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Revision: 1.206
Committed: Mon Sep 29 10:20:49 2008 UTC (15 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.205: +15 -14 lines
Log Message:
do the same everywhere else

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 (true);
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 (true);
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 (true);
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 (true);
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 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1584 arrow->destroy (true);
1585 return 0;
1586 }
1587
1588 left = arrow; /* these are arrows left to the player */
1589 arrow = arrow->split ();
1590 if (!arrow)
1591 {
1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1593 return 0;
1594 }
1595
1596 arrow->set_owner (op);
1597 arrow->skill = bow->skill;
1598 arrow->direction = dir;
1599
1600 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1601 arrow->stats.hp = arrow->stats.dam;
1602 arrow->stats.grace = arrow->attacktype;
1603
1604 if (arrow->slaying)
1605 arrow->spellarg = strdup (arrow->slaying);
1606
1607 #if 0
1608 if (player *pl = op->contr)
1609 {
1610 float speed = pl->weapon_sp;
1611
1612 /* penalize ROF for bestarrow */
1613 if (pl->bowtype == bow_bestarrow)
1614 speed *= .9f;
1615 else
1616 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1617
1618 op->speed_left += speed - op->speed;
1619 }
1620 #endif
1621
1622 SET_ANIMATION (arrow, arrow->direction);
1623
1624 /* update the speed */
1625 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1626 + bow->stats.dam / 7.f;
1627
1628 arrow->set_speed (max (arrow->speed, 2.f));
1629 arrow->speed_left = 0;
1630
1631 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1632
1633 if (op->type == PLAYER)
1634 {
1635 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1636 wc -= dex_bonus[op->stats.Dex];
1637
1638 if (!arrow->slaying)
1639 arrow->slaying = op->slaying;
1640
1641 arrow->attacktype |= op->attacktype;
1642 }
1643 else
1644 {
1645 arrow->level = op->level;
1646 arrow->stats.wc -= bow->magic;
1647
1648 if (!arrow->slaying)
1649 arrow->slaying = bow->slaying;
1650
1651 arrow->attacktype |= bow->attacktype;
1652 }
1653
1654 wc -= arrow->level;
1655 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1656
1657 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1658 arrow->move_type = MOVE_FLY_LOW;
1659 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1660
1661 op->play_sound (sound_find ("fire_arrow"));
1662 m->insert (arrow, sx, sy, op);
1663
1664 if (!arrow->destroyed ())
1665 move_arrow (arrow);
1666
1667 return 1;
1668 }
1669
1670 /* Special fire code for players - this takes into
1671 * account the special fire modes players can have
1672 * but monsters can't. Putting that code here
1673 * makes the fire_bow code much cleaner.
1674 * this function should only be called if 'op' is a player,
1675 * hence the function name.
1676 */
1677 int
1678 player_fire_bow (object *op, int dir)
1679 {
1680 int ret = 0, wcmod = 0;
1681
1682 if (op->contr->bowtype == bow_bestarrow)
1683 {
1684 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1685 }
1686 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1687 {
1688 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1689 wcmod = -1;
1690
1691 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1692 }
1693 else if (op->contr->bowtype == bow_threewide)
1694 {
1695 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1696 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1697 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1698 }
1699 else if (op->contr->bowtype == bow_spreadshot)
1700 {
1701 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1702 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1703 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1704 }
1705 else
1706 {
1707 /* Simple case */
1708 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1709 }
1710
1711 return ret;
1712 }
1713
1714 /* Fires a misc (wand/rod/horn) object in 'dir'.
1715 * Broken apart from 'fire' to keep it more readable.
1716 */
1717 void
1718 fire_misc_object (object *op, int dir)
1719 {
1720 object *item = op->contr->ranged_ob;
1721
1722 if (!item)
1723 {
1724 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1725 return;
1726 }
1727
1728 if (!item->inv)
1729 {
1730 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1731 return;
1732 }
1733
1734 if (!op->change_weapon (item))
1735 return;
1736
1737 if (item->type == WAND)
1738 {
1739 if (item->stats.food <= 0)
1740 {
1741 op->contr->play_sound (sound_find ("wand_poof"));
1742 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1743
1744 return;
1745 }
1746 }
1747 else if (item->type == ROD || item->type == HORN)
1748 {
1749 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1750
1751 // using the maximum of the rods charge allows at least one spell cast
1752 // for a rod or horn, this fixes some broken rods.
1753 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1754 {
1755 op->contr->play_sound (sound_find ("wand_poof"));
1756
1757 if (item->type == ROD)
1758 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1759 else
1760 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1761
1762 return;
1763 }
1764 }
1765
1766 if (cast_spell (op, item, dir, item->inv, NULL))
1767 {
1768 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1769 if (item->type == WAND)
1770 {
1771 if (!(--item->stats.food))
1772 {
1773 object *tmp;
1774
1775 if (item->arch)
1776 {
1777 CLEAR_FLAG (item, FLAG_ANIMATE);
1778 item->face = item->arch->face;
1779 item->set_speed (0);
1780 }
1781
1782 if (object *pl = item->visible_to ())
1783 esrv_update_item (UPD_ANIM, pl, item);
1784 }
1785 }
1786 else if (item->type == ROD || item->type == HORN)
1787 drain_rod_charge (item);
1788 }
1789 }
1790
1791 /* Received a fire command for the player - go and do it.
1792 */
1793 bool
1794 fire (object *op, int dir)
1795 {
1796 int spellcost = 0;
1797
1798 /* check for loss of invisiblity/hide */
1799 if (action_makes_visible (op))
1800 make_visible (op);
1801
1802 player *pl = op->contr;
1803
1804 if (pl->golem)
1805 {
1806 control_golem (op->contr->golem, dir);
1807 return false;
1808 }
1809
1810 object *ob = pl->ranged_ob;
1811
1812 if (!ob)
1813 return false;
1814
1815 if (!op->change_weapon (ob))
1816 return false;
1817
1818 if (op->speed_left > 0.f)
1819 --op->speed_left;
1820 else
1821 return false;
1822
1823 switch (ob->type)
1824 {
1825 case BOW:
1826 player_fire_bow (op, dir);
1827 break;
1828
1829 case SPELL:
1830 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1831 break;
1832
1833 case BUILDER:
1834 apply_map_builder (op, dir);
1835 break;
1836
1837 case SKILL:
1838 do_skill (op, op, ob, dir, 0);
1839 break;
1840
1841 default:
1842 fire_misc_object (op, dir);
1843 break;
1844 }
1845
1846 return true;
1847 }
1848
1849 /* find_key
1850 * We try to find a key for the door as passed. If we find a key
1851 * and successfully use it, we return the key, otherwise NULL
1852 * This function merges both normal and locked door, since the logic
1853 * for both is the same - just the specific key is different.
