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Revision: 1.205
Committed: Thu Sep 25 04:09:57 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.204: +2 -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_skills ();
225
226 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
227
228 assign (title, ob->arch->object::name);
229
230 /* if it's a dragon player, set the correct title here */
231 if (is_dragon_pl (ob))
232 {
233 object *tmp, *abil = 0, *skin = 0;
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this);
248
249 ob->update_stats ();
250
251 ns->floorbox_update ();
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 activate ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263 }
264
265 void
266 player::disconnect ()
267 {
268 if (ob)
269 {
270 ob->close_container (); //TODO: client-specific
271 ob->drop_unpaid_items ();
272 }
273
274 if (ns)
275 {
276 if (active)
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278
279 INVOKE_PLAYER (DISCONNECT, this);
280
281 ns->reset_stats ();
282 ns->pl = 0;
283 ns = 0;
284 }
285
286 observe = ob;
287
288 deactivate ();
289 }
290
291 // the need for this function can be explained
292 // by load_object not returning the object
293 void
294 player::set_object (object *op)
295 {
296 ob = observe = op;
297 ob->contr = this; /* this aren't yet in archetype */
298
299 ob->speed = 1.0f;
300 ob->speed_left = 0.5f;
301
302 ob->direction = 5; /* So player faces south */
303
304 ob->flag [FLAG_READY_WEAPON] = false;
305 ob->flag [FLAG_READY_SKILL] = false;
306 ob->flag [FLAG_READY_BOW] = false;
307
308 for (object *op = ob->inv; op; op = op->below)
309 if (op->flag [FLAG_APPLIED])
310 switch (op->type)
311 {
312 case SKILL:
313 ob->flag [FLAG_APPLIED] = false;
314 break;
315
316 case WAND:
317 case ROD:
318 case HORN:
319 case BOW:
320 ranged_ob = op;
321 break;
322
323 case WEAPON:
324 combat_ob = op;
325 break;
326 }
327
328 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
329 ob->deactivate (); // change_weapon activates, fix this better
330 }
331
332 void
333 player::set_observe (object *op)
334 {
335 observe = op ? op : ob;
336 do_los = 1;
337 }
338
339 player::player ()
340 {
341 /* There are some elements we want initialised to non zero value -
342 * we deal with that below this point.
343 */
344 outputs_sync = 4;
345 outputs_count = 4;
346 unapply = unapply_nochoice;
347
348 savebed_map = first_map_path; /* Init. respawn position */
349
350 gen_sp_armour = 10;
351 bowtype = bow_normal;
352 petmode = pet_normal;
353 usekeys = containers;
354 peaceful = 1; /* default peaceful */
355 do_los = 1;
356
357 weapon_sp = 1.0f;
358 weapon_sp_left = 0.5f;
359 }
360
361 void
362 player::do_destroy ()
363 {
364 disconnect ();
365
366 attachable::do_destroy ();
367
368 if (ob)
369 {
370 ob->destroy_inv (false);
371 ob->destroy ();
372 }
373
374 ob = observe = 0;
375 }
376
377 player::~player ()
378 {
379 /* Clear item stack */
380 free (stack_items);
381 }
382
383 /* Tries to add player on the connection passed in ns.
384 * All we can really get in this is some settings like host and display
385 * mode.
386 */
387 player *
388 player::create ()
389 {
390 player *pl = new player;
391
392 pl->set_object (arch_to_object (get_player_archetype (0)));
393
394 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
397
398 set_first_map (pl->ob);
399
400 return pl;
401 }
402
403 /*
404 * get_player_archetype() return next player archetype from archetype
405 * list. Not very efficient routine, but used only creating new players.
406 * Note: there MUST be at least one player archetype!
407 */
408 archetype *
409 get_player_archetype (archetype *at)
410 {
411 // archetypes could have been reloaded
412 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
413
414 if (!nat)
415 return at;
416
417 archvec::iterator i = archetypes.find (nat);
418
419 for (;;)
420 {
421 if (++i == archetypes.end ())
422 i = archetypes.begin ();
423 else if (*i == at)
424 cleanup ("not a single player archetype found");
425
426 if ((*i)->type == PLAYER)
427 return *i;
428 }
429 }
430
431 object *
432 get_nearest_player (object *mon)
433 {
434 object *op = NULL;
435 objectlink *ol;
436 unsigned lastdist;
437 rv_vector rv;
438
439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
440 {
441 if (!can_detect_enemy (mon, ol->ob, &rv))
442 continue;
443
444 if (lastdist > rv.distance)
445 {
446 op = ol->ob;
447 lastdist = rv.distance;
448 }
449 }
450
451 for_all_players (pl)
452 if (can_detect_enemy (mon, pl->ob, &rv))
453 if (lastdist > rv.distance)
454 {
455 op = pl->ob;
456 lastdist = rv.distance;
457 }
458
459 #if 0
460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
461 #endif
462 return op;
463 }
464
465 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
466 * result in a monster paths backtracking. It basically determines how large a
467 * detour a monster will take from the direction path when looking
468 * for a path to the player. The values are in the amount of direction
469 * the deviation is
470 */
471 #define DETOUR_AMOUNT 2
472
473 /* This is used to prevent infinite loops. Consider a case where the
474 * player is in a chamber (with gate closed), and monsters are outside.
475 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
476 * find a path into the chamber. This is a good thing, but since there
477 * is no real path, it will just keep circling the chamber for
478 * ever (this could be a nice effect for monsters, but not for the function
479 * to get stuck in. I think for the monsters, if max is reached and
480 * we return the first direction the creature could move would result in the
481 * circling behaviour. Unfortunately, this function is also used to determined
482 * if the creature should cast a spell, so returning a direction in that case
483 * is probably not a good thing.
484 */
485 #define MAX_SPACES 50
486
487 /*
488 * Returns the direction to the player, if valid. Returns 0 otherwise.
489 * modified to verify there is a path to the player. Does this by stepping towards
490 * player and if path is blocked then see if blockage is close enough to player that
491 * direction to player is changed (ie zig or zag). Continue zig zag until either
492 * reach player or path is blocked. Thus, will only return true if there is a free
493 * path to player. Though path may not be a straight line. Note that it will find
494 * player hiding along a corridor at right angles to the corridor with the monster.
495 *
496 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
497 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
498 * down corriders.
499 * 2) I think the old code was broken if the first direction the monster
500 * should move was blocked - the code would store the first direction without
501 * verifying that the player can actually move in that direction. The new
502 * code does not store anything in firstdir until we have verified that the
503 * monster can in fact move one space in that direction.
504 * 3) I'm not sure how good this code will be for moving multipart monsters,
505 * since only simple checks to blocked are being called, which could mean the monster
506 * is blocking itself.
507 */
508 int
509 path_to_player (object *mon, object *pl, unsigned mindiff)
510 {
511 rv_vector rv;
512 sint16 x, y;
513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
514 maptile *m, *lastmap;
515
516 get_rangevector (mon, pl, &rv, 0);
517
518 if (rv.distance < mindiff)
519 return 0;
520
521 x = mon->x;
522 y = mon->y;
523 m = mon->map;
524 dir = rv.direction;
525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
528 /* If we can't solve it within the search distance, return now. */
529 if (diff > max)
530 return 0;
531
532 while (diff > 1 && max > 0)
533 {
534 lastx = x;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
539
540 mflags = get_map_flags (m, &m, x, y, &x, &y);
541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542
543 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
547 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before.
549 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
551 if (rv.direction != dir)
552 {
553 /* OK - says direction should be different - lets reset the
554 * the values so it will try again.
555 */
556 x = lastx;
557 y = lasty;
558 m = lastmap;
559 dir = firstdir = rv.direction;
560 }
561 else
562 {
563 /* direct path is blocked - try taking a side step to
564 * either the left or right.
565 * Note increase the values in the loop below to be
566 * more than -1/1 respectively will mean the monster takes
567 * bigger detour. Have to be careful about these values getting
568 * too big (3 or maybe 4 or higher) as the monster may just try
569 * stepping back and forth
570 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
574 continue; /* already did this, so skip it */
575 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in
577 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance,
580 * gets blocked, finds that it should move north,
581 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully
584 * moved.
585 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap;
590 mflags = get_map_flags (m, &m, x, y, &x, &y);
591 if (mflags & P_OUT_OF_MAP)
592 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
596 if (mflags & P_BLOCKSVIEW)
597 continue;
598
599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
601 }
602 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path.
604 */
605 if (i == (DETOUR_AMOUNT + 1))
606 return 0;
607 diff--;
608 lastdir = dir;
609 max--;
610 if (!firstdir)
611 firstdir = dir + i;
612 } /* else check alternate directions */
613 } /* if blocked */
614 else
615 {
616 /* we moved towards creature, so diff is less */
617 diff--;
618 max--;
619 lastdir = dir;
620 if (!firstdir)
621 firstdir = dir;
622 }
623
624 if (diff <= 1)
625 {
626 /* Recalculate diff (distance) because we may not have actually
627 * headed toward player for entire distance.
628 */
629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 }
632
633 if (diff > max)
634 return 0;
635 }
636
637 /* If we reached the max, didn't find a direction in time */
638 if (!max)
639 return 0;
640
641 return firstdir;
642 }
643
644 void
645 give_initial_items (object *pl, treasurelist *items)
646 {
647 if (pl->randomitems)
648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649
650 for (object *next, *op = pl->inv; op; op = next)
651 {
652 next = op->below;
653
654 /* Forces get applied per default, unless they have the
655 * flag "neutral" set. Sorry but I can't think of a better way
656 */
657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
658 SET_FLAG (op, FLAG_APPLIED);
659
660 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions
662 */
663 if (pl->type == PLAYER)
664 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
666 &&
667 (op->type == ARMOUR || op->type == BOOTS
668 || op->type == CLOAK || op->type == HELMET
669 || op->type == SHIELD || op->type == GLOVES
670 || op->type == BRACERS || op->type == GIRDLE))
671 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 {
673 op->destroy ();
674 continue;
675 }
676 }
677
678 /* This really needs to be better - we should really give
679 * a substitute spellbook. The problem is that we don't really
680 * have a good idea what to replace it with (need something like
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */
684 if (op->type == SPELLBOOK || op->type == SKILL)
685 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 {
694 op->destroy ();
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
696 continue;
697 }
698
699 if (op->nrof > 1)
700 op->nrof = 1;
701 }
702
703 if (op->type == SPELLBOOK && op->inv)
704 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
705
706 /* Give starting characters identified, uncursed, and undamned
707 * items. Just don't identify gold or silver, or it won't be
708 * merged properly.
