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Revision: 1.245
Committed: Tue Nov 10 04:38:46 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.244: +1 -1 lines
Log Message:
material overhaul

File Contents

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