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Revision: 1.299
Committed: Sat Sep 16 21:55:51 2017 UTC (6 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.298: +3 -1 lines
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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 {
239 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
240 // temporarily backed out patchset 4025 to see if THIS change causes crashes
241 //ob->contr = 0;
242 ob->destroy ();
243 }
244
245 ob = observe = viewpoint = 0;
246 }
247
248 player::~player ()
249 {
250 /* Clear item stack */
251 free (stack_items);
252 }
253
254 /*
255 * get_player_archetype() return next player archetype from archetype
256 * list. Not very efficient routine, but used only creating new players.
257 * Note: there MUST be at least one player archetype!
258 */
259 static archetype *
260 get_player_archetype (archetype *at)
261 {
262 // archetypes could have been reloaded
263 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
264
265 if (!nat)
266 return at;
267
268 archvec::iterator i = archetypes.find (nat);
269
270 for (;;)
271 {
272 if (++i == archetypes.end ())
273 i = archetypes.begin ();
274 else if (*i == at)
275 cleanup ("not a single player archetype found");
276
277 if ((*i)->type == PLAYER)
278 return *i;
279 }
280 }
281
282 /* Tries to add player on the connection passed in ns.
283 * All we can really get in this is some settings like host and display
284 * mode.
285 */
286 player *
287 player::create ()
288 {
289 player *pl = new player;
290
291 pl->set_object (get_player_archetype (0)->instance ());
292
293 pl->ob->roll_stats ();
294 pl->ob->stats.wc = 2;
295 pl->ob->run_away = 25; /* Then we panick... */
296
297 set_first_map (pl->ob);
298
299 return pl;
300 }
301
302 object *
303 get_nearest_player (object *mon)
304 {
305 object *op = NULL;
306 objectlink *ol;
307 unsigned lastdist;
308 rv_vector rv;
309
310 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
311 {
312 if (!can_detect_enemy (mon, ol->ob, &rv))
313 continue;
314
315 if (lastdist > rv.distance)
316 {
317 op = ol->ob;
318 lastdist = rv.distance;
319 }
320 }
321
322 for_all_players (pl)
323 if (can_detect_enemy (mon, pl->ob, &rv))
324 if (lastdist > rv.distance)
325 {
326 op = pl->ob;
327 lastdist = rv.distance;
328 }
329
330 #if 0
331 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
332 #endif
333 return op;
334 }
335
336 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
337 * result in a monster paths backtracking. It basically determines how large a
338 * detour a monster will take from the direction path when looking
339 * for a path to the player. The values are in the amount of direction
340 * the deviation is
341 */
342 #define DETOUR_AMOUNT 2
343
344 /* This is used to prevent infinite loops. Consider a case where the
345 * player is in a chamber (with gate closed), and monsters are outside.
346 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
347 * find a path into the chamber. This is a good thing, but since there
348 * is no real path, it will just keep circling the chamber for
349 * ever (this could be a nice effect for monsters, but not for the function
350 * to get stuck in. I think for the monsters, if max is reached and
351 * we return the first direction the creature could move would result in the
352 * circling behaviour. Unfortunately, this function is also used to determined
353 * if the creature should cast a spell, so returning a direction in that case
354 * is probably not a good thing.
355 */
356 #define MAX_SPACES 50
357
358 /*
359 * Returns the direction to the player, if valid. Returns 0 otherwise.
360 * modified to verify there is a path to the player. Does this by stepping towards
361 * player and if path is blocked then see if blockage is close enough to player that
362 * direction to player is changed (ie zig or zag). Continue zig zag until either
363 * reach player or path is blocked. Thus, will only return true if there is a free
364 * path to player. Though path may not be a straight line. Note that it will find
365 * player hiding along a corridor at right angles to the corridor with the monster.
366 *
367 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
368 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
369 * down corriders.
370 * 2) I think the old code was broken if the first direction the monster
371 * should move was blocked - the code would store the first direction without
372 * verifying that the player can actually move in that direction. The new
373 * code does not store anything in firstdir until we have verified that the
374 * monster can in fact move one space in that direction.
375 * 3) I'm not sure how good this code will be for moving multipart monsters,
376 * since only simple checks to blocked are being called, which could mean the monster
377 * is blocking itself.
378 */
379 int
380 path_to_player (object *mon, object *pl, unsigned mindiff)
381 {
382 rv_vector rv;
383 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
384
385 get_rangevector (mon, pl, &rv, 0);
386
387 if (rv.distance < mindiff)
388 return 0;
389
390 mapxy pos (mon);
391 dir = rv.direction;
392 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
393 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
394
395 /* If we can't solve it within the search distance, return now. */
396 if (diff > max)
397 return 0;
398
399 while (diff > 1 && max > 0)
400 {
401 mapxy lastpos = pos;
402
403 pos.move (dir);
404
405 /* Space is blocked - try changing direction a little */
406 if (!pos.normalise ()
407 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
408 && blocked_link (mon, pos.m, pos.x, pos.y)))
409 {
410 /* recalculate direction from last good location. Possible
411 * we were not traversing ideal location before.
412 */
413 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
414 if (rv.direction != dir)
415 {
416 /* OK - says direction should be different - lets reset the
417 * the values so it will try again.
418 */
419 pos = lastpos;
420 dir = firstdir = rv.direction;
421 }
422 else
423 {
424 /* direct path is blocked - try taking a side step to
425 * either the left or right.
426 * Note increase the values in the loop below to be
427 * more than -1/1 respectively will mean the monster takes
428 * bigger detour. Have to be careful about these values getting
429 * too big (3 or maybe 4 or higher) as the monster may just try
430 * stepping back and forth
431 */
432 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
433 {
434 if (i == 0)
435 continue; /* already did this, so skip it */
436
437 /* Use lastdir here - otherwise,
438 * since the direction that the creature should move in
439 * may change, you could get infinite loops.
440 * ie, player is northwest, but monster can only
441 * move west, so it does that. It goes some distance,
442 * gets blocked, finds that it should move north,
443 * can't do that, but now finds it can move east, and
444 * gets back to its original point. lastdir contains
445 * the last direction the creature has successfully
446 * moved.
447 */
448 pos = lastpos;
449 pos.move (absdir (lastdir + i));
450
451 if (!pos.normalise ())
452 continue;
453
454 mapspace &ms = *pos;
455
456 if (ms.flags () & P_BLOCKSVIEW)
457 continue;
458
459 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
460 continue;
461
462 if (blocked_link (mon, pos.m, pos.x, pos.y))
463 break;
464 }
465
466 /* go through entire loop without finding a valid
467 * sidestep to take - thus, no valid path.
468 */
469 if (i == DETOUR_AMOUNT + 1)
470 return 0;
471
472 diff--;
473 lastdir = dir;
474 max--;
475 if (!firstdir)
476 firstdir = dir + i;
477 } /* else check alternate directions */
478 } /* if blocked */
479 else
480 {
481 /* we moved towards creature, so diff is less */
482 diff--;
483 max--;
484 lastdir = dir;
485
486 if (!firstdir)
487 firstdir = dir;
488 }
489
490 if (diff <= 1)
491 {
492 /* Recalculate diff (distance) because we may not have actually
493 * headed toward player for entire distance.
494 */
495 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
496 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
497 }
498
499 if (diff > max)
500 return 0;
501 }
502
503 /* If we reached the max, didn't find a direction in time */
504 if (!max)
505 return 0;
506
507 return firstdir;
508 }
509
510 void
511 give_initial_items (object *pl, treasurelist *items)
512 {
513 if (pl->randomitems)
514 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
515
516 for (object *next, *op = pl->inv; op; op = next)
517 {
518 next = op->below;
519
520 /* Forces get applied per default, unless they have the
521 * flag "neutral" set. Sorry but I can't think of a better way
522 */
523 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
524 op->set_flag (FLAG_APPLIED);
525
526 /* we never give weapons/armour if these cannot be used
527 * by this player due to race restrictions
528 */
529 if (pl->type == PLAYER)
530 {
531 if ((!pl->flag [FLAG_USE_ARMOUR]
532 &&
533 (op->type == ARMOUR || op->type == BOOTS
534 || op->type == CLOAK || op->type == HELMET
535 || op->type == SHIELD || op->type == GLOVES
536 || op->type == BRACERS || op->type == GIRDLE))
537 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
538 {
539 op->destroy ();
540 continue;
541 }
542 }
543
544 /* Here we remove duplicated skills (as duplicated spell objects have
545 * _very_ confusing effects for players), which could for instance be
546 * generated by multiple treasurelists specifying the same skills.
547 */
548 if (op->type == SKILL)
549 {
550 for (object *tmp = op->below; tmp; tmp = tmp->below)
551 if (tmp->type == op->type && tmp->name == op->name)
552 {
553 op->destroy ();
554 break;
555 }
556
557 if (op->nrof > 1)
558 op->nrof = 1;
559 }
560
561 if (op->type == SPELLBOOK && op->inv)
562 op->inv->clr_flag (FLAG_STARTEQUIP);
563
564 /* Give starting characters identified, uncursed, and undamned
565 * items. Just don't identify gold or silver, or it won't be
566 * merged properly.
567 */
568 if (op->need_identify ())
569 {
570 op->set_flag (FLAG_IDENTIFIED);
571 op->clr_flag (FLAG_CURSED);
572 op->clr_flag (FLAG_DAMNED);
573 }
574
575 if (op->type == SPELL)
576 {
577 op->destroy ();
578 continue;
579 }
580 else if (op->type == SKILL)
581 {
582 op->set_flag (FLAG_CAN_USE_SKILL);
583 op->stats.exp = 0;
584 op->level = 1;
585 }
586 else /* lock all 'normal items by default */
587 op->set_flag (FLAG_INV_LOCKED);
588 } /* for loop of objects in player inv */
589
590 /* Need to set up the skill pointers */
591 pl->contr->link_skills ();
592 }
593
594 void
595 get_party_password (object *op, partylist *party)
596 {
597 if (party == NULL)
598 {
599 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
600 return;
601 }
602
603 op->contr->write_buf[0] = '\0';
604 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
605 op->contr->party_to_join = party;
606 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
607 }
608
609 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
610 static int
611 roll_stat ()
612 {
613 int a[4], i, j, k;
614
615 for (i = 0; i < 4; i++)
616 a[i] = rndm (1, 6);
617
618 for (i = 0, j = 0, k = 7; i < 4; i++)
619 if (a[i] < k)
620 k = a[i], j = i;
621
622 for (i = 0, k = 0; i < 4; i++)
623 if (i != j)
624 k += a[i];
625
626 return k;
627 }
628
629 void
630 object::roll_stats ()
631 {
632 int statsort [NUM_STATS];
633
634 for (;;)
635 {
636 int sum = 0;
637 for (int i = NUM_STATS; i--; )
638 sum += statsort [i] = roll_stat ();
639
640 if (sum >= 82 && sum <= 116)
641 break;
642 }
643
644 // Sort the stats so that rerolling is easier...
