2295 /* This goes throws the inventory and removes unpaid objects, and puts them
2296 * back in the map (location and map determined by values of env). This
2297 * function will descend into containers. op is the object to start the search
2298 * from.
2299 */
2300 static void
2301 drop_unpaid_items (object *op, object *env)
2302 {
2303 while (op)
2304 {
2305 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2306
2307 if (QUERY_FLAG (op, FLAG_UNPAID))
2308 {
2309 if (env->type == PLAYER)
2310 esrv_del_item (env->contr, op->count);
2311
2312 op->insert_at (env);
2313 }
2314 else if (op->inv)
2315 drop_unpaid_items (op->inv, env);
2316
2317 op = next;
2318 }
2319 }
2320
2321 void
2322 object::drop_unpaid_items ()
2323 {
2324 if (!flag [FLAG_REMOVED])
2325 ::drop_unpaid_items (inv, this);
2326 }
2327
2328 /*
2329 * Returns pointer a static string containing gravestone text
2330 * Moved from apply.c to player.c - player.c is what
2331 * actually uses this function. player.c may not be quite the
2332 * best, a misc file for object actions is probably better,
2333 * but there isn't one in the server directory.
2334 */
2335 char *
2336 gravestone_text (object *op)
2337 {
2338 static char buf2[MAX_BUF];
2339 char buf[MAX_BUF];
2340 time_t now = time (NULL);
2341
2342 strcpy (buf2, " R.I.P.\n\n");
2343 if (op->type == PLAYER)
2344 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2345 else
2346 sprintf (buf, "%s\n", &op->name);
2347
2348 strncat (buf2, " ", 20 - strlen (buf) / 2);
2349 strcat (buf2, buf);
2350 if (op->type == PLAYER)
2351 sprintf (buf, "who was in level %d when killed\n", op->level);
2352 else
2353 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2354
2355 strncat (buf2, " ", 20 - strlen (buf) / 2);
2356 strcat (buf2, buf);
2357 if (op->type == PLAYER)
2358 {
2359 sprintf (buf, "by %s.\n\n", op->contr->killer);
2360 strncat (buf2, " ", 21 - strlen (buf) / 2);
2361 strcat (buf2, buf);
2362 }
2363
2364 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf);
2367
2368 return buf2;
2369 }
2370
2371 void
2372 do_some_living (object *op)
2373 {
2374 int last_food = op->stats.food;
2375 int gen_hp, gen_sp, gen_grace;
2376 int over_hp, over_sp, over_grace;
2377 int i;
2378 int rate_hp = 1200;
2379 int rate_sp = 2500;
2380 int rate_grace = 2000;
2381 const int max_hp = 1;
2382 const int max_sp = 1;
2383 const int max_grace = 1;
2384
2385 if (op->contr->hidden)
2386 {
2387 op->invisible = 1000;
2388 /* the socket code flashes the player visible/invisible
2389 * depending on the value of invisible, so we need to
2390 * alternate it here for it to work correctly.