709 */
710 if (need_identify (op))
711 {
712 SET_FLAG (op, FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED);
715 }
716
717 if (op->type == SPELL)
718 {
719 op->destroy ();
720 continue;
721 }
722 else if (op->type == SKILL)
723 {
724 SET_FLAG (op, FLAG_CAN_USE_SKILL);
725 op->stats.exp = 0;
726 op->level = 1;
727 }
728 else /* lock all 'normal items by default */
729 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */
731
732 /* Need to set up the skill pointers */
733 pl->contr->link_skills ();
734 }
735
736 void
737 get_party_password (object *op, partylist *party)
738 {
739 if (party == NULL)
740 {
741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
742 return;
743 }
744
745 op->contr->write_buf[0] = '\0';
746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
747 op->contr->party_to_join = party;
748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749 }
750
751 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752 static int
753 roll_stat (void)
754 {
755 int a[4], i, j, k;
756
757 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1;
759
760 for (i = 0, j = 0, k = 7; i < 4; i++)
761 if (a[i] < k)
762 k = a[i], j = i;
763
764 for (i = 0, k = 0; i < 4; i++)
765 if (i != j)
766 k += a[i];
767
768 return k;
769 }
770
771 void
772 object::roll_stats ()
773 {
774 int statsort [NUM_STATS];
775
776 for (;;)
777 {
778 int sum = 0;
779 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat ();
781
782 if (sum >= 82 && sum <= 116)
783 break;
784 }
785
786 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788
789 for (int i = 0; i < NUM_STATS; ++i)
790 stats.stat (i) = statsort [i];
791
792 stats.exp = 0;
793 stats.ac = 0;
794
795 stats.hp = stats.maxhp;
796 stats.sp = stats.maxsp;
797 stats.grace = stats.maxgrace;
798
799 if (contr)
800 {
801 contr->levhp[1] = 9;
802 contr->levsp[1] = 6;
803 contr->levgrace[1] = 3;
804
805 contr->orig_stats = stats;
806 }
807 }
808
809 void
810 object::swap_stats (int a, int b)
811 {
812 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
813
814 for (int i = 0; i < NUM_STATS; ++i)
815 stats.stat (i) = contr->orig_stats.stat (i);
816
817 //TODO: the following code looks so borked and should, at the very least,
818 // be merged with the similar code in roll_stats
819 stats.ac = 0;
820
821 level = 1;
822 stats.exp = 0;
823 stats.ac = 0;
824
825 stats.hp = stats.maxhp;
826 stats.sp = stats.maxsp;
827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
835 contr->orig_stats = stats;
836 }
837 }
838
839 static void
840 start_info (object *op)
841 {
842 char buf[MAX_BUF];
843
844 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
845 new_draw_info (NDI_UNIQUE, 0, op, buf);
846 }
847
848 /* This function takes the key that is passed, and does the
849 * appropriate action with it (change race, or other things).
850 * The function name is for historical reasons - now we have
851 * separate race and class; this actually changes the RACE,
852 * not the class.
853 */
854 void
855 player::chargen_race_done ()
856 {
857 /* this must before then initial items are given */
858 esrv_new_player (ob->contr);
859
860 treasurelist *tl = treasurelist::find ("starting_wealth");
861 if (tl)
862 create_treasure (tl, ob, 0, 0, 0);
863
864 INVOKE_PLAYER (BIRTH, ob->contr);
865 INVOKE_PLAYER (LOGIN, ob->contr);
866
867 ob->contr->ns->state = ST_PLAYING;
868
869 if (ob->msg)
870 ob->msg = 0;
871
872 start_info (ob);
873 CLEAR_FLAG (ob, FLAG_WIZ);
874 give_initial_items (ob, ob->randomitems);
875 esrv_send_inventory (ob, ob);
876 ob->update_stats ();
877
878 /* This moves the player to a different start map, if there
879 * is one for this race
880 */
881 if (*first_map_ext_path)
882 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
883 else
884 LOG (llevDebug, "first_map_ext_path not set\n");
885 }
886
887 void
888 player::chargen_race_next ()
889 {
890 /* Following actually changes the race - this is the default command
891 * if we don't match with one of the options above.
892 */
893
894 do
895 {
896 shstr name = ob->name;
897 int x = ob->x, y = ob->y;
898
899 ob->remove_statbonus ();
900 ob->remove ();
901 ob->arch = get_player_archetype (ob->arch);
902 ob->arch->copy_to (ob);
903 ob->instantiate ();
904 ob->stats = ob->contr->orig_stats;
905 ob->name = ob->name_pl = name;
906 ob->x = x;
907 ob->y = y;
908 SET_ANIMATION (ob, 2); /* So player faces south */
909 insert_ob_in_map (ob, ob->map, ob, 0);
910 assign (ob->contr->title, ob->arch->object::name);
911 ob->add_statbonus ();
912 }
913 while (!allowed_class (ob));
914
915 update_object (ob, UP_OBJ_FACE);
916 esrv_update_item (UPD_FACE, ob, ob);
917 ob->update_stats ();
918 ob->stats.hp = ob->stats.maxhp;
919 ob->stats.sp = ob->stats.maxsp;
920 ob->stats.grace = 0;
921 }
922
923 void
924 flee_player (object *op)
925 {
926 int dir, diff;
927 rv_vector rv;
928
929 if (op->stats.hp < 0)
930 {
931 LOG (llevDebug, "Fleeing player is dead.\n");
932 CLEAR_FLAG (op, FLAG_SCARED);
933 return;
934 }
935
936 if (op->enemy == NULL)
937 {
938 LOG (llevDebug, "Fleeing player had no enemy.\n");
939 CLEAR_FLAG (op, FLAG_SCARED);
940 return;
941 }
942
943 /* Seen some crashes here. Since we don't store an
944 * op->enemy_count, it is possible that something destroys the
945 * actual enemy, and the object is recycled.
946 */
947 if (op->enemy->map == NULL)
948 {
949 CLEAR_FLAG (op, FLAG_SCARED);
950 op->enemy = NULL;
951 return;
952 }
953
954 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
955 {
956 op->enemy = NULL;
957 CLEAR_FLAG (op, FLAG_SCARED);
958 return;
959 }
960
961 get_rangevector (op, op->enemy, &rv, 0);
962
963 dir = absdir (4 + rv.direction);
964 for (diff = 0; diff < 3; diff++)
965 {
966 int m = 1 - (RANDOM () & 2);
967
968 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
969 return;
970 }
971
972 /* Cornered, get rid of scared */
973 CLEAR_FLAG (op, FLAG_SCARED);
974 op->enemy = NULL;
975 }
976
977 /* check_pick sees if there is stuff to be picked up/picks up stuff.
978 * It returns 1 if the player should keep on moving, 0 if he should
979 * stop.
980 */
981 int
982 check_pick (object *op)
983 {
984 object *tmp, *next;
985 int stop = 0;
986 int wvratio;
987 char putstring[128];
988
989 /* if you're flying, you cna't pick up anything */
990 if (op->move_type & MOVE_FLYING)
991 return 1;
992
993 next = op->below;
994
995 int cnt = MAX_ITEM_PER_DROP;
996 #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
997
998 /* loop while there are items on the floor that are not marked as
999 * destroyed */
1000 while (next && !next->destroyed ())
1001 {
1002 tmp = next;
1003 next = tmp->below;
1004
1005 if (cnt <= 0)
1006 {
1007 op->failmsg ("Couldn't pickup all items at once.");
1008 return 0;
1009 }
1010
1011 if (op->destroyed ())
1012 return 0;
1013
1014 if (!can_pick (op, tmp))
1015 continue;
1016
1017 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1018 {
1019 if (item_matched_string (op, tmp, op->contr->search_str))
1020 CHK_PICK_PICKUP;
1021 continue;
1022 }
1023
1024 /* high not bit set? We're using the old autopickup model */
1025 if (!(op->contr->mode & PU_NEWMODE))
1026 {
1027 switch (op->contr->mode)
1028 {
1029 case 0:
1030 return 1; /* don't pick up */
1031 case 1:
1032 CHK_PICK_PICKUP;
1033 return 1;
1034 case 2:
1035 CHK_PICK_PICKUP;
1036 return 0;
1037 case 3:
1038 return 0; /* stop before pickup */
1039 case 4:
1040 CHK_PICK_PICKUP;
1041 break;
1042 case 5:
1043 CHK_PICK_PICKUP;
1044 stop = 1;
1045 break;
1046 case 6:
1047 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1048 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1049 CHK_PICK_PICKUP;
1050 break;
1051
1052 case 7:
1053 if (tmp->type == MONEY || tmp->type == GEM)
1054 CHK_PICK_PICKUP;
1055 break;
1056
1057 default:
1058 /* use value density */
1059 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1060 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1061 CHK_PICK_PICKUP;
1062 }
1063 }
1064 else
1065 { /* old model */
1066 /* NEW pickup handling */
1067 if (op->contr->mode & PU_DEBUG)
1068 {
1069 /* some debugging code to figure out item information */
1070 if (tmp->name != NULL)
1071 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1072 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1073 else
1074 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1075 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1076
1077 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1078 }
1079
1080 /* philosophy:
1081 * It's easy to grab an item type from a pile, as long as it's
1082 * generic. This takes no game-time. For more detailed pickups
1083 * and selections, select-items should be used. This is a
1084 * grab-as-you-run type mode that's really useful for arrows for
1085 * example.