645 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
646
647 for (int i = 0; i < NUM_STATS; ++i)
648 stats.stat (i) = statsort [i];
649
650 stats.exp = 0;
651 stats.ac = 0;
652
653 stats.hp = stats.maxhp;
654 stats.sp = stats.maxsp;
655 stats.grace = stats.maxgrace;
656
657 if (contr)
658 {
659 contr->levhp[1] = 9;
660 contr->levsp[1] = 6;
661 contr->levgrace[1] = 3;
662
663 contr->orig_stats = stats;
664 }
665 }
666
667 void
668 object::swap_stats (int a, int b)
669 {
670 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
671
672 for (int i = 0; i < NUM_STATS; ++i)
673 stats.stat (i) = contr->orig_stats.stat (i);
674
675 //TODO: the following code looks so borked and should, at the very least,
676 // be merged with the similar code in roll_stats
677 stats.ac = 0;
678
679 level = 1;
680 stats.exp = 0;
681 stats.ac = 0;
682
683 stats.hp = stats.maxhp;
684 stats.sp = stats.maxsp;
685 stats.grace = stats.maxgrace;
686
687 if (contr)
688 {
689 contr->levhp[1] = 9;
690 contr->levsp[1] = 6;
691 contr->levgrace[1] = 3;
692
693 contr->orig_stats = stats;
694 }
695 }
696
697 static void
698 start_info (object *op)
699 {
700 char buf[MAX_BUF];
701
702 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
703 new_draw_info (NDI_UNIQUE, 0, op, buf);
704 }
705
706 /* This function takes the key that is passed, and does the
707 * appropriate action with it (change race, or other things).
708 * The function name is for historical reasons - now we have
709 * separate race and class; this actually changes the RACE,
710 * not the class.
711 */
712 void
713 player::chargen_race_done ()
714 {
715 /* this must before then initial items are given */
716 esrv_new_player (ob->contr);
717
718 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
719 if (tl)
720 create_treasure (tl, ob, 0, 0, 0);
721
722 INVOKE_PLAYER (BIRTH, ob->contr);
723
724 ob->contr->ns->state = ST_PLAYING;
725
726 if (ob->msg)
727 ob->msg = 0;
728
729 start_info (ob);
730 ob->clr_flag (FLAG_WIZ);
731 give_initial_items (ob, ob->randomitems);
732 esrv_send_inventory (ob, ob);
733 ob->update_stats ();
734
735 /* This moves the player to a different start map, if there
736 * is one for this race
737 */
738 if (*first_map_ext_path)
739 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
740 else
741 LOG (llevDebug, "first_map_ext_path not set\n");
742 }
743
744 /*
745 * Returns true if the given player is a legal class.
746 * The function to add and remove class-bonuses to the stats doesn't
747 * check if the stat becomes negative, thus this function
748 * merely checks that all stats are 1 or more, and returns
749 * false otherwise.
750 */
751 static int
752 allowed_class (const object *op)
753 {
754 return op->stats.Dex > 0
755 && op->stats.Str > 0
756 && op->stats.Con > 0
757 && op->stats.Int > 0
758 && op->stats.Wis > 0
759 && op->stats.Pow > 0
760 && op->stats.Cha > 0;
761 }
762
763 void
764 player::chargen_race_next ()
765 {
766 /* Following actually changes the race - this is the default command
767 * if we don't match with one of the options above.
768 */
769
770 do
771 {
772 shstr name = ob->name;
773 int x = ob->x, y = ob->y;
774
775 ob->remove_statbonus ();
776 ob->remove ();
777 ob->arch = get_player_archetype (ob->arch);
778 ob->arch->copy_to (ob);
779 ob->instantiate ();
780 ob->stats = ob->contr->orig_stats;
781 ob->name = ob->name_pl = name;
782 ob->x = x;
783 ob->y = y;
784 SET_ANIMATION (ob, 2); /* So player faces south */
785 insert_ob_in_map (ob, ob->map, ob, 0);
786 assign (ob->contr->title, ob->arch->object::name);
787 ob->add_statbonus ();
788 }
789 while (!allowed_class (ob));
790
791 update_object (ob, UP_OBJ_FACE);
792 esrv_update_item (UPD_FACE, ob, ob);
793 ob->update_stats ();
794 ob->stats.hp = ob->stats.maxhp;
795 ob->stats.sp = ob->stats.maxsp;
796 ob->stats.grace = 0;
797 }
798
799 static void
800 flee_player (object *op)
801 {
802 int dir, diff;
803 rv_vector rv;
804
805 if (op->stats.hp < 0)
806 {
807 LOG (llevDebug, "Fleeing player is dead.\n");
808 op->clr_flag (FLAG_SCARED);
809 return;
810 }
811
812 if (!op->enemy)
813 {
814 LOG (llevDebug, "Fleeing player had no enemy.\n");
815 op->clr_flag (FLAG_SCARED);
816 return;
817 }
818
819 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
820 {
821 op->enemy = NULL;
822 op->clr_flag (FLAG_SCARED);
823 return;
824 }
825
826 get_rangevector (op, op->enemy, &rv, 0);
827
828 dir = absdir (4 + rv.direction);
829 for (diff = 0; diff < 3; diff++)
830 {
831 int m = 1 - rndm (2) * 2;
832
833 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
834 return;
835 }
836
837 /* Cornered, get rid of scared */
838 op->clr_flag (FLAG_SCARED);
839 op->enemy = NULL;
840 }
841
842 /* check_pick sees if there is stuff to be picked up/picks up stuff.
843 * It returns 1 if the player should keep on moving, 0 if he should
844 * stop.
845 */
846 int
847 check_pick (object *op)
848 {
849 object *tmp, *next;
850 int stop = 0;
851 int wvratio;
852
853 /* if you're flying, you can't pick up anything */
854 if (op->move_type & MOVE_FLYING)
855 return 1;
856
857 next = op->below;
858
859 int cnt = MAX_ITEM_PER_ACTION;
860 #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
861
862 /* loop while there are items on the floor that are not marked as
863 * destroyed */
864 while (next && !next->destroyed ())
865 {
866 tmp = next;
867 next = tmp->below;
868
869 if (cnt <= 0)
870 {
871 op->failmsg ("Couldn't pickup all items at once.");
872 return 0;
873 }
874
875 if (op->destroyed ())
876 return 0;
877
878 if (!can_pick (op, tmp))
879 continue;
880
881 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
882 {
883 if (item_matched_string (op, tmp, op->contr->search_str))
884 CHK_PICK_PICKUP;
885
886 continue;
887 }
888
889 /* pickup handling */
890 if (op->contr->mode & PU_DEBUG)
891 {
892 /* some debugging code to figure out item information */
893 const char *str = tmp->name
894 ? format ("item name: %s item type: %d weight/value: %d",
895 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
896 : format ("item name: %s item type: %d weight/value: %d",
897 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
898
899 new_draw_info (NDI_UNIQUE, 0, op, str);
900 }
901
902 if (op->contr->mode & PU_INHIBIT)
903 return 1;
904
905 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
906 return 1;
907
908 /* philosophy:
909 * It's easy to grab an item type from a pile, as long as it's
910 * generic. This takes no game-time. For more detailed pickups
911 * and selections, select-items should be used. This is a
912 * grab-as-you-run type mode that's really useful for arrows for
913 * example.
