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Revision: 1.294
Committed: Wed Nov 16 23:42:03 2016 UTC (7 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.293: +1 -1 lines
Log Message:
copyright update 2016

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 /*
740 * Returns true if the given player is a legal class.
741 * The function to add and remove class-bonuses to the stats doesn't
742 * check if the stat becomes negative, thus this function
743 * merely checks that all stats are 1 or more, and returns
744 * false otherwise.
745 */
746 static int
747 allowed_class (const object *op)
748 {
749 return op->stats.Dex > 0
750 && op->stats.Str > 0
751 && op->stats.Con > 0
752 && op->stats.Int > 0
753 && op->stats.Wis > 0
754 && op->stats.Pow > 0
755 && op->stats.Cha > 0;
756 }
757
758 void
759 player::chargen_race_next ()
760 {
761 /* Following actually changes the race - this is the default command
762 * if we don't match with one of the options above.
763 */
764
765 do
766 {
767 shstr name = ob->name;
768 int x = ob->x, y = ob->y;
769
770 ob->remove_statbonus ();
771 ob->remove ();
772 ob->arch = get_player_archetype (ob->arch);
773 ob->arch->copy_to (ob);
774 ob->instantiate ();
775 ob->stats = ob->contr->orig_stats;
776 ob->name = ob->name_pl = name;
777 ob->x = x;
778 ob->y = y;
779 SET_ANIMATION (ob, 2); /* So player faces south */
780 insert_ob_in_map (ob, ob->map, ob, 0);
781 assign (ob->contr->title, ob->arch->object::name);
782 ob->add_statbonus ();
783 }
784 while (!allowed_class (ob));
785
786 update_object (ob, UP_OBJ_FACE);
787 esrv_update_item (UPD_FACE, ob, ob);
788 ob->update_stats ();
789 ob->stats.hp = ob->stats.maxhp;
790 ob->stats.sp = ob->stats.maxsp;
791 ob->stats.grace = 0;
792 }
793
794 static void
795 flee_player (object *op)
796 {
797 int dir, diff;
798 rv_vector rv;
799
800 if (op->stats.hp < 0)
801 {
802 LOG (llevDebug, "Fleeing player is dead.\n");
803 op->clr_flag (FLAG_SCARED);
804 return;
805 }
806
807 if (!op->enemy)
808 {
809 LOG (llevDebug, "Fleeing player had no enemy.\n");
810 op->clr_flag (FLAG_SCARED);
811 return;
812 }
813
814 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
815 {
816 op->enemy = NULL;
817 op->clr_flag (FLAG_SCARED);
818 return;
819 }
820
821 get_rangevector (op, op->enemy, &rv, 0);
822
823 dir = absdir (4 + rv.direction);
824 for (diff = 0; diff < 3; diff++)
825 {
826 int m = 1 - rndm (2) * 2;
827
828 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
829 return;
830 }
831
832 /* Cornered, get rid of scared */
833 op->clr_flag (FLAG_SCARED);
834 op->enemy = NULL;
835 }
836
837 /* check_pick sees if there is stuff to be picked up/picks up stuff.
838 * It returns 1 if the player should keep on moving, 0 if he should
839 * stop.
840 */
841 int
842 check_pick (object *op)
843 {
844 object *tmp, *next;
845 int stop = 0;
846 int wvratio;
847
848 /* if you're flying, you can't pick up anything */
849 if (op->move_type & MOVE_FLYING)
850 return 1;
851
852 next = op->below;
853
854 int cnt = MAX_ITEM_PER_ACTION;
855 #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
856
857 /* loop while there are items on the floor that are not marked as
858 * destroyed */
859 while (next && !next->destroyed ())
860 {
861 tmp = next;
862 next = tmp->below;
863
864 if (cnt <= 0)
865 {
866 op->failmsg ("Couldn't pickup all items at once.");
867 return 0;
868 }
869
870 if (op->destroyed ())
871 return 0;
872
873 if (!can_pick (op, tmp))
874 continue;
875
876 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
877 {
878 if (item_matched_string (op, tmp, op->contr->search_str))
879 CHK_PICK_PICKUP;
880
881 continue;
882 }
883
884 /* pickup handling */
885 if (op->contr->mode & PU_DEBUG)
886 {
887 /* some debugging code to figure out item information */
888 const char *str = tmp->name
889 ? format ("item name: %s item type: %d weight/value: %d",
890 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
891 : format ("item name: %s item type: %d weight/value: %d",
892 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
893
894 new_draw_info (NDI_UNIQUE, 0, op, str);
895 }
896
897 if (op->contr->mode & PU_INHIBIT)
898 return 1;
899
900 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
901 return 1;
902
903 /* philosophy:
904 * It's easy to grab an item type from a pile, as long as it's
905 * generic. This takes no game-time. For more detailed pickups
906 * and selections, select-items should be used. This is a
907 * grab-as-you-run type mode that's really useful for arrows for
908 * example.
909 * The drawback: right now it has no frontend, so you need to
910 * stick the bits you want into a calculator in hex mode and then
911 * convert to decimal and then 'pickup <#>
912 */
913
914 /* the first two modes are exclusive: if NOTHING we return, if
915 * STOP then we stop. All the rest are applied sequentially,
916 * meaning if any test passes, the item gets picked up. */
917
918 /* if mode is set to pick nothing up, return */
919 if (op->contr->mode == PU_NOTHING)
920 return 1;
921
922 /* if mode is set to stop when encountering objects, return */
923 /* take STOP before INHIBIT since it doesn't actually pick
924 * anything up */
925 if (op->contr->mode & PU_STOP)
926 return 0;
927
928 /* useful for going into stores and not losing your settings... */
929 /* and for battles wher you don't want to get loaded down while
930 * fighting */
931 if (op->contr->mode & PU_INHIBIT)
932 return 1;
933
934 /* prevent us from turning into auto-thieves :) */
935 if (tmp->flag [FLAG_UNPAID])
936 continue;
937
938 /* ignore known cursed objects */
939 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
940 continue;
941
942 /* all food and drink if desired */
943 /* question: don't pick up known-poisonous stuff? */
944 if (op->contr->mode & PU_FOOD)
945 if (tmp->type == FOOD)
946 {
947 CHK_PICK_PICKUP;
948 continue;
949 }
950
951 if (op->contr->mode & PU_DRINK)
952 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
953 {
954 CHK_PICK_PICKUP;
955 continue;
956 }
957
958 if (op->contr->mode & PU_POTION)
959 if (tmp->type == POTION)
960 {
961 CHK_PICK_PICKUP;
962 continue;
963 }
964
965 /* spellbooks, skillscrolls and normal books/scrolls */
966 if (op->contr->mode & PU_SPELLBOOK)
967 if (tmp->type == SPELLBOOK)
968 {
969 CHK_PICK_PICKUP;
970 continue;
971 }
972
973 if (op->contr->mode & PU_SKILLSCROLL)
974 if (tmp->type == SKILLSCROLL)
975 {
976 CHK_PICK_PICKUP;
977 continue;
978 }
979
980 if (op->contr->mode & PU_READABLES)
981 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
982 {
983 CHK_PICK_PICKUP;
984 continue;
985 }
986
987 /* wands/staves/rods/horns */
988 if (op->contr->mode & PU_MAGIC_DEVICE)
989 if (tmp->type == WAND
990 || tmp->type == ROD
991 || tmp->type == HORN
992 || tmp->type == POWER_CRYSTAL)
993 {
994 CHK_PICK_PICKUP;
995 continue;
996 }
997
998 /* pick up all magical items */
999 if (op->contr->mode & PU_MAGICAL)
1000 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1001 && !tmp->flag [FLAG_KNOWN_CURSED])
1002 {
1003 CHK_PICK_PICKUP;
1004 continue;
1005 }
1006
1007 if (op->contr->mode & PU_VALUABLES)
1008 {
1009 if (tmp->type == MONEY || tmp->type == GEM)
1010 {
1011 CHK_PICK_PICKUP;
1012 continue;
1013 }
1014 }
1015
1016 /* rings & amulets - talismans seems to be typed AMULET */
1017 if (op->contr->mode & PU_JEWELS)
1018 if (tmp->type == RING
1019 || tmp->type == AMULET
1020 || tmp->type == GIRDLE
1021 || tmp->type == SKILL_TOOL)
1022 {
1023 CHK_PICK_PICKUP;
1024 continue;
1025 }
1026
1027 /* we don't forget dragon food */
1028 if (op->contr->mode & PU_FLESH)
1029 if (tmp->type == FLESH)
1030 {
1031 CHK_PICK_PICKUP;
1032 continue;
1033 }
1034
1035 /* bows and arrows. Bows are good for selling! */
1036 if (op->contr->mode & PU_BOW)
1037 if (tmp->type == BOW)
1038 {
1039 CHK_PICK_PICKUP;
1040 continue;
1041 }
1042
1043 if (op->contr->mode & PU_ARROW)