1086 * The drawback: right now it has no frontend, so you need to
1087 * stick the bits you want into a calculator in hex mode and then
1088 * convert to decimal and then 'pickup <#>
1089 */
1090
1091 /* the first two modes are exclusive: if NOTHING we return, if
1092 * STOP then we stop. All the rest are applied sequentially,
1093 * meaning if any test passes, the item gets picked up. */
1094
1095 /* if mode is set to pick nothing up, return */
1096
1097 if (op->contr->mode & PU_NOTHING)
1098 return 1;
1099
1100 /* if mode is set to stop when encountering objects, return */
1101 /* take STOP before INHIBIT since it doesn't actually pick
1102 * anything up */
1103
1104 if (op->contr->mode & PU_STOP)
1105 return 0;
1106
1107 /* useful for going into stores and not losing your settings... */
1108 /* and for battles wher you don't want to get loaded down while
1109 * fighting */
1110 if (op->contr->mode & PU_INHIBIT)
1111 return 1;
1112
1113 /* prevent us from turning into auto-thieves :) */
1114 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1115 continue;
1116
1117 /* ignore known cursed objects */
1118 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1119 continue;
1120
1121 /* all food and drink if desired */
1122 /* question: don't pick up known-poisonous stuff? */
1123 if (op->contr->mode & PU_FOOD)
1124 if (tmp->type == FOOD)
1125 {
1126 CHK_PICK_PICKUP;
1127 continue;
1128 }
1129
1130 if (op->contr->mode & PU_DRINK)
1131 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1132 {
1133 CHK_PICK_PICKUP;
1134 continue;
1135 }
1136
1137 if (op->contr->mode & PU_POTION)
1138 if (tmp->type == POTION)
1139 {
1140 CHK_PICK_PICKUP;
1141 continue;
1142 }
1143
1144 /* spellbooks, skillscrolls and normal books/scrolls */
1145 if (op->contr->mode & PU_SPELLBOOK)
1146 if (tmp->type == SPELLBOOK)
1147 {
1148 CHK_PICK_PICKUP;
1149 continue;
1150 }
1151
1152 if (op->contr->mode & PU_SKILLSCROLL)
1153 if (tmp->type == SKILLSCROLL)
1154 {
1155 CHK_PICK_PICKUP;
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_READABLES)
1160 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1161 {
1162 CHK_PICK_PICKUP;
1163 continue;
1164 }
1165
1166 /* wands/staves/rods/horns */
1167 if (op->contr->mode & PU_MAGIC_DEVICE)
1168 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1169 {
1170 CHK_PICK_PICKUP;
1171 continue;
1172 }
1173
1174 /* pick up all magical items */
1175 if (op->contr->mode & PU_MAGICAL)
1176 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1177 {
1178 CHK_PICK_PICKUP;
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_VALUABLES)
1183 {
1184 if (tmp->type == MONEY || tmp->type == GEM)
1185 {
1186 CHK_PICK_PICKUP;
1187 continue;
1188 }
1189 }
1190
1191 /* rings & amulets - talismans seems to be typed AMULET */
1192 if (op->contr->mode & PU_JEWELS)
1193 if (tmp->type == RING || tmp->type == AMULET)
1194 {
1195 CHK_PICK_PICKUP;
1196 continue;
1197 }
1198
1199 /* we don't forget dragon food */
1200 if (op->contr->mode & PU_FLESH)
1201 if (tmp->type == FLESH)
1202 {
1203 CHK_PICK_PICKUP;
1204 continue;
1205 }
1206
1207 /* bows and arrows. Bows are good for selling! */
1208 if (op->contr->mode & PU_BOW)
1209 if (tmp->type == BOW)
1210 {
1211 CHK_PICK_PICKUP;
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_ARROW)
1216 if (tmp->type == ARROW)
1217 {
1218 CHK_PICK_PICKUP;
1219 continue;
1220 }
1221
1222 /* all kinds of armor etc. */
1223 if (op->contr->mode & PU_ARMOUR)
1224 if (tmp->type == ARMOUR)
1225 {
1226 CHK_PICK_PICKUP;
1227 continue;
1228 }
1229
1230 if (op->contr->mode & PU_HELMET)
1231 if (tmp->type == HELMET)
1232 {
1233 CHK_PICK_PICKUP;
1234 continue;
1235 }
1236
1237 if (op->contr->mode & PU_SHIELD)
1238 if (tmp->type == SHIELD)
1239 {
1240 CHK_PICK_PICKUP;
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_BOOTS)
1245 if (tmp->type == BOOTS)
1246 {
1247 CHK_PICK_PICKUP;
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_GLOVES)
1252 if (tmp->type == GLOVES)
1253 {
1254 CHK_PICK_PICKUP;
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_CLOAK)
1259 if (tmp->type == CLOAK)
1260 {
1261 CHK_PICK_PICKUP;
1262 continue;
1263 }
1264
1265 /* hoping to catch throwing daggers here */
1266 if (op->contr->mode & PU_MISSILEWEAPON)
1267 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1268 {
1269 CHK_PICK_PICKUP;
1270 continue;
1271 }
1272
1273 /* careful: chairs and tables are weapons! */
1274 if (op->contr->mode & PU_ALLWEAPON)
1275 {
1276 if (tmp->type == WEAPON && tmp->name != NULL)
1277 {
1278 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1279 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1280 {
1281 CHK_PICK_PICKUP;
1282 continue;
1283 }
1284 }
1285
1286 if (tmp->type == WEAPON && tmp->name == NULL)
1287 {
1288 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1289 {
1290 CHK_PICK_PICKUP;
1291 continue;
1292 }
1293 }
1294 }
1295
1296 /* misc stuff that's useful */
1297 if (op->contr->mode & PU_KEY)
1298 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1299 {
1300 CHK_PICK_PICKUP;
1301 continue;
1302 }
1303
1304 /* any of the last 4 bits set means we use the ratio for value
1305 * pickups */
1306 if (op->contr->mode & PU_RATIO)
1307 {
1308 /* use value density to decide what else to grab */
1309 /* >=7 was >= op->contr->mode */
1310 /* >=7 is the old standard setting. Now we take the last 4 bits
1311 */
1312 wvratio = op->contr->mode & PU_RATIO;
1313 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1314 {
1315 CHK_PICK_PICKUP;
1316 #if 0
1317 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1318 if (tmp->name != NULL)
1319 {
1320 fprintf (stderr, "%s", tmp->name);
1321 }
1322 else
1323 fprintf (stderr, "%s", tmp->arch->archname);
1324 fprintf (stderr, ",%d] = ", tmp->type);
1325 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1326 #endif
1327 continue;
1328 }
1329 }
1330 } /* the new pickup model */
1331 }
1332
1333 return !stop;
1334 }
1335
1336 /*
1337 * Find an arrow in the inventory and after that
1338 * in the right type container (quiver). Pointer to the
1339 * found object is returned.
1340 */
1341 object *
1342 find_arrow (object *op, const char *type)
1343 {
1344 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1345 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1346 return splay (tmp);
1347
1348 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1349 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1350 if (object *arrow = find_arrow (tmp, type))
1351 {
1352 splay (tmp);
1353 return arrow;
1354 }
1355
1356 return 0;
1357 }
1358
1359 /*
1360 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1361 * against the target. A full test is not performed, simply a basic test
1362 * of resistances. The archer is making a quick guess at what he sees down
1363 * the hall. Failing that it does it's best to pick the highest plus arrow.
1364 */
1365 object *
1366 find_better_arrow (object *op, object *target, const char *type, int *better)
1367 {
1368 object *tmp = NULL, *arrow, *ntmp;
1369 int attacknum, attacktype, betterby = 0, i;
1370
1371 if (!type)
1372 return NULL;
1373
1374 for (arrow = op->inv; arrow; arrow = arrow->below)
1375 {
1376 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1377 {
1378 i = 0;
1379 ntmp = find_better_arrow (arrow, target, type, &i);
1380 if (i > betterby)
1381 {
1382 tmp = ntmp;
1383 betterby = i;
1384 }
1385 }
1386 else if (arrow->type == ARROW && arrow->race == type)
1387 {
1388 /* allways prefer assasination/slaying */
1389 if (target->race && arrow->slaying && strstr (arrow->slaying, target->race))
1390 {
1391 if (arrow->attacktype & AT_DEATH)
1392 {
1393 *better = 100;
1394 return arrow;
1395 }
1396 else
1397 {
1398 tmp = arrow;
1399 betterby = (arrow->magic + arrow->stats.dam) * 2;
1400 }
1401 }
1402 else
1403 {
1404 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1405 {
1406 attacktype = 1 << attacknum;
1407 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1408 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1409 {
1410 tmp = arrow;
1411 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1412 }
1413 }
1414 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1415 {
1416 tmp = arrow;
1417 betterby = 2 + arrow->magic + arrow->stats.dam;
1418 }
1419 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1420 {
1421 tmp = arrow;
1422 betterby = 1 + arrow->magic + arrow->stats.dam;
1423 }
1424 }
1425 }
1426 }
1427
1428 if (tmp == NULL && arrow == NULL)
1429 return find_arrow (op, type);
1430
1431 *better = betterby;
1432 return tmp;
1433 }
1434
1435 /* looks in a given direction, finds the first valid target, and calls
1436 * find_better_arrow to find a decent arrow to use.
1437 * op = the shooter
1438 * type = bow->race
1439 * dir = fire direction
1440 */
1441 object *
1442 pick_arrow_target (object *op, const char *type, int dir)
1443 {
1444 object *tmp = NULL;
1445 maptile *m;
1446 int i, mflags, found, number;
1447 sint16 x, y;
1448
1449 if (op->map == NULL)
1450 return find_arrow (op, type);
1451
1452 /* do a dex check */
1453 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1454 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1455 return find_arrow (op, type);
1456
1457 m = op->map;
1458 x = op->x;
1459 y = op->y;
1460
1461 /* find the first target */
1462 for (i = 0, found = 0; i < 20; i++)
1463 {
1464 x += freearr_x[dir];
1465 y += freearr_y[dir];
1466 mflags = get_map_flags (m, &m, x, y, &x, &y);
1467 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1468 {
1469 tmp = NULL;
1470 break;
1471 }
1472 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1473 {
1474 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1475 * perhaps a bad assumption.
1476 */
1477 tmp = NULL;
1478 break;
1479 }
1480 if (mflags & P_IS_ALIVE)
1481 {
1482 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1483 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1484 {
1485 found++;
1486 break;
1487 }
1488 if (found)
1489 break;
1490 }
1491 }
1492 if (tmp == NULL)
1493 return find_arrow (op, type);
1494
1495 if (tmp->head)
1496 tmp = tmp->head;
1497
1498 return find_better_arrow (op, tmp, type, &i);
1499 }
1500
1501 /*
1502 * Creature fires a bow - op can be monster or player. Returns
1503 * 1 if bow was actually fired, 0 otherwise.
1504 * op is the object firing the bow.
1505 * part is for multipart creatures - the part firing the bow.
1506 * dir is the direction of fire.
1507 * wc_mod is any special modifier to give (used in special player fire modes)
1508 * sx, sy are coordinates to fire arrow from - also used in some of the special
1509 * player fire modes.
1510 */
1511 int
1512 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1513 {
1514 object *left, *bow;
1515 int mflags;
1516 maptile *m;
1517
1518 if (!dir)
1519 {
1520 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1521 return 0;
1522 }
1523
1524 if (op->contr)
1525 bow = op->current_weapon;
1526 else
1527 {
1528 for (bow = op->inv; bow; bow = bow->below)
1529 /* Don't check for applied - monsters don't apply bows - in that way, they
1530 * don't need to switch back and forth between bows and weapons.