914 * The drawback: right now it has no frontend, so you need to
915 * stick the bits you want into a calculator in hex mode and then
916 * convert to decimal and then 'pickup <#>
917 */
918
919 /* the first two modes are exclusive: if NOTHING we return, if
920 * STOP then we stop. All the rest are applied sequentially,
921 * meaning if any test passes, the item gets picked up. */
922
923 /* if mode is set to pick nothing up, return */
924 if (op->contr->mode == PU_NOTHING)
925 return 1;
926
927 /* if mode is set to stop when encountering objects, return */
928 /* take STOP before INHIBIT since it doesn't actually pick
929 * anything up */
930 if (op->contr->mode & PU_STOP)
931 return 0;
932
933 /* useful for going into stores and not losing your settings... */
934 /* and for battles wher you don't want to get loaded down while
935 * fighting */
936 if (op->contr->mode & PU_INHIBIT)
937 return 1;
938
939 /* prevent us from turning into auto-thieves :) */
940 if (tmp->flag [FLAG_UNPAID])
941 continue;
942
943 /* ignore known cursed objects */
944 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
945 continue;
946
947 /* all food and drink if desired */
948 /* question: don't pick up known-poisonous stuff? */
949 if (op->contr->mode & PU_FOOD)
950 if (tmp->type == FOOD)
951 {
952 CHK_PICK_PICKUP;
953 continue;
954 }
955
956 if (op->contr->mode & PU_DRINK)
957 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
958 {
959 CHK_PICK_PICKUP;
960 continue;
961 }
962
963 if (op->contr->mode & PU_POTION)
964 if (tmp->type == POTION)
965 {
966 CHK_PICK_PICKUP;
967 continue;
968 }
969
970 /* spellbooks, skillscrolls and normal books/scrolls */
971 if (op->contr->mode & PU_SPELLBOOK)
972 if (tmp->type == SPELLBOOK)
973 {
974 CHK_PICK_PICKUP;
975 continue;
976 }
977
978 if (op->contr->mode & PU_SKILLSCROLL)
979 if (tmp->type == SKILLSCROLL)
980 {
981 CHK_PICK_PICKUP;
982 continue;
983 }
984
985 if (op->contr->mode & PU_READABLES)
986 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
987 {
988 CHK_PICK_PICKUP;
989 continue;
990 }
991
992 /* wands/staves/rods/horns */
993 if (op->contr->mode & PU_MAGIC_DEVICE)
994 if (tmp->type == WAND
995 || tmp->type == ROD
996 || tmp->type == HORN
997 || tmp->type == POWER_CRYSTAL)
998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1002
1003 /* pick up all magical items */
1004 if (op->contr->mode & PU_MAGICAL)
1005 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1006 && !tmp->flag [FLAG_KNOWN_CURSED])
1007 {
1008 CHK_PICK_PICKUP;
1009 continue;
1010 }
1011
1012 if (op->contr->mode & PU_VALUABLES)
1013 {
1014 if (tmp->type == MONEY || tmp->type == GEM)
1015 {
1016 CHK_PICK_PICKUP;
1017 continue;
1018 }
1019 }
1020
1021 /* rings & amulets - talismans seems to be typed AMULET */
1022 if (op->contr->mode & PU_JEWELS)
1023 if (tmp->type == RING
1024 || tmp->type == AMULET
1025 || tmp->type == GIRDLE
1026 || tmp->type == SKILL_TOOL)
1027 {
1028 CHK_PICK_PICKUP;
1029 continue;
1030 }
1031
1032 /* we don't forget dragon food */
1033 if (op->contr->mode & PU_FLESH)
1034 if (tmp->type == FLESH)
1035 {
1036 CHK_PICK_PICKUP;
1037 continue;
1038 }
1039
1040 /* bows and arrows. Bows are good for selling! */
1041 if (op->contr->mode & PU_BOW)
1042 if (tmp->type == BOW)
1043 {
1044 CHK_PICK_PICKUP;
1045 continue;
1046 }
1047
1048 if (op->contr->mode & PU_ARROW)
1049 if (tmp->type == ARROW)
1050 {
1051 CHK_PICK_PICKUP;
1052 continue;
1053 }
1054
1055 /* all kinds of armor etc. */
1056 if (op->contr->mode & PU_ARMOUR)
1057 if (tmp->type == ARMOUR)
1058 {
1059 CHK_PICK_PICKUP;
1060 continue;
1061 }
1062
1063 if (op->contr->mode & PU_HELMET)
1064 if (tmp->type == HELMET)
1065 {
1066 CHK_PICK_PICKUP;
1067 continue;
1068 }
1069
1070 if (op->contr->mode & PU_SHIELD)
1071 if (tmp->type == SHIELD)
1072 {
1073 CHK_PICK_PICKUP;
1074 continue;
1075 }
1076
1077 if (op->contr->mode & PU_BOOTS)
1078 if (tmp->type == BOOTS)
1079 {
1080 CHK_PICK_PICKUP;
1081 continue;
1082 }
1083
1084 if (op->contr->mode & PU_GLOVES)
1085 if (tmp->type == GLOVES || tmp->type == BRACERS)
1086 {
1087 CHK_PICK_PICKUP;
1088 continue;
1089 }
1090
1091 if (op->contr->mode & PU_CLOAK)
1092 if (tmp->type == CLOAK)
1093 {
1094 CHK_PICK_PICKUP;
1095 continue;
1096 }
1097
1098 /* hoping to catch throwing daggers here */
1099 if (op->contr->mode & PU_MISSILEWEAPON)
1100 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1101 {
1102 CHK_PICK_PICKUP;
1103 continue;
1104 }
1105
1106 /* careful: chairs and tables are weapons! */
1107 if (op->contr->mode & PU_ALLWEAPON)
1108 {
1109 if (tmp->type == WEAPON)
1110 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1111 {
1112 CHK_PICK_PICKUP;
1113 continue;
1114 }
1115 }
1116
1117 /* misc stuff that's useful */
1118 if (op->contr->mode & PU_KEY)
1119 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1120 {
1121 CHK_PICK_PICKUP;
1122 continue;
1123 }
1124
1125 /* any of the last 4 bits set means we use the ratio for value
1126 * pickups */
1127 if (op->contr->mode & PU_RATIO)
1128 {
1129 /* use value density to decide what else to grab */
1130 /* >=7 was >= op->contr->mode */
1131 /* >=7 is the old standard setting. Now we take the last 4 bits
1132 */
1133 wvratio = op->contr->mode & PU_RATIO;
1134 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1135 {
1136 #if 0
1137 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1138 if (tmp->name != NULL)
1139 {
1140 fprintf (stderr, "%s", tmp->name);
1141 }
1142 else
1143 fprintf (stderr, "%s", tmp->arch->archname);
1144 fprintf (stderr, ",%d] = ", tmp->type);
1145 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1146 #endif
1147 CHK_PICK_PICKUP;
1148 continue;
1149 }
1150 } /* the new pickup model */
1151 }
1152
1153 return !stop;
1154 }
1155
1156 /* routine for both players and monsters. We call this when
1157 * there is a possibility for our action distrubing our hiding
1158 * place or invisiblity spell. Artefact invisiblity causes
1159 * "noise" instead. If we arent invisible to begin with, we
1160 * return 0.
1161 */
1162 static int
1163 action_makes_visible (object *op)
1164 {
1165 if (op->invisible && op->flag [FLAG_ALIVE])
1166 {
1167 if (op->flag [FLAG_MAKE_INVIS])
1168 {
1169 // artefact invisibility is permanent, but we still make noise
1170 // this is important for game-balance.
1171 if (op->contr)
1172 op->make_noise ();
1173
1174 return 0;
1175 }
1176
1177 if (op->contr && op->contr->tmp_invis == 0)
1178 return 0;
1179
1180 /* If monsters, they should become visible */
1181 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1182 {
1183 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1184 return 1;
1185 }
1186 }
1187
1188 return 0;
1189 }
1190
1191 /*
1192 * Find an arrow in the inventory and after that
1193 * in the right type container (quiver). Pointer to the
1194 * found object is returned.
1195 */
1196 static object *
1197 find_arrow (object *op, const char *type)
1198 {
1199 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1200 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1201 return splay (tmp);
1202
1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1204 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1205 if (object *arrow = find_arrow (tmp, type))
1206 {
1207 splay (tmp);
1208 return arrow;
1209 }
1210
1211 return 0;
1212 }
1213
1214 /*
1215 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1216 * against the target. A full test is not performed, simply a basic test
1217 * of resistances. The archer is making a quick guess at what he sees down
1218 * the hall. Failing that it does it's best to pick the highest plus arrow.
1219 */
1220 static object *
1221 find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1222 {
1223 object *tmp = NULL, *arrow, *ntmp;
1224 int attacknum, attacktype, betterby = 0, i;
1225
1226 if (!type)
1227 return NULL;
1228
1229 for (arrow = op->inv; arrow; arrow = arrow->below)
1230 {
1231 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1232 {
1233 i = 0;
1234 ntmp = find_better_arrow (arrow, target, type, &i);
1235
1236 if (i > betterby)
1237 {
1238 tmp = ntmp;
1239 betterby = i;
1240 }
1241 }
1242 else if (arrow->type == ARROW && arrow->race == type)
1243 {
1244 /* allways prefer assasination/slaying */
1245 if (target->race && arrow->slaying.contains (target->race))
1246 {
1247 if (arrow->attacktype & AT_DEATH)
1248 {
1249 *better = 100;
1250 return arrow;
1251 }
1252 else
1253 {
1254 tmp = arrow;
1255 betterby = (arrow->magic + arrow->stats.dam) * 2;
1256 }
1257 }
1258 else
1259 {
1260 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1261 {
1262 attacktype = 1 << attacknum;
1263 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1264 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1265 {
1266 tmp = arrow;
1267 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1268 }
1269 }
1270
1271 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1272 {
1273 tmp = arrow;
1274 betterby = 2 + arrow->magic + arrow->stats.dam;
1275 }
1276
1277 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1278 {
1279 tmp = arrow;
1280 betterby = 1 + arrow->magic + arrow->stats.dam;
1281 }
1282 }
1283 }
1284 }
1285
1286 if (tmp == NULL && arrow == NULL)
1287 return find_arrow (op, type);
1288
1289 *better = betterby;
1290 return tmp;
1291 }
1292
1293 /* looks in a given direction, finds the first valid target, and calls
1294 * find_better_arrow to find a decent arrow to use.
1295 * op = the shooter
1296 * type = bow->race
1297 * dir = fire direction
1298 */
1299 static object *
1300 pick_arrow_target (object *op, shstr_cmp type, int dir)
1301 {
1302 object *tmp = NULL;
1303 maptile *m;
1304 int i, mflags, found, number;
1305 sint16 x, y;
1306
1307 if (op->map == NULL)
1308 return find_arrow (op, type);
1309
1310 /* do a dex check */
1311 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1312 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1313 return find_arrow (op, type);
1314
1315 m = op->map;
1316 x = op->x;
1317 y = op->y;
1318
1319 /* find the first target */
1320 for (i = 0, found = 0; i < 20; i++)
1321 {
1322 x += freearr_x[dir];
1323 y += freearr_y[dir];
1324 mflags = get_map_flags (m, &m, x, y, &x, &y);
1325
1326 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1327 {
1328 tmp = 0;
1329 break;
1330 }
1331 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1332 {
1333 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1334 * perhaps a bad assumption.
1335 */
1336 tmp = 0;
1337 break;
1338 }
1339
1340 if (mflags & P_IS_ALIVE)
1341 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1342 if (tmp->flag [FLAG_ALIVE])
1343 break;
1344 }
1345
1346 if (!tmp)
1347 return find_arrow (op, type);
1348
1349 if (tmp->head)
1350 tmp = tmp->head;
1351
1352 return find_better_arrow (op, tmp, type, &i);
1353 }
1354
1355 /*
1356 * Creature fires a bow - op can be monster or player. Returns
1357 * 1 if bow was actually fired, 0 otherwise.
1358 * op is the object firing the bow.
1359 * part is for multipart creatures - the part firing the bow.
1360 * dir is the direction of fire.
1361 * wc_mod is any special modifier to give (used in special player fire modes)
1362 * sx, sy are coordinates to fire arrow from - also used in some of the special
1363 * player fire modes.
1364 */
1365 int
1366 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1367 {
1368 object *left, *bow;
1369 int mflags;
1370 maptile *m;
1371
1372 if (!dir)
1373 {
1374 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1375 return 0;
1376 }
1377
1378 if (op->contr)
1379 bow = op->current_weapon;
1380 else
1381 {
1382 for (bow = op->inv; bow; bow = bow->below)
1383 /* Don't check for applied - monsters don't apply bows - in that way, they
1384 * don't need to switch back and forth between bows and weapons.
