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Revision: 1.196
Committed: Mon May 5 15:54:39 2008 UTC (16 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.195: +25 -17 lines
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File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25 #include <sproto.h>
26 #include <sounds.h>
27 #include <living.h>
28 #include <object.h>
29 #include <spells.h>
30 #include <skills.h>
31
32 #include <algorithm>
33 #include <functional>
34
35 playervec players;
36
37 void
38 display_motd (const object *op)
39 {
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64 }
65
66 void
67 send_rules (const object *op)
68 {
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99 }
100
101 void
102 send_news (const object *op)
103 {
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149 }
150
151 /* This loads the first map an puts the player on it. */
152 static void
153 set_first_map (object *op)
154 {
155 op->contr->maplevel = first_map_path;
156 op->x = -1;
157 op->y = -1;
158 }
159
160 void
161 player::activate ()
162 {
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172 }
173
174 void
175 player::deactivate ()
176 {
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->enemy = 0; // sometimes keeps an extra refcount on itself
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195 }
196
197 // connect the player with a specific client
198 // also changes, rationalises, and fixes some incorrect settings
199 void
200 player::connect (client *ns)
201 {
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->update_weight ();
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 for (tmp = ob->inv; tmp; tmp = tmp->below)
233 if (tmp->type == FORCE)
234 if (tmp->arch->archname == shstr_dragon_ability_force)
235 abil = tmp;
236 else if (tmp->arch->archname == shstr_dragon_skin_force)
237 skin = tmp;
238
239 set_dragon_name (ob, abil, skin);
240 }
241
242 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
243
244 esrv_new_player (this);
245
246 ob->update_stats ();
247
248 ns->floorbox_update ();
249 esrv_send_inventory (ob, ob);
250 esrv_add_spells (this, 0);
251
252 activate ();
253
254 send_rules (ob);
255 send_news (ob);
256 display_motd (ob);
257
258 INVOKE_PLAYER (CONNECT, this);
259 INVOKE_PLAYER (LOGIN, this);
260 }
261
262 void
263 player::disconnect ()
264 {
265 if (ob)
266 {
267 ob->close_container (); //TODO: client-specific
268 ob->drop_unpaid_items ();
269 }
270
271 if (ns)
272 {
273 if (active)
274 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
275
276 INVOKE_PLAYER (DISCONNECT, this);
277
278 ns->reset_stats ();
279 ns->pl = 0;
280 ns = 0;
281 }
282
283 observe = ob;
284
285 deactivate ();
286 }
287
288 // the need for this function can be explained
289 // by load_object not returning the object
290 void
291 player::set_object (object *op)
292 {
293 ob = observe = op;
294 ob->contr = this; /* this aren't yet in archetype */
295
296 ob->speed = 1.0f;
297 ob->speed_left = 0.5f;
298
299 ob->direction = 5; /* So player faces south */
300
301 ob->flag [FLAG_READY_WEAPON] = false;
302 ob->flag [FLAG_READY_SKILL] = false;
303 ob->flag [FLAG_READY_BOW] = false;
304
305 for (object *op = ob->inv; op; op = op->below)
306 if (op->flag [FLAG_APPLIED])
307 switch (op->type)
308 {
309 case SKILL:
310 ob->flag [FLAG_APPLIED] = false;
311 break;
312
313 case WAND:
314 case ROD:
315 case HORN:
316 case BOW:
317 ranged_ob = op;
318 break;
319
320 case WEAPON:
321 combat_ob = op;
322 break;
323 }
324
325 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
326 ob->deactivate (); // change_Weapon activates, fix this better
327 }
328
329 void
330 player::set_observe (object *op)
331 {
332 observe = op ? op : ob;
333 do_los = 1;
334 }
335
336 player::player ()
337 {
338 /* There are some elements we want initialised to non zero value -
339 * we deal with that below this point.
340 */
341 outputs_sync = 4;
342 outputs_count = 4;
343 unapply = unapply_nochoice;
344
345 savebed_map = first_map_path; /* Init. respawn position */
346
347 gen_sp_armour = 10;
348 bowtype = bow_normal;
349 petmode = pet_normal;
350 listening = 10;
351 usekeys = containers;
352 peaceful = 1; /* default peaceful */
353 do_los = 1;
354
355 weapon_sp = 1.0f;
356 weapon_sp_left = 0.5f;
357 }
358
359 void
360 player::do_destroy ()
361 {
362 disconnect ();
363
364 attachable::do_destroy ();
365
366 if (ob)
367 {
368 ob->destroy_inv (false);
369 ob->destroy ();
370 }
371
372 ob = observe = 0;
373 }
374
375 player::~player ()
376 {
377 /* Clear item stack */
378 free (stack_items);
379 }
380
381 /* Tries to add player on the connection passed in ns.
382 * All we can really get in this is some settings like host and display
383 * mode.
384 */
385 player *
386 player::create ()
387 {
388 player *pl = new player;
389
390 pl->set_object (arch_to_object (get_player_archetype (0)));
391
392 pl->ob->roll_stats ();
393 pl->ob->stats.wc = 2;
394 pl->ob->run_away = 25; /* Then we panick... */
395
396 set_first_map (pl->ob);
397
398 return pl;
399 }
400
401 /*
402 * get_player_archetype() return next player archetype from archetype
403 * list. Not very efficient routine, but used only creating new players.
404 * Note: there MUST be at least one player archetype!
405 */
406 archetype *
407 get_player_archetype (archetype *at)
408 {
409 // archetypes could have been reloaded
410 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
411
412 if (!nat)
413 return at;
414
415 archvec::iterator i = archetypes.find (nat);
416
417 for (;;)
418 {
419 if (++i == archetypes.end ())
420 i = archetypes.begin ();
421 else if (*i == at)
422 cleanup ("not a single player archetype found");
423
424 if ((*i)->type == PLAYER)
425 return *i;
426 }
427 }
428
429 object *
430 get_nearest_player (object *mon)
431 {
432 object *op = NULL;
433 objectlink *ol;
434 unsigned lastdist;
435 rv_vector rv;
436
437 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
438 {
439 if (!can_detect_enemy (mon, ol->ob, &rv))
440 continue;
441
442 if (lastdist > rv.distance)
443 {
444 op = ol->ob;
445 lastdist = rv.distance;
446 }
447 }
448
449 for_all_players (pl)
450 if (can_detect_enemy (mon, pl->ob, &rv))
451 if (lastdist > rv.distance)
452 {
453 op = pl->ob;
454 lastdist = rv.distance;
455 }
456
457 #if 0
458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
459 #endif
460 return op;
461 }
462
463 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
464 * result in a monster paths backtracking. It basically determines how large a
465 * detour a monster will take from the direction path when looking
466 * for a path to the player. The values are in the amount of direction
467 * the deviation is
468 */
469 #define DETOUR_AMOUNT 2
470
471 /* This is used to prevent infinite loops. Consider a case where the
472 * player is in a chamber (with gate closed), and monsters are outside.
473 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
474 * find a path into the chamber. This is a good thing, but since there
475 * is no real path, it will just keep circling the chamber for
476 * ever (this could be a nice effect for monsters, but not for the function
477 * to get stuck in. I think for the monsters, if max is reached and
478 * we return the first direction the creature could move would result in the
479 * circling behaviour. Unfortunately, this function is also used to determined
480 * if the creature should cast a spell, so returning a direction in that case
481 * is probably not a good thing.
482 */
483 #define MAX_SPACES 50
484
485 /*
486 * Returns the direction to the player, if valid. Returns 0 otherwise.
487 * modified to verify there is a path to the player. Does this by stepping towards
488 * player and if path is blocked then see if blockage is close enough to player that
489 * direction to player is changed (ie zig or zag). Continue zig zag until either
490 * reach player or path is blocked. Thus, will only return true if there is a free
491 * path to player. Though path may not be a straight line. Note that it will find
492 * player hiding along a corridor at right angles to the corridor with the monster.
493 *
494 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
495 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
496 * down corriders.
497 * 2) I think the old code was broken if the first direction the monster
498 * should move was blocked - the code would store the first direction without
499 * verifying that the player can actually move in that direction. The new
500 * code does not store anything in firstdir until we have verified that the
501 * monster can in fact move one space in that direction.
502 * 3) I'm not sure how good this code will be for moving multipart monsters,
503 * since only simple checks to blocked are being called, which could mean the monster
504 * is blocking itself.
505 */
506 int
507 path_to_player (object *mon, object *pl, unsigned mindiff)
508 {
509 rv_vector rv;
510 sint16 x, y;
511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
512 maptile *m, *lastmap;
513
514 get_rangevector (mon, pl, &rv, 0);
515
516 if (rv.distance < mindiff)
517 return 0;
518
519 x = mon->x;
520 y = mon->y;
521 m = mon->map;
522 dir = rv.direction;
523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
526 /* If we can't solve it within the search distance, return now. */
527 if (diff > max)
528 return 0;
529
530 while (diff > 1 && max > 0)
531 {
532 lastx = x;
533 lasty = y;
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
537
538 mflags = get_map_flags (m, &m, x, y, &x, &y);
539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540
541 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
543 && (m == mon->map && blocked_link (mon, m, x, y))))
544 {
545 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before.
