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/cvs/deliantra/server/server/player.C
Revision: 1.279
Committed: Sun May 9 23:03:24 2010 UTC (14 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-3_0
Changes since 1.278: +1 -1 lines
Log Message:
do not accidentally activate players on load

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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 ob->clr_flag (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 players.erase (this);
82 }
83
84 // connect the player with a specific client
85 // also changes, rationalises, and fixes some incorrect settings
86 void
87 player::connect (client *ns)
88 {
89 this->ns = ns;
90 ns->pl = this;
91
92 run_on = 0;
93 fire_on = 0;
94 ob->close_container (); //TODO: client-specific
95
96 ns->update_look = 0;
97 ns->look_position = 0;
98
99 clear_los ();
100
101 ns->reset_stats ();
102
103 /* make sure he's a player -- needed because of class change. */
104 ob->type = PLAYER; // we are paranoid
105 ob->race = ob->arch->race;
106
107 ob->update_weight ();
108 link_skills ();
109
110 assign (title, ob->arch->object::name);
111
112 /* if it's a dragon player, set the correct title here */
113 if (ob->is_dragon ())
114 {
115 object *tmp, *abil = 0, *skin = 0;
116
117 for (tmp = ob->inv; tmp; tmp = tmp->below)
118 if (tmp->type == FORCE)
119 if (tmp->arch->archname == shstr_dragon_ability_force)
120 abil = tmp;
121 else if (tmp->arch->archname == shstr_dragon_skin_force)
122 skin = tmp;
123
124 set_dragon_name (ob, abil, skin);
125 }
126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128
129 esrv_new_player (this);
130
131 ob->flag [FLAG_READY_WEAPON] = false;
132 ob->flag [FLAG_READY_SKILL] = false;
133 ob->flag [FLAG_READY_RANGE] = false;
134 ob->flag [FLAG_READY_BOW] = false;
135
136 ob->update_stats ();
137
138 ns->floorbox_update ();
139 esrv_send_inventory (ob, ob);
140 esrv_add_spells (this, 0);
141
142 activate ();
143
144 INVOKE_PLAYER (CONNECT, this);
145 INVOKE_PLAYER (LOGIN, this);
146 }
147
148 void
149 player::disconnect ()
150 {
151 if (ob)
152 {
153 ob->close_container (); //TODO: client-specific
154 ob->drop_unpaid_items ();
155 }
156
157 if (ns)
158 {
159 if (active)
160 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
161
162 INVOKE_PLAYER (DISCONNECT, this);
163
164 ns->reset_stats ();
165 ns->pl = 0;
166 ns = 0;
167 }
168
169 // this is important for the player scheduler to get the correct refcount
170 // when ns = 0
171 observe = viewpoint = ob;
172
173 deactivate ();
174 }
175
176 //-GPL
177
178 // the need for this function can be explained
179 // by load_object not returning the object
180 void
181 player::set_object (object *op)
182 {
183 ob = observe = viewpoint = op;
184 ob->contr = this; /* this aren't yet in archetype */
185
186 ob->speed = 1.0f; // object still inactive, keep it that way
187 ob->speed_left = 0.5f;
188
189 ob->direction = 5; /* So player faces south */
190 }
191
192 void
193 player::set_observe (object *op)
194 {
195 observe = viewpoint = op ? op : ob;
196 do_los = 1;
197 }
198
199 void
200 player::set_viewpoint (object *op)
201 {
202 viewpoint = op ? op : (object *)observe;
203 do_los = 1;
204 }
205
206 //+GPL
207
208 player::player ()
209 {
210 /* There are some elements we want initialised to non zero value -
211 * we deal with that below this point.
212 */
213 outputs_sync = 4;
214 outputs_count = 4;
215 unapply = unapply_nochoice;
216
217 savebed_map = first_map_path; /* Init. respawn position */
218
219 gen_sp_armour = 10;
220 bowtype = bow_normal;
221 petmode = pet_normal;
222 usekeys = containers;
223 peaceful = 1; /* default peaceful */
224 do_los = 1;
225
226 weapon_sp = 1.0f;
227 weapon_sp_left = 0.5f;
228 }
229
230 void
231 player::do_destroy ()
232 {
233 disconnect ();
234
235 attachable::do_destroy ();
236
237 if (ob)
238 ob->destroy ();
239
240 ob = observe = viewpoint = 0;
241 }
242
243 player::~player ()
244 {
245 /* Clear item stack */
246 free (stack_items);
247 }
248
249 /*
250 * get_player_archetype() return next player archetype from archetype
251 * list. Not very efficient routine, but used only creating new players.
252 * Note: there MUST be at least one player archetype!
253 */
254 static archetype *
255 get_player_archetype (archetype *at)
256 {
257 // archetypes could have been reloaded
258 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
259
260 if (!nat)
261 return at;
262
263 archvec::iterator i = archetypes.find (nat);
264
265 for (;;)
266 {
267 if (++i == archetypes.end ())
268 i = archetypes.begin ();
269 else if (*i == at)
270 cleanup ("not a single player archetype found");
271
272 if ((*i)->type == PLAYER)
273 return *i;
274 }
275 }
276
277 /* Tries to add player on the connection passed in ns.
278 * All we can really get in this is some settings like host and display
279 * mode.
280 */
281 player *
282 player::create ()
283 {
284 player *pl = new player;
285
286 pl->set_object (get_player_archetype (0)->instance ());
287
288 pl->ob->roll_stats ();
289 pl->ob->stats.wc = 2;
290 pl->ob->run_away = 25; /* Then we panick... */
291
292 set_first_map (pl->ob);
293
294 return pl;
295 }
296
297 object *
298 get_nearest_player (object *mon)
299 {
300 object *op = NULL;
301 objectlink *ol;
302 unsigned lastdist;
303 rv_vector rv;
304
305 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
306 {
307 if (!can_detect_enemy (mon, ol->ob, &rv))
308 continue;
309
310 if (lastdist > rv.distance)
311 {
312 op = ol->ob;
313 lastdist = rv.distance;
314 }
315 }
316
317 for_all_players (pl)
318 if (can_detect_enemy (mon, pl->ob, &rv))
319 if (lastdist > rv.distance)
320 {
321 op = pl->ob;
322 lastdist = rv.distance;
323 }
324
325 #if 0
326 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
327 #endif
328 return op;
329 }
330
331 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
332 * result in a monster paths backtracking. It basically determines how large a
333 * detour a monster will take from the direction path when looking
334 * for a path to the player. The values are in the amount of direction
335 * the deviation is
336 */
337 #define DETOUR_AMOUNT 2
338
339 /* This is used to prevent infinite loops. Consider a case where the
340 * player is in a chamber (with gate closed), and monsters are outside.
341 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
342 * find a path into the chamber. This is a good thing, but since there
343 * is no real path, it will just keep circling the chamber for
344 * ever (this could be a nice effect for monsters, but not for the function
345 * to get stuck in. I think for the monsters, if max is reached and
346 * we return the first direction the creature could move would result in the
347 * circling behaviour. Unfortunately, this function is also used to determined
348 * if the creature should cast a spell, so returning a direction in that case
349 * is probably not a good thing.
350 */
351 #define MAX_SPACES 50
352
353 /*
354 * Returns the direction to the player, if valid. Returns 0 otherwise.
355 * modified to verify there is a path to the player. Does this by stepping towards
356 * player and if path is blocked then see if blockage is close enough to player that
357 * direction to player is changed (ie zig or zag). Continue zig zag until either
358 * reach player or path is blocked. Thus, will only return true if there is a free
359 * path to player. Though path may not be a straight line. Note that it will find
360 * player hiding along a corridor at right angles to the corridor with the monster.
361 *
362 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
363 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
364 * down corriders.
365 * 2) I think the old code was broken if the first direction the monster
366 * should move was blocked - the code would store the first direction without
367 * verifying that the player can actually move in that direction. The new
368 * code does not store anything in firstdir until we have verified that the
369 * monster can in fact move one space in that direction.
370 * 3) I'm not sure how good this code will be for moving multipart monsters,
371 * since only simple checks to blocked are being called, which could mean the monster
372 * is blocking itself.
373 */
374 int
375 path_to_player (object *mon, object *pl, unsigned mindiff)
376 {
377 rv_vector rv;
378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
379
380 get_rangevector (mon, pl, &rv, 0);
381
382 if (rv.distance < mindiff)
383 return 0;
384
385 mapxy pos (mon);
386 dir = rv.direction;
387 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
388 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
389
390 /* If we can't solve it within the search distance, return now. */
391 if (diff > max)
392 return 0;
393
394 while (diff > 1 && max > 0)
395 {
396 mapxy lastpos = pos;
397
398 pos.move (dir);
399
400 /* Space is blocked - try changing direction a little */
401 if (!pos.normalise ()
402 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
403 && blocked_link (mon, pos.m, pos.x, pos.y)))
404 {
405 /* recalculate direction from last good location. Possible
406 * we were not traversing ideal location before.
407 */
408 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
409 if (rv.direction != dir)
410 {
411 /* OK - says direction should be different - lets reset the
412 * the values so it will try again.
413 */
414 pos = lastpos;
415 dir = firstdir = rv.direction;
416 }
417 else
418 {
419 /* direct path is blocked - try taking a side step to
420 * either the left or right.
421 * Note increase the values in the loop below to be
422 * more than -1/1 respectively will mean the monster takes
423 * bigger detour. Have to be careful about these values getting
424 * too big (3 or maybe 4 or higher) as the monster may just try
425 * stepping back and forth
426 */
427 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
428 {
429 if (i == 0)
430 continue; /* already did this, so skip it */
431
432 /* Use lastdir here - otherwise,
433 * since the direction that the creature should move in
434 * may change, you could get infinite loops.
435 * ie, player is northwest, but monster can only
436 * move west, so it does that. It goes some distance,
437 * gets blocked, finds that it should move north,
438 * can't do that, but now finds it can move east, and
439 * gets back to its original point. lastdir contains
440 * the last direction the creature has successfully
441 * moved.
442 */
443 pos = lastpos;
444 pos.move (absdir (lastdir + i));
445
446 if (!pos.normalise ())
447 continue;
448
449 mapspace &ms = *pos;
450
451 if (ms.flags () & P_BLOCKSVIEW)
452 continue;
453
454 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
455 continue;
456
457 if (blocked_link (mon, pos.m, pos.x, pos.y))
458 break;
459 }
460
461 /* go through entire loop without finding a valid
462 * sidestep to take - thus, no valid path.
