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/cvs/deliantra/server/server/player.C
Revision: 1.227
Committed: Tue Jan 6 19:17:07 2009 UTC (15 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_76, rel-2_75
Changes since 1.226: +1 -1 lines
Log Message:
*** empty log message ***

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)
1227 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1228 {
1229 CHK_PICK_PICKUP;
1230 continue;
1231 }
1232 }
1233
1234 /* misc stuff that's useful */
1235 if (op->contr->mode & PU_KEY)
1236 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1237 {
1238 CHK_PICK_PICKUP;
1239 continue;
1240 }
1241
1242 /* any of the last 4 bits set means we use the ratio for value
1243 * pickups */
1244 if (op->contr->mode & PU_RATIO)
1245 {
1246 /* use value density to decide what else to grab */
1247 /* >=7 was >= op->contr->mode */
1248 /* >=7 is the old standard setting. Now we take the last 4 bits
1249 */
1250 wvratio = op->contr->mode & PU_RATIO;
1251 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1252 {
1253 #if 0
1254 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 if (tmp->name != NULL)
1256 {
1257 fprintf (stderr, "%s", tmp->name);
1258 }
1259 else
1260 fprintf (stderr, "%s", tmp->arch->archname);
1261 fprintf (stderr, ",%d] = ", tmp->type);
1262 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1263 #endif
1264 CHK_PICK_PICKUP;
1265 continue;
1266 }
1267 } /* the new pickup model */
1268 }
1269
1270 return !stop;
1271 }
1272
1273 /*
1274 * Find an arrow in the inventory and after that
1275 * in the right type container (quiver). Pointer to the
1276 * found object is returned.
1277 */
1278 object *
1279 find_arrow (object *op, const char *type)
1280 {
1281 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1282 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1283 return splay (tmp);
1284
1285 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1286 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1287 if (object *arrow = find_arrow (tmp, type))
1288 {
1289 splay (tmp);
1290 return arrow;
1291 }
1292
1293 return 0;
1294 }
1295
1296 /*
1297 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1298 * against the target. A full test is not performed, simply a basic test
1299 * of resistances. The archer is making a quick guess at what he sees down
1300 * the hall. Failing that it does it's best to pick the highest plus arrow.
1301 */
1302 object *
1303 find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1304 {
1305 object *tmp = NULL, *arrow, *ntmp;
1306 int attacknum, attacktype, betterby = 0, i;
1307
1308 if (!type)
1309 return NULL;
1310
1311 for (arrow = op->inv; arrow; arrow = arrow->below)
1312 {
1313 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1314 {
1315 i = 0;
1316 ntmp = find_better_arrow (arrow, target, type, &i);
1317
1318 if (i > betterby)
1319 {
1320 tmp = ntmp;
1321 betterby = i;
1322 }
1323 }
1324 else if (arrow->type == ARROW && arrow->race == type)
1325 {
1326 /* allways prefer assasination/slaying */
1327 if (target->race && arrow->slaying.contains (target->race))
1328 {
1329 if (arrow->attacktype & AT_DEATH)
1330 {
1331 *better = 100;
1332 return arrow;
1333 }
1334 else
1335 {
1336 tmp = arrow;
1337 betterby = (arrow->magic + arrow->stats.dam) * 2;
1338 }
1339 }
1340 else
1341 {
1342 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1343 {
1344 attacktype = 1 << attacknum;
1345 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1346 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1347 {
1348 tmp = arrow;
1349 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1350 }
1351 }
1352
1353 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1354 {
1355 tmp = arrow;
1356 betterby = 2 + arrow->magic + arrow->stats.dam;
1357 }
1358
1359 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1360 {
1361 tmp = arrow;
1362 betterby = 1 + arrow->magic + arrow->stats.dam;
1363 }
1364 }
1365 }
1366 }
1367
1368 if (tmp == NULL && arrow == NULL)
1369 return find_arrow (op, type);
1370
1371 *better = betterby;
1372 return tmp;
1373 }
1374
1375 /* looks in a given direction, finds the first valid target, and calls
1376 * find_better_arrow to find a decent arrow to use.
1377 * op = the shooter
1378 * type = bow->race
1379 * dir = fire direction
1380 */
1381 object *
1382 pick_arrow_target (object *op, shstr_cmp type, int dir)
1383 {
1384 object *tmp = NULL;
1385 maptile *m;
1386 int i, mflags, found, number;
1387 sint16 x, y;
1388
1389 if (op->map == NULL)
1390 return find_arrow (op, type);
1391
1392 /* do a dex check */
1393 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1394 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1395 return find_arrow (op, type);
1396
1397 m = op->map;
1398 x = op->x;
1399 y = op->y;
1400
1401 /* find the first target */
1402 for (i = 0, found = 0; i < 20; i++)
1403 {
1404 x += freearr_x[dir];
1405 y += freearr_y[dir];
1406 mflags = get_map_flags (m, &m, x, y, &x, &y);
1407
1408 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1409 {
1410 tmp = 0;
1411 break;
1412 }
1413 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1414 {
1415 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1416 * perhaps a bad assumption.
1417 */
1418 tmp = 0;
1419 break;
1420 }
1421
1422 if (mflags & P_IS_ALIVE)
1423 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1424 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1425 break;
1426 }
1427
1428 if (!tmp)
1429 return find_arrow (op, type);
1430
1431 if (tmp->head)
1432 tmp = tmp->head;
1433
1434 return find_better_arrow (op, tmp, type, &i);
1435 }
1436
1437 /*
1438 * Creature fires a bow - op can be monster or player. Returns
1439 * 1 if bow was actually fired, 0 otherwise.
1440 * op is the object firing the bow.
1441 * part is for multipart creatures - the part firing the bow.
1442 * dir is the direction of fire.
1443 * wc_mod is any special modifier to give (used in special player fire modes)
1444 * sx, sy are coordinates to fire arrow from - also used in some of the special
1445 * player fire modes.
1446 */
1447 int
1448 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1449 {
1450 object *left, *bow;
1451 int mflags;
1452 maptile *m;
1453
1454 if (!dir)
1455 {
1456 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1457 return 0;
1458 }
1459
1460 if (op->contr)
1461 bow = op->current_weapon;
1462 else
1463 {
1464 for (bow = op->inv; bow; bow = bow->below)
1465 /* Don't check for applied - monsters don't apply bows - in that way, they
1466 * don't need to switch back and forth between bows and weapons.