547 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
549 if (rv.direction != dir)
550 {
551 /* OK - says direction should be different - lets reset the
552 * the values so it will try again.
553 */
554 x = lastx;
555 y = lasty;
556 m = lastmap;
557 dir = firstdir = rv.direction;
558 }
559 else
560 {
561 /* direct path is blocked - try taking a side step to
562 * either the left or right.
563 * Note increase the values in the loop below to be
564 * more than -1/1 respectively will mean the monster takes
565 * bigger detour. Have to be careful about these values getting
566 * too big (3 or maybe 4 or higher) as the monster may just try
567 * stepping back and forth
568 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 {
571 if (i == 0)
572 continue; /* already did this, so skip it */
573 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in
575 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance,
578 * gets blocked, finds that it should move north,
579 * can't do that, but now finds it can move east, and
580 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully
582 * moved.
583 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap;
588 mflags = get_map_flags (m, &m, x, y, &x, &y);
589 if (mflags & P_OUT_OF_MAP)
590 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
593 continue;
594 if (mflags & P_BLOCKSVIEW)
595 continue;
596
597 if (m == mon->map && blocked_link (mon, m, x, y))
598 break;
599 }
600 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path.
602 */
603 if (i == (DETOUR_AMOUNT + 1))
604 return 0;
605 diff--;
606 lastdir = dir;
607 max--;
608 if (!firstdir)
609 firstdir = dir + i;
610 } /* else check alternate directions */
611 } /* if blocked */
612 else
613 {
614 /* we moved towards creature, so diff is less */
615 diff--;
616 max--;
617 lastdir = dir;
618 if (!firstdir)
619 firstdir = dir;
620 }
621
622 if (diff <= 1)
623 {
624 /* Recalculate diff (distance) because we may not have actually
625 * headed toward player for entire distance.
626 */
627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 }
630
631 if (diff > max)
632 return 0;
633 }
634
635 /* If we reached the max, didn't find a direction in time */
636 if (!max)
637 return 0;
638
639 return firstdir;
640 }
641
642 void
643 give_initial_items (object *pl, treasurelist *items)
644 {
645 if (pl->randomitems)
646 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
647
648 for (object *next, *op = pl->inv; op; op = next)
649 {
650 next = op->below;
651
652 /* Forces get applied per default, unless they have the
653 * flag "neutral" set. Sorry but I can't think of a better way
654 */
655 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
656 SET_FLAG (op, FLAG_APPLIED);
657
658 /* we never give weapons/armour if these cannot be used
659 * by this player due to race restrictions
660 */
661 if (pl->type == PLAYER)
662 {
663 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
664 &&
665 (op->type == ARMOUR || op->type == BOOTS
666 || op->type == CLOAK || op->type == HELMET
667 || op->type == SHIELD || op->type == GLOVES
668 || op->type == BRACERS || op->type == GIRDLE))
669 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
670 {
671 op->destroy ();
672 continue;
673 }
674 }
675
676 /* This really needs to be better - we should really give
677 * a substitute spellbook. The problem is that we don't really
678 * have a good idea what to replace it with (need something like
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */
682 if (op->type == SPELLBOOK || op->type == SKILL)
683 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 {
692 op->destroy ();
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
694 continue;
695 }
696
697 if (op->nrof > 1)
698 op->nrof = 1;
699 }
700
701 if (op->type == SPELLBOOK && op->inv)
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
703
704 /* Give starting characters identified, uncursed, and undamned
705 * items. Just don't identify gold or silver, or it won't be
706 * merged properly.
707 */
708 if (need_identify (op))
709 {
710 SET_FLAG (op, FLAG_IDENTIFIED);
711 CLEAR_FLAG (op, FLAG_CURSED);
712 CLEAR_FLAG (op, FLAG_DAMNED);
713 }
714
715 if (op->type == SPELL)
716 {
717 op->destroy ();
718 continue;
719 }
720 else if (op->type == SKILL)
721 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0;
724 op->level = 1;
725 }
726 else /* lock all 'normal items by default */
727 SET_FLAG (op, FLAG_INV_LOCKED);
728 } /* for loop of objects in player inv */
729
730 /* Need to set up the skill pointers */
731 link_player_skills (pl);
732 }
733
734 void
735 get_party_password (object *op, partylist *party)
736 {
737 if (party == NULL)
738 {
739 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
740 return;
741 }
742
743 op->contr->write_buf[0] = '\0';
744 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
745 op->contr->party_to_join = party;
746 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
747 }
748
749 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
750 static int
751 roll_stat (void)
752 {
753 int a[4], i, j, k;
754
755 for (i = 0; i < 4; i++)
756 a[i] = (int) rndm (6) + 1;
757
758 for (i = 0, j = 0, k = 7; i < 4; i++)
759 if (a[i] < k)
760 k = a[i], j = i;
761
762 for (i = 0, k = 0; i < 4; i++)
763 if (i != j)
764 k += a[i];
765
766 return k;
767 }
768
769 void
770 object::roll_stats ()
771 {
772 int statsort [NUM_STATS];
773
774 for (;;)
775 {
776 int sum = 0;
777 for (int i = NUM_STATS; i--; )
778 sum += statsort [i] = roll_stat ();
779
780 if (sum >= 82 && sum <= 116)
781 break;
782 }
783
784 // Sort the stats so that rerolling is easier...
785 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
786
787 for (int i = 0; i < NUM_STATS; ++i)
788 stats.stat (i) = statsort [i];
789
790 stats.exp = 0;
791 stats.ac = 0;
792
793 stats.hp = stats.maxhp;
794 stats.sp = stats.maxsp;
795 stats.grace = stats.maxgrace;
796
797 if (contr)
798 {
799 contr->levhp[1] = 9;
800 contr->levsp[1] = 6;
801 contr->levgrace[1] = 3;
802
803 contr->orig_stats = stats;
804 }
805 }
806
807 void
808 object::swap_stats (int a, int b)
809 {
810 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
811
812 for (int i = 0; i < NUM_STATS; ++i)
813 stats.stat (i) = contr->orig_stats.stat (i);
814
815 //TODO: the following code looks so borked and should, at the very least,
816 // be merged with the similar code in roll_stats
817 stats.ac = 0;
818
819 level = 1;
820 stats.exp = 0;
821 stats.ac = 0;
822
823 stats.hp = stats.maxhp;
824 stats.sp = stats.maxsp;
825 stats.grace = stats.maxgrace;
826
827 if (contr)
828 {
829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
833 contr->orig_stats = stats;
834 }
835 }
836
837 static void
838 start_info (object *op)
839 {
840 char buf[MAX_BUF];
841
842 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
843 new_draw_info (NDI_UNIQUE, 0, op, buf);
844 }
845
846 /* This function takes the key that is passed, and does the
847 * appropriate action with it (change race, or other things).
848 * The function name is for historical reasons - now we have
849 * separate race and class; this actually changes the RACE,
850 * not the class.
851 */
852 void
853 player::chargen_race_done ()
854 {
855 /* this must before then initial items are given */
856 esrv_new_player (ob->contr);
857
858 treasurelist *tl = treasurelist::find ("starting_wealth");
859 if (tl)
860 create_treasure (tl, ob, 0, 0, 0);
861
862 INVOKE_PLAYER (BIRTH, ob->contr);
863 INVOKE_PLAYER (LOGIN, ob->contr);
864
865 ob->contr->ns->state = ST_PLAYING;
866
867 if (ob->msg)
868 ob->msg = 0;
869
870 /* 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 && arrow->slaying && 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
1449 if (tmp == NULL && arrow == NULL)
1450 return find_arrow (op, type);
1451
1452 *better = betterby;
1453 return tmp;
1454 }
1455
1456 /* looks in a given direction, finds the first valid target, and calls
1457 * find_better_arrow to find a decent arrow to use.
1458 * op = the shooter
1459 * type = bow->race
1460 * dir = fire direction
1461 */
1462 object *
1463 pick_arrow_target (object *op, const char *type, int dir)
1464 {
1465 object *tmp = NULL;
1466 maptile *m;
1467 int i, mflags, found, number;
1468 sint16 x, y;
1469
1470 if (op->map == NULL)
1471 return find_arrow (op, type);
1472
1473 /* do a dex check */
1474 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1475 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1476 return find_arrow (op, type);
1477
1478 m = op->map;
1479 x = op->x;
1480 y = op->y;
1481
1482 /* find the first target */
1483 for (i = 0, found = 0; i < 20; i++)
1484 {
1485 x += freearr_x[dir];
1486 y += freearr_y[dir];
1487 mflags = get_map_flags (m, &m, x, y, &x, &y);
1488 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1489 {
1490 tmp = NULL;
1491 break;
1492 }
1493 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1494 {
1495 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1496 * perhaps a bad assumption.