463 */
464 if (i == DETOUR_AMOUNT + 1)
465 return 0;
466
467 diff--;
468 lastdir = dir;
469 max--;
470 if (!firstdir)
471 firstdir = dir + i;
472 } /* else check alternate directions */
473 } /* if blocked */
474 else
475 {
476 /* we moved towards creature, so diff is less */
477 diff--;
478 max--;
479 lastdir = dir;
480
481 if (!firstdir)
482 firstdir = dir;
483 }
484
485 if (diff <= 1)
486 {
487 /* Recalculate diff (distance) because we may not have actually
488 * headed toward player for entire distance.
489 */
490 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
491 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
492 }
493
494 if (diff > max)
495 return 0;
496 }
497
498 /* If we reached the max, didn't find a direction in time */
499 if (!max)
500 return 0;
501
502 return firstdir;
503 }
504
505 void
506 give_initial_items (object *pl, treasurelist *items)
507 {
508 if (pl->randomitems)
509 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
510
511 for (object *next, *op = pl->inv; op; op = next)
512 {
513 next = op->below;
514
515 /* Forces get applied per default, unless they have the
516 * flag "neutral" set. Sorry but I can't think of a better way
517 */
518 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
519 op->set_flag (FLAG_APPLIED);
520
521 /* we never give weapons/armour if these cannot be used
522 * by this player due to race restrictions
523 */
524 if (pl->type == PLAYER)
525 {
526 if ((!pl->flag [FLAG_USE_ARMOUR]
527 &&
528 (op->type == ARMOUR || op->type == BOOTS
529 || op->type == CLOAK || op->type == HELMET
530 || op->type == SHIELD || op->type == GLOVES
531 || op->type == BRACERS || op->type == GIRDLE))
532 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
533 {
534 op->destroy ();
535 continue;
536 }
537 }
538
539 /* Here we remove duplicated skills (as duplicated spell objects have
540 * _very_ confusing effects for players), which could for instance be
541 * generated by bad treasurelists. - elmex
542 */
543 if (op->type == SKILL)
544 {
545 for (object *tmp = op->below; tmp; tmp = tmp->below)
546 if (tmp->type == op->type && tmp->name == op->name)
547 {
548 op->destroy ();
549 LOG (llevError,
550 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
551 break;
552 }
553
554 if (op->nrof > 1)
555 op->nrof = 1;
556 }
557
558 if (op->type == SPELLBOOK && op->inv)
559 op->inv->clr_flag (FLAG_STARTEQUIP);
560
561 /* Give starting characters identified, uncursed, and undamned
562 * items. Just don't identify gold or silver, or it won't be
563 * merged properly.
564 */
565 if (op->need_identify ())
566 {
567 op->set_flag (FLAG_IDENTIFIED);
568 op->clr_flag (FLAG_CURSED);
569 op->clr_flag (FLAG_DAMNED);
570 }
571
572 if (op->type == SPELL)
573 {
574 op->destroy ();
575 continue;
576 }
577 else if (op->type == SKILL)
578 {
579 op->set_flag (FLAG_CAN_USE_SKILL);
580 op->stats.exp = 0;
581 op->level = 1;
582 }
583 else /* lock all 'normal items by default */
584 op->set_flag (FLAG_INV_LOCKED);
585 } /* for loop of objects in player inv */
586
587 /* Need to set up the skill pointers */
588 pl->contr->link_skills ();
589 }
590
591 void
592 get_party_password (object *op, partylist *party)
593 {
594 if (party == NULL)
595 {
596 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
597 return;
598 }
599
600 op->contr->write_buf[0] = '\0';
601 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
602 op->contr->party_to_join = party;
603 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
604 }
605
606 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
607 static int
608 roll_stat ()
609 {
610 int a[4], i, j, k;
611
612 for (i = 0; i < 4; i++)
613 a[i] = rndm (1, 6);
614
615 for (i = 0, j = 0, k = 7; i < 4; i++)
616 if (a[i] < k)
617 k = a[i], j = i;
618
619 for (i = 0, k = 0; i < 4; i++)
620 if (i != j)
621 k += a[i];
622
623 return k;
624 }
625
626 void
627 object::roll_stats ()
628 {
629 int statsort [NUM_STATS];
630
631 for (;;)
632 {
633 int sum = 0;
634 for (int i = NUM_STATS; i--; )
635 sum += statsort [i] = roll_stat ();
636
637 if (sum >= 82 && sum <= 116)
638 break;
639 }
640
641 // Sort the stats so that rerolling is easier...
642 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
643
644 for (int i = 0; i < NUM_STATS; ++i)
645 stats.stat (i) = statsort [i];
646
647 stats.exp = 0;
648 stats.ac = 0;
649
650 stats.hp = stats.maxhp;
651 stats.sp = stats.maxsp;
652 stats.grace = stats.maxgrace;
653
654 if (contr)
655 {
656 contr->levhp[1] = 9;
657 contr->levsp[1] = 6;
658 contr->levgrace[1] = 3;
659
660 contr->orig_stats = stats;
661 }
662 }
663
664 void
665 object::swap_stats (int a, int b)
666 {
667 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
668
669 for (int i = 0; i < NUM_STATS; ++i)
670 stats.stat (i) = contr->orig_stats.stat (i);
671
672 //TODO: the following code looks so borked and should, at the very least,
673 // be merged with the similar code in roll_stats
674 stats.ac = 0;
675
676 level = 1;
677 stats.exp = 0;
678 stats.ac = 0;
679
680 stats.hp = stats.maxhp;
681 stats.sp = stats.maxsp;
682 stats.grace = stats.maxgrace;
683
684 if (contr)
685 {
686 contr->levhp[1] = 9;
687 contr->levsp[1] = 6;
688 contr->levgrace[1] = 3;
689
690 contr->orig_stats = stats;
691 }
692 }
693
694 static void
695 start_info (object *op)
696 {
697 char buf[MAX_BUF];
698
699 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
700 new_draw_info (NDI_UNIQUE, 0, op, buf);
701 }
702
703 /* This function takes the key that is passed, and does the
704 * appropriate action with it (change race, or other things).
705 * The function name is for historical reasons - now we have
706 * separate race and class; this actually changes the RACE,
707 * not the class.
708 */
709 void
710 player::chargen_race_done ()
711 {
712 /* this must before then initial items are given */
713 esrv_new_player (ob->contr);
714
715 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
716 if (tl)
717 create_treasure (tl, ob, 0, 0, 0);
718
719 INVOKE_PLAYER (BIRTH, ob->contr);
720
721 ob->contr->ns->state = ST_PLAYING;
722
723 if (ob->msg)
724 ob->msg = 0;
725
726 start_info (ob);
727 ob->clr_flag (FLAG_WIZ);
728 give_initial_items (ob, ob->randomitems);
729 esrv_send_inventory (ob, ob);
730 ob->update_stats ();
731
732 /* This moves the player to a different start map, if there
733 * is one for this race
734 */
735 if (*first_map_ext_path)
736 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
737 else
738 LOG (llevDebug, "first_map_ext_path not set\n");
739 }
740
741 void
742 player::chargen_race_next ()
743 {
744 /* Following actually changes the race - this is the default command
745 * if we don't match with one of the options above.
746 */
747
748 do
749 {
750 shstr name = ob->name;
751 int x = ob->x, y = ob->y;
752
753 ob->remove_statbonus ();
754 ob->remove ();
755 ob->arch = get_player_archetype (ob->arch);
756 ob->arch->copy_to (ob);
757 ob->instantiate ();
758 ob->stats = ob->contr->orig_stats;
759 ob->name = ob->name_pl = name;
760 ob->x = x;
761 ob->y = y;
762 SET_ANIMATION (ob, 2); /* So player faces south */
763 insert_ob_in_map (ob, ob->map, ob, 0);
764 assign (ob->contr->title, ob->arch->object::name);
765 ob->add_statbonus ();
766 }
767 while (!allowed_class (ob));
768
769 update_object (ob, UP_OBJ_FACE);
770 esrv_update_item (UPD_FACE, ob, ob);
771 ob->update_stats ();
772 ob->stats.hp = ob->stats.maxhp;
773 ob->stats.sp = ob->stats.maxsp;
774 ob->stats.grace = 0;
775 }
776
777 static void
778 flee_player (object *op)
779 {
780 int dir, diff;
781 rv_vector rv;
782
783 if (op->stats.hp < 0)
784 {
785 LOG (llevDebug, "Fleeing player is dead.\n");
786 op->clr_flag (FLAG_SCARED);
787 return;
788 }
789
790 if (!op->enemy)
791 {
792 LOG (llevDebug, "Fleeing player had no enemy.\n");
793 op->clr_flag (FLAG_SCARED);
794 return;
795 }
796
797 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
798 {
799 op->enemy = NULL;
800 op->clr_flag (FLAG_SCARED);
801 return;
802 }
803
804 get_rangevector (op, op->enemy, &rv, 0);
805
806 dir = absdir (4 + rv.direction);
807 for (diff = 0; diff < 3; diff++)
808 {
809 int m = 1 - rndm (2) * 2;
810
811 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
812 return;
813 }
814
815 /* Cornered, get rid of scared */
816 op->clr_flag (FLAG_SCARED);
817 op->enemy = NULL;
818 }
819
820 /* check_pick sees if there is stuff to be picked up/picks up stuff.
821 * It returns 1 if the player should keep on moving, 0 if he should
822 * stop.
823 */
824 int
825 check_pick (object *op)
826 {
827 object *tmp, *next;
828 int stop = 0;
829 int wvratio;
830
831 /* if you're flying, you can't pick up anything */
832 if (op->move_type & MOVE_FLYING)
833 return 1;
834
835 next = op->below;
836
837 int cnt = MAX_ITEM_PER_ACTION;
838 #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
839
840 /* loop while there are items on the floor that are not marked as
841 * destroyed */
842 while (next && !next->destroyed ())
843 {
844 tmp = next;
845 next = tmp->below;
846
847 if (cnt <= 0)
848 {
849 op->failmsg ("Couldn't pickup all items at once.");
850 return 0;
851 }
852
853 if (op->destroyed ())
854 return 0;
855
856 if (!can_pick (op, tmp))
857 continue;
858
859 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
860 {
861 if (item_matched_string (op, tmp, op->contr->search_str))
862 CHK_PICK_PICKUP;
863
864 continue;
865 }
866
867 /* pickup handling */
868 if (op->contr->mode & PU_DEBUG)
869 {
870 /* some debugging code to figure out item information */
871 const char *str = tmp->name
872 ? format ("item name: %s item type: %d weight/value: %d",
873 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
874 : format ("item name: %s item type: %d weight/value: %d",
875 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
876
877 new_draw_info (NDI_UNIQUE, 0, op, str);
878 }
879
880 if (op->contr->mode & PU_INHIBIT)
881 return 1;
882
883 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
884 return 1;
885
886 /* philosophy:
887 * It's easy to grab an item type from a pile, as long as it's
888 * generic. This takes no game-time. For more detailed pickups
889 * and selections, select-items should be used. This is a
890 * grab-as-you-run type mode that's really useful for arrows for
891 * example.