1467 */
1468 if (bow->type == BOW)
1469 break;
1470
1471 if (!bow)
1472 {
1473 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1474 return 0;
1475 }
1476
1477 // optimisation: move object to top so we will find it quickly again
1478 if (bow->below)
1479 {
1480 bow->remove ();
1481 op->insert (bow);
1482 }
1483 }
1484
1485 if (!bow->race || !bow->skill)
1486 {
1487 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1488 return 0;
1489 }
1490
1491 if (arrow == NULL)
1492 {
1493 if ((arrow = find_arrow (op, bow->race)) == NULL)
1494 {
1495 if (op->type == PLAYER)
1496 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1497 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1498 else
1499 CLEAR_FLAG (op, FLAG_READY_BOW);
1500
1501 return 0;
1502 }
1503 }
1504
1505 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1506 if (mflags & P_OUT_OF_MAP)
1507 return 0;
1508
1509 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1510 {
1511 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1512 return 0;
1513 }
1514
1515 /* this should not happen, but sometimes does */
1516 if (arrow->nrof == 0)
1517 {
1518 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1519 arrow->destroy ();
1520 return 0;
1521 }
1522
1523 left = arrow; /* these are arrows left to the player */
1524 arrow = arrow->split ();
1525 if (!arrow)
1526 {
1527 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1528 return 0;
1529 }
1530
1531 arrow->set_owner (op);
1532 arrow->skill = bow->skill;
1533 arrow->direction = dir;
1534
1535 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1536 arrow->stats.hp = arrow->stats.dam;
1537 arrow->stats.grace = arrow->attacktype;
1538
1539 if (arrow->slaying)
1540 arrow->spellarg = strdup (arrow->slaying);
1541
1542 #if 0
1543 if (player *pl = op->contr)
1544 {
1545 float speed = pl->weapon_sp;
1546
1547 /* penalize ROF for bestarrow */
1548 if (pl->bowtype == bow_bestarrow)
1549 speed *= .9f;
1550 else
1551 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1552
1553 op->speed_left += speed - op->speed;
1554 }
1555 #endif
1556
1557 SET_ANIMATION (arrow, arrow->direction);
1558
1559 /* update the speed */
1560 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1561 + bow->stats.dam / 7.f;
1562
1563 arrow->set_speed (max (arrow->speed, 2.f));
1564 arrow->speed_left = 0;
1565
1566 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1567
1568 if (op->type == PLAYER)
1569 {
1570 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1571 wc -= dex_bonus[op->stats.Dex];
1572
1573 if (!arrow->slaying)
1574 arrow->slaying = op->slaying;
1575
1576 arrow->attacktype |= op->attacktype;
1577 }
1578 else
1579 {
1580 arrow->level = op->level;
1581 arrow->stats.wc -= bow->magic;
1582
1583 if (!arrow->slaying)
1584 arrow->slaying = bow->slaying;
1585
1586 arrow->attacktype |= bow->attacktype;
1587 }
1588
1589 wc -= arrow->level;
1590 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1591
1592 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1593 arrow->move_type = MOVE_FLY_LOW;
1594 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1595
1596 op->play_sound (sound_find ("fire_arrow"));
1597 m->insert (arrow, sx, sy, op);
1598
1599 if (!arrow->destroyed ())
1600 move_arrow (arrow);
1601
1602 return 1;
1603 }
1604
1605 /* Special fire code for players - this takes into
1606 * account the special fire modes players can have
1607 * but monsters can't. Putting that code here
1608 * makes the fire_bow code much cleaner.
1609 * this function should only be called if 'op' is a player,
1610 * hence the function name.
1611 */
1612 int
1613 player_fire_bow (object *op, int dir)
1614 {
1615 int ret;
1616
1617 if (op->contr->bowtype == bow_bestarrow)
1618 {
1619 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1620 }
1621 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1622 {
1623 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1624 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1625 }
1626 else if (op->contr->bowtype == bow_threewide)
1627 {
1628 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1629 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1630 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1631 }
1632 else if (op->contr->bowtype == bow_spreadshot)
1633 {
1634 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1635 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1636 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1637 }
1638 else
1639 {
1640 /* Simple case */
1641 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1642 }
1643
1644 return ret;
1645 }
1646
1647 /* Fires a misc (wand/rod/horn) object in 'dir'.
1648 * Broken apart from 'fire' to keep it more readable.
1649 */
1650 void
1651 fire_misc_object (object *op, int dir)
1652 {
1653 object *item = op->contr->ranged_ob;
1654
1655 if (!item)
1656 {
1657 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1658 return;
1659 }
1660
1661 if (!item->inv)
1662 {
1663 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1664 return;
1665 }
1666
1667 if (!op->change_weapon (item))
1668 return;
1669
1670 if (item->type == WAND)
1671 {
1672 if (item->stats.food <= 0)
1673 {
1674 op->contr->play_sound (sound_find ("wand_poof"));
1675 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1676
1677 return;
1678 }
1679 }
1680 else if (item->type == ROD || item->type == HORN)
1681 {
1682 sint16 spell_sp = MAX (item->inv->stats.sp, item->inv->stats.grace);
1683
1684 // using the maximum of the rods charge allows at least one spell cast
1685 // for a rod or horn, this fixes some broken rods.
1686 if (item->stats.hp < MIN (spell_sp, item->stats.maxhp))
1687 {
1688 op->contr->play_sound (sound_find ("wand_poof"));
1689
1690 if (item->type == ROD)
1691 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1692 else
1693 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1694
1695 return;
1696 }
1697 }
1698
1699 if (cast_spell (op, item, dir, item->inv, NULL))
1700 {
1701 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1702
1703 if (item->type == WAND)
1704 {
1705 if (!(--item->stats.food))
1706 {
1707 object *tmp;
1708
1709 if (item->arch)
1710 {
1711 CLEAR_FLAG (item, FLAG_ANIMATE);
1712 item->face = item->arch->face;
1713 item->set_speed (0);
1714 }
1715
1716 if (object *pl = item->visible_to ())
1717 esrv_update_item (UPD_ANIM, pl, item);
1718 }
1719 }
1720 else if (item->type == ROD || item->type == HORN)
1721 drain_rod_charge (item);
1722 }
1723 }
1724
1725 /* Received a fire command for the player - go and do it.
1726 */
1727 bool
1728 fire (object *op, int dir)
1729 {
1730 int spellcost = 0;
1731
1732 player *pl = op->contr;
1733
1734 if (pl->golem)
1735 {
1736 control_golem (op->contr->golem, dir);
1737 return false;
1738 }
1739
1740 object *ob = pl->ranged_ob;
1741
1742 if (!ob)
1743 return false;
1744
1745 if (op->speed_left > 0.f)
1746 --op->speed_left;
1747 else
1748 return false;
1749
1750 if (!op->change_weapon (ob))
1751 return false;
1752
1753 /* check for loss of invisiblity/hide */
1754 if (action_makes_visible (op))
1755 make_visible (op);
1756
1757 switch (ob->type)
1758 {
1759 case BOW:
1760 player_fire_bow (op, dir);
1761 break;
1762
1763 case SPELL:
1764 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1765 break;
1766
1767 case BUILDER:
1768 apply_map_builder (op, dir);
1769 break;
1770
1771 case SKILL:
1772 do_skill (op, op, ob, dir, 0);
1773 break;
1774
1775 default:
1776 fire_misc_object (op, dir);
1777 break;
1778 }
1779
1780 return true;
1781 }
1782
1783 /* find_key
1784 * We try to find a key for the door as passed. If we find a key
1785 * and successfully use it, we return the key, otherwise NULL
1786 * This function merges both normal and locked door, since the logic
1787 * for both is the same - just the specific key is different.
1788 * pl is the player,
1789 * inv is the objects inventory to searched
1790 * door is the door we are trying to match against.
1791 * This function can be called recursively to search containers.
1792 */
1793 object *
1794 find_key (object *pl, object *container, object *door)
1795 {
1796 object *tmp, *key;
1797
1798 /* Should not happen, but sanity checking is never bad */
1799 if (!container->inv)
1800 return 0;
1801
1802 /* First, lets try to find a key in the top level inventory */
1803 for (tmp = container->inv; tmp; tmp = tmp->below)
1804 {
1805 if (door->type == DOOR && tmp->type == KEY)
1806 break;
1807 /* For sanity, we should really check door type, but other stuff
1808 * (like containers) can be locked with special keys
1809 */
1810 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1811 break;
1812 }
1813
1814 /* No key found - lets search inventories now */
1815 /* If we find and use a key in an inventory, return at that time.