2391 */
2392 if (pticks & 2)
2393 op->invisible--;
2394 }
2395 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2396 {
2397 if (!op->invisible--)
2398 {
2399 make_visible (op);
2400 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2401 }
2402 }
2403
2404 if (op->contr->ns->state == ST_PLAYING)
2405 {
2406 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */
2408 if (op->contr->gen_hp >= 0)
2409 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else
2411 {
2412 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 }
2415
2416 if (op->contr->gen_sp >= 0)
2417 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2418 else
2419 {
2420 gen_sp = op->stats.maxsp;
2421 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2422 }
2423
2424 if (op->contr->gen_grace >= 0)
2425 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2426 else
2427 {
2428 gen_grace = op->stats.maxgrace;
2429 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2430 }
2431
2432 /* Regenerate Grace */
2433 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2434 if (--op->last_grace < 0)
2435 {
2436 if (op->stats.grace < op->stats.maxgrace / 2)
2437 op->stats.grace++; /* no penalty in food for regaining grace */
2438
2439 if (max_grace > 1)
2440 {
2441 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2442 if (over_grace > 0)
2443 {
2444 op->stats.sp += over_grace
2445 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2446 op->last_grace = 0;
2447 }
2448 else
2449 {
2450 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2451 }
2452 }
2453 else
2454 {
2455 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2456 }
2457 /* wearing stuff doesn't detract from grace generation. */
2458 }
2459
2460 if (op->stats.food > 0)
2461 {
2462 /* Regenerate Spell Points */
2463 if (!op->contr->golem && --op->last_sp < 0)
2464 {
2465 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2466
2467 if (op->stats.sp < op->stats.maxsp)
2468 {
2469 op->stats.sp++;
2470
2471 /* dms do not consume food */
2472 if (!QUERY_FLAG (op, FLAG_WIZ))
2473 {
2474 op->stats.food--;
2475
2476 if (op->contr->digestion < 0)
2477 op->stats.food += op->contr->digestion;
2478 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2479 op->stats.food = last_food;
2480 }
2481 }
2482
2483 if (max_sp > 1)
2484 {
2485 over_sp = (gen_sp + 10) / rate_sp;
2486 if (over_sp > 0)
2487 {
2488 if (op->stats.sp < op->stats.maxsp)
2489 {
2490 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2491
2492 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2493 op->stats.sp--;
2494
2495 if (op->stats.sp > op->stats.maxsp)
2496 op->stats.sp = op->stats.maxsp;
2497 }
2498
2499 op->last_sp = 0;
2500 }
2501 else
2502 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2503 }
2504 else
2505 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2506 }
2507
2508 /* Regenerate Hit Points */
2509 if (--op->last_heal < 0)
2510 {
2511 if (op->stats.hp < op->stats.maxhp)
2512 {
2513 op->stats.hp++;
2514
2515 /* dms do not consume food */
2516 if (!QUERY_FLAG (op, FLAG_WIZ))
2517 {
2518 op->stats.food--;
2519
2520 if (op->contr->digestion < 0)
2521 op->stats.food += op->contr->digestion;
2522 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2523 op->stats.food = last_food;
2524 }
2525 }
2526
2527 if (max_hp > 1)
2528 {
2529 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2530
2531 if (over_hp > 0)
2532 {
2533 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2534 op->last_heal = 0;
2535 }
2536 else
2537 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2538 }
2539 else
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541 }
2542 }
2543
2544 /* Digestion */
2545 if (--op->last_eat < 0)
2546 {
2547 int bonus = max (0, op->contr->digestion),
2548 penalty = max (0, -op->contr->digestion);
2549
2550 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2551
2552 /* dms do not consume food */
2553 if (!QUERY_FLAG (op, FLAG_WIZ))
2554 op->stats.food--;
2555 }
2556
2557 if (op->stats.food < 0 && op->stats.hp >= 0)
2558 {
2559 object *tmp, *flesh = 0;
2560
2561 for (tmp = op->inv; tmp; tmp = tmp->below)
2562 {
2563 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2564 {
2565 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2566 {
2567 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2568 manual_apply (op, tmp, 0);
2569 if (op->stats.food >= 0 || op->stats.hp < 0)
2570 break;
2571 }
2572 else if (tmp->type == FLESH)
2573 flesh = tmp;
2574 } /* End if paid for object */
2575 } /* end of for loop */
2576
2577 /* If player is still starving, it means they don't have any food, so
2578 * eat flesh instead.
2579 */
2580 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2581 {
2582 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2583 manual_apply (op, flesh, 0);
2584 }
2585 }
2586
2587 if (op->stats.food < 0)
2588 {
2589 op->stats.hp += op->stats.food;
2590 op->stats.food = 0;
2591 }
2592
2593 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2594 kill_player (op);
2595 }
2596 }
2597
2598 /* If the player should die (lack of hp, food, etc), we call this.
2599 * op is the player in jeopardy. If the player can not be saved (not
2600 * permadeath, no lifesave), this will take care of removing the player
2601 * file.
2602 */
2603 void
2604 kill_player (object *op)
2605 {
2606 int x, y;
2607 char buf[MAX_BUF];
2608 maptile *map; /* this is for resurrection */
2609 int will_kill_again;
2610 archetype *at;
2611 object *tmp;
2612
2613 if (save_life (op))
2614 return;
2615
2616 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2617 * in cities ONLY!!! It is very important that this doesn't get abused.