892 * The drawback: right now it has no frontend, so you need to
893 * stick the bits you want into a calculator in hex mode and then
894 * convert to decimal and then 'pickup <#>
895 */
896
897 /* the first two modes are exclusive: if NOTHING we return, if
898 * STOP then we stop. All the rest are applied sequentially,
899 * meaning if any test passes, the item gets picked up. */
900
901 /* if mode is set to pick nothing up, return */
902 if (op->contr->mode == PU_NOTHING)
903 return 1;
904
905 /* if mode is set to stop when encountering objects, return */
906 /* take STOP before INHIBIT since it doesn't actually pick
907 * anything up */
908 if (op->contr->mode & PU_STOP)
909 return 0;
910
911 /* useful for going into stores and not losing your settings... */
912 /* and for battles wher you don't want to get loaded down while
913 * fighting */
914 if (op->contr->mode & PU_INHIBIT)
915 return 1;
916
917 /* prevent us from turning into auto-thieves :) */
918 if (tmp->flag [FLAG_UNPAID])
919 continue;
920
921 /* ignore known cursed objects */
922 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
923 continue;
924
925 /* all food and drink if desired */
926 /* question: don't pick up known-poisonous stuff? */
927 if (op->contr->mode & PU_FOOD)
928 if (tmp->type == FOOD)
929 {
930 CHK_PICK_PICKUP;
931 continue;
932 }
933
934 if (op->contr->mode & PU_DRINK)
935 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
936 {
937 CHK_PICK_PICKUP;
938 continue;
939 }
940
941 if (op->contr->mode & PU_POTION)
942 if (tmp->type == POTION)
943 {
944 CHK_PICK_PICKUP;
945 continue;
946 }
947
948 /* spellbooks, skillscrolls and normal books/scrolls */
949 if (op->contr->mode & PU_SPELLBOOK)
950 if (tmp->type == SPELLBOOK)
951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_SKILLSCROLL)
957 if (tmp->type == SKILLSCROLL)
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_READABLES)
964 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* wands/staves/rods/horns */
971 if (op->contr->mode & PU_MAGIC_DEVICE)
972 if (tmp->type == WAND
973 || tmp->type == ROD
974 || tmp->type == HORN
975 || tmp->type == POWER_CRYSTAL)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* pick up all magical items */
982 if (op->contr->mode & PU_MAGICAL)
983 if (tmp->flag [FLAG_KNOWN_MAGICAL]
984 && !tmp->flag [FLAG_KNOWN_CURSED])
985 {
986 CHK_PICK_PICKUP;
987 continue;
988 }
989
990 if (op->contr->mode & PU_VALUABLES)
991 {
992 if (tmp->type == MONEY || tmp->type == GEM)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997 }
998
999 /* rings & amulets - talismans seems to be typed AMULET */
1000 if (op->contr->mode & PU_JEWELS)
1001 if (tmp->type == RING
1002 || tmp->type == AMULET
1003 || tmp->type == GIRDLE
1004 || tmp->type == SKILL_TOOL)
1005 {
1006 CHK_PICK_PICKUP;
1007 continue;
1008 }
1009
1010 /* we don't forget dragon food */
1011 if (op->contr->mode & PU_FLESH)
1012 if (tmp->type == FLESH)
1013 {
1014 CHK_PICK_PICKUP;
1015 continue;
1016 }
1017
1018 /* bows and arrows. Bows are good for selling! */
1019 if (op->contr->mode & PU_BOW)
1020 if (tmp->type == BOW)
1021 {
1022 CHK_PICK_PICKUP;
1023 continue;
1024 }
1025
1026 if (op->contr->mode & PU_ARROW)
1027 if (tmp->type == ARROW)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 /* all kinds of armor etc. */
1034 if (op->contr->mode & PU_ARMOUR)
1035 if (tmp->type == ARMOUR)
1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1041 if (op->contr->mode & PU_HELMET)
1042 if (tmp->type == HELMET)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_SHIELD)
1049 if (tmp->type == SHIELD)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 if (op->contr->mode & PU_BOOTS)
1056 if (tmp->type == BOOTS)
1057 {
1058 CHK_PICK_PICKUP;
1059 continue;
1060 }
1061
1062 if (op->contr->mode & PU_GLOVES)
1063 if (tmp->type == GLOVES || tmp->type == BRACERS)
1064 {
1065 CHK_PICK_PICKUP;
1066 continue;
1067 }
1068
1069 if (op->contr->mode & PU_CLOAK)
1070 if (tmp->type == CLOAK)
1071 {
1072 CHK_PICK_PICKUP;
1073 continue;
1074 }
1075
1076 /* hoping to catch throwing daggers here */
1077 if (op->contr->mode & PU_MISSILEWEAPON)
1078 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 /* careful: chairs and tables are weapons! */
1085 if (op->contr->mode & PU_ALLWEAPON)
1086 {
1087 if (tmp->type == WEAPON)
1088 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1089 {
1090 CHK_PICK_PICKUP;
1091 continue;
1092 }
1093 }
1094
1095 /* misc stuff that's useful */
1096 if (op->contr->mode & PU_KEY)
1097 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1098 {
1099 CHK_PICK_PICKUP;
1100 continue;
1101 }
1102
1103 /* any of the last 4 bits set means we use the ratio for value
1104 * pickups */
1105 if (op->contr->mode & PU_RATIO)
1106 {
1107 /* use value density to decide what else to grab */
1108 /* >=7 was >= op->contr->mode */
1109 /* >=7 is the old standard setting. Now we take the last 4 bits
1110 */
1111 wvratio = op->contr->mode & PU_RATIO;
1112 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1113 {
1114 #if 0
1115 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1116 if (tmp->name != NULL)
1117 {
1118 fprintf (stderr, "%s", tmp->name);
1119 }
1120 else
1121 fprintf (stderr, "%s", tmp->arch->archname);
1122 fprintf (stderr, ",%d] = ", tmp->type);
1123 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1124 #endif
1125 CHK_PICK_PICKUP;
1126 continue;
1127 }
1128 } /* the new pickup model */
1129 }
1130
1131 return !stop;
1132 }
1133
1134 /* routine for both players and monsters. We call this when
1135 * there is a possibility for our action distrubing our hiding
1136 * place or invisiblity spell. Artefact invisiblity causes
1137 * "noise" instead. If we arent invisible to begin with, we
1138 * return 0.
1139 */
1140 static int
1141 action_makes_visible (object *op)
1142 {
1143 if (op->invisible && op->flag [FLAG_ALIVE])
1144 {
1145 if (op->flag [FLAG_MAKE_INVIS])
1146 {
1147 // artefact invisibility is permanent, but we still make noise
1148 // this is important for game-balance.
1149 if (op->contr)
1150 op->make_noise ();
1151
1152 return 0;
1153 }
1154
1155 if (op->contr && op->contr->tmp_invis == 0)
1156 return 0;
1157
1158 /* If monsters, they should become visible */
1159 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1160 {
1161 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1162 return 1;
1163 }
1164 }
1165
1166 return 0;
1167 }
1168
1169 /*
1170 * Find an arrow in the inventory and after that
1171 * in the right type container (quiver). Pointer to the
1172 * found object is returned.
1173 */
1174 static object *
1175 find_arrow (object *op, const char *type)
1176 {
1177 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1178 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1179 return splay (tmp);
1180
1181 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1182 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1183 if (object *arrow = find_arrow (tmp, type))
1184 {
1185 splay (tmp);
1186 return arrow;
1187 }
1188
1189 return 0;
1190 }
1191
1192 /*
1193 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1194 * against the target. A full test is not performed, simply a basic test
1195 * of resistances. The archer is making a quick guess at what he sees down
1196 * the hall. Failing that it does it's best to pick the highest plus arrow.
1197 */
1198 static object *
1199 find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1200 {
1201 object *tmp = NULL, *arrow, *ntmp;
1202 int attacknum, attacktype, betterby = 0, i;
1203
1204 if (!type)
1205 return NULL;
1206
1207 for (arrow = op->inv; arrow; arrow = arrow->below)
1208 {
1209 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1210 {
1211 i = 0;
1212 ntmp = find_better_arrow (arrow, target, type, &i);
1213
1214 if (i > betterby)
1215 {
1216 tmp = ntmp;
1217 betterby = i;
1218 }
1219 }
1220 else if (arrow->type == ARROW && arrow->race == type)
1221 {
1222 /* allways prefer assasination/slaying */
1223 if (target->race && arrow->slaying.contains (target->race))
1224 {
1225 if (arrow->attacktype & AT_DEATH)
1226 {
1227 *better = 100;
1228 return arrow;
1229 }
1230 else
1231 {
1232 tmp = arrow;
1233 betterby = (arrow->magic + arrow->stats.dam) * 2;
1234 }
1235 }
1236 else
1237 {
1238 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1239 {
1240 attacktype = 1 << attacknum;
1241 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1242 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1243 {
1244 tmp = arrow;
1245 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1246 }
1247 }
1248
1249 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1250 {
1251 tmp = arrow;
1252 betterby = 2 + arrow->magic + arrow->stats.dam;
1253 }
1254
1255 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1256 {
1257 tmp = arrow;
1258 betterby = 1 + arrow->magic + arrow->stats.dam;
1259 }
1260 }
1261 }
1262 }
1263
1264 if (tmp == NULL && arrow == NULL)
1265 return find_arrow (op, type);
1266
1267 *better = betterby;
1268 return tmp;
1269 }
1270
1271 /* looks in a given direction, finds the first valid target, and calls
1272 * find_better_arrow to find a decent arrow to use.
1273 * op = the shooter
1274 * type = bow->race
1275 * dir = fire direction
1276 */
1277 static object *
1278 pick_arrow_target (object *op, shstr_cmp type, int dir)
1279 {
1280 object *tmp = NULL;
1281 maptile *m;
1282 int i, mflags, found, number;
1283 sint16 x, y;
1284
1285 if (op->map == NULL)
1286 return find_arrow (op, type);
1287
1288 /* do a dex check */
1289 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1290 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1291 return find_arrow (op, type);
1292
1293 m = op->map;
1294 x = op->x;
1295 y = op->y;
1296
1297 /* find the first target */
1298 for (i = 0, found = 0; i < 20; i++)
1299 {
1300 x += freearr_x[dir];
1301 y += freearr_y[dir];
1302 mflags = get_map_flags (m, &m, x, y, &x, &y);
1303
1304 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1305 {
1306 tmp = 0;
1307 break;
1308 }
1309 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1310 {
1311 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1312 * perhaps a bad assumption.
