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Revision: 1.302
Committed: Sun Nov 18 15:19:48 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.301: +2 -2 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
26 //+GPL
27
28 #include <algorithm>
29 #include <functional>
30
31 #include <global.h>
32 #include <sproto.h>
33 #include <sounds.h>
34 #include <living.h>
35 #include <object.h>
36 #include <spells.h>
37 #include <skills.h>
38
39 playervec players;
40
41 /* This loads the first map an puts the player on it. */
42 static void
43 set_first_map (object *op)
44 {
45 op->contr->maplevel = first_map_path;
46 op->x = -1;
47 op->y = -1;
48 }
49
50 void
51 player::activate ()
52 {
53 if (active)
54 return;
55
56 players.insert (this);
57 ob->remove ();
58 ob->map = 0;
59 ob->activate_recursive ();
60 ob->clr_flag (FLAG_FRIENDLY);
61 add_friendly_object (ob);
62 }
63
64 void
65 player::deactivate ()
66 {
67 if (!active)
68 return;
69
70 terminate_all_pets (ob);
71 remove_friendly_object (ob);
72 ob->deactivate_recursive ();
73
74 if (ob->map)
75 maplevel = ob->map->path;
76
77 ob->remove ();
78 ob->enemy = 0; // sometimes keeps an extra refcount on itself
79 ob->map = 0;
80 party = 0;
81
82 players.erase (this);
83 }
84
85 // connect the player with a specific client
86 // also changes, rationalises, and fixes some incorrect settings
87 void
88 player::connect (client *ns)
89 {
90 this->ns = ns;
91 ns->pl = this;
92
93 run_on = 0;
94 fire_on = 0;
95 ob->close_container (); //TODO: client-specific
96
97 ns->update_look = 0;
98 ns->look_position = 0;
99
100 clear_los ();
101
102 ns->reset_stats ();
103
104 /* make sure he's a player -- needed because of class change. */
105 ob->type = PLAYER; // we are paranoid
106 ob->race = ob->arch->race;
107
108 ob->update_weight ();
109 link_skills ();
110
111 assign (title, ob->arch->object::name);
112
113 /* if it's a dragon player, set the correct title here */
114 if (ob->is_dragon ())
115 {
116 object *tmp, *abil = 0, *skin = 0;
117
118 for (tmp = ob->inv; tmp; tmp = tmp->below)
119 if (tmp->type == FORCE)
120 if (tmp->arch->archname == shstr_dragon_ability_force)
121 abil = tmp;
122 else if (tmp->arch->archname == shstr_dragon_skin_force)
123 skin = tmp;
124
125 set_dragon_name (ob, abil, skin);
126 }
127
128 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
129
130 esrv_new_player (this);
131
132 ob->flag [FLAG_READY_WEAPON] = false;
133 ob->flag [FLAG_READY_SKILL] = false;
134 ob->flag [FLAG_READY_RANGE] = false;
135 ob->flag [FLAG_READY_BOW] = false;
136
137 ob->update_stats ();
138
139 ns->floorbox_update ();
140 esrv_send_inventory (ob, ob);
141 esrv_add_spells (this, 0);
142
143 activate ();
144
145 INVOKE_PLAYER (CONNECT, this);
146 INVOKE_PLAYER (LOGIN, this);
147 }
148
149 void
150 player::disconnect ()
151 {
152 if (ob)
153 {
154 ob->close_container (); //TODO: client-specific
155 ob->drop_unpaid_items ();
156 }
157
158 if (ns)
159 {
160 if (active)
161 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
162
163 INVOKE_PLAYER (DISCONNECT, this);
164
165 ns->reset_stats ();
166 ns->pl = 0;
167 ns = 0;
168 }
169
170 // this is important for the player scheduler to get the correct refcount
171 // when ns = 0
172 observe = viewpoint = ob;
173
174 deactivate ();
175 }
176
177 //-GPL
178
179 // the need for this function can be explained
180 // by load_object not returning the object
181 void
182 player::set_object (object *op)
183 {
184 ob = observe = viewpoint = op;
185 ob->contr = this; /* this aren't yet in archetype */
186
187 ob->speed = 1.0f; // object still inactive, keep it that way
188 ob->speed_left = 0.5f;
189
190 ob->direction = 5; /* So player faces south */
191 }
192
193 void
194 player::set_observe (object *op)
195 {
196 observe = viewpoint = op ? op : ob;
197 do_los = 1;
198 }
199
200 void
201 player::set_viewpoint (object *op)
202 {
203 viewpoint = op ? op : (object *)observe;
204 do_los = 1;
205 }
206
207 //+GPL
208
209 player::player ()
210 {
211 /* There are some elements we want initialised to non zero value -
212 * we deal with that below this point.
213 */
214 outputs_sync = 4;
215 outputs_count = 4;
216 unapply = unapply_nochoice;
217
218 savebed_map = first_map_path; /* Init. respawn position */
219
220 gen_sp_armour = 10;
221 bowtype = bow_normal;
222 petmode = pet_normal;
223 usekeys = containers;
224 peaceful = 1; /* default peaceful */
225 do_los = 1;
226
227 weapon_sp = 1.0f;
228 weapon_sp_left = 0.5f;
229 }
230
231 void
232 player::do_destroy ()
233 {
234 disconnect ();
235
236 attachable::do_destroy ();
237
238 if (ob)
239 {
240 // potentially fix a bug where ob->contr is non-null while ob->contr->ob is null, causing a segfault.
241 // temporarily backed out patchset 4025 to see if THIS change causes crashes
242 //ob->contr = 0;
243 ob->destroy ();
244 }
245
246 ob = observe = viewpoint = 0;
247 }
248
249 player::~player ()
250 {
251 /* Clear item stack */
252 free (stack_items);
253 }
254
255 /*
256 * get_player_archetype() return next player archetype from archetype
257 * list. Not very efficient routine, but used only creating new players.
258 * Note: there MUST be at least one player archetype!
259 */
260 static archetype *
261 get_player_archetype (archetype *at)
262 {
263 // archetypes could have been reloaded
264 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
265
266 if (!nat)
267 return at;
268
269 archvec::iterator i = archetypes.find (nat);
270
271 for (;;)
272 {
273 if (++i == archetypes.end ())
274 i = archetypes.begin ();
275 else if (*i == at)
276 cleanup ("not a single player archetype found");
277
278 if ((*i)->type == PLAYER)
279 return *i;
280 }
281 }
282
283 /* Tries to add player on the connection passed in ns.
284 * All we can really get in this is some settings like host and display
285 * mode.
286 */
287 player *
288 player::create ()
289 {
290 player *pl = new player;
291
292 pl->set_object (get_player_archetype (0)->instance ());
293
294 pl->ob->roll_stats ();
295 pl->ob->stats.wc = 2;
296 pl->ob->run_away = 25; /* Then we panick... */
297
298 set_first_map (pl->ob);
299
300 return pl;
301 }
302
303 object *
304 get_nearest_player (object *mon)
305 {
306 object *op = NULL;
307 objectlink *ol;
308 unsigned lastdist;
309 rv_vector rv;
310
311 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
312 {
313 if (!can_detect_enemy (mon, ol->ob, &rv))
314 continue;
315
316 if (lastdist > rv.distance)
317 {
318 op = ol->ob;
319 lastdist = rv.distance;
320 }
321 }
322
323 for_all_players (pl)
324 if (can_detect_enemy (mon, pl->ob, &rv))
325 if (lastdist > rv.distance)
326 {
327 op = pl->ob;
328 lastdist = rv.distance;
329 }
330
331 #if 0
332 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
333 #endif
334 return op;
335 }
336
337 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
338 * result in a monster paths backtracking. It basically determines how large a
339 * detour a monster will take from the direction path when looking
340 * for a path to the player. The values are in the amount of direction
341 * the deviation is
342 */
343 #define DETOUR_AMOUNT 2
344
345 /* This is used to prevent infinite loops. Consider a case where the
346 * player is in a chamber (with gate closed), and monsters are outside.