2618 * Look at op_on_battleground() for more info --AndreasV
2619 */
2620 if (op_on_battleground (op, &x, &y))
2621 {
2622 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2623 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2624
2625 /* restore player */
2626 at = archetype::find ("poisoning");
2627 if (object *tmp = present_arch_in_ob (at, op))
2628 {
2629 tmp->destroy ();
2630 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2631 }
2632
2633 at = archetype::find ("confusion");
2634 if (object *tmp = present_arch_in_ob (at, op))
2635 {
2636 tmp->destroy ();
2637 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2638 }
2639
2640 cure_disease (op, 0, 0); /* remove any disease */
2641 op->stats.hp = op->stats.maxhp;
2642 if (op->stats.food <= 0)
2643 op->stats.food = 999;
2644
2645 /* create a bodypart-trophy to make the winner happy */
2646 if (object *tmp = arch_to_object (archetype::find ("finger")))
2647 {
2648 tmp->name = format ("%s's finger" , &op->name);
2649 tmp->name_pl = format ("%s's fingers", &op->name);
2650 tmp->msg = format (
2651 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2652 &op->name, op->contr->title, (int) (op->level), op->contr->killer
2653 );
2654 tmp->value = 0, tmp->type = 0;
2655 tmp->materialname = "organics";
2656 tmp->insert_at (op, tmp);
2657 }
2658
2659 /* teleport defeated player to new destination */
2660 transfer_ob (op, x, y, 0, NULL);
2661 op->contr->braced = 0;
2662 return;
2663 }
2664
2665 INVOKE_PLAYER (DEATH, op->contr);
2666
2667 command_kill_pets (op, 0);
2668
2669 if (op->stats.food < 0)
2670 strcpy (op->contr->killer, "starvation");
2671
2672 op->contr->play_sound (sound_find ("player_dies"));
2673
2674 /* save the map location for corpse, gravestone */
2675 x = op->x;
2676 y = op->y;
2677 map = op->map;
2678
2679 /* NOT_PERMADEATH code. This basically brings the character back to
2680 * life if they are dead - it takes some exp and a random stat.
2681 * See the config.h file for a little more in depth detail about this.
2682 */
2683
2684 /* Basically two ways to go - remove a stat permanently, or just
2685 * make it depletion. This bunch of code deals with that aspect
2686 * of death.
2687 */
2688 #ifndef COZY_SERVER
2689 if (settings.balanced_stat_loss)
2690 {
2691 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */
2694 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */
2697 /* GD */
2698 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1;
2700 else
2701 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2702 }
2703 else
2704 num_stats_lose = 1;
2705
2706 lost_a_stat = 0;
2707
2708 for (z = 0; z < num_stats_lose; z++)
2709 {
2710 i = RANDOM () % NUM_STATS;
2711
2712 if (settings.stat_loss_on_death)
2713 {
2714 /* Pick a random stat and take a point off it. Tell the player
2715 * what he lost.
2716 */
2717 change_attr_value (&(op->stats), i, -1);
2718 check_stat_bounds (&(op->stats));
2719 change_attr_value (&(op->contr->orig_stats), i, -1);
2720 check_stat_bounds (&(op->contr->orig_stats));
2721 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2722 lost_a_stat = 1;
2723 }
2724 else
2725 {
2726 /* deplete a stat */
2727 archetype *deparch = archetype::find ("depletion");
2728 object *dep;
2729
2730 dep = present_arch_in_ob (deparch, op);
2731 if (!dep)
2732 {
2733 dep = arch_to_object (deparch);
2734 insert_ob_in_ob (dep, op);
2735 }
2736 lose_this_stat = 1;
2737 if (settings.balanced_stat_loss)
2738 {
2739 /* GD */
2740 /* Get the stat that we're about to deplete. */
2741 this_stat = get_attr_value (&(dep->stats), i);
2742 if (this_stat < 0)
2743 {
2744 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2745 int keep_chance = this_stat * this_stat;
2746
2747 /* Yes, I am paranoid. Sue me. */
2748 if (keep_chance < 1)
2749 keep_chance = 1;
2750
2751 /* There is a maximum depletion total per level. */
2752 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2753 {
2754 lose_this_stat = 0;
2755 /* Take loss chance vs keep chance to see if we
2756 retain the stat. */
2757 }
2758 else
2759 {
2760 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2761 lose_this_stat = 0;
2762 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2763 this_stat, keep_chance, loss_chance,
2764 lose_this_stat?"LOSE":"KEEP"); */
2765 }
2766 }
2767 }
2768
2769 if (lose_this_stat)
2770 {
2771 this_stat = get_attr_value (&(dep->stats), i);
2772 /* We could try to do something clever like find another
2773 * stat to reduce if this fails. But chances are, if
2774 * stats have been depleted to -50, all are pretty low
2775 * and should be roughly the same, so it shouldn't make a
2776 * difference.