1854 * pl is the player,
1855 * inv is the objects inventory to searched
1856 * door is the door we are trying to match against.
1857 * This function can be called recursively to search containers.
1858 */
1859 object *
1860 find_key (object *pl, object *container, object *door)
1861 {
1862 object *tmp, *key;
1863
1864 /* Should not happen, but sanity checking is never bad */
1865 if (!container->inv)
1866 return 0;
1867
1868 /* First, lets try to find a key in the top level inventory */
1869 for (tmp = container->inv; tmp; tmp = tmp->below)
1870 {
1871 if (door->type == DOOR && tmp->type == KEY)
1872 break;
1873 /* For sanity, we should really check door type, but other stuff
1874 * (like containers) can be locked with special keys
1875 */
1876 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1877 break;
1878 }
1879
1880 /* No key found - lets search inventories now */
1881 /* If we find and use a key in an inventory, return at that time.
1882 * otherwise, if we search all the inventories and still don't find
1883 * a key, return
1884 */
1885 if (!tmp)
1886 {
1887 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 {
1889 /* No reason to search empty containers */
1890 if (tmp->type == CONTAINER && tmp->inv)
1891 {
1892 if ((key = find_key (pl, tmp, door)))
1893 return key;
1894 }
1895 }
1896
1897 if (!tmp)
1898 return NULL;
1899 }
1900
1901 /* We get down here if we have found a key. Now if its in a container,
1902 * see if we actually want to use it
1903 */
1904 if (pl != container)
1905 {
1906 /* Only let players use keys in containers */
1907 if (!pl->contr)
1908 return NULL;
1909 /* cases where this fails:
1910 * If we only search the player inventory, return now since we
1911 * are not in the players inventory.
1912 * If the container is not active, return now since only active
1913 * containers can be used.
1914 * If we only search keyrings and the container does not have
1915 * a race/isn't a keyring.
1916 * No checking for all containers - to fall through past here,
1917 * inv must have been an container and must have been active.
1918 *
1919 * Change the color so that the message doesn't disappear with
1920 * all the others.
1921 */
1922 if (pl->contr->usekeys == key_inventory ||
1923 !QUERY_FLAG (container, FLAG_APPLIED) ||
1924 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1925 {
1926 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1927 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1928 return NULL;
1929 }
1930 }
1931
1932 return tmp;
1933 }
1934
1935 /* moved door processing out of move_player_attack.
1936 * returns 1 if player has opened the door with a key
1937 * such that the caller should not do anything more,
1938 * 0 otherwise
1939 */
1940 static int
1941 player_attack_door (object *op, object *door)
1942 {
1943 /* If its a door, try to find a key. If we do destroy the door,
1944 * might as well return immediately as there is nothing more to do -
1945 * otherwise, we fall through to the rest of the code.
1946 */
1947 object *key = find_key (op, op, door);
1948
1949 /* If we found a key, do some extra work */
1950 if (key)
1951 {
1952 object *container = key->env;
1953
1954 if (action_makes_visible (op))
1955 make_visible (op);
1956
1957 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1958 spring_trap (door->inv, op);
1959
1960 if (door->type == DOOR)
1961 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1962 else if (door->type == LOCKED_DOOR)
1963 {
1964 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1965 remove_door2 (door); /* remove door without violence ;-) */
1966 }
1967
1968 /* Do this after we print the message */
1969 key->decrease (); /* Use up one of the keys */
1970
1971 return 1; /* Nothing more to do below */
1972 }
1973 else if (door->type == LOCKED_DOOR)
1974 {
1975 /* Might as well return now - no other way to open this */
1976 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1977 return 1;
1978 }
1979
1980 return 0;
1981 }
1982
1983 /* This function is just part of a breakup from move_player.
1984 * It should keep the code cleaner.
1985 * When this is called, the players direction has been updated
1986 * (taking into account confusion.) The player is also actually
1987 * going to try and move (not fire weapons).
1988 */
1989 bool
1990 move_player_attack (object *op, int dir)
1991 {
1992 int on_battleground;
1993
1994 sint16 nx = freearr_x[dir] + op->x;
1995 sint16 ny = freearr_y[dir] + op->y;
1996
1997 on_battleground = op_on_battleground (op, 0, 0);
1998
1999 if (out_of_map (op->map, nx, ny))
2000 return false;
2001
2002 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2003 {
2004 --op->speed_left;
2005 return true;
2006 }
2007
2008 /* If braced, or can't move to the square, and it is not out of the
2009 * map, attack it. Note order of if statement is important - don't
2010 * want to be calling move_ob if braced, because move_ob will move the
2011 * player. This is a pretty nasty hack, because if we could
2012 * move to some space, it then means that if we are braced, we should
2013 * do nothing at all. As it is, if we are braced, we go through
2014 * quite a bit of processing. However, it probably is less than what
2015 * move_ob uses.
2016 */
2017 maptile *m = op->map->xy_find (nx, ny);
2018
2019 /* Go through all the objects, and find ones of interest. Only stop if
2020 * we find a monster - that is something we know we want to attack.
2021 * if its a door or barrel (can roll) see if there may be monsters
2022 * on the space
2023 */
2024 object *mon;
2025 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2026 {
2027 if ((mon->flag [FLAG_ALIVE]
2028 || mon->type == LOCKED_DOOR
2029 || mon->flag [FLAG_CAN_ROLL])
2030 && mon != op)
2031 break;
2032 }
2033
2034 if (!mon) /* This happens anytime the player tries to move */
2035 return false; /* into a wall */
2036
2037 mon = mon->head_ ();
2038
2039 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2040 if (op->contr->weapon_sp_left > 0.f)
2041 if (player_attack_door (op, mon))
2042 {
2043 --op->contr->weapon_sp_left;
2044 return true;
2045 }
2046
2047 /* The following deals with possibly attacking peaceful
2048 * or friendly creatures. Basically, all players are considered
2049 * unaggressive. If the moving player has peaceful set, then the
2050 * object should be pushed instead of attacked. It is assumed that
2051 * if you are braced, you will not attack friends accidently,
2052 * and thus will not push them.
2053 */
2054
2055 /* If the creature is a pet, push it even if the player is not
2056 * peaceful. Our assumption is the creature is a pet if the
2057 * player owns it and it is either friendly or unagressive.
