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Revision: 1.291
Committed: Mon Nov 12 03:14:33 2012 UTC (11 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.290: +1 -1 lines
Log Message:
introduce weight_t, make it unsigned

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 <algorithm>
28 #include <functional>
29
30 #include <global.h>
31 #include <sproto.h>
32 #include <sounds.h>
33 #include <living.h>
34 #include <object.h>
35 #include <spells.h>
36 #include <skills.h>
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;
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 multiple treasurelists specifying the same skills.
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 break;
550 }
551
552 if (op->nrof > 1)
553 op->nrof = 1;
554 }
555
556 if (op->type == SPELLBOOK && op->inv)
557 op->inv->clr_flag (FLAG_STARTEQUIP);
558
559 /* Give starting characters identified, uncursed, and undamned
560 * items. Just don't identify gold or silver, or it won't be
561 * merged properly.
562 */
563 if (op->need_identify ())
564 {
565 op->set_flag (FLAG_IDENTIFIED);
566 op->clr_flag (FLAG_CURSED);
567 op->clr_flag (FLAG_DAMNED);
568 }
569
570 if (op->type == SPELL)
571 {
572 op->destroy ();
573 continue;
574 }
575 else if (op->type == SKILL)
576 {
577 op->set_flag (FLAG_CAN_USE_SKILL);
578 op->stats.exp = 0;
579 op->level = 1;
580 }
581 else /* lock all 'normal items by default */
582 op->set_flag (FLAG_INV_LOCKED);
583 } /* for loop of objects in player inv */
584
585 /* Need to set up the skill pointers */
586 pl->contr->link_skills ();
587 }
588
589 void
590 get_party_password (object *op, partylist *party)
591 {
592 if (party == NULL)
593 {
594 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
595 return;
596 }
597
598 op->contr->write_buf[0] = '\0';
599 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
600 op->contr->party_to_join = party;
601 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
602 }
603
604 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
605 static int
606 roll_stat ()
607 {
608 int a[4], i, j, k;
609
610 for (i = 0; i < 4; i++)
611 a[i] = rndm (1, 6);
612
613 for (i = 0, j = 0, k = 7; i < 4; i++)
614 if (a[i] < k)
615 k = a[i], j = i;
616
617 for (i = 0, k = 0; i < 4; i++)
618 if (i != j)
619 k += a[i];
620
621 return k;
622 }
623
624 void
625 object::roll_stats ()
626 {
627 int statsort [NUM_STATS];
628
629 for (;;)
630 {
631 int sum = 0;
632 for (int i = NUM_STATS; i--; )
633 sum += statsort [i] = roll_stat ();
634
635 if (sum >= 82 && sum <= 116)
636 break;
637 }
638
639 // Sort the stats so that rerolling is easier...
640 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
641
642 for (int i = 0; i < NUM_STATS; ++i)
643 stats.stat (i) = statsort [i];
644
645 stats.exp = 0;
646 stats.ac = 0;
647
648 stats.hp = stats.maxhp;
649 stats.sp = stats.maxsp;
650 stats.grace = stats.maxgrace;
651
652 if (contr)
653 {
654 contr->levhp[1] = 9;
655 contr->levsp[1] = 6;
656 contr->levgrace[1] = 3;
657
658 contr->orig_stats = stats;
659 }
660 }
661
662 void
663 object::swap_stats (int a, int b)
664 {
665 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
666
667 for (int i = 0; i < NUM_STATS; ++i)
668 stats.stat (i) = contr->orig_stats.stat (i);
669
670 //TODO: the following code looks so borked and should, at the very least,
671 // be merged with the similar code in roll_stats
672 stats.ac = 0;
673
674 level = 1;
675 stats.exp = 0;
676 stats.ac = 0;
677
678 stats.hp = stats.maxhp;
679 stats.sp = stats.maxsp;
680 stats.grace = stats.maxgrace;
681
682 if (contr)
683 {
684 contr->levhp[1] = 9;
685 contr->levsp[1] = 6;
686 contr->levgrace[1] = 3;
687
688 contr->orig_stats = stats;
689 }
690 }
691
692 static void
693 start_info (object *op)
694 {
695 char buf[MAX_BUF];
696
697 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
698 new_draw_info (NDI_UNIQUE, 0, op, buf);
699 }
700
701 /* This function takes the key that is passed, and does the
702 * appropriate action with it (change race, or other things).
703 * The function name is for historical reasons - now we have
704 * separate race and class; this actually changes the RACE,
705 * not the class.
706 */
707 void
708 player::chargen_race_done ()
709 {
710 /* this must before then initial items are given */
711 esrv_new_player (ob->contr);
712
713 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
714 if (tl)
715 create_treasure (tl, ob, 0, 0, 0);
716
717 INVOKE_PLAYER (BIRTH, ob->contr);
718
719 ob->contr->ns->state = ST_PLAYING;
720
721 if (ob->msg)
722 ob->msg = 0;
723
724 start_info (ob);
725 ob->clr_flag (FLAG_WIZ);
726 give_initial_items (ob, ob->randomitems);
727 esrv_send_inventory (ob, ob);
728 ob->update_stats ();
729
730 /* This moves the player to a different start map, if there
731 * is one for this race
732 */
733 if (*first_map_ext_path)
734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
735 else
736 LOG (llevDebug, "first_map_ext_path not set\n");
737 }
738
739 void
740 player::chargen_race_next ()
741 {
742 /* Following actually changes the race - this is the default command
743 * if we don't match with one of the options above.
744 */
745
746 do
747 {
748 shstr name = ob->name;
749 int x = ob->x, y = ob->y;
750
751 ob->remove_statbonus ();
752 ob->remove ();
753 ob->arch = get_player_archetype (ob->arch);
754 ob->arch->copy_to (ob);
755 ob->instantiate ();
756 ob->stats = ob->contr->orig_stats;
757 ob->name = ob->name_pl = name;
758 ob->x = x;
759 ob->y = y;
760 SET_ANIMATION (ob, 2); /* So player faces south */
761 insert_ob_in_map (ob, ob->map, ob, 0);
762 assign (ob->contr->title, ob->arch->object::name);
763 ob->add_statbonus ();
764 }
765 while (!allowed_class (ob));
766
767 update_object (ob, UP_OBJ_FACE);
768 esrv_update_item (UPD_FACE, ob, ob);
769 ob->update_stats ();
770 ob->stats.hp = ob->stats.maxhp;
771 ob->stats.sp = ob->stats.maxsp;
772 ob->stats.grace = 0;
773 }
774
775 static void
776 flee_player (object *op)
777 {
778 int dir, diff;
779 rv_vector rv;
780
781 if (op->stats.hp < 0)
782 {
783 LOG (llevDebug, "Fleeing player is dead.\n");
784 op->clr_flag (FLAG_SCARED);
785 return;
786 }
787
788 if (!op->enemy)
789 {
790 LOG (llevDebug, "Fleeing player had no enemy.\n");
791 op->clr_flag (FLAG_SCARED);
792 return;
793 }
794
795 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
796 {
797 op->enemy = NULL;
798 op->clr_flag (FLAG_SCARED);
799 return;
800 }
801
802 get_rangevector (op, op->enemy, &rv, 0);
803
804 dir = absdir (4 + rv.direction);
805 for (diff = 0; diff < 3; diff++)
806 {
807 int m = 1 - rndm (2) * 2;
808
809 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
810 return;
811 }
812
813 /* Cornered, get rid of scared */
814 op->clr_flag (FLAG_SCARED);
815 op->enemy = NULL;
816 }
817
818 /* check_pick sees if there is stuff to be picked up/picks up stuff.
819 * It returns 1 if the player should keep on moving, 0 if he should
820 * stop.
821 */
822 int
823 check_pick (object *op)
824 {
825 object *tmp, *next;
826 int stop = 0;
827 int wvratio;
828
829 /* if you're flying, you can't pick up anything */
830 if (op->move_type & MOVE_FLYING)
831 return 1;
832
833 next = op->below;
834
835 int cnt = MAX_ITEM_PER_ACTION;
836 #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
837
838 /* loop while there are items on the floor that are not marked as
839 * destroyed */
840 while (next && !next->destroyed ())
841 {
842 tmp = next;
843 next = tmp->below;
844
845 if (cnt <= 0)
846 {
847 op->failmsg ("Couldn't pickup all items at once.");
848 return 0;
849 }
850
851 if (op->destroyed ())
852 return 0;
853
854 if (!can_pick (op, tmp))
855 continue;
856
857 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
858 {
859 if (item_matched_string (op, tmp, op->contr->search_str))
860 CHK_PICK_PICKUP;
861
862 continue;
863 }
864
865 /* pickup handling */
866 if (op->contr->mode & PU_DEBUG)
867 {
868 /* some debugging code to figure out item information */
869 const char *str = tmp->name
870 ? format ("item name: %s item type: %d weight/value: %d",
871 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
872 : format ("item name: %s item type: %d weight/value: %d",
873 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
874
875 new_draw_info (NDI_UNIQUE, 0, op, str);
876 }
877
878 if (op->contr->mode & PU_INHIBIT)
879 return 1;
880
881 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
882 return 1;
883
884 /* philosophy:
885 * It's easy to grab an item type from a pile, as long as it's
886 * generic. This takes no game-time. For more detailed pickups
887 * and selections, select-items should be used. This is a
888 * grab-as-you-run type mode that's really useful for arrows for
889 * example.