347 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
348 * find a path into the chamber. This is a good thing, but since there
349 * is no real path, it will just keep circling the chamber for
350 * ever (this could be a nice effect for monsters, but not for the function
351 * to get stuck in. I think for the monsters, if max is reached and
352 * we return the first direction the creature could move would result in the
353 * circling behaviour. Unfortunately, this function is also used to determined
354 * if the creature should cast a spell, so returning a direction in that case
355 * is probably not a good thing.
356 */
357 #define MAX_SPACES 50
358
359 /*
360 * Returns the direction to the player, if valid. Returns 0 otherwise.
361 * modified to verify there is a path to the player. Does this by stepping towards
362 * player and if path is blocked then see if blockage is close enough to player that
363 * direction to player is changed (ie zig or zag). Continue zig zag until either
364 * reach player or path is blocked. Thus, will only return true if there is a free
365 * path to player. Though path may not be a straight line. Note that it will find
366 * player hiding along a corridor at right angles to the corridor with the monster.
367 *
368 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
369 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
370 * down corriders.
371 * 2) I think the old code was broken if the first direction the monster
372 * should move was blocked - the code would store the first direction without
373 * verifying that the player can actually move in that direction. The new
374 * code does not store anything in firstdir until we have verified that the
375 * monster can in fact move one space in that direction.
376 * 3) I'm not sure how good this code will be for moving multipart monsters,
377 * since only simple checks to blocked are being called, which could mean the monster
378 * is blocking itself.
379 */
380 int
381 path_to_player (object *mon, object *pl, unsigned mindiff)
382 {
383 rv_vector rv;
384 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
385
386 get_rangevector (mon, pl, &rv, 0);
387
388 if (rv.distance < mindiff)
389 return 0;
390
391 mapxy pos (mon);
392 dir = rv.direction;
393 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
394 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
395
396 /* If we can't solve it within the search distance, return now. */
397 if (diff > max)
398 return 0;
399
400 while (diff > 1 && max > 0)
401 {
402 mapxy lastpos = pos;
403
404 pos.move (dir);
405
406 /* Space is blocked - try changing direction a little */
407 if (!pos.normalise ()
408 || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block))
409 && blocked_link (mon, pos.m, pos.x, pos.y)))
410 {
411 /* recalculate direction from last good location. Possible
412 * we were not traversing ideal location before.
413 */
414 get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0);
415 if (rv.direction != dir)
416 {
417 /* OK - says direction should be different - lets reset the
418 * the values so it will try again.
419 */
420 pos = lastpos;
421 dir = firstdir = rv.direction;
422 }
423 else
424 {
425 /* direct path is blocked - try taking a side step to
426 * either the left or right.
427 * Note increase the values in the loop below to be
428 * more than -1/1 respectively will mean the monster takes
429 * bigger detour. Have to be careful about these values getting
430 * too big (3 or maybe 4 or higher) as the monster may just try
431 * stepping back and forth
432 */
433 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
434 {
435 if (i == 0)
436 continue; /* already did this, so skip it */
437
438 /* Use lastdir here - otherwise,
439 * since the direction that the creature should move in
440 * may change, you could get infinite loops.
441 * ie, player is northwest, but monster can only
442 * move west, so it does that. It goes some distance,
443 * gets blocked, finds that it should move north,
444 * can't do that, but now finds it can move east, and
445 * gets back to its original point. lastdir contains
446 * the last direction the creature has successfully
447 * moved.
448 */
449 pos = lastpos;
450 pos.move (absdir (lastdir + i));
451
452 if (!pos.normalise ())
453 continue;
454
455 mapspace &ms = *pos;
456
457 if (ms.flags () & P_BLOCKSVIEW)
458 continue;
459
460 if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block))
461 continue;
462
463 if (blocked_link (mon, pos.m, pos.x, pos.y))
464 break;
465 }
466
467 /* go through entire loop without finding a valid
468 * sidestep to take - thus, no valid path.
469 */
470 if (i == DETOUR_AMOUNT + 1)
471 return 0;
472
473 diff--;
474 lastdir = dir;
475 max--;
476 if (!firstdir)
477 firstdir = dir + i;
478 } /* else check alternate directions */
479 } /* if blocked */
480 else
481 {
482 /* we moved towards creature, so diff is less */
483 diff--;
484 max--;
485 lastdir = dir;
486
487 if (!firstdir)
488 firstdir = dir;
489 }
490
491 if (diff <= 1)
492 {
493 /* Recalculate diff (distance) because we may not have actually
494 * headed toward player for entire distance.
495 */
496 get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0);
497 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
498 }
499
500 if (diff > max)
501 return 0;
502 }
503
504 /* If we reached the max, didn't find a direction in time */
505 if (!max)
506 return 0;
507
508 return firstdir;
509 }
510
511 void
512 give_initial_items (object *pl, treasurelist *items)
513 {
514 if (pl->randomitems)
515 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
516
517 for (object *next, *op = pl->inv; op; op = next)
518 {
519 next = op->below;
520
521 /* Forces get applied per default, unless they have the
522 * flag "neutral" set. Sorry but I can't think of a better way
523 */
524 if (op->type == FORCE && !op->flag [FLAG_NEUTRAL])
525 op->set_flag (FLAG_APPLIED);
526
527 /* we never give weapons/armour if these cannot be used
528 * by this player due to race restrictions
529 */
530 if (pl->type == PLAYER)
531 {
532 if ((!pl->flag [FLAG_USE_ARMOUR]
533 &&
534 (op->type == ARMOUR || op->type == BOOTS
535 || op->type == CLOAK || op->type == HELMET
536 || op->type == SHIELD || op->type == GLOVES
537 || op->type == BRACERS || op->type == GIRDLE))
538 || (!pl->flag [FLAG_USE_WEAPON] && op->type == WEAPON))
539 {
540 op->destroy ();
541 continue;
542 }
543 }
544
545 /* Here we remove duplicated skills (as duplicated spell objects have
546 * _very_ confusing effects for players), which could for instance be
547 * generated by multiple treasurelists specifying the same skills.
548 */
549 if (op->type == SKILL)
550 {
551 for (object *tmp = op->below; tmp; tmp = tmp->below)
552 if (tmp->type == op->type && tmp->name == op->name)
553 {
554 op->destroy ();
555 break;
556 }
557
558 if (op->nrof > 1)
559 op->nrof = 1;
560 }
561
562 if (op->type == SPELLBOOK && op->inv)
563 op->inv->clr_flag (FLAG_STARTEQUIP);
564
565 /* Give starting characters identified, uncursed, and undamned
566 * items. Just don't identify gold or silver, or it won't be
567 * merged properly.
568 */
569 if (op->need_identify ())
570 {
571 op->set_flag (FLAG_IDENTIFIED);
572 op->clr_flag (FLAG_CURSED);
573 op->clr_flag (FLAG_DAMNED);
574 }
575
576 if (op->type == SPELL)
577 {
578 op->destroy ();
579 continue;
580 }
581 else if (op->type == SKILL)
582 {
583 op->set_flag (FLAG_CAN_USE_SKILL);
584 op->stats.exp = 0;
585 op->level = 1;
586 }
587 else /* lock all 'normal items by default */
588 op->set_flag (FLAG_INV_LOCKED);
589 } /* for loop of objects in player inv */
590
591 /* Need to set up the skill pointers */
592 pl->contr->link_skills ();
593 }
594
595 void
596 get_party_password (object *op, partylist *party)
597 {
598 if (party == NULL)
599 {
600 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
601 return;
602 }
603
604 op->contr->write_buf[0] = '\0';
605 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
606 op->contr->party_to_join = party;
607 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
608 }
609
610 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
611 static int
612 roll_stat ()
613 {
614 int a[4], i, j, k;
615
616 for (i = 0; i < 4; i++)
617 a[i] = rndm (1, 6);
618
619 for (i = 0, j = 0, k = 7; i < 4; i++)
620 if (a[i] < k)
621 k = a[i], j = i;
622
623 for (i = 0, k = 0; i < 4; i++)
624 if (i != j)
625 k += a[i];
626
627 return k;
628 }
629
630 void
631 object::roll_stats ()
632 {
633 int statsort [NUM_STATS];
634
635 for (;;)
636 {
637 int sum = 0;
638 for (int i = NUM_STATS; i--; )
639 sum += statsort [i] = roll_stat ();
640
641 if (sum >= 82 && sum <= 116)
642 break;
643 }
644
645 // Sort the stats so that rerolling is easier...