1531 */
1532 if (bow->type == BOW)
1533 break;
1534
1535 if (!bow)
1536 {
1537 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1538 return 0;
1539 }
1540
1541 // optimisation: move object to top so we will find it quickly again
1542 if (bow->below)
1543 {
1544 bow->remove ();
1545 op->insert (bow);
1546 }
1547
1548 }
1549
1550 if (!bow->race || !bow->skill)
1551 {
1552 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1553 return 0;
1554 }
1555
1556 if (arrow == NULL)
1557 {
1558 if ((arrow = find_arrow (op, bow->race)) == NULL)
1559 {
1560 if (op->type == PLAYER)
1561 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1562 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1563 else
1564 CLEAR_FLAG (op, FLAG_READY_BOW);
1565
1566 return 0;
1567 }
1568 }
1569
1570 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1571 if (mflags & P_OUT_OF_MAP)
1572 return 0;
1573
1574 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1575 {
1576 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1577 return 0;
1578 }
1579
1580 /* this should not happen, but sometimes does */
1581 if (arrow->nrof == 0)
1582 {
1583 arrow->destroy ();
1584 return 0;
1585 }
1586
1587 left = arrow; /* these are arrows left to the player */
1588 arrow = arrow->split ();
1589 if (!arrow)
1590 {
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1592 return 0;
1593 }
1594
1595 arrow->set_owner (op);
1596 arrow->skill = bow->skill;
1597 arrow->direction = dir;
1598
1599 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1600 arrow->stats.hp = arrow->stats.dam;
1601 arrow->stats.grace = arrow->attacktype;
1602
1603 if (arrow->slaying)
1604 arrow->spellarg = strdup (arrow->slaying);
1605
1606 #if 0
1607 if (player *pl = op->contr)
1608 {
1609 float speed = pl->weapon_sp;
1610
1611 /* penalize ROF for bestarrow */
1612 if (pl->bowtype == bow_bestarrow)
1613 speed *= .9f;
1614 else
1615 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1616
1617 op->speed_left += speed - op->speed;
1618 }
1619 #endif
1620
1621 SET_ANIMATION (arrow, arrow->direction);
1622
1623 /* update the speed */
1624 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1625 + bow->stats.dam / 7.f;
1626
1627 arrow->set_speed (max (arrow->speed, 2.f));
1628 arrow->speed_left = 0;
1629
1630 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1631
1632 if (op->type == PLAYER)
1633 {
1634 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1635 wc -= dex_bonus[op->stats.Dex];
1636
1637 if (!arrow->slaying)
1638 arrow->slaying = op->slaying;
1639
1640 arrow->attacktype |= op->attacktype;
1641 }
1642 else
1643 {
1644 arrow->level = op->level;
1645 arrow->stats.wc -= bow->magic;
1646
1647 if (!arrow->slaying)
1648 arrow->slaying = bow->slaying;
1649
1650 arrow->attacktype |= bow->attacktype;
1651 }
1652
1653 wc -= arrow->level;
1654 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1655
1656 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1657 arrow->move_type = MOVE_FLY_LOW;
1658 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1659
1660 op->play_sound (sound_find ("fire_arrow"));
1661 m->insert (arrow, sx, sy, op);
1662
1663 if (!arrow->destroyed ())
1664 move_arrow (arrow);
1665
1666 return 1;
1667 }
1668
1669 /* Special fire code for players - this takes into
1670 * account the special fire modes players can have
1671 * but monsters can't. Putting that code here
1672 * makes the fire_bow code much cleaner.
1673 * this function should only be called if 'op' is a player,
1674 * hence the function name.
1675 */
1676 int
1677 player_fire_bow (object *op, int dir)
1678 {
1679 int ret = 0, wcmod = 0;
1680
1681 if (op->contr->bowtype == bow_bestarrow)
1682 {
1683 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1684 }
1685 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1686 {
1687 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1688 wcmod = -1;
1689
1690 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1691 }
1692 else if (op->contr->bowtype == bow_threewide)
1693 {
1694 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1695 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1696 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1697 }
1698 else if (op->contr->bowtype == bow_spreadshot)
1699 {
1700 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1701 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1702 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1703 }
1704 else
1705 {
1706 /* Simple case */
1707 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1708 }
1709
1710 return ret;
1711 }
1712
1713 /* Fires a misc (wand/rod/horn) object in 'dir'.
1714 * Broken apart from 'fire' to keep it more readable.
1715 */
1716 void
1717 fire_misc_object (object *op, int dir)
1718 {
1719 object *item = op->contr->ranged_ob;
1720
1721 if (!item)
1722 {
1723 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1724 return;
1725 }
1726
1727 if (!item->inv)
1728 {
1729 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1730 return;
1731 }
1732
1733 if (!op->change_weapon (item))
1734 return;
1735
1736 if (item->type == WAND)
1737 {
1738 if (item->stats.food <= 0)
1739 {
1740 op->contr->play_sound (sound_find ("wand_poof"));
1741 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1742
1743 return;
1744 }
1745 }
1746 else if (item->type == ROD || item->type == HORN)
1747 {
1748 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1749
1750 // using the maximum of the rods charge allows at least one spell cast
1751 // for a rod or horn, this fixes some broken rods.
1752 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1753 {
1754 op->contr->play_sound (sound_find ("wand_poof"));
1755
1756 if (item->type == ROD)
1757 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1758 else
1759 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1760
1761 return;
1762 }
1763 }
1764
1765 if (cast_spell (op, item, dir, item->inv, NULL))
1766 {
1767 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1768 if (item->type == WAND)
1769 {
1770 if (!(--item->stats.food))
1771 {
1772 object *tmp;
1773
1774 if (item->arch)
1775 {
1776 CLEAR_FLAG (item, FLAG_ANIMATE);
1777 item->face = item->arch->face;
1778 item->set_speed (0);
1779 }
1780
1781 if (object *pl = item->visible_to ())
1782 esrv_update_item (UPD_ANIM, pl, item);
1783 }
1784 }
1785 else if (item->type == ROD || item->type == HORN)
1786 drain_rod_charge (item);
1787 }
1788 }
1789
1790 /* Received a fire command for the player - go and do it.
1791 */
1792 bool
1793 fire (object *op, int dir)
1794 {
1795 int spellcost = 0;
1796
1797 /* check for loss of invisiblity/hide */
1798 if (action_makes_visible (op))
1799 make_visible (op);
1800
1801 player *pl = op->contr;
1802
1803 if (pl->golem)
1804 {
1805 control_golem (op->contr->golem, dir);
1806 return false;
1807 }
1808
1809 object *ob = pl->ranged_ob;
1810
1811 if (!ob)
1812 return false;
1813
1814 if (!op->change_weapon (ob))
1815 return false;
1816
1817 if (op->speed_left > 0.f)
1818 --op->speed_left;
1819 else
1820 return false;
1821
1822 switch (ob->type)
1823 {
1824 case BOW:
1825 player_fire_bow (op, dir);
1826 break;
1827
1828 case SPELL:
1829 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1830 break;
1831
1832 case BUILDER:
1833 apply_map_builder (op, dir);
1834 break;
1835
1836 case SKILL:
1837 do_skill (op, op, ob, dir, 0);
1838 break;
1839
1840 default:
1841 fire_misc_object (op, dir);
1842 break;
1843 }
1844
1845 return true;
1846 }
1847
1848 /* find_key
1849 * We try to find a key for the door as passed. If we find a key
1850 * and successfully use it, we return the key, otherwise NULL
1851 * This function merges both normal and locked door, since the logic
1852 * for both is the same - just the specific key is different.
1853 * pl is the player,
1854 * inv is the objects inventory to searched
1855 * door is the door we are trying to match against.
1856 * This function can be called recursively to search containers.
1857 */
1858 object *
1859 find_key (object *pl, object *container, object *door)
1860 {
1861 object *tmp, *key;
1862
1863 /* Should not happen, but sanity checking is never bad */
1864 if (!container->inv)
1865 return 0;
1866
1867 /* First, lets try to find a key in the top level inventory */
1868 for (tmp = container->inv; tmp; tmp = tmp->below)
1869 {
1870 if (door->type == DOOR && tmp->type == KEY)
1871 break;
1872 /* For sanity, we should really check door type, but other stuff
1873 * (like containers) can be locked with special keys
1874 */
1875 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1876 break;
1877 }
1878
1879 /* No key found - lets search inventories now */
1880 /* If we find and use a key in an inventory, return at that time.
1881 * otherwise, if we search all the inventories and still don't find
1882 * a key, return
1883 */
1884 if (!tmp)
1885 {
1886 for (tmp = container->inv; tmp; tmp = tmp->below)
1887 {
1888 /* No reason to search empty containers */
1889 if (tmp->type == CONTAINER && tmp->inv)
1890 {
1891 if ((key = find_key (pl, tmp, door)))
1892 return key;
1893 }
1894 }
1895
1896 if (!tmp)
1897 return NULL;
1898 }
1899
1900 /* We get down here if we have found a key. Now if its in a container,
1901 * see if we actually want to use it
1902 */
1903 if (pl != container)
1904 {
1905 /* Only let players use keys in containers */
1906 if (!pl->contr)
1907 return NULL;
1908 /* cases where this fails:
1909 * If we only search the player inventory, return now since we
1910 * are not in the players inventory.
1911 * If the container is not active, return now since only active
1912 * containers can be used.
1913 * If we only search keyrings and the container does not have
1914 * a race/isn't a keyring.
1915 * No checking for all containers - to fall through past here,
1916 * inv must have been an container and must have been active.
1917 *
1918 * Change the color so that the message doesn't disappear with
1919 * all the others.
1920 */
1921 if (pl->contr->usekeys == key_inventory ||
1922 !QUERY_FLAG (container, FLAG_APPLIED) ||
1923 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1924 {
1925 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1926 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1927 return NULL;
1928 }
1929 }
1930
1931 return tmp;
1932 }
1933
1934 /* moved door processing out of move_player_attack.
1935 * returns 1 if player has opened the door with a key
1936 * such that the caller should not do anything more,
1937 * 0 otherwise
1938 */
1939 static int
1940 player_attack_door (object *op, object *door)
1941 {
1942 /* If its a door, try to find a key. If we do destroy the door,
1943 * might as well return immediately as there is nothing more to do -
1944 * otherwise, we fall through to the rest of the code.