890 * The drawback: right now it has no frontend, so you need to
891 * stick the bits you want into a calculator in hex mode and then
892 * convert to decimal and then 'pickup <#>
893 */
894
895 /* the first two modes are exclusive: if NOTHING we return, if
896 * STOP then we stop. All the rest are applied sequentially,
897 * meaning if any test passes, the item gets picked up. */
898
899 /* if mode is set to pick nothing up, return */
900 if (op->contr->mode == PU_NOTHING)
901 return 1;
902
903 /* if mode is set to stop when encountering objects, return */
904 /* take STOP before INHIBIT since it doesn't actually pick
905 * anything up */
906 if (op->contr->mode & PU_STOP)
907 return 0;
908
909 /* useful for going into stores and not losing your settings... */
910 /* and for battles wher you don't want to get loaded down while
911 * fighting */
912 if (op->contr->mode & PU_INHIBIT)
913 return 1;
914
915 /* prevent us from turning into auto-thieves :) */
916 if (tmp->flag [FLAG_UNPAID])
917 continue;
918
919 /* ignore known cursed objects */
920 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
921 continue;
922
923 /* all food and drink if desired */
924 /* question: don't pick up known-poisonous stuff? */
925 if (op->contr->mode & PU_FOOD)
926 if (tmp->type == FOOD)
927 {
928 CHK_PICK_PICKUP;
929 continue;
930 }
931
932 if (op->contr->mode & PU_DRINK)
933 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
934 {
935 CHK_PICK_PICKUP;
936 continue;
937 }
938
939 if (op->contr->mode & PU_POTION)
940 if (tmp->type == POTION)
941 {
942 CHK_PICK_PICKUP;
943 continue;
944 }
945
946 /* spellbooks, skillscrolls and normal books/scrolls */
947 if (op->contr->mode & PU_SPELLBOOK)
948 if (tmp->type == SPELLBOOK)
949 {
950 CHK_PICK_PICKUP;
951 continue;
952 }
953
954 if (op->contr->mode & PU_SKILLSCROLL)
955 if (tmp->type == SKILLSCROLL)
956 {
957 CHK_PICK_PICKUP;
958 continue;
959 }
960
961 if (op->contr->mode & PU_READABLES)
962 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
963 {
964 CHK_PICK_PICKUP;
965 continue;
966 }
967
968 /* wands/staves/rods/horns */
969 if (op->contr->mode & PU_MAGIC_DEVICE)
970 if (tmp->type == WAND
971 || tmp->type == ROD
972 || tmp->type == HORN
973 || tmp->type == POWER_CRYSTAL)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 /* pick up all magical items */
980 if (op->contr->mode & PU_MAGICAL)
981 if (tmp->flag [FLAG_KNOWN_MAGICAL]
982 && !tmp->flag [FLAG_KNOWN_CURSED])
983 {
984 CHK_PICK_PICKUP;
985 continue;
986 }
987
988 if (op->contr->mode & PU_VALUABLES)
989 {
990 if (tmp->type == MONEY || tmp->type == GEM)
991 {
992 CHK_PICK_PICKUP;
993 continue;
994 }
995 }
996
997 /* rings & amulets - talismans seems to be typed AMULET */
998 if (op->contr->mode & PU_JEWELS)
999 if (tmp->type == RING
1000 || tmp->type == AMULET
1001 || tmp->type == GIRDLE
1002 || tmp->type == SKILL_TOOL)
1003 {
1004 CHK_PICK_PICKUP;
1005 continue;
1006 }
1007
1008 /* we don't forget dragon food */
1009 if (op->contr->mode & PU_FLESH)
1010 if (tmp->type == FLESH)
1011 {
1012 CHK_PICK_PICKUP;
1013 continue;
1014 }
1015
1016 /* bows and arrows. Bows are good for selling! */
1017 if (op->contr->mode & PU_BOW)
1018 if (tmp->type == BOW)
1019 {
1020 CHK_PICK_PICKUP;
1021 continue;
1022 }
1023
1024 if (op->contr->mode & PU_ARROW)
1025 if (tmp->type == ARROW)
1026 {
1027 CHK_PICK_PICKUP;
1028 continue;
1029 }
1030
1031 /* all kinds of armor etc. */
1032 if (op->contr->mode & PU_ARMOUR)
1033 if (tmp->type == ARMOUR)
1034 {
1035 CHK_PICK_PICKUP;
1036 continue;
1037 }
1038
1039 if (op->contr->mode & PU_HELMET)
1040 if (tmp->type == HELMET)
1041 {
1042 CHK_PICK_PICKUP;
1043 continue;
1044 }
1045
1046 if (op->contr->mode & PU_SHIELD)
1047 if (tmp->type == SHIELD)
1048 {
1049 CHK_PICK_PICKUP;
1050 continue;
1051 }
1052
1053 if (op->contr->mode & PU_BOOTS)
1054 if (tmp->type == BOOTS)
1055 {
1056 CHK_PICK_PICKUP;
1057 continue;
1058 }
1059
1060 if (op->contr->mode & PU_GLOVES)
1061 if (tmp->type == GLOVES || tmp->type == BRACERS)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_CLOAK)
1068 if (tmp->type == CLOAK)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 /* hoping to catch throwing daggers here */
1075 if (op->contr->mode & PU_MISSILEWEAPON)
1076 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1077 {
1078 CHK_PICK_PICKUP;
1079 continue;
1080 }
1081
1082 /* careful: chairs and tables are weapons! */
1083 if (op->contr->mode & PU_ALLWEAPON)
1084 {
1085 if (tmp->type == WEAPON)
1086 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1087 {
1088 CHK_PICK_PICKUP;
1089 continue;
1090 }
1091 }
1092
1093 /* misc stuff that's useful */
1094 if (op->contr->mode & PU_KEY)
1095 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 /* any of the last 4 bits set means we use the ratio for value
1102 * pickups */
1103 if (op->contr->mode & PU_RATIO)
1104 {
1105 /* use value density to decide what else to grab */
1106 /* >=7 was >= op->contr->mode */
1107 /* >=7 is the old standard setting. Now we take the last 4 bits
1108 */
1109 wvratio = op->contr->mode & PU_RATIO;
1110 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1111 {
1112 #if 0
1113 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1114 if (tmp->name != NULL)
1115 {
1116 fprintf (stderr, "%s", tmp->name);
1117 }
1118 else
1119 fprintf (stderr, "%s", tmp->arch->archname);
1120 fprintf (stderr, ",%d] = ", tmp->type);
1121 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1122 #endif
1123 CHK_PICK_PICKUP;
1124 continue;
1125 }
1126 } /* the new pickup model */
1127 }
1128
1129 return !stop;
1130 }
1131
1132 /* routine for both players and monsters. We call this when
1133 * there is a possibility for our action distrubing our hiding
1134 * place or invisiblity spell. Artefact invisiblity causes
1135 * "noise" instead. If we arent invisible to begin with, we
1136 * return 0.
1137 */
1138 static int
1139 action_makes_visible (object *op)
1140 {
1141 if (op->invisible && op->flag [FLAG_ALIVE])
1142 {
1143 if (op->flag [FLAG_MAKE_INVIS])
1144 {
1145 // artefact invisibility is permanent, but we still make noise
1146 // this is important for game-balance.
1147 if (op->contr)
1148 op->make_noise ();
1149
1150 return 0;
1151 }
1152
1153 if (op->contr && op->contr->tmp_invis == 0)
1154 return 0;
1155
1156 /* If monsters, they should become visible */
1157 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1158 {
1159 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1160 return 1;
1161 }
1162 }
1163
1164 return 0;
1165 }
1166
1167 /*
1168 * Find an arrow in the inventory and after that
1169 * in the right type container (quiver). Pointer to the
1170 * found object is returned.
1171 */
1172 static object *
1173 find_arrow (object *op, const char *type)
1174 {
1175 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1176 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1177 return splay (tmp);
1178
1179 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1180 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1181 if (object *arrow = find_arrow (tmp, type))
1182 {
1183 splay (tmp);
1184 return arrow;
1185 }
1186
1187 return 0;
1188 }
1189
1190 /*
1191 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1192 * against the target. A full test is not performed, simply a basic test
1193 * of resistances. The archer is making a quick guess at what he sees down
1194 * the hall. Failing that it does it's best to pick the highest plus arrow.