1313 */
1314 tmp = 0;
1315 break;
1316 }
1317
1318 if (mflags & P_IS_ALIVE)
1319 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1320 if (tmp->flag [FLAG_ALIVE])
1321 break;
1322 }
1323
1324 if (!tmp)
1325 return find_arrow (op, type);
1326
1327 if (tmp->head)
1328 tmp = tmp->head;
1329
1330 return find_better_arrow (op, tmp, type, &i);
1331 }
1332
1333 /*
1334 * Creature fires a bow - op can be monster or player. Returns
1335 * 1 if bow was actually fired, 0 otherwise.
1336 * op is the object firing the bow.
1337 * part is for multipart creatures - the part firing the bow.
1338 * dir is the direction of fire.
1339 * wc_mod is any special modifier to give (used in special player fire modes)
1340 * sx, sy are coordinates to fire arrow from - also used in some of the special
1341 * player fire modes.
1342 */
1343 int
1344 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1345 {
1346 object *left, *bow;
1347 int mflags;
1348 maptile *m;
1349
1350 if (!dir)
1351 {
1352 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1353 return 0;
1354 }
1355
1356 if (op->contr)
1357 bow = op->current_weapon;
1358 else
1359 {
1360 for (bow = op->inv; bow; bow = bow->below)
1361 /* Don't check for applied - monsters don't apply bows - in that way, they
1362 * don't need to switch back and forth between bows and weapons.
1363 */
1364 if (bow->type == BOW)
1365 break;
1366
1367 if (!bow)
1368 {
1369 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1370 return 0;
1371 }
1372
1373 // optimisation: move object to top so we will find it quickly again
1374 splay (bow);
1375 }
1376
1377 if (!bow->race || !bow->skill)
1378 {
1379 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1380 return 0;
1381 }
1382
1383 if (arrow == NULL)
1384 {
1385 if ((arrow = find_arrow (op, bow->race)) == NULL)
1386 {
1387 if (op->type == PLAYER)
1388 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1389 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1390 else
1391 op->clr_flag (FLAG_READY_BOW);
1392
1393 return 0;
1394 }
1395 }
1396
1397 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1398 if (mflags & P_OUT_OF_MAP)
1399 return 0;
1400
1401 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1402 {
1403 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1404 return 0;
1405 }
1406
1407 /* this should not happen, but sometimes does */
1408 if (arrow->nrof == 0)
1409 {
1410 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1411 arrow->destroy ();
1412 return 0;
1413 }
1414
1415 left = arrow; /* these are arrows left to the player */
1416 arrow = arrow->split ();
1417 if (!arrow)
1418 {
1419 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1420 return 0;
1421 }
1422
1423 arrow->set_owner (op);
1424 arrow->skill = bow->skill;
1425 arrow->direction = dir;
1426
1427 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1428 arrow->stats.hp = arrow->stats.dam;
1429 arrow->stats.grace = arrow->attacktype;
1430 arrow->custom_name = arrow->slaying;
1431
1432 #if 0
1433 if (player *pl = op->contr)
1434 {
1435 float speed = pl->weapon_sp;
1436
1437 /* penalize ROF for bestarrow */
1438 if (pl->bowtype == bow_bestarrow)
1439 speed *= .9f;
1440 else
1441 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1442
1443 op->speed_left += speed - op->speed;
1444 }
1445 #endif
1446
1447 SET_ANIMATION (arrow, arrow->direction);
1448
1449 /* update the speed */
1450
1451 arrow->speed_left = 0;
1452 arrow->set_speed (max (2.f,
1453 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1454 + bow->stats.dam / 7.f
1455 ));
1456
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1458
1459 if (op->type == PLAYER)
1460 {
1461 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1462 wc -= dex_bonus[op->stats.Dex];
1463
1464 if (!arrow->slaying)
1465 arrow->slaying = op->slaying;
1466
1467 arrow->attacktype |= op->attacktype;
1468 }
1469 else
1470 {
1471 arrow->level = op->level;
1472 arrow->stats.wc -= bow->magic;
1473
1474 if (!arrow->slaying)
1475 arrow->slaying = bow->slaying;
1476
1477 arrow->attacktype |= bow->attacktype;
1478 }
1479
1480 wc -= arrow->level;
1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1482
1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1484 arrow->move_type = MOVE_FLY_LOW;
1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1486
1487 op->play_sound (sound_find ("fire_arrow"));
1488 m->insert (arrow, sx, sy, op);
1489
1490 if (!arrow->destroyed ())
1491 move_arrow (arrow);
1492
1493 return 1;
1494 }
1495
1496 /* Special fire code for players - this takes into
1497 * account the special fire modes players can have
1498 * but monsters can't. Putting that code here
1499 * makes the fire_bow code much cleaner.
1500 * this function should only be called if 'op' is a player,
1501 * hence the function name.
1502 */
1503 static int
1504 player_fire_bow (object *op, int dir)
1505 {
1506 int ret;
1507
1508 if (op->contr->bowtype == bow_bestarrow)
1509 {
1510 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1511 }
1512 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1513 {
1514 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1515 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1516 }
1517 else if (op->contr->bowtype == bow_threewide)
1518 {
1519 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1520 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1521 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1522 }
1523 else if (op->contr->bowtype == bow_spreadshot)
1524 {
1525 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1526 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1527 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1528 }
1529 else
1530 {
1531 /* Simple case */
1532 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1533 }
1534
1535 return ret;
1536 }
1537
1538 /* Fires a misc (wand/rod/horn) object in 'dir'.
1539 * Broken apart from 'fire' to keep it more readable.
1540 */
1541 static void
1542 fire_misc_object (object *op, int dir)
1543 {
1544 object *item = op->contr->ranged_ob;
1545
1546 if (!item)
1547 {
1548 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1549 return;
1550 }
1551
1552 if (!item->inv)
1553 {
1554 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1555 return;
1556 }
1557
1558 if (!op->apply (item))
1559 return;
1560
1561 if (item->type == WAND)
1562 {
1563 if (item->stats.food <= 0)
1564 {
1565 op->contr->play_sound (sound_find ("wand_poof"));
1566 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1567
1568 return;
1569 }
1570 }
1571 else if (item->type == ROD || item->type == HORN)
1572 {
1573 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1574
1575 // using the maximum of the rods charge allows at least one spell cast
1576 // for a rod or horn, this fixes some broken rods.
1577 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1578 {
1579 op->contr->play_sound (sound_find ("wand_poof"));
1580
1581 if (item->type == ROD)
1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1583 else
1584 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1585
1586 return;
1587 }
1588 }
1589
1590 if (cast_spell (op, item, dir, item->inv, NULL))
1591 {
1592 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1593
1594 if (item->type == WAND)
1595 {
1596 if (!(--item->stats.food))
1597 {
1598 object *tmp;
1599
1600 if (item->arch)
1601 {
1602 item->clr_flag (FLAG_ANIMATE);
1603 item->face = item->arch->face;
1604 item->set_speed (0);
1605 }
1606
1607 if (object *pl = item->visible_to ())
1608 esrv_update_item (UPD_ANIM, pl, item);
1609 }
1610 }
1611 else if (item->type == ROD || item->type == HORN)
1612 drain_rod_charge (item);
1613 }
1614 }
1615
1616 /* Received a fire command for the player - go and do it.
1617 */
1618 bool
1619 fire (object *who, int dir)
1620 {
1621 int spellcost = 0;
1622
1623 player *pl = who->contr;
1624
1625 if (pl->golem)
1626 {
1627 control_golem (who->contr->golem, dir);
1628 return false;
1629 }
1630
1631 object *ob = pl->ranged_ob;
1632
1633 if (!ob)
1634 return false;
1635
1636 if (who->speed_left > 0.f)
1637 --who->speed_left;
1638 else
1639 return false;
1640
1641 if (!who->apply (ob))
1642 return false;
1643
1644 /* check for loss of invisiblity/hide */
1645 if (action_makes_visible (who))
1646 make_visible (who);
1647
1648 switch (ob->type)
1649 {
1650 case BOW:
1651 player_fire_bow (who, dir);
1652 break;
1653
1654 case SPELL:
1655 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1656 break;
1657
1658 case BUILDER:
1659 apply_map_builder (who, dir);
1660 break;
1661
1662 case SKILL:
1663 do_skill (who, who, ob, dir, 0);
1664 break;
1665
1666 case RANGED:
1667 do_skill (who, ob, who->chosen_skill, dir, 0);
1668 break;
1669
1670 default:
1671 fire_misc_object (who, dir);
1672 break;
1673 }
1674
1675 return true;
1676 }
1677
1678 static object *
1679 find_key_ (object *pl, object *container, object *door)
1680 {
1681 object *tmp, *key;
1682
1683 /* Should not happen, but sanity checking is never bad */
1684 if (!container->inv)
1685 return 0;
1686
1687 /* First, lets try to find a key in the top level inventory */
1688 for (tmp = container->inv; tmp; tmp = tmp->below)
1689 {
1690 if (door->type == DOOR && tmp->type == KEY)
1691 break;
1692
1693 /* For sanity, we should really check door type, but other stuff
1694 * (like containers) can be locked with special keys
1695 */
1696 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1697 break;
1698 }
1699
1700 /* No key found - lets search inventories now */
1701 /* If we find and use a key in an inventory, return at that time.
1702 * otherwise, if we search all the inventories and still don't find
1703 * a key, return
1704 */
1705 if (!tmp)
1706 {
1707 for (tmp = container->inv; tmp; tmp = tmp->below)
1708 /* No reason to search empty containers */
1709 if (tmp->type == CONTAINER && tmp->inv)
1710 if ((key = find_key_ (pl, tmp, door)))
1711 return key;
1712
1713 if (!tmp)
1714 return 0;
1715 }
1716
1717 /* We get down here if we have found a key. Now if its in a container,
1718 * see if we actually want to use it
1719 */
1720 if (pl != container)
1721 {
1722 /* Only let players use keys in containers */
1723 if (!pl->contr)
1724 return 0;
1725
1726 /* cases where this fails:
1727 * If we only search the player inventory, return now since we
1728 * are not in the players inventory.
1729 * If the container is not active, return now since only active
1730 * containers can be used.
1731 * If we only search keyrings and the container does not have
1732 * a race/isn't a keyring.
1733 * No checking for all containers - to fall through past here,
1734 * inv must have been an container and must have been active.
1735 *
1736 * Change the color so that the message doesn't disappear with
1737 * all the others.
