/* * This file is part of Deliantra, the Roguelike Realtime MMORPG. * * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team * Copyright (©) 2002 Mark Wedel & Crossfire Development Team * Copyright (©) 1992 Frank Tore Johansen * * Deliantra is free software: you can redistribute it and/or modify it under * the terms of the Affero GNU General Public License as published by the * Free Software Foundation, either version 3 of the License, or (at your * option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the Affero GNU General Public License * and the GNU General Public License along with this program. If not, see * . * * The authors can be reached via e-mail to */ //+GPL #include #include #include #include #include #include #include #include #include playervec players; /* This loads the first map an puts the player on it. */ static void set_first_map (object *op) { op->contr->maplevel = first_map_path; op->x = -1; op->y = -1; } void player::activate () { if (active) return; players.insert (this); ob->remove (); ob->map = 0; ob->activate_recursive (); CLEAR_FLAG (ob, FLAG_FRIENDLY); add_friendly_object (ob); } void player::deactivate () { if (!active) return; terminate_all_pets (ob); remove_friendly_object (ob); ob->deactivate_recursive (); if (ob->map) maplevel = ob->map->path; ob->remove (); ob->enemy = 0; // sometimes keeps an extra refcount on itself ob->map = 0; party = 0; combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this players.erase (this); } // connect the player with a specific client // also changes, rationalises, and fixes some incorrect settings void player::connect (client *ns) { this->ns = ns; ns->pl = this; run_on = 0; fire_on = 0; ob->close_container (); //TODO: client-specific ns->update_look = 0; ns->look_position = 0; clear_los (); ns->reset_stats (); /* make sure he's a player -- needed because of class change. */ ob->type = PLAYER; // we are paranoid ob->race = ob->arch->race; ob->update_weight (); link_skills (); assign (title, ob->arch->object::name); /* if it's a dragon player, set the correct title here */ if (ob->is_dragon ()) { object *tmp, *abil = 0, *skin = 0; for (tmp = ob->inv; tmp; tmp = tmp->below) if (tmp->type == FORCE) if (tmp->arch->archname == shstr_dragon_ability_force) abil = tmp; else if (tmp->arch->archname == shstr_dragon_skin_force) skin = tmp; set_dragon_name (ob, abil, skin); } new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); esrv_new_player (this); ob->update_stats (); ns->floorbox_update (); esrv_send_inventory (ob, ob); esrv_add_spells (this, 0); ob->flag [FLAG_READY_WEAPON] = false; ob->flag [FLAG_READY_SKILL] = false; ob->flag [FLAG_READY_RANGE] = false; ob->flag [FLAG_READY_BOW] = false; for (object *op = ob->inv; op; op = op->below) if (op->flag [FLAG_APPLIED]) switch (op->type) { case SKILL: op->flag [FLAG_APPLIED] = false; break; case SPELL: case WAND: case ROD: case HORN: case BOW: case RANGED: ranged_ob = op; op->flag [FLAG_APPLIED] = false; break; case WEAPON: combat_ob = op; op->flag [FLAG_APPLIED] = false; break; } ob->update_stats (); // we unapplied stuff above ob->current_weapon = 0; if (object *item = combat_ob ? combat_ob : ranged_ob) ob->apply (item); activate (); INVOKE_PLAYER (CONNECT, this); INVOKE_PLAYER (LOGIN, this); } void player::disconnect () { if (ob) { ob->close_container (); //TODO: client-specific ob->drop_unpaid_items (); } if (ns) { if (active) INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); INVOKE_PLAYER (DISCONNECT, this); ns->reset_stats (); ns->pl = 0; ns = 0; } // this is important for the player scheduler to get the correct refcount // when ns = 0 observe = viewpoint = ob; deactivate (); } //-GPL // the need for this function can be explained // by load_object not returning the object void player::set_object (object *op) { ob = observe = viewpoint = op; ob->contr = this; /* this aren't yet in archetype */ ob->speed = 1.0f; ob->speed_left = 0.5f; ob->direction = 5; /* So player faces south */ } void player::set_observe (object *op) { observe = viewpoint = op ? op : ob; do_los = 1; } void player::set_viewpoint (object *op) { viewpoint = op ? op : (object *)observe; do_los = 1; } //+GPL player::player () { /* There are some elements we want initialised to non zero value - * we deal with that below this point. */ outputs_sync = 4; outputs_count = 4; unapply = unapply_nochoice; savebed_map = first_map_path; /* Init. respawn position */ gen_sp_armour = 10; bowtype = bow_normal; petmode = pet_normal; usekeys = containers; peaceful = 1; /* default peaceful */ do_los = 1; weapon_sp = 1.0f; weapon_sp_left = 0.5f; } void player::do_destroy () { disconnect (); attachable::do_destroy (); if (ob) { ob->destroy_inv (false); ob->destroy (); } ob = observe = viewpoint = 0; } player::~player () { /* Clear item stack */ free (stack_items); } /* * get_player_archetype() return next player archetype from archetype * list. Not very efficient routine, but used only creating new players. * Note: there MUST be at least one player archetype! */ static archetype * get_player_archetype (archetype *at) { // archetypes could have been reloaded archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; if (!nat) return at; archvec::iterator i = archetypes.find (nat); for (;;) { if (++i == archetypes.end ()) i = archetypes.begin (); else if (*i == at) cleanup ("not a single player archetype found"); if ((*i)->type == PLAYER) return *i; } } /* Tries to add player on the connection passed in ns. * All we can really get in this is some settings like host and display * mode. */ player * player::create () { player *pl = new player; pl->set_object (get_player_archetype (0)->instance ()); pl->ob->roll_stats (); pl->ob->stats.wc = 2; pl->ob->run_away = 25; /* Then we panick... */ set_first_map (pl->ob); return pl; } object * get_nearest_player (object *mon) { object *op = NULL; objectlink *ol; unsigned lastdist; rv_vector rv; for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) { if (!can_detect_enemy (mon, ol->ob, &rv)) continue; if (lastdist > rv.distance) { op = ol->ob; lastdist = rv.distance; } } for_all_players (pl) if (can_detect_enemy (mon, pl->ob, &rv)) if (lastdist > rv.distance) { op = pl->ob; lastdist = rv.distance; } #if 0 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)"); #endif return op; } /* I believe this can safely go to 2, 3 is questionable, 4 will likely * result in a monster paths backtracking. It basically determines how large a * detour a monster will take from the direction path when looking * for a path to the player. The values are in the amount of direction * the deviation is */ #define DETOUR_AMOUNT 2 /* This is used to prevent infinite loops. Consider a case where the * player is in a chamber (with gate closed), and monsters are outside. * with DETOUR_AMOUNT==2, the function will turn each corner, trying to * find a path into the chamber. This is a good thing, but since there * is no real path, it will just keep circling the chamber for * ever (this could be a nice effect for monsters, but not for the function * to get stuck in. I think for the monsters, if max is reached and * we return the first direction the creature could move would result in the * circling behaviour. Unfortunately, this function is also used to determined * if the creature should cast a spell, so returning a direction in that case * is probably not a good thing. */ #define MAX_SPACES 50 /* * Returns the direction to the player, if valid. Returns 0 otherwise. * modified to verify there is a path to the player. Does this by stepping towards * player and if path is blocked then see if blockage is close enough to player that * direction to player is changed (ie zig or zag). Continue zig zag until either * reach player or path is blocked. Thus, will only return true if there is a free * path to player. Though path may not be a straight line. Note that it will find * player hiding along a corridor at right angles to the corridor with the monster. * * Modified by MSW 2001-08-06 to handle tiled maps. Various notes: * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding * down corriders. * 2) I think the old code was broken if the first direction the monster * should move was blocked - the code would store the first direction without * verifying that the player can actually move in that direction. The new * code does not store anything in firstdir until we have verified that the * monster can in fact move one space in that direction. * 3) I'm not sure how good this code will be for moving multipart monsters, * since only simple checks to blocked are being called, which could mean the monster * is blocking itself. */ int path_to_player (object *mon, object *pl, unsigned mindiff) { rv_vector rv; sint16 x, y; int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; maptile *m, *lastmap; get_rangevector (mon, pl, &rv, 0); if (rv.distance < mindiff) return 