1195 */
1196 static object *
1197 find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1198 {
1199 object *tmp = NULL, *arrow, *ntmp;
1200 int attacknum, attacktype, betterby = 0, i;
1201
1202 if (!type)
1203 return NULL;
1204
1205 for (arrow = op->inv; arrow; arrow = arrow->below)
1206 {
1207 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1208 {
1209 i = 0;
1210 ntmp = find_better_arrow (arrow, target, type, &i);
1211
1212 if (i > betterby)
1213 {
1214 tmp = ntmp;
1215 betterby = i;
1216 }
1217 }
1218 else if (arrow->type == ARROW && arrow->race == type)
1219 {
1220 /* allways prefer assasination/slaying */
1221 if (target->race && arrow->slaying.contains (target->race))
1222 {
1223 if (arrow->attacktype & AT_DEATH)
1224 {
1225 *better = 100;
1226 return arrow;
1227 }
1228 else
1229 {
1230 tmp = arrow;
1231 betterby = (arrow->magic + arrow->stats.dam) * 2;
1232 }
1233 }
1234 else
1235 {
1236 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1237 {
1238 attacktype = 1 << attacknum;
1239 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1240 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1241 {
1242 tmp = arrow;
1243 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1244 }
1245 }
1246
1247 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1248 {
1249 tmp = arrow;
1250 betterby = 2 + arrow->magic + arrow->stats.dam;
1251 }
1252
1253 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1254 {
1255 tmp = arrow;
1256 betterby = 1 + arrow->magic + arrow->stats.dam;
1257 }
1258 }
1259 }
1260 }
1261
1262 if (tmp == NULL && arrow == NULL)
1263 return find_arrow (op, type);
1264
1265 *better = betterby;
1266 return tmp;
1267 }
1268
1269 /* looks in a given direction, finds the first valid target, and calls
1270 * find_better_arrow to find a decent arrow to use.
1271 * op = the shooter
1272 * type = bow->race
1273 * dir = fire direction
1274 */
1275 static object *
1276 pick_arrow_target (object *op, shstr_cmp type, int dir)
1277 {
1278 object *tmp = NULL;
1279 maptile *m;
1280 int i, mflags, found, number;
1281 sint16 x, y;
1282
1283 if (op->map == NULL)
1284 return find_arrow (op, type);
1285
1286 /* do a dex check */
1287 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1288 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1289 return find_arrow (op, type);
1290
1291 m = op->map;
1292 x = op->x;
1293 y = op->y;
1294
1295 /* find the first target */
1296 for (i = 0, found = 0; i < 20; i++)
1297 {
1298 x += freearr_x[dir];
1299 y += freearr_y[dir];
1300 mflags = get_map_flags (m, &m, x, y, &x, &y);
1301
1302 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1303 {
1304 tmp = 0;
1305 break;
1306 }
1307 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1308 {
1309 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1310 * perhaps a bad assumption.
1311 */
1312 tmp = 0;
1313 break;
1314 }
1315
1316 if (mflags & P_IS_ALIVE)
1317 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1318 if (tmp->flag [FLAG_ALIVE])
1319 break;
1320 }
1321
1322 if (!tmp)
1323 return find_arrow (op, type);
1324
1325 if (tmp->head)
1326 tmp = tmp->head;
1327
1328 return find_better_arrow (op, tmp, type, &i);
1329 }
1330
1331 /*
1332 * Creature fires a bow - op can be monster or player. Returns
1333 * 1 if bow was actually fired, 0 otherwise.
1334 * op is the object firing the bow.
1335 * part is for multipart creatures - the part firing the bow.
1336 * dir is the direction of fire.
1337 * wc_mod is any special modifier to give (used in special player fire modes)
1338 * sx, sy are coordinates to fire arrow from - also used in some of the special
1339 * player fire modes.
1340 */
1341 int
1342 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1343 {
1344 object *left, *bow;
1345 int mflags;
1346 maptile *m;
1347
1348 if (!dir)
1349 {
1350 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1351 return 0;
1352 }
1353
1354 if (op->contr)
1355 bow = op->current_weapon;
1356 else
1357 {
1358 for (bow = op->inv; bow; bow = bow->below)
1359 /* Don't check for applied - monsters don't apply bows - in that way, they
1360 * don't need to switch back and forth between bows and weapons.
1361 */
1362 if (bow->type == BOW)
1363 break;
1364
1365 if (!bow)
1366 {
1367 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1368 return 0;
1369 }
1370
1371 // optimisation: move object to top so we will find it quickly again
1372 splay (bow);
1373 }
1374
1375 if (!bow->race || !bow->skill)
1376 {
1377 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1378 return 0;
1379 }
1380
1381 if (arrow == NULL)
1382 {
1383 if ((arrow = find_arrow (op, bow->race)) == NULL)
1384 {
1385 if (op->type == PLAYER)
1386 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1387 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1388 else
1389 op->clr_flag (FLAG_READY_BOW);
1390
1391 return 0;
1392 }
1393 }
1394
1395 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1396 if (mflags & P_OUT_OF_MAP)
1397 return 0;
1398
1399 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1400 {
1401 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1402 return 0;
1403 }
1404
1405 /* this should not happen, but sometimes does */
1406 if (arrow->nrof == 0)
1407 {
1408 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1409 arrow->destroy ();
1410 return 0;
1411 }
1412
1413 left = arrow; /* these are arrows left to the player */
1414 arrow = arrow->split ();
1415 if (!arrow)
1416 {
1417 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1418 return 0;
1419 }
1420
1421 arrow->set_owner (op);
1422 arrow->skill = bow->skill;
1423 arrow->direction = dir;
1424
1425 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1426 arrow->stats.hp = arrow->stats.dam;
1427 arrow->stats.grace = arrow->attacktype;
1428 arrow->custom_name = arrow->slaying;
1429
1430 #if 0
1431 if (player *pl = op->contr)
1432 {
1433 float speed = pl->weapon_sp;
1434
1435 /* penalize ROF for bestarrow */
1436 if (pl->bowtype == bow_bestarrow)
1437 speed *= .9f;
1438 else
1439 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1440
1441 op->speed_left += speed - op->speed;
1442 }
1443 #endif
1444
1445 SET_ANIMATION (arrow, arrow->direction);
1446
1447 /* update the speed */
1448
1449 arrow->speed_left = 0;
1450 arrow->set_speed (max (2.f,
1451 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1452 + bow->stats.dam / 7.f
1453 ));
1454
1455 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1456
1457 if (op->type == PLAYER)
1458 {
1459 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1460 wc -= dex_bonus[op->stats.Dex];
1461
1462 if (!arrow->slaying)
1463 arrow->slaying = op->slaying;
1464
1465 arrow->attacktype |= op->attacktype;
1466 }
1467 else
1468 {
1469 arrow->level = op->level;
1470 arrow->stats.wc -= bow->magic;
1471
1472 if (!arrow->slaying)
1473 arrow->slaying = bow->slaying;
1474
1475 arrow->attacktype |= bow->attacktype;
1476 }
1477
1478 wc -= arrow->level;
1479 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1480
1481 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1482 arrow->move_type = MOVE_FLY_LOW;
1483 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1484
1485 op->play_sound (sound_find ("fire_arrow"));
1486 m->insert (arrow, sx, sy, op);
1487
1488 if (!arrow->destroyed ())
1489 move_arrow (arrow);
1490
1491 return 1;
1492 }
1493
1494 /* Special fire code for players - this takes into
1495 * account the special fire modes players can have
1496 * but monsters can't. Putting that code here
1497 * makes the fire_bow code much cleaner.
1498 * this function should only be called if 'op' is a player,
1499 * hence the function name.
1500 */
1501 static int
1502 player_fire_bow (object *op, int dir)
1503 {
1504 int ret;
1505
1506 if (op->contr->bowtype == bow_bestarrow)
1507 {
1508 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1509 }
1510 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1511 {
1512 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1513 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1514 }
1515 else if (op->contr->bowtype == bow_threewide)
1516 {
1517 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1518 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1519 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1520 }
1521 else if (op->contr->bowtype == bow_spreadshot)
1522 {
1523 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1524 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1525 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1526 }
1527 else
1528 {
1529 /* Simple case */
1530 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1531 }
1532
1533 return ret;
1534 }
1535
1536 /* Fires a misc (wand/rod/horn) object in 'dir'.
1537 * Broken apart from 'fire' to keep it more readable.
1538 */
1539 static void
1540 fire_misc_object (object *op, int dir)
1541 {
1542 object *item = op->contr->ranged_ob;
1543
1544 if (!item)
1545 {
1546 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1547 return;
1548 }
1549
1550 if (!item->inv)
1551 {
1552 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1553 return;
1554 }
1555
1556 if (!op->apply (item))
1557 return;
1558
1559 if (item->type == WAND)
1560 {
1561 if (item->stats.food <= 0)
1562 {
1563 op->contr->play_sound (sound_find ("wand_poof"));
1564 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1565
1566 return;
1567 }
1568 }
1569 else if (item->type == ROD || item->type == HORN)
1570 {
1571 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1572
1573 // using the maximum of the rods charge allows at least one spell cast
1574 // for a rod or horn, this fixes some broken rods.
1575 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1576 {
1577 op->contr->play_sound (sound_find ("wand_poof"));
1578
1579 if (item->type == ROD)
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1581 else
1582 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1583
1584 return;
1585 }
1586 }
1587
1588 if (cast_spell (op, item, dir, item->inv, NULL))
1589 {
1590 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1591
1592 if (item->type == WAND)
1593 {
1594 if (!(--item->stats.food))
1595 {
1596 if (item->arch)
1597 {
1598 item->clr_flag (FLAG_ANIMATE);
1599 item->face = item->arch->face;
1600 item->set_speed (0);
1601 }
1602
1603 if (object *pl = item->visible_to ())
1604 esrv_update_item (UPD_ANIM, pl, item);
1605 }
1606 }
1607 else if (item->type == ROD || item->type == HORN)
1608 drain_rod_charge (item);
1609 }
1610 }
1611
1612 /* Received a fire command for the player - go and do it.