1738 */
1739 if (pl->contr->usekeys == key_inventory
1740 || !container->flag [FLAG_APPLIED]
1741 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1742 {
1743 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1744 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1745 return NULL;
1746 }
1747 }
1748
1749 return tmp;
1750 }
1751
1752 /* find_key
1753 * We try to find a key for the door as passed. If we find a key
1754 * and successfully use it, we return the key, otherwise NULL
1755 * This function merges both normal and locked door, since the logic
1756 * for both is the same - just the specific key is different.
1757 * pl is the player,
1758 * inv is the objects inventory to searched
1759 * door is the door we are trying to match against.
1760 * This function can be called recursively to search containers.
1761 */
1762 object *
1763 find_key (object *pl, object *container, object *door)
1764 {
1765 if (door->slaying && is_match_expr (door->slaying))
1766 {
1767 // for match expressions, we try to find the key by applying the match
1768 // to the op itself, which is supposed to find the "key", instead
1769 // of searching through containers ourselves.
1770
1771 return match_one (door->slaying, container, door, pl, pl);
1772 }
1773 else
1774 return find_key_ (pl, container, door);
1775 }
1776
1777 /* moved door processing out of move_player_attack.
1778 * returns 1 if player has opened the door with a key
1779 * such that the caller should not do anything more,
1780 * 0 otherwise
1781 */
1782 static int
1783 player_attack_door (object *op, object *door)
1784 {
1785 /* If its a door, try to find a key. If we do destroy the door,
1786 * might as well return immediately as there is nothing more to do -
1787 * otherwise, we fall through to the rest of the code.
1788 */
1789 object *key = find_key (op, op, door);
1790
1791 /* If we found a key, do some extra work */
1792 if (key)
1793 {
1794 object *container = key->env;
1795
1796 if (action_makes_visible (op))
1797 make_visible (op);
1798
1799 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1800 spring_trap (door->inv, op);
1801
1802 if (door->type == DOOR)
1803 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1804 else if (door->type == LOCKED_DOOR)
1805 {
1806 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1807 remove_door2 (door); /* remove door without violence ;-) */
1808 }
1809
1810 /* Do this after we print the message */
1811 key->decrease (); /* Use up one of the keys */
1812
1813 return 1; /* Nothing more to do below */
1814 }
1815 else if (door->type == LOCKED_DOOR)
1816 {
1817 /* Might as well return now - no other way to open this */
1818 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1819 return 1;
1820 }
1821
1822 return 0;
1823 }
1824
1825 /* This function is just part of a breakup from move_player.
1826 * It should keep the code cleaner.
1827 * When this is called, the players direction has been updated
1828 * (taking into account confusion.) The player is also actually
1829 * going to try and move (not fire weapons).
1830 */
1831 bool
1832 move_player_attack (object *op, int dir)
1833 {
1834 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1835 {
1836 --op->speed_left;
1837 return true;
1838 }
1839
1840 sint16 nx = freearr_x[dir] + op->x;
1841 sint16 ny = freearr_y[dir] + op->y;
1842
1843 if (out_of_map (op->map, nx, ny))
1844 return false;
1845
1846 /* If braced, or can't move to the square, and it is not out of the
1847 * map, attack it. Note order of if statement is important - don't
1848 * want to be calling move_ob if braced, because move_ob will move the
1849 * player. This is a pretty nasty hack, because if we could
1850 * move to some space, it then means that if we are braced, we should
1851 * do nothing at all. As it is, if we are braced, we go through
1852 * quite a bit of processing. However, it probably is less than what
1853 * move_ob uses.
1854 */
1855 maptile *m = op->map->xy_find (nx, ny);
1856
1857 /* Go through all the objects, and find ones of interest. Only stop if
1858 * we find a monster - that is something we know we want to attack.
1859 * if its a door or barrel (can roll) see if there may be monsters
1860 * on the space
1861 */
1862 object *mon;
1863 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1864 {
1865 if ((mon->flag [FLAG_ALIVE]
1866 || mon->type == LOCKED_DOOR
1867 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op)
1869 break;
1870 }
1871
1872 if (!mon) /* This happens anytime the player tries to move */
1873 return false; /* into a wall */
1874
1875 mon = mon->head_ ();
1876
1877 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1878 if (op->contr->weapon_sp_left > 0.f)
1879 if (player_attack_door (op, mon))
1880 {
1881 --op->contr->weapon_sp_left;
1882 return true;
1883 }
1884
1885 /* The following deals with possibly attacking peaceful
1886 * or friendly creatures. Basically, all players are considered
1887 * unaggressive. If the moving player has peaceful set, then the
1888 * object should be pushed instead of attacked. It is assumed that
1889 * if you are braced, you will not attack friends accidently,
1890 * and thus will not push them.
1891 */
1892
1893 /* If the creature is a pet, push it even if the player is not
1894 * peaceful. Our assumption is the creature is a pet if the
1895 * player owns it and it is either friendly or unagressive.
1896 */
1897 if (op->type == PLAYER
1898 && ((mon->owner && mon->owner->contr
1899 && same_party (mon->owner->contr->party, op->contr->party))
1900 || mon->owner == op)
1901 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1902 {
1903 /* If we're braced, we don't want to switch places with it */
1904 if (op->contr->braced)
1905 return false;
1906
1907 if (op->speed_left > 0.f)
1908 {
1909 --op->speed_left;
1910
1911 op->play_sound (sound_find ("push_player"));
1912 push_ob (mon, dir, op);
1913
1914 if (action_makes_visible (op))
1915 make_visible (op);
1916
1917 return true;
1918 }
1919 else
1920 return false;
1921 }
1922
1923 bool on_battleground = op_on_battleground (op, 0, 0);
1924
1925 /* in certain circumstances, you shouldn't attack friendly
1926 * creatures. Note that if you are braced, you can't push
1927 * someone, but put it inside this loop so that you won't
1928 * attack them either.
1929 */
1930 if ((mon->type == PLAYER || mon->enemy != op)
1931 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1932 && ((op->contr->peaceful
1933 || (mon->type == PLAYER && mon->contr->peaceful))
1934 && !on_battleground))
1935 {
1936 if (op->speed_left > 0.f)
1937 {
1938 --op->speed_left;
1939
1940 if (!op->contr->braced)
1941 {
1942 op->play_sound (sound_find ("push_player"));
1943 push_ob (mon, dir, op);
1944 }
1945 else
1946 op->statusmsg ("You withhold your attack");
1947
1948 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1949 make_visible (op);
1950
1951 return true;
1952 }
1953 }
1954 /* If the object is a boulder or other rollable object, then
1955 * roll it if not braced. You can't roll it if you are braced.
1956 */
1957 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1958 {
1959 if (op->speed_left > 0.f)
1960 {
1961 --op->speed_left;
1962
1963 recursive_roll (mon, dir, op);
1964 if (action_makes_visible (op))
1965 make_visible (op);
1966
1967 return true;
1968 }
1969 }
1970 /* Any generic living creature. Including things like doors.
1971 * Way it works is like this: First, it must have some hit points
1972 * and be living. Then, it must be one of the following:
1973 * 1) Not a player, 2) A player, but of a different party. Note
1974 * that party_number -1 is no party, so attacks can still happen.
1975 */
1976 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
1977 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
1978 {
1979 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
1980 {
1981 --op->contr->weapon_sp_left;
1982
1983 skill_attack (mon, op, 0, 0, 0);
1984
1985 if (action_makes_visible (op))
1986 make_visible (op);
1987
1988 return true;
1989 }
1990 }
1991
1992 return false;
1993 }
1994
1995 bool
1996 move_player (object *op, int dir)
1997 {
1998 if (!op->map || op->map->in_memory != MAP_ACTIVE)
1999 return 0;
2000
2001 /* Sanity check: make sure dir is valid */
2002 if (dir < 0 || dir > 8)
2003 {
2004 LOG (llevError, "move_player: invalid direction %d\n", dir);
2005 return 0;
2006 }
2007
2008 /* peterm: added following line */
2009 if (op->flag [FLAG_CONFUSED] && dir)
2010 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2011
2012 op->facing = dir;
2013
2014 if (op->flag [FLAG_HIDDEN])
2015 do_hidden_move (op);
2016
2017 bool retval;
2018 int pick = 0;
2019
2020 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2021 retval = RESULT_INT (0);
2022 else if (op->contr->fire_on)
2023 retval = fire (op, dir);
2024 else
2025 {
2026 retval = move_player_attack (op, dir);
2027 pick = check_pick (op);
2028 }
2029
2030 /* Add special check for newcs players and fire on - this way, the
2031 * server can handle repeat firing.
2032 */
2033 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2034 op->direction = dir;
2035 else
2036 op->direction = 0;
2037
2038 /* Update how the player looks. Use the facing, so direction may
2039 * get reset to zero. This allows for full animation capabilities
2040 * for players.
2041 */
2042 animate_object (op, op->facing);
2043
2044 return retval;
2045 }
2046
2047 /* This is similar to handle_player, below, but is only used by the
2048 * new client/server stuff.
2049 * This is sort of special, in that the new client/server actually uses
2050 * the new speed values for commands.
2051 *
2052 * Returns true if there are more actions we can do. Should not do
2053 * many actions in a row, as that would be too unfair to other
2054 * players.
2055 */
2056 bool
2057 handle_newcs_player (object *op)
2058 {
2059 if (op->flag [FLAG_SCARED])
2060 {
2061 if (op->speed_left > 0.f)
2062 {
2063 --op->speed_left;
2064 flee_player (op);
2065
2066 return true;
2067 }
2068 else
2069 return false;
2070 }
2071
2072 /* call this here - we also will call this in do_ericserver, but
2073 * the players time has been increased when doericserver has been
2074 * called, so we recheck it here.
2075 */
2076 if (op->contr->ns->handle_command ())
2077 return true;
2078
2079 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2080 return move_player (op, op->direction);
2081
2082 return false;
2083 }
2084
2085 static int
2086 save_life (object *op)
2087 {
2088 if (!op->flag [FLAG_LIFESAVE])
2089 return 0;
2090
2091 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2092 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2093 {
2094 op->play_sound (sound_find ("ob_evaporate"));
2095 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2096
2097 tmp->destroy ();
2098 op->clr_flag (FLAG_LIFESAVE);
2099
2100 if (op->stats.hp < 0)
2101 op->stats.hp = op->stats.maxhp;
2102
2103 if (op->stats.food < 0)
2104 op->stats.food = MAX_FOOD;
2105
2106 op->update_stats ();
2107 return 1;
2108 }
2109
2110 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2111 op->clr_flag (FLAG_LIFESAVE);
2112 enter_player_savebed (op); /* bring him home. */
2113 return 0;
2114 }
2115
2116 /* This goes throws the inventory and removes unpaid objects, and puts them
2117 * back in the map (location and map determined by values of env). This
2118 * function will descend into containers. op is the object to start the search
2119 * from.