0; x = mon->x; y = mon->y; m = mon->map; dir = rv.direction; lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); /* If we can't solve it within the search distance, return now. */ if (diff > max) return 0; while (diff > 1 && max > 0) { lastx = x; lasty = y; lastmap = m; x = lastx + freearr_x[dir]; y = lasty + freearr_y[dir]; mflags = get_map_flags (m, &m, x, y, &x, &y); blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); /* Space is blocked - try changing direction a little */ if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) && (m == mon->map && blocked_link (mon, m, x, y)))) { /* recalculate direction from last good location. Possible * we were not traversing ideal location before. */ get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); if (rv.direction != dir) { /* OK - says direction should be different - lets reset the * the values so it will try again. */ x = lastx; y = lasty; m = lastmap; dir = firstdir = rv.direction; } else { /* direct path is blocked - try taking a side step to * either the left or right. * Note increase the values in the loop below to be * more than -1/1 respectively will mean the monster takes * bigger detour. Have to be careful about these values getting * too big (3 or maybe 4 or higher) as the monster may just try * stepping back and forth */ for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) { if (i == 0) continue; /* already did this, so skip it */ /* Use lastdir here - otherwise, * since the direction that the creature should move in * may change, you could get infinite loops. * ie, player is northwest, but monster can only * move west, so it does that. It goes some distance, * gets blocked, finds that it should move north, * can't do that, but now finds it can move east, and * gets back to its original point. lastdir contains * the last direction the creature has successfully * moved. */ x = lastx + freearr_x[absdir (lastdir + i)]; y = lasty + freearr_y[absdir (lastdir + i)]; m = lastmap; mflags = get_map_flags (m, &m, x, y, &x, &y); if (mflags & P_OUT_OF_MAP) continue; blocked = GET_MAP_MOVE_BLOCK (m, x, y); if (OB_TYPE_MOVE_BLOCK (mon, blocked)) continue; if (mflags & P_BLOCKSVIEW) continue; if (m == mon->map && blocked_link (mon, m, x, y)) break; } /* go through entire loop without finding a valid * sidestep to take - thus, no valid path. */ if (i == (DETOUR_AMOUNT + 1)) return 0; diff--; lastdir = dir; max--; if (!firstdir) firstdir = dir + i; } /* else check alternate directions */ } /* if blocked */ else { /* we moved towards creature, so diff is less */ diff--; max--; lastdir = dir; if (!firstdir) firstdir = dir; } if (diff <= 1) { /* Recalculate diff (distance) because we may not have actually * headed toward player for entire distance. */ get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); } if (diff > max) return 0; } /* If we reached the max, didn't find a direction in time */ if (!max) return 0; return firstdir; } void give_initial_items (object *pl, treasurelist *items) { if (pl->randomitems) create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); for (object *next, *op = pl->inv; op; op = next) { next = op->below; /* Forces get applied per default, unless they have the * flag "neutral" set. Sorry but I can't think of a better way */ if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL)) SET_FLAG (op, FLAG_APPLIED); /* we never give weapons/armour if these cannot be used * by this player due to race restrictions */ if (pl->type == PLAYER) { if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && (op->type == ARMOUR || op->type == BOOTS || op->type == CLOAK || op->type == HELMET || op->type == SHIELD || op->type == GLOVES || op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) { op->destroy (); continue; } } /* Here we remove duplicated skills (as duplicated spell objects have * _very_ confusing effects for players), which could for instance be * generated by bad treasurelists. - elmex */ if (op->type == SKILL) { for (object *tmp = op->below; tmp; tmp = tmp->below) if (tmp->type == op->type && tmp->name == op->name) { op->destroy (); LOG (llevError, "give_initial_items: Removing duplicate skill %s\n", &tmp->name); break; } if (op->nrof > 1) op->nrof = 1; } if (op->type == SPELLBOOK && op->inv) CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); /* Give starting characters identified, uncursed, and undamned * items. Just don't identify gold or silver, or it won't be * merged properly. */ if (need_identify (op)) { SET_FLAG (op, FLAG_IDENTIFIED); CLEAR_FLAG (op, FLAG_CURSED); CLEAR_FLAG (op, FLAG_DAMNED); } if (op->type == SPELL) { op->destroy (); continue; } else if (op->type == SKILL) { SET_FLAG (op, FLAG_CAN_USE_SKILL); op->stats.exp = 0; op->level = 1; } else /* lock all 'normal items by default */ SET_FLAG (op, FLAG_INV_LOCKED); } /* for loop of objects in player inv */ /* Need to set up the skill pointers */ pl->contr->link_skills (); } void get_party_password (object *op, partylist *party) { if (party == NULL) { LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); return; } op->contr->write_buf[0] = '\0'; op->contr->ns->state = ST_GET_PARTY_PASSWORD; op->contr->party_to_join = party; send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); } /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ static int roll_stat () { int a[4], i, j, k; for (i = 0; i < 4; i++) a[i] = (int) rndm (6) + 1; for (i = 0, j = 0, k = 7; i < 4; i++) if (a[i] < k) k = a[i], j = i; for (i = 0, k = 0; i < 4; i++) if (i != j) k += a[i]; return k; } void object::roll_stats () { int statsort [NUM_STATS]; for (;;) { int sum = 0; for (int i = NUM_STATS; i--; ) sum += statsort [i] = roll_stat (); if (sum >= 82 && sum <= 116) break; } // Sort the stats so that rerolling is easier... std::sort (statsort, statsort + NUM_STATS, std::greater()); for (int i = 0; i < NUM_STATS; ++i) stats.stat (i) = statsort [i]; stats.exp = 0; stats.ac = 0; stats.hp = stats.maxhp; stats.sp = stats.maxsp; stats.grace = stats.maxgrace; if (contr) { contr->levhp[1] = 9; contr->levsp[1] = 6; contr->levgrace[1] = 3; contr->orig_stats = stats; } } void object::swap_stats (int a, int b) { swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b)); for (int i = 0; i < NUM_STATS; ++i) stats.stat (i) = contr->orig_stats.stat (i); //TODO: the following code looks so borked and should, at the very least, // be merged with the similar code in roll_stats stats.ac = 0; level = 1; stats.exp = 0; stats.ac = 0; stats.hp = stats.maxhp; stats.sp = stats.maxsp; stats.grace = stats.maxgrace; if (contr) { contr->levhp[1] = 9; contr->levsp[1] = 6; contr->levgrace[1] = 3; contr->orig_stats = stats; } } static void start_info (object *op) { char buf[MAX_BUF]; sprintf (buf, "Welcome to Deliantra v%s!", VERSION); new_draw_info (NDI_UNIQUE, 0, op, buf); } /* This function takes the key that is passed, and does the * appropriate action with it (change race, or other things). * The function name is for historical reasons - now we have * separate race and class; this actually changes the RACE, * not the class. */ void player::chargen_race_done () { /* this must before then initial items are given */ esrv_new_player (ob->contr); treasurelist *tl = treasurelist::find (shstr_starting_wealth); if (tl) create_treasure (tl, ob, 0, 0, 0); INVOKE_PLAYER (BIRTH, ob->contr); INVOKE_PLAYER (LOGIN, ob->contr); ob->contr->ns->state = ST_PLAYING; if (ob->msg) ob->msg = 0; start_info (ob); CLEAR_FLAG (ob, FLAG_WIZ); give_initial_items (ob, ob->randomitems); esrv_send_inventory (ob, ob); ob->update_stats (); /* This moves the player to a different start map, if there * is one for this race */ if (*first_map_ext_path) ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); else LOG (llevDebug, "first_map_ext_path not set\n"); } void player::chargen_race_next () { /* Following actually changes the race - this is the default command * if we don't match with one of the options above. */ do { shstr name = ob->name; int x = ob->x, y = ob->y; ob->remove_statbonus (); ob->remove (); ob->arch = get_player_archetype (ob->arch); ob->arch->copy_to (ob); ob->instantiate (); ob->stats = ob->contr->orig_stats; ob->name = ob->name_pl = name; ob->x = x; ob->y = y; SET_ANIMATION (ob, 2); /* So player faces south */ insert_ob_in_map (ob, ob->map, ob, 0); assign (ob->contr->title, ob->arch->object::name); ob->add_statbonus (); } while (!allowed_class (ob)); update_object (ob, UP_OBJ_FACE); esrv_update_item (UPD_FACE, ob, ob); ob->update_stats (); ob->stats.hp = ob->stats.maxhp; ob->stats.sp = ob->stats.maxsp; ob->stats.grace = 0; } static void flee_player (object *op) { int dir, diff; rv_vector rv; if (op->stats.hp < 0) { LOG (llevDebug, "Fleeing player is dead.\n"); CLEAR_FLAG (op, FLAG_SCARED); return; } if (!op->enemy) { LOG (llevDebug, "Fleeing player had no enemy.