1613 */
1614 bool
1615 fire (object *who, int dir)
1616 {
1617 int spellcost = 0;
1618
1619 player *pl = who->contr;
1620
1621 if (pl->golem)
1622 {
1623 control_golem (who->contr->golem, dir);
1624 return false;
1625 }
1626
1627 object *ob = pl->ranged_ob;
1628
1629 if (!ob)
1630 return false;
1631
1632 if (who->speed_left > 0.f)
1633 --who->speed_left;
1634 else
1635 return false;
1636
1637 if (!who->apply (ob))
1638 return false;
1639
1640 /* check for loss of invisiblity/hide */
1641 if (action_makes_visible (who))
1642 make_visible (who);
1643
1644 switch (ob->type)
1645 {
1646 case BOW:
1647 player_fire_bow (who, dir);
1648 break;
1649
1650 case SPELL:
1651 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1652 break;
1653
1654 case BUILDER:
1655 apply_map_builder (who, dir);
1656 break;
1657
1658 case SKILL:
1659 do_skill (who, who, ob, dir, 0);
1660 break;
1661
1662 case RANGED:
1663 do_skill (who, ob, who->chosen_skill, dir, 0);
1664 break;
1665
1666 default:
1667 fire_misc_object (who, dir);
1668 break;
1669 }
1670
1671 return true;
1672 }
1673
1674 static object *
1675 find_key_ (object *pl, object *container, object *door)
1676 {
1677 object *tmp, *key;
1678
1679 /* Should not happen, but sanity checking is never bad */
1680 if (!container->inv)
1681 return 0;
1682
1683 /* First, lets try to find a key in the top level inventory */
1684 for (tmp = container->inv; tmp; tmp = tmp->below)
1685 {
1686 if (door->type == DOOR && tmp->type == KEY)
1687 break;
1688
1689 /* For sanity, we should really check door type, but other stuff
1690 * (like containers) can be locked with special keys
1691 */
1692 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1693 break;
1694 }
1695
1696 /* No key found - lets search inventories now */
1697 /* If we find and use a key in an inventory, return at that time.
1698 * otherwise, if we search all the inventories and still don't find
1699 * a key, return
1700 */
1701 if (!tmp)
1702 {
1703 for (tmp = container->inv; tmp; tmp = tmp->below)
1704 /* No reason to search empty containers */
1705 if (tmp->type == CONTAINER && tmp->inv)
1706 if ((key = find_key_ (pl, tmp, door)))
1707 return key;
1708
1709 if (!tmp)
1710 return 0;
1711 }
1712
1713 /* We get down here if we have found a key. Now if its in a container,
1714 * see if we actually want to use it
1715 */
1716 if (pl != container)
1717 {
1718 /* Only let players use keys in containers */
1719 if (!pl->contr)
1720 return 0;
1721
1722 /* cases where this fails:
1723 * If we only search the player inventory, return now since we
1724 * are not in the players inventory.
1725 * If the container is not active, return now since only active
1726 * containers can be used.
1727 * If we only search keyrings and the container does not have
1728 * a race/isn't a keyring.
1729 * No checking for all containers - to fall through past here,
1730 * inv must have been an container and must have been active.
1731 *
1732 * Change the color so that the message doesn't disappear with
1733 * all the others.
1734 */
1735 if (pl->contr->usekeys == key_inventory
1736 || !container->flag [FLAG_APPLIED]
1737 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1738 {
1739 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1740 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1741 return NULL;
1742 }
1743 }
1744
1745 return tmp;
1746 }
1747
1748 /* find_key
1749 * We try to find a key for the door as passed. If we find a key
1750 * and successfully use it, we return the key, otherwise NULL
1751 * This function merges both normal and locked door, since the logic
1752 * for both is the same - just the specific key is different.
1753 * pl is the player,
1754 * inv is the objects inventory to searched
1755 * door is the door we are trying to match against.
1756 * This function can be called recursively to search containers.
1757 */
1758 object *
1759 find_key (object *pl, object *container, object *door)
1760 {
1761 if (door->slaying && is_match_expr (door->slaying))
1762 {
1763 // for match expressions, we try to find the key by applying the match
1764 // to the op itself, which is supposed to find the "key", instead
1765 // of searching through containers ourselves.
1766
1767 return match_one (door->slaying, container, door, pl, pl);
1768 }
1769 else
1770 return find_key_ (pl, container, door);
1771 }
1772
1773 /* moved door processing out of move_player_attack.
1774 * returns 1 if player has opened the door with a key
1775 * such that the caller should not do anything more,
1776 * 0 otherwise
1777 */
1778 static int
1779 player_attack_door (object *op, object *door)
1780 {
1781 /* If its a door, try to find a key. If we do destroy the door,
1782 * might as well return immediately as there is nothing more to do -
1783 * otherwise, we fall through to the rest of the code.
1784 */
1785 object *key = find_key (op, op, door);
1786
1787 /* If we found a key, do some extra work */
1788 if (key)
1789 {
1790 object *container = key->env;
1791
1792 if (action_makes_visible (op))
1793 make_visible (op);
1794
1795 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1796 spring_trap (door->inv, op);
1797
1798 if (door->type == DOOR)
1799 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1800 else if (door->type == LOCKED_DOOR)
1801 {
1802 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1803 remove_door2 (door); /* remove door without violence ;-) */
1804 }
1805
1806 /* Do this after we print the message */
1807 key->decrease (); /* Use up one of the keys */
1808
1809 return 1; /* Nothing more to do below */
1810 }
1811 else if (door->type == LOCKED_DOOR)
1812 {
1813 /* Might as well return now - no other way to open this */
1814 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1815 return 1;
1816 }
1817
1818 return 0;
1819 }
1820
1821 /* This function is just part of a breakup from move_player.
1822 * It should keep the code cleaner.
1823 * When this is called, the players direction has been updated
1824 * (taking into account confusion.) The player is also actually
1825 * going to try and move (not fire weapons).
1826 */
1827 bool
1828 move_player_attack (object *op, int dir)
1829 {
1830 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1831 {
1832 --op->speed_left;
1833 return true;
1834 }
1835
1836 sint16 nx = freearr_x[dir] + op->x;
1837 sint16 ny = freearr_y[dir] + op->y;
1838
1839 if (out_of_map (op->map, nx, ny))
1840 return false;
1841
1842 /* If braced, or can't move to the square, and it is not out of the
1843 * map, attack it. Note order of if statement is important - don't
1844 * want to be calling move_ob if braced, because move_ob will move the
1845 * player. This is a pretty nasty hack, because if we could
1846 * move to some space, it then means that if we are braced, we should
1847 * do nothing at all. As it is, if we are braced, we go through
1848 * quite a bit of processing. However, it probably is less than what
1849 * move_ob uses.
1850 */
1851 maptile *m = op->map->xy_find (nx, ny);
1852
1853 /* Go through all the objects, and find ones of interest. Only stop if
1854 * we find a monster - that is something we know we want to attack.
1855 * if its a door or barrel (can roll) see if there may be monsters
1856 * on the space
1857 */
1858 object *mon;
1859 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1860 {
1861 if ((mon->flag [FLAG_ALIVE]
1862 || mon->type == LOCKED_DOOR
1863 || mon->flag [FLAG_CAN_ROLL])
1864 && mon != op)
1865 break;
1866 }
1867
1868 /* no monster == player tries to move into a wall or so */
1869 if (!mon)
1870 {
1871 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1872 if (op->move_type & ob->move_block)
1873 {
1874 if (ob->move_block == MOVE_ALL)
1875 move_into_wall (op, ob);
1876 else
1877 {
1878 if (op->contr->ns->bumpmsg)
1879 {
1880 op->play_sound (sound_find ("blocked_move"));
1881
1882 op->statusmsg (ob->invisible
1883 ? "Something blocks you."
1884 : format ("Something blocks you from entering the %s.", query_name (ob))
1885 );
1886 }
1887 }
1888
1889 break;
1890 }
1891
1892 return false;
1893 }
1894
1895 mon = mon->head_ ();
1896
1897 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1898 if (op->contr->weapon_sp_left > 0.f)
1899 if (player_attack_door (op, mon))
1900 {
1901 --op->contr->weapon_sp_left;
1902 return true;
1903 }
1904
1905 /* The following deals with possibly attacking peaceful
1906 * or friendly creatures. Basically, all players are considered
1907 * unaggressive. If the moving player has peaceful set, then the
1908 * object should be pushed instead of attacked. It is assumed that
1909 * if you are braced, you will not attack friends accidently,
1910 * and thus will not push them.
1911 */
1912
1913 /* If the creature is a pet, push it even if the player is not
1914 * peaceful. Our assumption is the creature is a pet if the
1915 * player owns it and it is either friendly or unagressive.
1916 */
1917 if (op->type == PLAYER
1918 && ((mon->owner && mon->owner->contr
1919 && same_party (mon->owner->contr->party, op->contr->party))
1920 || mon->owner == op)
1921 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1922 {
1923 /* If we're braced, we don't want to switch places with it */
1924 if (op->contr->braced)
1925 return false;
1926
1927 if (op->speed_left > 0.f)
1928 {
1929 --op->speed_left;
1930
1931 op->play_sound (sound_find ("push_player"));
1932 push_ob (mon, dir, op);
1933
1934 if (action_makes_visible (op))
1935 make_visible (op);
1936
1937 return true;
1938 }
1939 else
1940 return false;
1941 }
1942
1943 bool on_battleground = op_on_battleground (op, 0, 0);
1944
1945 /* in certain circumstances, you shouldn't attack friendly
1946 * creatures. Note that if you are braced, you can't push
1947 * someone, but put it inside this loop so that you won't
1948 * attack them either.