1816 * otherwise, if we search all the inventories and still don't find
1817 * a key, return
1818 */
1819 if (!tmp)
1820 {
1821 for (tmp = container->inv; tmp; tmp = tmp->below)
1822 {
1823 /* No reason to search empty containers */
1824 if (tmp->type == CONTAINER && tmp->inv)
1825 {
1826 if ((key = find_key (pl, tmp, door)))
1827 return key;
1828 }
1829 }
1830
1831 if (!tmp)
1832 return NULL;
1833 }
1834
1835 /* We get down here if we have found a key. Now if its in a container,
1836 * see if we actually want to use it
1837 */
1838 if (pl != container)
1839 {
1840 /* Only let players use keys in containers */
1841 if (!pl->contr)
1842 return NULL;
1843 /* cases where this fails:
1844 * If we only search the player inventory, return now since we
1845 * are not in the players inventory.
1846 * If the container is not active, return now since only active
1847 * containers can be used.
1848 * If we only search keyrings and the container does not have
1849 * a race/isn't a keyring.
1850 * No checking for all containers - to fall through past here,
1851 * inv must have been an container and must have been active.
1852 *
1853 * Change the color so that the message doesn't disappear with
1854 * all the others.
1855 */
1856 if (pl->contr->usekeys == key_inventory ||
1857 !QUERY_FLAG (container, FLAG_APPLIED) ||
1858 (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1859 {
1860 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1861 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1862 return NULL;
1863 }
1864 }
1865
1866 return tmp;
1867 }
1868
1869 /* moved door processing out of move_player_attack.
1870 * returns 1 if player has opened the door with a key
1871 * such that the caller should not do anything more,
1872 * 0 otherwise
1873 */
1874 static int
1875 player_attack_door (object *op, object *door)
1876 {
1877 /* If its a door, try to find a key. If we do destroy the door,
1878 * might as well return immediately as there is nothing more to do -
1879 * otherwise, we fall through to the rest of the code.
1880 */
1881 object *key = find_key (op, op, door);
1882
1883 /* If we found a key, do some extra work */
1884 if (key)
1885 {
1886 object *container = key->env;
1887
1888 if (action_makes_visible (op))
1889 make_visible (op);
1890
1891 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1892 spring_trap (door->inv, op);
1893
1894 if (door->type == DOOR)
1895 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1896 else if (door->type == LOCKED_DOOR)
1897 {
1898 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1899 remove_door2 (door); /* remove door without violence ;-) */
1900 }
1901
1902 /* Do this after we print the message */
1903 key->decrease (); /* Use up one of the keys */
1904
1905 return 1; /* Nothing more to do below */
1906 }
1907 else if (door->type == LOCKED_DOOR)
1908 {
1909 /* Might as well return now - no other way to open this */
1910 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1911 return 1;
1912 }
1913
1914 return 0;
1915 }
1916
1917 /* This function is just part of a breakup from move_player.
1918 * It should keep the code cleaner.
1919 * When this is called, the players direction has been updated
1920 * (taking into account confusion.) The player is also actually
1921 * going to try and move (not fire weapons).
1922 */
1923 bool
1924 move_player_attack (object *op, int dir)
1925 {
1926 int on_battleground;
1927
1928 sint16 nx = freearr_x[dir] + op->x;
1929 sint16 ny = freearr_y[dir] + op->y;
1930
1931 on_battleground = op_on_battleground (op, 0, 0);
1932
1933 if (out_of_map (op->map, nx, ny))
1934 return false;
1935
1936 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1937 {
1938 --op->speed_left;
1939 return true;
1940 }
1941
1942 /* If braced, or can't move to the square, and it is not out of the
1943 * map, attack it. Note order of if statement is important - don't
1944 * want to be calling move_ob if braced, because move_ob will move the
1945 * player. This is a pretty nasty hack, because if we could
1946 * move to some space, it then means that if we are braced, we should
1947 * do nothing at all. As it is, if we are braced, we go through
1948 * quite a bit of processing. However, it probably is less than what
1949 * move_ob uses.
1950 */
1951 maptile *m = op->map->xy_find (nx, ny);
1952
1953 /* Go through all the objects, and find ones of interest. Only stop if
1954 * we find a monster - that is something we know we want to attack.
1955 * if its a door or barrel (can roll) see if there may be monsters
1956 * on the space
1957 */
1958 object *mon;
1959 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1960 {
1961 if ((mon->flag [FLAG_ALIVE]
1962 || mon->type == LOCKED_DOOR
1963 || mon->flag [FLAG_CAN_ROLL])
1964 && mon != op)
1965 break;
1966 }
1967
1968 if (!mon) /* This happens anytime the player tries to move */
1969 return false; /* into a wall */
1970
1971 mon = mon->head_ ();
1972
1973 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1974 if (op->contr->weapon_sp_left > 0.f)
1975 if (player_attack_door (op, mon))
1976 {
1977 --op->contr->weapon_sp_left;
1978 return true;
1979 }
1980
1981 /* The following deals with possibly attacking peaceful
1982 * or friendly creatures. Basically, all players are considered
1983 * unaggressive. If the moving player has peaceful set, then the
1984 * object should be pushed instead of attacked. It is assumed that
1985 * if you are braced, you will not attack friends accidently,
1986 * and thus will not push them.
1987 */
1988
1989 /* If the creature is a pet, push it even if the player is not
1990 * peaceful. Our assumption is the creature is a pet if the
1991 * player owns it and it is either friendly or unagressive.
1992 */
1993 if (op->type == PLAYER
1994 && ((mon->owner && mon->owner->contr
1995 && same_party (mon->owner->contr->party, op->contr->party))
1996 || mon->owner == op)
1997 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
1998 {
1999 /* If we're braced, we don't want to switch places with it */
2000 if (op->contr->braced)
2001 return false;
2002
2003 if (op->speed_left > 0.f)
2004 {
2005 --op->speed_left;
2006
2007 op->play_sound (sound_find ("push_player"));
2008 push_ob (mon, dir, op);
2009
2010 if (action_makes_visible (op))
2011 make_visible (op);
2012
2013 return true;
2014 }
2015 else
2016 return false;
2017 }
2018
2019 /* in certain circumstances, you shouldn't attack friendly
2020 * creatures. Note that if you are braced, you can't push
2021 * someone, but put it inside this loop so that you won't
2022 * attack them either.
2023 */
2024 if ((mon->type == PLAYER || mon->enemy != op)
2025 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2026 && ((op->contr->peaceful
2027 || (mon->type == PLAYER && mon->contr->peaceful))
2028 && !on_battleground))
2029 {
2030 if (op->speed_left > 0.f)
2031 {
2032 --op->speed_left;
2033
2034 if (!op->contr->braced)
2035 {
2036 op->play_sound (sound_find ("push_player"));
2037 push_ob (mon, dir, op);
2038 }
2039 else
2040 op->statusmsg ("You withhold your attack");
2041
2042 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2043 make_visible (op);
2044
2045 return true;
2046 }
2047 }
2048 /* If the object is a boulder or other rollable object, then
2049 * roll it if not braced. You can't roll it if you are braced.
2050 */
2051 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2052 {
2053 if (op->speed_left > 0.f)
2054 {
2055 --op->speed_left;
2056
2057 recursive_roll (mon, dir, op);
2058 if (action_makes_visible (op))
2059 make_visible (op);
2060
2061 return true;
2062 }
2063 }
2064 /* Any generic living creature. Including things like doors.