1385 */
1386 if (bow->type == BOW)
1387 break;
1388
1389 if (!bow)
1390 {
1391 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1392 return 0;
1393 }
1394
1395 // optimisation: move object to top so we will find it quickly again
1396 splay (bow);
1397 }
1398
1399 if (!bow->race || !bow->skill)
1400 {
1401 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1402 return 0;
1403 }
1404
1405 if (arrow == NULL)
1406 {
1407 if ((arrow = find_arrow (op, bow->race)) == NULL)
1408 {
1409 if (op->type == PLAYER)
1410 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1411 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1412 else
1413 op->clr_flag (FLAG_READY_BOW);
1414
1415 return 0;
1416 }
1417 }
1418
1419 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1420 if (mflags & P_OUT_OF_MAP)
1421 return 0;
1422
1423 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1424 {
1425 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1426 return 0;
1427 }
1428
1429 /* this should not happen, but sometimes does */
1430 if (arrow->nrof == 0)
1431 {
1432 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1433 arrow->destroy ();
1434 return 0;
1435 }
1436
1437 left = arrow; /* these are arrows left to the player */
1438 arrow = arrow->split ();
1439 if (!arrow)
1440 {
1441 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1442 return 0;
1443 }
1444
1445 arrow->set_owner (op);
1446 arrow->skill = bow->skill;
1447 arrow->direction = dir;
1448
1449 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1450 arrow->stats.hp = arrow->stats.dam;
1451 arrow->stats.grace = arrow->attacktype;
1452 arrow->custom_name = arrow->slaying;
1453
1454 #if 0
1455 if (player *pl = op->contr)
1456 {
1457 float speed = pl->weapon_sp;
1458
1459 /* penalize ROF for bestarrow */
1460 if (pl->bowtype == bow_bestarrow)
1461 speed *= .9f;
1462 else
1463 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1464
1465 op->speed_left += speed - op->speed;
1466 }
1467 #endif
1468
1469 SET_ANIMATION (arrow, arrow->direction);
1470
1471 /* update the speed */
1472
1473 arrow->speed_left = 0;
1474 arrow->set_speed (max (2.f,
1475 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1476 + bow->stats.dam / 7.f
1477 ));
1478
1479 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1480
1481 if (op->type == PLAYER)
1482 {
1483 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1484 wc -= dex_bonus[op->stats.Dex];
1485
1486 if (!arrow->slaying)
1487 arrow->slaying = op->slaying;
1488
1489 arrow->attacktype |= op->attacktype;
1490 }
1491 else
1492 {
1493 arrow->level = op->level;
1494 arrow->stats.wc -= bow->magic;
1495
1496 if (!arrow->slaying)
1497 arrow->slaying = bow->slaying;
1498
1499 arrow->attacktype |= bow->attacktype;
1500 }
1501
1502 wc -= arrow->level;
1503 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1504
1505 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1506 arrow->move_type = MOVE_FLY_LOW;
1507 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1508 arrow->set_flag (FLAG_NO_PICK);
1509
1510 op->play_sound (sound_find ("fire_arrow"));
1511 m->insert (arrow, sx, sy, op);
1512
1513 if (!arrow->destroyed ())
1514 move_arrow (arrow);
1515
1516 return 1;
1517 }
1518
1519 /* Special fire code for players - this takes into
1520 * account the special fire modes players can have
1521 * but monsters can't. Putting that code here
1522 * makes the fire_bow code much cleaner.
1523 * this function should only be called if 'op' is a player,
1524 * hence the function name.
1525 */
1526 static int
1527 player_fire_bow (object *op, int dir)
1528 {
1529 int ret;
1530
1531 if (op->contr->bowtype == bow_bestarrow)
1532 {
1533 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1534 }
1535 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1536 {
1537 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1538 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1539 }
1540 else if (op->contr->bowtype == bow_threewide)
1541 {
1542 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1543 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1545 }
1546 else if (op->contr->bowtype == bow_spreadshot)
1547 {
1548 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1549 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1550 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1551 }
1552 else
1553 {
1554 /* Simple case */
1555 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1556 }
1557
1558 return ret;
1559 }
1560
1561 /* Fires a misc (wand/rod/horn) object in 'dir'.
1562 * Broken apart from 'fire' to keep it more readable.
1563 */
1564 static void
1565 fire_misc_object (object *op, int dir)
1566 {
1567 object *item = op->contr->ranged_ob;
1568
1569 if (!item)
1570 {
1571 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1572 return;
1573 }
1574
1575 if (!item->inv)
1576 {
1577 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1578 return;
1579 }
1580
1581 if (!op->apply (item))
1582 return;
1583
1584 if (item->type == WAND)
1585 {
1586 if (item->stats.food <= 0)
1587 {
1588 op->contr->play_sound (sound_find ("wand_poof"));
1589 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1590
1591 return;
1592 }
1593 }
1594 else if (item->type == ROD || item->type == HORN)
1595 {
1596 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1597
1598 // using the maximum of the rods charge allows at least one spell cast
1599 // for a rod or horn, this fixes some broken rods.
1600 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1601 {
1602 op->contr->play_sound (sound_find ("wand_poof"));
1603
1604 if (item->type == ROD)
1605 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1606 else
1607 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1608
1609 return;
1610 }
1611 }
1612
1613 if (cast_spell (op, item, dir, item->inv, NULL))
1614 {
1615 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1616
1617 if (item->type == WAND)
1618 {
1619 if (!(--item->stats.food))
1620 {
1621 if (item->arch)
1622 {
1623 item->clr_flag (FLAG_ANIMATE);
1624 item->face = item->arch->face;
1625 item->set_speed (0);
1626 }
1627
1628 if (object *pl = item->visible_to ())
1629 esrv_update_item (UPD_ANIM, pl, item);
1630 }
1631 }
1632 else if (item->type == ROD || item->type == HORN)
1633 drain_rod_charge (item);
1634 }
1635 }
1636
1637 /* Received a fire command for the player - go and do it.
1638 */
1639 bool
1640 fire (object *who, int dir)
1641 {
1642 int spellcost = 0;
1643
1644 player *pl = who->contr;
1645
1646 if (pl->golem)
1647 {
1648 control_golem (who->contr->golem, dir);
1649 return false;
1650 }
1651
1652 object *ob = pl->ranged_ob;
1653
1654 if (!ob)
1655 return false;
1656
1657 if (who->speed_left > 0.f)
1658 --who->speed_left;
1659 else
1660 return false;
1661
1662 if (!who->apply (ob))
1663 return false;
1664
1665 /* check for loss of invisiblity/hide */
1666 if (action_makes_visible (who))
1667 make_visible (who);
1668
1669 switch (ob->type)
1670 {
1671 case BOW:
1672 player_fire_bow (who, dir);
1673 break;
1674
1675 case SPELL:
1676 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1677 break;
1678
1679 case BUILDER:
1680 apply_map_builder (who, dir);
1681 break;
1682
1683 case SKILL:
1684 do_skill (who, who, ob, dir, 0);
1685 break;
1686
1687 case RANGED:
1688 do_skill (who, ob, who->chosen_skill, dir, 0);
1689 break;
1690
1691 default:
1692 fire_misc_object (who, dir);
1693 break;
1694 }
1695
1696 return true;
1697 }
1698
1699 static object *
1700 find_key_ (object *pl, object *container, object *door)
1701 {
1702 object *tmp, *key;
1703
1704 /* Should not happen, but sanity checking is never bad */
1705 if (!container->inv)
1706 return 0;
1707
1708 /* First, lets try to find a key in the top level inventory */
1709 for (tmp = container->inv; tmp; tmp = tmp->below)
1710 {
1711 if (door->type == DOOR && tmp->type == KEY)
1712 break;
1713
1714 /* For sanity, we should really check door type, but other stuff
1715 * (like containers) can be locked with special keys
1716 */
1717 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1718 break;
1719 }
1720
1721 /* No key found - lets search inventories now */
1722 /* If we find and use a key in an inventory, return at that time.
1723 * otherwise, if we search all the inventories and still don't find
1724 * a key, return
1725 */
1726 if (!tmp)
1727 {
1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1729 /* No reason to search empty containers */
1730 if (tmp->type == CONTAINER && tmp->inv)
1731 if ((key = find_key_ (pl, tmp, door)))
1732 return key;
1733
1734 if (!tmp)
1735 return 0;
1736 }
1737
1738 /* We get down here if we have found a key. Now if its in a container,
1739 * see if we actually want to use it
1740 */
1741 if (pl != container)
1742 {
1743 /* Only let players use keys in containers */
1744 if (!pl->contr)
1745 return 0;
1746
1747 /* cases where this fails:
1748 * If we only search the player inventory, return now since we
1749 * are not in the players inventory.
1750 * If the container is not active, return now since only active
1751 * containers can be used.
1752 * If we only search keyrings and the container does not have
1753 * a race/isn't a keyring.
1754 * No checking for all containers - to fall through past here,
1755 * inv must have been an container and must have been active.
1756 *
1757 * Change the color so that the message doesn't disappear with
1758 * all the others.
1759 */
1760 if (pl->contr->usekeys == key_inventory
1761 || !container->flag [FLAG_APPLIED]
1762 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1763 {
1764 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1765 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1766 return NULL;
1767 }
1768 }
1769
1770 return tmp;
1771 }
1772
1773 /* find_key
1774 * We try to find a key for the door as passed. If we find a key
1775 * and successfully use it, we return the key, otherwise NULL
1776 * This function merges both normal and locked door, since the logic
1777 * for both is the same - just the specific key is different.
1778 * pl is the player,
1779 * inv is the objects inventory to searched
1780 * door is the door we are trying to match against.
1781 * This function can be called recursively to search containers.
1782 */
1783 object *
1784 find_key (object *pl, object *container, object *door)
1785 {
1786 if (door->slaying && is_match_expr (door->slaying))
1787 {
1788 // for match expressions, we try to find the key by applying the match
1789 // to the op itself, which is supposed to find the "key", instead
1790 // of searching through containers ourselves.
1791
1792 return match_one (door->slaying, container, door, pl, pl);
1793 }
1794 else
1795 return find_key_ (pl, container, door);
1796 }
1797
1798 /* moved door processing out of move_player_attack.
1799 * returns 1 if player has opened the door with a key
1800 * such that the caller should not do anything more,
1801 * 0 otherwise
1802 */
1803 static int
1804 player_attack_door (object *op, object *door)
1805 {
1806 /* If its a door, try to find a key. If we do destroy the door,
1807 * might as well return immediately as there is nothing more to do -
1808 * otherwise, we fall through to the rest of the code.