1044 if (tmp->type == ARROW)
1045 {
1046 CHK_PICK_PICKUP;
1047 continue;
1048 }
1049
1050 /* all kinds of armor etc. */
1051 if (op->contr->mode & PU_ARMOUR)
1052 if (tmp->type == ARMOUR)
1053 {
1054 CHK_PICK_PICKUP;
1055 continue;
1056 }
1057
1058 if (op->contr->mode & PU_HELMET)
1059 if (tmp->type == HELMET)
1060 {
1061 CHK_PICK_PICKUP;
1062 continue;
1063 }
1064
1065 if (op->contr->mode & PU_SHIELD)
1066 if (tmp->type == SHIELD)
1067 {
1068 CHK_PICK_PICKUP;
1069 continue;
1070 }
1071
1072 if (op->contr->mode & PU_BOOTS)
1073 if (tmp->type == BOOTS)
1074 {
1075 CHK_PICK_PICKUP;
1076 continue;
1077 }
1078
1079 if (op->contr->mode & PU_GLOVES)
1080 if (tmp->type == GLOVES || tmp->type == BRACERS)
1081 {
1082 CHK_PICK_PICKUP;
1083 continue;
1084 }
1085
1086 if (op->contr->mode & PU_CLOAK)
1087 if (tmp->type == CLOAK)
1088 {
1089 CHK_PICK_PICKUP;
1090 continue;
1091 }
1092
1093 /* hoping to catch throwing daggers here */
1094 if (op->contr->mode & PU_MISSILEWEAPON)
1095 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1096 {
1097 CHK_PICK_PICKUP;
1098 continue;
1099 }
1100
1101 /* careful: chairs and tables are weapons! */
1102 if (op->contr->mode & PU_ALLWEAPON)
1103 {
1104 if (tmp->type == WEAPON)
1105 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1106 {
1107 CHK_PICK_PICKUP;
1108 continue;
1109 }
1110 }
1111
1112 /* misc stuff that's useful */
1113 if (op->contr->mode & PU_KEY)
1114 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1115 {
1116 CHK_PICK_PICKUP;
1117 continue;
1118 }
1119
1120 /* any of the last 4 bits set means we use the ratio for value
1121 * pickups */
1122 if (op->contr->mode & PU_RATIO)
1123 {
1124 /* use value density to decide what else to grab */
1125 /* >=7 was >= op->contr->mode */
1126 /* >=7 is the old standard setting. Now we take the last 4 bits
1127 */
1128 wvratio = op->contr->mode & PU_RATIO;
1129 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1130 {
1131 #if 0
1132 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1133 if (tmp->name != NULL)
1134 {
1135 fprintf (stderr, "%s", tmp->name);
1136 }
1137 else
1138 fprintf (stderr, "%s", tmp->arch->archname);
1139 fprintf (stderr, ",%d] = ", tmp->type);
1140 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1141 #endif
1142 CHK_PICK_PICKUP;
1143 continue;
1144 }
1145 } /* the new pickup model */
1146 }
1147
1148 return !stop;
1149 }
1150
1151 /* routine for both players and monsters. We call this when
1152 * there is a possibility for our action distrubing our hiding
1153 * place or invisiblity spell. Artefact invisiblity causes
1154 * "noise" instead. If we arent invisible to begin with, we
1155 * return 0.
1156 */
1157 static int
1158 action_makes_visible (object *op)
1159 {
1160 if (op->invisible && op->flag [FLAG_ALIVE])
1161 {
1162 if (op->flag [FLAG_MAKE_INVIS])
1163 {
1164 // artefact invisibility is permanent, but we still make noise
1165 // this is important for game-balance.
1166 if (op->contr)
1167 op->make_noise ();
1168
1169 return 0;
1170 }
1171
1172 if (op->contr && op->contr->tmp_invis == 0)
1173 return 0;
1174
1175 /* If monsters, they should become visible */
1176 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1177 {
1178 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1179 return 1;
1180 }
1181 }
1182
1183 return 0;
1184 }
1185
1186 /*
1187 * Find an arrow in the inventory and after that
1188 * in the right type container (quiver). Pointer to the
1189 * found object is returned.
1190 */
1191 static object *
1192 find_arrow (object *op, const char *type)
1193 {
1194 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1195 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1196 return splay (tmp);
1197
1198 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1199 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1200 if (object *arrow = find_arrow (tmp, type))
1201 {
1202 splay (tmp);
1203 return arrow;
1204 }
1205
1206 return 0;
1207 }
1208
1209 /*
1210 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1211 * against the target. A full test is not performed, simply a basic test
1212 * of resistances. The archer is making a quick guess at what he sees down
1213 * the hall. Failing that it does it's best to pick the highest plus arrow.
1214 */
1215 static object *
1216 find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1217 {
1218 object *tmp = NULL, *arrow, *ntmp;
1219 int attacknum, attacktype, betterby = 0, i;
1220
1221 if (!type)
1222 return NULL;
1223
1224 for (arrow = op->inv; arrow; arrow = arrow->below)
1225 {
1226 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1227 {
1228 i = 0;
1229 ntmp = find_better_arrow (arrow, target, type, &i);
1230
1231 if (i > betterby)
1232 {
1233 tmp = ntmp;
1234 betterby = i;
1235 }
1236 }
1237 else if (arrow->type == ARROW && arrow->race == type)
1238 {
1239 /* allways prefer assasination/slaying */
1240 if (target->race && arrow->slaying.contains (target->race))
1241 {
1242 if (arrow->attacktype & AT_DEATH)
1243 {
1244 *better = 100;
1245 return arrow;
1246 }
1247 else
1248 {
1249 tmp = arrow;
1250 betterby = (arrow->magic + arrow->stats.dam) * 2;
1251 }
1252 }
1253 else
1254 {
1255 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1256 {
1257 attacktype = 1 << attacknum;
1258 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1259 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1260 {
1261 tmp = arrow;
1262 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1263 }
1264 }
1265
1266 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1267 {
1268 tmp = arrow;
1269 betterby = 2 + arrow->magic + arrow->stats.dam;
1270 }
1271
1272 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1273 {
1274 tmp = arrow;
1275 betterby = 1 + arrow->magic + arrow->stats.dam;
1276 }
1277 }
1278 }
1279 }
1280
1281 if (tmp == NULL && arrow == NULL)
1282 return find_arrow (op, type);
1283
1284 *better = betterby;
1285 return tmp;
1286 }
1287
1288 /* looks in a given direction, finds the first valid target, and calls
1289 * find_better_arrow to find a decent arrow to use.
1290 * op = the shooter
1291 * type = bow->race
1292 * dir = fire direction
1293 */
1294 static object *
1295 pick_arrow_target (object *op, shstr_cmp type, int dir)
1296 {
1297 object *tmp = NULL;
1298 maptile *m;
1299 int i, mflags, found, number;
1300 sint16 x, y;
1301
1302 if (op->map == NULL)
1303 return find_arrow (op, type);
1304
1305 /* do a dex check */
1306 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1307 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1308 return find_arrow (op, type);
1309
1310 m = op->map;
1311 x = op->x;
1312 y = op->y;
1313
1314 /* find the first target */
1315 for (i = 0, found = 0; i < 20; i++)
1316 {
1317 x += freearr_x[dir];
1318 y += freearr_y[dir];
1319 mflags = get_map_flags (m, &m, x, y, &x, &y);
1320
1321 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1322 {
1323 tmp = 0;
1324 break;
1325 }
1326 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1327 {
1328 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1329 * perhaps a bad assumption.
1330 */
1331 tmp = 0;
1332 break;
1333 }
1334
1335 if (mflags & P_IS_ALIVE)
1336 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1337 if (tmp->flag [FLAG_ALIVE])
1338 break;
1339 }
1340
1341 if (!tmp)
1342 return find_arrow (op, type);
1343
1344 if (tmp->head)
1345 tmp = tmp->head;
1346
1347 return find_better_arrow (op, tmp, type, &i);
1348 }
1349
1350 /*
1351 * Creature fires a bow - op can be monster or player. Returns
1352 * 1 if bow was actually fired, 0 otherwise.
1353 * op is the object firing the bow.
1354 * part is for multipart creatures - the part firing the bow.
1355 * dir is the direction of fire.
1356 * wc_mod is any special modifier to give (used in special player fire modes)
1357 * sx, sy are coordinates to fire arrow from - also used in some of the special
1358 * player fire modes.