2065 * Way it works is like this: First, it must have some hit points
2066 * and be living. Then, it must be one of the following:
2067 * 1) Not a player, 2) A player, but of a different party. Note
2068 * that party_number -1 is no party, so attacks can still happen.
2069 */
2070 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2071 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2072 {
2073 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2074 {
2075 --op->contr->weapon_sp_left;
2076
2077 skill_attack (mon, op, 0, 0, 0);
2078
2079 if (action_makes_visible (op))
2080 make_visible (op);
2081
2082 return true;
2083 }
2084 }
2085
2086 return false;
2087 }
2088
2089 bool
2090 move_player (object *op, int dir)
2091 {
2092 int pick;
2093
2094 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2095 return 0;
2096
2097 /* Sanity check: make sure dir is valid */
2098 if ((dir < 0) || (dir >= 9))
2099 {
2100 LOG (llevError, "move_player: invalid direction %d\n", dir);
2101 return 0;
2102 }
2103
2104 /* peterm: added following line */
2105 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2106 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2107
2108 op->facing = dir;
2109
2110 if (op->flag [FLAG_HIDDEN])
2111 do_hidden_move (op);
2112
2113 bool retval;
2114
2115 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2116 retval = RESULT_INT (0);
2117 else if (op->contr->fire_on)
2118 retval = fire (op, dir);
2119 else
2120 {
2121 retval = move_player_attack (op, dir);
2122 pick = check_pick (op);
2123 }
2124
2125 /* Add special check for newcs players and fire on - this way, the
2126 * server can handle repeat firing.
2127 */
2128 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2129 op->direction = dir;
2130 else
2131 op->direction = 0;
2132
2133 /* Update how the player looks. Use the facing, so direction may
2134 * get reset to zero. This allows for full animation capabilities
2135 * for players.
2136 */
2137 animate_object (op, op->facing);
2138
2139 return retval;
2140 }
2141
2142 /* This is similar to handle_player, below, but is only used by the
2143 * new client/server stuff.
2144 * This is sort of special, in that the new client/server actually uses
2145 * the new speed values for commands.
2146 *
2147 * Returns true if there are more actions we can do. Should not do
2148 * many actions in a row, as that would be too unfair to other
2149 * players.
2150 */
2151 bool
2152 handle_newcs_player (object *op)
2153 {
2154 if (QUERY_FLAG (op, FLAG_SCARED))
2155 {
2156 if (op->speed_left > 0.f)
2157 {
2158 --op->speed_left;
2159 flee_player (op);
2160
2161 return true;
2162 }
2163 else
2164 return false;
2165 }
2166
2167 /* call this here - we also will call this in do_ericserver, but
2168 * the players time has been increased when doericserver has been
2169 * called, so we recheck it here.
2170 */
2171 if (op->contr->ns->handle_command ())
2172 return true;
2173
2174 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2175 return move_player (op, op->direction);
2176
2177 return false;
2178 }
2179
2180 int
2181 save_life (object *op)
2182 {
2183 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2184 return 0;
2185
2186 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2187 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2188 {
2189 op->play_sound (sound_find ("ob_evaporate"));
2190 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2191
2192 tmp->destroy ();
2193 CLEAR_FLAG (op, FLAG_LIFESAVE);
2194
2195 if (op->stats.hp < 0)
2196 op->stats.hp = op->stats.maxhp;
2197
2198 if (op->stats.food < 0)
2199 op->stats.food = 999;
2200
2201 op->update_stats ();
2202 return 1;
2203 }
2204
2205 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2206 CLEAR_FLAG (op, FLAG_LIFESAVE);
2207 enter_player_savebed (op); /* bring him home. */
2208 return 0;
2209 }
2210
2211 /* This goes throws the inventory and removes unpaid objects, and puts them
2212 * back in the map (location and map determined by values of env). This
2213 * function will descend into containers. op is the object to start the search
2214 * from.
2215 */
2216 static void
2217 drop_unpaid_items (object *op, object *env)
2218 {
2219 while (op)
2220 {
2221 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2222
2223 if (QUERY_FLAG (op, FLAG_UNPAID))
2224 op->insert_at (env);
2225 else if (op->inv)
2226 drop_unpaid_items (op->inv, env);
2227
2228 op = next;
2229 }
2230 }
2231
2232 void
2233 object::drop_unpaid_items ()
2234 {
2235 if (!flag [FLAG_REMOVED])
2236 ::drop_unpaid_items (inv, this);
2237 }
2238
2239 /*
2240 * Returns pointer a static string containing gravestone text
2241 * Moved from apply.c to player.c - player.c is what
2242 * actually uses this function. player.c may not be quite the
2243 * best, a misc file for object actions is probably better,
2244 * but there isn't one in the server directory.
2245 */
2246 const char *
2247 gravestone_text (object *op)
2248 {
2249 static dynbuf_text buf;
2250
2251 buf << "---- R.I.P. ----\n\n"
2252 << op->name;
2253
2254 if (op->type == PLAYER)
2255 buf << " the " << op->contr->title;
2256
2257 buf << "\n\n";
2258
2259 buf << "who was level ";
2260 buf << (sint32)op->level << "\n\n" // OO breakdown
2261 << " when " << (op->contr ? "killed" : "died") << "\n\n";
2262
2263 if (op->type == PLAYER)
2264 buf << "by " << op->contr->killer_name () << ".\n\n";
2265
2266 {
2267 static char buf2[128];
2268 time_t now = time (NULL);
2269 strftime (buf2, 128, "%b %d %Y\n\n", localtime (&now));
2270 buf << buf2;
2271 }
2272
2273 return buf;
2274 }
2275
2276 void
2277 do_some_living (object *op)
2278 {
2279 int last_food = op->stats.food;
2280 int gen_hp, gen_sp, gen_grace;
2281 int over_hp, over_sp, over_grace;
2282 int i;
2283 int rate_hp = 1200;
2284 int rate_sp = 2500;
2285 int rate_grace = 2000;
2286 const int max_hp = 1;
2287 const int max_sp = 1;
2288 const int max_grace = 1;
2289
2290 if (op->contr->hidden)
2291 {
2292 op->invisible = 1000;
2293 /* the socket code flashes the player visible/invisible
2294 * depending on the value of invisible, so we need to
2295 * alternate it here for it to work correctly.