1497 */
1498 tmp = NULL;
1499 break;
1500 }
1501 if (mflags & P_IS_ALIVE)
1502 {
1503 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1504 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1505 {
1506 found++;
1507 break;
1508 }
1509 if (found)
1510 break;
1511 }
1512 }
1513 if (tmp == NULL)
1514 return find_arrow (op, type);
1515
1516 if (tmp->head)
1517 tmp = tmp->head;
1518
1519 return find_better_arrow (op, tmp, type, &i);
1520 }
1521
1522 /*
1523 * Creature fires a bow - op can be monster or player. Returns
1524 * 1 if bow was actually fired, 0 otherwise.
1525 * op is the object firing the bow.
1526 * part is for multipart creatures - the part firing the bow.
1527 * dir is the direction of fire.
1528 * wc_mod is any special modifier to give (used in special player fire modes)
1529 * sx, sy are coordinates to fire arrow from - also used in some of the special
1530 * player fire modes.
1531 */
1532 int
1533 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1534 {
1535 object *left, *bow;
1536 int mflags;
1537 maptile *m;
1538
1539 if (!dir)
1540 {
1541 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1542 return 0;
1543 }
1544
1545 if (op->contr)
1546 bow = op->current_weapon;
1547 else
1548 {
1549 for (bow = op->inv; bow; bow = bow->below)
1550 /* Don't check for applied - monsters don't apply bows - in that way, they
1551 * don't need to switch back and forth between bows and weapons.
1552 */
1553 if (bow->type == BOW)
1554 break;
1555
1556 if (!bow)
1557 {
1558 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1559 return 0;
1560 }
1561
1562 // optimisation: move object to top so we will find it quickly again
1563 if (bow->below)
1564 {
1565 bow->remove ();
1566 op->insert (bow);
1567 }
1568
1569 }
1570
1571 if (!bow->race || !bow->skill)
1572 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0;
1575 }
1576
1577 if (arrow == NULL)
1578 {
1579 if ((arrow = find_arrow (op, bow->race)) == NULL)
1580 {
1581 if (op->type == PLAYER)
1582 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1583 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1584 else
1585 CLEAR_FLAG (op, FLAG_READY_BOW);
1586
1587 return 0;
1588 }
1589 }
1590
1591 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1592 if (mflags & P_OUT_OF_MAP)
1593 return 0;
1594
1595 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1596 {
1597 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1598 return 0;
1599 }
1600
1601 /* this should not happen, but sometimes does */
1602 if (arrow->nrof == 0)
1603 {
1604 arrow->destroy ();
1605 return 0;
1606 }
1607
1608 left = arrow; /* these are arrows left to the player */
1609 arrow = arrow->split ();
1610 if (!arrow)
1611 {
1612 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1613 return 0;
1614 }
1615
1616 arrow->set_owner (op);
1617 arrow->skill = bow->skill;
1618 arrow->direction = dir;
1619
1620 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1621 arrow->stats.hp = arrow->stats.dam;
1622 arrow->stats.grace = arrow->attacktype;
1623
1624 if (arrow->slaying)
1625 arrow->spellarg = strdup (arrow->slaying);
1626
1627 #if 0
1628 if (player *pl = op->contr)
1629 {
1630 float speed = pl->weapon_sp;
1631
1632 /* penalize ROF for bestarrow */
1633 if (pl->bowtype == bow_bestarrow)
1634 speed *= .9f;
1635 else
1636 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1637
1638 op->speed_left += speed - op->speed;
1639 }
1640 #endif
1641
1642 SET_ANIMATION (arrow, arrow->direction);
1643
1644 /* update the speed */
1645 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1646 + bow->stats.dam / 7.f;
1647
1648 arrow->set_speed (max (arrow->speed, 2.f));
1649 arrow->speed_left = 0;
1650
1651 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1652
1653 if (op->type == PLAYER)
1654 {
1655 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1656 wc -= dex_bonus[op->stats.Dex];
1657
1658 if (!arrow->slaying)
1659 arrow->slaying = op->slaying;
1660
1661 arrow->attacktype |= op->attacktype;
1662 }
1663 else
1664 {
1665 arrow->level = op->level;
1666 arrow->stats.wc -= bow->magic;
1667
1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1670
1671 arrow->attacktype |= bow->attacktype;
1672 }
1673
1674 wc -= arrow->level;
1675 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1676
1677 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1678 arrow->move_type = MOVE_FLY_LOW;
1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1680
1681 op->play_sound (sound_find ("fire_arrow"));
1682 m->insert (arrow, sx, sy, op);
1683
1684 if (!arrow->destroyed ())
1685 move_arrow (arrow);
1686
1687 return 1;
1688 }
1689
1690 /* Special fire code for players - this takes into
1691 * account the special fire modes players can have
1692 * but monsters can't. Putting that code here
1693 * makes the fire_bow code much cleaner.
1694 * this function should only be called if 'op' is a player,
1695 * hence the function name.
1696 */
1697 int
1698 player_fire_bow (object *op, int dir)
1699 {
1700 int ret = 0, wcmod = 0;
1701
1702 if (op->contr->bowtype == bow_bestarrow)
1703 {
1704 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1705 }
1706 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1707 {
1708 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1709 wcmod = -1;
1710
1711 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1712 }
1713 else if (op->contr->bowtype == bow_threewide)
1714 {
1715 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1716 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1717 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1718 }
1719 else if (op->contr->bowtype == bow_spreadshot)
1720 {
1721 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1722 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1723 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1724 }
1725 else
1726 {
1727 /* Simple case */
1728 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1729 }
1730
1731 return ret;
1732 }
1733
1734 /* Fires a misc (wand/rod/horn) object in 'dir'.
1735 * Broken apart from 'fire' to keep it more readable.
1736 */
1737 void
1738 fire_misc_object (object *op, int dir)
1739 {
1740 object *item = op->contr->ranged_ob;
1741
1742 if (!item)
1743 {
1744 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1745 return;
1746 }
1747
1748 if (!item->inv)
1749 {
1750 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1751 return;
1752 }
1753
1754 if (!op->change_weapon (item))
1755 return;
1756
1757 if (item->type == WAND)
1758 {
1759 if (item->stats.food <= 0)
1760 {
1761 op->contr->play_sound (sound_find ("wand_poof"));
1762 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1763
1764 return;
1765 }
1766 }
1767 else if (item->type == ROD || item->type == HORN)
1768 {
1769 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1770
1771 // using the maximum of the rods charge allows at least one spell cast
1772 // for a rod or horn, this fixes some broken rods.
1773 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1774 {
1775 op->contr->play_sound (sound_find ("wand_poof"));
1776
1777 if (item->type == ROD)
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1779 else
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1781
1782 return;
1783 }
1784 }
1785
1786 if (cast_spell (op, item, dir, item->inv, NULL))
1787 {
1788 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1789 if (item->type == WAND)
1790 {
1791 if (!(--item->stats.food))
1792 {
1793 object *tmp;
1794
1795 if (item->arch)
1796 {
1797 CLEAR_FLAG (item, FLAG_ANIMATE);
1798 item->face = item->arch->face;
1799 item->set_speed (0);
1800 }
1801
1802 if (object *pl = item->visible_to ())
1803 esrv_update_item (UPD_ANIM, pl, item);
1804 }
1805 }
1806 else if (item->type == ROD || item->type == HORN)
1807 drain_rod_charge (item);
1808 }
1809 }
1810
1811 /* Received a fire command for the player - go and do it.
1812 */
1813 bool
1814 fire (object *op, int dir)
1815 {
1816 int spellcost = 0;
1817
1818 /* check for loss of invisiblity/hide */
1819 if (action_makes_visible (op))
1820 make_visible (op);
1821
1822 player *pl = op->contr;
1823
1824 if (pl->golem)
1825 {
1826 control_golem (op->contr->golem, dir);
1827 return false;
1828 }
1829
1830 object *ob = pl->ranged_ob;
1831
1832 if (!ob)
1833 return false;
1834
1835 if (!op->change_weapon (ob))
1836 return false;
1837
1838 if (op->speed_left > 0.f)
1839 --op->speed_left;
1840 else
1841 return false;
1842
1843 switch (ob->type)
1844 {
1845 case BOW:
1846 player_fire_bow (op, dir);
1847 break;
1848
1849 case SPELL:
1850 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1851 break;
1852
1853 case BUILDER:
1854 apply_map_builder (op, dir);
1855 break;
1856
1857 case SKILL:
1858 do_skill (op, op, ob, dir, 0);
1859 break;
1860
1861 default:
1862 fire_misc_object (op, dir);
1863 break;
1864 }
1865
1866 return true;
1867 }
1868
1869 /* find_key
1870 * We try to find a key for the door as passed. If we find a key
1871 * and successfully use it, we return the key, otherwise NULL
1872 * This function merges both normal and locked door, since the logic
1873 * for both is the same - just the specific key is different.