2120 */
2121 static void
2122 drop_unpaid_items (object *op, object *env)
2123 {
2124 while (op)
2125 {
2126 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2127
2128 if (op->flag [FLAG_UNPAID])
2129 op->insert_at (env);
2130 else if (op->inv)
2131 drop_unpaid_items (op->inv, env);
2132
2133 op = next;
2134 }
2135 }
2136
2137 void
2138 object::drop_unpaid_items ()
2139 {
2140 if (!flag [FLAG_REMOVED])
2141 ::drop_unpaid_items (inv, this);
2142 }
2143
2144 void
2145 do_some_living (object *op)
2146 {
2147 int last_food = op->stats.food;
2148 int gen_hp, gen_sp, gen_grace;
2149 int i;
2150 int rate_hp = 1200;
2151 int rate_sp = 2500;
2152 int rate_grace = 2000;
2153 const int max_hp = 1;
2154 const int max_sp = 1;
2155 const int max_grace = 1;
2156
2157 if (op->contr->hidden)
2158 {
2159 op->invisible = 1000;
2160 /* the socket code flashes the player visible/invisible
2161 * depending on the value of invisible, so we need to
2162 * alternate it here for it to work correctly.
2163 */
2164 if (pticks & 2)
2165 op->invisible--;
2166 }
2167 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2168 {
2169 if (!op->invisible--)
2170 {
2171 make_visible (op);
2172 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2173 }
2174 }
2175
2176 if (op->contr->ns->state == ST_PLAYING)
2177 {
2178 /* these next three if clauses make it possible to SLOW DOWN
2179 hp/grace/spellpoint regeneration. */
2180 if (op->contr->gen_hp >= 0)
2181 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2182 else
2183 {
2184 gen_hp = op->stats.maxhp;
2185 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2186 }
2187
2188 if (op->contr->gen_sp >= 0)
2189 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2190 else
2191 {
2192 gen_sp = op->stats.maxsp;
2193 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2194 }
2195
2196 if (op->contr->gen_grace >= 0)
2197 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2198 else
2199 {
2200 gen_grace = op->stats.maxgrace;
2201 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2202 }
2203
2204 /* Regenerate Grace */
2205 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2206 if (--op->last_grace < 0)
2207 {
2208 if (op->stats.grace < op->stats.maxgrace / 2)
2209 op->stats.grace++; /* no penalty in food for regaining grace */
2210
2211 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2212
2213 if (max_grace > 1)
2214 {
2215 int over_grace = temp / rate_grace;
2216
2217 if (over_grace > 0)
2218 {
2219 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2220 op->last_grace = 0;
2221 }
2222 else
2223 op->last_grace = rate_grace / temp;
2224 }
2225 else
2226 op->last_grace = rate_grace / temp;
2227
2228 /* wearing stuff doesn't detract from grace generation. */
2229 }
2230
2231 if (op->stats.food > 0)
2232 {
2233 /* Regenerate Spell Points */
2234 if (!op->contr->golem && --op->last_sp < 0)
2235 {
2236 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2237
2238 if (op->stats.sp < op->stats.maxsp)
2239 {
2240 op->stats.sp++;
2241
2242 /* dms do not consume food */
2243 if (!op->flag [FLAG_WIZ])
2244 {
2245 op->stats.food--;
2246
2247 if (op->contr->digestion < 0)
2248 op->stats.food += op->contr->digestion;
2249 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2250 op->stats.food = last_food;
2251 }
2252 }
2253
2254 if (max_sp > 1)
2255 {
2256 int over_sp = (gen_sp + 10) / rate_sp;
2257 if (over_sp > 0)
2258 {
2259 if (op->stats.sp < op->stats.maxsp)
2260 {
2261 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2262
2263 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2264 op->stats.sp--;
2265
2266 if (op->stats.sp > op->stats.maxsp)
2267 op->stats.sp = op->stats.maxsp;
2268 }
2269
2270 op->last_sp = 0;
2271 }
2272 else
2273 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2274 }
2275 else
2276 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2277 }
2278
2279 /* Regenerate Hit Points */
2280 if (--op->last_heal < 0)
2281 {
2282 if (op->stats.hp < op->stats.maxhp)
2283 {
2284 op->stats.hp++;
2285
2286 /* dms do not consume food */
2287 if (!op->flag [FLAG_WIZ])
2288 {
2289 op->stats.food--;
2290
2291 if (op->contr->digestion < 0)
2292 op->stats.food += op->contr->digestion;
2293 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2294 op->stats.food = last_food;
2295 }
2296 }
2297
2298 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2299
2300 if (max_hp > 1)
2301 {
2302 int over_hp = temp / rate_hp;
2303
2304 if (over_hp > 0)
2305 {
2306 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2307 op->last_heal = 0;
2308 }
2309 else
2310 op->last_heal = rate_hp / temp;
2311 }
2312 else
2313 op->last_heal = rate_hp / temp;
2314 }
2315 }
2316
2317 /* Digestion */
2318 if (--op->last_eat < 0)
2319 {
2320 int bonus = max (0, op->contr->digestion),
2321 penalty = max (0, -op->contr->digestion);
2322
2323 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2324
2325 /* dms do not consume food */
2326 if (!op->flag [FLAG_WIZ])
2327 op->stats.food--;
2328 }
2329
2330 if (op->stats.food < 0 && op->stats.hp >= 0)
2331 {
2332 object *flesh = 0;
2333
2334 for_inv_removable (op, tmp)
2335 {
2336 if (tmp->flag [FLAG_UNPAID])
2337 continue;
2338
2339 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2340 {
2341 op->statusmsg ("You blindly grab for a bite of food. "
2342 "H<To prevent you from starving, you ate some random item from your backpack.>");
2343 op->apply (tmp);
2344
2345 if (op->stats.food >= 0 || op->stats.hp < 0)
2346 break;
2347 }
2348 else if (tmp->type == FLESH)
2349 flesh = tmp;
2350 }
2351
2352 /* If player is still starving, it means they don't have any food, so
2353 * eat flesh instead.
2354 */
2355 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2356 {
2357 op->statusmsg ("You blindly grab for a bite of food. "
2358 "H<To prevent you from starving, you ate some random item from your backpack.>");
2359 op->apply (flesh);
2360 }
2361
2362 // If player is still starving, alert him!
2363 if (op->stats.food < 0)
2364 op->failmsg ("You are starving! "
2365 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2366 }
2367
2368 if (op->stats.food < 0)
2369 {
2370 op->stats.hp += op->stats.food;
2371 op->stats.food = 0;
2372
2373 if (op->stats.hp < 0)
2374 {
2375 op->contr->killer = archetype::get ("killer_starvation");
2376 op->contr->killer->destroy ();
2377 }
2378 }
2379
2380 /* killer should be set here already */
2381 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2382 kill_player (op);
2383 }
2384 }
2385
2386 /* If the player should die (lack of hp, food, etc), we call this.
2387 * op is the player in jeopardy. If the player can not be saved (not
2388 * permadeath, no lifesave), this will take care of removing the player
2389 * file.
2390 */
2391 void
2392 kill_player (object *op)
2393 {
2394 int x, y;
2395 maptile *map; /* this is for resurrection */
2396 int will_kill_again;
2397 archetype *at;
2398 object *tmp;
2399
2400 if (save_life (op))
2401 return;
2402
2403 dynbuf_text deathtab;
2404
2405 /* restore player */
2406 at = archetype::find (shstr_poisoning);
2407 if (object *tmp = present_arch_in_ob (at, op))
2408 {
2409 tmp->destroy ();
2410 deathtab << "Your body feels cleansed...\r";
2411 }
2412
2413 at = archetype::find (shstr_confusion);
2414 if (object *tmp = present_arch_in_ob (at, op))
2415 {
2416 tmp->destroy ();
2417 deathtab << "Your mind feels clearer...\r";
2418 }
2419
2420 cure_disease (op, 0, 0); /* remove any disease */
2421
2422 max_it (op->stats.hp , op->stats.maxhp);
2423 max_it (op->stats.sp , op->stats.maxsp);
2424 max_it (op->stats.grace, op->stats.maxgrace);
2425 max_it (op->stats.food , 200);
2426
2427 // remove all spell effects that are active
2428 // to avoid long-term effects such as word-of-recall
2429 for (object *item = op->inv; item; )
2430 {
2431 object *next = item->below;
2432
2433 if (item->type == SPELL_EFFECT && item->active)
2434 item->destroy ();
2435
2436 item = next;
2437 }
2438
2439 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2440 * in cities ONLY!!! It is very important that this doesn't get abused.
2441 * Look at op_on_battleground() for more info --AndreasV
2442 */
2443 if (op_on_battleground (op, &x, &y))
2444 {
2445 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2446
2447 /* create a bodypart-trophy to make the winner happy */
2448 object *tmp = archetype::find (shstr_finger)->instance ();
2449
2450 tmp->name = format ("%s's finger" , &op->name);
2451 tmp->name_pl = format ("%s's fingers", &op->name);
2452 tmp->msg = format (
2453 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2454 &op->name, op->contr->title,
2455 (int)op->level,
2456 op->contr->killer_name ()
2457 );
2458 tmp->value = 0, tmp->type = 0;
2459 tmp->material = name_to_material (shstr_organic);
2460 tmp->insert_at (op, tmp);
2461
2462 /* teleport defeated player to new destination */
2463 transfer_ob (op, x, y, 0, NULL);
2464 op->contr->braced = 0;
2465
2466 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2467 return;
2468 }
2469
2470 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2471 deathtab << "T<YOU HAVE DIED>\n\n";
2472
2473 INVOKE_PLAYER (DEATH, op->contr);
2474
2475 command_kill_pets (op, 0);
2476
2477 op->contr->play_sound (sound_find ("player_dies"));
2478
2479 /* save the map location for corpse, gravestone */
2480 x = op->x;
2481 y = op->y;
2482 map = op->map;
2483
2484 /* NOT_PERMADEATH code. This basically brings the character back to
2485 * life if they are dead - it takes some exp and a random stat.
2486 * See the config.h file for a little more in depth detail about this.
2487 */
2488
2489 /* Basically two ways to go - remove a stat permanently, or just
2490 * make it depletion. This bunch of code deals with that aspect
2491 * of death.