1949 */
1950 if ((mon->type == PLAYER || mon->enemy != op)
1951 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1952 && ((op->contr->peaceful
1953 || (mon->type == PLAYER && mon->contr->peaceful))
1954 && !on_battleground))
1955 {
1956 if (op->speed_left > 0.f)
1957 {
1958 --op->speed_left;
1959
1960 if (!op->contr->braced)
1961 {
1962 op->play_sound (sound_find ("push_player"));
1963 push_ob (mon, dir, op);
1964 }
1965 else
1966 op->statusmsg ("You withhold your attack");
1967
1968 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1969 make_visible (op);
1970
1971 return true;
1972 }
1973 }
1974 /* If the object is a boulder or other rollable object, then
1975 * roll it if not braced. You can't roll it if you are braced.
1976 */
1977 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1978 {
1979 if (op->speed_left > 0.f)
1980 {
1981 --op->speed_left;
1982
1983 recursive_roll (mon, dir, op);
1984 if (action_makes_visible (op))
1985 make_visible (op);
1986
1987 return true;
1988 }
1989 }
1990 /* Any generic living creature. Including things like doors.
1991 * Way it works is like this: First, it must have some hit points
1992 * and be living. Then, it must be one of the following:
1993 * 1) Not a player, 2) A player, but of a different party. Note
1994 * that party_number -1 is no party, so attacks can still happen.
1995 */
1996 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
1997 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
1998 {
1999 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2000 {
2001 --op->contr->weapon_sp_left;
2002
2003 skill_attack (mon, op, 0, 0, 0);
2004
2005 if (action_makes_visible (op))
2006 make_visible (op);
2007
2008 return true;
2009 }
2010 }
2011
2012 return false;
2013 }
2014
2015 bool
2016 move_player (object *op, int dir)
2017 {
2018 if (!op->map || op->map->state != MAP_ACTIVE)
2019 return 0;
2020
2021 /* Sanity check: make sure dir is valid */
2022 if (dir < 0 || dir > 8)
2023 {
2024 LOG (llevError, "move_player: invalid direction %d\n", dir);
2025 return 0;
2026 }
2027
2028 /* peterm: added following line */
2029 if (op->flag [FLAG_CONFUSED] && dir)
2030 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2031
2032 op->facing = dir;
2033
2034 if (op->flag [FLAG_HIDDEN])
2035 do_hidden_move (op);
2036
2037 bool retval;
2038 int pick = 0;
2039
2040 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2041 retval = RESULT_INT (0);
2042 else if (op->contr->fire_on)
2043 retval = fire (op, dir);
2044 else
2045 {
2046 retval = move_player_attack (op, dir);
2047 pick = check_pick (op);
2048 }
2049
2050 /* Add special check for newcs players and fire on - this way, the
2051 * server can handle repeat firing.
2052 */
2053 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2054 op->direction = dir;
2055 else
2056 op->direction = 0;
2057
2058 /* Update how the player looks. Use the facing, so direction may
2059 * get reset to zero. This allows for full animation capabilities
2060 * for players.
2061 */
2062 animate_object (op, op->facing);
2063
2064 return retval;
2065 }
2066
2067 /* This is similar to handle_player, below, but is only used by the
2068 * new client/server stuff.
2069 * This is sort of special, in that the new client/server actually uses
2070 * the new speed values for commands.
2071 *
2072 * Returns true if there are more actions we can do. Should not do
2073 * many actions in a row, as that would be too unfair to other
2074 * players.
2075 */
2076 bool
2077 handle_newcs_player (object *op)
2078 {
2079 if (op->flag [FLAG_SCARED])
2080 {
2081 if (op->speed_left > 0.f)
2082 {
2083 --op->speed_left;
2084 flee_player (op);
2085
2086 return true;
2087 }
2088 else
2089 return false;
2090 }
2091
2092 /* call this here - we also will call this in do_ericserver, but
2093 * the players time has been increased when doericserver has been
2094 * called, so we recheck it here.
2095 */
2096 if (op->contr->ns->handle_command ())
2097 return true;
2098
2099 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2100 return move_player (op, op->direction);
2101
2102 return false;
2103 }
2104
2105 static int
2106 save_life (object *op)
2107 {
2108 if (!op->flag [FLAG_LIFESAVE])
2109 return 0;
2110
2111 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2112 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2113 {
2114 op->play_sound (sound_find ("ob_evaporate"));
2115 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2116
2117 tmp->destroy ();
2118 op->clr_flag (FLAG_LIFESAVE);
2119
2120 if (op->stats.hp < 0)
2121 op->stats.hp = op->stats.maxhp;
2122
2123 if (op->stats.food < 0)
2124 op->stats.food = MAX_FOOD;
2125
2126 op->update_stats ();
2127 return 1;
2128 }
2129
2130 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2131 op->clr_flag (FLAG_LIFESAVE);
2132 enter_player_savebed (op); /* bring him home. */
2133 return 0;
2134 }
2135
2136 /* This goes throws the inventory and removes unpaid objects, and puts them
2137 * back in the map (location and map determined by values of env). This
2138 * function will descend into containers. op is the object to start the search
2139 * from.
2140 */
2141 static void
2142 drop_unpaid_items (object *op, object *env)
2143 {
2144 while (op)
2145 {
2146 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2147
2148 if (op->flag [FLAG_UNPAID])
2149 op->insert_at (env);
2150 else if (op->inv)
2151 drop_unpaid_items (op->inv, env);
2152
2153 op = next;
2154 }
2155 }
2156
2157 void
2158 object::drop_unpaid_items ()
2159 {
2160 if (!flag [FLAG_REMOVED])
2161 ::drop_unpaid_items (inv, this);
2162 }
2163
2164 void
2165 do_some_living (object *op)
2166 {
2167 int last_food = op->stats.food;
2168 int gen_hp, gen_sp, gen_grace;
2169 int rate_hp = 1200;
2170 int rate_sp = 2500;
2171 int rate_grace = 2000;
2172 const int max_hp = 1;
2173 const int max_sp = 1;
2174 const int max_grace = 1;
2175
2176 if (op->contr->hidden)
2177 {
2178 op->invisible = 1000;
2179 /* the socket code flashes the player visible/invisible
2180 * depending on the value of invisible, so we need to
2181 * alternate it here for it to work correctly.
2182 */
2183 if (server_tick & 2)
2184 op->invisible--;
2185 }
2186 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2187 {
2188 if (!op->invisible--)
2189 {
2190 make_visible (op);
2191 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2192 }
2193 }
2194
2195 if (op->contr->ns->state == ST_PLAYING)
2196 {
2197 /* these next three if clauses make it possible to SLOW DOWN
2198 hp/grace/spellpoint regeneration. */
2199 if (op->contr->gen_hp >= 0)
2200 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2201 else
2202 {
2203 gen_hp = op->stats.maxhp;
2204 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2205 }
2206
2207 if (op->contr->gen_sp >= 0)
2208 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2209 else
2210 {
2211 gen_sp = op->stats.maxsp;
2212 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2213 }
2214
2215 if (op->contr->gen_grace >= 0)
2216 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2217 else
2218 {
2219 gen_grace = op->stats.maxgrace;
2220 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2221 }
2222
2223 /* Regenerate Grace */
2224 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2225 if (--op->last_grace < 0)
2226 {
2227 if (op->stats.grace < op->stats.maxgrace / 2)
2228 op->stats.grace++; /* no penalty in food for regaining grace */
2229
2230 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2231
2232 if (max_grace > 1)
2233 {
2234 int over_grace = temp / rate_grace;
2235
2236 if (over_grace > 0)
2237 {
2238 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2239 op->last_grace = 0;
2240 }
2241 else
2242 op->last_grace = rate_grace / temp;
2243 }
2244 else
2245 op->last_grace = rate_grace / temp;
2246
2247 /* wearing stuff doesn't detract from grace generation. */
2248 }
2249
2250 if (op->stats.food > 0)
2251 {
2252 /* Regenerate Spell Points */
2253 if (!op->contr->golem && --op->last_sp < 0)
2254 {
2255 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2256
2257 if (op->stats.sp < op->stats.maxsp)
2258 {
2259 op->stats.sp++;
2260
2261 /* dms do not consume food */
2262 if (!op->flag [FLAG_WIZ])
2263 {
2264 op->stats.food--;
2265
2266 if (op->contr->digestion < 0)
2267 op->stats.food += op->contr->digestion;
2268 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2269 op->stats.food = last_food;
2270 }
2271 }
2272
2273 if (max_sp > 1)
2274 {
2275 int over_sp = (gen_sp + 10) / rate_sp;
2276 if (over_sp > 0)
2277 {
2278 if (op->stats.sp < op->stats.maxsp)
2279 {
2280 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2281
2282 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2283 op->stats.sp--;
2284
2285 if (op->stats.sp > op->stats.maxsp)
2286 op->stats.sp = op->stats.maxsp;
2287 }
2288
2289 op->last_sp = 0;
2290 }
2291 else
2292 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2293 }
2294 else
2295 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2296 }
2297
2298 /* Regenerate Hit Points */
2299 if (--op->last_heal < 0)
2300 {
2301 if (op->stats.hp < op->stats.maxhp)
2302 {
2303 op->stats.hp++;
2304
2305 /* dms do not consume food */
2306 if (!op->flag [FLAG_WIZ])
2307 {
2308 op->stats.food--;
2309
2310 if (op->contr->digestion < 0)
2311 op->stats.food += op->contr->digestion;
2312 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2313 op->stats.food = last_food;
2314 }
2315 }
2316
2317 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2318
2319 if (max_hp > 1)
2320 {
2321 int over_hp = temp / rate_hp;
2322
2323 if (over_hp > 0)
2324 {
2325 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2326 op->last_heal = 0;
2327 }
2328 else
2329 op->last_heal = rate_hp / temp;
2330 }
2331 else
2332 op->last_heal = rate_hp / temp;
2333 }
2334 }
2335
2336 /* Digestion */
2337 if (--op->last_eat < 0)
2338 {
2339 int bonus = max (0, op->contr->digestion),
2340 penalty = max (0, -op->contr->digestion);
2341
2342 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2343
2344 /* dms do not consume food */
2345 if (!op->flag [FLAG_WIZ])
2346 op->stats.food--;
2347 }
2348
2349 if (op->stats.food < 0 && op->stats.hp >= 0)
2350 {
2351 object *flesh = 0;
2352
2353 for_inv_removable (op, tmp)
2354 {
2355 if (tmp->flag [FLAG_UNPAID])
2356 continue;
2357
2358 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2359 {
2360 op->statusmsg ("You blindly grab for a bite of food. "
2361 "H<To prevent you from starving, you ate some random item from your backpack.>");
2362 op->apply (tmp);
2363
2364 if (op->stats.food >= 0 || op->stats.hp < 0)
2365 break;
2366 }
2367 else if (tmp->type == FLESH)
2368 flesh = tmp;
2369 }
2370
2371 /* If player is still starving, it means they don't have any food, so
2372 * eat flesh instead.