1359 */
1360 int
1361 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1362 {
1363 object *left, *bow;
1364 int mflags;
1365 maptile *m;
1366
1367 if (!dir)
1368 {
1369 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1370 return 0;
1371 }
1372
1373 if (op->contr)
1374 bow = op->current_weapon;
1375 else
1376 {
1377 for (bow = op->inv; bow; bow = bow->below)
1378 /* Don't check for applied - monsters don't apply bows - in that way, they
1379 * don't need to switch back and forth between bows and weapons.
1380 */
1381 if (bow->type == BOW)
1382 break;
1383
1384 if (!bow)
1385 {
1386 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1387 return 0;
1388 }
1389
1390 // optimisation: move object to top so we will find it quickly again
1391 splay (bow);
1392 }
1393
1394 if (!bow->race || !bow->skill)
1395 {
1396 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1397 return 0;
1398 }
1399
1400 if (arrow == NULL)
1401 {
1402 if ((arrow = find_arrow (op, bow->race)) == NULL)
1403 {
1404 if (op->type == PLAYER)
1405 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1406 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1407 else
1408 op->clr_flag (FLAG_READY_BOW);
1409
1410 return 0;
1411 }
1412 }
1413
1414 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1415 if (mflags & P_OUT_OF_MAP)
1416 return 0;
1417
1418 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1419 {
1420 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1421 return 0;
1422 }
1423
1424 /* this should not happen, but sometimes does */
1425 if (arrow->nrof == 0)
1426 {
1427 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1428 arrow->destroy ();
1429 return 0;
1430 }
1431
1432 left = arrow; /* these are arrows left to the player */
1433 arrow = arrow->split ();
1434 if (!arrow)
1435 {
1436 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1437 return 0;
1438 }
1439
1440 arrow->set_owner (op);
1441 arrow->skill = bow->skill;
1442 arrow->direction = dir;
1443
1444 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1445 arrow->stats.hp = arrow->stats.dam;
1446 arrow->stats.grace = arrow->attacktype;
1447 arrow->custom_name = arrow->slaying;
1448
1449 #if 0
1450 if (player *pl = op->contr)
1451 {
1452 float speed = pl->weapon_sp;
1453
1454 /* penalize ROF for bestarrow */
1455 if (pl->bowtype == bow_bestarrow)
1456 speed *= .9f;
1457 else
1458 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1459
1460 op->speed_left += speed - op->speed;
1461 }
1462 #endif
1463
1464 SET_ANIMATION (arrow, arrow->direction);
1465
1466 /* update the speed */
1467
1468 arrow->speed_left = 0;
1469 arrow->set_speed (max (2.f,
1470 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1471 + bow->stats.dam / 7.f
1472 ));
1473
1474 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1475
1476 if (op->type == PLAYER)
1477 {
1478 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1479 wc -= dex_bonus[op->stats.Dex];
1480
1481 if (!arrow->slaying)
1482 arrow->slaying = op->slaying;
1483
1484 arrow->attacktype |= op->attacktype;
1485 }
1486 else
1487 {
1488 arrow->level = op->level;
1489 arrow->stats.wc -= bow->magic;
1490
1491 if (!arrow->slaying)
1492 arrow->slaying = bow->slaying;
1493
1494 arrow->attacktype |= bow->attacktype;
1495 }
1496
1497 wc -= arrow->level;
1498 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1499
1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1501 arrow->move_type = MOVE_FLY_LOW;
1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503
1504 op->play_sound (sound_find ("fire_arrow"));
1505 m->insert (arrow, sx, sy, op);
1506
1507 if (!arrow->destroyed ())
1508 move_arrow (arrow);
1509
1510 return 1;
1511 }
1512
1513 /* Special fire code for players - this takes into
1514 * account the special fire modes players can have
1515 * but monsters can't. Putting that code here
1516 * makes the fire_bow code much cleaner.
1517 * this function should only be called if 'op' is a player,
1518 * hence the function name.
1519 */
1520 static int
1521 player_fire_bow (object *op, int dir)
1522 {
1523 int ret;
1524
1525 if (op->contr->bowtype == bow_bestarrow)
1526 {
1527 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1528 }
1529 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1530 {
1531 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1532 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1533 }
1534 else if (op->contr->bowtype == bow_threewide)
1535 {
1536 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1537 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1538 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1539 }
1540 else if (op->contr->bowtype == bow_spreadshot)
1541 {
1542 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1543 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1544 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1545 }
1546 else
1547 {
1548 /* Simple case */
1549 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1550 }
1551
1552 return ret;
1553 }
1554
1555 /* Fires a misc (wand/rod/horn) object in 'dir'.
1556 * Broken apart from 'fire' to keep it more readable.
1557 */
1558 static void
1559 fire_misc_object (object *op, int dir)
1560 {
1561 object *item = op->contr->ranged_ob;
1562
1563 if (!item)
1564 {
1565 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1566 return;
1567 }
1568
1569 if (!item->inv)
1570 {
1571 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1572 return;
1573 }
1574
1575 if (!op->apply (item))
1576 return;
1577
1578 if (item->type == WAND)
1579 {
1580 if (item->stats.food <= 0)
1581 {
1582 op->contr->play_sound (sound_find ("wand_poof"));
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1584
1585 return;
1586 }
1587 }
1588 else if (item->type == ROD || item->type == HORN)
1589 {
1590 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1591
1592 // using the maximum of the rods charge allows at least one spell cast
1593 // for a rod or horn, this fixes some broken rods.
1594 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1595 {
1596 op->contr->play_sound (sound_find ("wand_poof"));
1597
1598 if (item->type == ROD)
1599 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1600 else
1601 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1602
1603 return;
1604 }
1605 }
1606
1607 if (cast_spell (op, item, dir, item->inv, NULL))
1608 {
1609 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1610
1611 if (item->type == WAND)
1612 {
1613 if (!(--item->stats.food))
1614 {
1615 if (item->arch)
1616 {
1617 item->clr_flag (FLAG_ANIMATE);
1618 item->face = item->arch->face;
1619 item->set_speed (0);
1620 }
1621
1622 if (object *pl = item->visible_to ())
1623 esrv_update_item (UPD_ANIM, pl, item);
1624 }
1625 }
1626 else if (item->type == ROD || item->type == HORN)
1627 drain_rod_charge (item);
1628 }
1629 }
1630
1631 /* Received a fire command for the player - go and do it.
1632 */
1633 bool
1634 fire (object *who, int dir)
1635 {
1636 int spellcost = 0;
1637
1638 player *pl = who->contr;
1639
1640 if (pl->golem)
1641 {
1642 control_golem (who->contr->golem, dir);
1643 return false;
1644 }
1645
1646 object *ob = pl->ranged_ob;
1647
1648 if (!ob)
1649 return false;
1650
1651 if (who->speed_left > 0.f)
1652 --who->speed_left;
1653 else
1654 return false;
1655
1656 if (!who->apply (ob))
1657 return false;
1658
1659 /* check for loss of invisiblity/hide */
1660 if (action_makes_visible (who))
1661 make_visible (who);
1662
1663 switch (ob->type)
1664 {
1665 case BOW:
1666 player_fire_bow (who, dir);
1667 break;
1668
1669 case SPELL:
1670 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1671 break;
1672
1673 case BUILDER:
1674 apply_map_builder (who, dir);
1675 break;
1676
1677 case SKILL:
1678 do_skill (who, who, ob, dir, 0);
1679 break;
1680
1681 case RANGED:
1682 do_skill (who, ob, who->chosen_skill, dir, 0);
1683 break;
1684
1685 default:
1686 fire_misc_object (who, dir);
1687 break;
1688 }
1689
1690 return true;
1691 }
1692
1693 static object *
1694 find_key_ (object *pl, object *container, object *door)
1695 {
1696 object *tmp, *key;
1697
1698 /* Should not happen, but sanity checking is never bad */
1699 if (!container->inv)
1700 return 0;
1701
1702 /* First, lets try to find a key in the top level inventory */
1703 for (tmp = container->inv; tmp; tmp = tmp->below)
1704 {
1705 if (door->type == DOOR && tmp->type == KEY)
1706 break;
1707
1708 /* For sanity, we should really check door type, but other stuff
1709 * (like containers) can be locked with special keys
1710 */
1711 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1712 break;
1713 }
1714
1715 /* No key found - lets search inventories now */
1716 /* If we find and use a key in an inventory, return at that time.
1717 * otherwise, if we search all the inventories and still don't find
1718 * a key, return
1719 */
1720 if (!tmp)
1721 {
1722 for (tmp = container->inv; tmp; tmp = tmp->below)
1723 /* No reason to search empty containers */
1724 if (tmp->type == CONTAINER && tmp->inv)
1725 if ((key = find_key_ (pl, tmp, door)))
1726 return key;
1727
1728 if (!tmp)
1729 return 0;
1730 }
1731
1732 /* We get down here if we have found a key. Now if its in a container,
1733 * see if we actually want to use it
1734 */
1735 if (pl != container)
1736 {
1737 /* Only let players use keys in containers */
1738 if (!pl->contr)
1739 return 0;
1740
1741 /* cases where this fails:
1742 * If we only search the player inventory, return now since we
1743 * are not in the players inventory.