1945 */
1946 object *key = find_key (op, op, door);
1947
1948 /* If we found a key, do some extra work */
1949 if (key)
1950 {
1951 object *container = key->env;
1952
1953 if (action_makes_visible (op))
1954 make_visible (op);
1955
1956 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1957 spring_trap (door->inv, op);
1958
1959 if (door->type == DOOR)
1960 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1961 else if (door->type == LOCKED_DOOR)
1962 {
1963 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1964 remove_door2 (door); /* remove door without violence ;-) */
1965 }
1966
1967 /* Do this after we print the message */
1968 key->decrease (); /* Use up one of the keys */
1969
1970 return 1; /* Nothing more to do below */
1971 }
1972 else if (door->type == LOCKED_DOOR)
1973 {
1974 /* Might as well return now - no other way to open this */
1975 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1976 return 1;
1977 }
1978
1979 return 0;
1980 }
1981
1982 /* This function is just part of a breakup from move_player.
1983 * It should keep the code cleaner.
1984 * When this is called, the players direction has been updated
1985 * (taking into account confusion.) The player is also actually
1986 * going to try and move (not fire weapons).
1987 */
1988 bool
1989 move_player_attack (object *op, int dir)
1990 {
1991 int on_battleground;
1992
1993 sint16 nx = freearr_x[dir] + op->x;
1994 sint16 ny = freearr_y[dir] + op->y;
1995
1996 on_battleground = op_on_battleground (op, 0, 0);
1997
1998 if (out_of_map (op->map, nx, ny))
1999 return false;
2000
2001 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2002 {
2003 --op->speed_left;
2004 return true;
2005 }
2006
2007 /* If braced, or can't move to the square, and it is not out of the
2008 * map, attack it. Note order of if statement is important - don't
2009 * want to be calling move_ob if braced, because move_ob will move the
2010 * player. This is a pretty nasty hack, because if we could
2011 * move to some space, it then means that if we are braced, we should
2012 * do nothing at all. As it is, if we are braced, we go through
2013 * quite a bit of processing. However, it probably is less than what
2014 * move_ob uses.
2015 */
2016 maptile *m = op->map->xy_find (nx, ny);
2017
2018 /* Go through all the objects, and find ones of interest. Only stop if
2019 * we find a monster - that is something we know we want to attack.
2020 * if its a door or barrel (can roll) see if there may be monsters
2021 * on the space
2022 */
2023 object *mon;
2024 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2025 {
2026 if ((mon->flag [FLAG_ALIVE]
2027 || mon->type == LOCKED_DOOR
2028 || mon->flag [FLAG_CAN_ROLL])
2029 && mon != op)
2030 break;
2031 }
2032
2033 if (!mon) /* This happens anytime the player tries to move */
2034 return false; /* into a wall */
2035
2036 mon = mon->head_ ();
2037
2038 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2039 if (op->contr->weapon_sp_left > 0.f)
2040 if (player_attack_door (op, mon))
2041 {
2042 --op->contr->weapon_sp_left;
2043 return true;
2044 }
2045
2046 /* The following deals with possibly attacking peaceful
2047 * or friendly creatures. Basically, all players are considered
2048 * unaggressive. If the moving player has peaceful set, then the
2049 * object should be pushed instead of attacked. It is assumed that
2050 * if you are braced, you will not attack friends accidently,
2051 * and thus will not push them.
2052 */
2053
2054 /* If the creature is a pet, push it even if the player is not
2055 * peaceful. Our assumption is the creature is a pet if the
2056 * player owns it and it is either friendly or unagressive.
2057 */
2058 if (op->type == PLAYER
2059 && ((mon->owner && mon->owner->contr
2060 && same_party (mon->owner->contr->party, op->contr->party))
2061 || mon->owner == op)
2062 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2063 {
2064 /* If we're braced, we don't want to switch places with it */
2065 if (op->contr->braced)
2066 return false;
2067
2068 if (op->speed_left > 0.f)
2069 {
2070 --op->speed_left;
2071
2072 op->play_sound (sound_find ("push_player"));
2073 push_ob (mon, dir, op);
2074
2075 if (op->contr->tmp_invis || op->hide)
2076 make_visible (op);
2077
2078 return true;
2079 }
2080 else
2081 return false;
2082 }
2083
2084 /* in certain circumstances, you shouldn't attack friendly
2085 * creatures. Note that if you are braced, you can't push
2086 * someone, but put it inside this loop so that you won't
2087 * attack them either.
2088 */
2089 if ((mon->type == PLAYER || mon->enemy != op)
2090 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2091 && ((op->contr->peaceful
2092 || (mon->type == PLAYER && mon->contr->peaceful))
2093 && !on_battleground))
2094 {
2095 if (op->speed_left > 0.f)
2096 {
2097 --op->speed_left;
2098
2099 if (!op->contr->braced)
2100 {
2101 op->play_sound (sound_find ("push_player"));
2102 push_ob (mon, dir, op);
2103 }
2104 else
2105 op->statusmsg ("You withhold your attack");
2106
2107 if (op->contr->tmp_invis || op->hide)
2108 make_visible (op);
2109
2110 return true;
2111 }
2112 }
2113 /* If the object is a boulder or other rollable object, then
2114 * roll it if not braced. You can't roll it if you are braced.
2115 */
2116 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2117 {
2118 if (op->speed_left > 0.f)
2119 {
2120 --op->speed_left;
2121
2122 recursive_roll (mon, dir, op);
2123 if (action_makes_visible (op))
2124 make_visible (op);
2125
2126 return true;
2127 }
2128 }
2129 /* Any generic living creature. Including things like doors.
2130 * Way it works is like this: First, it must have some hit points
2131 * and be living. Then, it must be one of the following:
2132 * 1) Not a player, 2) A player, but of a different party. Note
2133 * that party_number -1 is no party, so attacks can still happen.
2134 */
2135 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2136 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2137 {
2138 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2139 {
2140 --op->contr->weapon_sp_left;
2141
2142 skill_attack (mon, op, 0, 0, 0);
2143
2144 if (action_makes_visible (op))
2145 make_visible (op);
2146
2147 return true;
2148 }
2149 }
2150
2151 return false;
2152 }
2153
2154 bool
2155 move_player (object *op, int dir)
2156 {
2157 int pick;
2158
2159 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2160 return 0;
2161
2162 /* Sanity check: make sure dir is valid */
2163 if ((dir < 0) || (dir >= 9))
2164 {
2165 LOG (llevError, "move_player: invalid direction %d\n", dir);
2166 return 0;
2167 }
2168
2169 /* peterm: added following line */
2170 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2171 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2172
2173 op->facing = dir;
2174
2175 if (op->hide)
2176 do_hidden_move (op);
2177
2178 bool retval;
2179
2180 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2181 retval = RESULT_INT (0);
2182 else if (op->contr->fire_on)
2183 retval = fire (op, dir);
2184 else
2185 {
2186 retval = move_player_attack (op, dir);
2187 pick = check_pick (op);
2188 }
2189
2190 /* Add special check for newcs players and fire on - this way, the
2191 * server can handle repeat firing.
2192 */
2193 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2194 op->direction = dir;
2195 else
2196 op->direction = 0;
2197
2198 /* Update how the player looks. Use the facing, so direction may
2199 * get reset to zero. This allows for full animation capabilities
2200 * for players.
2201 */
2202 animate_object (op, op->facing);
2203
2204 return retval;
2205 }
2206
2207 /* This is similar to handle_player, below, but is only used by the
2208 * new client/server stuff.
2209 * This is sort of special, in that the new client/server actually uses
2210 * the new speed values for commands.
2211 *
2212 * Returns true if there are more actions we can do. Should not do
2213 * many actions in a row, as that would be too unfair to other
2214 * players.
2215 */
2216 bool
2217 handle_newcs_player (object *op)
2218 {
2219 if (QUERY_FLAG (op, FLAG_SCARED))
2220 {
2221 if (op->speed_left > 0.f)
2222 {
2223 --op->speed_left;
2224 flee_player (op);
2225
2226 return true;
2227 }
2228 else
2229 return false;
2230 }
2231
2232 /* call this here - we also will call this in do_ericserver, but
2233 * the players time has been increased when doericserver has been
2234 * called, so we recheck it here.
2235 */
2236 if (op->contr->ns->handle_command ())
2237 return true;
2238
2239 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2240 return move_player (op, op->direction);
2241
2242 return false;
2243 }
2244
2245 int
2246 save_life (object *op)
2247 {
2248 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2249 return 0;
2250
2251 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2252 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2253 {
2254 op->play_sound (sound_find ("ob_evaporate"));
2255 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2256
2257 tmp->destroy ();
2258 CLEAR_FLAG (op, FLAG_LIFESAVE);
2259
2260 if (op->stats.hp < 0)
2261 op->stats.hp = op->stats.maxhp;
2262
2263 if (op->stats.food < 0)
2264 op->stats.food = 999;
2265
2266 op->update_stats ();
2267 return 1;
2268 }
2269
2270 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2271 CLEAR_FLAG (op, FLAG_LIFESAVE);
2272 enter_player_savebed (op); /* bring him home. */
2273 return 0;
2274 }
2275
2276 /* This goes throws the inventory and removes unpaid objects, and puts them
2277 * back in the map (location and map determined by values of env). This
2278 * function will descend into containers. op is the object to start the search
2279 * from.
2280 */
2281 static void
2282 drop_unpaid_items (object *op, object *env)
2283 {
2284 while (op)
2285 {
2286 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2287
2288 if (QUERY_FLAG (op, FLAG_UNPAID))
2289 op->insert_at (env);
2290 else if (op->inv)
2291 drop_unpaid_items (op->inv, env);
2292
2293 op = next;
2294 }
2295 }
2296
2297 void
2298 object::drop_unpaid_items ()
2299 {
2300 if (!flag [FLAG_REMOVED])
2301 ::drop_unpaid_items (inv, this);
2302 }
2303
2304 /*
2305 * Returns pointer a static string containing gravestone text
2306 * Moved from apply.c to player.c - player.c is what
2307 * actually uses this function. player.c may not be quite the
2308 * best, a misc file for object actions is probably better,
2309 * but there isn't one in the server directory.