2373 */
2374 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2375 {
2376 op->statusmsg ("You blindly grab for a bite of food. "
2377 "H<To prevent you from starving, you ate some random item from your backpack.>");
2378 op->apply (flesh);
2379 }
2380
2381 // If player is still starving, alert him!
2382 if (op->stats.food < 0)
2383 op->failmsg ("You are starving! "
2384 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2385 }
2386
2387 if (op->stats.food < 0)
2388 {
2389 op->stats.hp += op->stats.food;
2390 op->stats.food = 0;
2391
2392 if (op->stats.hp < 0)
2393 {
2394 op->contr->killer = archetype::get ("killer_starvation");
2395 op->contr->killer->destroy ();
2396 }
2397 }
2398
2399 /* killer should be set here already */
2400 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2401 kill_player (op);
2402 }
2403 }
2404
2405 /* If the player should die (lack of hp, food, etc), we call this.
2406 * op is the player in jeopardy. If the player can not be saved (not
2407 * permadeath, no lifesave), this will take care of removing the player
2408 * file.
2409 */
2410 void
2411 kill_player (object *op)
2412 {
2413 int x, y;
2414 maptile *map; /* this is for resurrection */
2415 int will_kill_again;
2416 archetype *at;
2417 object *tmp;
2418
2419 if (save_life (op))
2420 return;
2421
2422 dynbuf_text deathtab;
2423
2424 /* restore player */
2425 at = archetype::find (shstr_poisoning);
2426 if (object *tmp = present_arch_in_ob (at, op))
2427 {
2428 tmp->destroy ();
2429 deathtab << "Your body feels cleansed...\r";
2430 }
2431
2432 at = archetype::find (shstr_confusion);
2433 if (object *tmp = present_arch_in_ob (at, op))
2434 {
2435 tmp->destroy ();
2436 deathtab << "Your mind feels clearer...\r";
2437 }
2438
2439 cure_disease (op, 0, 0); /* remove any disease */
2440
2441 max_it (op->stats.hp , op->stats.maxhp);
2442 max_it (op->stats.sp , op->stats.maxsp);
2443 max_it (op->stats.grace, op->stats.maxgrace);
2444 max_it (op->stats.food , 200);
2445
2446 // remove all spell effects that are active
2447 // to avoid long-term effects such as word-of-recall
2448 for (object *item = op->inv; item; )
2449 {
2450 object *next = item->below;
2451
2452 if (item->type == SPELL_EFFECT && item->active)
2453 item->destroy ();
2454
2455 item = next;
2456 }
2457
2458 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2459 * in cities ONLY!!! It is very important that this doesn't get abused.
2460 * Look at op_on_battleground() for more info --AndreasV
2461 */
2462 if (op_on_battleground (op, &x, &y))
2463 {
2464 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2465
2466 /* create a bodypart-trophy to make the winner happy */
2467 object *tmp = archetype::find (shstr_finger)->instance ();
2468
2469 tmp->name = format ("%s's finger" , &op->name);
2470 tmp->name_pl = format ("%s's fingers", &op->name);
2471 tmp->msg = format (
2472 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2473 &op->name, op->contr->title,
2474 (int)op->level,
2475 op->contr->killer_name ()
2476 );
2477 tmp->value = 0, tmp->type = 0;
2478 tmp->material = name_to_material (shstr_organic);
2479 tmp->insert_at (op, tmp);
2480
2481 /* teleport defeated player to new destination */
2482 transfer_ob (op, x, y, 0, NULL);
2483 op->contr->braced = 0;
2484
2485 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2486 return;
2487 }
2488
2489 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2490 deathtab << "T<YOU HAVE DIED>\n\n";
2491
2492 INVOKE_PLAYER (DEATH, op->contr);
2493
2494 command_kill_pets (op, 0);
2495
2496 op->contr->play_sound (sound_find ("player_dies"));
2497
2498 /* save the map location for corpse, gravestone */
2499 x = op->x;
2500 y = op->y;
2501 map = op->map;
2502
2503 /* NOT_PERMADEATH code. This basically brings the character back to
2504 * life if they are dead - it takes some exp and a random stat.
2505 * See the config.h file for a little more in depth detail about this.
2506 */
2507
2508 /* Basically two ways to go - remove a stat permanently, or just
2509 * make it depletion. This bunch of code deals with that aspect
2510 * of death.
2511 */
2512 #ifndef COZY_SERVER
2513 if (settings.balanced_stat_loss)
2514 {
2515 /* If stat loss is permanent, lose one stat only. */
2516 /* Lower level chars don't lose as many stats because they suffer
2517 more if they do. */
2518 /* Higher level characters can afford things such as potions of
2519 restoration, or better, stat potions. So we slug them that
2520 little bit harder. */
2521 /* GD */
2522 if (settings.stat_loss_on_death)
2523 num_stats_lose = 1;
2524 else
2525 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2526 }
2527 else
2528 num_stats_lose = 1;
2529
2530 lost_a_stat = 0;
2531
2532 for (z = 0; z < num_stats_lose; z++)
2533 {
2534 i = rndm (NUM_STATS);
2535
2536 if (settings.stat_loss_on_death)
2537 {
2538 /* Pick a random stat and take a point off it. Tell the player
2539 * what he lost.
2540 */
2541 change_attr_value (&(op->stats), i, -1);
2542 check_stat_bounds (&(op->stats));
2543 change_attr_value (&(op->contr->orig_stats), i, -1);
2544 check_stat_bounds (&(op->contr->orig_stats));
2545 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2546 lost_a_stat = 1;
2547 }
2548 else
2549 {
2550 /* deplete a stat */
2551 archetype *deparch = archetype::find (shstr_depletion);
2552 object *dep;
2553
2554 dep = present_arch_in_ob (deparch, op);
2555 if (!dep)
2556 {
2557 dep = deparch->instance ();
2558 insert_ob_in_ob (dep, op);
2559 }
2560 lose_this_stat = 1;
2561 if (settings.balanced_stat_loss)
2562 {
2563 /* GD */
2564 /* Get the stat that we're about to deplete. */
2565 this_stat = get_attr_value (&(dep->stats), i);
2566 if (this_stat < 0)
2567 {
2568 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2569 int keep_chance = this_stat * this_stat;
2570
2571 /* Yes, I am paranoid. Sue me. */
2572 if (keep_chance < 1)
2573 keep_chance = 1;
2574
2575 /* There is a maximum depletion total per level. */
2576 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2577 {
2578 lose_this_stat = 0;
2579 /* Take loss chance vs keep chance to see if we
2580 retain the stat. */
2581 }
2582 else
2583 {
2584 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2585 lose_this_stat = 0;
2586 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2587 this_stat, keep_chance, loss_chance,
2588 lose_this_stat?"LOSE":"KEEP"); */
2589 }
2590 }
2591 }
2592
2593 if (lose_this_stat)
2594 {
2595 this_stat = get_attr_value (&dep->stats, i);
2596 /* We could try to do something clever like find another
2597 * stat to reduce if this fails. But chances are, if
2598 * stats have been depleted to -50, all are pretty low
2599 * and should be roughly the same, so it shouldn't make a
2600 * difference.