2058 */
2059 if (op->type == PLAYER
2060 && ((mon->owner && mon->owner->contr
2061 && same_party (mon->owner->contr->party, op->contr->party))
2062 || mon->owner == op)
2063 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2064 {
2065 /* If we're braced, we don't want to switch places with it */
2066 if (op->contr->braced)
2067 return false;
2068
2069 if (op->speed_left > 0.f)
2070 {
2071 --op->speed_left;
2072
2073 op->play_sound (sound_find ("push_player"));
2074 push_ob (mon, dir, op);
2075
2076 if (op->contr->tmp_invis || op->hide)
2077 make_visible (op);
2078
2079 return true;
2080 }
2081 else
2082 return false;
2083 }
2084
2085 /* in certain circumstances, you shouldn't attack friendly
2086 * creatures. Note that if you are braced, you can't push
2087 * someone, but put it inside this loop so that you won't
2088 * attack them either.
2089 */
2090 if ((mon->type == PLAYER || mon->enemy != op)
2091 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2092 && ((op->contr->peaceful
2093 || (mon->type == PLAYER && mon->contr->peaceful))
2094 && !on_battleground))
2095 {
2096 if (op->speed_left > 0.f)
2097 {
2098 --op->speed_left;
2099
2100 if (!op->contr->braced)
2101 {
2102 op->play_sound (sound_find ("push_player"));
2103 push_ob (mon, dir, op);
2104 }
2105 else
2106 op->statusmsg ("You withhold your attack");
2107
2108 if (op->contr->tmp_invis || op->hide)
2109 make_visible (op);
2110
2111 return true;
2112 }
2113 }
2114 /* If the object is a boulder or other rollable object, then
2115 * roll it if not braced. You can't roll it if you are braced.
2116 */
2117 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2118 {
2119 if (op->speed_left > 0.f)
2120 {
2121 --op->speed_left;
2122
2123 recursive_roll (mon, dir, op);
2124 if (action_makes_visible (op))
2125 make_visible (op);
2126
2127 return true;
2128 }
2129 }
2130 /* Any generic living creature. Including things like doors.
2131 * Way it works is like this: First, it must have some hit points
2132 * and be living. Then, it must be one of the following:
2133 * 1) Not a player, 2) A player, but of a different party. Note
2134 * that party_number -1 is no party, so attacks can still happen.
2135 */
2136 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2137 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2138 {
2139 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2140 {
2141 --op->contr->weapon_sp_left;
2142
2143 skill_attack (mon, op, 0, 0, 0);
2144
2145 if (action_makes_visible (op))
2146 make_visible (op);
2147
2148 return true;
2149 }
2150 }
2151
2152 return false;
2153 }
2154
2155 bool
2156 move_player (object *op, int dir)
2157 {
2158 int pick;
2159
2160 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2161 return 0;
2162
2163 /* Sanity check: make sure dir is valid */
2164 if ((dir < 0) || (dir >= 9))
2165 {
2166 LOG (llevError, "move_player: invalid direction %d\n", dir);
2167 return 0;
2168 }
2169
2170 /* peterm: added following line */
2171 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2172 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2173
2174 op->facing = dir;
2175
2176 if (op->hide)
2177 do_hidden_move (op);
2178
2179 bool retval;
2180
2181 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2182 retval = RESULT_INT (0);
2183 else if (op->contr->fire_on)
2184 retval = fire (op, dir);
2185 else
2186 {
2187 retval = move_player_attack (op, dir);
2188 pick = check_pick (op);
2189 }
2190
2191 /* Add special check for newcs players and fire on - this way, the
2192 * server can handle repeat firing.
2193 */
2194 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2195 op->direction = dir;
2196 else
2197 op->direction = 0;
2198
2199 /* Update how the player looks. Use the facing, so direction may
2200 * get reset to zero. This allows for full animation capabilities
2201 * for players.
2202 */
2203 animate_object (op, op->facing);
2204
2205 return retval;
2206 }
2207
2208 /* This is similar to handle_player, below, but is only used by the
2209 * new client/server stuff.
2210 * This is sort of special, in that the new client/server actually uses
2211 * the new speed values for commands.
2212 *
2213 * Returns true if there are more actions we can do. Should not do
2214 * many actions in a row, as that would be too unfair to other
2215 * players.
2216 */
2217 bool
2218 handle_newcs_player (object *op)
2219 {
2220 if (QUERY_FLAG (op, FLAG_SCARED))
2221 {
2222 if (op->speed_left > 0.f)
2223 {
2224 --op->speed_left;
2225 flee_player (op);
2226
2227 return true;
2228 }
2229 else
2230 return false;
2231 }
2232
2233 /* call this here - we also will call this in do_ericserver, but
2234 * the players time has been increased when doericserver has been
2235 * called, so we recheck it here.
2236 */
2237 if (op->contr->ns->handle_command ())
2238 return true;
2239
2240 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2241 return move_player (op, op->direction);
2242
2243 return false;
2244 }
2245
2246 int
2247 save_life (object *op)
2248 {
2249 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2250 return 0;
2251
2252 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2253 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2254 {
2255 op->play_sound (sound_find ("ob_evaporate"));
2256 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2257
2258 tmp->destroy (true);
2259 CLEAR_FLAG (op, FLAG_LIFESAVE);
2260
2261 if (op->stats.hp < 0)
2262 op->stats.hp = op->stats.maxhp;
2263
2264 if (op->stats.food < 0)
2265 op->stats.food = 999;
2266
2267 op->update_stats ();
2268 return 1;
2269 }
2270
2271 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2272 CLEAR_FLAG (op, FLAG_LIFESAVE);
2273 enter_player_savebed (op); /* bring him home. */
2274 return 0;
2275 }
2276
2277 /* This goes throws the inventory and removes unpaid objects, and puts them
2278 * back in the map (location and map determined by values of env). This
2279 * function will descend into containers. op is the object to start the search
2280 * from.
2281 */
2282 static void
2283 drop_unpaid_items (object *op, object *env)
2284 {
2285 while (op)
2286 {
2287 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2288
2289 if (QUERY_FLAG (op, FLAG_UNPAID))
2290 op->insert_at (env);
2291 else if (op->inv)
2292 drop_unpaid_items (op->inv, env);
2293
2294 op = next;
2295 }
2296 }
2297
2298 void
2299 object::drop_unpaid_items ()
2300 {
2301 if (!flag [FLAG_REMOVED])
2302 ::drop_unpaid_items (inv, this);
2303 }
2304
2305 /*
2306 * Returns pointer a static string containing gravestone text
2307 * Moved from apply.c to player.c - player.c is what
2308 * actually uses this function. player.c may not be quite the
2309 * best, a misc file for object actions is probably better,
2310 * but there isn't one in the server directory.