1744 * If the container is not active, return now since only active
1745 * containers can be used.
1746 * If we only search keyrings and the container does not have
1747 * a race/isn't a keyring.
1748 * No checking for all containers - to fall through past here,
1749 * inv must have been an container and must have been active.
1750 *
1751 * Change the color so that the message doesn't disappear with
1752 * all the others.
1753 */
1754 if (pl->contr->usekeys == key_inventory
1755 || !container->flag [FLAG_APPLIED]
1756 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1757 {
1758 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1759 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1760 return NULL;
1761 }
1762 }
1763
1764 return tmp;
1765 }
1766
1767 /* find_key
1768 * We try to find a key for the door as passed. If we find a key
1769 * and successfully use it, we return the key, otherwise NULL
1770 * This function merges both normal and locked door, since the logic
1771 * for both is the same - just the specific key is different.
1772 * pl is the player,
1773 * inv is the objects inventory to searched
1774 * door is the door we are trying to match against.
1775 * This function can be called recursively to search containers.
1776 */
1777 object *
1778 find_key (object *pl, object *container, object *door)
1779 {
1780 if (door->slaying && is_match_expr (door->slaying))
1781 {
1782 // for match expressions, we try to find the key by applying the match
1783 // to the op itself, which is supposed to find the "key", instead
1784 // of searching through containers ourselves.
1785
1786 return match_one (door->slaying, container, door, pl, pl);
1787 }
1788 else
1789 return find_key_ (pl, container, door);
1790 }
1791
1792 /* moved door processing out of move_player_attack.
1793 * returns 1 if player has opened the door with a key
1794 * such that the caller should not do anything more,
1795 * 0 otherwise
1796 */
1797 static int
1798 player_attack_door (object *op, object *door)
1799 {
1800 /* If its a door, try to find a key. If we do destroy the door,
1801 * might as well return immediately as there is nothing more to do -
1802 * otherwise, we fall through to the rest of the code.
1803 */
1804 object *key = find_key (op, op, door);
1805
1806 /* If we found a key, do some extra work */
1807 if (key)
1808 {
1809 object *container = key->env;
1810
1811 if (action_makes_visible (op))
1812 make_visible (op);
1813
1814 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1815 spring_trap (door->inv, op);
1816
1817 if (door->type == DOOR)
1818 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1819 else if (door->type == LOCKED_DOOR)
1820 {
1821 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1822 remove_door2 (door); /* remove door without violence ;-) */
1823 }
1824
1825 /* Do this after we print the message */
1826 key->decrease (); /* Use up one of the keys */
1827
1828 return 1; /* Nothing more to do below */
1829 }
1830 else if (door->type == LOCKED_DOOR)
1831 {
1832 /* Might as well return now - no other way to open this */
1833 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1834 return 1;
1835 }
1836
1837 return 0;
1838 }
1839
1840 /* This function is just part of a breakup from move_player.
1841 * It should keep the code cleaner.
1842 * When this is called, the players direction has been updated
1843 * (taking into account confusion.) The player is also actually
1844 * going to try and move (not fire weapons).
1845 */
1846 bool
1847 move_player_attack (object *op, int dir)
1848 {
1849 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1850 {
1851 --op->speed_left;
1852 return true;
1853 }
1854
1855 sint16 nx = freearr_x[dir] + op->x;
1856 sint16 ny = freearr_y[dir] + op->y;
1857
1858 if (out_of_map (op->map, nx, ny))
1859 return false;
1860
1861 /* If braced, or can't move to the square, and it is not out of the
1862 * map, attack it. Note order of if statement is important - don't
1863 * want to be calling move_ob if braced, because move_ob will move the
1864 * player. This is a pretty nasty hack, because if we could
1865 * move to some space, it then means that if we are braced, we should
1866 * do nothing at all. As it is, if we are braced, we go through
1867 * quite a bit of processing. However, it probably is less than what
1868 * move_ob uses.
1869 */
1870 maptile *m = op->map->xy_find (nx, ny);
1871
1872 /* Go through all the objects, and find ones of interest. Only stop if
1873 * we find a monster - that is something we know we want to attack.
1874 * if its a door or barrel (can roll) see if there may be monsters
1875 * on the space
1876 */
1877 object *mon;
1878 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1879 {
1880 if ((mon->flag [FLAG_ALIVE]
1881 || mon->type == LOCKED_DOOR
1882 || mon->flag [FLAG_CAN_ROLL])
1883 && mon != op)
1884 break;
1885 }
1886
1887 /* no monster == player tries to move into a wall or so */
1888 if (!mon)
1889 {
1890 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1891 if (op->move_type & ob->move_block)
1892 {
1893 if (ob->move_block == MOVE_ALL)
1894 move_into_wall (op, ob);
1895 else
1896 {
1897 if (op->contr->ns->bumpmsg)
1898 {
1899 op->play_sound (sound_find ("blocked_move"));
1900
1901 op->statusmsg (ob->invisible
1902 ? "Something blocks you."
1903 : format ("Something blocks you from entering the %s.", query_name (ob))
1904 );
1905 }
1906 }
1907
1908 break;
1909 }
1910
1911 return false;
1912 }
1913
1914 mon = mon->head_ ();
1915
1916 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1917 if (op->contr->weapon_sp_left > 0.f)
1918 if (player_attack_door (op, mon))
1919 {
1920 --op->contr->weapon_sp_left;
1921 return true;
1922 }
1923
1924 /* The following deals with possibly attacking peaceful
1925 * or friendly creatures. Basically, all players are considered
1926 * unaggressive. If the moving player has peaceful set, then the
1927 * object should be pushed instead of attacked. It is assumed that
1928 * if you are braced, you will not attack friends accidently,
1929 * and thus will not push them.
1930 */
1931
1932 /* If the creature is a pet, push it even if the player is not
1933 * peaceful. Our assumption is the creature is a pet if the
1934 * player owns it and it is either friendly or unagressive.
1935 */
1936 if (op->type == PLAYER
1937 && ((mon->owner && mon->owner->contr
1938 && same_party (mon->owner->contr->party, op->contr->party))
1939 || mon->owner == op)
1940 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1941 {
1942 /* If we're braced, we don't want to switch places with it */
1943 if (op->contr->braced)
1944 return false;
1945
1946 if (op->speed_left > 0.f)
1947 {
1948 --op->speed_left;
1949
1950 op->play_sound (sound_find ("push_player"));
1951 push_ob (mon, dir, op);
1952
1953 if (action_makes_visible (op))
1954 make_visible (op);
1955
1956 return true;
1957 }
1958 else
1959 return false;
1960 }
1961
1962 bool on_battleground = op_on_battleground (op, 0, 0);
1963
1964 /* in certain circumstances, you shouldn't attack friendly
1965 * creatures. Note that if you are braced, you can't push
1966 * someone, but put it inside this loop so that you won't
1967 * attack them either.
1968 */
1969 if ((mon->type == PLAYER || mon->enemy != op)
1970 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1971 && ((op->contr->peaceful
1972 || (mon->type == PLAYER && mon->contr->peaceful))
1973 && !on_battleground))
1974 {
1975 if (op->speed_left > 0.f)
1976 {
1977 --op->speed_left;
1978
1979 if (!op->contr->braced)
1980 {
1981 op->play_sound (sound_find ("push_player"));
1982 push_ob (mon, dir, op);
1983 }
1984 else
1985 op->statusmsg ("You withhold your attack");
1986
1987 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1988 make_visible (op);
1989
1990 return true;
1991 }
1992 }
1993 /* If the object is a boulder or other rollable object, then
1994 * roll it if not braced. You can't roll it if you are braced.
1995 */
1996 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
1997 {
1998 if (op->speed_left > 0.f)
1999 {
2000 --op->speed_left;
2001
2002 recursive_roll (mon, dir, op);
2003 if (action_makes_visible (op))
2004 make_visible (op);
2005
2006 return true;
2007 }
2008 }
2009 /* Any generic living creature. Including things like doors.
2010 * Way it works is like this: First, it must have some hit points
2011 * and be living. Then, it must be one of the following:
2012 * 1) Not a player, 2) A player, but of a different party. Note
2013 * that party_number -1 is no party, so attacks can still happen.