1809 */
1810 object *key = find_key (op, op, door);
1811
1812 /* If we found a key, do some extra work */
1813 if (key)
1814 {
1815 object *container = key->env;
1816
1817 if (action_makes_visible (op))
1818 make_visible (op);
1819
1820 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1821 spring_trap (door->inv, op);
1822
1823 if (door->type == DOOR)
1824 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1825 else if (door->type == LOCKED_DOOR)
1826 {
1827 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1828 remove_door2 (door); /* remove door without violence ;-) */
1829 }
1830
1831 /* Do this after we print the message */
1832 key->decrease (); /* Use up one of the keys */
1833
1834 return 1; /* Nothing more to do below */
1835 }
1836 else if (door->type == LOCKED_DOOR)
1837 {
1838 /* Might as well return now - no other way to open this */
1839 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1840 return 1;
1841 }
1842
1843 return 0;
1844 }
1845
1846 /* This function is just part of a breakup from move_player.
1847 * It should keep the code cleaner.
1848 * When this is called, the players direction has been updated
1849 * (taking into account confusion.) The player is also actually
1850 * going to try and move (not fire weapons).
1851 */
1852 bool
1853 move_player_attack (object *op, int dir)
1854 {
1855 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1856 {
1857 --op->speed_left;
1858 return true;
1859 }
1860
1861 sint16 nx = freearr_x[dir] + op->x;
1862 sint16 ny = freearr_y[dir] + op->y;
1863
1864 if (out_of_map (op->map, nx, ny))
1865 return false;
1866
1867 /* If braced, or can't move to the square, and it is not out of the
1868 * map, attack it. Note order of if statement is important - don't
1869 * want to be calling move_ob if braced, because move_ob will move the
1870 * player. This is a pretty nasty hack, because if we could
1871 * move to some space, it then means that if we are braced, we should
1872 * do nothing at all. As it is, if we are braced, we go through
1873 * quite a bit of processing. However, it probably is less than what
1874 * move_ob uses.
1875 */
1876 maptile *m = op->map->xy_find (nx, ny);
1877
1878 /* Go through all the objects, and find ones of interest. Only stop if
1879 * we find a monster - that is something we know we want to attack.
1880 * if its a door or barrel (can roll) see if there may be monsters
1881 * on the space
1882 */
1883 object *mon;
1884 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1885 {
1886 if ((mon->flag [FLAG_ALIVE]
1887 || mon->type == LOCKED_DOOR
1888 || mon->flag [FLAG_CAN_ROLL])
1889 && mon != op)
1890 break;
1891 }
1892
1893 /* no monster == player tries to move into a wall or so */
1894 if (!mon)
1895 {
1896 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1897 if (op->move_type & ob->move_block)
1898 {
1899 if (ob->move_block == MOVE_ALL)
1900 move_into_wall (op, ob);
1901 else
1902 {
1903 if (op->contr->ns->bumpmsg)
1904 {
1905 op->play_sound (sound_find ("blocked_move"));
1906
1907 op->statusmsg (ob->invisible
1908 ? "Something blocks you."
1909 : format ("Something blocks you from entering the %s.", query_name (ob))
1910 );
1911 }
1912 }
1913
1914 break;
1915 }
1916
1917 return false;
1918 }
1919
1920 mon = mon->head_ ();
1921
1922 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1923 if (op->contr->weapon_sp_left > 0.f)
1924 if (player_attack_door (op, mon))
1925 {
1926 --op->contr->weapon_sp_left;
1927 return true;
1928 }
1929
1930 /* The following deals with possibly attacking peaceful
1931 * or friendly creatures. Basically, all players are considered
1932 * unaggressive. If the moving player has peaceful set, then the
1933 * object should be pushed instead of attacked. It is assumed that
1934 * if you are braced, you will not attack friends accidently,
1935 * and thus will not push them.
1936 */
1937
1938 /* If the creature is a pet, push it even if the player is not
1939 * peaceful. Our assumption is the creature is a pet if the
1940 * player owns it and it is either friendly or unagressive.
1941 */
1942 if (op->type == PLAYER
1943 && ((mon->owner && mon->owner->contr
1944 && same_party (mon->owner->contr->party, op->contr->party))
1945 || mon->owner == op)
1946 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1947 {
1948 /* If we're braced, we don't want to switch places with it */
1949 if (op->contr->braced)
1950 return false;
1951
1952 if (op->speed_left > 0.f)
1953 {
1954 --op->speed_left;
1955
1956 op->play_sound (sound_find ("push_player"));
1957 push_ob (mon, dir, op);
1958
1959 if (action_makes_visible (op))
1960 make_visible (op);
1961
1962 return true;
1963 }
1964 else
1965 return false;
1966 }
1967
1968 bool on_battleground = op_on_battleground (op, 0, 0);
1969
1970 /* in certain circumstances, you shouldn't attack friendly
1971 * creatures. Note that if you are braced, you can't push
1972 * someone, but put it inside this loop so that you won't
1973 * attack them either.
1974 */
1975 if ((mon->type == PLAYER || mon->enemy != op)
1976 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1977 && ((op->contr->peaceful
1978 || (mon->type == PLAYER && mon->contr->peaceful))
1979 && !on_battleground))
1980 {
1981 if (op->speed_left > 0.f)
1982 {
1983 --op->speed_left;
1984
1985 if (!op->contr->braced)
1986 {
1987 op->play_sound (sound_find ("push_player"));
1988 push_ob (mon, dir, op);
1989 }
1990 else
1991 op->statusmsg ("You withhold your attack");
1992
1993 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1994 make_visible (op);
1995
1996 return true;
1997 }
1998 }
1999 /* If the object is a boulder or other rollable object, then
2000 * roll it if not braced. You can't roll it if you are braced.
2001 */
2002 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2003 {
2004 if (op->speed_left > 0.f)
2005 {
2006 --op->speed_left;
2007
2008 recursive_roll (mon, dir, op);
2009 if (action_makes_visible (op))
2010 make_visible (op);
2011
2012 return true;
2013 }
2014 }
2015 /* Any generic living creature. Including things like doors.
2016 * Way it works is like this: First, it must have some hit points
2017 * and be living. Then, it must be one of the following:
2018 * 1) Not a player, 2) A player, but of a different party. Note
2019 * that party_number -1 is no party, so attacks can still happen.
2020 */
2021 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2022 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2023 {
2024 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2025 {
2026 --op->contr->weapon_sp_left;
2027
2028 skill_attack (mon, op, 0, 0, 0);
2029
2030 if (action_makes_visible (op))
2031 make_visible (op);
2032
2033 return true;
2034 }
2035 }
2036
2037 return false;
2038 }
2039
2040 bool
2041 move_player (object *op, int dir)
2042 {
2043 if (!op->map || op->map->state != MAP_ACTIVE)
2044 return 0;
2045
2046 /* Sanity check: make sure dir is valid */
2047 if (dir < 0 || dir > 8)
2048 {
2049 LOG (llevError, "move_player: invalid direction %d\n", dir);
2050 return 0;
2051 }
2052
2053 /* peterm: added following line */
2054 if (op->flag [FLAG_CONFUSED] && dir)
2055 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2056
2057 op->facing = dir;
2058
2059 if (op->flag [FLAG_HIDDEN])
2060 do_hidden_move (op);
2061
2062 bool retval;
2063 int pick = 0;
2064
2065 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2066 retval = RESULT_INT (0);
2067 else if (op->contr->fire_on)
2068 retval = fire (op, dir);
2069 else
2070 {
2071 retval = move_player_attack (op, dir);
2072 pick = check_pick (op);
2073 }
2074
2075 /* Add special check for newcs players and fire on - this way, the
2076 * server can handle repeat firing.
2077 */
2078 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2079 op->direction = dir;
2080 else
2081 op->direction = 0;
2082
2083 /* Update how the player looks. Use the facing, so direction may
2084 * get reset to zero. This allows for full animation capabilities
2085 * for players.
2086 */
2087 animate_object (op, op->facing);
2088
2089 return retval;
2090 }
2091
2092 /* This is similar to handle_player, below, but is only used by the
2093 * new client/server stuff.
2094 * This is sort of special, in that the new client/server actually uses
2095 * the new speed values for commands.
2096 *
2097 * Returns true if there are more actions we can do. Should not do
2098 * many actions in a row, as that would be too unfair to other
2099 * players.
2100 */
2101 bool
2102 handle_newcs_player (object *op)
2103 {
2104 if (op->flag [FLAG_SCARED])
2105 {
2106 if (op->speed_left > 0.f)
2107 {
2108 --op->speed_left;
2109 flee_player (op);
2110
2111 return true;
2112 }
2113 else
2114 return false;
2115 }
2116
2117 /* call this here - we also will call this in do_ericserver, but
2118 * the players time has been increased when doericserver has been
2119 * called, so we recheck it here.
2120 */
2121 if (op->contr->ns->handle_command ())
2122 return true;
2123
2124 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2125 return move_player (op, op->direction);
2126
2127 return false;
2128 }
2129
2130 static int
2131 save_life (object *op)
2132 {
2133 if (!op->flag [FLAG_LIFESAVE])
2134 return 0;
2135
2136 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2137 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2138 {
2139 op->play_sound (sound_find ("ob_evaporate"));
2140 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2141
2142 tmp->destroy ();
2143 op->clr_flag (FLAG_LIFESAVE);
2144
2145 if (op->stats.hp < 0)
2146 op->stats.hp = op->stats.maxhp;
2147
2148 if (op->stats.food < 0)
2149 op->stats.food = MAX_FOOD;
2150
2151 op->update_stats ();
2152 return 1;
2153 }
2154
2155 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2156 op->clr_flag (FLAG_LIFESAVE);
2157 enter_player_savebed (op); /* bring him home. */
2158 return 0;
2159 }
2160
2161 /* This goes throws the inventory and removes unpaid objects, and puts them
2162 * back in the map (location and map determined by values of env). This
2163 * function will descend into containers. op is the object to start the search
2164 * from.