1874 * pl is the player,
1875 * inv is the objects inventory to searched
1876 * door is the door we are trying to match against.
1877 * This function can be called recursively to search containers.
1878 */
1879 object *
1880 find_key (object *pl, object *container, object *door)
1881 {
1882 object *tmp, *key;
1883
1884 /* Should not happen, but sanity checking is never bad */
1885 if (!container->inv)
1886 return 0;
1887
1888 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 {
1891 if (door->type == DOOR && tmp->type == KEY)
1892 break;
1893 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys
1895 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break;
1898 }
1899
1900 /* No key found - lets search inventories now */
1901 /* If we find and use a key in an inventory, return at that time.
1902 * otherwise, if we search all the inventories and still don't find
1903 * a key, return
1904 */
1905 if (!tmp)
1906 {
1907 for (tmp = container->inv; tmp; tmp = tmp->below)
1908 {
1909 /* No reason to search empty containers */
1910 if (tmp->type == CONTAINER && tmp->inv)
1911 {
1912 if ((key = find_key (pl, tmp, door)))
1913 return key;
1914 }
1915 }
1916
1917 if (!tmp)
1918 return NULL;
1919 }
1920
1921 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it
1923 */
1924 if (pl != container)
1925 {
1926 /* Only let players use keys in containers */
1927 if (!pl->contr)
1928 return NULL;
1929 /* cases where this fails:
1930 * If we only search the player inventory, return now since we
1931 * are not in the players inventory.
1932 * If the container is not active, return now since only active
1933 * containers can be used.
1934 * If we only search keyrings and the container does not have
1935 * a race/isn't a keyring.
1936 * No checking for all containers - to fall through past here,
1937 * inv must have been an container and must have been active.
1938 *
1939 * Change the color so that the message doesn't disappear with
1940 * all the others.
1941 */
1942 if (pl->contr->usekeys == key_inventory ||
1943 !QUERY_FLAG (container, FLAG_APPLIED) ||
1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1945 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL;
1949 }
1950 }
1951
1952 return tmp;
1953 }
1954
1955 /* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key
1957 * such that the caller should not do anything more,
1958 * 0 otherwise
1959 */
1960 static int
1961 player_attack_door (object *op, object *door)
1962 {
1963 /* If its a door, try to find a key. If we do destroy the door,
1964 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code.
1966 */
1967 object *key = find_key (op, op, door);
1968
1969 /* If we found a key, do some extra work */
1970 if (key)
1971 {
1972 object *container = key->env;
1973
1974 if (action_makes_visible (op))
1975 make_visible (op);
1976
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op);
1979
1980 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 else if (door->type == LOCKED_DOOR)
1983 {
1984 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1985 remove_door2 (door); /* remove door without violence ;-) */
1986 }
1987
1988 /* Do this after we print the message */
1989 key->decrease (); /* Use up one of the keys */
1990
1991 return 1; /* Nothing more to do below */
1992 }
1993 else if (door->type == LOCKED_DOOR)
1994 {
1995 /* Might as well return now - no other way to open this */
1996 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1997 return 1;
1998 }
1999
2000 return 0;
2001 }
2002
2003 /* This function is just part of a breakup from move_player.
2004 * It should keep the code cleaner.
2005 * When this is called, the players direction has been updated
2006 * (taking into account confusion.) The player is also actually
2007 * going to try and move (not fire weapons).
2008 */
2009 bool
2010 move_player_attack (object *op, int dir)
2011 {
2012 int on_battleground;
2013
2014 sint16 nx = freearr_x[dir] + op->x;
2015 sint16 ny = freearr_y[dir] + op->y;
2016
2017 on_battleground = op_on_battleground (op, 0, 0);
2018
2019 if (out_of_map (op->map, nx, ny))
2020 return false;
2021
2022 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2023 {
2024 --op->speed_left;
2025 return true;
2026 }
2027
2028 /* If braced, or can't move to the square, and it is not out of the
2029 * map, attack it. Note order of if statement is important - don't
2030 * want to be calling move_ob if braced, because move_ob will move the
2031 * player. This is a pretty nasty hack, because if we could
2032 * move to some space, it then means that if we are braced, we should
2033 * do nothing at all. As it is, if we are braced, we go through
2034 * quite a bit of processing. However, it probably is less than what
2035 * move_ob uses.
2036 */
2037 maptile *m = op->map->xy_find (nx, ny);
2038
2039 /* Go through all the objects, and find ones of interest. Only stop if
2040 * we find a monster - that is something we know we want to attack.
2041 * if its a door or barrel (can roll) see if there may be monsters
2042 * on the space
2043 */
2044 object *mon;
2045 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2046 {
2047 if ((mon->flag [FLAG_ALIVE]
2048 || mon->type == LOCKED_DOOR
2049 || mon->flag [FLAG_CAN_ROLL])
2050 && mon != op)
2051 break;
2052 }
2053
2054 if (!mon) /* This happens anytime the player tries to move */
2055 return false; /* into a wall */
2056
2057 mon = mon->head_ ();
2058
2059 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2060 if (op->contr->weapon_sp_left > 0.f)
2061 if (player_attack_door (op, mon))
2062 {
2063 --op->contr->weapon_sp_left;
2064 return true;
2065 }
2066
2067 /* The following deals with possibly attacking peaceful
2068 * or friendly creatures. Basically, all players are considered
2069 * unaggressive. If the moving player has peaceful set, then the
2070 * object should be pushed instead of attacked. It is assumed that
2071 * if you are braced, you will not attack friends accidently,
2072 * and thus will not push them.
2073 */
2074
2075 /* If the creature is a pet, push it even if the player is not
2076 * peaceful. Our assumption is the creature is a pet if the
2077 * player owns it and it is either friendly or unagressive.
2078 */
2079 if (op->type == PLAYER
2080 && ((mon->owner && mon->owner->contr
2081 && same_party (mon->owner->contr->party, op->contr->party))
2082 || mon->owner == op)
2083 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2084 {
2085 /* If we're braced, we don't want to switch places with it */
2086 if (op->contr->braced)
2087 return false;
2088
2089 if (op->speed_left > 0.f)
2090 {
2091 --op->speed_left;
2092
2093 op->play_sound (sound_find ("push_player"));
2094 push_ob (mon, dir, op);
2095
2096 if (op->contr->tmp_invis || op->hide)
2097 make_visible (op);
2098
2099 return true;
2100 }
2101 else
2102 return false;
2103 }
2104
2105 /* in certain circumstances, you shouldn't attack friendly
2106 * creatures. Note that if you are braced, you can't push
2107 * someone, but put it inside this loop so that you won't
2108 * attack them either.
2109 */
2110 if ((mon->type == PLAYER || mon->enemy != op)
2111 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2112 && ((op->contr->peaceful
2113 || (mon->type == PLAYER && mon->contr->peaceful))
2114 && !on_battleground))
2115 {
2116 if (op->speed_left > 0.f)
2117 {
2118 --op->speed_left;
2119
2120 if (!op->contr->braced)
2121 {
2122 op->play_sound (sound_find ("push_player"));
2123 push_ob (mon, dir, op);
2124 }
2125 else
2126 op->statusmsg ("You withhold your attack");
2127
2128 if (op->contr->tmp_invis || op->hide)
2129 make_visible (op);
2130
2131 return true;
2132 }
2133 }
2134 /* If the object is a boulder or other rollable object, then
2135 * roll it if not braced. You can't roll it if you are braced.
2136 */
2137 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2138 {
2139 if (op->speed_left > 0.f)
2140 {
2141 --op->speed_left;
2142
2143 recursive_roll (mon, dir, op);
2144 if (action_makes_visible (op))
2145 make_visible (op);
2146
2147 return true;
2148 }
2149 }
2150 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen.
2155 */
2156 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 {
2159 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2160 {
2161 --op->contr->weapon_sp_left;
2162
2163 skill_attack (mon, op, 0, 0, 0);
2164
2165 if (action_makes_visible (op))
2166 make_visible (op);
2167
2168 return true;
2169 }
2170 }
2171
2172 return false;
2173 }
2174
2175 bool
2176 move_player (object *op, int dir)
2177 {
2178 int pick;
2179
2180 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2181 return 0;
2182
2183 /* Sanity check: make sure dir is valid */
2184 if ((dir < 0) || (dir >= 9))
2185 {
2186 LOG (llevError, "move_player: invalid direction %d\n", dir);
2187 return 0;
2188 }
2189
2190 /* peterm: added following line */
2191 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2192 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2193
2194 op->facing = dir;
2195
2196 if (op->hide)
2197 do_hidden_move (op);
2198
2199 bool retval;
2200
2201 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2202 retval = RESULT_INT (0);
2203 else if (op->contr->fire_on)
2204 retval = fire (op, dir);
2205 else
2206 {
2207 retval = move_player_attack (op, dir);
2208 pick = check_pick (op);
2209 }
2210
2211 /* Add special check for newcs players and fire on - this way, the
2212 * server can handle repeat firing.