2310 */
2311 const char *
2312 gravestone_text (object *op)
2313 {
2314 static dynbuf_text buf;
2315
2316 buf << "---- R.I.P. ----\n\n"
2317 << op->name;
2318
2319 if (op->type == PLAYER)
2320 buf << " the " << op->contr->title;
2321
2322 buf << "\n\n";
2323
2324 buf << "who was level ";
2325 buf << (sint32)op->level << "\n\n" // OO breakdown
2326 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2327
2328 if (op->type == PLAYER)
2329 buf << "by " << op->contr->killer_name () << ".\n\n";
2330
2331 {
2332 static char buf2[128];
2333 time_t now = time (NULL);
2334 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2335 buf << buf2;
2336 }
2337
2338 return buf;
2339 }
2340
2341 void
2342 do_some_living (object *op)
2343 {
2344 int last_food = op->stats.food;
2345 int gen_hp, gen_sp, gen_grace;
2346 int over_hp, over_sp, over_grace;
2347 int i;
2348 int rate_hp = 1200;
2349 int rate_sp = 2500;
2350 int rate_grace = 2000;
2351 const int max_hp = 1;
2352 const int max_sp = 1;
2353 const int max_grace = 1;
2354
2355 if (op->contr->hidden)
2356 {
2357 op->invisible = 1000;
2358 /* the socket code flashes the player visible/invisible
2359 * depending on the value of invisible, so we need to
2360 * alternate it here for it to work correctly.
2361 */
2362 if (pticks & 2)
2363 op->invisible--;
2364 }
2365 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2366 {
2367 if (!op->invisible--)
2368 {
2369 make_visible (op);
2370 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2371 }
2372 }
2373
2374 if (op->contr->ns->state == ST_PLAYING)
2375 {
2376 /* these next three if clauses make it possible to SLOW DOWN
2377 hp/grace/spellpoint regeneration. */
2378 if (op->contr->gen_hp >= 0)
2379 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2380 else
2381 {
2382 gen_hp = op->stats.maxhp;
2383 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2384 }
2385
2386 if (op->contr->gen_sp >= 0)
2387 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2388 else
2389 {
2390 gen_sp = op->stats.maxsp;
2391 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2392 }
2393
2394 if (op->contr->gen_grace >= 0)
2395 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2396 else
2397 {
2398 gen_grace = op->stats.maxgrace;
2399 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2400 }
2401
2402 /* Regenerate Grace */
2403 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2404 if (--op->last_grace < 0)
2405 {
2406 if (op->stats.grace < op->stats.maxgrace / 2)
2407 op->stats.grace++; /* no penalty in food for regaining grace */
2408
2409 if (max_grace > 1)
2410 {
2411 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2412 if (over_grace > 0)
2413 {
2414 op->stats.sp += over_grace
2415 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2416 op->last_grace = 0;
2417 }
2418 else
2419 {
2420 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2421 }
2422 }
2423 else
2424 {
2425 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2426 }
2427 /* wearing stuff doesn't detract from grace generation. */
2428 }
2429
2430 if (op->stats.food > 0)
2431 {
2432 /* Regenerate Spell Points */
2433 if (!op->contr->golem && --op->last_sp < 0)
2434 {
2435 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2436
2437 if (op->stats.sp < op->stats.maxsp)
2438 {
2439 op->stats.sp++;
2440
2441 /* dms do not consume food */
2442 if (!QUERY_FLAG (op, FLAG_WIZ))
2443 {
2444 op->stats.food--;
2445
2446 if (op->contr->digestion < 0)
2447 op->stats.food += op->contr->digestion;
2448 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food = last_food;
2450 }
2451 }
2452
2453 if (max_sp > 1)
2454 {
2455 over_sp = (gen_sp + 10) / rate_sp;
2456 if (over_sp > 0)
2457 {
2458 if (op->stats.sp < op->stats.maxsp)
2459 {
2460 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2461
2462 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2463 op->stats.sp--;
2464
2465 if (op->stats.sp > op->stats.maxsp)
2466 op->stats.sp = op->stats.maxsp;
2467 }
2468
2469 op->last_sp = 0;
2470 }
2471 else
2472 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2473 }
2474 else
2475 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2476 }
2477
2478 /* Regenerate Hit Points */
2479 if (--op->last_heal < 0)
2480 {
2481 if (op->stats.hp < op->stats.maxhp)
2482 {
2483 op->stats.hp++;
2484
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 {
2488 op->stats.food--;
2489
2490 if (op->contr->digestion < 0)
2491 op->stats.food += op->contr->digestion;
2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food = last_food;
2494 }
2495 }
2496
2497 if (max_hp > 1)
2498 {
2499 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2500
2501 if (over_hp > 0)
2502 {
2503 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2504 op->last_heal = 0;
2505 }
2506 else
2507 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2508 }
2509 else
2510 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2511 }
2512 }
2513
2514 /* Digestion */
2515 if (--op->last_eat < 0)
2516 {
2517 int bonus = max (0, op->contr->digestion),
2518 penalty = max (0, -op->contr->digestion);
2519
2520 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2521
2522 /* dms do not consume food */
2523 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--;
2525 }
2526
2527 if (op->stats.food < 0 && op->stats.hp >= 0)
2528 {
2529 object *flesh = 0;
2530
2531 for_inv_removable (op, tmp)
2532 {
2533 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2534 continue;
2535
2536 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2537 {
2538 op->statusmsg ("You blindly grab for a bite of food. "
2539 "H<To prevent you from starving, you ate some random item from your backpack.>");
2540 manual_apply (op, tmp, 0);
2541
2542 if (op->stats.food >= 0 || op->stats.hp < 0)
2543 break;
2544 }
2545 else if (tmp->type == FLESH)
2546 flesh = tmp;
2547 }
2548
2549 /* If player is still starving, it means they don't have any food, so
2550 * eat flesh instead.
2551 */
2552 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2553 {
2554 op->statusmsg ("You blindly grab for a bite of food. "
2555 "H<To prevent you from starving, you ate some random item from your backpack.>");
2556 manual_apply (op, flesh, 0);
2557 }
2558
2559 // If player is still starving, alert him!
2560 if (op->stats.food < 0)
2561 op->failmsg ("You are starving! "
2562 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2563 }
2564
2565 if (op->stats.food < 0)
2566 {
2567 op->stats.hp += op->stats.food;
2568 op->stats.food = 0;
2569
2570 if (op->stats.hp < 0)
2571 {
2572 op->contr->killer = archetype::get ("killer_starvation");
2573 op->contr->killer->destroy ();
2574 }
2575 }
2576
2577 /* killer should be set here already */
2578 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2579 kill_player (op);
2580 }
2581 }
2582
2583 /* If the player should die (lack of hp, food, etc), we call this.
2584 * op is the player in jeopardy. If the player can not be saved (not
2585 * permadeath, no lifesave), this will take care of removing the player
2586 * file.
2587 */
2588 void
2589 kill_player (object *op)
2590 {
2591 int x, y;
2592 char buf[MAX_BUF];
2593 maptile *map; /* this is for resurrection */
2594 int will_kill_again;
2595 archetype *at;
2596 object *tmp;
2597
2598 if (save_life (op))
2599 return;
2600
2601 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2602 * in cities ONLY!!! It is very important that this doesn't get abused.
2603 * Look at op_on_battleground() for more info --AndreasV
2604 */
2605 if (op_on_battleground (op, &x, &y))
2606 {
2607 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2609
2610 /* restore player */
2611 at = archetype::find ("poisoning");
2612 if (object *tmp = present_arch_in_ob (at, op))
2613 {
2614 tmp->destroy ();
2615 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2616 }
2617
2618 at = archetype::find ("confusion");
2619 if (object *tmp = present_arch_in_ob (at, op))
2620 {
2621 tmp->destroy ();
2622 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2623 }
2624
2625 cure_disease (op, 0, 0); /* remove any disease */
2626 op->stats.hp = op->stats.maxhp;
2627 if (op->stats.food <= 0)
2628 op->stats.food = 999;
2629
2630 /* create a bodypart-trophy to make the winner happy */
2631 if (object *tmp = arch_to_object (archetype::find ("finger")))
2632 {
2633 tmp->name = format ("%s's finger" , &op->name);
2634 tmp->name_pl = format ("%s's fingers", &op->name);
2635 tmp->msg = format (
2636 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2637 &op->name, op->contr->title,
2638 (int)op->level,
2639 op->contr->killer_name ()
2640 );
2641 tmp->value = 0, tmp->type = 0;
2642 tmp->materialname = "organics";
2643 tmp->insert_at (op, tmp);
2644 }
2645
2646 /* teleport defeated player to new destination */
2647 transfer_ob (op, x, y, 0, NULL);
2648 op->contr->braced = 0;
2649 return;
2650 }
2651
2652 INVOKE_PLAYER (DEATH, op->contr);
2653
2654 command_kill_pets (op, 0);
2655
2656 op->contr->play_sound (sound_find ("player_dies"));
2657
2658 /* save the map location for corpse, gravestone */
2659 x = op->x;
2660 y = op->y;
2661 map = op->map;
2662
2663 /* NOT_PERMADEATH code. This basically brings the character back to
2664 * life if they are dead - it takes some exp and a random stat.
2665 * See the config.h file for a little more in depth detail about this.
2666 */
2667
2668 /* Basically two ways to go - remove a stat permanently, or just
2669 * make it depletion. This bunch of code deals with that aspect
2670 * of death.
2671 */
2672 #ifndef COZY_SERVER
2673 if (settings.balanced_stat_loss)
2674 {
2675 /* If stat loss is permanent, lose one stat only. */
2676 /* Lower level chars don't lose as many stats because they suffer
2677 more if they do. */
2678 /* Higher level characters can afford things such as potions of
2679 restoration, or better, stat potions. So we slug them that
2680 little bit harder. */
2681 /* GD */
2682 if (settings.stat_loss_on_death)
2683 num_stats_lose = 1;
2684 else
2685 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2686 }
2687 else
2688 num_stats_lose = 1;
2689
2690 lost_a_stat = 0;
2691
2692 for (z = 0; z < num_stats_lose; z++)
2693 {
2694 i = RANDOM () % NUM_STATS;
2695
2696 if (settings.stat_loss_on_death)
2697 {
2698 /* Pick a random stat and take a point off it. Tell the player
2699 * what he lost.