2165 */
2166 static void
2167 drop_unpaid_items (object *op, object *env)
2168 {
2169 while (op)
2170 {
2171 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2172
2173 if (op->flag [FLAG_UNPAID])
2174 op->insert_at (env);
2175 else if (op->inv)
2176 drop_unpaid_items (op->inv, env);
2177
2178 op = next;
2179 }
2180 }
2181
2182 void
2183 object::drop_unpaid_items ()
2184 {
2185 if (!flag [FLAG_REMOVED])
2186 ::drop_unpaid_items (inv, this);
2187 }
2188
2189 void
2190 do_some_living (object *op)
2191 {
2192 int last_food = op->stats.food;
2193 int gen_hp, gen_sp, gen_grace;
2194 int rate_hp = 1200;
2195 int rate_sp = 2500;
2196 int rate_grace = 2000;
2197 const int max_hp = 1;
2198 const int max_sp = 1;
2199 const int max_grace = 1;
2200
2201 #if 0
2202 if (op->contr->hidden)
2203 {
2204 op->invisible = 1000;
2205 /* the socket code flashes the player visible/invisible
2206 * depending on the value of invisible, so we need to
2207 * alternate it here for it to work correctly.
2208 */
2209 if (server_tick & 2)
2210 op->invisible--;
2211 }
2212 else
2213 #endif
2214 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2215 {
2216 if (!op->invisible--)
2217 {
2218 make_visible (op);
2219 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2220 }
2221 }
2222
2223 if (op->contr->ns->state == ST_PLAYING)
2224 {
2225 /* these next three if clauses make it possible to SLOW DOWN
2226 hp/grace/spellpoint regeneration. */
2227 if (op->contr->gen_hp >= 0)
2228 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2229 else
2230 {
2231 gen_hp = op->stats.maxhp;
2232 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2233 }
2234
2235 if (op->contr->gen_sp >= 0)
2236 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2237 else
2238 {
2239 gen_sp = op->stats.maxsp;
2240 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2241 }
2242
2243 if (op->contr->gen_grace >= 0)
2244 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2245 else
2246 {
2247 gen_grace = op->stats.maxgrace;
2248 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2249 }
2250
2251 /* Regenerate Grace */
2252 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2253 if (--op->last_grace < 0)
2254 {
2255 if (op->stats.grace < op->stats.maxgrace / 2)
2256 op->stats.grace++; /* no penalty in food for regaining grace */
2257
2258 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2259
2260 if (max_grace > 1)
2261 {
2262 int over_grace = temp / rate_grace;
2263
2264 if (over_grace > 0)
2265 {
2266 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2267 op->last_grace = 0;
2268 }
2269 else
2270 op->last_grace = rate_grace / temp;
2271 }
2272 else
2273 op->last_grace = rate_grace / temp;
2274
2275 /* wearing stuff doesn't detract from grace generation. */
2276 }
2277
2278 if (op->stats.food > 0)
2279 {
2280 /* Regenerate Spell Points */
2281 if (!op->contr->golem && --op->last_sp < 0)
2282 {
2283 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2284
2285 if (op->stats.sp < op->stats.maxsp)
2286 {
2287 op->stats.sp++;
2288
2289 /* dms do not consume food */
2290 if (!op->flag [FLAG_WIZ])
2291 {
2292 op->stats.food--;
2293
2294 if (op->contr->digestion < 0)
2295 op->stats.food += op->contr->digestion;
2296 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2297 op->stats.food = last_food;
2298 }
2299 }
2300
2301 if (max_sp > 1)
2302 {
2303 int over_sp = (gen_sp + 10) / rate_sp;
2304 if (over_sp > 0)
2305 {
2306 if (op->stats.sp < op->stats.maxsp)
2307 {
2308 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2309
2310 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2311 op->stats.sp--;
2312
2313 if (op->stats.sp > op->stats.maxsp)
2314 op->stats.sp = op->stats.maxsp;
2315 }
2316
2317 op->last_sp = 0;
2318 }
2319 else
2320 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2321 }
2322 else
2323 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2324 }
2325
2326 /* Regenerate Hit Points */
2327 if (--op->last_heal < 0)
2328 {
2329 if (op->stats.hp < op->stats.maxhp)
2330 {
2331 op->stats.hp++;
2332
2333 /* dms do not consume food */
2334 if (!op->flag [FLAG_WIZ])
2335 {
2336 op->stats.food--;
2337
2338 if (op->contr->digestion < 0)
2339 op->stats.food += op->contr->digestion;
2340 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2341 op->stats.food = last_food;
2342 }
2343 }
2344
2345 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2346
2347 if (max_hp > 1)
2348 {
2349 int over_hp = temp / rate_hp;
2350
2351 if (over_hp > 0)
2352 {
2353 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2354 op->last_heal = 0;
2355 }
2356 else
2357 op->last_heal = rate_hp / temp;
2358 }
2359 else
2360 op->last_heal = rate_hp / temp;
2361 }
2362 }
2363
2364 /* Digestion */
2365 if (--op->last_eat < 0)
2366 {
2367 int bonus = max (0, op->contr->digestion),
2368 penalty = max (0, -op->contr->digestion);
2369
2370 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2371
2372 /* dms do not consume food */
2373 if (!op->flag [FLAG_WIZ])
2374 op->stats.food--;
2375 }
2376
2377 if (op->stats.food < 0 && op->stats.hp >= 0)
2378 {
2379 object *flesh = 0;
2380
2381 for_inv_removable (op, tmp)
2382 {
2383 if (tmp->flag [FLAG_UNPAID])
2384 continue;
2385
2386 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2387 {
2388 op->statusmsg ("You blindly grab for a bite of food. "
2389 "H<To prevent you from starving, you ate some random item from your backpack.>");
2390 op->apply (tmp);
2391
2392 if (op->stats.food >= 0 || op->stats.hp < 0)
2393 break;
2394 }
2395 else if (tmp->type == FLESH)
2396 flesh = tmp;
2397 }
2398
2399 /* If player is still starving, it means they don't have any food, so
2400 * eat flesh instead.
2401 */
2402 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2403 {
2404 op->statusmsg ("You blindly grab for a bite of food. "
2405 "H<To prevent you from starving, you ate some random item from your backpack.>");
2406 op->apply (flesh);
2407 }
2408
2409 // If player is still starving, alert him!
2410 if (op->stats.food < 0)
2411 op->failmsg ("You are starving! "
2412 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2413 }
2414
2415 if (op->stats.food < 0)
2416 {
2417 op->stats.hp += op->stats.food;
2418 op->stats.food = 0;
2419
2420 if (op->stats.hp < 0)
2421 {
2422 op->contr->killer = archetype::get ("killer_starvation");
2423 op->contr->killer->destroy ();
2424 }
2425 }
2426
2427 /* killer should be set here already */
2428 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2429 kill_player (op);
2430 }
2431 }
2432
2433 /* If the player should die (lack of hp, food, etc), we call this.
2434 * op is the player in jeopardy. If the player can not be saved (not
2435 * permadeath, no lifesave), this will take care of removing the player
2436 * file.
2437 */
2438 void
2439 kill_player (object *op)
2440 {
2441 int x, y;
2442 maptile *map; /* this is for resurrection */
2443 int will_kill_again;
2444 archetype *at;
2445 object *tmp;
2446
2447 if (save_life (op))
2448 return;
2449
2450 dynbuf_text deathtab;
2451
2452 /* restore player */
2453 at = archetype::find (shstr_poisoning);
2454 if (object *tmp = present_arch_in_ob (at, op))
2455 {
2456 tmp->destroy ();
2457 deathtab << "Your body feels cleansed...\r";
2458 }
2459
2460 at = archetype::find (shstr_confusion);
2461 if (object *tmp = present_arch_in_ob (at, op))
2462 {
2463 tmp->destroy ();
2464 deathtab << "Your mind feels clearer...\r";
2465 }
2466
2467 cure_disease (op, 0, 0); /* remove any disease */
2468
2469 max_it (op->stats.hp , op->stats.maxhp);
2470 max_it (op->stats.sp , op->stats.maxsp);
2471 max_it (op->stats.grace, op->stats.maxgrace);
2472 max_it (op->stats.food , 200);
2473
2474 // remove all spell effects that are active
2475 // to avoid long-term effects such as word-of-recall
2476 for (object *item = op->inv; item; )
2477 {
2478 object *next = item->below;
2479
2480 if (item->type == SPELL_EFFECT && item->active)
2481 item->destroy ();
2482
2483 item = next;
2484 }
2485
2486 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2487 * in cities ONLY!!! It is very important that this doesn't get abused.
2488 * Look at op_on_battleground() for more info --AndreasV
2489 */
2490 if (op_on_battleground (op, &x, &y))
2491 {
2492 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2493
2494 /* create a bodypart-trophy to make the winner happy */
2495 object *tmp = archetype::find (shstr_finger)->instance ();
2496
2497 tmp->name = format ("%s's finger" , &op->name);
2498 tmp->name_pl = format ("%s's fingers", &op->name);
2499 tmp->msg = format (
2500 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2501 &op->name, op->contr->title,
2502 (int)op->level,
2503 op->contr->killer_name ()
2504 );
2505 tmp->value = 0, tmp->type = 0;
2506 tmp->material = name_to_material (shstr_organic);
2507 tmp->insert_at (op, tmp);
2508
2509 /* teleport defeated player to new destination */
2510 transfer_ob (op, x, y, 0, NULL);
2511 op->contr->braced = 0;
2512
2513 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2514 return;
2515 }
2516
2517 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2518 deathtab << "T<YOU HAVE DIED>\n\n";
2519
2520 INVOKE_PLAYER (DEATH, op->contr);
2521
2522 command_kill_pets (op, 0);
2523
2524 op->contr->play_sound (sound_find ("player_dies"));
2525
2526 /* save the map location for corpse, gravestone */
2527 x = op->x;
2528 y = op->y;
2529 map = op->map;
2530
2531 /* NOT_PERMADEATH code. This basically brings the character back to
2532 * life if they are dead - it takes some exp and a random stat.
2533 * See the config.h file for a little more in depth detail about this.
2534 */
2535
2536 /* Basically two ways to go - remove a stat permanently, or just
2537 * make it depletion. This bunch of code deals with that aspect
2538 * of death.
2539 */
2540 #ifndef COZY_SERVER
2541 if (settings.balanced_stat_loss)
2542 {
2543 /* If stat loss is permanent, lose one stat only. */
2544 /* Lower level chars don't lose as many stats because they suffer
2545 more if they do. */
2546 /* Higher level characters can afford things such as potions of
2547 restoration, or better, stat potions. So we slug them that
2548 little bit harder. */
2549 /* GD */
2550 if (settings.stat_loss_on_death)
2551 num_stats_lose = 1;
2552 else
2553 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2554 }
2555 else
2556 num_stats_lose = 1;
2557
2558 lost_a_stat = 0;
2559
2560 for (z = 0; z < num_stats_lose; z++)
2561 {
2562 i = rndm (NUM_STATS);
2563
2564 if (settings.stat_loss_on_death)
2565 {
2566 /* Pick a random stat and take a point off it. Tell the player
2567 * what he lost.