2311 */
2312 const char *
2313 gravestone_text (object *op)
2314 {
2315 static dynbuf_text buf;
2316
2317 buf << "---- R.I.P. ----\n\n"
2318 << op->name;
2319
2320 if (op->type == PLAYER)
2321 buf << " the " << op->contr->title;
2322
2323 buf << "\n\n";
2324
2325 buf << "who was level ";
2326 buf << (sint32)op->level << "\n\n" // OO breakdown
2327 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2328
2329 if (op->type == PLAYER)
2330 buf << "by " << op->contr->killer_name () << ".\n\n";
2331
2332 {
2333 static char buf2[128];
2334 time_t now = time (NULL);
2335 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2336 buf << buf2;
2337 }
2338
2339 return buf;
2340 }
2341
2342 void
2343 do_some_living (object *op)
2344 {
2345 int last_food = op->stats.food;
2346 int gen_hp, gen_sp, gen_grace;
2347 int over_hp, over_sp, over_grace;
2348 int i;
2349 int rate_hp = 1200;
2350 int rate_sp = 2500;
2351 int rate_grace = 2000;
2352 const int max_hp = 1;
2353 const int max_sp = 1;
2354 const int max_grace = 1;
2355
2356 if (op->contr->hidden)
2357 {
2358 op->invisible = 1000;
2359 /* the socket code flashes the player visible/invisible
2360 * depending on the value of invisible, so we need to
2361 * alternate it here for it to work correctly.
2362 */
2363 if (pticks & 2)
2364 op->invisible--;
2365 }
2366 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2367 {
2368 if (!op->invisible--)
2369 {
2370 make_visible (op);
2371 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2372 }
2373 }
2374
2375 if (op->contr->ns->state == ST_PLAYING)
2376 {
2377 /* these next three if clauses make it possible to SLOW DOWN
2378 hp/grace/spellpoint regeneration. */
2379 if (op->contr->gen_hp >= 0)
2380 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2381 else
2382 {
2383 gen_hp = op->stats.maxhp;
2384 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2385 }
2386
2387 if (op->contr->gen_sp >= 0)
2388 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2389 else
2390 {
2391 gen_sp = op->stats.maxsp;
2392 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2393 }
2394
2395 if (op->contr->gen_grace >= 0)
2396 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2397 else
2398 {
2399 gen_grace = op->stats.maxgrace;
2400 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2401 }
2402
2403 /* Regenerate Grace */
2404 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2405 if (--op->last_grace < 0)
2406 {
2407 if (op->stats.grace < op->stats.maxgrace / 2)
2408 op->stats.grace++; /* no penalty in food for regaining grace */
2409
2410 if (max_grace > 1)
2411 {
2412 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2413 if (over_grace > 0)
2414 {
2415 op->stats.sp += over_grace
2416 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2417 op->last_grace = 0;
2418 }
2419 else
2420 {
2421 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2422 }
2423 }
2424 else
2425 {
2426 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2427 }
2428 /* wearing stuff doesn't detract from grace generation. */
2429 }
2430
2431 if (op->stats.food > 0)
2432 {
2433 /* Regenerate Spell Points */
2434 if (!op->contr->golem && --op->last_sp < 0)
2435 {
2436 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2437
2438 if (op->stats.sp < op->stats.maxsp)
2439 {
2440 op->stats.sp++;
2441
2442 /* dms do not consume food */
2443 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 {
2445 op->stats.food--;
2446
2447 if (op->contr->digestion < 0)
2448 op->stats.food += op->contr->digestion;
2449 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2450 op->stats.food = last_food;
2451 }
2452 }
2453
2454 if (max_sp > 1)
2455 {
2456 over_sp = (gen_sp + 10) / rate_sp;
2457 if (over_sp > 0)
2458 {
2459 if (op->stats.sp < op->stats.maxsp)
2460 {
2461 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2462
2463 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2464 op->stats.sp--;
2465
2466 if (op->stats.sp > op->stats.maxsp)
2467 op->stats.sp = op->stats.maxsp;
2468 }
2469
2470 op->last_sp = 0;
2471 }
2472 else
2473 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2474 }
2475 else
2476 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 }
2478
2479 /* Regenerate Hit Points */
2480 if (--op->last_heal < 0)
2481 {
2482 if (op->stats.hp < op->stats.maxhp)
2483 {
2484 op->stats.hp++;
2485
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490
2491 if (op->contr->digestion < 0)
2492 op->stats.food += op->contr->digestion;
2493 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494 op->stats.food = last_food;
2495 }
2496 }
2497
2498 if (max_hp > 1)
2499 {
2500 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2501
2502 if (over_hp > 0)
2503 {
2504 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2505 op->last_heal = 0;
2506 }
2507 else
2508 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2509 }
2510 else
2511 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2512 }
2513 }
2514
2515 /* Digestion */
2516 if (--op->last_eat < 0)
2517 {
2518 int bonus = max (0, op->contr->digestion),
2519 penalty = max (0, -op->contr->digestion);
2520
2521 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2522
2523 /* dms do not consume food */
2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2525 op->stats.food--;
2526 }
2527
2528 if (op->stats.food < 0 && op->stats.hp >= 0)
2529 {
2530 object *flesh = 0;
2531
2532 for_inv_removable (op, tmp)
2533 {
2534 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2535 continue;
2536
2537 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2538 {
2539 op->statusmsg ("You blindly grab for a bite of food. "
2540 "H<To prevent you from starving, you ate some random item from your backpack.>");
2541 manual_apply (op, tmp, 0);
2542
2543 if (op->stats.food >= 0 || op->stats.hp < 0)
2544 break;
2545 }
2546 else if (tmp->type == FLESH)
2547 flesh = tmp;
2548 }
2549
2550 /* If player is still starving, it means they don't have any food, so
2551 * eat flesh instead.
2552 */
2553 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2554 {
2555 op->statusmsg ("You blindly grab for a bite of food. "
2556 "H<To prevent you from starving, you ate some random item from your backpack.>");
2557 manual_apply (op, flesh, 0);
2558 }
2559
2560 // If player is still starving, alert him!