2492 */
2493 #ifndef COZY_SERVER
2494 if (settings.balanced_stat_loss)
2495 {
2496 /* If stat loss is permanent, lose one stat only. */
2497 /* Lower level chars don't lose as many stats because they suffer
2498 more if they do. */
2499 /* Higher level characters can afford things such as potions of
2500 restoration, or better, stat potions. So we slug them that
2501 little bit harder. */
2502 /* GD */
2503 if (settings.stat_loss_on_death)
2504 num_stats_lose = 1;
2505 else
2506 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2507 }
2508 else
2509 num_stats_lose = 1;
2510
2511 lost_a_stat = 0;
2512
2513 for (z = 0; z < num_stats_lose; z++)
2514 {
2515 i = rndm (NUM_STATS);
2516
2517 if (settings.stat_loss_on_death)
2518 {
2519 /* Pick a random stat and take a point off it. Tell the player
2520 * what he lost.
2521 */
2522 change_attr_value (&(op->stats), i, -1);
2523 check_stat_bounds (&(op->stats));
2524 change_attr_value (&(op->contr->orig_stats), i, -1);
2525 check_stat_bounds (&(op->contr->orig_stats));
2526 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2527 lost_a_stat = 1;
2528 }
2529 else
2530 {
2531 /* deplete a stat */
2532 archetype *deparch = archetype::find (shstr_depletion);
2533 object *dep;
2534
2535 dep = present_arch_in_ob (deparch, op);
2536 if (!dep)
2537 {
2538 dep = deparch->instance ();
2539 insert_ob_in_ob (dep, op);
2540 }
2541 lose_this_stat = 1;
2542 if (settings.balanced_stat_loss)
2543 {
2544 /* GD */
2545 /* Get the stat that we're about to deplete. */
2546 this_stat = get_attr_value (&(dep->stats), i);
2547 if (this_stat < 0)
2548 {
2549 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2550 int keep_chance = this_stat * this_stat;
2551
2552 /* Yes, I am paranoid. Sue me. */
2553 if (keep_chance < 1)
2554 keep_chance = 1;
2555
2556 /* There is a maximum depletion total per level. */
2557 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2558 {
2559 lose_this_stat = 0;
2560 /* Take loss chance vs keep chance to see if we
2561 retain the stat. */
2562 }
2563 else
2564 {
2565 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2566 lose_this_stat = 0;
2567 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2568 this_stat, keep_chance, loss_chance,
2569 lose_this_stat?"LOSE":"KEEP"); */
2570 }
2571 }
2572 }
2573
2574 if (lose_this_stat)
2575 {
2576 this_stat = get_attr_value (&dep->stats, i);
2577 /* We could try to do something clever like find another
2578 * stat to reduce if this fails. But chances are, if
2579 * stats have been depleted to -50, all are pretty low
2580 * and should be roughly the same, so it shouldn't make a
2581 * difference.
2582 */
2583 if (this_stat >= -50)
2584 {
2585 change_attr_value (&(dep->stats), i, -1);
2586 dep->set_flag (FLAG_APPLIED);
2587 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2588 op->update_stats ();
2589 lost_a_stat = 1;
2590 }
2591 }
2592 }
2593 }
2594
2595 /* If no stat lost, tell the player. */
2596 if (!lost_a_stat)
2597 {
2598 /* determine_god() seems to not work sometimes... why is this?
2599 Should I be using something else? GD */
2600 shstr_tmp god = determine_god (op);
2601
2602 if (god != shstr_none)
2603 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2604 else
2605 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2606 }
2607 #else
2608 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2609 #endif
2610
2611 /* Put a gravestone up where the character 'almost' died. List the
2612 * exp loss on the stone.
2613 */
2614 tmp = archetype::find (shstr_gravestone)->instance ();
2615 tmp->name = format ("%s's gravestone", &op->name);
2616 tmp->name_pl = format ("%s's gravestones", &op->name);
2617 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2618 &op->name, op->contr->title, op->contr->killer_name ());
2619 tmp->x = op->x, tmp->y = op->y;
2620 insert_ob_in_map (tmp, op->map, NULL, 0);
2621
2622 /**************************************/
2623 /* */
2624 /* Subtract the experience points, */
2625 /* */
2626 /**************************************/
2627
2628 /*add_exp(op, (op->stats.exp * -0.20)); */
2629 apply_death_exp_penalty (op);
2630
2631 /*
2632 * Check to see if the player has any unpaid items. If so, remove them
2633 * and put them back in the map.
2634 */
2635 op->drop_unpaid_items ();
2636
2637 /****************************************/
2638 /* */
2639 /* Move player to his current respawn- */
2640 /* position (usually last savebed) */
2641 /* */
2642 /****************************************/
2643
2644 enter_player_savebed (op);
2645
2646 op->contr->braced = 0;
2647
2648 /* it is possible that the player has blown something up
2649 * at his savebed location, and that can have long lasting
2650 * spell effects. So first see if there is a spell effect
2651 * on the space that might harm the player.
2652 */
2653 will_kill_again = 0;
2654 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2655 if (tmp->type == SPELL_EFFECT)
2656 will_kill_again |= tmp->attacktype;
2657
2658 if (will_kill_again)
2659 {
2660 object *force;
2661 int at;
2662
2663 force = get_archetype (FORCE_NAME);
2664 /* 50 ticks should be enough time for the spell to abate */
2665 force->speed_left = -5.f;
2666 force->set_speed (0.1f);
2667 force->set_flag (FLAG_APPLIED);
2668
2669 for (at = 0; at < NROFATTACKS; at++)
2670 if (will_kill_again & (1 << at))
2671 force->resist[at] = 100;
2672
2673 insert_ob_in_ob (force, op);
2674 op->update_stats ();
2675 }
2676
2677 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2678 }
2679
2680 static void
2681 loot_object (object *op)
2682 { /* Grab and destroy some treasure */
2683 object *tmp, *tmp2, *next;
2684
2685 op->close_container (); /* close open sack first */
2686
2687 for (tmp = op->inv; tmp; tmp = next)
2688 {
2689 next = tmp->below;
2690
2691 if (tmp->invisible)
2692 continue;
2693
2694 tmp->remove ();
2695 tmp->x = op->x, tmp->y = op->y;
2696
2697 if (tmp->type == CONTAINER)
2698 loot_object (tmp); /* empty container to ground */
2699
2700 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2701 {
2702 if (tmp->nrof > 1)
2703 {
2704 tmp->decrease (rndm (1, tmp->nrof - 1));
2705 insert_ob_in_map (tmp, op->map, NULL, 0);
2706 }
2707 else
2708 tmp->destroy ();
2709 }
2710 else
2711 insert_ob_in_map (tmp, op->map, NULL, 0);
2712 }
2713 }
2714
2715 /*
2716 * fix_weight(): Check recursively the weight of all players, and fix
2717 * what needs to be fixed. Refresh windows and fix speed if anything
2718 * was changed.
2719 */
2720 void
2721 fix_weight ()
2722 {
2723 for_all_players (pl)
2724 {
2725 sint32 old = pl->ob->carrying;
2726
2727 pl->ob->update_weight ();
2728
2729 if (old != pl->ob->carrying)
2730 {
2731 pl->ob->update_stats ();
2732 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2733 }
2734 }
2735 }
2736
2737 void
2738 fix_luck ()
2739 {
2740 for_all_players (pl)
2741 if (!pl->ob->contr->ns->state)
2742 pl->ob->change_luck (0);
2743 }
2744
2745 /* cast_dust() - handles op throwing objects of type 'DUST'.
2746 * This is much simpler in the new spell code - we basically
2747 * just treat this as any other spell casting object.
2748 */
2749 void
2750 cast_dust (object *op, object *throw_ob, int dir)
2751 {
2752 object *skop, *spob;
2753
2754 skop = find_skill_by_name (op, throw_ob->skill);
2755
2756 /* casting POTION 'dusts' is really a use_magic_item skill */
2757 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2758 {
2759 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2760 return;
2761 }
2762
2763 spob = throw_ob->inv;
2764
2765 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2766 // not pass NULL to cast_spell (which did indeed check itself, but
2767 // errors should be reported as early as possible IMHO)
2768 if (!spob)
2769 {
2770 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2771 return;
2772 }
2773
2774 if (op->type == PLAYER)
2775 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2776
2777 cast_spell (op, throw_ob, dir, spob, NULL);
2778
2779 throw_ob->destroy ();
2780 }
2781
2782 void
2783 make_visible (object *op)
2784 {
2785 op->flag [FLAG_HIDDEN] = 0;
2786 op->invisible = 0;
2787
2788 if (op->type == PLAYER)
2789 {
2790 op->contr->tmp_invis = 0;
2791 op->contr->invis_race = 0;
2792 }
2793
2794 update_object (op, UP_OBJ_CHANGE);
2795 }
2796
2797 int
2798 is_true_undead (object *op)
2799 {
2800 if (op->arch->flag [FLAG_UNDEAD])
2801 return 1;
2802
2803 return 0;
2804 }
2805
2806 /* look at the surrounding terrain to determine
2807 * the hideability of this object. Positive levels
2808 * indicate greater hideability.
2809 */
2810 int
2811 hideability (object *ob)
2812 {
2813 int i, level = 0, mflag;
2814 sint16 x, y;
2815
2816 if (!ob || !ob->map)
2817 return 0;
2818
2819 /* so, on normal lighted maps, its hard to hide */
2820 level = ob->map->darklevel () - 2;
2821
2822 /* this also picks up whether the object is glowing.
2823 * If you carry a light on a non-dark map, its not
2824 * as bad as carrying a light on a pitch dark map */
2825 if (ob->has_carried_lights ())
2826 level = -(10 + (2 * ob->map->darklevel ()));
2827
2828 /* scan through all nearby squares for terrain to hide in */
2829 for (i = 0, x = ob->x, y = ob->y;
2830 i <= SIZEOFFREE1;
2831 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2832 {
2833 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
2834 if (mflag & P_OUT_OF_MAP)
2835 continue;
2836
2837 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
2838 level += 2;
2839 else /* open terrain! */
2840 level -= 1;
2841 }
2842
2843 #if 0
2844 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
2845 #endif
2846 return level;
2847 }
2848
2849 /* For Hidden creatures - a chance of becoming 'unhidden'
2850 * every time they move - as we subtract off 'invisibility'
2851 * AND, for players, if they move into a ridiculously unhideable
2852 * spot (surrounded by clear terrain in broad daylight). -b.t.