2777 */
2778 if (this_stat >= -50)
2779 {
2780 change_attr_value (&(dep->stats), i, -1);
2781 SET_FLAG (dep, FLAG_APPLIED);
2782 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2783 op->update_stats ();
2784 lost_a_stat = 1;
2785 }
2786 }
2787 }
2788 }
2789 /* If no stat lost, tell the player. */
2790 if (!lost_a_stat)
2791 {
2792 /* determine_god() seems to not work sometimes... why is this?
2793 Should I be using something else? GD */
2794 const char *god = determine_god (op);
2795
2796 if (god && (strcmp (god, "none")))
2797 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2798 else
2799 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2800 }
2801 #else
2802 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2803 #endif
2804
2805 /* Put a gravestone up where the character 'almost' died. List the
2806 * exp loss on the stone.
2807 */
2808 tmp = arch_to_object (archetype::find ("gravestone"));
2809 sprintf (buf, "%s's gravestone", &op->name);
2810 tmp->name = buf;
2811 sprintf (buf, "%s's gravestones", &op->name);
2812 tmp->name_pl = buf;
2813 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2814 tmp->msg = buf;
2815 tmp->x = op->x, tmp->y = op->y;
2816 insert_ob_in_map (tmp, op->map, NULL, 0);
2817
2818 /**************************************/
2819 /* */
2820 /* Subtract the experience points, */
2821 /* if we died cause of food, give us */
2822 /* food, and reset HP's... */
2823 /* */
2824 /**************************************/
2825
2826 /* remove any poisoning and confusion the character may be suffering. */
2827 /* restore player */
2828 at = archetype::find ("poisoning");
2829 tmp = present_arch_in_ob (at, op);
2830
2831 if (tmp)
2832 {
2833 tmp->destroy ();
2834 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2835 }
2836
2837 at = archetype::find ("confusion");
2838 tmp = present_arch_in_ob (at, op);
2839 if (tmp)
2840 {
2841 tmp->destroy ();
2842 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2843 }
2844
2845 cure_disease (op, 0, 0); /* remove any disease */
2846
2847 /*add_exp(op, (op->stats.exp * -0.20)); */
2848 apply_death_exp_penalty (op);
2849 if (op->stats.food < 100)
2850 op->stats.food = 900;
2851 op->stats.hp = op->stats.maxhp;
2852 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2853 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2854
2855 /*
2856 * Check to see if the player has any unpaid items. If so, remove them
2857 * and put them back in the map.
2858 */
2859 op->drop_unpaid_items ();
2860
2861 /****************************************/
2862 /* */
2863 /* Move player to his current respawn- */
2864 /* position (usually last savebed) */
2865 /* */
2866 /****************************************/
2867
2868 enter_player_savebed (op);
2869
2870 op->contr->braced = 0;
2871
2872 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player.