2561 if (op->stats.food < 0)
2562 op->failmsg ("You are starving! "
2563 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2564 }
2565
2566 if (op->stats.food < 0)
2567 {
2568 op->stats.hp += op->stats.food;
2569 op->stats.food = 0;
2570
2571 if (op->stats.hp < 0)
2572 {
2573 op->contr->killer = archetype::get ("killer_starvation");
2574 op->contr->killer->destroy (true);
2575 }
2576 }
2577
2578 /* killer should be set here already */
2579 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2580 kill_player (op);
2581 }
2582 }
2583
2584 /* If the player should die (lack of hp, food, etc), we call this.
2585 * op is the player in jeopardy. If the player can not be saved (not
2586 * permadeath, no lifesave), this will take care of removing the player
2587 * file.
2588 */
2589 void
2590 kill_player (object *op)
2591 {
2592 int x, y;
2593 char buf[MAX_BUF];
2594 maptile *map; /* this is for resurrection */
2595 int will_kill_again;
2596 archetype *at;
2597 object *tmp;
2598
2599 if (save_life (op))
2600 return;
2601
2602 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2603 * in cities ONLY!!! It is very important that this doesn't get abused.
2604 * Look at op_on_battleground() for more info --AndreasV
2605 */
2606 if (op_on_battleground (op, &x, &y))
2607 {
2608 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2609 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2610
2611 /* restore player */
2612 at = archetype::find ("poisoning");
2613 if (object *tmp = present_arch_in_ob (at, op))
2614 {
2615 tmp->destroy (true);
2616 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2617 }
2618
2619 at = archetype::find ("confusion");
2620 if (object *tmp = present_arch_in_ob (at, op))
2621 {
2622 tmp->destroy (true);
2623 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2624 }
2625
2626 cure_disease (op, 0, 0); /* remove any disease */
2627 op->stats.hp = op->stats.maxhp;
2628 if (op->stats.food <= 0)
2629 op->stats.food = 999;
2630
2631 /* create a bodypart-trophy to make the winner happy */
2632 if (object *tmp = arch_to_object (archetype::find ("finger")))
2633 {
2634 tmp->name = format ("%s's finger" , &op->name);
2635 tmp->name_pl = format ("%s's fingers", &op->name);
2636 tmp->msg = format (
2637 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2638 &op->name, op->contr->title,
2639 (int)op->level,
2640 op->contr->killer_name ()
2641 );
2642 tmp->value = 0, tmp->type = 0;
2643 tmp->materialname = "organics";
2644 tmp->insert_at (op, tmp);
2645 }
2646
2647 /* teleport defeated player to new destination */
2648 transfer_ob (op, x, y, 0, NULL);
2649 op->contr->braced = 0;
2650 return;
2651 }
2652
2653 INVOKE_PLAYER (DEATH, op->contr);
2654
2655 command_kill_pets (op, 0);
2656
2657 op->contr->play_sound (sound_find ("player_dies"));
2658
2659 /* save the map location for corpse, gravestone */
2660 x = op->x;
2661 y = op->y;
2662 map = op->map;
2663
2664 /* NOT_PERMADEATH code. This basically brings the character back to
2665 * life if they are dead - it takes some exp and a random stat.
2666 * See the config.h file for a little more in depth detail about this.
2667 */
2668
2669 /* Basically two ways to go - remove a stat permanently, or just
2670 * make it depletion. This bunch of code deals with that aspect
2671 * of death.
2672 */
2673 #ifndef COZY_SERVER
2674 if (settings.balanced_stat_loss)
2675 {
2676 /* If stat loss is permanent, lose one stat only. */
2677 /* Lower level chars don't lose as many stats because they suffer
2678 more if they do. */
2679 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */
2682 /* GD */
2683 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2687 }
2688 else
2689 num_stats_lose = 1;
2690
2691 lost_a_stat = 0;
2692
2693 for (z = 0; z < num_stats_lose; z++)
2694 {
2695 i = RANDOM () % NUM_STATS;
2696
2697 if (settings.stat_loss_on_death)
2698 {
2699 /* Pick a random stat and take a point off it. Tell the player
2700 * what he lost.
2701 */
2702 change_attr_value (&(op->stats), i, -1);
2703 check_stat_bounds (&(op->stats));
2704 change_attr_value (&(op->contr->orig_stats), i, -1);
2705 check_stat_bounds (&(op->contr->orig_stats));
2706 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707 lost_a_stat = 1;
2708 }
2709 else
2710 {
2711 /* deplete a stat */
2712 archetype *deparch = archetype::find ("depletion");
2713 object *dep;
2714
2715 dep = present_arch_in_ob (deparch, op);
2716 if (!dep)
2717 {
2718 dep = arch_to_object (deparch);
2719 insert_ob_in_ob (dep, op);
2720 }
2721 lose_this_stat = 1;
2722 if (settings.balanced_stat_loss)
2723 {
2724 /* GD */
2725 /* Get the stat that we're about to deplete. */
2726 this_stat = get_attr_value (&(dep->stats), i);
2727 if (this_stat < 0)
2728 {
2729 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2730 int keep_chance = this_stat * this_stat;
2731
2732 /* Yes, I am paranoid. Sue me. */
2733 if (keep_chance < 1)
2734 keep_chance = 1;
2735
2736 /* There is a maximum depletion total per level. */
2737 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2738 {
2739 lose_this_stat = 0;
2740 /* Take loss chance vs keep chance to see if we
2741 retain the stat. */
2742 }
2743 else
2744 {
2745 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2746 lose_this_stat = 0;
2747 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2748 this_stat, keep_chance, loss_chance,
2749 lose_this_stat?"LOSE":"KEEP"); */
2750 }
2751 }
2752 }
2753
2754 if (lose_this_stat)
2755 {
2756 this_stat = get_attr_value (&(dep->stats), i);
2757 /* We could try to do something clever like find another
2758 * stat to reduce if this fails. But chances are, if
2759 * stats have been depleted to -50, all are pretty low
2760 * and should be roughly the same, so it shouldn't make a
2761 * difference.
2762 */
2763 if (this_stat >= -50)
2764 {
2765 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 op->update_stats ();
2769 lost_a_stat = 1;
2770 }
2771 }
2772 }
2773 }
2774
2775 /* If no stat lost, tell the player. */
2776 if (!lost_a_stat)
2777 {
2778 /* determine_god() seems to not work sometimes... why is this?
2779 Should I be using something else? GD */
2780 const char *god = determine_god (op);
2781
2782 if (god && (strcmp (god, "none")))
2783 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2784 else
2785 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2786 }
2787 #else
2788 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you from losing yourself completely.");
2789 #endif
2790
2791 /* Put a gravestone up where the character 'almost' died. List the
2792 * exp loss on the stone.