\n"); CLEAR_FLAG (op, FLAG_SCARED); return; } if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) { op->enemy = NULL; CLEAR_FLAG (op, FLAG_SCARED); return; } get_rangevector (op, op->enemy, &rv, 0); dir = absdir (4 + rv.direction); for (diff = 0; diff < 3; diff++) { int m = 1 - rndm (2) * 2; if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m)))) return; } /* Cornered, get rid of scared */ CLEAR_FLAG (op, FLAG_SCARED); op->enemy = NULL; } /* check_pick sees if there is stuff to be picked up/picks up stuff. * It returns 1 if the player should keep on moving, 0 if he should * stop. */ int check_pick (object *op) { object *tmp, *next; int stop = 0; int wvratio; /* if you're flying, you can't pick up anything */ if (op->move_type & MOVE_FLYING) return 1; next = op->below; int cnt = MAX_ITEM_PER_ACTION; #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) /* loop while there are items on the floor that are not marked as * destroyed */ while (next && !next->destroyed ()) { tmp = next; next = tmp->below; if (cnt <= 0) { op->failmsg ("Couldn't pickup all items at once."); return 0; } if (op->destroyed ()) return 0; if (!can_pick (op, tmp)) continue; if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) { if (item_matched_string (op, tmp, op->contr->search_str)) CHK_PICK_PICKUP; continue; } /* pickup handling */ if (op->contr->mode & PU_DEBUG) { /* some debugging code to figure out item information */ const char *str = tmp->name ? format ("item name: %s item type: %d weight/value: %d", &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))) : format ("item name: %s item type: %d weight/value: %d", &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); new_draw_info (NDI_UNIQUE, 0, op, str); } if (op->contr->mode & PU_INHIBIT) return 1; if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client return 1; /* philosophy: * It's easy to grab an item type from a pile, as long as it's * generic. This takes no game-time. For more detailed pickups * and selections, select-items should be used. This is a * grab-as-you-run type mode that's really useful for arrows for * example. * The drawback: right now it has no frontend, so you need to * stick the bits you want into a calculator in hex mode and then * convert to decimal and then 'pickup <#> */ /* the first two modes are exclusive: if NOTHING we return, if * STOP then we stop. All the rest are applied sequentially, * meaning if any test passes, the item gets picked up. */ /* if mode is set to pick nothing up, return */ if (op->contr->mode == PU_NOTHING) return 1; /* if mode is set to stop when encountering objects, return */ /* take STOP before INHIBIT since it doesn't actually pick * anything up */ if (op->contr->mode & PU_STOP) return 0; /* useful for going into stores and not losing your settings... */ /* and for battles wher you don't want to get loaded down while * fighting */ if (op->contr->mode & PU_INHIBIT) return 1; /* prevent us from turning into auto-thieves :) */ if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; /* ignore known cursed objects */ if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; /* all food and drink if desired */ /* question: don't pick up known-poisonous stuff? */ if (op->contr->mode & PU_FOOD) if (tmp->type == FOOD) { CHK_PICK_PICKUP; continue; } if (op->contr->mode & PU_DRINK) if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) { CHK_PICK_PICKUP; continue; } if (op->contr->mode & PU_POTION) if (tmp->type == POTION) { CHK_PICK_PICKUP; continue; } /* spellbooks, skillscrolls and normal books/scrolls */ if (op->contr->mode & PU_SPELLBOOK) if (tmp->type == SPELLBOOK) { CHK_PICK_PICKUP; continue; } if (op->contr->mode & PU_SKILLSCROLL) if (tmp->type == SKILLSCROLL) { CHK_PICK_PICKUP; continue; } if (op->contr->mode & PU_READABLES) if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE) { CHK_PICK_PICKUP; continue; } /* wands/staves/rods/horns */ if (op->contr->mode & PU_MAGIC_DEVICE) if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN || tmp->type == POWER_CRYSTAL) { CHK_PICK_PICKUP; continue; } /* pick up all magical items */ if (op->contr->mode & PU_MAGICAL) if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) { CHK_PICK_PICKUP; continue; } if (op->contr->mode & PU_VALUABLES) { if (tmp->type == MONEY || tmp->type == GEM) { CHK_PICK_PICKUP; continue; } } /* rings & amulets - talismans seems to be typed AMULET */ if (op->contr->mode & PU_JEWELS) if (tmp->type == RING || tmp->type == AMULET || tmp->type == GIRDLE || tmp->type == SKILL_TOOL) { CHK_PICK_PICKUP; continue; } /* we don't forget dragon food */ if (op->contr->mode & PU_FLESH) if (tmp->type == FLESH) { CHK_PICK_PICKUP; continue; } /* bows and arrows. Bows are good for selling! */ if (op->contr->mode & PU_BOW) if (tmp->type == BOW) { CHK_PICK_PICKUP; continue; } if (op->contr->mode & PU_ARROW) if (tmp->type == ARROW) { CHK_PICK_PICKUP; continue; } /* all kinds of armor etc. */ if (op->contr->mode & PU_ARMOUR) if (tmp->type == ARMOUR) { CHK_PICK_PICKUP; continue; } if (op->contr->mode & PU_HELMET) if (tmp->type == HELMET) { CHK_PICK_PICKUP; continue; } if (op->contr->mode & PU_SHIELD) if (tmp->type == SHIELD) { CHK_PICK_PICKUP; continue; } if (op->contr->mode & PU_BOOTS) if (tmp->type == BOOTS) { CHK_PICK_PICKUP; continue; } if (op->contr->mode & PU_GLOVES) if (tmp->type == GLOVES || tmp->type == BRACERS) { CHK_PICK_PICKUP; continue; } if (op->contr->mode & PU_CLOAK) if (tmp->type == CLOAK) { CHK_PICK_PICKUP; continue; } /* hoping to catch throwing daggers here */ if (op->contr->mode & PU_MISSILEWEAPON) if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN)) { CHK_PICK_PICKUP; continue; } /* careful: chairs and tables are weapons! */ if (op->contr->mode & PU_ALLWEAPON) { if (tmp->type == WEAPON) if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair")) { CHK_PICK_PICKUP; continue; } } /* misc stuff that's useful */ if (op->contr->mode & PU_KEY) if (tmp->type == KEY || tmp->type == SPECIAL_KEY) { CHK_PICK_PICKUP; continue; } /* any of the last 4 bits set means we use the ratio for value * pickups */ if (op->contr->mode & PU_RATIO) { /* use value density to decide what else to grab */ /* >=7 was >= op->contr->mode */ /* >=7 is the old standard setting. Now we take the last 4 bits */ wvratio = op->contr->mode & PU_RATIO; if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100) { #if 0 fprintf (stderr, "HIGH WEIGHT/VALUE ["); if (tmp->name != NULL) { fprintf (stderr, "%s", tmp->name); } else fprintf (stderr, "%s", tmp->arch->archname); fprintf (stderr, ",%d] = ", tmp->type); fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1)))); #endif CHK_PICK_PICKUP; continue; } } /* the new pickup model */ } return !stop; } /* routine for both players and monsters. We call this when * there is a possibility for our action distrubing our hiding * place or invisiblity spell. Artefact invisiblity causes * "noise" instead. If we arent invisible to begin with, we * return 0. */ static int action_makes_visible (object *op) { if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE)) { if (QUERY_FLAG (op, FLAG_MAKE_INVIS)) { // artefact invisibility is permanent, but we still make noise // this is important for game-balance. if (op->contr) op->make_noise (); return 0; } if (op->contr && op->contr->tmp_invis == 0) return 0; /* If monsters, they should become visible */ if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis)) { new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible"); return 1; } } return 0; } /* * Find an arrow in the inventory and after that * in the right type container (quiver). Pointer to the * found object is returned. */ static object * find_arrow (object *op, const char *type) { for (object *tmp = op->inv; tmp; tmp = tmp->below) if (tmp->type == ARROW && !strcmp (&tmp->race, type)) return splay (tmp); for (object *tmp = op->inv; tmp; tmp = tmp->below) if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) if (object *arrow = find_arrow (tmp, type)) { splay (tmp); return arrow; } return 0; } /* * Similar to find_arrow, but looks for (roughly) the best arrow to use * against the target. A full test is not performed, simply a basic test * of resistances. The archer is making a quick guess at what he sees down * the hall. Failing that it does it's best to pick the highest plus arrow. */ static object * find_better_arrow (object *op, object *target, shstr_cmp type, int *better) { object *tmp = NULL, *arrow, *ntmp; int attacknum, attacktype, betterby = 0, i; if (!type) return NULL; for (arrow = op->inv; arrow; arrow = arrow->below) { if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) { i = 0; ntmp = find_better_arrow (arrow, target, type, &i); if (i > betterby) { tmp = ntmp; betterby = i; } } else if (arrow->type == ARROW && arrow->race == type) { /* allways prefer assasination/slaying */ if (target->race && arrow->slaying.contains (target->race)) { if (arrow->attacktype & AT_DEATH) { *better = 100; return arrow; } else { tmp = arrow; betterby = (arrow->magic + arrow->stats.dam) * 2; } } else { for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) { attacktype = 1 << attacknum; if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby) { tmp = arrow; betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; } } if ((2 + arrow->magic + arrow->stats.dam) > betterby) { tmp = arrow; betterby = 2 + arrow->magic + arrow->stats.dam; } if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { tmp = arrow; betterby = 1 + arrow->magic + arrow->stats.dam; } } } } if (tmp == NULL && arrow == NULL) return find_arrow (op, type); *better = betterby; return tmp; } /* looks in a given direction, finds the first valid target, and calls * find_better_arrow to find a decent arrow to use. * op = the shooter * type = bow->race * dir = fire direction */ static object * pick_arrow_target (object *op, shstr_cmp type, int dir) { object *tmp = NULL; maptile *m; int i, mflags, found, number; sint16 x, y; if (op->map == NULL) return find_arrow (op, type); /* do a dex check */ number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2; if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level))) return find_arrow (op, type); m = op->map; x = op->x; y = op->y; /* find the first target */ for (i = 0, found = 0; i < 20; i++) { x += freearr_x[dir]; y += freearr_y[dir]; mflags = get_map_flags (m, &m, x, y, &x, &y); if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { tmp = 0; break; } else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) { /* This block presumes arrows and the like are MOVE_FLY_SLOW - * perhaps a bad assumption. */ tmp = 0; break; } if (mflags & P_IS_ALIVE) for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) if (QUERY_FLAG (tmp, FLAG_ALIVE)) break; } if (!tmp) return find_arrow (op, type); if (tmp->head) tmp = tmp->head; return find_better_arrow (op, tmp, type, &i); } /* * Creature fires a bow - op can be monster or player. Returns * 1 if bow was actually fired, 0 otherwise. * op is the object firing the bow. * part is for multipart creatures - the part firing the bow. * dir is the direction of fire. * wc_mod is any special modifier to give (used in special player fire modes) * sx, sy are coordinates to fire arrow from - also used in some of the special * player fire modes. */ int fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) { object *left, *bow; int mflags; maptile *m; if (!dir) { new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); return 0; } if (op->contr) bow = op->current_weapon; else { for (bow = op->inv; bow; bow = bow->below) /* Don't check for applied - monsters don't apply bows - in that way, they * don't need to switch back and forth between bows and weapons. */ if (bow->type == BOW) break; if (!bow) { LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); return 0; } // optimisation: move object to top so we will find it quickly again splay (bow); } if (!bow->race || !bow->skill) { new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); return 0; } if (arrow == NULL) { if ((arrow = find_arrow (op, bow->race)) == NULL) { if (op->type == PLAYER) new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ else CLEAR_FLAG (op, FLAG_READY_BOW); return 0; } } mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); if (mflags & P_OUT_OF_MAP) return 0; if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW) { new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); return 0; } /* this should not happen, but sometimes does */ if (arrow->nrof == 0) { LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ()); arrow->destroy (); return 0; } left = arrow; /* these are arrows left to the player */ arrow = arrow->split (); if (!arrow) { new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); return 0; } arrow->set_owner (op); arrow->skill = bow->skill; arrow->direction = dir; arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ arrow->stats.hp = arrow->stats.dam; arrow->stats.grace = arrow->attacktype; arrow->custom_name = arrow->slaying; #if 0 if (player *pl = op->contr) { float speed = pl->weapon_sp; /* penalize ROF for bestarrow */ if (pl->bowtype == bow_bestarrow) speed *= .9f; else speed *= 1.f + dex_bonus[op->stats.Dex] * .2f; op->speed_left += speed - op->speed; } #endif SET_ANIMATION (arrow, arrow->direction); /* update the speed */ arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f + bow->stats.dam / 7.f; arrow->set_speed (max (arrow->speed, 2.f)); arrow->speed_left = 0; int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; if (op->type == PLAYER) { arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; wc -= dex_bonus[op->stats.Dex]; if (!arrow->slaying) arrow->slaying = op->slaying; arrow->attacktype |= op->attacktype; } else { arrow->level = op->level; arrow->stats.wc -= bow->magic; if (!arrow->slaying) arrow->slaying = bow->slaying; arrow->attacktype |= bow->attacktype; } wc -= arrow->level; arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); arrow->move_type = MOVE_FLY_LOW; arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; op->play_sound (sound_find ("fire_arrow")); m->insert (arrow, sx, sy, op); if (!arrow->destroyed ()) move_arrow (arrow); return 1; } /* Special fire code for players - this takes into * account the special fire modes players can have * but monsters can't. Putting that code here * makes the fire_bow code much cleaner. * this function should only be called if 'op' is a player, * hence the function name. */ static int player_fire_bow (object *op, int dir) { int ret; if (op->contr->bowtype == bow_bestarrow) { ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1; ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); } else if (op->contr->bowtype == bow_threewide) { ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); } else if (op->contr->bowtype == bow_spreadshot) { ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); } else { /* Simple case */ ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); } return ret; } /* Fires a misc (wand/rod/horn) object in 'dir'. * Broken apart from 'fire' to keep it more readable. */ static void fire_misc_object (object *op, int dir) { object *item = op->contr->ranged_ob; if (!item) { new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); return; } if (!item->inv) { LOG (llevError, "Object %s lacks a spell\n", &item->name); return; } if (!op->apply (item)) return; if (item->type == WAND) { if (item->stats.food <= 0) { op->contr->play_sound (sound_find ("wand_poof")); new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); return; } } else if (item->type == ROD || item->type == HORN) { sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace); // using the maximum of the rods charge allows at least one spell cast // for a rod or horn, this fixes some broken rods. if (item->stats.hp < min (spell_sp, item->stats.maxhp)) { op->contr->play_sound (sound_find ("wand_poof")); if (item->type == ROD) new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); else new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); return; } } if (cast_spell (op, item, dir, item->inv, NULL)) { item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */ if (item->type == WAND) { if (!(--item->stats.food)) { object *tmp; if (item->arch) { CLEAR_FLAG (item, FLAG_ANIMATE); item->face = item->arch->face; item->set_speed (0); } if (object *pl = item->visible_to ()) esrv_update_item (UPD_ANIM, pl, item); } } else if (item->type == ROD || item->type == HORN) drain_rod_charge (item); } } /* Received a fire command for the player - go and do it. */ bool fire (object *who, int dir) { int spellcost = 0; player *pl = who->contr; if (pl->golem) { control_golem (who->contr->golem, dir); return false; } object *ob = pl->ranged_ob; if (!ob) return false; if (who->speed_left > 0.f) --who->speed_left; else return false; if (!who->apply (ob)) return false; /* check for loss of invisiblity/hide */ if (action_makes_visible (who)) make_visible (who); switch (ob->type) { case BOW: player_fire_bow (who, dir); break; case SPELL: spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0); break; case BUILDER: apply_map_builder (who, dir); break; case SKILL: do_skill (who, who, ob, dir, 0); break; case RANGED: do_skill (who, ob, who->chosen_skill, dir, 0); break; default: fire_misc_object (who, dir); break; } return true; } static object * find_key_ (object *pl, object *container, object *door) { object *tmp, *key; /* Should not happen, but sanity checking is never bad */ if (!container->inv) return 0; /* First, lets try to find a key in the top level inventory */ for (tmp = container->inv; tmp; tmp = tmp->below) { if (door->type == DOOR && tmp->type == KEY) break; /* For sanity, we should really check door type, but other stuff * (like containers) can be locked with special keys */ if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) break; } /* No key found - lets search inventories now */ /* If we find and use a key in an inventory, return at that time. * otherwise, if we search all the inventories and still don't find * a key, return */ if (!tmp) { for (tmp = container->inv; tmp; tmp = tmp->below) /* No reason to search empty containers */ if (tmp->type == CONTAINER && tmp->inv) if ((key = find_key_ (pl, tmp, door))) return key; if (!tmp) return 0; } /* We get down here if we have found a key. Now if its in a container, * see if we actually want to use it */ if (pl != container) { /* Only let players use keys in containers */ if (!pl->contr) return 0; /* cases where this fails: * If we only search the player inventory, return now since we * are not in the players inventory. * If the container is not active, return now since only active * containers can be used. * If we only search keyrings and the container does not have * a race/isn't a keyring. * No checking for all containers - to fall through past here, * inv must have been an container and must have been active. * * Change the color so that the message doesn't disappear with * all the others. */ if (pl->contr->usekeys == key_inventory || !QUERY_FLAG (container, FLAG_APPLIED) || (pl->contr->usekeys == keyrings && container->race != shstr_keys)) { new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); return NULL; } } return tmp; } /* find_key * We try to find a key for the door as passed. If we find a key * and successfully use it, we return the key, otherwise NULL * This function merges both normal and locked door, since the logic * for both is the same - just the specific key is different. * pl is the player, * inv is the objects inventory to searched * door is the door we are trying to match against. * This function can be called recursively to search containers. */ object * find_key (object *pl, object *container, object *door) { if (door->slaying && is_match_expr (door->slaying)) { // for match expressions, we try to find the key by applying the match // to the op itself, which is supposed to find the "key", instead // of searching through containers ourselves. return match_one (door->slaying, container, door, pl, pl); } else return find_key_ (pl, container, door); } /* moved door processing out of move_player_attack. * returns 1 if player has opened the door with a key * such that the caller should not do anything more, * 0 otherwise */ static int player_attack_door (object *op, object *door) { /* If its a door, try to find a key. If we do destroy the door, * might as well return immediately as there is nothing more to do - * otherwise, we fall through to the rest of the code. */ object *key = find_key (op, op, door); /* If we found a key, do some extra work */ if (key) { object *container = key->env; if (action_makes_visible (op)) make_visible (op); if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) spring_trap (door->inv, op); if (door->type == DOOR) hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ else if (door->type == LOCKED_DOOR) { op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); remove_door2 (door); /* remove door without violence ;-) */ } /* Do this after we print the message */ key->decrease (); /* Use up one of the keys */ return 1; /* Nothing more to do below */ } else if (door->type == LOCKED_DOOR) { /* Might as well return now - no other way to open this */ op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door..."); return 1; } return 0; } /* This function is just part of a breakup from move_player. * It should keep the code cleaner. * When this is called, the players direction has been updated * (taking into account confusion.) The player is also actually * going to try and move (not fire weapons). */ bool move_player_attack (object *op, int dir) { if (!op->contr->braced && op->speed_left > 0.f && op->move (dir)) { --op->speed_left; return true; } sint16 nx = freearr_x[dir] + op->x; sint16 ny = freearr_y[dir] + op->y; if (out_of_map (op->map, nx, ny)) return false; /* If braced, or can't move to the square, and it is not out of the * map, attack it. Note order of if statement is important - don't * want to be calling move_ob if braced, because move_ob will move the * player. This is a pretty nasty hack, because if we could * move to some space, it then means that if we are braced, we should * do nothing at all. As it is, if we are braced, we go through * quite a bit of processing. However, it probably is less than what * move_ob uses. */ maptile *m = op->map->xy_find (nx, ny); /* Go through all the objects, and find ones of interest. Only stop if * we find a monster - that is something we know we want to attack. * if its a door or barrel (can roll) see if there may be monsters * on the space */ object *mon; for (mon = m->at (nx, ny).bot; mon; mon = mon->above) { if ((mon->flag [FLAG_ALIVE] || mon->type == LOCKED_DOOR || mon->flag [FLAG_CAN_ROLL]) && mon != op) break; } if (!mon) /* This happens anytime the player tries to move */ return false; /* into a wall */ mon = mon->head_ (); if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) if (op->contr->weapon_sp_left > 0.f) if (player_attack_door (op, mon)) { --op->contr->weapon_sp_left; return true; } /* The following deals with possibly attacking peaceful * or friendly creatures. Basically, all players are considered * unaggressive. If the moving player has peaceful set, then the * object should be pushed instead of attacked. It is assumed that * if you are braced, you will not attack friends accidently, * and thus will not push them. */ /* If the creature is a pet, push it even if the player is not * peaceful. Our assumption is the creature is a pet if the * player owns it and it is either friendly or unagressive. */ if (op->type == PLAYER && ((mon->owner && mon->owner->contr && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) { /* If we're braced, we don't want to switch places with it */ if (op->contr->braced) return false; if (op->speed_left > 0.f) { --op->speed_left; op->play_sound (sound_find ("push_player")); push_ob (mon, dir, op); if (action_makes_visible (op)) make_visible (op); return true; } else return false; } bool on_battleground = op_on_battleground (op, 0, 0); /* in certain circumstances, you shouldn't attack friendly * creatures. Note that if you are braced, you can't push * someone, but put it inside this loop so that you won't * attack them either. */ if ((mon->type == PLAYER || mon->enemy != op) && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ((op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && !on_battleground)) { if (op->speed_left > 0.f) { --op->speed_left; if (!op->contr->braced) { op->play_sound (sound_find ("push_player")); push_ob (mon, dir, op); } else op->statusmsg ("You withhold your attack"); if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN]) make_visible (op); return true; } } /* If the object is a boulder or other rollable object, then * roll it if not braced. You can't roll it if you are braced. */ else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) { if (op->speed_left > 0.f) { --op->speed_left; recursive_roll (mon, dir, op); if (action_makes_visible (op)) make_visible (op); return true; } } /* Any generic living creature. Including things like doors. * Way it works is like this: First, it must have some hit points * and be living. Then, it must be one of the following: * 1) Not a player, 2) A player, but of a different party. Note * that party_number -1 is no party, so attacks can still happen. */ else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) { if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS]) { --op->contr->weapon_sp_left; skill_attack (mon, op, 0, 0, 0); if (action_makes_visible (op)) make_visible (op); return true; } } return false; } bool move_player (object *op, int dir) { if (!op->map || op->map->in_memory != MAP_ACTIVE) return 0; /* Sanity check: make sure dir is valid */ if (dir < 0 || dir >= 9) { LOG (llevError, "move_player: invalid direction %d\n", dir); return 0; } /* peterm: added following line */ if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) dir = absdir (dir + rndm (3) + rndm (3) - 2); op->facing = dir; if (op->flag [FLAG_HIDDEN]) do_hidden_move (op); bool retval; int pick = 0; if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) retval = RESULT_INT (0); else if (op->contr->fire_on) retval = fire (op, dir); else { retval = move_player_attack (op, dir); pick = check_pick (op); } /* Add special check for newcs players and fire on - this way, the * server can handle repeat firing. */ if (op->contr->fire_on || (op->contr->run_on && pick != 0)) op->direction = dir; else op->direction = 0; /* Update how the player looks. Use the facing, so direction may * get reset to zero. This allows for full animation capabilities * for players. */ animate_object (op, op->facing); return retval; } /* This is similar to handle_player, below, but