2876 */
2877 will_kill_again = 0;
2878 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again |= tmp->attacktype;
2881
2882 if (will_kill_again)
2883 {
2884 object *force;
2885 int at;
2886
2887 force = get_archetype (FORCE_NAME);
2888 /* 50 ticks should be enough time for the spell to abate */
2889 force->speed = 0.1f;
2890 force->speed_left = -5.f;
2891 SET_FLAG (force, FLAG_APPLIED);
2892 for (at = 0; at < NROFATTACKS; at++)
2893 if (will_kill_again & (1 << at))
2894 force->resist[at] = 100;
2895
2896 insert_ob_in_ob (force, op);
2897 op->update_stats ();
2898
2899 }
2900
2901 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2902 }
2903
2904 void
2905 loot_object (object *op)
2906 { /* Grab and destroy some treasure */
2907 object *tmp, *tmp2, *next;
2908
2909 op->close_container (); /* close open sack first */
2910
2911 for (tmp = op->inv; tmp; tmp = next)
2912 {
2913 next = tmp->below;
2914
2915 if (tmp->invisible)
2916 continue;
2917
2918 tmp->remove ();
2919 tmp->x = op->x, tmp->y = op->y;
2920
2921 if (tmp->type == CONTAINER)
2922 loot_object (tmp); /* empty container to ground */
2923
2924 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2925 {
2926 if (tmp->nrof > 1)
2927 {
2928 tmp->decrease (rndm (1, tmp->nrof - 1));
2929 insert_ob_in_map (tmp, op->map, NULL, 0);
2930 }
2931 else
2932 tmp->destroy ();
2933 }
2934 else
2935 insert_ob_in_map (tmp, op->map, NULL, 0);
2936 }
2937 }
2938
2939 /*
2940 * fix_weight(): Check recursively the weight of all players, and fix
2941 * what needs to be fixed. Refresh windows and fix speed if anything
2942 * was changed.
2943 */
2944 void
2945 fix_weight (void)
2946 {
2947 for_all_players (pl)
2948 {
2949 sint32 old = pl->ob->carrying;
2950
2951 pl->ob->update_weight ();
2952
2953 if (old != pl->ob->carrying)
2954 {
2955 pl->ob->update_stats ();
2956 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2957 }
2958 }
2959 }
2960
2961 void
2962 fix_luck (void)
2963 {
2964 for_all_players (pl)
2965 if (!pl->ob->contr->ns->state)
2966 pl->ob->change_luck (0);
2967 }
2968
2969 /* cast_dust() - handles op throwing objects of type 'DUST'.
2970 * This is much simpler in the new spell code - we basically
2971 * just treat this as any other spell casting object.
2972 */
2973 void
2974 cast_dust (object *op, object *throw_ob, int dir)
2975 {
2976 object *skop, *spob;
2977
2978 skop = find_skill_by_name (op, throw_ob->skill);
2979
2980 /* casting POTION 'dusts' is really a use_magic_item skill */
2981 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2982 {
2983 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2984 return;
2985 }
2986
2987 spob = throw_ob->inv;
2988
2989 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2990 // not pass NULL to cast_spell (which did indeed check itself, but
2991 // errors should be reported as early as possible IMHO)
2992 if (!spob)
2993 {
2994 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2995 return;
2996 }
2997
2998 if (op->type == PLAYER)
2999 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3000
3001 cast_spell (op, throw_ob, dir, spob, NULL);
3002
3003 throw_ob->destroy ();
3004 }
3005
3006 void
3007 make_visible (object *op)
3008 {
3009 op->hide = 0;
3010 op->invisible = 0;
3011
3012 if (op->type == PLAYER)
3013 {
3014 op->contr->tmp_invis = 0;
3015 op->contr->invis_race = 0;
3016 }
3017
3018 update_object (op, UP_OBJ_CHANGE);
3019 }
3020
3021 int
3022 is_true_undead (object *op)
3023 {
3024 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3025 return 1;
3026
3027 return 0;
3028 }
3029
3030 /* look at the surrounding terrain to determine
3031 * the hideability of this object. Positive levels
3032 * indicate greater hideability.
3033 */
3034 int
3035 hideability (object *ob)
3036 {
3037 int i, level = 0, mflag;
3038 sint16 x, y;
3039
3040 if (!ob || !ob->map)
3041 return 0;
3042
3043 /* so, on normal lighted maps, its hard to hide */
3044 level = ob->map->darkness - 2;
3045
3046 /* this also picks up whether the object is glowing.