2296 */
2297 if (pticks & 2)
2298 op->invisible--;
2299 }
2300 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2301 {
2302 if (!op->invisible--)
2303 {
2304 make_visible (op);
2305 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2306 }
2307 }
2308
2309 if (op->contr->ns->state == ST_PLAYING)
2310 {
2311 /* these next three if clauses make it possible to SLOW DOWN
2312 hp/grace/spellpoint regeneration. */
2313 if (op->contr->gen_hp >= 0)
2314 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2315 else
2316 {
2317 gen_hp = op->stats.maxhp;
2318 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2319 }
2320
2321 if (op->contr->gen_sp >= 0)
2322 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2323 else
2324 {
2325 gen_sp = op->stats.maxsp;
2326 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2327 }
2328
2329 if (op->contr->gen_grace >= 0)
2330 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2331 else
2332 {
2333 gen_grace = op->stats.maxgrace;
2334 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2335 }
2336
2337 /* Regenerate Grace */
2338 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2339 if (--op->last_grace < 0)
2340 {
2341 if (op->stats.grace < op->stats.maxgrace / 2)
2342 op->stats.grace++; /* no penalty in food for regaining grace */
2343
2344 if (max_grace > 1)
2345 {
2346 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2347 if (over_grace > 0)
2348 {
2349 op->stats.sp += over_grace
2350 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2351 op->last_grace = 0;
2352 }
2353 else
2354 {
2355 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2356 }
2357 }
2358 else
2359 {
2360 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2361 }
2362 /* wearing stuff doesn't detract from grace generation. */
2363 }
2364
2365 if (op->stats.food > 0)
2366 {
2367 /* Regenerate Spell Points */
2368 if (!op->contr->golem && --op->last_sp < 0)
2369 {
2370 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2371
2372 if (op->stats.sp < op->stats.maxsp)
2373 {
2374 op->stats.sp++;
2375
2376 /* dms do not consume food */
2377 if (!QUERY_FLAG (op, FLAG_WIZ))
2378 {
2379 op->stats.food--;
2380
2381 if (op->contr->digestion < 0)
2382 op->stats.food += op->contr->digestion;
2383 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2384 op->stats.food = last_food;
2385 }
2386 }
2387
2388 if (max_sp > 1)
2389 {
2390 over_sp = (gen_sp + 10) / rate_sp;
2391 if (over_sp > 0)
2392 {
2393 if (op->stats.sp < op->stats.maxsp)
2394 {
2395 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2396
2397 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2398 op->stats.sp--;
2399
2400 if (op->stats.sp > op->stats.maxsp)
2401 op->stats.sp = op->stats.maxsp;
2402 }
2403
2404 op->last_sp = 0;
2405 }
2406 else
2407 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2408 }
2409 else
2410 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2411 }
2412
2413 /* Regenerate Hit Points */
2414 if (--op->last_heal < 0)
2415 {
2416 if (op->stats.hp < op->stats.maxhp)
2417 {
2418 op->stats.hp++;
2419
2420 /* dms do not consume food */
2421 if (!QUERY_FLAG (op, FLAG_WIZ))
2422 {
2423 op->stats.food--;
2424
2425 if (op->contr->digestion < 0)
2426 op->stats.food += op->contr->digestion;
2427 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2428 op->stats.food = last_food;
2429 }
2430 }
2431
2432 if (max_hp > 1)
2433 {
2434 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2435
2436 if (over_hp > 0)
2437 {
2438 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2439 op->last_heal = 0;
2440 }
2441 else
2442 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2443 }
2444 else
2445 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2446 }
2447 }
2448
2449 /* Digestion */
2450 if (--op->last_eat < 0)
2451 {
2452 int bonus = max (0, op->contr->digestion),
2453 penalty = max (0, -op->contr->digestion);
2454
2455 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2456
2457 /* dms do not consume food */
2458 if (!QUERY_FLAG (op, FLAG_WIZ))
2459 op->stats.food--;
2460 }
2461
2462 if (op->stats.food < 0 && op->stats.hp >= 0)
2463 {
2464 object *flesh = 0;
2465
2466 for_inv_removable (op, tmp)
2467 {
2468 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2469 continue;
2470
2471 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2472 {
2473 op->statusmsg ("You blindly grab for a bite of food. "
2474 "H<To prevent you from starving, you ate some random item from your backpack.>");
2475 manual_apply (op, tmp, 0);
2476
2477 if (op->stats.food >= 0 || op->stats.hp < 0)
2478 break;
2479 }
2480 else if (tmp->type == FLESH)
2481 flesh = tmp;
2482 }
2483
2484 /* If player is still starving, it means they don't have any food, so
2485 * eat flesh instead.
2486 */
2487 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2488 {
2489 op->statusmsg ("You blindly grab for a bite of food. "
2490 "H<To prevent you from starving, you ate some random item from your backpack.>");
2491 manual_apply (op, flesh, 0);
2492 }
2493
2494 // If player is still starving, alert him!
2495 if (op->stats.food < 0)
2496 op->failmsg ("You are starving! "
2497 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2498 }
2499
2500 if (op->stats.food < 0)
2501 {
2502 op->stats.hp += op->stats.food;
2503 op->stats.food = 0;
2504
2505 if (op->stats.hp < 0)
2506 {
2507 op->contr->killer = archetype::get ("killer_starvation");
2508 op->contr->killer->destroy ();
2509 }
2510 }
2511
2512 /* killer should be set here already */
2513 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2514 kill_player (op);
2515 }
2516 }
2517
2518 /* If the player should die (lack of hp, food, etc), we call this.
2519 * op is the player in jeopardy. If the player can not be saved (not
2520 * permadeath, no lifesave), this will take care of removing the player
2521 * file.
2522 */
2523 void
2524 kill_player (object *op)
2525 {
2526 int x, y;
2527 maptile *map; /* this is for resurrection */
2528 int will_kill_again;
2529 archetype *at;
2530 object *tmp;
2531
2532 if (save_life (op))
2533 return;
2534
2535 dynbuf_text deathtab;
2536
2537 /* restore player */
2538 at = archetype::find ("poisoning");
2539 if (object *tmp = present_arch_in_ob (at, op))
2540 {
2541 tmp->destroy ();
2542 deathtab << "Your body feels cleansed...\r";
2543 }
2544
2545 at = archetype::find ("confusion");
2546 if (object *tmp = present_arch_in_ob (at, op))
2547 {
2548 tmp->destroy ();
2549 deathtab << "Your mind feels clearer...\r";
2550 }
2551
2552 cure_disease (op, 0, 0); /* remove any disease */
2553
2554 max_it (op->stats.hp , op->stats.maxhp);
2555 max_it (op->stats.sp , op->stats.maxsp);
2556 max_it (op->stats.grace, op->stats.maxgrace);
2557
2558 if (op->stats.food <= 0)
2559 op->stats.food = 999;
2560
2561 // remove all spell effects that are active
2562 // to avoid long-term effects such as word-of-recall
2563 for (object *item = op->inv; item; )
2564 {
2565 object *next = item->below;
2566
2567 if (item->type == SPELL_EFFECT && item->active)
2568 item->destroy ();
2569
2570 item = next;
2571 }
2572
2573 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2574 * in cities ONLY!!! It is very important that this doesn't get abused.
2575 * Look at op_on_battleground() for more info --AndreasV
2576 */
2577 if (op_on_battleground (op, &x, &y))
2578 {
2579 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2580
2581 /* create a bodypart-trophy to make the winner happy */
2582 if (object *tmp = arch_to_object (archetype::find ("finger")))
2583 {
2584 tmp->name = format ("%s's finger" , &op->name);
2585 tmp->name_pl = format ("%s's fingers", &op->name);
2586 tmp->msg = format (
2587 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2588 &op->name, op->contr->title,
2589 (int)op->level,
2590 op->contr->killer_name ()
2591 );
2592 tmp->value = 0, tmp->type = 0;
2593 tmp->materialname = "organics";
2594 tmp->insert_at (op, tmp);
2595 }
2596
2597 /* teleport defeated player to new destination */
2598 transfer_ob (op, x, y, 0, NULL);
2599 op->contr->braced = 0;
2600
2601 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2602 return;
2603 }
2604
2605 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2606 deathtab << "T<YOU HAVE DIED>\n\n";
2607
2608 INVOKE_PLAYER (DEATH, op->contr);
2609
2610 command_kill_pets (op, 0);
2611
2612 op->contr->play_sound (sound_find ("player_dies"));
2613
2614 /* save the map location for corpse, gravestone */
2615 x = op->x;
2616 y = op->y;
2617 map = op->map;
2618
2619 /* NOT_PERMADEATH code. This basically brings the character back to
2620 * life if they are dead - it takes some exp and a random stat.