2568 */
2569 change_attr_value (&(op->stats), i, -1);
2570 check_stat_bounds (&(op->stats));
2571 change_attr_value (&(op->contr->orig_stats), i, -1);
2572 check_stat_bounds (&(op->contr->orig_stats));
2573 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2574 lost_a_stat = 1;
2575 }
2576 else
2577 {
2578 /* deplete a stat */
2579 archetype *deparch = archetype::find (shstr_depletion);
2580 object *dep;
2581
2582 dep = present_arch_in_ob (deparch, op);
2583 if (!dep)
2584 {
2585 dep = deparch->instance ();
2586 insert_ob_in_ob (dep, op);
2587 }
2588 lose_this_stat = 1;
2589 if (settings.balanced_stat_loss)
2590 {
2591 /* GD */
2592 /* Get the stat that we're about to deplete. */
2593 this_stat = get_attr_value (&(dep->stats), i);
2594 if (this_stat < 0)
2595 {
2596 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2597 int keep_chance = this_stat * this_stat;
2598
2599 /* Yes, I am paranoid. Sue me. */
2600 if (keep_chance < 1)
2601 keep_chance = 1;
2602
2603 /* There is a maximum depletion total per level. */
2604 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2605 {
2606 lose_this_stat = 0;
2607 /* Take loss chance vs keep chance to see if we
2608 retain the stat. */
2609 }
2610 else
2611 {
2612 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2613 lose_this_stat = 0;
2614 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2615 this_stat, keep_chance, loss_chance,
2616 lose_this_stat?"LOSE":"KEEP"); */
2617 }
2618 }
2619 }
2620
2621 if (lose_this_stat)
2622 {
2623 this_stat = get_attr_value (&dep->stats, i);
2624 /* We could try to do something clever like find another
2625 * stat to reduce if this fails. But chances are, if
2626 * stats have been depleted to -50, all are pretty low
2627 * and should be roughly the same, so it shouldn't make a
2628 * difference.
2629 */
2630 if (this_stat >= -50)
2631 {
2632 change_attr_value (&(dep->stats), i, -1);
2633 dep->set_flag (FLAG_APPLIED);
2634 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2635 op->update_stats ();
2636 lost_a_stat = 1;
2637 }
2638 }
2639 }
2640 }
2641
2642 /* If no stat lost, tell the player. */
2643 if (!lost_a_stat)
2644 {
2645 /* determine_god() seems to not work sometimes... why is this?
2646 Should I be using something else? GD */
2647 shstr_tmp god = determine_god (op);
2648
2649 if (god != shstr_none)
2650 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2651 else
2652 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2653 }
2654 #else
2655 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2656 #endif
2657
2658 /* Put a gravestone up where the character 'almost' died. List the
2659 * exp loss on the stone.
2660 */
2661 tmp = archetype::find (shstr_gravestone)->instance ();
2662 tmp->name = format ("%s's gravestone", &op->name);
2663 tmp->name_pl = format ("%s's gravestones", &op->name);
2664 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2665 &op->name, op->contr->title, op->contr->killer_name ());
2666 tmp->x = op->x, tmp->y = op->y;
2667 insert_ob_in_map (tmp, op->map, NULL, 0);
2668
2669 /**************************************/
2670 /* */
2671 /* Subtract the experience points, */
2672 /* */
2673 /**************************************/
2674
2675 /*add_exp(op, (op->stats.exp * -0.20)); */
2676 apply_death_exp_penalty (op);
2677
2678 /*
2679 * Check to see if the player has any unpaid items. If so, remove them
2680 * and put them back in the map.
2681 */
2682 op->drop_unpaid_items ();
2683
2684 /****************************************/
2685 /* */
2686 /* Move player to his current respawn- */
2687 /* position (usually last savebed) */
2688 /* */
2689 /****************************************/
2690
2691 enter_player_savebed (op);
2692
2693 op->contr->braced = 0;
2694
2695 /* it is possible that the player has blown something up
2696 * at his savebed location, and that can have long lasting
2697 * spell effects. So first see if there is a spell effect
2698 * on the space that might harm the player.
2699 */
2700 will_kill_again = 0;
2701 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2702 if (tmp->type == SPELL_EFFECT)
2703 will_kill_again |= tmp->attacktype;
2704
2705 if (will_kill_again)
2706 {
2707 object *force;
2708 int at;
2709
2710 force = archetype::get (FORCE_NAME);
2711 /* 50 ticks should be enough time for the spell to abate */
2712 force->speed_left = -5.f;
2713 force->set_speed (0.1f);
2714 force->set_flag (FLAG_APPLIED);
2715
2716 for (at = 0; at < NROFATTACKS; at++)
2717 if (will_kill_again & (1 << at))
2718 force->resist[at] = 100;
2719
2720 insert_ob_in_ob (force, op);
2721 op->update_stats ();
2722 }
2723
2724 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2725 }
2726
2727 static void
2728 loot_object (object *op)
2729 { /* Grab and destroy some treasure */
2730 object *tmp, *next;
2731
2732 op->close_container (); /* close open sack first */
2733
2734 for (tmp = op->inv; tmp; tmp = next)
2735 {
2736 next = tmp->below;
2737
2738 if (tmp->invisible)
2739 continue;
2740
2741 tmp->remove ();
2742 tmp->x = op->x, tmp->y = op->y;
2743
2744 if (tmp->type == CONTAINER)
2745 loot_object (tmp); /* empty container to ground */
2746
2747 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2748 {
2749 if (tmp->nrof > 1)
2750 {
2751 tmp->decrease (rndm (1, tmp->nrof - 1));
2752 insert_ob_in_map (tmp, op->map, NULL, 0);
2753 }
2754 else
2755 tmp->destroy ();
2756 }
2757 else
2758 insert_ob_in_map (tmp, op->map, NULL, 0);
2759 }
2760 }
2761
2762 /*
2763 * fix_weight(): Check recursively the weight of all players, and fix
2764 * what needs to be fixed. Refresh windows and fix speed if anything
2765 * was changed.
2766 */
2767 void
2768 fix_weight ()
2769 {
2770 for_all_players (pl)
2771 {
2772 weight_t old = pl->ob->carrying;
2773
2774 pl->ob->update_weight ();
2775
2776 if (old != pl->ob->carrying)
2777 {
2778 pl->ob->update_stats ();
2779 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2780 }
2781 }
2782 }
2783
2784 void
2785 fix_luck ()
2786 {
2787 for_all_players (pl)
2788 if (!pl->ob->contr->ns->state)
2789 pl->ob->change_luck (0);
2790 }
2791
2792 /* cast_dust() - handles op throwing objects of type 'DUST'.
2793 * This is much simpler in the new spell code - we basically
2794 * just treat this as any other spell casting object.
2795 */
2796 void
2797 cast_dust (object *op, object *throw_ob, int dir)
2798 {
2799 object *skop, *spob;
2800
2801 skop = find_skill_by_name (op, throw_ob->skill);
2802
2803 /* casting POTION 'dusts' is really a use_magic_item skill */
2804 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2805 {
2806 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2807 return;
2808 }
2809
2810 spob = throw_ob->inv;
2811
2812 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2813 // not pass NULL to cast_spell (which did indeed check itself, but
2814 // errors should be reported as early as possible IMHO)
2815 if (!spob)
2816 {
2817 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2818 return;
2819 }
2820
2821 if (op->type == PLAYER)
2822 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2823
2824 cast_spell (op, throw_ob, dir, spob, NULL);
2825
2826 throw_ob->destroy ();
2827 }
2828
2829 void
2830 make_visible (object *op)
2831 {
2832 op->flag [FLAG_HIDDEN] = 0;
2833 op->invisible = 0;
2834
2835 if (op->type == PLAYER)
2836 {
2837 op->contr->tmp_invis = 0;
2838 op->contr->invis_race = 0;
2839 }
2840
2841 update_object (op, UP_OBJ_CHANGE);
2842 }
2843
2844 int
2845 is_true_undead (object *op)
2846 {
2847 if (op->arch->flag [FLAG_UNDEAD])
2848 return 1;
2849
2850 return 0;
2851 }
2852
2853 /* look at the surrounding terrain to determine
2854 * the hideability of this object. Positive levels
2855 * indicate greater hideability.
2856 */
2857 int
2858 hideability (object *ob)
2859 {
2860 int i, level = 0, mflag;
2861 sint16 x, y;
2862
2863 if (!ob || !ob->map)
2864 return 0;
2865
2866 /* so, on normal lighted maps, its hard to hide */
2867 level = ob->map->darklevel () - 2;
2868
2869 /* this also picks up whether the object is glowing.
2870 * If you carry a light on a non-dark map, its not
2871 * as bad as carrying a light on a pitch dark map */
2872 if (ob->has_carried_lights ())
2873 level = -(10 + (2 * ob->map->darklevel ()));
2874
2875 /* scan through all nearby squares for terrain to hide in */
2876 for (i = 0, x = ob->x, y = ob->y;
2877 i <= SIZEOFFREE1;
2878 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
2879 {
2880 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
2881 if (mflag & P_OUT_OF_MAP)
2882 continue;
2883
2884 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
2885 level += 2;
2886 else /* open terrain! */
2887 level -= 1;
2888 }
2889
2890 #if 0
2891 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
2892 #endif
2893 return level;
2894 }
2895
2896 /* For Hidden creatures - a chance of becoming 'unhidden'
2897 * every time they move - as we subtract off 'invisibility'
2898 * AND, for players, if they move into a ridiculously unhideable
2899 * spot (surrounded by clear terrain in broad daylight). -b.t.