2014 */
2015 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2016 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2017 {
2018 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2019 {
2020 --op->contr->weapon_sp_left;
2021
2022 skill_attack (mon, op, 0, 0, 0);
2023
2024 if (action_makes_visible (op))
2025 make_visible (op);
2026
2027 return true;
2028 }
2029 }
2030
2031 return false;
2032 }
2033
2034 bool
2035 move_player (object *op, int dir)
2036 {
2037 if (!op->map || op->map->state != MAP_ACTIVE)
2038 return 0;
2039
2040 /* Sanity check: make sure dir is valid */
2041 if (dir < 0 || dir > 8)
2042 {
2043 LOG (llevError, "move_player: invalid direction %d\n", dir);
2044 return 0;
2045 }
2046
2047 /* peterm: added following line */
2048 if (op->flag [FLAG_CONFUSED] && dir)
2049 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2050
2051 op->facing = dir;
2052
2053 if (op->flag [FLAG_HIDDEN])
2054 do_hidden_move (op);
2055
2056 bool retval;
2057 int pick = 0;
2058
2059 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2060 retval = RESULT_INT (0);
2061 else if (op->contr->fire_on)
2062 retval = fire (op, dir);
2063 else
2064 {
2065 retval = move_player_attack (op, dir);
2066 pick = check_pick (op);
2067 }
2068
2069 /* Add special check for newcs players and fire on - this way, the
2070 * server can handle repeat firing.
2071 */
2072 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2073 op->direction = dir;
2074 else
2075 op->direction = 0;
2076
2077 /* Update how the player looks. Use the facing, so direction may
2078 * get reset to zero. This allows for full animation capabilities
2079 * for players.
2080 */
2081 animate_object (op, op->facing);
2082
2083 return retval;
2084 }
2085
2086 /* This is similar to handle_player, below, but is only used by the
2087 * new client/server stuff.
2088 * This is sort of special, in that the new client/server actually uses
2089 * the new speed values for commands.
2090 *
2091 * Returns true if there are more actions we can do. Should not do
2092 * many actions in a row, as that would be too unfair to other
2093 * players.
2094 */
2095 bool
2096 handle_newcs_player (object *op)
2097 {
2098 if (op->flag [FLAG_SCARED])
2099 {
2100 if (op->speed_left > 0.f)
2101 {
2102 --op->speed_left;
2103 flee_player (op);
2104
2105 return true;
2106 }
2107 else
2108 return false;
2109 }
2110
2111 /* call this here - we also will call this in do_ericserver, but
2112 * the players time has been increased when doericserver has been
2113 * called, so we recheck it here.
2114 */
2115 if (op->contr->ns->handle_command ())
2116 return true;
2117
2118 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2119 return move_player (op, op->direction);
2120
2121 return false;
2122 }
2123
2124 static int
2125 save_life (object *op)
2126 {
2127 if (!op->flag [FLAG_LIFESAVE])
2128 return 0;
2129
2130 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2131 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2132 {
2133 op->play_sound (sound_find ("ob_evaporate"));
2134 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2135
2136 tmp->destroy ();
2137 op->clr_flag (FLAG_LIFESAVE);
2138
2139 if (op->stats.hp < 0)
2140 op->stats.hp = op->stats.maxhp;
2141
2142 if (op->stats.food < 0)
2143 op->stats.food = MAX_FOOD;
2144
2145 op->update_stats ();
2146 return 1;
2147 }
2148
2149 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2150 op->clr_flag (FLAG_LIFESAVE);
2151 enter_player_savebed (op); /* bring him home. */
2152 return 0;
2153 }
2154
2155 /* This goes throws the inventory and removes unpaid objects, and puts them
2156 * back in the map (location and map determined by values of env). This
2157 * function will descend into containers. op is the object to start the search
2158 * from.
2159 */
2160 static void
2161 drop_unpaid_items (object *op, object *env)
2162 {
2163 while (op)
2164 {
2165 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2166
2167 if (op->flag [FLAG_UNPAID])
2168 op->insert_at (env);
2169 else if (op->inv)
2170 drop_unpaid_items (op->inv, env);
2171
2172 op = next;
2173 }
2174 }
2175
2176 void
2177 object::drop_unpaid_items ()
2178 {
2179 if (!flag [FLAG_REMOVED])
2180 ::drop_unpaid_items (inv, this);
2181 }
2182
2183 void
2184 do_some_living (object *op)
2185 {
2186 int last_food = op->stats.food;
2187 int gen_hp, gen_sp, gen_grace;
2188 int rate_hp = 1200;
2189 int rate_sp = 2500;
2190 int rate_grace = 2000;
2191 const int max_hp = 1;
2192 const int max_sp = 1;
2193 const int max_grace = 1;
2194
2195 #if 0
2196 if (op->contr->hidden)
2197 {
2198 op->invisible = 1000;
2199 /* the socket code flashes the player visible/invisible
2200 * depending on the value of invisible, so we need to
2201 * alternate it here for it to work correctly.
2202 */
2203 if (server_tick & 2)
2204 op->invisible--;
2205 }
2206 else
2207 #endif
2208 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2209 {
2210 if (!op->invisible--)
2211 {
2212 make_visible (op);
2213 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2214 }
2215 }
2216
2217 if (op->contr->ns->state == ST_PLAYING)
2218 {
2219 /* these next three if clauses make it possible to SLOW DOWN
2220 hp/grace/spellpoint regeneration. */
2221 if (op->contr->gen_hp >= 0)
2222 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2223 else
2224 {
2225 gen_hp = op->stats.maxhp;
2226 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2227 }
2228
2229 if (op->contr->gen_sp >= 0)
2230 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2231 else
2232 {
2233 gen_sp = op->stats.maxsp;
2234 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2235 }
2236
2237 if (op->contr->gen_grace >= 0)
2238 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2239 else
2240 {
2241 gen_grace = op->stats.maxgrace;
2242 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2243 }
2244
2245 /* Regenerate Grace */
2246 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2247 if (--op->last_grace < 0)
2248 {
2249 if (op->stats.grace < op->stats.maxgrace / 2)
2250 op->stats.grace++; /* no penalty in food for regaining grace */
2251
2252 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2253
2254 if (max_grace > 1)
2255 {
2256 int over_grace = temp / rate_grace;
2257
2258 if (over_grace > 0)
2259 {
2260 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2261 op->last_grace = 0;
2262 }
2263 else
2264 op->last_grace = rate_grace / temp;
2265 }
2266 else
2267 op->last_grace = rate_grace / temp;
2268
2269 /* wearing stuff doesn't detract from grace generation. */
2270 }
2271
2272 if (op->stats.food > 0)
2273 {
2274 /* Regenerate Spell Points */
2275 if (!op->contr->golem && --op->last_sp < 0)
2276 {
2277 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2278
2279 if (op->stats.sp < op->stats.maxsp)
2280 {
2281 op->stats.sp++;
2282
2283 /* dms do not consume food */
2284 if (!op->flag [FLAG_WIZ])
2285 {
2286 op->stats.food--;
2287
2288 if (op->contr->digestion < 0)
2289 op->stats.food += op->contr->digestion;
2290 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2291 op->stats.food = last_food;
2292 }
2293 }
2294
2295 if (max_sp > 1)
2296 {
2297 int over_sp = (gen_sp + 10) / rate_sp;
2298 if (over_sp > 0)
2299 {
2300 if (op->stats.sp < op->stats.maxsp)
2301 {
2302 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2303
2304 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2305 op->stats.sp--;
2306
2307 if (op->stats.sp > op->stats.maxsp)
2308 op->stats.sp = op->stats.maxsp;
2309 }
2310
2311 op->last_sp = 0;
2312 }
2313 else
2314 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2315 }
2316 else
2317 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2318 }
2319
2320 /* Regenerate Hit Points */
2321 if (--op->last_heal < 0)
2322 {
2323 if (op->stats.hp < op->stats.maxhp)
2324 {
2325 op->stats.hp++;
2326
2327 /* dms do not consume food */
2328 if (!op->flag [FLAG_WIZ])
2329 {
2330 op->stats.food--;
2331
2332 if (op->contr->digestion < 0)
2333 op->stats.food += op->contr->digestion;
2334 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2335 op->stats.food = last_food;
2336 }
2337 }
2338
2339 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2340
2341 if (max_hp > 1)
2342 {
2343 int over_hp = temp / rate_hp;
2344
2345 if (over_hp > 0)
2346 {
2347 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2348 op->last_heal = 0;
2349 }
2350 else
2351 op->last_heal = rate_hp / temp;
2352 }
2353 else
2354 op->last_heal = rate_hp / temp;
2355 }
2356 }
2357
2358 /* Digestion */
2359 if (--op->last_eat < 0)
2360 {
2361 int bonus = max (0, op->contr->digestion),
2362 penalty = max (0, -op->contr->digestion);
2363
2364 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2365
2366 /* dms do not consume food */
2367 if (!op->flag [FLAG_WIZ])
2368 op->stats.food--;
2369 }
2370
2371 if (op->stats.food < 0 && op->stats.hp >= 0)
2372 {
2373 object *flesh = 0;
2374
2375 for_inv_removable (op, tmp)
2376 {
2377 if (tmp->flag [FLAG_UNPAID])
2378 continue;
2379
2380 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2381 {
2382 op->statusmsg ("You blindly grab for a bite of food. "
2383 "H<To prevent you from starving, you ate some random item from your backpack.>");
2384 op->apply (tmp);
2385
2386 if (op->stats.food >= 0 || op->stats.hp < 0)
2387 break;
2388 }
2389 else if (tmp->type == FLESH)
2390 flesh = tmp;
2391 }
2392
2393 /* If player is still starving, it means they don't have any food, so
2394 * eat flesh instead.