2793 */
2794 tmp = arch_to_object (archetype::find ("gravestone"));
2795 tmp->name = format ("%s's gravestone", &op->name);
2796 tmp->name_pl = format ("%s's gravestones", &op->name);
2797 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2798 &op->name, op->contr->title, op->contr->killer_name ());
2799 tmp->x = op->x, tmp->y = op->y;
2800 insert_ob_in_map (tmp, op->map, NULL, 0);
2801
2802 /**************************************/
2803 /* */
2804 /* Subtract the experience points, */
2805 /* if we died cause of food, give us */
2806 /* food, and reset HP's... */
2807 /* */
2808 /**************************************/
2809
2810 /* remove any poisoning and confusion the character may be suffering. */
2811 /* restore player */
2812 at = archetype::find ("poisoning");
2813 tmp = present_arch_in_ob (at, op);
2814
2815 if (tmp)
2816 {
2817 tmp->destroy (true);
2818 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2819 }
2820
2821 at = archetype::find ("confusion");
2822 tmp = present_arch_in_ob (at, op);
2823 if (tmp)
2824 {
2825 tmp->destroy (true);
2826 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2827 }
2828
2829 cure_disease (op, 0, 0); /* remove any disease */
2830
2831 // remove all spell effects that are active
2832 // to avoid long-term effects such as word-of-recall
2833 for (object *item = op->inv; item; )
2834 {
2835 object *next = item->below;
2836
2837 if (item->type == SPELL_EFFECT && item->active)
2838 item->destroy (true);
2839
2840 item = next;
2841 }
2842
2843 /*add_exp(op, (op->stats.exp * -0.20)); */
2844 apply_death_exp_penalty (op);
2845
2846 if (op->stats.food < 100)
2847 op->stats.food = 900;
2848
2849 op->stats.hp = op->stats.maxhp;
2850 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2851 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2852
2853 /*
2854 * Check to see if the player has any unpaid items. If so, remove them
2855 * and put them back in the map.
2856 */
2857 op->drop_unpaid_items ();
2858
2859 /****************************************/
2860 /* */
2861 /* Move player to his current respawn- */
2862 /* position (usually last savebed) */
2863 /* */
2864 /****************************************/
2865
2866 enter_player_savebed (op);
2867
2868 op->contr->braced = 0;
2869
2870 /* it is possible that the player has blown something up
2871 * at his savebed location, and that can have long lasting
2872 * spell effects. So first see if there is a spell effect
2873 * on the space that might harm the player.
2874 */
2875 will_kill_again = 0;
2876 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2877 if (tmp->type == SPELL_EFFECT)
2878 will_kill_again |= tmp->attacktype;
2879
2880 if (will_kill_again)
2881 {
2882 object *force;
2883 int at;
2884
2885 force = get_archetype (FORCE_NAME);
2886 /* 50 ticks should be enough time for the spell to abate */
2887 force->speed = 0.1f;
2888 force->speed_left = -5.f;
2889 SET_FLAG (force, FLAG_APPLIED);
2890 for (at = 0; at < NROFATTACKS; at++)
2891 if (will_kill_again & (1 << at))
2892 force->resist[at] = 100;
2893
2894 insert_ob_in_ob (force, op);
2895 op->update_stats ();
2896 }
2897
2898 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2899 }
2900
2901 void
2902 loot_object (object *op)
2903 { /* Grab and destroy some treasure */
2904 object *tmp, *tmp2, *next;
2905
2906 op->close_container (); /* close open sack first */
2907
2908 for (tmp = op->inv; tmp; tmp = next)
2909 {
2910 next = tmp->below;
2911
2912 if (tmp->invisible)
2913 continue;
2914
2915 tmp->remove ();
2916 tmp->x = op->x, tmp->y = op->y;
2917
2918 if (tmp->type == CONTAINER)
2919 loot_object (tmp); /* empty container to ground */
2920
2921 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2922 {
2923 if (tmp->nrof > 1)
2924 {
2925 tmp->decrease (rndm (1, tmp->nrof - 1));
2926 insert_ob_in_map (tmp, op->map, NULL, 0);
2927 }
2928 else
2929 tmp->destroy (true);
2930 }
2931 else
2932 insert_ob_in_map (tmp, op->map, NULL, 0);
2933 }
2934 }
2935
2936 /*
2937 * fix_weight(): Check recursively the weight of all players, and fix
2938 * what needs to be fixed. Refresh windows and fix speed if anything
2939 * was changed.
2940 */
2941 void
2942 fix_weight (void)
2943 {
2944 for_all_players (pl)
2945 {
2946 sint32 old = pl->ob->carrying;
2947
2948 pl->ob->update_weight ();
2949
2950 if (old != pl->ob->carrying)
2951 {
2952 pl->ob->update_stats ();
2953 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2954 }
2955 }
2956 }
2957
2958 void
2959 fix_luck (void)
2960 {
2961 for_all_players (pl)
2962 if (!pl->ob->contr->ns->state)
2963 pl->ob->change_luck (0);
2964 }
2965
2966 /* cast_dust() - handles op throwing objects of type 'DUST'.
2967 * This is much simpler in the new spell code - we basically
2968 * just treat this as any other spell casting object.
2969 */
2970 void
2971 cast_dust (object *op, object *throw_ob, int dir)
2972 {
2973 object *skop, *spob;
2974
2975 skop = find_skill_by_name (op, throw_ob->skill);
2976
2977 /* casting POTION 'dusts' is really a use_magic_item skill */
2978 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2979 {
2980 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2981 return;
2982 }
2983
2984 spob = throw_ob->inv;
2985
2986 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2987 // not pass NULL to cast_spell (which did indeed check itself, but
2988 // errors should be reported as early as possible IMHO)
2989 if (!spob)
2990 {
2991 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2992 return;
2993 }
2994
2995 if (op->type == PLAYER)
2996 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2997
2998 cast_spell (op, throw_ob, dir, spob, NULL);
2999
3000 throw_ob->destroy (true);
3001 }
3002
3003 void
3004 make_visible (object *op)
3005 {
3006 op->hide = 0;
3007 op->invisible = 0;
3008
3009 if (op->type == PLAYER)
3010 {
3011 op->contr->tmp_invis = 0;
3012 op->contr->invis_race = 0;
3013 }
3014
3015 update_object (op, UP_OBJ_CHANGE);
3016 }
3017
3018 int
3019 is_true_undead (object *op)
3020 {
3021 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3022 return 1;
3023
3024 return 0;
3025 }
3026
3027 /* look at the surrounding terrain to determine
3028 * the hideability of this object. Positive levels
3029 * indicate greater hideability.