646 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
647
648 for (int i = 0; i < NUM_STATS; ++i)
649 stats.stat (i) = statsort [i];
650
651 stats.exp = 0;
652 stats.ac = 0;
653
654 stats.hp = stats.maxhp;
655 stats.sp = stats.maxsp;
656 stats.grace = stats.maxgrace;
657
658 if (contr)
659 {
660 contr->levhp[1] = 9;
661 contr->levsp[1] = 6;
662 contr->levgrace[1] = 3;
663
664 contr->orig_stats = stats;
665 }
666 }
667
668 void
669 object::swap_stats (int a, int b)
670 {
671 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
672
673 for (int i = 0; i < NUM_STATS; ++i)
674 stats.stat (i) = contr->orig_stats.stat (i);
675
676 //TODO: the following code looks so borked and should, at the very least,
677 // be merged with the similar code in roll_stats
678 stats.ac = 0;
679
680 level = 1;
681 stats.exp = 0;
682 stats.ac = 0;
683
684 stats.hp = stats.maxhp;
685 stats.sp = stats.maxsp;
686 stats.grace = stats.maxgrace;
687
688 if (contr)
689 {
690 contr->levhp[1] = 9;
691 contr->levsp[1] = 6;
692 contr->levgrace[1] = 3;
693
694 contr->orig_stats = stats;
695 }
696 }
697
698 static void
699 start_info (object *op)
700 {
701 char buf[MAX_BUF];
702
703 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
704 new_draw_info (NDI_UNIQUE, 0, op, buf);
705 }
706
707 /* This function takes the key that is passed, and does the
708 * appropriate action with it (change race, or other things).
709 * The function name is for historical reasons - now we have
710 * separate race and class; this actually changes the RACE,
711 * not the class.
712 */
713 void
714 player::chargen_race_done ()
715 {
716 /* this must before then initial items are given */
717 esrv_new_player (ob->contr);
718
719 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
720 if (tl)
721 create_treasure (tl, ob, 0, 0, 0);
722
723 INVOKE_PLAYER (BIRTH, ob->contr);
724
725 ob->contr->ns->state = ST_PLAYING;
726
727 if (ob->msg)
728 ob->msg = 0;
729
730 start_info (ob);
731 ob->clr_flag (FLAG_WIZ);
732 give_initial_items (ob, ob->randomitems);
733 esrv_send_inventory (ob, ob);
734 ob->update_stats ();
735
736 /* This moves the player to a different start map, if there
737 * is one for this race
738 */
739 if (*first_map_ext_path)
740 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
741 else
742 LOG (llevDebug, "first_map_ext_path not set\n");
743 }
744
745 /*
746 * Returns true if the given player is a legal class.
747 * The function to add and remove class-bonuses to the stats doesn't
748 * check if the stat becomes negative, thus this function
749 * merely checks that all stats are 1 or more, and returns
750 * false otherwise.
751 */
752 static int
753 allowed_class (const object *op)
754 {
755 return op->stats.Dex > 0
756 && op->stats.Str > 0
757 && op->stats.Con > 0
758 && op->stats.Int > 0
759 && op->stats.Wis > 0
760 && op->stats.Pow > 0
761 && op->stats.Cha > 0;
762 }
763
764 void
765 player::chargen_race_next ()
766 {
767 /* Following actually changes the race - this is the default command
768 * if we don't match with one of the options above.
769 */
770
771 do
772 {
773 shstr name = ob->name;
774 int x = ob->x, y = ob->y;
775
776 ob->remove_statbonus ();
777 ob->remove ();
778 ob->arch = get_player_archetype (ob->arch);
779 ob->arch->copy_to (ob);
780 ob->instantiate ();
781 ob->stats = ob->contr->orig_stats;
782 ob->name = ob->name_pl = name;
783 ob->x = x;
784 ob->y = y;
785 ob->set_anim_frame (2); /* So player faces south */
786 insert_ob_in_map (ob, ob->map, ob, 0);
787 assign (ob->contr->title, ob->arch->object::name);
788 ob->add_statbonus ();
789 }
790 while (!allowed_class (ob));
791
792 update_object (ob, UP_OBJ_FACE);
793 esrv_update_item (UPD_FACE, ob, ob);
794 ob->update_stats ();
795 ob->stats.hp = ob->stats.maxhp;
796 ob->stats.sp = ob->stats.maxsp;
797 ob->stats.grace = 0;
798 }
799
800 static void
801 flee_player (object *op)
802 {
803 int dir, diff;
804 rv_vector rv;
805
806 if (op->stats.hp < 0)
807 {
808 LOG (llevDebug, "Fleeing player is dead.\n");
809 op->clr_flag (FLAG_SCARED);
810 return;
811 }
812
813 if (!op->enemy)
814 {
815 LOG (llevDebug, "Fleeing player had no enemy.\n");
816 op->clr_flag (FLAG_SCARED);
817 return;
818 }
819
820 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
821 {
822 op->enemy = NULL;
823 op->clr_flag (FLAG_SCARED);
824 return;
825 }
826
827 get_rangevector (op, op->enemy, &rv, 0);
828
829 dir = absdir (4 + rv.direction);
830 for (diff = 0; diff < 3; diff++)
831 {
832 int m = 1 - rndm (2) * 2;
833
834 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
835 return;
836 }
837
838 /* Cornered, get rid of scared */
839 op->clr_flag (FLAG_SCARED);
840 op->enemy = NULL;
841 }
842
843 /* check_pick sees if there is stuff to be picked up/picks up stuff.
844 * It returns 1 if the player should keep on moving, 0 if he should
845 * stop.
846 */
847 int
848 check_pick (object *op)
849 {
850 object *tmp, *next;
851 int stop = 0;
852 int wvratio;
853
854 /* if you're flying, you can't pick up anything */
855 if (op->move_type & MOVE_FLYING)
856 return 1;
857
858 next = op->below;
859
860 int cnt = MAX_ITEM_PER_ACTION;
861 #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
862
863 /* loop while there are items on the floor that are not marked as
864 * destroyed */
865 while (next && !next->destroyed ())
866 {
867 tmp = next;
868 next = tmp->below;
869
870 if (cnt <= 0)
871 {
872 op->failmsg ("Couldn't pickup all items at once.");
873 return 0;
874 }
875
876 if (op->destroyed ())
877 return 0;
878
879 if (!can_pick (op, tmp))
880 continue;
881
882 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
883 {
884 if (item_matched_string (op, tmp, op->contr->search_str))
885 CHK_PICK_PICKUP;
886
887 continue;
888 }
889
890 /* pickup handling */
891 if (op->contr->mode & PU_DEBUG)
892 {
893 /* some debugging code to figure out item information */
894 const char *str = tmp->name
895 ? format ("item name: %s item type: %d weight/value: %d",
896 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
897 : format ("item name: %s item type: %d weight/value: %d",
898 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
899
900 new_draw_info (NDI_UNIQUE, 0, op, str);
901 }
902
903 if (op->contr->mode & PU_INHIBIT)
904 return 1;
905
906 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
907 return 1;
908
909 /* philosophy:
910 * It's easy to grab an item type from a pile, as long as it's
911 * generic. This takes no game-time. For more detailed pickups
912 * and selections, select-items should be used. This is a
913 * grab-as-you-run type mode that's really useful for arrows for
914 * example.