2395 */
2396 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2397 {
2398 op->statusmsg ("You blindly grab for a bite of food. "
2399 "H<To prevent you from starving, you ate some random item from your backpack.>");
2400 op->apply (flesh);
2401 }
2402
2403 // If player is still starving, alert him!
2404 if (op->stats.food < 0)
2405 op->failmsg ("You are starving! "
2406 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2407 }
2408
2409 if (op->stats.food < 0)
2410 {
2411 op->stats.hp += op->stats.food;
2412 op->stats.food = 0;
2413
2414 if (op->stats.hp < 0)
2415 {
2416 op->contr->killer = archetype::get ("killer_starvation");
2417 op->contr->killer->destroy ();
2418 }
2419 }
2420
2421 /* killer should be set here already */
2422 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2423 kill_player (op);
2424 }
2425 }
2426
2427 /* If the player should die (lack of hp, food, etc), we call this.
2428 * op is the player in jeopardy. If the player can not be saved (not
2429 * permadeath, no lifesave), this will take care of removing the player
2430 * file.
2431 */
2432 void
2433 kill_player (object *op)
2434 {
2435 int x, y;
2436 maptile *map; /* this is for resurrection */
2437 int will_kill_again;
2438 archetype *at;
2439 object *tmp;
2440
2441 if (save_life (op))
2442 return;
2443
2444 dynbuf_text deathtab;
2445
2446 /* restore player */
2447 at = archetype::find (shstr_poisoning);
2448 if (object *tmp = present_arch_in_ob (at, op))
2449 {
2450 tmp->destroy ();
2451 deathtab << "Your body feels cleansed...\r";
2452 }
2453
2454 at = archetype::find (shstr_confusion);
2455 if (object *tmp = present_arch_in_ob (at, op))
2456 {
2457 tmp->destroy ();
2458 deathtab << "Your mind feels clearer...\r";
2459 }
2460
2461 cure_disease (op, 0, 0); /* remove any disease */
2462
2463 max_it (op->stats.hp , op->stats.maxhp);
2464 max_it (op->stats.sp , op->stats.maxsp);
2465 max_it (op->stats.grace, op->stats.maxgrace);
2466 max_it (op->stats.food , 200);
2467
2468 // remove all spell effects that are active
2469 // to avoid long-term effects such as word-of-recall
2470 for (object *item = op->inv; item; )
2471 {
2472 object *next = item->below;
2473
2474 if (item->type == SPELL_EFFECT && item->active)
2475 item->destroy ();
2476
2477 item = next;
2478 }
2479
2480 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2481 * in cities ONLY!!! It is very important that this doesn't get abused.
2482 * Look at op_on_battleground() for more info --AndreasV
2483 */
2484 if (op_on_battleground (op, &x, &y))
2485 {
2486 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2487
2488 /* create a bodypart-trophy to make the winner happy */
2489 object *tmp = archetype::find (shstr_finger)->instance ();
2490
2491 tmp->name = format ("%s's finger" , &op->name);
2492 tmp->name_pl = format ("%s's fingers", &op->name);
2493 tmp->msg = format (
2494 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2495 &op->name, op->contr->title,
2496 (int)op->level,
2497 op->contr->killer_name ()
2498 );
2499 tmp->value = 0, tmp->type = 0;
2500 tmp->material = name_to_material (shstr_organic);
2501 tmp->insert_at (op, tmp);
2502
2503 /* teleport defeated player to new destination */
2504 transfer_ob (op, x, y, 0, NULL);
2505 op->contr->braced = 0;
2506
2507 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2508 return;
2509 }
2510
2511 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2512 deathtab << "T<YOU HAVE DIED>\n\n";
2513
2514 INVOKE_PLAYER (DEATH, op->contr);
2515
2516 command_kill_pets (op, 0);
2517
2518 op->contr->play_sound (sound_find ("player_dies"));
2519
2520 /* save the map location for corpse, gravestone */
2521 x = op->x;
2522 y = op->y;
2523 map = op->map;
2524
2525 /* NOT_PERMADEATH code. This basically brings the character back to
2526 * life if they are dead - it takes some exp and a random stat.
2527 * See the config.h file for a little more in depth detail about this.
2528 */
2529
2530 /* Basically two ways to go - remove a stat permanently, or just
2531 * make it depletion. This bunch of code deals with that aspect
2532 * of death.
2533 */
2534 #ifndef COZY_SERVER
2535 if (settings.balanced_stat_loss)
2536 {
2537 /* If stat loss is permanent, lose one stat only. */
2538 /* Lower level chars don't lose as many stats because they suffer
2539 more if they do. */
2540 /* Higher level characters can afford things such as potions of
2541 restoration, or better, stat potions. So we slug them that
2542 little bit harder. */
2543 /* GD */
2544 if (settings.stat_loss_on_death)
2545 num_stats_lose = 1;
2546 else
2547 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2548 }
2549 else
2550 num_stats_lose = 1;
2551
2552 lost_a_stat = 0;
2553
2554 for (z = 0; z < num_stats_lose; z++)
2555 {
2556 i = rndm (NUM_STATS);
2557
2558 if (settings.stat_loss_on_death)
2559 {
2560 /* Pick a random stat and take a point off it. Tell the player
2561 * what he lost.
2562 */
2563 change_attr_value (&(op->stats), i, -1);
2564 check_stat_bounds (&(op->stats));
2565 change_attr_value (&(op->contr->orig_stats), i, -1);
2566 check_stat_bounds (&(op->contr->orig_stats));
2567 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2568 lost_a_stat = 1;
2569 }
2570 else
2571 {
2572 /* deplete a stat */
2573 archetype *deparch = archetype::find (shstr_depletion);
2574 object *dep;
2575
2576 dep = present_arch_in_ob (deparch, op);
2577 if (!dep)
2578 {
2579 dep = deparch->instance ();
2580 insert_ob_in_ob (dep, op);
2581 }
2582 lose_this_stat = 1;
2583 if (settings.balanced_stat_loss)
2584 {
2585 /* GD */
2586 /* Get the stat that we're about to deplete. */
2587 this_stat = get_attr_value (&(dep->stats), i);
2588 if (this_stat < 0)
2589 {
2590 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2591 int keep_chance = this_stat * this_stat;
2592
2593 /* Yes, I am paranoid. Sue me. */
2594 if (keep_chance < 1)
2595 keep_chance = 1;
2596
2597 /* There is a maximum depletion total per level. */
2598 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2599 {
2600 lose_this_stat = 0;
2601 /* Take loss chance vs keep chance to see if we
2602 retain the stat. */
2603 }
2604 else
2605 {
2606 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2607 lose_this_stat = 0;
2608 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2609 this_stat, keep_chance, loss_chance,
2610 lose_this_stat?"LOSE":"KEEP"); */
2611 }
2612 }
2613 }
2614
2615 if (lose_this_stat)
2616 {
2617 this_stat = get_attr_value (&dep->stats, i);
2618 /* We could try to do something clever like find another
2619 * stat to reduce if this fails. But chances are, if
2620 * stats have been depleted to -50, all are pretty low
2621 * and should be roughly the same, so it shouldn't make a
2622 * difference.
2623 */
2624 if (this_stat >= -50)
2625 {
2626 change_attr_value (&(dep->stats), i, -1);
2627 dep->set_flag (FLAG_APPLIED);
2628 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2629 op->update_stats ();
2630 lost_a_stat = 1;
2631 }
2632 }
2633 }
2634 }
2635
2636 /* If no stat lost, tell the player. */
2637 if (!lost_a_stat)
2638 {
2639 /* determine_god() seems to not work sometimes... why is this?
2640 Should I be using something else? GD */
2641 shstr_tmp god = determine_god (op);
2642
2643 if (god != shstr_none)
2644 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2645 else
2646 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2647 }
2648 #else
2649 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2650 #endif
2651
2652 /* Put a gravestone up where the character 'almost' died. List the
2653 * exp loss on the stone.