2621 * See the config.h file for a little more in depth detail about this.
2622 */
2623
2624 /* Basically two ways to go - remove a stat permanently, or just
2625 * make it depletion. This bunch of code deals with that aspect
2626 * of death.
2627 */
2628 #ifndef COZY_SERVER
2629 if (settings.balanced_stat_loss)
2630 {
2631 /* If stat loss is permanent, lose one stat only. */
2632 /* Lower level chars don't lose as many stats because they suffer
2633 more if they do. */
2634 /* Higher level characters can afford things such as potions of
2635 restoration, or better, stat potions. So we slug them that
2636 little bit harder. */
2637 /* GD */
2638 if (settings.stat_loss_on_death)
2639 num_stats_lose = 1;
2640 else
2641 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2642 }
2643 else
2644 num_stats_lose = 1;
2645
2646 lost_a_stat = 0;
2647
2648 for (z = 0; z < num_stats_lose; z++)
2649 {
2650 i = rndm (NUM_STATS);
2651
2652 if (settings.stat_loss_on_death)
2653 {
2654 /* Pick a random stat and take a point off it. Tell the player
2655 * what he lost.
2656 */
2657 change_attr_value (&(op->stats), i, -1);
2658 check_stat_bounds (&(op->stats));
2659 change_attr_value (&(op->contr->orig_stats), i, -1);
2660 check_stat_bounds (&(op->contr->orig_stats));
2661 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2662 lost_a_stat = 1;
2663 }
2664 else
2665 {
2666 /* deplete a stat */
2667 archetype *deparch = archetype::find ("depletion");
2668 object *dep;
2669
2670 dep = present_arch_in_ob (deparch, op);
2671 if (!dep)
2672 {
2673 dep = arch_to_object (deparch);
2674 insert_ob_in_ob (dep, op);
2675 }
2676 lose_this_stat = 1;
2677 if (settings.balanced_stat_loss)
2678 {
2679 /* GD */
2680 /* Get the stat that we're about to deplete. */
2681 this_stat = get_attr_value (&(dep->stats), i);
2682 if (this_stat < 0)
2683 {
2684 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2685 int keep_chance = this_stat * this_stat;
2686
2687 /* Yes, I am paranoid. Sue me. */
2688 if (keep_chance < 1)
2689 keep_chance = 1;
2690
2691 /* There is a maximum depletion total per level. */
2692 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2693 {
2694 lose_this_stat = 0;
2695 /* Take loss chance vs keep chance to see if we
2696 retain the stat. */
2697 }
2698 else
2699 {
2700 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2701 lose_this_stat = 0;
2702 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2703 this_stat, keep_chance, loss_chance,
2704 lose_this_stat?"LOSE":"KEEP"); */
2705 }
2706 }
2707 }
2708
2709 if (lose_this_stat)
2710 {
2711 this_stat = get_attr_value (&dep->stats, i);
2712 /* We could try to do something clever like find another
2713 * stat to reduce if this fails. But chances are, if
2714 * stats have been depleted to -50, all are pretty low
2715 * and should be roughly the same, so it shouldn't make a
2716 * difference.
2717 */
2718 if (this_stat >= -50)
2719 {
2720 change_attr_value (&(dep->stats), i, -1);
2721 SET_FLAG (dep, FLAG_APPLIED);
2722 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2723 op->update_stats ();
2724 lost_a_stat = 1;
2725 }
2726 }
2727 }
2728 }
2729
2730 /* If no stat lost, tell the player. */
2731 if (!lost_a_stat)
2732 {
2733 /* determine_god() seems to not work sometimes... why is this?
2734 Should I be using something else? GD */
2735 shstr_tmp god = determine_god (op);
2736
2737 if (god != shstr_none)
2738 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2739 else
2740 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2741 }
2742 #else
2743 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2744 #endif
2745
2746 /* Put a gravestone up where the character 'almost' died. List the
2747 * exp loss on the stone.
2748 */
2749 tmp = arch_to_object (archetype::find ("gravestone"));
2750 tmp->name = format ("%s's gravestone", &op->name);
2751 tmp->name_pl = format ("%s's gravestones", &op->name);
2752 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2753 &op->name, op->contr->title, op->contr->killer_name ());
2754 tmp->x = op->x, tmp->y = op->y;
2755 insert_ob_in_map (tmp, op->map, NULL, 0);
2756
2757 /**************************************/
2758 /* */
2759 /* Subtract the experience points, */
2760 /* */
2761 /**************************************/
2762
2763 /*add_exp(op, (op->stats.exp * -0.20)); */
2764 apply_death_exp_penalty (op);
2765
2766 /*
2767 * Check to see if the player has any unpaid items. If so, remove them
2768 * and put them back in the map.
2769 */
2770 op->drop_unpaid_items ();
2771
2772 /****************************************/
2773 /* */
2774 /* Move player to his current respawn- */
2775 /* position (usually last savebed) */
2776 /* */
2777 /****************************************/
2778
2779 enter_player_savebed (op);
2780
2781 op->contr->braced = 0;
2782
2783 /* it is possible that the player has blown something up
2784 * at his savebed location, and that can have long lasting
2785 * spell effects. So first see if there is a spell effect
2786 * on the space that might harm the player.
2787 */
2788 will_kill_again = 0;
2789 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2790 if (tmp->type == SPELL_EFFECT)
2791 will_kill_again |= tmp->attacktype;
2792
2793 if (will_kill_again)
2794 {
2795 object *force;
2796 int at;
2797
2798 force = get_archetype (FORCE_NAME);
2799 /* 50 ticks should be enough time for the spell to abate */
2800 force->speed = 0.1f;
2801 force->speed_left = -5.f;
2802 SET_FLAG (force, FLAG_APPLIED);
2803 for (at = 0; at < NROFATTACKS; at++)
2804 if (will_kill_again & (1 << at))
2805 force->resist[at] = 100;
2806
2807 insert_ob_in_ob (force, op);
2808 op->update_stats ();
2809 }
2810
2811 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2812 }
2813
2814 void
2815 loot_object (object *op)
2816 { /* Grab and destroy some treasure */
2817 object *tmp, *tmp2, *next;
2818
2819 op->close_container (); /* close open sack first */
2820
2821 for (tmp = op->inv; tmp; tmp = next)
2822 {
2823 next = tmp->below;
2824
2825 if (tmp->invisible)
2826 continue;
2827
2828 tmp->remove ();
2829 tmp->x = op->x, tmp->y = op->y;
2830
2831 if (tmp->type == CONTAINER)
2832 loot_object (tmp); /* empty container to ground */
2833
2834 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2835 {
2836 if (tmp->nrof > 1)
2837 {
2838 tmp->decrease (rndm (1, tmp->nrof - 1));
2839 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 }
2841 else
2842 tmp->destroy ();
2843 }
2844 else
2845 insert_ob_in_map (tmp, op->map, NULL, 0);
2846 }
2847 }
2848
2849 /*
2850 * fix_weight(): Check recursively the weight of all players, and fix
2851 * what needs to be fixed. Refresh windows and fix speed if anything
2852 * was changed.