2853 */
2854 void
2855 do_hidden_move (object *op)
2856 {
2857 int hide = 0;
2858
2859 if (!op || !op->map)
2860 return;
2861
2862 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2863 int num = random_roll (0, 19, op, PREFER_LOW);
2864
2865 /* its *extremely* hard to run and sneak/hide at the same time! */
2866 if (op->type == PLAYER && op->contr->run_on)
2867 if (!skop || num >= skop->level)
2868 {
2869 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
2870 make_visible (op);
2871 return;
2872 }
2873 else
2874 num += 20;
2875
2876 num += op->map->difficulty;
2877 hide = hideability (op); /* modify by terrain hidden level */
2878 num -= hide;
2879
2880 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2881 {
2882 make_visible (op);
2883
2884 if (op->type == PLAYER)
2885 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2886 }
2887 else if (op->type == PLAYER && skop)
2888 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
2889 }
2890
2891 /* determine if who is standing near a hostile creature. */
2892
2893 int
2894 stand_near_hostile (object *who)
2895 {
2896 object *tmp = NULL;
2897 int i, friendly = 0, player = 0, mflags;
2898 maptile *m;
2899 sint16 x, y;
2900
2901 if (!who)
2902 return 0;
2903
2904 if (who->type == PLAYER)
2905 player = 1;
2906
2907 else
2908 friendly = who->flag [FLAG_FRIENDLY];
2909
2910 /* search adjacent squares */
2911 for (i = 1; i < 9; i++)
2912 {
2913 x = who->x + freearr_x[i];
2914 y = who->y + freearr_y[i];
2915 m = who->map;
2916 mflags = get_map_flags (m, &m, x, y, &x, &y);
2917 /* space must be blocked if there is a monster. If not
2918 * blocked, don't need to check this space.
2919 */
2920 if (mflags & P_OUT_OF_MAP)
2921 continue;
2922 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2923 continue;
2924
2925 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2926 {
2927 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2928 return 1;
2929 else if (tmp->type == PLAYER)
2930 {
2931 /*don't let a hidden DM prevent you from hiding */
2932 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2933 return 1;
2934 }
2935 }
2936 }
2937 return 0;
2938 }
2939
2940 /* check the player los field for viewability of the
2941 * object op. This function works fine for monsters,
2942 * but we dont worry if the object isnt the top one in
2943 * a pile (say a coin under a table would return "viewable"
2944 * by this routine). Another question, should we be
2945 * concerned with the direction the player is looking
2946 * in? Realistically, most of us can't see stuff behind
2947 * our backs...on the other hand, does the "facing" direction
2948 * imply the way your head, or body is facing? It's possible
2949 * for them to differ. Sigh, this fctn could get a bit more complex.
2950 * -b.t.
2951 * This function is now map tiling safe.
2952 */
2953 int
2954 player_can_view (object *pl, object *op)
2955 {
2956 rv_vector rv;
2957 int dx, dy;
2958
2959 if (pl->type != PLAYER)
2960 {
2961 LOG (llevError, "player_can_view() called for non-player object\n");
2962 return -1;
2963 }
2964
2965 if (!pl || !op)
2966 return 0;
2967
2968 op = op->head_ ();
2969
2970 get_rangevector (pl, op, &rv, 0x1);
2971
2972 /* starting with the 'head' part, lets loop
2973 * through the object and find if it has any
2974 * part that is in the los array but isn't on
2975 * a blocked los square.
2976 * we use the archetype to figure out offsets.
2977 */
2978 while (op)
2979 {
2980 dx = rv.distance_x + op->arch->x;
2981 dy = rv.distance_y + op->arch->y;
2982
2983 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
2984 return 1;
2985
2986 op = op->more;
2987 }
2988
2989 return 0;
2990 }
2991
2992 /* op_on_battleground - checks if the given object op (usually
2993 * a player) is standing on a valid battleground-tile,
2994 * function returns TRUE/FALSE. If true x, y returns the battleground
2995 * -exit-coord. (and if x, y not NULL)
2996 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
2997 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
2998 * Default is to do the same as before, so only people wanting to have different points need worry about this
2999 */
3000 int
3001 op_on_battleground (object *op, int *x, int *y)
3002 {
3003 /* A battleground-tile needs the following attributes to be valid:
3004 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3005 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3006 * and the exit-coordinates sp/hp must both be > 0.
3007 * => The intention here is to prevent abuse of the battleground-
3008 * feature (like pickable or hidden battleground tiles). */
3009 for (object *tmp = op->below; tmp; tmp = tmp->below)
3010 {
3011 if (tmp->flag [FLAG_IS_FLOOR])
3012 {
3013 if (tmp->flag [FLAG_NO_PICK]
3014 && tmp->type == BATTLEGROUND
3015 && tmp->name == shstr_battleground
3016 && EXIT_X (tmp) && EXIT_Y (tmp))
3017 {
3018 /* before we assign the exit, check if this is a teambattle */
3019 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3020 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3021 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3022 {
3023 if (x && y)
3024 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3025
3026 return 1;
3027 }
3028
3029 if (x && y)
3030 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3031
3032 return 1;
3033 }
3034 }
3035 }
3036
3037 /* If we got here, did not find a battleground */
3038 return 0;
3039 }
3040
3041 /*
3042 * When a dragon-player gains a new stage of evolution,
3043 * he gets some treasure
3044 *
3045 * attributes:
3046 * object *who the dragon player
3047 * int atnr the attack-number of the ability focus
3048 * int level ability level
3049 */
3050 void
3051 dragon_ability_gain (object *who, int atnr, int level)
3052 {
3053 treasurelist *trlist = NULL; /* treasurelist */
3054 treasure *tr; /* treasure */
3055 object *tmp, *skop; /* tmp. object */
3056 object *item; /* treasure object */
3057 char buf[MAX_BUF]; /* tmp. string buffer */
3058 int i = 0, j = 0;
3059
3060 /* get the appropriate treasurelist */
3061 if (atnr == ATNR_FIRE)
3062 trlist = treasurelist::find (shstr_dragon_ability_fire);
3063 else if (atnr == ATNR_COLD)
3064 trlist = treasurelist::find (shstr_dragon_ability_cold);
3065 else if (atnr == ATNR_ELECTRICITY)
3066 trlist = treasurelist::find (shstr_dragon_ability_elec);
3067 else if (atnr == ATNR_POISON)
3068 trlist = treasurelist::find (shstr_dragon_ability_poison);
3069
3070 if (trlist == NULL || who->type != PLAYER)
3071 return;
3072
3073 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3074
3075 if (!tr || !tr->item)
3076 {
3077 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3078 return;
3079 }
3080
3081 /* everything seems okay - now bring on the gift: */
3082 item = tr->item;
3083
3084 if (item->type == SPELL)
3085 {
3086 if (check_spell_known (who, item->name))
3087 return;
3088
3089 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3090 do_learn_spell (who, item, 0);
3091 return;
3092 }
3093
3094 /* grant direct spell */
3095 if (item->type == SPELLBOOK)
3096 {
3097 if (!item->inv)
3098 {
3099 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3100 return;
3101 }
3102 if (check_spell_known (who, item->inv->name))
3103 return;
3104 if (item->invisible)
3105 {
3106 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3107 do_learn_spell (who, item->inv, 0);
3108 return;
3109 }
3110 }
3111 else if (item->type == SKILL_TOOL && item->invisible)
3112 {
3113 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3114 {
3115
3116 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3117 * in this way, if the player is missing any of the attacktypes, he gets
3118 * them. As it is now, if the player has any that match the granted skill,
3119 * but not all of them, he gets nothing.
3120 */
3121 if (!(skop->attacktype & item->attacktype))
3122 {
3123 /* Give new attacktype */
3124 skop->attacktype |= item->attacktype;
3125
3126 /* always add physical if there's none */
3127 skop->attacktype |= AT_PHYSICAL;
3128
3129 if (item->msg != NULL)
3130 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3131
3132 /* Give player new face */
3133 if (item->animation_id)
3134 {
3135 who->face = skop->face;
3136 who->animation_id = item->animation_id;
3137 who->anim_speed = item->anim_speed;
3138 who->last_anim = 0;
3139 who->state = 0;
3140 animate_object (who, who->direction);
3141 }
3142 }
3143 }
3144 }
3145 else if (item->type == FORCE)
3146 {
3147 /* forces in the treasurelist can alter the player's stats */
3148 object *skin;
3149
3150 /* first get the dragon skin force */
3151 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3152 ;
3153
3154 if (!skin)
3155 return;
3156
3157 /* adding new spellpath attunements */
3158 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3159 {
3160 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3161
3162 /* print message */
3163 sprintf (buf, "You feel attuned to ");
3164 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3165 {
3166 if (item->path_attuned & (1 << i))
3167 {
3168 if (j)
3169 strcat (buf, " and ");
3170 else
3171 j = 1;
3172 strcat (buf, spellpathnames[i]);
3173 }
3174 }
3175
3176 strcat (buf, ".");
3177 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3178 }
3179
3180 /* evtl. adding flags: */
3181 if (item->flag [FLAG_XRAYS])
3182 skin->set_flag (FLAG_XRAYS);
3183 if (item->flag [FLAG_STEALTH])
3184 skin->set_flag (FLAG_STEALTH);
3185 if (item->flag [FLAG_SEE_IN_DARK])
3186 skin->set_flag (FLAG_SEE_IN_DARK);
3187
3188 /* print message if there is one */
3189 if (item->msg != NULL)
3190 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3191 }
3192 else
3193 {
3194 /* generate misc. treasure */
3195 tmp = tr->item->instance ();
3196 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3197 who->insert (tmp);
3198 }
3199 }
3200
3201 //-GPL
3202
3203 sint8
3204 player::darkness_at (maptile *map, int x, int y) const
3205 {
3206 if (!ns)
3207 return LOS_BLOCKED;
3208
3209 int dx, dy;
3210 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3211 return LOS_BLOCKED;
3212
3213 x += dx - ns->current_x;
3214 y += dy - ns->current_y;
3215
3216 return blocked_los (x, y);
3217 }
3218
3219 void
3220 player::infobox (const char *title, const char *msg, int color)
3221 {
3222 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3223 }
3224
3225 void
3226 player::statusmsg (const char *msg, int color)
3227 {
3228 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3229 }
3230
3231 void
3232 player::failmsg (const char *msg, int color)
3233 {
3234 play_sound (sound_find ("generic_failure"));
3235 statusmsg (msg, color);
3236 }
3237
3238 void
3239 object::failmsgf (const char *format, ...)
3240 {
3241 if (!contr)
3242 return;
3243
3244 va_list ap;
3245 va_start (ap, format);
3246 contr->failmsg (vformat (format, ap));
3247 va_end (ap);
3248 }
3249
3250 void
3251 player::failmsgf (const char *format, ...)
3252 {
3253 va_list ap;
3254 va_start (ap, format);
3255 failmsg (vformat (format, ap));
3256 va_end (ap);
3257 }
3258