2700 */
2701 change_attr_value (&(op->stats), i, -1);
2702 check_stat_bounds (&(op->stats));
2703 change_attr_value (&(op->contr->orig_stats), i, -1);
2704 check_stat_bounds (&(op->contr->orig_stats));
2705 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2706 lost_a_stat = 1;
2707 }
2708 else
2709 {
2710 /* deplete a stat */
2711 archetype *deparch = archetype::find ("depletion");
2712 object *dep;
2713
2714 dep = present_arch_in_ob (deparch, op);
2715 if (!dep)
2716 {
2717 dep = arch_to_object (deparch);
2718 insert_ob_in_ob (dep, op);
2719 }
2720 lose_this_stat = 1;
2721 if (settings.balanced_stat_loss)
2722 {
2723 /* GD */
2724 /* Get the stat that we're about to deplete. */
2725 this_stat = get_attr_value (&(dep->stats), i);
2726 if (this_stat < 0)
2727 {
2728 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2729 int keep_chance = this_stat * this_stat;
2730
2731 /* Yes, I am paranoid. Sue me. */
2732 if (keep_chance < 1)
2733 keep_chance = 1;
2734
2735 /* There is a maximum depletion total per level. */
2736 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2737 {
2738 lose_this_stat = 0;
2739 /* Take loss chance vs keep chance to see if we
2740 retain the stat. */
2741 }
2742 else
2743 {
2744 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2745 lose_this_stat = 0;
2746 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2747 this_stat, keep_chance, loss_chance,
2748 lose_this_stat?"LOSE":"KEEP"); */
2749 }
2750 }
2751 }
2752
2753 if (lose_this_stat)
2754 {
2755 this_stat = get_attr_value (&(dep->stats), i);
2756 /* We could try to do something clever like find another
2757 * stat to reduce if this fails. But chances are, if
2758 * stats have been depleted to -50, all are pretty low
2759 * and should be roughly the same, so it shouldn't make a
2760 * difference.
2761 */
2762 if (this_stat >= -50)
2763 {
2764 change_attr_value (&(dep->stats), i, -1);
2765 SET_FLAG (dep, FLAG_APPLIED);
2766 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2767 op->update_stats ();
2768 lost_a_stat = 1;
2769 }
2770 }
2771 }
2772 }
2773
2774 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat)
2776 {
2777 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */
2779 const char *god = determine_god (op);
2780
2781 if (god && (strcmp (god, "none")))
2782 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2783 else
2784 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2785 }
2786 #else
2787 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2788 #endif
2789
2790 /* Put a gravestone up where the character 'almost' died. List the
2791 * exp loss on the stone.
2792 */
2793 tmp = arch_to_object (archetype::find ("gravestone"));
2794 tmp->name = format ("%s's gravestone", &op->name);
2795 tmp->name_pl = format ("%s's gravestones", &op->name);
2796 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2797 &op->name, op->contr->title, op->contr->killer_name ());
2798 tmp->x = op->x, tmp->y = op->y;
2799 insert_ob_in_map (tmp, op->map, NULL, 0);
2800
2801 /**************************************/
2802 /* */
2803 /* Subtract the experience points, */
2804 /* if we died cause of food, give us */
2805 /* food, and reset HP's... */
2806 /* */
2807 /**************************************/
2808
2809 /* remove any poisoning and confusion the character may be suffering. */
2810 /* restore player */
2811 at = archetype::find ("poisoning");
2812 tmp = present_arch_in_ob (at, op);
2813
2814 if (tmp)
2815 {
2816 tmp->destroy ();
2817 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2818 }
2819
2820 at = archetype::find ("confusion");
2821 tmp = present_arch_in_ob (at, op);
2822 if (tmp)
2823 {
2824 tmp->destroy ();
2825 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2826 }
2827
2828 cure_disease (op, 0, 0); /* remove any disease */
2829
2830 // remove all spell effects that are active
2831 // to avoid long-term effects such as word-of-recall
2832 for (object *item = op->inv; item; )
2833 {
2834 object *next = item->below;
2835
2836 if (item->type == SPELL_EFFECT && item->active)
2837 item->destroy ();
2838
2839 item = next;
2840 }
2841
2842 /*add_exp(op, (op->stats.exp * -0.20)); */
2843 apply_death_exp_penalty (op);
2844
2845 if (op->stats.food < 100)
2846 op->stats.food = 900;
2847
2848 op->stats.hp = op->stats.maxhp;
2849 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2850 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2851
2852 /*
2853 * Check to see if the player has any unpaid items. If so, remove them
2854 * and put them back in the map.
2855 */
2856 op->drop_unpaid_items ();
2857
2858 /****************************************/
2859 /* */
2860 /* Move player to his current respawn- */
2861 /* position (usually last savebed) */
2862 /* */
2863 /****************************************/
2864
2865 enter_player_savebed (op);
2866
2867 op->contr->braced = 0;
2868
2869 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player.
2873 */
2874 will_kill_again = 0;
2875 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again |= tmp->attacktype;
2878
2879 if (will_kill_again)
2880 {
2881 object *force;
2882 int at;
2883
2884 force = get_archetype (FORCE_NAME);
2885 /* 50 ticks should be enough time for the spell to abate */
2886 force->speed = 0.1f;
2887 force->speed_left = -5.f;
2888 SET_FLAG (force, FLAG_APPLIED);
2889 for (at = 0; at < NROFATTACKS; at++)
2890 if (will_kill_again & (1 << at))
2891 force->resist[at] = 100;
2892
2893 insert_ob_in_ob (force, op);
2894 op->update_stats ();
2895 }
2896
2897 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2898 }
2899
2900 void
2901 loot_object (object *op)
2902 { /* Grab and destroy some treasure */
2903 object *tmp, *tmp2, *next;
2904
2905 op->close_container (); /* close open sack first */
2906
2907 for (tmp = op->inv; tmp; tmp = next)
2908 {
2909 next = tmp->below;
2910
2911 if (tmp->invisible)
2912 continue;
2913
2914 tmp->remove ();
2915 tmp->x = op->x, tmp->y = op->y;
2916
2917 if (tmp->type == CONTAINER)
2918 loot_object (tmp); /* empty container to ground */
2919
2920 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2921 {
2922 if (tmp->nrof > 1)
2923 {
2924 tmp->decrease (rndm (1, tmp->nrof - 1));
2925 insert_ob_in_map (tmp, op->map, NULL, 0);
2926 }
2927 else
2928 tmp->destroy ();
2929 }
2930 else
2931 insert_ob_in_map (tmp, op->map, NULL, 0);
2932 }
2933 }
2934
2935 /*
2936 * fix_weight(): Check recursively the weight of all players, and fix
2937 * what needs to be fixed. Refresh windows and fix speed if anything
2938 * was changed.
2939 */
2940 void
2941 fix_weight (void)
2942 {
2943 for_all_players (pl)
2944 {
2945 sint32 old = pl->ob->carrying;
2946
2947 pl->ob->update_weight ();
2948
2949 if (old != pl->ob->carrying)
2950 {
2951 pl->ob->update_stats ();
2952 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2953 }
2954 }
2955 }
2956
2957 void
2958 fix_luck (void)
2959 {
2960 for_all_players (pl)
2961 if (!pl->ob->contr->ns->state)
2962 pl->ob->change_luck (0);
2963 }
2964
2965 /* cast_dust() - handles op throwing objects of type 'DUST'.
2966 * This is much simpler in the new spell code - we basically
2967 * just treat this as any other spell casting object.
2968 */
2969 void
2970 cast_dust (object *op, object *throw_ob, int dir)
2971 {
2972 object *skop, *spob;
2973
2974 skop = find_skill_by_name (op, throw_ob->skill);
2975
2976 /* casting POTION 'dusts' is really a use_magic_item skill */
2977 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2978 {
2979 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2980 return;
2981 }
2982
2983 spob = throw_ob->inv;
2984
2985 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2986 // not pass NULL to cast_spell (which did indeed check itself, but
2987 // errors should be reported as early as possible IMHO)
2988 if (!spob)
2989 {
2990 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2991 return;
2992 }
2993
2994 if (op->type == PLAYER)
2995 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2996
2997 cast_spell (op, throw_ob, dir, spob, NULL);
2998
2999 throw_ob->destroy ();
3000 }
3001
3002 void
3003 make_visible (object *op)
3004 {
3005 op->hide = 0;
3006 op->invisible = 0;
3007
3008 if (op->type == PLAYER)
3009 {
3010 op->contr->tmp_invis = 0;
3011 op->contr->invis_race = 0;
3012 }
3013
3014 update_object (op, UP_OBJ_CHANGE);
3015 }
3016
3017 int
3018 is_true_undead (object *op)
3019 {
3020 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3021 return 1;
3022
3023 return 0;
3024 }
3025
3026 /* look at the surrounding terrain to determine
3027 * the hideability of this object. Positive levels
3028 * indicate greater hideability.
3029 */
3030 int
3031 hideability (object *ob)
3032 {
3033 int i, level = 0, mflag;
3034 sint16 x, y;
3035
3036 if (!ob || !ob->map)
3037 return 0;
3038
3039 /* so, on normal lighted maps, its hard to hide */
3040 level = ob->map->darkness - 2;
3041
3042 /* this also picks up whether the object is glowing.
3043 * If you carry a light on a non-dark map, its not
3044 * as bad as carrying a light on a pitch dark map */
3045 if (has_carried_lights (ob))
3046 level = -(10 + (2 * ob->map->darkness));
3047
3048 /* scan through all nearby squares for terrain to hide in */
3049 for (i = 0, x = ob->x, y = ob->y;
3050 i <= SIZEOFFREE1;
3051 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3052 {
3053 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3054 if (mflag & P_OUT_OF_MAP)
3055 continue;
3056
3057 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3058 level += 2;
3059 else /* open terrain! */
3060 level -= 1;
3061 }
3062
3063 #if 0
3064 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3065 #endif
3066 return level;
3067 }
3068
3069 /* For Hidden creatures - a chance of becoming 'unhidden'
3070 * every time they move - as we subtract off 'invisibility'
3071 * AND, for players, if they move into a ridiculously unhideable
3072 * spot (surrounded by clear terrain in broad daylight). -b.t.
3073 */
3074 void
3075 do_hidden_move (object *op)
3076 {
3077 int hide = 0;
3078
3079 if (!op || !op->map)
3080 return;
3081
3082 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3083 int num = random_roll (0, 19, op, PREFER_LOW);
3084
3085 /* its *extremely* hard to run and sneak/hide at the same time! */
3086 if (op->type == PLAYER && op->contr->run_on)
3087 if (!skop || num >= skop->level)
3088 {
3089 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3090 make_visible (op);
3091 return;
3092 }
3093 else
3094 num += 20;
3095
3096 num += op->map->difficulty;
3097 hide = hideability (op); /* modify by terrain hidden level */
3098 num -= hide;
3099
3100 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3101 {
3102 make_visible (op);
3103
3104 if (op->type == PLAYER)
3105 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3106 }
3107 else if (op->type == PLAYER && skop)
3108 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3109 }
3110
3111 /* determine if who is standing near a hostile creature. */
3112
3113 int
3114 stand_near_hostile (object *who)
3115 {
3116 object *tmp = NULL;
3117 int i, friendly = 0, player = 0, mflags;
3118 maptile *m;
3119 sint16 x, y;
3120
3121 if (!who)
3122 return 0;
3123
3124 if (who->type == PLAYER)
3125 player = 1;
3126
3127 else
3128 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3129
3130 /* search adjacent squares */
3131 for (i = 1; i < 9; i++)
3132 {
3133 x = who->x + freearr_x[i];
3134 y = who->y + freearr_y[i];
3135 m = who->map;
3136 mflags = get_map_flags (m, &m, x, y, &x, &y);
3137 /* space must be blocked if there is a monster. If not
3138 * blocked, don't need to check this space.