2853 */
2854 void
2855 fix_weight (void)
2856 {
2857 for_all_players (pl)
2858 {
2859 sint32 old = pl->ob->carrying;
2860
2861 pl->ob->update_weight ();
2862
2863 if (old != pl->ob->carrying)
2864 {
2865 pl->ob->update_stats ();
2866 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2867 }
2868 }
2869 }
2870
2871 void
2872 fix_luck (void)
2873 {
2874 for_all_players (pl)
2875 if (!pl->ob->contr->ns->state)
2876 pl->ob->change_luck (0);
2877 }
2878
2879 /* cast_dust() - handles op throwing objects of type 'DUST'.
2880 * This is much simpler in the new spell code - we basically
2881 * just treat this as any other spell casting object.
2882 */
2883 void
2884 cast_dust (object *op, object *throw_ob, int dir)
2885 {
2886 object *skop, *spob;
2887
2888 skop = find_skill_by_name (op, throw_ob->skill);
2889
2890 /* casting POTION 'dusts' is really a use_magic_item skill */
2891 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2892 {
2893 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2894 return;
2895 }
2896
2897 spob = throw_ob->inv;
2898
2899 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2900 // not pass NULL to cast_spell (which did indeed check itself, but
2901 // errors should be reported as early as possible IMHO)
2902 if (!spob)
2903 {
2904 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2905 return;
2906 }
2907
2908 if (op->type == PLAYER)
2909 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2910
2911 cast_spell (op, throw_ob, dir, spob, NULL);
2912
2913 throw_ob->destroy ();
2914 }
2915
2916 void
2917 make_visible (object *op)
2918 {
2919 op->flag [FLAG_HIDDEN] = 0;
2920 op->invisible = 0;
2921
2922 if (op->type == PLAYER)
2923 {
2924 op->contr->tmp_invis = 0;
2925 op->contr->invis_race = 0;
2926 }
2927
2928 update_object (op, UP_OBJ_CHANGE);
2929 }
2930
2931 int
2932 is_true_undead (object *op)
2933 {
2934 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
2935 return 1;
2936
2937 return 0;
2938 }
2939
2940 /* look at the surrounding terrain to determine
2941 * the hideability of this object. Positive levels
2942 * indicate greater hideability.
2943 */
2944 int
2945 hideability (object *ob)
2946 {
2947 int i, level = 0, mflag;
2948 sint16 x, y;
2949
2950 if (!ob || !ob->map)
2951 return 0;
2952
2953 /* so, on normal lighted maps, its hard to hide */
2954 level = ob->map->darklevel () - 2;
2955
2956 /* this also picks up whether the object is glowing.
2957 * If you carry a light on a non-dark map, its not
2958 * as bad as carrying a light on a pitch dark map */
2959 if (ob->has_carried_lights ())
2960 level = -(10 + (2 * ob->map->darklevel ()));
2961
2962 /* scan through all nearby squares for terrain to hide in */
2963 for (i = 0, x = ob->x, y = ob->y;
2964 i <= SIZEOFFREE1;
2965 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2966 {
2967 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
2968 if (mflag & P_OUT_OF_MAP)
2969 continue;
2970
2971 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
2972 level += 2;
2973 else /* open terrain! */
2974 level -= 1;
2975 }
2976
2977 #if 0
2978 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
2979 #endif
2980 return level;
2981 }
2982
2983 /* For Hidden creatures - a chance of becoming 'unhidden'
2984 * every time they move - as we subtract off 'invisibility'
2985 * AND, for players, if they move into a ridiculously unhideable
2986 * spot (surrounded by clear terrain in broad daylight). -b.t.
2987 */
2988 void
2989 do_hidden_move (object *op)
2990 {
2991 int hide = 0;
2992
2993 if (!op || !op->map)
2994 return;
2995
2996 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2997 int num = random_roll (0, 19, op, PREFER_LOW);
2998
2999 /* its *extremely* hard to run and sneak/hide at the same time! */
3000 if (op->type == PLAYER && op->contr->run_on)
3001 if (!skop || num >= skop->level)
3002 {
3003 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3004 make_visible (op);
3005 return;
3006 }
3007 else
3008 num += 20;
3009
3010 num += op->map->difficulty;
3011 hide = hideability (op); /* modify by terrain hidden level */
3012 num -= hide;
3013
3014 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3015 {
3016 make_visible (op);
3017
3018 if (op->type == PLAYER)
3019 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3020 }
3021 else if (op->type == PLAYER && skop)
3022 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3023 }
3024
3025 /* determine if who is standing near a hostile creature. */
3026
3027 int
3028 stand_near_hostile (object *who)
3029 {
3030 object *tmp = NULL;
3031 int i, friendly = 0, player = 0, mflags;
3032 maptile *m;
3033 sint16 x, y;
3034
3035 if (!who)
3036 return 0;
3037
3038 if (who->type == PLAYER)
3039 player = 1;
3040
3041 else
3042 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3043
3044 /* search adjacent squares */
3045 for (i = 1; i < 9; i++)
3046 {
3047 x = who->x + freearr_x[i];
3048 y = who->y + freearr_y[i];
3049 m = who->map;
3050 mflags = get_map_flags (m, &m, x, y, &x, &y);
3051 /* space must be blocked if there is a monster. If not
3052 * blocked, don't need to check this space.
3053 */
3054 if (mflags & P_OUT_OF_MAP)
3055 continue;
3056 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3057 continue;
3058
3059 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3060 {
3061 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3062 return 1;
3063 else if (tmp->type == PLAYER)
3064 {
3065 /*don't let a hidden DM prevent you from hiding */
3066 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3067 return 1;
3068 }
3069 }
3070 }
3071 return 0;
3072 }
3073
3074 /* check the player los field for viewability of the
3075 * object op. This function works fine for monsters,
3076 * but we dont worry if the object isnt the top one in
3077 * a pile (say a coin under a table would return "viewable"
3078 * by this routine). Another question, should we be
3079 * concerned with the direction the player is looking
3080 * in? Realistically, most of us can't see stuff behind
3081 * our backs...on the other hand, does the "facing" direction
3082 * imply the way your head, or body is facing? It's possible
3083 * for them to differ. Sigh, this fctn could get a bit more complex.
3084 * -b.t.
3085 * This function is now map tiling safe.
3086 */
3087 int
3088 player_can_view (object *pl, object *op)
3089 {
3090 rv_vector rv;
3091 int dx, dy;
3092
3093 if (pl->type != PLAYER)
3094 {
3095 LOG (llevError, "player_can_view() called for non-player object\n");
3096 return -1;
3097 }
3098
3099 if (!pl || !op)
3100 return 0;
3101
3102 op = op->head_ ();
3103
3104 get_rangevector (pl, op, &rv, 0x1);
3105
3106 /* starting with the 'head' part, lets loop
3107 * through the object and find if it has any
3108 * part that is in the los array but isn't on
3109 * a blocked los square.
3110 * we use the archetype to figure out offsets.
3111 */
3112 while (op)
3113 {
3114 dx = rv.distance_x + op->arch->x;
3115 dy = rv.distance_y + op->arch->y;
3116
3117 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3118 return 1;
3119
3120 op = op->more;
3121 }
3122
3123 return 0;
3124 }
3125
3126 /* routine for both players and monsters. We call this when
3127 * there is a possibility for our action distrubing our hiding
3128 * place or invisiblity spell. Artefact invisiblity causes
3129 * "noise" instead. If we arent invisible to begin with, we
3130 * return 0.
3131 */
3132 int
3133 action_makes_visible (object *op)
3134 {
3135 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3136 {
3137 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3138 {
3139 // artefact invisibility is permanent, but we still make noise
3140 // this is important for game-balance.