is only used by the * new client/server stuff. * This is sort of special, in that the new client/server actually uses * the new speed values for commands. * * Returns true if there are more actions we can do. Should not do * many actions in a row, as that would be too unfair to other * players. */ bool handle_newcs_player (object *op) { if (QUERY_FLAG (op, FLAG_SCARED)) { if (op->speed_left > 0.f) { --op->speed_left; flee_player (op); return true; } else return false; } /* call this here - we also will call this in do_ericserver, but * the players time has been increased when doericserver has been * called, so we recheck it here. */ if (op->contr->ns->handle_command ()) return true; if (op->direction && (op->contr->run_on || op->contr->fire_on)) return move_player (op, op->direction); return false; } static int save_life (object *op) { if (!QUERY_FLAG (op, FLAG_LIFESAVE)) return 0; for (object *tmp = op->inv; tmp; tmp = tmp->below) if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) { op->play_sound (sound_find ("ob_evaporate")); new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); tmp->destroy (); CLEAR_FLAG (op, FLAG_LIFESAVE); if (op->stats.hp < 0) op->stats.hp = op->stats.maxhp; if (op->stats.food < 0) op->stats.food = MAX_FOOD; op->update_stats (); return 1; } LOG (llevError, "Error: LIFESAVE set without applied object.\n"); CLEAR_FLAG (op, FLAG_LIFESAVE); enter_player_savebed (op); /* bring him home. */ return 0; } /* This goes throws the inventory and removes unpaid objects, and puts them * back in the map (location and map determined by values of env). This * function will descend into containers. op is the object to start the search * from. */ static void drop_unpaid_items (object *op, object *env) { while (op) { object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ if (QUERY_FLAG (op, FLAG_UNPAID)) op->insert_at (env); else if (op->inv) drop_unpaid_items (op->inv, env); op = next; } } void object::drop_unpaid_items () { if (!flag [FLAG_REMOVED]) ::drop_unpaid_items (inv, this); } void do_some_living (object *op) { int last_food = op->stats.food; int gen_hp, gen_sp, gen_grace; int over_hp, over_sp, over_grace; int i; int rate_hp = 1200; int rate_sp = 2500; int rate_grace = 2000; const int max_hp = 1; const int max_sp = 1; const int max_grace = 1; if (op->contr->hidden) { op->invisible = 1000; /* the socket code flashes the player visible/invisible * depending on the value of invisible, so we need to * alternate it here for it to work correctly. */ if (pticks & 2) op->invisible--; } else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS))) { if (!op->invisible--) { make_visible (op); new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); } } if (op->contr->ns->state == ST_PLAYING) { /* these next three if clauses make it possible to SLOW DOWN hp/grace/spellpoint regeneration. */ if (op->contr->gen_hp >= 0) gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp; else { gen_hp = op->stats.maxhp; rate_hp -= rate_hp / 2 * op->contr->gen_hp; } if (op->contr->gen_sp >= 0) gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp; else { gen_sp = op->stats.maxsp; rate_sp -= rate_sp / 2 * op->contr->gen_sp; } if (op->contr->gen_grace >= 0) gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; else { gen_grace = op->stats.maxgrace; rate_grace -= rate_grace / 2 * op->contr->gen_grace; } /* Regenerate Grace */ /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ if (--op->last_grace < 0) { if (op->stats.grace < op->stats.maxgrace / 2) op->stats.grace++; /* no penalty in food for regaining grace */ if (max_grace > 1) { over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; if (over_grace > 0) { op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; op->last_grace = 0; } else { op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); } } else { op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); } /* wearing stuff doesn't detract from grace generation. */ } if (op->stats.food > 0) { /* Regenerate Spell Points */ if (!op->contr->golem && --op->last_sp < 0) { gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); if (op->stats.sp < op->stats.maxsp) { op->stats.sp++; /* dms do not consume food */ if (!QUERY_FLAG (op, FLAG_WIZ)) { op->stats.food--; if (op->contr->digestion < 0) op->stats.food += op->contr->digestion; else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) op->stats.food = last_food; } } if (max_sp > 1) { over_sp = (gen_sp + 10) / rate_sp; if (over_sp > 0) { if (op->stats.sp < op->stats.maxsp) { op->stats.sp += over_sp > max_sp ? max_sp : over_sp; if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp)) op->stats.sp--; if (op->stats.sp > op->stats.maxsp) op->stats.sp = op->stats.maxsp; } op->last_sp = 0; } else op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); } else op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10); } /* Regenerate Hit Points */ if (--op->last_heal < 0) { if (op->stats.hp < op->stats.maxhp) { op->stats.hp++; /* dms do not consume food */ if (!QUERY_FLAG (op, FLAG_WIZ)) { op->stats.food--; if (op->contr->digestion < 0) op->stats.food += op->contr->digestion; else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) op->stats.food = last_food; } } if (max_hp > 1) { over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; if (over_hp > 0) { op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; op->last_heal = 0; } else op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); } else op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); } } /* Digestion */ if (--op->last_eat < 0) { int bonus = max (0, op->contr->digestion), penalty = max (0, -op->contr->digestion); op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1); /* dms do not consume food */ if (!QUERY_FLAG (op, FLAG_WIZ)) op->stats.food--; } if (op->stats.food < 0 && op->stats.hp >= 0) { object *flesh = 0; for_inv_removable (op, tmp) { if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) { op->statusmsg ("You blindly grab for a bite of food. " "H"); op->apply (tmp); if (op->stats.food >= 0 || op->stats.hp < 0) break; } else if (tmp->type == FLESH) flesh = tmp; } /* If player is still starving, it means they don't have any food, so * eat flesh instead. */ if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) { op->statusmsg ("You blindly grab for a bite of food. " "H"); op->apply (flesh); } // If player is still starving, alert him! if (op->stats.food < 0) op->failmsg ("You are starving! " "H"); } if (op->stats.food < 0) { op->stats.hp += op->stats.food; op->stats.food = 0; if (op->stats.hp < 0) { op->contr->killer = archetype::get ("killer_starvation"); op->contr->killer->destroy (); } } /* killer should be set here already */ if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) kill_player (op); } } /* If the player should die (lack of hp, food, etc), we call this. * op is the player in jeopardy. If the player can not be saved (not * permadeath, no lifesave), this will take care of removing the player * file. */ void kill_player (object *op) { int x, y; maptile *map; /* this is for resurrection */ int will_kill_again; archetype *at; object *tmp; if (save_life (op)) return; dynbuf_text deathtab; /* restore player */ at = archetype::find (shstr_poisoning); if (object *tmp = present_arch_in_ob (at, op)) { tmp->destroy (); deathtab << "Your body feels cleansed...\r"; } at = archetype::find (shstr_confusion); if (object *tmp = present_arch_in_ob (at, op)) { tmp->destroy (); deathtab << "Your mind feels clearer...\r"; } cure_disease (op, 0, 0); /* remove any disease */ max_it (op->stats.hp , op->stats.maxhp); max_it (op->stats.sp , op->stats.maxsp); max_it (op->stats.grace, op->stats.maxgrace); max_it (op->stats.food , 200); // remove all spell effects that are active // to avoid long-term effects such as word-of-recall for (object *item = op->inv; item; ) { object *next = item->below; if (item->type == SPELL_EFFECT && item->active) item->destroy (); item = next; } /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas * in cities ONLY!!! It is very important that this doesn't get abused. * Look at op_on_battleground() for more info --AndreasV */ if (op_on_battleground (op, &x, &y)) { deathtab << "You almost died in combat, but local medics have saved your life...