915 * The drawback: right now it has no frontend, so you need to
916 * stick the bits you want into a calculator in hex mode and then
917 * convert to decimal and then 'pickup <#>
918 */
919
920 /* the first two modes are exclusive: if NOTHING we return, if
921 * STOP then we stop. All the rest are applied sequentially,
922 * meaning if any test passes, the item gets picked up. */
923
924 /* if mode is set to pick nothing up, return */
925 if (op->contr->mode == PU_NOTHING)
926 return 1;
927
928 /* if mode is set to stop when encountering objects, return */
929 /* take STOP before INHIBIT since it doesn't actually pick
930 * anything up */
931 if (op->contr->mode & PU_STOP)
932 return 0;
933
934 /* useful for going into stores and not losing your settings... */
935 /* and for battles wher you don't want to get loaded down while
936 * fighting */
937 if (op->contr->mode & PU_INHIBIT)
938 return 1;
939
940 /* prevent us from turning into auto-thieves :) */
941 if (tmp->flag [FLAG_UNPAID])
942 continue;
943
944 /* ignore known cursed objects */
945 if (tmp->flag [FLAG_KNOWN_CURSED] && op->contr->mode & PU_NOT_CURSED)
946 continue;
947
948 /* all food and drink if desired */
949 /* question: don't pick up known-poisonous stuff? */
950 if (op->contr->mode & PU_FOOD)
951 if (tmp->type == FOOD)
952 {
953 CHK_PICK_PICKUP;
954 continue;
955 }
956
957 if (op->contr->mode & PU_DRINK)
958 if (tmp->type == DRINK || (tmp->type == POISON && !tmp->flag [FLAG_KNOWN_CURSED]))
959 {
960 CHK_PICK_PICKUP;
961 continue;
962 }
963
964 if (op->contr->mode & PU_POTION)
965 if (tmp->type == POTION)
966 {
967 CHK_PICK_PICKUP;
968 continue;
969 }
970
971 /* spellbooks, skillscrolls and normal books/scrolls */
972 if (op->contr->mode & PU_SPELLBOOK)
973 if (tmp->type == SPELLBOOK)
974 {
975 CHK_PICK_PICKUP;
976 continue;
977 }
978
979 if (op->contr->mode & PU_SKILLSCROLL)
980 if (tmp->type == SKILLSCROLL)
981 {
982 CHK_PICK_PICKUP;
983 continue;
984 }
985
986 if (op->contr->mode & PU_READABLES)
987 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
988 {
989 CHK_PICK_PICKUP;
990 continue;
991 }
992
993 /* wands/staves/rods/horns */
994 if (op->contr->mode & PU_MAGIC_DEVICE)
995 if (tmp->type == WAND
996 || tmp->type == ROD
997 || tmp->type == HORN
998 || tmp->type == POWER_CRYSTAL)
999 {
1000 CHK_PICK_PICKUP;
1001 continue;
1002 }
1003
1004 /* pick up all magical items */
1005 if (op->contr->mode & PU_MAGICAL)
1006 if (tmp->flag [FLAG_KNOWN_MAGICAL]
1007 && !tmp->flag [FLAG_KNOWN_CURSED])
1008 {
1009 CHK_PICK_PICKUP;
1010 continue;
1011 }
1012
1013 if (op->contr->mode & PU_VALUABLES)
1014 {
1015 if (tmp->type == MONEY || tmp->type == GEM)
1016 {
1017 CHK_PICK_PICKUP;
1018 continue;
1019 }
1020 }
1021
1022 /* rings & amulets - talismans seems to be typed AMULET */
1023 if (op->contr->mode & PU_JEWELS)
1024 if (tmp->type == RING
1025 || tmp->type == AMULET
1026 || tmp->type == GIRDLE
1027 || tmp->type == SKILL_TOOL)
1028 {
1029 CHK_PICK_PICKUP;
1030 continue;
1031 }
1032
1033 /* we don't forget dragon food */
1034 if (op->contr->mode & PU_FLESH)
1035 if (tmp->type == FLESH)
1036 {
1037 CHK_PICK_PICKUP;
1038 continue;
1039 }
1040
1041 /* bows and arrows. Bows are good for selling! */
1042 if (op->contr->mode & PU_BOW)
1043 if (tmp->type == BOW)
1044 {
1045 CHK_PICK_PICKUP;
1046 continue;
1047 }
1048
1049 if (op->contr->mode & PU_ARROW)
1050 if (tmp->type == ARROW)
1051 {
1052 CHK_PICK_PICKUP;
1053 continue;
1054 }
1055
1056 /* all kinds of armor etc. */
1057 if (op->contr->mode & PU_ARMOUR)
1058 if (tmp->type == ARMOUR)
1059 {
1060 CHK_PICK_PICKUP;
1061 continue;
1062 }
1063
1064 if (op->contr->mode & PU_HELMET)
1065 if (tmp->type == HELMET)
1066 {
1067 CHK_PICK_PICKUP;
1068 continue;
1069 }
1070
1071 if (op->contr->mode & PU_SHIELD)
1072 if (tmp->type == SHIELD)
1073 {
1074 CHK_PICK_PICKUP;
1075 continue;
1076 }
1077
1078 if (op->contr->mode & PU_BOOTS)
1079 if (tmp->type == BOOTS)
1080 {
1081 CHK_PICK_PICKUP;
1082 continue;
1083 }
1084
1085 if (op->contr->mode & PU_GLOVES)
1086 if (tmp->type == GLOVES || tmp->type == BRACERS)
1087 {
1088 CHK_PICK_PICKUP;
1089 continue;
1090 }
1091
1092 if (op->contr->mode & PU_CLOAK)
1093 if (tmp->type == CLOAK)
1094 {
1095 CHK_PICK_PICKUP;
1096 continue;
1097 }
1098
1099 /* hoping to catch throwing daggers here */
1100 if (op->contr->mode & PU_MISSILEWEAPON)
1101 if (tmp->type == WEAPON && tmp->flag [FLAG_IS_THROWN])
1102 {
1103 CHK_PICK_PICKUP;
1104 continue;
1105 }
1106
1107 /* careful: chairs and tables are weapons! */
1108 if (op->contr->mode & PU_ALLWEAPON)
1109 {
1110 if (tmp->type == WEAPON)
1111 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1112 {
1113 CHK_PICK_PICKUP;
1114 continue;
1115 }
1116 }
1117
1118 /* misc stuff that's useful */
1119 if (op->contr->mode & PU_KEY)
1120 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1121 {
1122 CHK_PICK_PICKUP;
1123 continue;
1124 }
1125
1126 /* any of the last 4 bits set means we use the ratio for value
1127 * pickups */
1128 if (op->contr->mode & PU_RATIO)
1129 {
1130 /* use value density to decide what else to grab */
1131 /* >=7 was >= op->contr->mode */
1132 /* >=7 is the old standard setting. Now we take the last 4 bits
1133 */
1134 wvratio = op->contr->mode & PU_RATIO;
1135 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1136 {
1137 #if 0
1138 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1139 if (tmp->name != NULL)
1140 {
1141 fprintf (stderr, "%s", tmp->name);
1142 }
1143 else
1144 fprintf (stderr, "%s", tmp->arch->archname);
1145 fprintf (stderr, ",%d] = ", tmp->type);
1146 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1147 #endif
1148 CHK_PICK_PICKUP;
1149 continue;
1150 }
1151 } /* the new pickup model */
1152 }
1153
1154 return !stop;
1155 }
1156
1157 /* routine for both players and monsters. We call this when
1158 * there is a possibility for our action distrubing our hiding
1159 * place or invisiblity spell. Artefact invisiblity causes
1160 * "noise" instead. If we arent invisible to begin with, we
1161 * return 0.
1162 */
1163 static int
1164 action_makes_visible (object *op)
1165 {
1166 if (op->invisible && op->flag [FLAG_ALIVE])
1167 {
1168 if (op->flag [FLAG_MAKE_INVIS])
1169 {
1170 // artefact invisibility is permanent, but we still make noise
1171 // this is important for game-balance.
1172 if (op->contr)
1173 op->make_noise ();
1174
1175 return 0;
1176 }
1177
1178 if (op->contr && op->contr->tmp_invis == 0)
1179 return 0;
1180
1181 /* If monsters, they should become visible */
1182 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1183 {
1184 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1185 return 1;
1186 }
1187 }
1188
1189 return 0;
1190 }
1191
1192 /*
1193 * Find an arrow in the inventory and after that
1194 * in the right type container (quiver). Pointer to the
1195 * found object is returned.
1196 */
1197 static object *
1198 find_arrow (object *op, const char *type)
1199 {
1200 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1201 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1202 return splay (tmp);
1203
1204 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1205 if (tmp->type == CONTAINER && tmp->flag [FLAG_APPLIED] && !strcmp (&tmp->race, type))
1206 if (object *arrow = find_arrow (tmp, type))
1207 {
1208 splay (tmp);
1209 return arrow;
1210 }
1211
1212 return 0;
1213 }
1214
1215 /*
1216 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1217 * against the target. A full test is not performed, simply a basic test
1218 * of resistances. The archer is making a quick guess at what he sees down
1219 * the hall. Failing that it does it's best to pick the highest plus arrow.