2601 */
2602 if (this_stat >= -50)
2603 {
2604 change_attr_value (&(dep->stats), i, -1);
2605 dep->set_flag (FLAG_APPLIED);
2606 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2607 op->update_stats ();
2608 lost_a_stat = 1;
2609 }
2610 }
2611 }
2612 }
2613
2614 /* If no stat lost, tell the player. */
2615 if (!lost_a_stat)
2616 {
2617 /* determine_god() seems to not work sometimes... why is this?
2618 Should I be using something else? GD */
2619 shstr_tmp god = determine_god (op);
2620
2621 if (god != shstr_none)
2622 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2623 else
2624 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2625 }
2626 #else
2627 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2628 #endif
2629
2630 /* Put a gravestone up where the character 'almost' died. List the
2631 * exp loss on the stone.
2632 */
2633 tmp = archetype::find (shstr_gravestone)->instance ();
2634 tmp->name = format ("%s's gravestone", &op->name);
2635 tmp->name_pl = format ("%s's gravestones", &op->name);
2636 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2637 &op->name, op->contr->title, op->contr->killer_name ());
2638 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map (tmp, op->map, NULL, 0);
2640
2641 /**************************************/
2642 /* */
2643 /* Subtract the experience points, */
2644 /* */
2645 /**************************************/
2646
2647 /*add_exp(op, (op->stats.exp * -0.20)); */
2648 apply_death_exp_penalty (op);
2649
2650 /*
2651 * Check to see if the player has any unpaid items. If so, remove them
2652 * and put them back in the map.
2653 */
2654 op->drop_unpaid_items ();
2655
2656 /****************************************/
2657 /* */
2658 /* Move player to his current respawn- */
2659 /* position (usually last savebed) */
2660 /* */
2661 /****************************************/
2662
2663 enter_player_savebed (op);
2664
2665 op->contr->braced = 0;
2666
2667 /* it is possible that the player has blown something up
2668 * at his savebed location, and that can have long lasting
2669 * spell effects. So first see if there is a spell effect
2670 * on the space that might harm the player.
2671 */
2672 will_kill_again = 0;
2673 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2674 if (tmp->type == SPELL_EFFECT)
2675 will_kill_again |= tmp->attacktype;
2676
2677 if (will_kill_again)
2678 {
2679 object *force;
2680 int at;
2681
2682 force = archetype::get (FORCE_NAME);
2683 /* 50 ticks should be enough time for the spell to abate */
2684 force->speed_left = -5.f;
2685 force->set_speed (0.1f);
2686 force->set_flag (FLAG_APPLIED);
2687
2688 for (at = 0; at < NROFATTACKS; at++)
2689 if (will_kill_again & (1 << at))
2690 force->resist[at] = 100;
2691
2692 insert_ob_in_ob (force, op);
2693 op->update_stats ();
2694 }
2695
2696 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2697 }
2698
2699 static void
2700 loot_object (object *op)
2701 { /* Grab and destroy some treasure */
2702 object *tmp, *next;
2703
2704 op->close_container (); /* close open sack first */
2705
2706 for (tmp = op->inv; tmp; tmp = next)
2707 {
2708 next = tmp->below;
2709
2710 if (tmp->invisible)
2711 continue;
2712
2713 tmp->remove ();
2714 tmp->x = op->x, tmp->y = op->y;
2715
2716 if (tmp->type == CONTAINER)
2717 loot_object (tmp); /* empty container to ground */
2718
2719 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2720 {
2721 if (tmp->nrof > 1)
2722 {
2723 tmp->decrease (rndm (1, tmp->nrof - 1));
2724 insert_ob_in_map (tmp, op->map, NULL, 0);
2725 }
2726 else
2727 tmp->destroy ();
2728 }
2729 else
2730 insert_ob_in_map (tmp, op->map, NULL, 0);
2731 }
2732 }
2733
2734 /*
2735 * fix_weight(): Check recursively the weight of all players, and fix
2736 * what needs to be fixed. Refresh windows and fix speed if anything
2737 * was changed.
2738 */
2739 void
2740 fix_weight ()
2741 {
2742 for_all_players (pl)
2743 {
2744 weight_t old = pl->ob->carrying;
2745
2746 pl->ob->update_weight ();
2747
2748 if (old != pl->ob->carrying)
2749 {
2750 pl->ob->update_stats ();
2751 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2752 }
2753 }
2754 }
2755
2756 void
2757 fix_luck ()
2758 {
2759 for_all_players (pl)
2760 if (!pl->ob->contr->ns->state)
2761 pl->ob->change_luck (0);
2762 }
2763
2764 /* cast_dust() - handles op throwing objects of type 'DUST'.
2765 * This is much simpler in the new spell code - we basically
2766 * just treat this as any other spell casting object.
2767 */
2768 void
2769 cast_dust (object *op, object *throw_ob, int dir)
2770 {
2771 object *skop, *spob;
2772
2773 skop = find_skill_by_name (op, throw_ob->skill);
2774
2775 /* casting POTION 'dusts' is really a use_magic_item skill */
2776 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2777 {
2778 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2779 return;
2780 }
2781
2782 spob = throw_ob->inv;
2783
2784 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2785 // not pass NULL to cast_spell (which did indeed check itself, but
2786 // errors should be reported as early as possible IMHO)
2787 if (!spob)
2788 {
2789 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2790 return;
2791 }
2792
2793 if (op->type == PLAYER)
2794 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2795
2796 cast_spell (op, throw_ob, dir, spob, NULL);
2797
2798 throw_ob->destroy ();
2799 }
2800
2801 void
2802 make_visible (object *op)
2803 {
2804 op->flag [FLAG_HIDDEN] = 0;
2805 op->invisible = 0;
2806
2807 if (op->type == PLAYER)
2808 {
2809 op->contr->tmp_invis = 0;
2810 op->contr->invis_race = 0;
2811 }
2812
2813 update_object (op, UP_OBJ_CHANGE);
2814 }
2815
2816 int
2817 is_true_undead (object *op)
2818 {
2819 if (op->arch->flag [FLAG_UNDEAD])
2820 return 1;
2821
2822 return 0;
2823 }
2824
2825 /* look at the surrounding terrain to determine
2826 * the hideability of this object. Positive levels
2827 * indicate greater hideability.
2828 */
2829 int
2830 hideability (object *ob)
2831 {
2832 int i, level = 0, mflag;
2833 sint16 x, y;
2834
2835 if (!ob || !ob->map)
2836 return 0;
2837
2838 /* so, on normal lighted maps, its hard to hide */
2839 level = ob->map->darklevel () - 2;
2840
2841 /* this also picks up whether the object is glowing.
2842 * If you carry a light on a non-dark map, its not
2843 * as bad as carrying a light on a pitch dark map */
2844 if (ob->has_carried_lights ())
2845 level = -(10 + (2 * ob->map->darklevel ()));
2846
2847 /* scan through all nearby squares for terrain to hide in */
2848 for (i = 0, x = ob->x, y = ob->y;
2849 i <= SIZEOFFREE1;
2850 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2851 {
2852 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
2853 if (mflag & P_OUT_OF_MAP)
2854 continue;
2855
2856 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
2857 level += 2;
2858 else /* open terrain! */
2859 level -= 1;
2860 }
2861
2862 #if 0
2863 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
2864 #endif
2865 return level;
2866 }
2867
2868 /* For Hidden creatures - a chance of becoming 'unhidden'
2869 * every time they move - as we subtract off 'invisibility'
2870 * AND, for players, if they move into a ridiculously unhideable
2871 * spot (surrounded by clear terrain in broad daylight). -b.t.
2872 */
2873 void
2874 do_hidden_move (object *op)
2875 {
2876 int hide = 0;
2877
2878 if (!op || !op->map)
2879 return;
2880
2881 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2882 int num = random_roll (0, 19, op, PREFER_LOW);
2883
2884 /* its *extremely* hard to run and sneak/hide at the same time! */
2885 if (op->type == PLAYER && op->contr->run_on)
2886 if (!skop || num >= skop->level)
2887 {
2888 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
2889 make_visible (op);
2890 return;
2891 }
2892 else
2893 num += 20;
2894
2895 num += op->map->difficulty;
2896 hide = hideability (op); /* modify by terrain hidden level */
2897 num -= hide;
2898
2899 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2900 {
2901 make_visible (op);
2902
2903 if (op->type == PLAYER)
2904 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2905 }
2906 else if (op->type == PLAYER && skop)
2907 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
2908 }
2909
2910 /* determine if who is standing near a hostile creature. */
2911
2912 int
2913 stand_near_hostile (object *who)
2914 {
2915 object *tmp = NULL;
2916 int i, friendly = 0, player = 0, mflags;
2917 maptile *m;
2918 sint16 x, y;
2919
2920 if (!who)
2921 return 0;
2922
2923 if (who->type == PLAYER)
2924 player = 1;
2925
2926 else
2927 friendly = who->flag [FLAG_FRIENDLY];
2928
2929 /* search adjacent squares */
2930 for (i = 1; i < 9; i++)
2931 {
2932 x = who->x + freearr_x[i];
2933 y = who->y + freearr_y[i];
2934 m = who->map;
2935 mflags = get_map_flags (m, &m, x, y, &x, &y);
2936 /* space must be blocked if there is a monster. If not
2937 * blocked, don't need to check this space.