\r"; /* create a bodypart-trophy to make the winner happy */ object *tmp = archetype::find (shstr_finger)->instance (); tmp->name = format ("%s's finger" , &op->name); tmp->name_pl = format ("%s's fingers", &op->name); tmp->msg = format ( "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", &op->name, op->contr->title, (int)op->level, op->contr->killer_name () ); tmp->value = 0, tmp->type = 0; tmp->material = name_to_material (shstr_organic); tmp->insert_at (op, tmp); /* teleport defeated player to new destination */ transfer_ob (op, x, y, 0, NULL); op->contr->braced = 0; op->contr->infobox (MSG_CHANNEL ("death"), deathtab); return; } deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n"; deathtab << "T\n\n"; INVOKE_PLAYER (DEATH, op->contr); command_kill_pets (op, 0); op->contr->play_sound (sound_find ("player_dies")); /* save the map location for corpse, gravestone */ x = op->x; y = op->y; map = op->map; /* NOT_PERMADEATH code. This basically brings the character back to * life if they are dead - it takes some exp and a random stat. * See the config.h file for a little more in depth detail about this. */ /* Basically two ways to go - remove a stat permanently, or just * make it depletion. This bunch of code deals with that aspect * of death. */ #ifndef COZY_SERVER if (settings.balanced_stat_loss) { /* If stat loss is permanent, lose one stat only. */ /* Lower level chars don't lose as many stats because they suffer more if they do. */ /* Higher level characters can afford things such as potions of restoration, or better, stat potions. So we slug them that little bit harder. */ /* GD */ if (settings.stat_loss_on_death) num_stats_lose = 1; else num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO; } else num_stats_lose = 1; lost_a_stat = 0; for (z = 0; z < num_stats_lose; z++) { i = rndm (NUM_STATS); if (settings.stat_loss_on_death) { /* Pick a random stat and take a point off it. Tell the player * what he lost. */ change_attr_value (&(op->stats), i, -1); check_stat_bounds (&(op->stats)); change_attr_value (&(op->contr->orig_stats), i, -1); check_stat_bounds (&(op->contr->orig_stats)); new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); lost_a_stat = 1; } else { /* deplete a stat */ archetype *deparch = archetype::find (shstr_depletion); object *dep; dep = present_arch_in_ob (deparch, op); if (!dep) { dep = deparch->instance (); insert_ob_in_ob (dep, op); } lose_this_stat = 1; if (settings.balanced_stat_loss) { /* GD */ /* Get the stat that we're about to deplete. */ this_stat = get_attr_value (&(dep->stats), i); if (this_stat < 0) { int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO; int keep_chance = this_stat * this_stat; /* Yes, I am paranoid. Sue me. */ if (keep_chance < 1) keep_chance = 1; /* There is a maximum depletion total per level. */ if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO) { lose_this_stat = 0; /* Take loss chance vs keep chance to see if we retain the stat. */ } else { if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance) lose_this_stat = 0; /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n", this_stat, keep_chance, loss_chance, lose_this_stat?"LOSE":"KEEP"); */ } } } if (lose_this_stat) { this_stat = get_attr_value (&dep->stats, i); /* We could try to do something clever like find another * stat to reduce if this fails. But chances are, if * stats have been depleted to -50, all are pretty low * and should be roughly the same, so it shouldn't make a * difference. */ if (this_stat >= -50) { change_attr_value (&(dep->stats), i, -1); SET_FLAG (dep, FLAG_APPLIED); new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]); op->update_stats (); lost_a_stat = 1; } } } } /* If no stat lost, tell the player. */ if (!lost_a_stat) { /* determine_god() seems to not work sometimes... why is this? Should I be using something else? GD */ shstr_tmp god = determine_god (op); if (god != shstr_none) deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r"; else deathtab << "For a brief moment you feel a holy presence protecting you.\r"; } #else deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely."; #endif /* Put a gravestone up where the character 'almost' died. List the * exp loss on the stone. */ tmp = archetype::find (shstr_gravestone)->instance (); tmp->name = format ("%s's gravestone", &op->name); tmp->name_pl = format ("%s's gravestones", &op->name); tmp->msg = format ("T\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", &op->name, op->contr->title, op->contr->killer_name ()); tmp->x = op->x, tmp->y = op->y; insert_ob_in_map (tmp, op->map, NULL, 0); /**************************************/ /* */ /* Subtract the experience points, */ /* */ /**************************************/ /*add_exp(op, (op->stats.exp * -0.20)); */ apply_death_exp_penalty (op); /* * Check to see if the player has any unpaid items. If so, remove them * and put them back in the map. */ op->drop_unpaid_items (); /****************************************/ /* */ /* Move player to his current respawn- */ /* position (usually last savebed) */ /* */ /****************************************/ enter_player_savebed (op); op->contr->braced = 0; /* it is possible that the player has blown something up * at his savebed location, and that can have long lasting * spell effects. So first see if there is a spell effect * on the space that might harm the player. */ will_kill_again = 0; for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above) if (tmp->type == SPELL_EFFECT) will_kill_again |= tmp->attacktype; if (will_kill_again) { object *force; int at; force = get_archetype (FORCE_NAME); /* 50 ticks should be enough time for the spell to abate */ force->speed = 0.1f; force->speed_left = -5.f; SET_FLAG (force, FLAG_APPLIED); for (at = 0; at < NROFATTACKS; at++) if (will_kill_again & (1 << at)) force->resist[at] = 100; insert_ob_in_ob (force, op); op->update_stats (); } op->contr->infobox (MSG_CHANNEL ("death"), deathtab); } static void loot_object (object *op) { /* Grab and destroy some treasure */ object *tmp, *tmp2, *next; op->close_container (); /* close open sack first */ for (tmp = op->inv; tmp; tmp = next) { next = tmp->below; if (tmp->invisible) continue; tmp->remove (); tmp->x = op->x, tmp->y = op->y; if (tmp->type == CONTAINER) loot_object (tmp); /* empty container to ground */ if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) { if (tmp->nrof > 1) { tmp->decrease (rndm (1, tmp->nrof - 1)); insert_ob_in_map (tmp, op->map, NULL, 0); } else tmp->destroy (); } else insert_ob_in_map (tmp, op->map, NULL, 0); } } /* * fix_weight(): Check recursively the weight of all players, and fix * what needs to be fixed. Refresh windows and fix speed if anything * was changed. */ void fix_weight () { for_all_players (pl) { sint32 old = pl->ob->carrying; pl->ob->update_weight (); if (old != pl->ob->carrying) { pl->ob->update_stats (); LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); } } } void fix_luck () { for_all_players (pl) if (!pl->ob->contr->ns->state) pl->ob->change_luck (0); } /* cast_dust() - handles op throwing objects of type 'DUST'. * This is much simpler in the new spell code - we basically * just treat this as any other spell casting object. */ void cast_dust (object *op, object *throw_ob, int dir) { object *skop, *spob; skop = find_skill_by_name (op, throw_ob->skill); /* casting POTION 'dusts' is really a use_magic_item skill */ if (op->type == PLAYER && throw_ob->type == POTION && !skop) { LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name); return; } spob = throw_ob->inv; // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to // not pass NULL to cast_spell (which did indeed check itself, but // errors should be reported as early as possible IMHO) if (!spob) { LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name); return; } if (op->type == PLAYER) new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); cast_spell (op, throw_ob, dir, spob, NULL); throw_ob->destroy (); } void make_visible (object *op) { op->flag [FLAG_HIDDEN] = 0; op->invisible = 0; if (op->type == PLAYER) { op->contr->tmp_invis = 0; op->contr->invis_race = 0; } update_object (op, UP_OBJ_CHANGE); } int is_true_undead (object *op) { if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) return 1; return 0; } /* look at the surrounding terrain to determine * the hideability of this object. Positive levels * indicate greater hideability. */ int hideability (object *ob) { int i, level = 0, mflag; sint16 x, y; if (!ob || !ob->map) return 0; /* so, on normal lighted maps, its hard to hide */ level = ob->map->darklevel () - 2; /* this also picks up whether the object is glowing. * If you carry a light on a non-dark map, its not * as bad as carrying a light on a pitch dark map */ if (ob->has_carried_lights ()) level = -(10 + (2 * ob->map->darklevel ())); /* scan through all nearby squares for terrain to hide in */ for (i = 0, x = ob->x, y = ob->y; i <= SIZEOFFREE1; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) { mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); if (mflag & P_OUT_OF_MAP) continue; if (mflag & P_BLOCKSVIEW) /* something to hide near! */ level += 2; else /* open terrain! */ level -= 1; } #if 0 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level); #endif return level; } /* For Hidden creatures - a chance of becoming 'unhidden' * every time they move - as we subtract off 'invisibility' * AND, for players, if they move into a ridiculously unhideable * spot (surrounded by clear