2213 */
2214 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2215 op->direction = dir;
2216 else
2217 op->direction = 0;
2218
2219 /* Update how the player looks. Use the facing, so direction may
2220 * get reset to zero. This allows for full animation capabilities
2221 * for players.
2222 */
2223 animate_object (op, op->facing);
2224
2225 return retval;
2226 }
2227
2228 /* This is similar to handle_player, below, but is only used by the
2229 * new client/server stuff.
2230 * This is sort of special, in that the new client/server actually uses
2231 * the new speed values for commands.
2232 *
2233 * Returns true if there are more actions we can do. Should not do
2234 * many actions in a row, as that would be too unfair to other
2235 * players.
2236 */
2237 bool
2238 handle_newcs_player (object *op)
2239 {
2240 if (QUERY_FLAG (op, FLAG_SCARED))
2241 {
2242 if (op->speed_left > 0.f)
2243 {
2244 --op->speed_left;
2245 flee_player (op);
2246
2247 return true;
2248 }
2249 else
2250 return false;
2251 }
2252
2253 /* call this here - we also will call this in do_ericserver, but
2254 * the players time has been increased when doericserver has been
2255 * called, so we recheck it here.
2256 */
2257 if (op->contr->ns->handle_command ())
2258 return true;
2259
2260 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2261 return move_player (op, op->direction);
2262
2263 return false;
2264 }
2265
2266 int
2267 save_life (object *op)
2268 {
2269 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2270 return 0;
2271
2272 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2273 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2274 {
2275 op->play_sound (sound_find ("ob_evaporate"));
2276 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2277
2278 tmp->destroy ();
2279 CLEAR_FLAG (op, FLAG_LIFESAVE);
2280
2281 if (op->stats.hp < 0)
2282 op->stats.hp = op->stats.maxhp;
2283
2284 if (op->stats.food < 0)
2285 op->stats.food = 999;
2286
2287 op->update_stats ();
2288 return 1;
2289 }
2290
2291 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2292 CLEAR_FLAG (op, FLAG_LIFESAVE);
2293 enter_player_savebed (op); /* bring him home. */
2294 return 0;
2295 }
2296
2297 /* This goes throws the inventory and removes unpaid objects, and puts them
2298 * back in the map (location and map determined by values of env). This
2299 * function will descend into containers. op is the object to start the search
2300 * from.
2301 */
2302 static void
2303 drop_unpaid_items (object *op, object *env)
2304 {
2305 while (op)
2306 {
2307 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2308
2309 if (QUERY_FLAG (op, FLAG_UNPAID))
2310 op->insert_at (env);
2311 else if (op->inv)
2312 drop_unpaid_items (op->inv, env);
2313
2314 op = next;
2315 }
2316 }
2317
2318 void
2319 object::drop_unpaid_items ()
2320 {
2321 if (!flag [FLAG_REMOVED])
2322 ::drop_unpaid_items (inv, this);
2323 }
2324
2325 /*
2326 * Returns pointer a static string containing gravestone text
2327 * Moved from apply.c to player.c - player.c is what
2328 * actually uses this function. player.c may not be quite the
2329 * best, a misc file for object actions is probably better,
2330 * but there isn't one in the server directory.
2331 */
2332 const char *
2333 gravestone_text (object *op)
2334 {
2335 static dynbuf_text buf;
2336
2337 buf << "---- R.I.P. ----\n\n";
2338 op->name;
2339
2340 if (op->type == PLAYER)
2341 buf << " the " << op->contr->title;
2342
2343 buf << "\n\n";
2344
2345 buf << "who was level ";
2346 buf << (sint32)op->level << "\n\n" // OO breakdown
2347 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2348
2349 if (op->type == PLAYER)
2350 buf << "by " << op->contr->killer_name () << ".\n\n";
2351
2352 {
2353 static char buf2[128];
2354 time_t now = time (NULL);
2355 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2356 buf << buf2;
2357 }
2358
2359 return buf;
2360 }
2361
2362 void
2363 do_some_living (object *op)
2364 {
2365 int last_food = op->stats.food;
2366 int gen_hp, gen_sp, gen_grace;
2367 int over_hp, over_sp, over_grace;
2368 int i;
2369 int rate_hp = 1200;
2370 int rate_sp = 2500;
2371 int rate_grace = 2000;
2372 const int max_hp = 1;
2373 const int max_sp = 1;
2374 const int max_grace = 1;
2375
2376 if (op->contr->hidden)
2377 {
2378 op->invisible = 1000;
2379 /* the socket code flashes the player visible/invisible
2380 * depending on the value of invisible, so we need to
2381 * alternate it here for it to work correctly.
2382 */
2383 if (pticks & 2)
2384 op->invisible--;
2385 }
2386 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2387 {
2388 if (!op->invisible--)
2389 {
2390 make_visible (op);
2391 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2392 }
2393 }
2394
2395 if (op->contr->ns->state == ST_PLAYING)
2396 {
2397 /* these next three if clauses make it possible to SLOW DOWN
2398 hp/grace/spellpoint regeneration. */
2399 if (op->contr->gen_hp >= 0)
2400 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2401 else
2402 {
2403 gen_hp = op->stats.maxhp;
2404 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2405 }
2406
2407 if (op->contr->gen_sp >= 0)
2408 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2409 else
2410 {
2411 gen_sp = op->stats.maxsp;
2412 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2413 }
2414
2415 if (op->contr->gen_grace >= 0)
2416 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2417 else
2418 {
2419 gen_grace = op->stats.maxgrace;
2420 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2421 }
2422
2423 /* Regenerate Grace */
2424 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2425 if (--op->last_grace < 0)
2426 {
2427 if (op->stats.grace < op->stats.maxgrace / 2)
2428 op->stats.grace++; /* no penalty in food for regaining grace */
2429
2430 if (max_grace > 1)
2431 {
2432 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2433 if (over_grace > 0)
2434 {
2435 op->stats.sp += over_grace
2436 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2437 op->last_grace = 0;
2438 }
2439 else
2440 {
2441 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2442 }
2443 }
2444 else
2445 {
2446 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2447 }
2448 /* wearing stuff doesn't detract from grace generation. */
2449 }
2450
2451 if (op->stats.food > 0)
2452 {
2453 /* Regenerate Spell Points */
2454 if (!op->contr->golem && --op->last_sp < 0)
2455 {
2456 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2457
2458 if (op->stats.sp < op->stats.maxsp)
2459 {
2460 op->stats.sp++;
2461
2462 /* dms do not consume food */
2463 if (!QUERY_FLAG (op, FLAG_WIZ))
2464 {
2465 op->stats.food--;
2466
2467 if (op->contr->digestion < 0)
2468 op->stats.food += op->contr->digestion;
2469 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2470 op->stats.food = last_food;
2471 }
2472 }
2473
2474 if (max_sp > 1)
2475 {
2476 over_sp = (gen_sp + 10) / rate_sp;
2477 if (over_sp > 0)
2478 {
2479 if (op->stats.sp < op->stats.maxsp)
2480 {
2481 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2482
2483 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2484 op->stats.sp--;
2485
2486 if (op->stats.sp > op->stats.maxsp)
2487 op->stats.sp = op->stats.maxsp;
2488 }
2489
2490 op->last_sp = 0;
2491 }
2492 else
2493 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 }
2498
2499 /* Regenerate Hit Points */
2500 if (--op->last_heal < 0)
2501 {
2502 if (op->stats.hp < op->stats.maxhp)
2503 {
2504 op->stats.hp++;
2505
2506 /* dms do not consume food */
2507 if (!QUERY_FLAG (op, FLAG_WIZ))
2508 {
2509 op->stats.food--;
2510
2511 if (op->contr->digestion < 0)
2512 op->stats.food += op->contr->digestion;
2513 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2514 op->stats.food = last_food;
2515 }
2516 }
2517
2518 if (max_hp > 1)
2519 {
2520 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2521
2522 if (over_hp > 0)
2523 {
2524 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2525 op->last_heal = 0;
2526 }
2527 else
2528 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2529 }
2530 else
2531 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2532 }
2533 }
2534
2535 /* Digestion */
2536 if (--op->last_eat < 0)
2537 {
2538 int bonus = max (0, op->contr->digestion),
2539 penalty = max (0, -op->contr->digestion);
2540
2541 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2542
2543 /* dms do not consume food */
2544 if (!QUERY_FLAG (op, FLAG_WIZ))
2545 op->stats.food--;
2546 }
2547
2548 if (op->stats.food < 0 && op->stats.hp >= 0)
2549 {
2550 object *flesh = 0;
2551
2552 for_inv_removable (op, tmp)
2553 {
2554 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2555 continue;
2556
2557 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2558 {
2559 op->statusmsg ("You blindly grab for a bite of food. "
2560 "H<To prevent you from starving, you ate some random item from your backpack.>");
2561 manual_apply (op, tmp, 0);
2562
2563 if (op->stats.food >= 0 || op->stats.hp < 0)
2564 break;
2565 }
2566 else if (tmp->type == FLESH)
2567 flesh = tmp;
2568 }
2569
2570 /* If player is still starving, it means they don't have any food, so
2571 * eat flesh instead.