3047 * If you carry a light on a non-dark map, its not
3048 * as bad as carrying a light on a pitch dark map */
3049 if (has_carried_lights (ob))
3050 level = -(10 + (2 * ob->map->darkness));
3051
3052 /* scan through all nearby squares for terrain to hide in */
3053 for (i = 0, x = ob->x, y = ob->y;
3054 i <= SIZEOFFREE1;
3055 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3056 {
3057 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3058 if (mflag & P_OUT_OF_MAP)
3059 continue;
3060
3061 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3062 level += 2;
3063 else /* open terrain! */
3064 level -= 1;
3065 }
3066
3067 #if 0
3068 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3069 #endif
3070 return level;
3071 }
3072
3073 /* For Hidden creatures - a chance of becoming 'unhidden'
3074 * every time they move - as we subtract off 'invisibility'
3075 * AND, for players, if they move into a ridiculously unhideable
3076 * spot (surrounded by clear terrain in broad daylight). -b.t.
3077 */
3078 void
3079 do_hidden_move (object *op)
3080 {
3081 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3082 object *skop;
3083
3084 if (!op || !op->map)
3085 return;
3086
3087 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3088
3089 /* its *extremely* hard to run and sneak/hide at the same time! */
3090 if (op->type == PLAYER && op->contr->run_on)
3091 if (!skop || num >= skop->level)
3092 {
3093 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3094 make_visible (op);
3095 return;
3096 }
3097 else
3098 num += 20;
3099
3100 num += op->map->difficulty;
3101 hide = hideability (op); /* modify by terrain hidden level */
3102 num -= hide;
3103
3104 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3105 {
3106 make_visible (op);
3107 if (op->type == PLAYER)
3108 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3109 }
3110 else if (op->type == PLAYER && skop)
3111 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3112 }
3113
3114 /* determine if who is standing near a hostile creature. */
3115
3116 int
3117 stand_near_hostile (object *who)
3118 {
3119 object *tmp = NULL;
3120 int i, friendly = 0, player = 0, mflags;
3121 maptile *m;
3122 sint16 x, y;
3123
3124 if (!who)
3125 return 0;
3126
3127 if (who->type == PLAYER)
3128 player = 1;
3129
3130 else
3131 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3132
3133 /* search adjacent squares */
3134 for (i = 1; i < 9; i++)
3135 {
3136 x = who->x + freearr_x[i];
3137 y = who->y + freearr_y[i];
3138 m = who->map;
3139 mflags = get_map_flags (m, &m, x, y, &x, &y);
3140 /* space must be blocked if there is a monster. If not
3141 * blocked, don't need to check this space.
3142 */
3143 if (mflags & P_OUT_OF_MAP)
3144 continue;
3145 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3146 continue;
3147
3148 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3149 {
3150 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3151 return 1;
3152 else if (tmp->type == PLAYER)
3153 {
3154 /*don't let a hidden DM prevent you from hiding */
3155 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3156 return 1;
3157 }
3158 }
3159 }
3160 return 0;
3161 }
3162
3163 /* check the player los field for viewability of the
3164 * object op. This function works fine for monsters,
3165 * but we dont worry if the object isnt the top one in
3166 * a pile (say a coin under a table would return "viewable"
3167 * by this routine). Another question, should we be
3168 * concerned with the direction the player is looking
3169 * in? Realistically, most of us can't see stuff behind
3170 * our backs...on the other hand, does the "facing" direction
3171 * imply the way your head, or body is facing? It's possible
3172 * for them to differ. Sigh, this fctn could get a bit more complex.
3173 * -b.t.
3174 * This function is now map tiling safe.
3175 */
3176 int
3177 player_can_view (object *pl, object *op)
3178 {
3179 rv_vector rv;
3180 int dx, dy;
3181
3182 if (pl->type != PLAYER)
3183 {
3184 LOG (llevError, "player_can_view() called for non-player object\n");
3185 return -1;
3186 }
3187
3188 if (!pl || !op)
3189 return 0;
3190
3191 op = op->head_ ();
3192
3193 get_rangevector (pl, op, &rv, 0x1);
3194
3195 /* starting with the 'head' part, lets loop
3196 * through the object and find if it has any
3197 * part that is in the los array but isn't on
3198 * a blocked los square.
3199 * we use the archetype to figure out offsets.