3141 if (op->contr)
3142 op->make_noise ();
3143
3144 return 0;
3145 }
3146
3147 if (op->contr && op->contr->tmp_invis == 0)
3148 return 0;
3149
3150 /* If monsters, they should become visible */
3151 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
3152 {
3153 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
3154 return 1;
3155 }
3156 }
3157
3158 return 0;
3159 }
3160
3161 /* op_on_battleground - checks if the given object op (usually
3162 * a player) is standing on a valid battleground-tile,
3163 * function returns TRUE/FALSE. If true x, y returns the battleground
3164 * -exit-coord. (and if x, y not NULL)
3165 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3166 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3167 * Default is to do the same as before, so only people wanting to have different points need worry about this
3168 */
3169 int
3170 op_on_battleground (object *op, int *x, int *y)
3171 {
3172 /* A battleground-tile needs the following attributes to be valid:
3173 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3174 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3175 * and the exit-coordinates sp/hp must both be > 0.
3176 * => The intention here is to prevent abuse of the battleground-
3177 * feature (like pickable or hidden battleground tiles). */
3178 for (object *tmp = op->below; tmp; tmp = tmp->below)
3179 {
3180 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3181 {
3182 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3183 && tmp->type == BATTLEGROUND
3184 && tmp->name == shstr_battleground
3185 && EXIT_X (tmp) && EXIT_Y (tmp))
3186 {
3187 /* before we assign the exit, check if this is a teambattle */
3188 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3189 {
3190 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3191 {
3192 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3193 {
3194 if (x && y)
3195 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3196
3197 return 1;
3198 }
3199 }
3200 }
3201
3202 if (x && y)
3203 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3204
3205 return 1;
3206 }
3207 }
3208 }
3209
3210 /* If we got here, did not find a battleground */
3211 return 0;
3212 }
3213
3214 /*
3215 * When a dragon-player gains a new stage of evolution,
3216 * he gets some treasure
3217 *
3218 * attributes:
3219 * object *who the dragon player
3220 * int atnr the attack-number of the ability focus
3221 * int level ability level
3222 */
3223 void
3224 dragon_ability_gain (object *who, int atnr, int level)
3225 {
3226 treasurelist *trlist = NULL; /* treasurelist */
3227 treasure *tr; /* treasure */
3228 object *tmp, *skop; /* tmp. object */
3229 object *item; /* treasure object */
3230 char buf[MAX_BUF]; /* tmp. string buffer */
3231 int i = 0, j = 0;
3232
3233 /* get the appropriate treasurelist */
3234 if (atnr == ATNR_FIRE)
3235 trlist = treasurelist::find (shstr_dragon_ability_fire);
3236 else if (atnr == ATNR_COLD)
3237 trlist = treasurelist::find (shstr_dragon_ability_cold);
3238 else if (atnr == ATNR_ELECTRICITY)
3239 trlist = treasurelist::find (shstr_dragon_ability_elec);
3240 else if (atnr == ATNR_POISON)
3241 trlist = treasurelist::find (shstr_dragon_ability_poison);
3242
3243 if (trlist == NULL || who->type != PLAYER)
3244 return;
3245
3246 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3247
3248 if (!tr || !tr->item)
3249 {
3250 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3251 return;
3252 }
3253
3254 /* everything seems okay - now bring on the gift: */
3255 item = tr->item;
3256
3257 if (item->type == SPELL)
3258 {
3259 if (check_spell_known (who, item->name))
3260 return;
3261
3262 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3263 do_learn_spell (who, item, 0);
3264 return;
3265 }
3266
3267 /* grant direct spell */
3268 if (item->type == SPELLBOOK)
3269 {
3270 if (!item->inv)
3271 {
3272 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3273 return;
3274 }
3275 if (check_spell_known (who, item->inv->name))
3276 return;
3277 if (item->invisible)
3278 {
3279 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3280 do_learn_spell (who, item->inv, 0);
3281 return;
3282 }
3283 }
3284 else if (item->type == SKILL_TOOL && item->invisible)
3285 {
3286 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3287 {
3288
3289 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3290 * in this way, if the player is missing any of the attacktypes, he gets
3291 * them. As it is now, if the player has any that match the granted skill,
3292 * but not all of them, he gets nothing.
3293 */
3294 if (!(skop->attacktype & item->attacktype))
3295 {
3296 /* Give new attacktype */
3297 skop->attacktype |= item->attacktype;
3298
3299 /* always add physical if there's none */
3300 skop->attacktype |= AT_PHYSICAL;
3301
3302 if (item->msg != NULL)
3303 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3304
3305 /* Give player new face */
3306 if (item->animation_id)
3307 {
3308 who->face = skop->face;
3309 who->animation_id = item->animation_id;
3310 who->anim_speed = item->anim_speed;
3311 who->last_anim = 0;
3312 who->state = 0;
3313 animate_object (who, who->direction);
3314 }
3315 }
3316 }
3317 }
3318 else if (item->type == FORCE)
3319 {
3320 /* forces in the treasurelist can alter the player's stats */
3321 object *skin;
3322
3323 /* first get the dragon skin force */
3324 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3325 ;
3326
3327 if (!skin)
3328 return;
3329
3330 /* adding new spellpath attunements */
3331 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3332 {
3333 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3334
3335 /* print message */
3336 sprintf (buf, "You feel attuned to ");
3337 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3338 {
3339 if (item->path_attuned & (1 << i))
3340 {
3341 if (j)
3342 strcat (buf, " and ");
3343 else
3344 j = 1;
3345 strcat (buf, spellpathnames[i]);
3346 }
3347 }
3348 strcat (buf, ".");
3349 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3350 }
3351
3352 /* evtl. adding flags: */
3353 if (QUERY_FLAG (item, FLAG_XRAYS))
3354 SET_FLAG (skin, FLAG_XRAYS);
3355 if (QUERY_FLAG (item, FLAG_STEALTH))
3356 SET_FLAG (skin, FLAG_STEALTH);
3357 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3358 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3359
3360 /* print message if there is one */
3361 if (item->msg != NULL)
3362 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3363 }
3364 else
3365 {
3366 /* generate misc. treasure */
3367 tmp = arch_to_object (tr->item);
3368 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3369 who->insert (tmp);
3370 }
3371 }
3372
3373 /**
3374 * Unready an object for a player. This function does nothing if the object was
3375 * not readied.
3376 */
3377 void
3378 player_unready_range_ob (player *pl, object *ob)
3379 {
3380 if (pl->ob->current_weapon == ob)
3381 pl->ob->current_weapon = 0;
3382
3383 if (pl->combat_ob == ob)
3384 pl->combat_ob = 0;
3385
3386 if (pl->ranged_ob == ob)
3387 pl->ranged_ob = 0;
3388 }
3389
3390 sint8
3391 player::darkness_at (maptile *map, int x, int y) const
3392 {
3393 if (!ns)
3394 return LOS_BLOCKED;
3395
3396 int dx, dy;
3397 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3398 return LOS_BLOCKED;
3399
3400 x += dx - ns->current_x;
3401 y += dy - ns->current_y;
3402
3403 return blocked_los (x, y);
3404 }
3405
3406 void
3407 player::infobox (const char *title, const char *msg, int color)
3408 {
3409 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3410 }
3411
3412 void
3413 player::statusmsg (const char *msg, int color)
3414 {
3415 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3416 }
3417
3418 void
3419 player::failmsg (const char *msg, int color)
3420 {
3421 play_sound (sound_find ("generic_failure"));
3422 statusmsg (msg, color);
3423 }
3424