2900 */
2901 void
2902 do_hidden_move (object *op)
2903 {
2904 int hide = 0;
2905
2906 if (!op || !op->map)
2907 return;
2908
2909 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2910 int num = random_roll (0, 19, op, PREFER_LOW);
2911
2912 /* its *extremely* hard to run and sneak/hide at the same time! */
2913 if (op->type == PLAYER && op->contr->run_on)
2914 if (!skop || num >= skop->level)
2915 {
2916 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
2917 make_visible (op);
2918 return;
2919 }
2920 else
2921 num += 20;
2922
2923 num += op->map->difficulty;
2924 hide = hideability (op); /* modify by terrain hidden level */
2925 num -= hide;
2926
2927 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2928 {
2929 make_visible (op);
2930
2931 if (op->type == PLAYER)
2932 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2933 }
2934 else if (op->type == PLAYER && skop)
2935 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
2936 }
2937
2938 /* determine if who is standing near a hostile creature. */
2939
2940 int
2941 stand_near_hostile (object *who)
2942 {
2943 object *tmp = NULL;
2944 int i, friendly = 0, player = 0, mflags;
2945 maptile *m;
2946 sint16 x, y;
2947
2948 if (!who)
2949 return 0;
2950
2951 if (who->type == PLAYER)
2952 player = 1;
2953
2954 else
2955 friendly = who->flag [FLAG_FRIENDLY];
2956
2957 /* search adjacent squares */
2958 for (i = 1; i < 9; i++)
2959 {
2960 x = who->x + freearr_x[i];
2961 y = who->y + freearr_y[i];
2962 m = who->map;
2963 mflags = get_map_flags (m, &m, x, y, &x, &y);
2964 /* space must be blocked if there is a monster. If not
2965 * blocked, don't need to check this space.
2966 */
2967 if (mflags & P_OUT_OF_MAP)
2968 continue;
2969 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2970 continue;
2971
2972 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2973 {
2974 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2975 return 1;
2976 else if (tmp->type == PLAYER)
2977 return 1;
2978 }
2979 }
2980 return 0;
2981 }
2982
2983 /* check the player los field for viewability of the
2984 * object op. This function works fine for monsters,
2985 * but we dont worry if the object isnt the top one in
2986 * a pile (say a coin under a table would return "viewable"
2987 * by this routine). Another question, should we be
2988 * concerned with the direction the player is looking
2989 * in? Realistically, most of us can't see stuff behind
2990 * our backs...on the other hand, does the "facing" direction
2991 * imply the way your head, or body is facing? It's possible
2992 * for them to differ. Sigh, this fctn could get a bit more complex.
2993 * -b.t.
2994 * This function is now map tiling safe.
2995 */
2996 int
2997 player_can_view (object *pl, object *op)
2998 {
2999 rv_vector rv;
3000 int dx, dy;
3001
3002 if (pl->type != PLAYER)
3003 {
3004 LOG (llevError, "player_can_view() called for non-player object\n");
3005 return -1;
3006 }
3007
3008 if (!pl || !op)
3009 return 0;
3010
3011 op = op->head_ ();
3012
3013 get_rangevector (pl, op, &rv, 0x1);
3014
3015 /* starting with the 'head' part, lets loop
3016 * through the object and find if it has any
3017 * part that is in the los array but isn't on
3018 * a blocked los square.
3019 * we use the archetype to figure out offsets.
3020 */
3021 while (op)
3022 {
3023 dx = rv.distance_x + op->arch->x;
3024 dy = rv.distance_y + op->arch->y;
3025
3026 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3027 return 1;
3028
3029 op = op->more;
3030 }
3031
3032 return 0;
3033 }
3034
3035 /* op_on_battleground - checks if the given object op (usually
3036 * a player) is standing on a valid battleground-tile,
3037 * function returns TRUE/FALSE. If true x, y returns the battleground
3038 * -exit-coord. (and if x, y not NULL)
3039 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3040 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3041 * Default is to do the same as before, so only people wanting to have different points need worry about this
3042 */
3043 int
3044 op_on_battleground (object *op, int *x, int *y)
3045 {
3046 /* A battleground-tile needs the following attributes to be valid:
3047 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3048 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3049 * and the exit-coordinates sp/hp must both be > 0.
3050 * => The intention here is to prevent abuse of the battleground-
3051 * feature (like pickable or hidden battleground tiles). */
3052 for (object *tmp = op->below; tmp; tmp = tmp->below)
3053 {
3054 if (tmp->flag [FLAG_IS_FLOOR])
3055 {
3056 if (tmp->flag [FLAG_NO_PICK]
3057 && tmp->type == BATTLEGROUND
3058 && tmp->name == shstr_battleground
3059 && EXIT_X (tmp) && EXIT_Y (tmp))
3060 {
3061 /* before we assign the exit, check if this is a teambattle */
3062 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3063 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3064 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3065 {
3066 if (x && y)
3067 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3068
3069 return 1;
3070 }
3071
3072 if (x && y)
3073 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3074
3075 return 1;
3076 }
3077 }
3078 }
3079
3080 /* If we got here, did not find a battleground */
3081 return 0;
3082 }
3083
3084 /*
3085 * When a dragon-player gains a new stage of evolution,
3086 * he gets some treasure
3087 *
3088 * attributes:
3089 * object *who the dragon player
3090 * int atnr the attack-number of the ability focus
3091 * int level ability level
3092 */
3093 void
3094 dragon_ability_gain (object *who, int atnr, int level)
3095 {
3096 treasurelist *trlist = NULL; /* treasurelist */
3097 treasure *tr; /* treasure */
3098 object *tmp, *skop; /* tmp. object */
3099 object *item; /* treasure object */
3100 char buf[MAX_BUF]; /* tmp. string buffer */
3101 int i = 0, j = 0;
3102
3103 /* get the appropriate treasurelist */
3104 if (atnr == ATNR_FIRE)
3105 trlist = treasurelist::find (shstr_dragon_ability_fire);
3106 else if (atnr == ATNR_COLD)
3107 trlist = treasurelist::find (shstr_dragon_ability_cold);
3108 else if (atnr == ATNR_ELECTRICITY)
3109 trlist = treasurelist::find (shstr_dragon_ability_elec);
3110 else if (atnr == ATNR_POISON)
3111 trlist = treasurelist::find (shstr_dragon_ability_poison);
3112
3113 if (trlist == NULL || who->type != PLAYER)
3114 return;
3115
3116 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3117
3118 if (!tr || !tr->item)
3119 {
3120 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3121 return;
3122 }
3123
3124 /* everything seems okay - now bring on the gift: */
3125 item = tr->item;
3126
3127 if (item->type == SPELL)
3128 {
3129 if (check_spell_known (who, item->name))
3130 return;
3131
3132 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3133 do_learn_spell (who, item, 0);
3134 return;
3135 }
3136
3137 /* grant direct spell */
3138 if (item->type == SPELLBOOK)
3139 {
3140 if (!item->inv)
3141 {
3142 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3143 return;
3144 }
3145 if (check_spell_known (who, item->inv->name))
3146 return;
3147 if (item->invisible)
3148 {
3149 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3150 do_learn_spell (who, item->inv, 0);
3151 return;
3152 }
3153 }
3154 else if (item->type == SKILL_TOOL && item->invisible)
3155 {
3156 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3157 {
3158
3159 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3160 * in this way, if the player is missing any of the attacktypes, he gets
3161 * them. As it is now, if the player has any that match the granted skill,
3162 * but not all of them, he gets nothing.
3163 */
3164 if (!(skop->attacktype & item->attacktype))
3165 {
3166 /* Give new attacktype */
3167 skop->attacktype |= item->attacktype;
3168
3169 /* always add physical if there's none */
3170 skop->attacktype |= AT_PHYSICAL;
3171
3172 if (item->msg != NULL)
3173 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3174
3175 /* Give player new face */
3176 if (item->animation_id)
3177 {
3178 who->face = skop->face;
3179 who->animation_id = item->animation_id;
3180 who->anim_speed = item->anim_speed;
3181 who->last_anim = 0;
3182 who->state = 0;
3183 animate_object (who, who->direction);
3184 }
3185 }
3186 }
3187 }
3188 else if (item->type == FORCE)
3189 {
3190 /* forces in the treasurelist can alter the player's stats */
3191 object *skin;
3192
3193 /* first get the dragon skin force */
3194 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3195 ;
3196
3197 if (!skin)
3198 return;
3199
3200 /* adding new spellpath attunements */
3201 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3202 {
3203 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3204
3205 /* print message */
3206 sprintf (buf, "You feel attuned to ");
3207 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3208 {
3209 if (item->path_attuned & (1 << i))
3210 {
3211 if (j)
3212 strcat (buf, " and ");
3213 else
3214 j = 1;
3215 strcat (buf, spellpathnames[i]);
3216 }
3217 }
3218
3219 strcat (buf, ".");
3220 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3221 }
3222
3223 /* evtl. adding flags: */
3224 if (item->flag [FLAG_XRAYS])
3225 skin->set_flag (FLAG_XRAYS);
3226 if (item->flag [FLAG_STEALTH])
3227 skin->set_flag (FLAG_STEALTH);
3228 if (item->flag [FLAG_SEE_IN_DARK])
3229 skin->set_flag (FLAG_SEE_IN_DARK);
3230
3231 /* print message if there is one */
3232 if (item->msg != NULL)
3233 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3234 }
3235 else
3236 {
3237 /* generate misc. treasure */
3238 tmp = tr->item->instance ();
3239 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3240 who->insert (tmp);
3241 }
3242 }
3243
3244 //-GPL
3245
3246 sint8
3247 player::darkness_at (maptile *map, int x, int y) const
3248 {
3249 if (!ns)
3250 return LOS_BLOCKED;
3251
3252 int dx, dy;
3253 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3254 return LOS_BLOCKED;
3255
3256 x += dx - ns->current_x;
3257 y += dy - ns->current_y;
3258
3259 return blocked_los (x, y);
3260 }
3261
3262 void
3263 player::infobox (const char *title, const char *msg, int color)
3264 {
3265 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3266 }
3267
3268 void
3269 player::statusmsg (const char *msg, int color)
3270 {
3271 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3272 }
3273
3274 void
3275 player::failmsg (const char *msg, int color)
3276 {
3277 play_sound (sound_find ("generic_failure"));
3278 statusmsg (msg, color);
3279 }
3280
3281 void
3282 object::failmsgf (const char *format, ...)
3283 {
3284 if (!contr)
3285 return;
3286
3287 va_list ap;
3288 va_start (ap, format);
3289 contr->failmsg (vformat (format, ap));
3290 va_end (ap);
3291 }
3292
3293 void
3294 player::failmsgf (const char *format, ...)
3295 {
3296 va_list ap;
3297 va_start (ap, format);
3298 failmsg (vformat (format, ap));
3299 va_end (ap);
3300 }
3301