3200 */
3201 while (op)
3202 {
3203 dx = rv.distance_x + op->arch->x;
3204 dy = rv.distance_y + op->arch->y;
3205
3206 /* only the viewable area the player sees is updated by LOS
3207 * code, so we need to restrict ourselves to that range of values
3208 * for any meaningful values.
3209 */
3210 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3211 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3212 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3213 return 1;
3214
3215 op = op->more;
3216 }
3217
3218 return 0;
3219 }
3220
3221 /* routine for both players and monsters. We call this when
3222 * there is a possibility for our action distrubing our hiding
3223 * place or invisiblity spell. Artefact invisiblity is not
3224 * effected by this. If we arent invisible to begin with, we
3225 * return 0.
3226 */
3227 int
3228 action_makes_visible (object *op)
3229 {
3230 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3231 {
3232 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3233 return 0;
3234
3235 if (op->contr && op->contr->tmp_invis == 0)
3236 return 0;
3237
3238 /* If monsters, they should become visible */
3239 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3240 {
3241 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3242 return 1;
3243 }
3244 }
3245
3246 return 0;
3247 }
3248
3249 /* op_on_battleground - checks if the given object op (usually
3250 * a player) is standing on a valid battleground-tile,
3251 * function returns TRUE/FALSE. If true x, y returns the battleground
3252 * -exit-coord. (and if x, y not NULL)
3253 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3254 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3255 * Default is to do the same as before, so only people wanting to have different points need worry about this
3256 */
3257 int
3258 op_on_battleground (object *op, int *x, int *y)
3259 {
3260 /* A battleground-tile needs the following attributes to be valid:
3261 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3262 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3263 * and the exit-coordinates sp/hp must both be > 0.
3264 * => The intention here is to prevent abuse of the battleground-
3265 * feature (like pickable or hidden battleground tiles). */
3266 for (object *tmp = op->below; tmp; tmp = tmp->below)
3267 {
3268 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3269 {
3270 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3271 && tmp->type == BATTLEGROUND
3272 && tmp->name == shstr_battleground
3273 && EXIT_X (tmp) && EXIT_Y (tmp))
3274 {
3275 /* before we assign the exit, check if this is a teambattle */
3276 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3277 {
3278 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3279 {
3280 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3281 {
3282 if (x && y)
3283 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3284
3285 return 1;
3286 }
3287 }
3288 }
3289
3290 if (x && y)
3291 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292
3293 return 1;
3294 }
3295 }
3296 }
3297
3298 /* If we got here, did not find a battleground */
3299 return 0;
3300 }
3301
3302 /*
3303 * When a dragon-player gains a new stage of evolution,
3304 * he gets some treasure
3305 *
3306 * attributes:
3307 * object *who the dragon player
3308 * int atnr the attack-number of the ability focus
3309 * int level ability level
3310 */
3311 void
3312 dragon_ability_gain (object *who, int atnr, int level)
3313 {
3314 treasurelist *trlist = NULL; /* treasurelist */
3315 treasure *tr; /* treasure */
3316 object *tmp, *skop; /* tmp. object */
3317 object *item; /* treasure object */
3318 char buf[MAX_BUF]; /* tmp. string buffer */
3319 int i = 0, j = 0;
3320
3321 /* get the appropriate treasurelist */
3322 if (atnr == ATNR_FIRE)
3323 trlist = treasurelist::find (shstr_dragon_ability_fire);
3324 else if (atnr == ATNR_COLD)
3325 trlist = treasurelist::find (shstr_dragon_ability_cold);
3326 else if (atnr == ATNR_ELECTRICITY)
3327 trlist = treasurelist::find (shstr_dragon_ability_elec);
3328 else if (atnr == ATNR_POISON)
3329 trlist = treasurelist::find (shstr_dragon_ability_poison);
3330
3331 if (trlist == NULL || who->type != PLAYER)
3332 return;
3333
3334 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3335
3336 if (!tr || !tr->item)
3337 {
3338 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3339 return;
3340 }
3341
3342 /* everything seems okay - now bring on the gift: */
3343 item = tr->item;
3344
3345 if (item->type == SPELL)
3346 {
3347 if (check_spell_known (who, item->name))
3348 return;
3349
3350 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3351 do_learn_spell (who, item, 0);
3352 return;
3353 }
3354
3355 /* grant direct spell */
3356 if (item->type == SPELLBOOK)
3357 {
3358 if (!item->inv)
3359 {
3360 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3361 return;
3362 }
3363 if (check_spell_known (who, item->inv->name))
3364 return;
3365 if (item->invisible)
3366 {
3367 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3368 do_learn_spell (who, item->inv, 0);
3369 return;
3370 }
3371 }
3372 else if (item->type == SKILL_TOOL && item->invisible)
3373 {
3374 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3375 {
3376
3377 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3378 * in this way, if the player is missing any of the attacktypes, he gets
3379 * them. As it is now, if the player has any that match the granted skill,
3380 * but not all of them, he gets nothing.