1220 */
1221 static object *
1222 find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1223 {
1224 object *tmp = NULL, *arrow, *ntmp;
1225 int attacknum, attacktype, betterby = 0, i;
1226
1227 if (!type)
1228 return NULL;
1229
1230 for (arrow = op->inv; arrow; arrow = arrow->below)
1231 {
1232 if (arrow->type == CONTAINER && arrow->race == type && arrow->flag [FLAG_APPLIED])
1233 {
1234 i = 0;
1235 ntmp = find_better_arrow (arrow, target, type, &i);
1236
1237 if (i > betterby)
1238 {
1239 tmp = ntmp;
1240 betterby = i;
1241 }
1242 }
1243 else if (arrow->type == ARROW && arrow->race == type)
1244 {
1245 /* allways prefer assasination/slaying */
1246 if (target->race && arrow->slaying.contains (target->race))
1247 {
1248 if (arrow->attacktype & AT_DEATH)
1249 {
1250 *better = 100;
1251 return arrow;
1252 }
1253 else
1254 {
1255 tmp = arrow;
1256 betterby = (arrow->magic + arrow->stats.dam) * 2;
1257 }
1258 }
1259 else
1260 {
1261 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1262 {
1263 attacktype = 1 << attacknum;
1264 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1265 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1266 {
1267 tmp = arrow;
1268 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1269 }
1270 }
1271
1272 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1273 {
1274 tmp = arrow;
1275 betterby = 2 + arrow->magic + arrow->stats.dam;
1276 }
1277
1278 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1279 {
1280 tmp = arrow;
1281 betterby = 1 + arrow->magic + arrow->stats.dam;
1282 }
1283 }
1284 }
1285 }
1286
1287 if (tmp == NULL && arrow == NULL)
1288 return find_arrow (op, type);
1289
1290 *better = betterby;
1291 return tmp;
1292 }
1293
1294 /* looks in a given direction, finds the first valid target, and calls
1295 * find_better_arrow to find a decent arrow to use.
1296 * op = the shooter
1297 * type = bow->race
1298 * dir = fire direction
1299 */
1300 static object *
1301 pick_arrow_target (object *op, shstr_cmp type, int dir)
1302 {
1303 object *tmp = NULL;
1304 maptile *m;
1305 int i, mflags, found, number;
1306 sint16 x, y;
1307
1308 if (op->map == NULL)
1309 return find_arrow (op, type);
1310
1311 /* do a dex check */
1312 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1313 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1314 return find_arrow (op, type);
1315
1316 m = op->map;
1317 x = op->x;
1318 y = op->y;
1319
1320 /* find the first target */
1321 for (i = 0, found = 0; i < 20; i++)
1322 {
1323 x += DIRX (dir);
1324 y += DIRY (dir);
1325 mflags = get_map_flags (m, &m, x, y, &x, &y);
1326
1327 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1328 {
1329 tmp = 0;
1330 break;
1331 }
1332 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1333 {
1334 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1335 * perhaps a bad assumption.
1336 */
1337 tmp = 0;
1338 break;
1339 }
1340
1341 if (mflags & P_IS_ALIVE)
1342 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1343 if (tmp->flag [FLAG_ALIVE])
1344 break;
1345 }
1346
1347 if (!tmp)
1348 return find_arrow (op, type);
1349
1350 if (tmp->head)
1351 tmp = tmp->head;
1352
1353 return find_better_arrow (op, tmp, type, &i);
1354 }
1355
1356 /*
1357 * Creature fires a bow - op can be monster or player. Returns
1358 * 1 if bow was actually fired, 0 otherwise.
1359 * op is the object firing the bow.
1360 * part is for multipart creatures - the part firing the bow.
1361 * dir is the direction of fire.
1362 * wc_mod is any special modifier to give (used in special player fire modes)
1363 * sx, sy are coordinates to fire arrow from - also used in some of the special
1364 * player fire modes.
1365 */
1366 int
1367 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1368 {
1369 object *left, *bow;
1370 int mflags;
1371 maptile *m;
1372
1373 if (!dir)
1374 {
1375 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1376 return 0;
1377 }
1378
1379 if (op->contr)
1380 bow = op->current_weapon;
1381 else
1382 {
1383 for (bow = op->inv; bow; bow = bow->below)
1384 /* Don't check for applied - monsters don't apply bows - in that way, they
1385 * don't need to switch back and forth between bows and weapons.
1386 */
1387 if (bow->type == BOW)
1388 break;
1389
1390 if (!bow)
1391 {
1392 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1393 return 0;
1394 }
1395
1396 // optimisation: move object to top so we will find it quickly again
1397 splay (bow);
1398 }
1399
1400 if (!bow->race || !bow->skill)
1401 {
1402 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1403 return 0;
1404 }
1405
1406 if (arrow == NULL)
1407 {
1408 if ((arrow = find_arrow (op, bow->race)) == NULL)
1409 {
1410 if (op->type == PLAYER)
1411 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1412 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1413 else
1414 op->clr_flag (FLAG_READY_BOW);
1415
1416 return 0;
1417 }
1418 }
1419
1420 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1421 if (mflags & P_OUT_OF_MAP)
1422 return 0;
1423
1424 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1425 {
1426 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1427 return 0;
1428 }
1429
1430 /* this should not happen, but sometimes does */
1431 if (arrow->nrof == 0)
1432 {
1433 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1434 arrow->destroy ();
1435 return 0;
1436 }
1437
1438 left = arrow; /* these are arrows left to the player */
1439 arrow = arrow->split ();
1440 if (!arrow)
1441 {
1442 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1443 return 0;
1444 }
1445
1446 arrow->set_owner (op);
1447 arrow->skill = bow->skill;
1448 arrow->direction = dir;
1449
1450 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1451 arrow->stats.hp = arrow->stats.dam;
1452 arrow->stats.grace = arrow->attacktype;
1453 arrow->custom_name = arrow->slaying;
1454
1455 #if 0
1456 if (player *pl = op->contr)
1457 {
1458 float speed = pl->weapon_sp;
1459
1460 /* penalize ROF for bestarrow */
1461 if (pl->bowtype == bow_bestarrow)
1462 speed *= .9f;
1463 else
1464 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1465
1466 op->speed_left += speed - op->speed;
1467 }
1468 #endif
1469
1470 arrow->set_anim_frame (arrow->direction);
1471
1472 /* update the speed */
1473
1474 arrow->speed_left = 0;
1475 arrow->set_speed (max (2.f,
1476 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1477 + bow->stats.dam / 7.f
1478 ));
1479
1480 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1481
1482 if (op->type == PLAYER)
1483 {
1484 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1485 wc -= dex_bonus[op->stats.Dex];
1486
1487 if (!arrow->slaying)
1488 arrow->slaying = op->slaying;
1489
1490 arrow->attacktype |= op->attacktype;
1491 }
1492 else
1493 {
1494 arrow->level = op->level;
1495 arrow->stats.wc -= bow->magic;
1496
1497 if (!arrow->slaying)
1498 arrow->slaying = bow->slaying;
1499
1500 arrow->attacktype |= bow->attacktype;
1501 }
1502
1503 wc -= arrow->level;
1504 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1505
1506 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1507 arrow->move_type = MOVE_FLY_LOW;
1508 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1509 arrow->set_flag (FLAG_NO_PICK);
1510
1511 op->play_sound (sound_find ("fire_arrow"));
1512 m->insert (arrow, sx, sy, op);
1513
1514 if (!arrow->destroyed ())
1515 move_arrow (arrow);
1516
1517 return 1;
1518 }
1519
1520 /* Special fire code for players - this takes into
1521 * account the special fire modes players can have
1522 * but monsters can't. Putting that code here
1523 * makes the fire_bow code much cleaner.
1524 * this function should only be called if 'op' is a player,
1525 * hence the function name.