2654 */
2655 tmp = archetype::find (shstr_gravestone)->instance ();
2656 tmp->name = format ("%s's gravestone", &op->name);
2657 tmp->name_pl = format ("%s's gravestones", &op->name);
2658 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2659 &op->name, op->contr->title, op->contr->killer_name ());
2660 tmp->x = op->x, tmp->y = op->y;
2661 insert_ob_in_map (tmp, op->map, NULL, 0);
2662
2663 /**************************************/
2664 /* */
2665 /* Subtract the experience points, */
2666 /* */
2667 /**************************************/
2668
2669 /*add_exp(op, (op->stats.exp * -0.20)); */
2670 apply_death_exp_penalty (op);
2671
2672 /*
2673 * Check to see if the player has any unpaid items. If so, remove them
2674 * and put them back in the map.
2675 */
2676 op->drop_unpaid_items ();
2677
2678 /****************************************/
2679 /* */
2680 /* Move player to his current respawn- */
2681 /* position (usually last savebed) */
2682 /* */
2683 /****************************************/
2684
2685 enter_player_savebed (op);
2686
2687 op->contr->braced = 0;
2688
2689 /* it is possible that the player has blown something up
2690 * at his savebed location, and that can have long lasting
2691 * spell effects. So first see if there is a spell effect
2692 * on the space that might harm the player.
2693 */
2694 will_kill_again = 0;
2695 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2696 if (tmp->type == SPELL_EFFECT)
2697 will_kill_again |= tmp->attacktype;
2698
2699 if (will_kill_again)
2700 {
2701 object *force;
2702 int at;
2703
2704 force = archetype::get (FORCE_NAME);
2705 /* 50 ticks should be enough time for the spell to abate */
2706 force->speed_left = -5.f;
2707 force->set_speed (0.1f);
2708 force->set_flag (FLAG_APPLIED);
2709
2710 for (at = 0; at < NROFATTACKS; at++)
2711 if (will_kill_again & (1 << at))
2712 force->resist[at] = 100;
2713
2714 insert_ob_in_ob (force, op);
2715 op->update_stats ();
2716 }
2717
2718 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2719 }
2720
2721 static void
2722 loot_object (object *op)
2723 { /* Grab and destroy some treasure */
2724 object *tmp, *next;
2725
2726 op->close_container (); /* close open sack first */
2727
2728 for (tmp = op->inv; tmp; tmp = next)
2729 {
2730 next = tmp->below;
2731
2732 if (tmp->invisible)
2733 continue;
2734
2735 tmp->remove ();
2736 tmp->x = op->x, tmp->y = op->y;
2737
2738 if (tmp->type == CONTAINER)
2739 loot_object (tmp); /* empty container to ground */
2740
2741 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2742 {
2743 if (tmp->nrof > 1)
2744 {
2745 tmp->decrease (rndm (1, tmp->nrof - 1));
2746 insert_ob_in_map (tmp, op->map, NULL, 0);
2747 }
2748 else
2749 tmp->destroy ();
2750 }
2751 else
2752 insert_ob_in_map (tmp, op->map, NULL, 0);
2753 }
2754 }
2755
2756 /*
2757 * fix_weight(): Check recursively the weight of all players, and fix
2758 * what needs to be fixed. Refresh windows and fix speed if anything
2759 * was changed.
2760 */
2761 void
2762 fix_weight ()
2763 {
2764 for_all_players (pl)
2765 {
2766 weight_t old = pl->ob->carrying;
2767
2768 pl->ob->update_weight ();
2769
2770 if (old != pl->ob->carrying)
2771 {
2772 pl->ob->update_stats ();
2773 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2774 }
2775 }
2776 }
2777
2778 void
2779 fix_luck ()
2780 {
2781 for_all_players (pl)
2782 if (!pl->ob->contr->ns->state)
2783 pl->ob->change_luck (0);
2784 }
2785
2786 /* cast_dust() - handles op throwing objects of type 'DUST'.
2787 * This is much simpler in the new spell code - we basically
2788 * just treat this as any other spell casting object.
2789 */
2790 void
2791 cast_dust (object *op, object *throw_ob, int dir)
2792 {
2793 object *skop, *spob;
2794
2795 skop = find_skill_by_name (op, throw_ob->skill);
2796
2797 /* casting POTION 'dusts' is really a use_magic_item skill */
2798 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2799 {
2800 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2801 return;
2802 }
2803
2804 spob = throw_ob->inv;
2805
2806 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2807 // not pass NULL to cast_spell (which did indeed check itself, but
2808 // errors should be reported as early as possible IMHO)
2809 if (!spob)
2810 {
2811 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2812 return;
2813 }
2814
2815 if (op->type == PLAYER)
2816 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2817
2818 cast_spell (op, throw_ob, dir, spob, NULL);
2819
2820 throw_ob->destroy ();
2821 }
2822
2823 void
2824 make_visible (object *op)
2825 {
2826 op->flag [FLAG_HIDDEN] = 0;
2827 op->invisible = 0;
2828
2829 if (op->type == PLAYER)
2830 {
2831 op->contr->tmp_invis = 0;
2832 op->contr->invis_race = 0;
2833 }
2834
2835 update_object (op, UP_OBJ_CHANGE);
2836 }
2837
2838 int
2839 is_true_undead (object *op)
2840 {
2841 if (op->arch->flag [FLAG_UNDEAD])
2842 return 1;
2843
2844 return 0;
2845 }
2846
2847 /* look at the surrounding terrain to determine
2848 * the hideability of this object. Positive levels
2849 * indicate greater hideability.
2850 */
2851 int
2852 hideability (object *ob)
2853 {
2854 int i, level = 0, mflag;
2855 sint16 x, y;
2856
2857 if (!ob || !ob->map)
2858 return 0;
2859
2860 /* so, on normal lighted maps, its hard to hide */
2861 level = ob->map->darklevel () - 2;
2862
2863 /* this also picks up whether the object is glowing.
2864 * If you carry a light on a non-dark map, its not
2865 * as bad as carrying a light on a pitch dark map */
2866 if (ob->has_carried_lights ())
2867 level = -(10 + (2 * ob->map->darklevel ()));
2868
2869 /* scan through all nearby squares for terrain to hide in */
2870 for (i = 0, x = ob->x, y = ob->y;
2871 i <= SIZEOFFREE1;
2872 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2873 {
2874 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
2875 if (mflag & P_OUT_OF_MAP)
2876 continue;
2877
2878 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
2879 level += 2;
2880 else /* open terrain! */
2881 level -= 1;
2882 }
2883
2884 #if 0
2885 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
2886 #endif
2887 return level;
2888 }
2889
2890 /* For Hidden creatures - a chance of becoming 'unhidden'
2891 * every time they move - as we subtract off 'invisibility'
2892 * AND, for players, if they move into a ridiculously unhideable
2893 * spot (surrounded by clear terrain in broad daylight). -b.t.
2894 */
2895 void
2896 do_hidden_move (object *op)
2897 {
2898 int hide = 0;
2899
2900 if (!op || !op->map)
2901 return;
2902
2903 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2904 int num = random_roll (0, 19, op, PREFER_LOW);
2905
2906 /* its *extremely* hard to run and sneak/hide at the same time! */
2907 if (op->type == PLAYER && op->contr->run_on)
2908 if (!skop || num >= skop->level)
2909 {
2910 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
2911 make_visible (op);
2912 return;
2913 }
2914 else
2915 num += 20;
2916
2917 num += op->map->difficulty;
2918 hide = hideability (op); /* modify by terrain hidden level */
2919 num -= hide;
2920
2921 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2922 {
2923 make_visible (op);
2924
2925 if (op->type == PLAYER)
2926 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2927 }
2928 else if (op->type == PLAYER && skop)
2929 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
2930 }
2931
2932 /* determine if who is standing near a hostile creature. */
2933
2934 int
2935 stand_near_hostile (object *who)
2936 {
2937 object *tmp = NULL;
2938 int i, friendly = 0, player = 0, mflags;
2939 maptile *m;
2940 sint16 x, y;
2941
2942 if (!who)
2943 return 0;
2944
2945 if (who->type == PLAYER)
2946 player = 1;
2947
2948 else
2949 friendly = who->flag [FLAG_FRIENDLY];
2950
2951 /* search adjacent squares */
2952 for (i = 1; i < 9; i++)
2953 {
2954 x = who->x + freearr_x[i];
2955 y = who->y + freearr_y[i];
2956 m = who->map;
2957 mflags = get_map_flags (m, &m, x, y, &x, &y);
2958 /* space must be blocked if there is a monster. If not
2959 * blocked, don't need to check this space.