3381 */
3382 if (!(skop->attacktype & item->attacktype))
3383 {
3384 /* Give new attacktype */
3385 skop->attacktype |= item->attacktype;
3386
3387 /* always add physical if there's none */
3388 skop->attacktype |= AT_PHYSICAL;
3389
3390 if (item->msg != NULL)
3391 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3392
3393 /* Give player new face */
3394 if (item->animation_id)
3395 {
3396 who->face = skop->face;
3397 who->animation_id = item->animation_id;
3398 who->anim_speed = item->anim_speed;
3399 who->last_anim = 0;
3400 who->state = 0;
3401 animate_object (who, who->direction);
3402 }
3403 }
3404 }
3405 }
3406 else if (item->type == FORCE)
3407 {
3408 /* forces in the treasurelist can alter the player's stats */
3409 object *skin;
3410
3411 /* first get the dragon skin force */
3412 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3413 ;
3414
3415 if (!skin)
3416 return;
3417
3418 /* adding new spellpath attunements */
3419 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3420 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422
3423 /* print message */
3424 sprintf (buf, "You feel attuned to ");
3425 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3426 {
3427 if (item->path_attuned & (1 << i))
3428 {
3429 if (j)
3430 strcat (buf, " and ");
3431 else
3432 j = 1;
3433 strcat (buf, spellpathnames[i]);
3434 }
3435 }
3436 strcat (buf, ".");
3437 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3438 }
3439
3440 /* evtl. adding flags: */
3441 if (QUERY_FLAG (item, FLAG_XRAYS))
3442 SET_FLAG (skin, FLAG_XRAYS);
3443 if (QUERY_FLAG (item, FLAG_STEALTH))
3444 SET_FLAG (skin, FLAG_STEALTH);
3445 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3446 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3447
3448 /* print message if there is one */
3449 if (item->msg != NULL)
3450 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3451 }
3452 else
3453 {
3454 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item);
3456 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3457 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER)
3459 esrv_send_item (who, tmp);
3460 }
3461 }
3462
3463 /**
3464 * Unready an object for a player. This function does nothing if the object was
3465 * not readied.
3466 */
3467 void
3468 player_unready_range_ob (player *pl, object *ob)
3469 {
3470 if (pl->ob->current_weapon == ob)
3471 pl->ob->current_weapon = 0;
3472
3473 if (pl->combat_ob == ob)
3474 pl->combat_ob = 0;
3475
3476 if (pl->ranged_ob == ob)
3477 pl->ranged_ob = 0;
3478 }
3479
3480 sint8
3481 player::visibility_at (maptile *map, int x, int y) const
3482 {
3483 if (!ns)
3484 return 0;
3485
3486 int dx, dy;
3487 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3488 return 0;
3489
3490 x += dx - ns->current_x + ns->mapx / 2;
3491 y += dy - ns->current_y + ns->mapy / 2;
3492
3493 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3494 return 0;
3495
3496 return 100 - blocked_los [x][y];
3497 }
3498
3499 void
3500 player::infobox (const char *title, const char *msg, int color)
3501 {
3502 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3503 }
3504
3505 void
3506 player::statusmsg (const char *msg, int color)
3507 {
3508 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3509 }
3510
3511 void
3512 player::failmsg (const char *msg, int color)
3513 {
3514 play_sound (sound_find ("generic_failure"));
3515 statusmsg (msg, color);
3516 }
3517