1526 */
1527 static int
1528 player_fire_bow (object *op, int dir)
1529 {
1530 int ret;
1531
1532 if (op->contr->bowtype == bow_bestarrow)
1533 {
1534 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1535 }
1536 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1537 {
1538 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1539 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1540 }
1541 else if (op->contr->bowtype == bow_threewide)
1542 {
1543 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1544 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir + 2)), op->y + DIRY (absdir (dir + 2)));
1545 ret |= fire_bow (op, op, NULL, dir, -5, op->x + DIRX (absdir (dir - 2)), op->y + DIRY (absdir (dir - 2)));
1546 }
1547 else if (op->contr->bowtype == bow_spreadshot)
1548 {
1549 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1550 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1551 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1552 }
1553 else
1554 {
1555 /* Simple case */
1556 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1557 }
1558
1559 return ret;
1560 }
1561
1562 /* Fires a misc (wand/rod/horn) object in 'dir'.
1563 * Broken apart from 'fire' to keep it more readable.
1564 */
1565 static void
1566 fire_misc_object (object *op, int dir)
1567 {
1568 object *item = op->contr->ranged_ob;
1569
1570 if (!item)
1571 {
1572 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1573 return;
1574 }
1575
1576 if (!item->inv)
1577 {
1578 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1579 return;
1580 }
1581
1582 if (!op->apply (item))
1583 return;
1584
1585 if (item->type == WAND)
1586 {
1587 if (item->stats.food <= 0)
1588 {
1589 op->contr->play_sound (sound_find ("wand_poof"));
1590 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1591
1592 return;
1593 }
1594 }
1595 else if (item->type == ROD || item->type == HORN)
1596 {
1597 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1598
1599 // using the maximum of the rods charge allows at least one spell cast
1600 // for a rod or horn, this fixes some broken rods.
1601 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1602 {
1603 op->contr->play_sound (sound_find ("wand_poof"));
1604
1605 if (item->type == ROD)
1606 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1607 else
1608 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1609
1610 return;
1611 }
1612 }
1613
1614 if (cast_spell (op, item, dir, item->inv, NULL))
1615 {
1616 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1617
1618 if (item->type == WAND)
1619 {
1620 if (!(--item->stats.food))
1621 {
1622 if (item->arch)
1623 {
1624 item->clr_flag (FLAG_ANIMATE);
1625 item->face = item->arch->face;
1626 item->set_speed (0);
1627 }
1628
1629 if (object *pl = item->visible_to ())
1630 esrv_update_item (UPD_ANIM, pl, item);
1631 }
1632 }
1633 else if (item->type == ROD || item->type == HORN)
1634 drain_rod_charge (item);
1635 }
1636 }
1637
1638 /* Received a fire command for the player - go and do it.
1639 */
1640 bool
1641 fire (object *who, int dir)
1642 {
1643 int spellcost = 0;
1644
1645 player *pl = who->contr;
1646
1647 if (pl->golem)
1648 {
1649 control_golem (who->contr->golem, dir);
1650 return false;
1651 }
1652
1653 object *ob = pl->ranged_ob;
1654
1655 if (!ob)
1656 return false;
1657
1658 if (who->speed_left > 0.f)
1659 --who->speed_left;
1660 else
1661 return false;
1662
1663 if (!who->apply (ob))
1664 return false;
1665
1666 /* check for loss of invisiblity/hide */
1667 if (action_makes_visible (who))
1668 make_visible (who);
1669
1670 switch (ob->type)
1671 {
1672 case BOW:
1673 player_fire_bow (who, dir);
1674 break;
1675
1676 case SPELL:
1677 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1678 break;
1679
1680 case BUILDER:
1681 apply_map_builder (who, dir);
1682 break;
1683
1684 case SKILL:
1685 do_skill (who, who, ob, dir, 0);
1686 break;
1687
1688 case RANGED:
1689 do_skill (who, ob, who->chosen_skill, dir, 0);
1690 break;
1691
1692 default:
1693 fire_misc_object (who, dir);
1694 break;
1695 }
1696
1697 return true;
1698 }
1699
1700 static object *
1701 find_key_ (object *pl, object *container, object *door)
1702 {
1703 object *tmp, *key;
1704
1705 /* Should not happen, but sanity checking is never bad */
1706 if (!container->inv)
1707 return 0;
1708
1709 /* First, lets try to find a key in the top level inventory */
1710 for (tmp = container->inv; tmp; tmp = tmp->below)
1711 {
1712 if (door->type == DOOR && tmp->type == KEY)
1713 break;
1714
1715 /* For sanity, we should really check door type, but other stuff
1716 * (like containers) can be locked with special keys
1717 */
1718 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1719 break;
1720 }
1721
1722 /* No key found - lets search inventories now */
1723 /* If we find and use a key in an inventory, return at that time.
1724 * otherwise, if we search all the inventories and still don't find
1725 * a key, return
1726 */
1727 if (!tmp)
1728 {
1729 for (tmp = container->inv; tmp; tmp = tmp->below)
1730 /* No reason to search empty containers */
1731 if (tmp->type == CONTAINER && tmp->inv)
1732 if ((key = find_key_ (pl, tmp, door)))
1733 return key;
1734
1735 if (!tmp)
1736 return 0;
1737 }
1738
1739 /* We get down here if we have found a key. Now if its in a container,
1740 * see if we actually want to use it
1741 */
1742 if (pl != container)
1743 {
1744 /* Only let players use keys in containers */
1745 if (!pl->contr)
1746 return 0;
1747
1748 /* cases where this fails:
1749 * If we only search the player inventory, return now since we
1750 * are not in the players inventory.
1751 * If the container is not active, return now since only active
1752 * containers can be used.
1753 * If we only search keyrings and the container does not have
1754 * a race/isn't a keyring.
1755 * No checking for all containers - to fall through past here,
1756 * inv must have been an container and must have been active.
1757 *
1758 * Change the color so that the message doesn't disappear with
1759 * all the others.
1760 */
1761 if (pl->contr->usekeys == key_inventory
1762 || !container->flag [FLAG_APPLIED]
1763 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1764 {
1765 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1766 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1767 return NULL;
1768 }
1769 }
1770
1771 return tmp;
1772 }
1773
1774 /* find_key
1775 * We try to find a key for the door as passed. If we find a key
1776 * and successfully use it, we return the key, otherwise NULL
1777 * This function merges both normal and locked door, since the logic
1778 * for both is the same - just the specific key is different.
1779 * pl is the player,
1780 * inv is the objects inventory to searched
1781 * door is the door we are trying to match against.
1782 * This function can be called recursively to search containers.
1783 */
1784 object *
1785 find_key (object *pl, object *container, object *door)
1786 {
1787 if (door->slaying && is_match_expr (door->slaying))
1788 {
1789 // for match expressions, we try to find the key by applying the match
1790 // to the op itself, which is supposed to find the "key", instead
1791 // of searching through containers ourselves.
1792
1793 return match_one (door->slaying, container, door, pl, pl);
1794 }
1795 else
1796 return find_key_ (pl, container, door);
1797 }
1798
1799 /* moved door processing out of move_player_attack.
1800 * returns 1 if player has opened the door with a key
1801 * such that the caller should not do anything more,
1802 * 0 otherwise
1803 */
1804 static int
1805 player_attack_door (object *op, object *door)
1806 {
1807 /* If its a door, try to find a key. If we do destroy the door,
1808 * might as well return immediately as there is nothing more to do -
1809 * otherwise, we fall through to the rest of the code.
1810 */
1811 object *key = find_key (op, op, door);
1812
1813 /* If we found a key, do some extra work */
1814 if (key)
1815 {
1816 object *container = key->env;
1817
1818 if (action_makes_visible (op))
1819 make_visible (op);
1820
1821 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1822 spring_trap (door->inv, op);
1823
1824 if (door->type == DOOR)
1825 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1826 else if (door->type == LOCKED_DOOR)
1827 {
1828 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1829 remove_door2 (door); /* remove door without violence ;-) */
1830 }
1831
1832 /* Do this after we print the message */
1833 key->decrease (); /* Use up one of the keys */
1834
1835 return 1; /* Nothing more to do below */
1836 }
1837 else if (door->type == LOCKED_DOOR)
1838 {
1839 /* Might as well return now - no other way to open this */
1840 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
1841 return 1;
1842 }
1843
1844 return 0;
1845 }
1846
1847 /* This function is just part of a breakup from move_player.