2572 */
2573 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2574 {
2575 op->statusmsg ("You blindly grab for a bite of food. "
2576 "H<To prevent you from starving, you ate some random item from your backpack.>");
2577 manual_apply (op, flesh, 0);
2578 }
2579
2580 // If player is still starving, alert him!
2581 if (op->stats.food < 0)
2582 op->failmsg ("You are starving! "
2583 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2584 }
2585
2586 if (op->stats.food < 0)
2587 {
2588 op->stats.hp += op->stats.food;
2589 op->stats.food = 0;
2590 }
2591
2592 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player (op);
2594 }
2595 }
2596
2597 /* If the player should die (lack of hp, food, etc), we call this.
2598 * op is the player in jeopardy. If the player can not be saved (not
2599 * permadeath, no lifesave), this will take care of removing the player
2600 * file.
2601 */
2602 void
2603 kill_player (object *op)
2604 {
2605 int x, y;
2606 char buf[MAX_BUF];
2607 maptile *map; /* this is for resurrection */
2608 int will_kill_again;
2609 archetype *at;
2610 object *tmp;
2611
2612 if (save_life (op))
2613 return;
2614
2615 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2616 * in cities ONLY!!! It is very important that this doesn't get abused.
2617 * Look at op_on_battleground() for more info --AndreasV
2618 */
2619 if (op_on_battleground (op, &x, &y))
2620 {
2621 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2622 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2623
2624 /* restore player */
2625 at = archetype::find ("poisoning");
2626 if (object *tmp = present_arch_in_ob (at, op))
2627 {
2628 tmp->destroy ();
2629 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2630 }
2631
2632 at = archetype::find ("confusion");
2633 if (object *tmp = present_arch_in_ob (at, op))
2634 {
2635 tmp->destroy ();
2636 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2637 }
2638
2639 cure_disease (op, 0, 0); /* remove any disease */
2640 op->stats.hp = op->stats.maxhp;
2641 if (op->stats.food <= 0)
2642 op->stats.food = 999;
2643
2644 /* create a bodypart-trophy to make the winner happy */
2645 if (object *tmp = arch_to_object (archetype::find ("finger")))
2646 {
2647 tmp->name = format ("%s's finger" , &op->name);
2648 tmp->name_pl = format ("%s's fingers", &op->name);
2649 tmp->msg = format (
2650 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2651 &op->name, op->contr->title,
2652 (int)op->level,
2653 op->contr->killer_name ()
2654 );
2655 tmp->value = 0, tmp->type = 0;
2656 tmp->materialname = "organics";
2657 tmp->insert_at (op, tmp);
2658 }
2659
2660 /* teleport defeated player to new destination */
2661 transfer_ob (op, x, y, 0, NULL);
2662 op->contr->braced = 0;
2663 return;
2664 }
2665
2666 INVOKE_PLAYER (DEATH, op->contr);
2667
2668 command_kill_pets (op, 0);
2669
2670 if (op->stats.food < 0)
2671 {
2672 op->contr->killer = archetype::get ("killer_starvation");
2673 op->contr->killer->destroy ();
2674 }
2675
2676 op->contr->play_sound (sound_find ("player_dies"));
2677
2678 /* save the map location for corpse, gravestone */
2679 x = op->x;
2680 y = op->y;
2681 map = op->map;
2682
2683 /* NOT_PERMADEATH code. This basically brings the character back to
2684 * life if they are dead - it takes some exp and a random stat.
2685 * See the config.h file for a little more in depth detail about this.
2686 */
2687
2688 /* Basically two ways to go - remove a stat permanently, or just
2689 * make it depletion. This bunch of code deals with that aspect
2690 * of death.
2691 */
2692 #ifndef COZY_SERVER
2693 if (settings.balanced_stat_loss)
2694 {
2695 /* If stat loss is permanent, lose one stat only. */
2696 /* Lower level chars don't lose as many stats because they suffer
2697 more if they do. */
2698 /* Higher level characters can afford things such as potions of
2699 restoration, or better, stat potions. So we slug them that
2700 little bit harder. */
2701 /* GD */
2702 if (settings.stat_loss_on_death)
2703 num_stats_lose = 1;
2704 else
2705 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2706 }
2707 else
2708 num_stats_lose = 1;
2709
2710 lost_a_stat = 0;
2711
2712 for (z = 0; z < num_stats_lose; z++)
2713 {
2714 i = RANDOM () % NUM_STATS;
2715
2716 if (settings.stat_loss_on_death)
2717 {
2718 /* Pick a random stat and take a point off it. Tell the player
2719 * what he lost.
2720 */
2721 change_attr_value (&(op->stats), i, -1);
2722 check_stat_bounds (&(op->stats));
2723 change_attr_value (&(op->contr->orig_stats), i, -1);
2724 check_stat_bounds (&(op->contr->orig_stats));
2725 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2726 lost_a_stat = 1;
2727 }
2728 else
2729 {
2730 /* deplete a stat */
2731 archetype *deparch = archetype::find ("depletion");
2732 object *dep;
2733
2734 dep = present_arch_in_ob (deparch, op);
2735 if (!dep)
2736 {
2737 dep = arch_to_object (deparch);
2738 insert_ob_in_ob (dep, op);
2739 }
2740 lose_this_stat = 1;
2741 if (settings.balanced_stat_loss)
2742 {
2743 /* GD */
2744 /* Get the stat that we're about to deplete. */
2745 this_stat = get_attr_value (&(dep->stats), i);
2746 if (this_stat < 0)
2747 {
2748 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2749 int keep_chance = this_stat * this_stat;
2750
2751 /* Yes, I am paranoid. Sue me. */
2752 if (keep_chance < 1)
2753 keep_chance = 1;
2754
2755 /* There is a maximum depletion total per level. */
2756 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2757 {
2758 lose_this_stat = 0;
2759 /* Take loss chance vs keep chance to see if we
2760 retain the stat. */
2761 }
2762 else
2763 {
2764 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2765 lose_this_stat = 0;
2766 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2767 this_stat, keep_chance, loss_chance,
2768 lose_this_stat?"LOSE":"KEEP"); */
2769 }
2770 }
2771 }
2772
2773 if (lose_this_stat)
2774 {
2775 this_stat = get_attr_value (&(dep->stats), i);
2776 /* We could try to do something clever like find another
2777 * stat to reduce if this fails. But chances are, if
2778 * stats have been depleted to -50, all are pretty low
2779 * and should be roughly the same, so it shouldn't make a
2780 * difference.
2781 */
2782 if (this_stat >= -50)
2783 {
2784 change_attr_value (&(dep->stats), i, -1);
2785 SET_FLAG (dep, FLAG_APPLIED);
2786 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2787 op->update_stats ();
2788 lost_a_stat = 1;
2789 }
2790 }
2791 }
2792 }
2793
2794 /* If no stat lost, tell the player. */
2795 if (!lost_a_stat)
2796 {
2797 /* determine_god() seems to not work sometimes... why is this?
2798 Should I be using something else? GD */
2799 const char *god = determine_god (op);
2800
2801 if (god && (strcmp (god, "none")))
2802 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2803 else
2804 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2805 }
2806 #else
2807 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2808 #endif
2809
2810 /* Put a gravestone up where the character 'almost' died. List the
2811 * exp loss on the stone.
2812 */
2813 tmp = arch_to_object (archetype::find ("gravestone"));
2814 tmp->name = format ("%s's gravestone", &op->name);
2815 tmp->name_pl = format ("%s's gravestones", &op->name);
2816 tmp->msg = format ("RIP\nHere rests the hero %s the %s,\nwho was killed\nby %s.\n", &op->name, op->contr->title, op->contr->killer_name ());
2817 tmp->x = op->x, tmp->y = op->y;
2818 insert_ob_in_map (tmp, op->map, NULL, 0);
2819
2820 /**************************************/
2821 /* */
2822 /* Subtract the experience points, */
2823 /* if we died cause of food, give us */
2824 /* food, and reset HP's... */
2825 /* */
2826 /**************************************/
2827
2828 /* remove any poisoning and confusion the character may be suffering. */
2829 /* restore player */
2830 at = archetype::find ("poisoning");
2831 tmp = present_arch_in_ob (at, op);
2832
2833 if (tmp)
2834 {
2835 tmp->destroy ();
2836 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2837 }
2838
2839 at = archetype::find ("confusion");
2840 tmp = present_arch_in_ob (at, op);
2841 if (tmp)
2842 {
2843 tmp->destroy ();
2844 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2845 }
2846
2847 cure_disease (op, 0, 0); /* remove any disease */
2848
2849 // remove all spell effects that are active
2850 // to avoid long-term effects such as word-of-recall
2851 for (object *item = op->inv; item; )
2852 {
2853 object *next = item->below;
2854
2855 if (item->type == SPELL_EFFECT && item->active)
2856 item->destroy ();
2857
2858 item = next;
2859 }
2860
2861 /*add_exp(op, (op->stats.exp * -0.20)); */
2862 apply_death_exp_penalty (op);
2863
2864 if (op->stats.food < 100)
2865 op->stats.food = 900;
2866
2867 op->stats.hp = op->stats.maxhp;
2868 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2869 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2870
2871 /*
2872 * Check to see if the player has any unpaid items. If so, remove them
2873 * and put them back in the map.