3030 */
3031 int
3032 hideability (object *ob)
3033 {
3034 int i, level = 0, mflag;
3035 sint16 x, y;
3036
3037 if (!ob || !ob->map)
3038 return 0;
3039
3040 /* so, on normal lighted maps, its hard to hide */
3041 level = ob->map->darkness - 2;
3042
3043 /* this also picks up whether the object is glowing.
3044 * If you carry a light on a non-dark map, its not
3045 * as bad as carrying a light on a pitch dark map */
3046 if (has_carried_lights (ob))
3047 level = -(10 + (2 * ob->map->darkness));
3048
3049 /* scan through all nearby squares for terrain to hide in */
3050 for (i = 0, x = ob->x, y = ob->y;
3051 i <= SIZEOFFREE1;
3052 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3053 {
3054 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3055 if (mflag & P_OUT_OF_MAP)
3056 continue;
3057
3058 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3059 level += 2;
3060 else /* open terrain! */
3061 level -= 1;
3062 }
3063
3064 #if 0
3065 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3066 #endif
3067 return level;
3068 }
3069
3070 /* For Hidden creatures - a chance of becoming 'unhidden'
3071 * every time they move - as we subtract off 'invisibility'
3072 * AND, for players, if they move into a ridiculously unhideable
3073 * spot (surrounded by clear terrain in broad daylight). -b.t.
3074 */
3075 void
3076 do_hidden_move (object *op)
3077 {
3078 int hide = 0;
3079
3080 if (!op || !op->map)
3081 return;
3082
3083 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3084 int num = random_roll (0, 19, op, PREFER_LOW);
3085
3086 /* its *extremely* hard to run and sneak/hide at the same time! */
3087 if (op->type == PLAYER && op->contr->run_on)
3088 if (!skop || num >= skop->level)
3089 {
3090 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3091 make_visible (op);
3092 return;
3093 }
3094 else
3095 num += 20;
3096
3097 num += op->map->difficulty;
3098 hide = hideability (op); /* modify by terrain hidden level */
3099 num -= hide;
3100
3101 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3102 {
3103 make_visible (op);
3104
3105 if (op->type == PLAYER)
3106 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3107 }
3108 else if (op->type == PLAYER && skop)
3109 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3110 }
3111
3112 /* determine if who is standing near a hostile creature. */
3113
3114 int
3115 stand_near_hostile (object *who)
3116 {
3117 object *tmp = NULL;
3118 int i, friendly = 0, player = 0, mflags;
3119 maptile *m;
3120 sint16 x, y;
3121
3122 if (!who)
3123 return 0;
3124
3125 if (who->type == PLAYER)
3126 player = 1;
3127
3128 else
3129 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3130
3131 /* search adjacent squares */
3132 for (i = 1; i < 9; i++)
3133 {
3134 x = who->x + freearr_x[i];
3135 y = who->y + freearr_y[i];
3136 m = who->map;
3137 mflags = get_map_flags (m, &m, x, y, &x, &y);
3138 /* space must be blocked if there is a monster. If not
3139 * blocked, don't need to check this space.
3140 */
3141 if (mflags & P_OUT_OF_MAP)
3142 continue;
3143 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3144 continue;
3145
3146 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3147 {
3148 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3149 return 1;
3150 else if (tmp->type == PLAYER)
3151 {
3152 /*don't let a hidden DM prevent you from hiding */
3153 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3154 return 1;
3155 }
3156 }
3157 }
3158 return 0;
3159 }
3160
3161 /* check the player los field for viewability of the
3162 * object op. This function works fine for monsters,
3163 * but we dont worry if the object isnt the top one in
3164 * a pile (say a coin under a table would return "viewable"
3165 * by this routine). Another question, should we be
3166 * concerned with the direction the player is looking
3167 * in? Realistically, most of us can't see stuff behind
3168 * our backs...on the other hand, does the "facing" direction
3169 * imply the way your head, or body is facing? It's possible
3170 * for them to differ. Sigh, this fctn could get a bit more complex.
3171 * -b.t.
3172 * This function is now map tiling safe.
3173 */
3174 int
3175 player_can_view (object *pl, object *op)
3176 {
3177 rv_vector rv;
3178 int dx, dy;
3179
3180 if (pl->type != PLAYER)
3181 {
3182 LOG (llevError, "player_can_view() called for non-player object\n");
3183 return -1;
3184 }
3185
3186 if (!pl || !op)
3187 return 0;
3188
3189 op = op->head_ ();
3190
3191 get_rangevector (pl, op, &rv, 0x1);
3192
3193 /* starting with the 'head' part, lets loop
3194 * through the object and find if it has any
3195 * part that is in the los array but isn't on
3196 * a blocked los square.
3197 * we use the archetype to figure out offsets.
3198 */
3199 while (op)
3200 {
3201 dx = rv.distance_x + op->arch->x;
3202 dy = rv.distance_y + op->arch->y;
3203
3204 /* only the viewable area the player sees is updated by LOS
3205 * code, so we need to restrict ourselves to that range of values
3206 * for any meaningful values.
3207 */
3208 if (abs (dx) <= (pl->contr->ns->mapx / 2) &&
3209 abs (dy) <= (pl->contr->ns->mapy / 2) &&
3210 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3211 return 1;
3212
3213 op = op->more;
3214 }
3215
3216 return 0;
3217 }
3218
3219 /* routine for both players and monsters. We call this when
3220 * there is a possibility for our action distrubing our hiding
3221 * place or invisiblity spell. Artefact invisiblity is not
3222 * effected by this. If we arent invisible to begin with, we
3223 * return 0.
3224 */
3225 int
3226 action_makes_visible (object *op)
3227 {
3228 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3229 {
3230 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3231 return 0;
3232
3233 if (op->contr && op->contr->tmp_invis == 0)
3234 return 0;
3235
3236 /* If monsters, they should become visible */
3237 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3238 {
3239 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3240 return 1;
3241 }
3242 }
3243
3244 return 0;
3245 }
3246
3247 /* op_on_battleground - checks if the given object op (usually
3248 * a player) is standing on a valid battleground-tile,
3249 * function returns TRUE/FALSE. If true x, y returns the battleground
3250 * -exit-coord. (and if x, y not NULL)
3251 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3252 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3253 * Default is to do the same as before, so only people wanting to have different points need worry about this
3254 */
3255 int
3256 op_on_battleground (object *op, int *x, int *y)
3257 {
3258 /* A battleground-tile needs the following attributes to be valid:
3259 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3260 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3261 * and the exit-coordinates sp/hp must both be > 0.