2960 */
2961 if (mflags & P_OUT_OF_MAP)
2962 continue;
2963 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2964 continue;
2965
2966 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2967 {
2968 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2969 return 1;
2970 else if (tmp->type == PLAYER)
2971 return 1;
2972 }
2973 }
2974 return 0;
2975 }
2976
2977 /* check the player los field for viewability of the
2978 * object op. This function works fine for monsters,
2979 * but we dont worry if the object isnt the top one in
2980 * a pile (say a coin under a table would return "viewable"
2981 * by this routine). Another question, should we be
2982 * concerned with the direction the player is looking
2983 * in? Realistically, most of us can't see stuff behind
2984 * our backs...on the other hand, does the "facing" direction
2985 * imply the way your head, or body is facing? It's possible
2986 * for them to differ. Sigh, this fctn could get a bit more complex.
2987 * -b.t.
2988 * This function is now map tiling safe.
2989 */
2990 int
2991 player_can_view (object *pl, object *op)
2992 {
2993 rv_vector rv;
2994 int dx, dy;
2995
2996 if (pl->type != PLAYER)
2997 {
2998 LOG (llevError, "player_can_view() called for non-player object\n");
2999 return -1;
3000 }
3001
3002 if (!pl || !op)
3003 return 0;
3004
3005 op = op->head_ ();
3006
3007 get_rangevector (pl, op, &rv, 0x1);
3008
3009 /* starting with the 'head' part, lets loop
3010 * through the object and find if it has any
3011 * part that is in the los array but isn't on
3012 * a blocked los square.
3013 * we use the archetype to figure out offsets.
3014 */
3015 while (op)
3016 {
3017 dx = rv.distance_x + op->arch->x;
3018 dy = rv.distance_y + op->arch->y;
3019
3020 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3021 return 1;
3022
3023 op = op->more;
3024 }
3025
3026 return 0;
3027 }
3028
3029 /* op_on_battleground - checks if the given object op (usually
3030 * a player) is standing on a valid battleground-tile,
3031 * function returns TRUE/FALSE. If true x, y returns the battleground
3032 * -exit-coord. (and if x, y not NULL)
3033 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3034 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3035 * Default is to do the same as before, so only people wanting to have different points need worry about this
3036 */
3037 int
3038 op_on_battleground (object *op, int *x, int *y)
3039 {
3040 /* A battleground-tile needs the following attributes to be valid:
3041 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3042 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3043 * and the exit-coordinates sp/hp must both be > 0.
3044 * => The intention here is to prevent abuse of the battleground-
3045 * feature (like pickable or hidden battleground tiles). */
3046 for (object *tmp = op->below; tmp; tmp = tmp->below)
3047 {
3048 if (tmp->flag [FLAG_IS_FLOOR])
3049 {
3050 if (tmp->flag [FLAG_NO_PICK]
3051 && tmp->type == BATTLEGROUND
3052 && tmp->name == shstr_battleground
3053 && EXIT_X (tmp) && EXIT_Y (tmp))
3054 {
3055 /* before we assign the exit, check if this is a teambattle */
3056 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3057 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3058 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3059 {
3060 if (x && y)
3061 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3062
3063 return 1;
3064 }
3065
3066 if (x && y)
3067 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3068
3069 return 1;
3070 }
3071 }
3072 }
3073
3074 /* If we got here, did not find a battleground */
3075 return 0;
3076 }
3077
3078 /*
3079 * When a dragon-player gains a new stage of evolution,
3080 * he gets some treasure
3081 *
3082 * attributes:
3083 * object *who the dragon player
3084 * int atnr the attack-number of the ability focus
3085 * int level ability level
3086 */
3087 void
3088 dragon_ability_gain (object *who, int atnr, int level)
3089 {
3090 treasurelist *trlist = NULL; /* treasurelist */
3091 treasure *tr; /* treasure */
3092 object *tmp, *skop; /* tmp. object */
3093 object *item; /* treasure object */
3094 char buf[MAX_BUF]; /* tmp. string buffer */
3095 int i = 0, j = 0;
3096
3097 /* get the appropriate treasurelist */
3098 if (atnr == ATNR_FIRE)
3099 trlist = treasurelist::find (shstr_dragon_ability_fire);
3100 else if (atnr == ATNR_COLD)
3101 trlist = treasurelist::find (shstr_dragon_ability_cold);
3102 else if (atnr == ATNR_ELECTRICITY)
3103 trlist = treasurelist::find (shstr_dragon_ability_elec);
3104 else if (atnr == ATNR_POISON)
3105 trlist = treasurelist::find (shstr_dragon_ability_poison);
3106
3107 if (trlist == NULL || who->type != PLAYER)
3108 return;
3109
3110 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3111
3112 if (!tr || !tr->item)
3113 {
3114 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3115 return;
3116 }
3117
3118 /* everything seems okay - now bring on the gift: */
3119 item = tr->item;
3120
3121 if (item->type == SPELL)
3122 {
3123 if (check_spell_known (who, item->name))
3124 return;
3125
3126 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3127 do_learn_spell (who, item, 0);
3128 return;
3129 }
3130
3131 /* grant direct spell */
3132 if (item->type == SPELLBOOK)
3133 {
3134 if (!item->inv)
3135 {
3136 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3137 return;
3138 }
3139 if (check_spell_known (who, item->inv->name))
3140 return;
3141 if (item->invisible)
3142 {
3143 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3144 do_learn_spell (who, item->inv, 0);
3145 return;
3146 }
3147 }
3148 else if (item->type == SKILL_TOOL && item->invisible)
3149 {
3150 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3151 {
3152
3153 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3154 * in this way, if the player is missing any of the attacktypes, he gets
3155 * them. As it is now, if the player has any that match the granted skill,
3156 * but not all of them, he gets nothing.
3157 */
3158 if (!(skop->attacktype & item->attacktype))
3159 {
3160 /* Give new attacktype */
3161 skop->attacktype |= item->attacktype;
3162
3163 /* always add physical if there's none */
3164 skop->attacktype |= AT_PHYSICAL;
3165
3166 if (item->msg != NULL)
3167 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3168
3169 /* Give player new face */
3170 if (item->animation_id)
3171 {
3172 who->face = skop->face;
3173 who->animation_id = item->animation_id;
3174 who->anim_speed = item->anim_speed;
3175 who->last_anim = 0;
3176 who->state = 0;
3177 animate_object (who, who->direction);
3178 }
3179 }
3180 }
3181 }
3182 else if (item->type == FORCE)
3183 {
3184 /* forces in the treasurelist can alter the player's stats */
3185 object *skin;
3186
3187 /* first get the dragon skin force */
3188 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3189 ;
3190
3191 if (!skin)
3192 return;
3193
3194 /* adding new spellpath attunements */
3195 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3196 {
3197 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3198
3199 /* print message */
3200 sprintf (buf, "You feel attuned to ");
3201 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3202 {
3203 if (item->path_attuned & (1 << i))
3204 {
3205 if (j)
3206 strcat (buf, " and ");
3207 else
3208 j = 1;
3209 strcat (buf, spellpathnames[i]);
3210 }
3211 }
3212
3213 strcat (buf, ".");
3214 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3215 }
3216
3217 /* evtl. adding flags: */
3218 if (item->flag [FLAG_XRAYS])
3219 skin->set_flag (FLAG_XRAYS);
3220 if (item->flag [FLAG_STEALTH])
3221 skin->set_flag (FLAG_STEALTH);
3222 if (item->flag [FLAG_SEE_IN_DARK])
3223 skin->set_flag (FLAG_SEE_IN_DARK);
3224
3225 /* print message if there is one */
3226 if (item->msg != NULL)
3227 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3228 }
3229 else
3230 {
3231 /* generate misc. treasure */
3232 tmp = tr->item->instance ();
3233 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3234 who->insert (tmp);
3235 }
3236 }
3237
3238 //-GPL
3239
3240 sint8
3241 player::darkness_at (maptile *map, int x, int y) const
3242 {
3243 if (!ns)
3244 return LOS_BLOCKED;
3245
3246 int dx, dy;
3247 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3248 return LOS_BLOCKED;
3249
3250 x += dx - ns->current_x;
3251 y += dy - ns->current_y;
3252
3253 return blocked_los (x, y);
3254 }
3255
3256 void
3257 player::infobox (const char *title, const char *msg, int color)
3258 {
3259 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3260 }
3261
3262 void
3263 player::statusmsg (const char *msg, int color)
3264 {
3265 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3266 }
3267
3268 void
3269 player::failmsg (const char *msg, int color)
3270 {
3271 play_sound (sound_find ("generic_failure"));
3272 statusmsg (msg, color);
3273 }
3274
3275 void
3276 object::failmsgf (const char *format, ...)
3277 {
3278 if (!contr)
3279 return;
3280
3281 va_list ap;
3282 va_start (ap, format);
3283 contr->failmsg (vformat (format, ap));
3284 va_end (ap);
3285 }
3286
3287 void
3288 player::failmsgf (const char *format, ...)
3289 {
3290 va_list ap;
3291 va_start (ap, format);
3292 failmsg (vformat (format, ap));
3293 va_end (ap);
3294 }
3295