2874 */
2875 op->drop_unpaid_items ();
2876
2877 /****************************************/
2878 /* */
2879 /* Move player to his current respawn- */
2880 /* position (usually last savebed) */
2881 /* */
2882 /****************************************/
2883
2884 enter_player_savebed (op);
2885
2886 op->contr->braced = 0;
2887
2888 /* it is possible that the player has blown something up
2889 * at his savebed location, and that can have long lasting
2890 * spell effects. So first see if there is a spell effect
2891 * on the space that might harm the player.
2892 */
2893 will_kill_again = 0;
2894 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2895 if (tmp->type == SPELL_EFFECT)
2896 will_kill_again |= tmp->attacktype;
2897
2898 if (will_kill_again)
2899 {
2900 object *force;
2901 int at;
2902
2903 force = get_archetype (FORCE_NAME);
2904 /* 50 ticks should be enough time for the spell to abate */
2905 force->speed = 0.1f;
2906 force->speed_left = -5.f;
2907 SET_FLAG (force, FLAG_APPLIED);
2908 for (at = 0; at < NROFATTACKS; at++)
2909 if (will_kill_again & (1 << at))
2910 force->resist[at] = 100;
2911
2912 insert_ob_in_ob (force, op);
2913 op->update_stats ();
2914
2915 }
2916
2917 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2918 }
2919
2920 void
2921 loot_object (object *op)
2922 { /* Grab and destroy some treasure */
2923 object *tmp, *tmp2, *next;
2924
2925 op->close_container (); /* close open sack first */
2926
2927 for (tmp = op->inv; tmp; tmp = next)
2928 {
2929 next = tmp->below;
2930
2931 if (tmp->invisible)
2932 continue;
2933
2934 tmp->remove ();
2935 tmp->x = op->x, tmp->y = op->y;
2936
2937 if (tmp->type == CONTAINER)
2938 loot_object (tmp); /* empty container to ground */
2939
2940 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2941 {
2942 if (tmp->nrof > 1)
2943 {
2944 tmp->decrease (rndm (1, tmp->nrof - 1));
2945 insert_ob_in_map (tmp, op->map, NULL, 0);
2946 }
2947 else
2948 tmp->destroy ();
2949 }
2950 else
2951 insert_ob_in_map (tmp, op->map, NULL, 0);
2952 }
2953 }
2954
2955 /*
2956 * fix_weight(): Check recursively the weight of all players, and fix
2957 * what needs to be fixed. Refresh windows and fix speed if anything
2958 * was changed.
2959 */
2960 void
2961 fix_weight (void)
2962 {
2963 for_all_players (pl)
2964 {
2965 sint32 old = pl->ob->carrying;
2966
2967 pl->ob->update_weight ();
2968
2969 if (old != pl->ob->carrying)
2970 {
2971 pl->ob->update_stats ();
2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2973 }
2974 }
2975 }
2976
2977 void
2978 fix_luck (void)
2979 {
2980 for_all_players (pl)
2981 if (!pl->ob->contr->ns->state)
2982 pl->ob->change_luck (0);
2983 }
2984
2985 /* cast_dust() - handles op throwing objects of type 'DUST'.
2986 * This is much simpler in the new spell code - we basically
2987 * just treat this as any other spell casting object.
2988 */
2989 void
2990 cast_dust (object *op, object *throw_ob, int dir)
2991 {
2992 object *skop, *spob;
2993
2994 skop = find_skill_by_name (op, throw_ob->skill);
2995
2996 /* casting POTION 'dusts' is really a use_magic_item skill */
2997 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2998 {
2999 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3000 return;
3001 }
3002
3003 spob = throw_ob->inv;
3004
3005 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3006 // not pass NULL to cast_spell (which did indeed check itself, but
3007 // errors should be reported as early as possible IMHO)
3008 if (!spob)
3009 {
3010 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3011 return;
3012 }
3013
3014 if (op->type == PLAYER)
3015 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3016
3017 cast_spell (op, throw_ob, dir, spob, NULL);
3018
3019 throw_ob->destroy ();
3020 }
3021
3022 void
3023 make_visible (object *op)
3024 {
3025 op->hide = 0;
3026 op->invisible = 0;
3027
3028 if (op->type == PLAYER)
3029 {
3030 op->contr->tmp_invis = 0;
3031 op->contr->invis_race = 0;
3032 }
3033
3034 update_object (op, UP_OBJ_CHANGE);
3035 }
3036
3037 int
3038 is_true_undead (object *op)
3039 {
3040 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3041 return 1;
3042
3043 return 0;
3044 }
3045
3046 /* look at the surrounding terrain to determine
3047 * the hideability of this object. Positive levels
3048 * indicate greater hideability.
3049 */
3050 int
3051 hideability (object *ob)
3052 {
3053 int i, level = 0, mflag;
3054 sint16 x, y;
3055
3056 if (!ob || !ob->map)
3057 return 0;
3058
3059 /* so, on normal lighted maps, its hard to hide */
3060 level = ob->map->darkness - 2;
3061
3062 /* this also picks up whether the object is glowing.
3063 * If you carry a light on a non-dark map, its not
3064 * as bad as carrying a light on a pitch dark map */
3065 if (has_carried_lights (ob))
3066 level = -(10 + (2 * ob->map->darkness));
3067
3068 /* scan through all nearby squares for terrain to hide in */
3069 for (i = 0, x = ob->x, y = ob->y;
3070 i <= SIZEOFFREE1;
3071 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3072 {
3073 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3074 if (mflag & P_OUT_OF_MAP)
3075 continue;
3076
3077 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3078 level += 2;
3079 else /* open terrain! */
3080 level -= 1;
3081 }
3082
3083 #if 0
3084 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3085 #endif
3086 return level;
3087 }
3088
3089 /* For Hidden creatures - a chance of becoming 'unhidden'
3090 * every time they move - as we subtract off 'invisibility'
3091 * AND, for players, if they move into a ridiculously unhideable
3092 * spot (surrounded by clear terrain in broad daylight). -b.t.
3093 */
3094 void
3095 do_hidden_move (object *op)
3096 {
3097 int hide = 0;
3098
3099 if (!op || !op->map)
3100 return;
3101
3102 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3103 int num = random_roll (0, 19, op, PREFER_LOW);
3104
3105 /* its *extremely* hard to run and sneak/hide at the same time! */
3106 if (op->type == PLAYER && op->contr->run_on)
3107 if (!skop || num >= skop->level)
3108 {
3109 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3110 make_visible (op);
3111 return;
3112 }
3113 else
3114 num += 20;
3115
3116 num += op->map->difficulty;
3117 hide = hideability (op); /* modify by terrain hidden level */
3118 num -= hide;
3119
3120 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3121 {
3122 make_visible (op);
3123
3124 if (op->type == PLAYER)
3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3126 }
3127 else if (op->type == PLAYER && skop)
3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3129 }
3130
3131 /* determine if who is standing near a hostile creature. */
3132
3133 int
3134 stand_near_hostile (object *who)
3135 {
3136 object *tmp = NULL;
3137 int i, friendly = 0, player = 0, mflags;
3138 maptile *m;
3139 sint16 x, y;
3140
3141 if (!who)
3142 return 0;
3143
3144 if (who->type == PLAYER)
3145 player = 1;
3146
3147 else
3148 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3149
3150 /* search adjacent squares */
3151 for (i = 1; i < 9; i++)
3152 {
3153 x = who->x + freearr_x[i];
3154 y = who->y + freearr_y[i];
3155 m = who->map;
3156 mflags = get_map_flags (m, &m, x, y, &x, &y);
3157 /* space must be blocked if there is a monster. If not
3158 * blocked, don't need to check this space.
3159 */
3160 if (mflags & P_OUT_OF_MAP)
3161 continue;
3162 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 continue;
3164
3165 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3166 {
3167 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3168 return 1;
3169 else if (tmp->type == PLAYER)
3170 {
3171 /*don't let a hidden DM prevent you from hiding */
3172 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3173 return 1;
3174 }
3175 }
3176 }
3177 return 0;
3178 }
3179
3180 /* check the player los field for viewability of the
3181 * object op. This function works fine for monsters,
3182 * but we dont worry if the object isnt the top one in
3183 * a pile (say a coin under a table would return "viewable"
3184 * by this routine). Another question, should we be
3185 * concerned with the direction the player is looking
3186 * in? Realistically, most of us can't see stuff behind
3187 * our backs...on the other hand, does the "facing" direction
3188 * imply the way your head, or body is facing? It's possible
3189 * for them to differ. Sigh, this fctn could get a bit more complex.