1848 * It should keep the code cleaner.
1849 * When this is called, the players direction has been updated
1850 * (taking into account confusion.) The player is also actually
1851 * going to try and move (not fire weapons).
1852 */
1853 bool
1854 move_player_attack (object *op, int dir)
1855 {
1856 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1857 {
1858 --op->speed_left;
1859 return true;
1860 }
1861
1862 sint16 nx = DIRX (dir) + op->x;
1863 sint16 ny = DIRY (dir) + op->y;
1864
1865 if (out_of_map (op->map, nx, ny))
1866 return false;
1867
1868 /* If braced, or can't move to the square, and it is not out of the
1869 * map, attack it. Note order of if statement is important - don't
1870 * want to be calling move_ob if braced, because move_ob will move the
1871 * player. This is a pretty nasty hack, because if we could
1872 * move to some space, it then means that if we are braced, we should
1873 * do nothing at all. As it is, if we are braced, we go through
1874 * quite a bit of processing. However, it probably is less than what
1875 * move_ob uses.
1876 */
1877 maptile *m = op->map->xy_find (nx, ny);
1878
1879 /* Go through all the objects, and find ones of interest. Only stop if
1880 * we find a monster - that is something we know we want to attack.
1881 * if its a door or barrel (can roll) see if there may be monsters
1882 * on the space
1883 */
1884 object *mon;
1885 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
1886 {
1887 if ((mon->flag [FLAG_ALIVE]
1888 || mon->type == LOCKED_DOOR
1889 || mon->flag [FLAG_CAN_ROLL])
1890 && mon != op)
1891 break;
1892 }
1893
1894 /* no monster == player tries to move into a wall or so */
1895 if (!mon)
1896 {
1897 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1898 if (op->move_type & ob->move_block)
1899 {
1900 if (ob->move_block == MOVE_ALL)
1901 move_into_wall (op, ob);
1902 else
1903 {
1904 if (op->contr->ns->bumpmsg)
1905 {
1906 op->play_sound (sound_find ("blocked_move"));
1907
1908 op->statusmsg (ob->invisible
1909 ? "Something blocks you."
1910 : format ("Something blocks you from entering the %s.", query_name (ob))
1911 );
1912 }
1913 }
1914
1915 break;
1916 }
1917
1918 return false;
1919 }
1920
1921 mon = mon->head_ ();
1922
1923 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1924 if (op->contr->weapon_sp_left > 0.f)
1925 if (player_attack_door (op, mon))
1926 {
1927 --op->contr->weapon_sp_left;
1928 return true;
1929 }
1930
1931 /* The following deals with possibly attacking peaceful
1932 * or friendly creatures. Basically, all players are considered
1933 * unaggressive. If the moving player has peaceful set, then the
1934 * object should be pushed instead of attacked. It is assumed that
1935 * if you are braced, you will not attack friends accidently,
1936 * and thus will not push them.
1937 */
1938
1939 /* If the creature is a pet, push it even if the player is not
1940 * peaceful. Our assumption is the creature is a pet if the
1941 * player owns it and it is either friendly or unagressive.
1942 */
1943 if (op->type == PLAYER
1944 && ((mon->owner && mon->owner->contr
1945 && same_party (mon->owner->contr->party, op->contr->party))
1946 || mon->owner == op)
1947 && (mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY]))
1948 {
1949 /* If we're braced, we don't want to switch places with it */
1950 if (op->contr->braced)
1951 return false;
1952
1953 if (op->speed_left > 0.f)
1954 {
1955 --op->speed_left;
1956
1957 op->play_sound (sound_find ("push_player"));
1958 push_ob (mon, dir, op);
1959
1960 if (action_makes_visible (op))
1961 make_visible (op);
1962
1963 return true;
1964 }
1965 else
1966 return false;
1967 }
1968
1969 bool on_battleground = op_on_battleground (op, 0, 0);
1970
1971 /* in certain circumstances, you shouldn't attack friendly
1972 * creatures. Note that if you are braced, you can't push
1973 * someone, but put it inside this loop so that you won't
1974 * attack them either.
1975 */
1976 if ((mon->type == PLAYER || mon->enemy != op)
1977 && (mon->type == PLAYER || mon->flag [FLAG_UNAGGRESSIVE] || mon->flag [FLAG_FRIENDLY])
1978 && ((op->contr->peaceful
1979 || (mon->type == PLAYER && mon->contr->peaceful))
1980 && !on_battleground))
1981 {
1982 if (op->speed_left > 0.f)
1983 {
1984 --op->speed_left;
1985
1986 if (!op->contr->braced)
1987 {
1988 op->play_sound (sound_find ("push_player"));
1989 push_ob (mon, dir, op);
1990 }
1991 else
1992 op->statusmsg ("You withhold your attack");
1993
1994 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
1995 make_visible (op);
1996
1997 return true;
1998 }
1999 }
2000 /* If the object is a boulder or other rollable object, then
2001 * roll it if not braced. You can't roll it if you are braced.
2002 */
2003 else if (mon->flag [FLAG_CAN_ROLL] && (!op->contr->braced))
2004 {
2005 if (op->speed_left > 0.f)
2006 {
2007 --op->speed_left;
2008
2009 recursive_roll (mon, dir, op);
2010 if (action_makes_visible (op))
2011 make_visible (op);
2012
2013 return true;
2014 }
2015 }
2016 /* Any generic living creature. Including things like doors.
2017 * Way it works is like this: First, it must have some hit points
2018 * and be living. Then, it must be one of the following:
2019 * 1) Not a player, 2) A player, but of a different party. Note
2020 * that party_number -1 is no party, so attacks can still happen.
2021 */
2022 else if ((mon->stats.hp >= 0) && mon->flag [FLAG_ALIVE] &&
2023 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2024 {
2025 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2026 {
2027 --op->contr->weapon_sp_left;
2028
2029 skill_attack (mon, op, 0, 0, 0);
2030
2031 if (action_makes_visible (op))
2032 make_visible (op);
2033
2034 return true;
2035 }
2036 }
2037
2038 return false;
2039 }
2040
2041 bool
2042 move_player (object *op, int dir)
2043 {
2044 if (!op->map || op->map->state != MAP_ACTIVE)
2045 return 0;
2046
2047 /* Sanity check: make sure dir is valid */
2048 if (dir < 0 || dir > 8)
2049 {
2050 LOG (llevError, "move_player: invalid direction %d\n", dir);
2051 return 0;
2052 }
2053
2054 /* peterm: added following line */
2055 if (op->flag [FLAG_CONFUSED] && dir)
2056 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2057
2058 op->facing = dir;
2059
2060 if (op->flag [FLAG_HIDDEN])
2061 do_hidden_move (op);
2062
2063 bool retval;
2064 int pick = 0;
2065
2066 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2067 retval = RESULT_INT (0);
2068 else if (op->contr->fire_on)
2069 retval = fire (op, dir);
2070 else
2071 {
2072 retval = move_player_attack (op, dir);
2073 pick = check_pick (op);
2074 }
2075
2076 /* Add special check for newcs players and fire on - this way, the
2077 * server can handle repeat firing.
2078 */
2079 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2080 op->direction = dir;
2081 else
2082 op->direction = 0;
2083
2084 /* Update how the player looks. Use the facing, so direction may
2085 * get reset to zero. This allows for full animation capabilities
2086 * for players.
2087 */
2088 animate_object (op, op->facing);
2089
2090 return retval;
2091 }
2092
2093 /* This is similar to handle_player, below, but is only used by the
2094 * new client/server stuff.
2095 * This is sort of special, in that the new client/server actually uses
2096 * the new speed values for commands.
2097 *
2098 * Returns true if there are more actions we can do. Should not do
2099 * many actions in a row, as that would be too unfair to other
2100 * players.
2101 */
2102 bool
2103 handle_newcs_player (object *op)
2104 {
2105 if (op->flag [FLAG_SCARED])
2106 {
2107 if (op->speed_left > 0.f)
2108 {
2109 --op->speed_left;
2110 flee_player (op);
2111
2112 return true;
2113 }
2114 else
2115 return false;
2116 }
2117
2118 /* call this here - we also will call this in do_ericserver, but
2119 * the players time has been increased when doericserver has been
2120 * called, so we recheck it here.