2938 */
2939 if (mflags & P_OUT_OF_MAP)
2940 continue;
2941 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2942 continue;
2943
2944 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2945 {
2946 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2947 return 1;
2948 else if (tmp->type == PLAYER)
2949 {
2950 /*don't let a hidden DM prevent you from hiding */
2951 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2952 return 1;
2953 }
2954 }
2955 }
2956 return 0;
2957 }
2958
2959 /* check the player los field for viewability of the
2960 * object op. This function works fine for monsters,
2961 * but we dont worry if the object isnt the top one in
2962 * a pile (say a coin under a table would return "viewable"
2963 * by this routine). Another question, should we be
2964 * concerned with the direction the player is looking
2965 * in? Realistically, most of us can't see stuff behind
2966 * our backs...on the other hand, does the "facing" direction
2967 * imply the way your head, or body is facing? It's possible
2968 * for them to differ. Sigh, this fctn could get a bit more complex.
2969 * -b.t.
2970 * This function is now map tiling safe.
2971 */
2972 int
2973 player_can_view (object *pl, object *op)
2974 {
2975 rv_vector rv;
2976 int dx, dy;
2977
2978 if (pl->type != PLAYER)
2979 {
2980 LOG (llevError, "player_can_view() called for non-player object\n");
2981 return -1;
2982 }
2983
2984 if (!pl || !op)
2985 return 0;
2986
2987 op = op->head_ ();
2988
2989 get_rangevector (pl, op, &rv, 0x1);
2990
2991 /* starting with the 'head' part, lets loop
2992 * through the object and find if it has any
2993 * part that is in the los array but isn't on
2994 * a blocked los square.
2995 * we use the archetype to figure out offsets.
2996 */
2997 while (op)
2998 {
2999 dx = rv.distance_x + op->arch->x;
3000 dy = rv.distance_y + op->arch->y;
3001
3002 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3003 return 1;
3004
3005 op = op->more;
3006 }
3007
3008 return 0;
3009 }
3010
3011 /* op_on_battleground - checks if the given object op (usually
3012 * a player) is standing on a valid battleground-tile,
3013 * function returns TRUE/FALSE. If true x, y returns the battleground
3014 * -exit-coord. (and if x, y not NULL)
3015 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3016 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3017 * Default is to do the same as before, so only people wanting to have different points need worry about this
3018 */
3019 int
3020 op_on_battleground (object *op, int *x, int *y)
3021 {
3022 /* A battleground-tile needs the following attributes to be valid:
3023 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3024 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3025 * and the exit-coordinates sp/hp must both be > 0.
3026 * => The intention here is to prevent abuse of the battleground-
3027 * feature (like pickable or hidden battleground tiles). */
3028 for (object *tmp = op->below; tmp; tmp = tmp->below)
3029 {
3030 if (tmp->flag [FLAG_IS_FLOOR])
3031 {
3032 if (tmp->flag [FLAG_NO_PICK]
3033 && tmp->type == BATTLEGROUND
3034 && tmp->name == shstr_battleground
3035 && EXIT_X (tmp) && EXIT_Y (tmp))
3036 {
3037 /* before we assign the exit, check if this is a teambattle */
3038 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3039 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3040 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3041 {
3042 if (x && y)
3043 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3044
3045 return 1;
3046 }
3047
3048 if (x && y)
3049 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3050
3051 return 1;
3052 }
3053 }
3054 }
3055
3056 /* If we got here, did not find a battleground */
3057 return 0;
3058 }
3059
3060 /*
3061 * When a dragon-player gains a new stage of evolution,
3062 * he gets some treasure
3063 *
3064 * attributes:
3065 * object *who the dragon player
3066 * int atnr the attack-number of the ability focus
3067 * int level ability level
3068 */
3069 void
3070 dragon_ability_gain (object *who, int atnr, int level)
3071 {
3072 treasurelist *trlist = NULL; /* treasurelist */
3073 treasure *tr; /* treasure */
3074 object *tmp, *skop; /* tmp. object */
3075 object *item; /* treasure object */
3076 char buf[MAX_BUF]; /* tmp. string buffer */
3077 int i = 0, j = 0;
3078
3079 /* get the appropriate treasurelist */
3080 if (atnr == ATNR_FIRE)
3081 trlist = treasurelist::find (shstr_dragon_ability_fire);
3082 else if (atnr == ATNR_COLD)
3083 trlist = treasurelist::find (shstr_dragon_ability_cold);
3084 else if (atnr == ATNR_ELECTRICITY)
3085 trlist = treasurelist::find (shstr_dragon_ability_elec);
3086 else if (atnr == ATNR_POISON)
3087 trlist = treasurelist::find (shstr_dragon_ability_poison);
3088
3089 if (trlist == NULL || who->type != PLAYER)
3090 return;
3091
3092 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3093
3094 if (!tr || !tr->item)
3095 {
3096 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3097 return;
3098 }
3099
3100 /* everything seems okay - now bring on the gift: */
3101 item = tr->item;
3102
3103 if (item->type == SPELL)
3104 {
3105 if (check_spell_known (who, item->name))
3106 return;
3107
3108 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3109 do_learn_spell (who, item, 0);
3110 return;
3111 }
3112
3113 /* grant direct spell */
3114 if (item->type == SPELLBOOK)
3115 {
3116 if (!item->inv)
3117 {
3118 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3119 return;
3120 }
3121 if (check_spell_known (who, item->inv->name))
3122 return;
3123 if (item->invisible)
3124 {
3125 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3126 do_learn_spell (who, item->inv, 0);
3127 return;
3128 }
3129 }
3130 else if (item->type == SKILL_TOOL && item->invisible)
3131 {
3132 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3133 {
3134
3135 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3136 * in this way, if the player is missing any of the attacktypes, he gets
3137 * them. As it is now, if the player has any that match the granted skill,
3138 * but not all of them, he gets nothing.
3139 */
3140 if (!(skop->attacktype & item->attacktype))
3141 {
3142 /* Give new attacktype */
3143 skop->attacktype |= item->attacktype;
3144
3145 /* always add physical if there's none */
3146 skop->attacktype |= AT_PHYSICAL;
3147
3148 if (item->msg != NULL)
3149 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3150
3151 /* Give player new face */
3152 if (item->animation_id)
3153 {
3154 who->face = skop->face;
3155 who->animation_id = item->animation_id;
3156 who->anim_speed = item->anim_speed;
3157 who->last_anim = 0;
3158 who->state = 0;
3159 animate_object (who, who->direction);
3160 }
3161 }
3162 }
3163 }
3164 else if (item->type == FORCE)
3165 {
3166 /* forces in the treasurelist can alter the player's stats */
3167 object *skin;
3168
3169 /* first get the dragon skin force */
3170 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3171 ;
3172
3173 if (!skin)
3174 return;
3175
3176 /* adding new spellpath attunements */
3177 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3178 {
3179 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3180
3181 /* print message */
3182 sprintf (buf, "You feel attuned to ");
3183 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3184 {
3185 if (item->path_attuned & (1 << i))
3186 {
3187 if (j)
3188 strcat (buf, " and ");
3189 else
3190 j = 1;
3191 strcat (buf, spellpathnames[i]);
3192 }
3193 }
3194
3195 strcat (buf, ".");
3196 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3197 }
3198
3199 /* evtl. adding flags: */
3200 if (item->flag [FLAG_XRAYS])
3201 skin->set_flag (FLAG_XRAYS);
3202 if (item->flag [FLAG_STEALTH])
3203 skin->set_flag (FLAG_STEALTH);
3204 if (item->flag [FLAG_SEE_IN_DARK])
3205 skin->set_flag (FLAG_SEE_IN_DARK);
3206
3207 /* print message if there is one */
3208 if (item->msg != NULL)
3209 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3210 }
3211 else
3212 {
3213 /* generate misc. treasure */
3214 tmp = tr->item->instance ();
3215 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3216 who->insert (tmp);
3217 }
3218 }
3219
3220 //-GPL
3221
3222 sint8
3223 player::darkness_at (maptile *map, int x, int y) const
3224 {
3225 if (!ns)
3226 return LOS_BLOCKED;
3227
3228 int dx, dy;
3229 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3230 return LOS_BLOCKED;
3231
3232 x += dx - ns->current_x;
3233 y += dy - ns->current_y;
3234
3235 return blocked_los (x, y);
3236 }
3237
3238 void
3239 player::infobox (const char *title, const char *msg, int color)
3240 {
3241 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3242 }
3243
3244 void
3245 player::statusmsg (const char *msg, int color)
3246 {
3247 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3248 }
3249
3250 void
3251 player::failmsg (const char *msg, int color)
3252 {
3253 play_sound (sound_find ("generic_failure"));
3254 statusmsg (msg, color);
3255 }
3256
3257 void
3258 object::failmsgf (const char *format, ...)
3259 {
3260 if (!contr)
3261 return;
3262
3263 va_list ap;
3264 va_start (ap, format);
3265 contr->failmsg (vformat (format, ap));
3266 va_end (ap);
3267 }
3268
3269 void
3270 player::failmsgf (const char *format, ...)
3271 {
3272 va_list ap;
3273 va_start (ap, format);
3274 failmsg (vformat (format, ap));
3275 va_end (ap);
3276 }
3277