terrain in broad daylight). -b.t. */ void do_hidden_move (object *op) { int hide = 0; if (!op || !op->map) return; object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); int num = random_roll (0, 19, op, PREFER_LOW); /* its *extremely* hard to run and sneak/hide at the same time! */ if (op->type == PLAYER && op->contr->run_on) if (!skop || num >= skop->level) { new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!"); make_visible (op); return; } else num += 20; num += op->map->difficulty; hide = hideability (op); /* modify by terrain hidden level */ num -= hide; if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) { make_visible (op); if (op->type == PLAYER) new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); } else if (op->type == PLAYER && skop) change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); } /* determine if who is standing near a hostile creature. */ int stand_near_hostile (object *who) { object *tmp = NULL; int i, friendly = 0, player = 0, mflags; maptile *m; sint16 x, y; if (!who) return 0; if (who->type == PLAYER) player = 1; else friendly = QUERY_FLAG (who, FLAG_FRIENDLY); /* search adjacent squares */ for (i = 1; i < 9; i++) { x = who->x + freearr_x[i]; y = who->y + freearr_y[i]; m = who->map; mflags = get_map_flags (m, &m, x, y, &x, &y); /* space must be blocked if there is a monster. If not * blocked, don't need to check this space. */ if (mflags & P_OUT_OF_MAP) continue; if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y))) continue; for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) { if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE)) return 1; else if (tmp->type == PLAYER) { /*don't let a hidden DM prevent you from hiding */ if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0) return 1; } } } return 0; } /* check the player los field for viewability of the * object op. This function works fine for monsters, * but we dont worry if the object isnt the top one in * a pile (say a coin under a table would return "viewable" * by this routine). Another question, should we be * concerned with the direction the player is looking * in? Realistically, most of us can't see stuff behind * our backs...on the other hand, does the "facing" direction * imply the way your head, or body is facing? It's possible * for them to differ. Sigh, this fctn could get a bit more complex. * -b.t. * This function is now map tiling safe. */ int player_can_view (object *pl, object *op) { rv_vector rv; int dx, dy; if (pl->type != PLAYER) { LOG (llevError, "player_can_view() called for non-player object\n"); return -1; } if (!pl || !op) return 0; op = op->head_ (); get_rangevector (pl, op, &rv, 0x1); /* starting with the 'head' part, lets loop * through the object and find if it has any * part that is in the los array but isn't on * a blocked los square. * we use the archetype to figure out offsets. */ while (op) { dx = rv.distance_x + op->arch->x; dy = rv.distance_y + op->arch->y; if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED) return 1; op = op->more; } return 0; } /* op_on_battleground - checks if the given object op (usually * a player) is standing on a valid battleground-tile, * function returns TRUE/FALSE. If true x, y returns the battleground * -exit-coord. (and if x, y not NULL) * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set * and if those are all set and the player has a marker that matches the slaying send them to a different x, y * Default is to do the same as before, so only people wanting to have different points need worry about this */ int op_on_battleground (object *op, int *x, int *y) { /* A battleground-tile needs the following attributes to be valid: * is_floor 1 (has to be the FIRST floor beneath the player's feet), * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) * and the exit-coordinates sp/hp must both be > 0. * => The intention here is to prevent abuse of the battleground- * feature (like pickable or hidden battleground tiles). */ for (object *tmp = op->below; tmp; tmp = tmp->below) { if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { if (QUERY_FLAG (tmp, FLAG_NO_PICK) && tmp->type == BATTLEGROUND && tmp->name == shstr_battleground && EXIT_X (tmp) && EXIT_Y (tmp)) { /* before we assign the exit, check if this is a teambattle */ if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) { if (x && y) *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); return 1; } if (x && y) *x = EXIT_X (tmp), *y = EXIT_Y (tmp); return 1; } } } /* If we got here, did not find a battleground */ return 0; } /* * When a dragon-player gains a new stage of evolution, * he gets some treasure * * attributes: * object *who the dragon player * int atnr the attack-number of the ability focus * int level ability level */ void dragon_ability_gain (object *who, int atnr, int level) { treasurelist *trlist = NULL; /* treasurelist */ treasure *tr; /* treasure */ object *tmp, *skop; /* tmp. object */ object *item; /* treasure object */ char buf[MAX_BUF]; /* tmp. string buffer */ int i = 0, j = 0; /* get the appropriate treasurelist */ if (atnr == ATNR_FIRE) trlist = treasurelist::find (shstr_dragon_ability_fire); else if (atnr == ATNR_COLD) trlist = treasurelist::find (shstr_dragon_ability_cold); else if (atnr == ATNR_ELECTRICITY) trlist = treasurelist::find (shstr_dragon_ability_elec); else if (atnr == ATNR_POISON) trlist = treasurelist::find (shstr_dragon_ability_poison); if (trlist == NULL || who->type != PLAYER) return; for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); if (!tr || !tr->item) { /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ return; } /* everything seems okay - now bring on the gift: */ item = tr->item; if (item->type == SPELL) { if (check_spell_known (who, item->name)) return; new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name); do_learn_spell (who, item, 0); return; } /* grant direct spell */ if (item->type == SPELLBOOK) { if (!item->inv) { LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name); return; } if (check_spell_known (who, item->inv->name)) return; if (item->invisible) { new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); do_learn_spell (who, item->inv, 0); return; } } else if (item->type == SKILL_TOOL && item->invisible) { if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL) { /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... * in this way, if the player is missing any of the attacktypes, he gets * them. As it is now, if the player has any that match the granted skill, * but not all of them, he gets nothing. */ if (!(skop->attacktype & item->attacktype)) { /* Give new attacktype */ skop->attacktype |= item->attacktype; /* always add physical if there's none */ skop->attacktype |= AT_PHYSICAL; if (item->msg != NULL) new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); /* Give player new face */ if (item->animation_id) { who->face = skop->face; who->animation_id = item->animation_id; who->anim_speed = item->anim_speed; who->last_anim = 0; who->state = 0; animate_object (who, who->direction); } } } } else if (item->type == FORCE) { /* forces in the treasurelist can alter the player's stats */ object *skin; /* first get the dragon skin force */ for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below) ; if (!skin) return; /* adding new spellpath attunements */ if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { skin->path_attuned |= item->path_attuned; /* add attunement to skin */ /* print message */ sprintf (buf, "You feel attuned to "); for (i = 0, j = 0; i < NRSPELLPATHS; i++) { if (item->path_attuned & (1 << i)) { if (j) strcat (buf, " and "); else j = 1; strcat (buf, spellpathnames[i]); } } strcat (buf, "."); new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf); } /* evtl. adding flags: */ if (QUERY_FLAG (item, FLAG_XRAYS)) SET_FLAG (skin, FLAG_XRAYS); if (QUERY_FLAG (item, FLAG_STEALTH)) SET_FLAG (skin, FLAG_STEALTH); if (QUERY_FLAG (item, FLAG_SEE_IN_DARK)) SET_FLAG (skin, FLAG_SEE_IN_DARK); /* print message if there is one */ if (item->msg != NULL) new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); } else { /* generate misc. treasure */ tmp = tr->item->instance (); new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); who->insert (tmp); } } //-GPL sint8 player::darkness_at (maptile *map, int x, int y) const { if (!ns) return LOS_BLOCKED; int dx, dy; if (!adjacent_map (map, ns->current_map, &dx, &dy)) return LOS_BLOCKED; x += dx - ns->current_x; y += dy - ns->current_y; return blocked_los (x, y); } void player::infobox (const char *title, const char *msg, int color) { send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg); } void player::statusmsg (const char *msg, int color) { send_msg (color | NDI_REPLY, INFO_CHANNEL, msg); } void player::failmsg (const char *msg, int color) { play_sound (sound_find ("generic_failure")); statusmsg (msg, color); }