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/cvs/deliantra/server/server/player.C
Revision: 1.221
Committed: Wed Dec 31 17:35:38 2008 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.220: +40 -66 lines
Log Message:
refactoring of shstr classe,s new shstr_tmp, lots of minor rewriting

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