3262 * => The intention here is to prevent abuse of the battleground-
3263 * feature (like pickable or hidden battleground tiles). */
3264 for (object *tmp = op->below; tmp; tmp = tmp->below)
3265 {
3266 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3267 {
3268 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3269 && tmp->type == BATTLEGROUND
3270 && tmp->name == shstr_battleground
3271 && EXIT_X (tmp) && EXIT_Y (tmp))
3272 {
3273 /* before we assign the exit, check if this is a teambattle */
3274 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3275 {
3276 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3277 {
3278 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3279 {
3280 if (x && y)
3281 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282
3283 return 1;
3284 }
3285 }
3286 }
3287
3288 if (x && y)
3289 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3290
3291 return 1;
3292 }
3293 }
3294 }
3295
3296 /* If we got here, did not find a battleground */
3297 return 0;
3298 }
3299
3300 /*
3301 * When a dragon-player gains a new stage of evolution,
3302 * he gets some treasure
3303 *
3304 * attributes:
3305 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus
3307 * int level ability level
3308 */
3309 void
3310 dragon_ability_gain (object *who, int atnr, int level)
3311 {
3312 treasurelist *trlist = NULL; /* treasurelist */
3313 treasure *tr; /* treasure */
3314 object *tmp, *skop; /* tmp. object */
3315 object *item; /* treasure object */
3316 char buf[MAX_BUF]; /* tmp. string buffer */
3317 int i = 0, j = 0;
3318
3319 /* get the appropriate treasurelist */
3320 if (atnr == ATNR_FIRE)
3321 trlist = treasurelist::find (shstr_dragon_ability_fire);
3322 else if (atnr == ATNR_COLD)
3323 trlist = treasurelist::find (shstr_dragon_ability_cold);
3324 else if (atnr == ATNR_ELECTRICITY)
3325 trlist = treasurelist::find (shstr_dragon_ability_elec);
3326 else if (atnr == ATNR_POISON)
3327 trlist = treasurelist::find (shstr_dragon_ability_poison);
3328
3329 if (trlist == NULL || who->type != PLAYER)
3330 return;
3331
3332 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3333
3334 if (!tr || !tr->item)
3335 {
3336 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3337 return;
3338 }
3339
3340 /* everything seems okay - now bring on the gift: */
3341 item = tr->item;
3342
3343 if (item->type == SPELL)
3344 {
3345 if (check_spell_known (who, item->name))
3346 return;
3347
3348 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3349 do_learn_spell (who, item, 0);
3350 return;
3351 }
3352
3353 /* grant direct spell */
3354 if (item->type == SPELLBOOK)
3355 {
3356 if (!item->inv)
3357 {
3358 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3359 return;
3360 }
3361 if (check_spell_known (who, item->inv->name))
3362 return;
3363 if (item->invisible)
3364 {
3365 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3366 do_learn_spell (who, item->inv, 0);
3367 return;
3368 }
3369 }
3370 else if (item->type == SKILL_TOOL && item->invisible)
3371 {
3372 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3373 {
3374
3375 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3376 * in this way, if the player is missing any of the attacktypes, he gets
3377 * them. As it is now, if the player has any that match the granted skill,
3378 * but not all of them, he gets nothing.
3379 */
3380 if (!(skop->attacktype & item->attacktype))
3381 {
3382 /* Give new attacktype */
3383 skop->attacktype |= item->attacktype;
3384
3385 /* always add physical if there's none */
3386 skop->attacktype |= AT_PHYSICAL;
3387
3388 if (item->msg != NULL)
3389 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3390
3391 /* Give player new face */
3392 if (item->animation_id)
3393 {
3394 who->face = skop->face;
3395 who->animation_id = item->animation_id;
3396 who->anim_speed = item->anim_speed;
3397 who->last_anim = 0;
3398 who->state = 0;
3399 animate_object (who, who->direction);
3400 }
3401 }
3402 }
3403 }
3404 else if (item->type == FORCE)
3405 {
3406 /* forces in the treasurelist can alter the player's stats */
3407 object *skin;
3408
3409 /* first get the dragon skin force */
3410 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3411 ;
3412
3413 if (!skin)
3414 return;
3415
3416 /* adding new spellpath attunements */
3417 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3418 {
3419 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3420
3421 /* print message */
3422 sprintf (buf, "You feel attuned to ");
3423 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3424 {
3425 if (item->path_attuned & (1 << i))
3426 {
3427 if (j)
3428 strcat (buf, " and ");
3429 else
3430 j = 1;
3431 strcat (buf, spellpathnames[i]);
3432 }
3433 }
3434 strcat (buf, ".");
3435 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 }
3437
3438 /* evtl. adding flags: */
3439 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG (skin, FLAG_XRAYS);
3441 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG (skin, FLAG_STEALTH);
3443 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445
3446 /* print message if there is one */
3447 if (item->msg != NULL)
3448 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3449 }
3450 else
3451 {
3452 /* generate misc. treasure */
3453 tmp = arch_to_object (tr->item);
3454 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3455 who->insert (tmp);
3456 }
3457 }
3458
3459 /**
3460 * Unready an object for a player. This function does nothing if the object was
3461 * not readied.
3462 */
3463 void
3464 player_unready_range_ob (player *pl, object *ob)
3465 {
3466 if (pl->ob->current_weapon == ob)
3467 pl->ob->current_weapon = 0;
3468
3469 if (pl->combat_ob == ob)
3470 pl->combat_ob = 0;
3471
3472 if (pl->ranged_ob == ob)
3473 pl->ranged_ob = 0;
3474 }
3475
3476 sint8
3477 player::visibility_at (maptile *map, int x, int y) const
3478 {
3479 if (!ns)
3480 return 0;
3481
3482 int dx, dy;
3483 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3484 return 0;
3485
3486 x += dx - ns->current_x + ns->mapx / 2;
3487 y += dy - ns->current_y + ns->mapy / 2;
3488
3489 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3490 return 0;
3491
3492 return 100 - blocked_los [x][y];
3493 }
3494
3495 void
3496 player::infobox (const char *title, const char *msg, int color)
3497 {
3498 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3499 }
3500
3501 void
3502 player::statusmsg (const char *msg, int color)
3503 {
3504 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3505 }
3506
3507 void
3508 player::failmsg (const char *msg, int color)
3509 {
3510 play_sound (sound_find ("generic_failure"));
3511 statusmsg (msg, color);
3512 }
3513