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Revision: 1.201
Committed: Sun Aug 17 01:26:35 2008 UTC (15 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.200: +3 -3 lines
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File Contents

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