3190 * -b.t.
3191 * This function is now map tiling safe.
3192 */
3193 int
3194 player_can_view (object *pl, object *op)
3195 {
3196 rv_vector rv;
3197 int dx, dy;
3198
3199 if (pl->type != PLAYER)
3200 {
3201 LOG (llevError, "player_can_view() called for non-player object\n");
3202 return -1;
3203 }
3204
3205 if (!pl || !op)
3206 return 0;
3207
3208 op = op->head_ ();
3209
3210 get_rangevector (pl, op, &rv, 0x1);
3211
3212 /* starting with the 'head' part, lets loop
3213 * through the object and find if it has any
3214 * part that is in the los array but isn't on
3215 * a blocked los square.
3216 * we use the archetype to figure out offsets.
3217 */
3218 while (op)
3219 {
3220 dx = rv.distance_x + op->arch->x;
3221 dy = rv.distance_y + op->arch->y;
3222
3223 /* only the viewable area the player sees is updated by LOS
3224 * code, so we need to restrict ourselves to that range of values
3225 * for any meaningful values.
3226 */
3227 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3228 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3229 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3230 return 1;
3231
3232 op = op->more;
3233 }
3234
3235 return 0;
3236 }
3237
3238 /* routine for both players and monsters. We call this when
3239 * there is a possibility for our action distrubing our hiding
3240 * place or invisiblity spell. Artefact invisiblity is not
3241 * effected by this. If we arent invisible to begin with, we
3242 * return 0.
3243 */
3244 int
3245 action_makes_visible (object *op)
3246 {
3247 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3248 {
3249 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3250 return 0;
3251
3252 if (op->contr && op->contr->tmp_invis == 0)
3253 return 0;
3254
3255 /* If monsters, they should become visible */
3256 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3257 {
3258 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3259 return 1;
3260 }
3261 }
3262
3263 return 0;
3264 }
3265
3266 /* op_on_battleground - checks if the given object op (usually
3267 * a player) is standing on a valid battleground-tile,
3268 * function returns TRUE/FALSE. If true x, y returns the battleground
3269 * -exit-coord. (and if x, y not NULL)
3270 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3271 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3272 * Default is to do the same as before, so only people wanting to have different points need worry about this
3273 */
3274 int
3275 op_on_battleground (object *op, int *x, int *y)
3276 {
3277 /* A battleground-tile needs the following attributes to be valid:
3278 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3279 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3280 * and the exit-coordinates sp/hp must both be > 0.
3281 * => The intention here is to prevent abuse of the battleground-
3282 * feature (like pickable or hidden battleground tiles). */
3283 for (object *tmp = op->below; tmp; tmp = tmp->below)
3284 {
3285 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3286 {
3287 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3288 && tmp->type == BATTLEGROUND
3289 && tmp->name == shstr_battleground
3290 && EXIT_X (tmp) && EXIT_Y (tmp))
3291 {
3292 /* before we assign the exit, check if this is a teambattle */
3293 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3294 {
3295 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3296 {
3297 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3298 {
3299 if (x && y)
3300 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3301
3302 return 1;
3303 }
3304 }
3305 }
3306
3307 if (x && y)
3308 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3309
3310 return 1;
3311 }
3312 }
3313 }
3314
3315 /* If we got here, did not find a battleground */
3316 return 0;
3317 }
3318
3319 /*
3320 * When a dragon-player gains a new stage of evolution,
3321 * he gets some treasure
3322 *
3323 * attributes:
3324 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus
3326 * int level ability level
3327 */
3328 void
3329 dragon_ability_gain (object *who, int atnr, int level)
3330 {
3331 treasurelist *trlist = NULL; /* treasurelist */
3332 treasure *tr; /* treasure */
3333 object *tmp, *skop; /* tmp. object */
3334 object *item; /* treasure object */
3335 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i = 0, j = 0;
3337
3338 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE)
3340 trlist = treasurelist::find (shstr_dragon_ability_fire);
3341 else if (atnr == ATNR_COLD)
3342 trlist = treasurelist::find (shstr_dragon_ability_cold);
3343 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = treasurelist::find (shstr_dragon_ability_elec);
3345 else if (atnr == ATNR_POISON)
3346 trlist = treasurelist::find (shstr_dragon_ability_poison);
3347
3348 if (trlist == NULL || who->type != PLAYER)
3349 return;
3350
3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3352
3353 if (!tr || !tr->item)
3354 {
3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3356 return;
3357 }
3358
3359 /* everything seems okay - now bring on the gift: */
3360 item = tr->item;
3361
3362 if (item->type == SPELL)
3363 {
3364 if (check_spell_known (who, item->name))
3365 return;
3366
3367 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3368 do_learn_spell (who, item, 0);
3369 return;
3370 }
3371
3372 /* grant direct spell */
3373 if (item->type == SPELLBOOK)
3374 {
3375 if (!item->inv)
3376 {
3377 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3378 return;
3379 }
3380 if (check_spell_known (who, item->inv->name))
3381 return;
3382 if (item->invisible)
3383 {
3384 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3385 do_learn_spell (who, item->inv, 0);
3386 return;
3387 }
3388 }
3389 else if (item->type == SKILL_TOOL && item->invisible)
3390 {
3391 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3392 {
3393
3394 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3395 * in this way, if the player is missing any of the attacktypes, he gets
3396 * them. As it is now, if the player has any that match the granted skill,
3397 * but not all of them, he gets nothing.
3398 */
3399 if (!(skop->attacktype & item->attacktype))
3400 {
3401 /* Give new attacktype */
3402 skop->attacktype |= item->attacktype;
3403
3404 /* always add physical if there's none */
3405 skop->attacktype |= AT_PHYSICAL;
3406
3407 if (item->msg != NULL)
3408 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3409
3410 /* Give player new face */
3411 if (item->animation_id)
3412 {
3413 who->face = skop->face;
3414 who->animation_id = item->animation_id;
3415 who->anim_speed = item->anim_speed;
3416 who->last_anim = 0;
3417 who->state = 0;
3418 animate_object (who, who->direction);
3419 }
3420 }
3421 }
3422 }
3423 else if (item->type == FORCE)
3424 {
3425 /* forces in the treasurelist can alter the player's stats */
3426 object *skin;
3427
3428 /* first get the dragon skin force */
3429 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3430 ;
3431
3432 if (!skin)
3433 return;
3434
3435 /* adding new spellpath attunements */
3436 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3437 {
3438 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3439
3440 /* print message */
3441 sprintf (buf, "You feel attuned to ");
3442 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3443 {
3444 if (item->path_attuned & (1 << i))
3445 {
3446 if (j)
3447 strcat (buf, " and ");
3448 else
3449 j = 1;
3450 strcat (buf, spellpathnames[i]);
3451 }
3452 }
3453 strcat (buf, ".");
3454 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3455 }
3456
3457 /* evtl. adding flags: */
3458 if (QUERY_FLAG (item, FLAG_XRAYS))
3459 SET_FLAG (skin, FLAG_XRAYS);
3460 if (QUERY_FLAG (item, FLAG_STEALTH))
3461 SET_FLAG (skin, FLAG_STEALTH);
3462 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3463 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3464
3465 /* print message if there is one */
3466 if (item->msg != NULL)
3467 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3468 }
3469 else
3470 {
3471 /* generate misc. treasure */
3472 tmp = arch_to_object (tr->item);
3473 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3474 who->insert (tmp);
3475 }
3476 }
3477
3478 /**
3479 * Unready an object for a player. This function does nothing if the object was
3480 * not readied.
3481 */
3482 void
3483 player_unready_range_ob (player *pl, object *ob)
3484 {
3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3487
3488 if (pl->combat_ob == ob)
3489 pl->combat_ob = 0;
3490
3491 if (pl->ranged_ob == ob)
3492 pl->ranged_ob = 0;
3493 }
3494
3495 sint8
3496 player::visibility_at (maptile *map, int x, int y) const
3497 {
3498 if (!ns)
3499 return 0;
3500
3501 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0;
3504
3505 x += dx - ns->current_x + ns->mapx / 2;
3506 y += dy - ns->current_y + ns->mapy / 2;
3507
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0;
3510
3511 return 100 - blocked_los [x][y];
3512 }
3513
3514 void
3515 player::infobox (const char *title, const char *msg, int color)
3516 {
3517 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3518 }
3519
3520 void
3521 player::statusmsg (const char *msg, int color)
3522 {
3523 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3524 }
3525
3526 void
3527 player::failmsg (const char *msg, int color)
3528 {
3529 play_sound (sound_find ("generic_failure"));
3530 statusmsg (msg, color);
3531 }
3532