3139 */
3140 if (mflags & P_OUT_OF_MAP)
3141 continue;
3142 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3143 continue;
3144
3145 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3146 {
3147 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3148 return 1;
3149 else if (tmp->type == PLAYER)
3150 {
3151 /*don't let a hidden DM prevent you from hiding */
3152 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3153 return 1;
3154 }
3155 }
3156 }
3157 return 0;
3158 }
3159
3160 /* check the player los field for viewability of the
3161 * object op. This function works fine for monsters,
3162 * but we dont worry if the object isnt the top one in
3163 * a pile (say a coin under a table would return "viewable"
3164 * by this routine). Another question, should we be
3165 * concerned with the direction the player is looking
3166 * in? Realistically, most of us can't see stuff behind
3167 * our backs...on the other hand, does the "facing" direction
3168 * imply the way your head, or body is facing? It's possible
3169 * for them to differ. Sigh, this fctn could get a bit more complex.
3170 * -b.t.
3171 * This function is now map tiling safe.
3172 */
3173 int
3174 player_can_view (object *pl, object *op)
3175 {
3176 rv_vector rv;
3177 int dx, dy;
3178
3179 if (pl->type != PLAYER)
3180 {
3181 LOG (llevError, "player_can_view() called for non-player object\n");
3182 return -1;
3183 }
3184
3185 if (!pl || !op)
3186 return 0;
3187
3188 op = op->head_ ();
3189
3190 get_rangevector (pl, op, &rv, 0x1);
3191
3192 /* starting with the 'head' part, lets loop
3193 * through the object and find if it has any
3194 * part that is in the los array but isn't on
3195 * a blocked los square.
3196 * we use the archetype to figure out offsets.
3197 */
3198 while (op)
3199 {
3200 dx = rv.distance_x + op->arch->x;
3201 dy = rv.distance_y + op->arch->y;
3202
3203 /* only the viewable area the player sees is updated by LOS
3204 * code, so we need to restrict ourselves to that range of values
3205 * for any meaningful values.
3206 */
3207 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3208 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3209 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3210 return 1;
3211
3212 op = op->more;
3213 }
3214
3215 return 0;
3216 }
3217
3218 /* routine for both players and monsters. We call this when
3219 * there is a possibility for our action distrubing our hiding
3220 * place or invisiblity spell. Artefact invisiblity is not
3221 * effected by this. If we arent invisible to begin with, we
3222 * return 0.
3223 */
3224 int
3225 action_makes_visible (object *op)
3226 {
3227 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3228 {
3229 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3230 return 0;
3231
3232 if (op->contr && op->contr->tmp_invis == 0)
3233 return 0;
3234
3235 /* If monsters, they should become visible */
3236 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3237 {
3238 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3239 return 1;
3240 }
3241 }
3242
3243 return 0;
3244 }
3245
3246 /* op_on_battleground - checks if the given object op (usually
3247 * a player) is standing on a valid battleground-tile,
3248 * function returns TRUE/FALSE. If true x, y returns the battleground
3249 * -exit-coord. (and if x, y not NULL)
3250 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3251 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3252 * Default is to do the same as before, so only people wanting to have different points need worry about this
3253 */
3254 int
3255 op_on_battleground (object *op, int *x, int *y)
3256 {
3257 /* A battleground-tile needs the following attributes to be valid:
3258 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3259 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3260 * and the exit-coordinates sp/hp must both be > 0.
3261 * => The intention here is to prevent abuse of the battleground-
3262 * feature (like pickable or hidden battleground tiles). */
3263 for (object *tmp = op->below; tmp; tmp = tmp->below)
3264 {
3265 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3266 {
3267 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3268 && tmp->type == BATTLEGROUND
3269 && tmp->name == shstr_battleground
3270 && EXIT_X (tmp) && EXIT_Y (tmp))
3271 {
3272 /* before we assign the exit, check if this is a teambattle */
3273 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3274 {
3275 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3276 {
3277 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3278 {
3279 if (x && y)
3280 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3281
3282 return 1;
3283 }
3284 }
3285 }
3286
3287 if (x && y)
3288 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3289
3290 return 1;
3291 }
3292 }
3293 }
3294
3295 /* If we got here, did not find a battleground */
3296 return 0;
3297 }
3298
3299 /*
3300 * When a dragon-player gains a new stage of evolution,
3301 * he gets some treasure
3302 *
3303 * attributes:
3304 * object *who the dragon player
3305 * int atnr the attack-number of the ability focus
3306 * int level ability level
3307 */
3308 void
3309 dragon_ability_gain (object *who, int atnr, int level)
3310 {
3311 treasurelist *trlist = NULL; /* treasurelist */
3312 treasure *tr; /* treasure */
3313 object *tmp, *skop; /* tmp. object */
3314 object *item; /* treasure object */
3315 char buf[MAX_BUF]; /* tmp. string buffer */
3316 int i = 0, j = 0;
3317
3318 /* get the appropriate treasurelist */
3319 if (atnr == ATNR_FIRE)
3320 trlist = treasurelist::find (shstr_dragon_ability_fire);
3321 else if (atnr == ATNR_COLD)
3322 trlist = treasurelist::find (shstr_dragon_ability_cold);
3323 else if (atnr == ATNR_ELECTRICITY)
3324 trlist = treasurelist::find (shstr_dragon_ability_elec);
3325 else if (atnr == ATNR_POISON)
3326 trlist = treasurelist::find (shstr_dragon_ability_poison);
3327
3328 if (trlist == NULL || who->type != PLAYER)
3329 return;
3330
3331 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3332
3333 if (!tr || !tr->item)
3334 {
3335 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3336 return;
3337 }
3338
3339 /* everything seems okay - now bring on the gift: */
3340 item = tr->item;
3341
3342 if (item->type == SPELL)
3343 {
3344 if (check_spell_known (who, item->name))
3345 return;
3346
3347 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3348 do_learn_spell (who, item, 0);
3349 return;
3350 }
3351
3352 /* grant direct spell */
3353 if (item->type == SPELLBOOK)
3354 {
3355 if (!item->inv)
3356 {
3357 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3358 return;
3359 }
3360 if (check_spell_known (who, item->inv->name))
3361 return;
3362 if (item->invisible)
3363 {
3364 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3365 do_learn_spell (who, item->inv, 0);
3366 return;
3367 }
3368 }
3369 else if (item->type == SKILL_TOOL && item->invisible)
3370 {
3371 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3372 {
3373
3374 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3375 * in this way, if the player is missing any of the attacktypes, he gets
3376 * them. As it is now, if the player has any that match the granted skill,
3377 * but not all of them, he gets nothing.
3378 */
3379 if (!(skop->attacktype & item->attacktype))
3380 {
3381 /* Give new attacktype */
3382 skop->attacktype |= item->attacktype;
3383
3384 /* always add physical if there's none */
3385 skop->attacktype |= AT_PHYSICAL;
3386
3387 if (item->msg != NULL)
3388 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3389
3390 /* Give player new face */
3391 if (item->animation_id)
3392 {
3393 who->face = skop->face;
3394 who->animation_id = item->animation_id;
3395 who->anim_speed = item->anim_speed;
3396 who->last_anim = 0;
3397 who->state = 0;
3398 animate_object (who, who->direction);
3399 }
3400 }
3401 }
3402 }
3403 else if (item->type == FORCE)
3404 {
3405 /* forces in the treasurelist can alter the player's stats */
3406 object *skin;
3407
3408 /* first get the dragon skin force */
3409 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3410 ;
3411
3412 if (!skin)
3413 return;
3414
3415 /* adding new spellpath attunements */
3416 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3417 {
3418 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3419
3420 /* print message */
3421 sprintf (buf, "You feel attuned to ");
3422 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3423 {
3424 if (item->path_attuned & (1 << i))
3425 {
3426 if (j)
3427 strcat (buf, " and ");
3428 else
3429 j = 1;
3430 strcat (buf, spellpathnames[i]);
3431 }
3432 }
3433 strcat (buf, ".");
3434 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3435 }
3436
3437 /* evtl. adding flags: */
3438 if (QUERY_FLAG (item, FLAG_XRAYS))
3439 SET_FLAG (skin, FLAG_XRAYS);
3440 if (QUERY_FLAG (item, FLAG_STEALTH))
3441 SET_FLAG (skin, FLAG_STEALTH);
3442 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3443 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3444
3445 /* print message if there is one */
3446 if (item->msg != NULL)
3447 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3448 }
3449 else
3450 {
3451 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item);
3453 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3454 who->insert (tmp);
3455 }
3456 }
3457
3458 /**
3459 * Unready an object for a player. This function does nothing if the object was
3460 * not readied.
3461 */
3462 void
3463 player_unready_range_ob (player *pl, object *ob)
3464 {
3465 if (pl->ob->current_weapon == ob)
3466 pl->ob->current_weapon = 0;
3467
3468 if (pl->combat_ob == ob)
3469 pl->combat_ob = 0;
3470
3471 if (pl->ranged_ob == ob)
3472 pl->ranged_ob = 0;
3473 }
3474
3475 sint8
3476 player::visibility_at (maptile *map, int x, int y) const
3477 {
3478 if (!ns)
3479 return 0;
3480
3481 int dx, dy;
3482 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3483 return 0;
3484
3485 x += dx - ns->current_x + ns->mapx / 2;
3486 y += dy - ns->current_y + ns->mapy / 2;
3487
3488 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3489 return 0;
3490
3491 return 100 - blocked_los [x][y];
3492 }
3493
3494 void
3495 player::infobox (const char *title, const char *msg, int color)
3496 {
3497 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3498 }
3499
3500 void
3501 player::statusmsg (const char *msg, int color)
3502 {
3503 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3504 }
3505
3506 void
3507 player::failmsg (const char *msg, int color)
3508 {
3509 play_sound (sound_find ("generic_failure"));
3510 statusmsg (msg, color);
3511 }
3512