2121 */
2122 if (op->contr->ns->handle_command ())
2123 return true;
2124
2125 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2126 return move_player (op, op->direction);
2127
2128 return false;
2129 }
2130
2131 static int
2132 save_life (object *op)
2133 {
2134 if (!op->flag [FLAG_LIFESAVE])
2135 return 0;
2136
2137 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2138 if (tmp->flag [FLAG_APPLIED] && tmp->flag [FLAG_LIFESAVE])
2139 {
2140 op->play_sound (sound_find ("ob_evaporate"));
2141 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2142
2143 tmp->destroy ();
2144 op->clr_flag (FLAG_LIFESAVE);
2145
2146 if (op->stats.hp < 0)
2147 op->stats.hp = op->stats.maxhp;
2148
2149 if (op->stats.food < 0)
2150 op->stats.food = MAX_FOOD;
2151
2152 op->update_stats ();
2153 return 1;
2154 }
2155
2156 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2157 op->clr_flag (FLAG_LIFESAVE);
2158 enter_player_savebed (op); /* bring him home. */
2159 return 0;
2160 }
2161
2162 /* This goes throws the inventory and removes unpaid objects, and puts them
2163 * back in the map (location and map determined by values of env). This
2164 * function will descend into containers. op is the object to start the search
2165 * from.
2166 */
2167 static void
2168 drop_unpaid_items (object *op, object *env)
2169 {
2170 while (op)
2171 {
2172 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2173
2174 if (op->flag [FLAG_UNPAID])
2175 op->insert_at (env);
2176 else if (op->inv)
2177 drop_unpaid_items (op->inv, env);
2178
2179 op = next;
2180 }
2181 }
2182
2183 void
2184 object::drop_unpaid_items ()
2185 {
2186 if (!flag [FLAG_REMOVED])
2187 ::drop_unpaid_items (inv, this);
2188 }
2189
2190 void
2191 do_some_living (object *op)
2192 {
2193 int last_food = op->stats.food;
2194 int gen_hp, gen_sp, gen_grace;
2195 int rate_hp = 1200;
2196 int rate_sp = 2500;
2197 int rate_grace = 2000;
2198 const int max_hp = 1;
2199 const int max_sp = 1;
2200 const int max_grace = 1;
2201
2202 #if 0
2203 if (op->contr->hidden)
2204 {
2205 op->invisible = 1000;
2206 /* the socket code flashes the player visible/invisible
2207 * depending on the value of invisible, so we need to
2208 * alternate it here for it to work correctly.
2209 */
2210 if (server_tick & 2)
2211 op->invisible--;
2212 }
2213 else
2214 #endif
2215 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2216 {
2217 if (!op->invisible--)
2218 {
2219 make_visible (op);
2220 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2221 }
2222 }
2223
2224 if (op->contr->ns->state == ST_PLAYING)
2225 {
2226 /* these next three if clauses make it possible to SLOW DOWN
2227 hp/grace/spellpoint regeneration. */
2228 if (op->contr->gen_hp >= 0)
2229 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2230 else
2231 {
2232 gen_hp = op->stats.maxhp;
2233 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2234 }
2235
2236 if (op->contr->gen_sp >= 0)
2237 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2238 else
2239 {
2240 gen_sp = op->stats.maxsp;
2241 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2242 }
2243
2244 if (op->contr->gen_grace >= 0)
2245 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2246 else
2247 {
2248 gen_grace = op->stats.maxgrace;
2249 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2250 }
2251
2252 /* Regenerate Grace */
2253 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2254 if (--op->last_grace < 0)
2255 {
2256 if (op->stats.grace < op->stats.maxgrace / 2)
2257 op->stats.grace++; /* no penalty in food for regaining grace */
2258
2259 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2260
2261 if (max_grace > 1)
2262 {
2263 int over_grace = temp / rate_grace;
2264
2265 if (over_grace > 0)
2266 {
2267 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2268 op->last_grace = 0;
2269 }
2270 else
2271 op->last_grace = rate_grace / temp;
2272 }
2273 else
2274 op->last_grace = rate_grace / temp;
2275
2276 /* wearing stuff doesn't detract from grace generation. */
2277 }
2278
2279 if (op->stats.food > 0)
2280 {
2281 /* Regenerate Spell Points */
2282 if (!op->contr->golem && --op->last_sp < 0)
2283 {
2284 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2285
2286 if (op->stats.sp < op->stats.maxsp)
2287 {
2288 op->stats.sp++;
2289
2290 /* dms do not consume food */
2291 if (!op->flag [FLAG_WIZ])
2292 {
2293 op->stats.food--;
2294
2295 if (op->contr->digestion < 0)
2296 op->stats.food += op->contr->digestion;
2297 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2298 op->stats.food = last_food;
2299 }
2300 }
2301
2302 if (max_sp > 1)
2303 {
2304 int over_sp = (gen_sp + 10) / rate_sp;
2305 if (over_sp > 0)
2306 {
2307 if (op->stats.sp < op->stats.maxsp)
2308 {
2309 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2310
2311 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2312 op->stats.sp--;
2313
2314 if (op->stats.sp > op->stats.maxsp)
2315 op->stats.sp = op->stats.maxsp;
2316 }
2317
2318 op->last_sp = 0;
2319 }
2320 else
2321 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2322 }
2323 else
2324 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2325 }
2326
2327 /* Regenerate Hit Points */
2328 if (--op->last_heal < 0)
2329 {
2330 if (op->stats.hp < op->stats.maxhp)
2331 {
2332 op->stats.hp++;
2333
2334 /* dms do not consume food */
2335 if (!op->flag [FLAG_WIZ])
2336 {
2337 op->stats.food--;
2338
2339 if (op->contr->digestion < 0)
2340 op->stats.food += op->contr->digestion;
2341 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2342 op->stats.food = last_food;
2343 }
2344 }
2345
2346 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2347
2348 if (max_hp > 1)
2349 {
2350 int over_hp = temp / rate_hp;
2351
2352 if (over_hp > 0)
2353 {
2354 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2355 op->last_heal = 0;
2356 }
2357 else
2358 op->last_heal = rate_hp / temp;
2359 }
2360 else
2361 op->last_heal = rate_hp / temp;
2362 }
2363 }
2364
2365 /* Digestion */
2366 if (--op->last_eat < 0)
2367 {
2368 int bonus = max (0, op->contr->digestion),
2369 penalty = max (0, -op->contr->digestion);
2370
2371 op->last_eat = 25 * (1 + bonus) / (max (0, op->contr->gen_hp) + penalty + 1);
2372
2373 /* dms do not consume food */
2374 if (!op->flag [FLAG_WIZ])
2375 op->stats.food--;
2376 }
2377
2378 if (op->stats.food < 0 && op->stats.hp >= 0)
2379 {
2380 object *flesh = 0;
2381
2382 for_inv_removable (op, tmp)
2383 {
2384 if (tmp->flag [FLAG_UNPAID])
2385 continue;
2386
2387 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2388 {
2389 op->statusmsg ("You blindly grab for a bite of food. "
2390 "H<To prevent you from starving, you ate some random item from your backpack.>");
2391 op->apply (tmp);
2392
2393 if (op->stats.food >= 0 || op->stats.hp < 0)
2394 break;
2395 }
2396 else if (tmp->type == FLESH)
2397 flesh = tmp;
2398 }
2399
2400 /* If player is still starving, it means they don't have any food, so
2401 * eat flesh instead.
2402 */
2403 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2404 {
2405 op->statusmsg ("You blindly grab for a bite of food. "
2406 "H<To prevent you from starving, you ate some random item from your backpack.>");
2407 op->apply (flesh);
2408 }
2409
2410 // If player is still starving, alert him!
2411 if (op->stats.food < 0)
2412 op->failmsg ("You are starving! "
2413 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2414 }
2415
2416 if (op->stats.food < 0)
2417 {
2418 op->stats.hp += op->stats.food;
2419 op->stats.food = 0;
2420
2421 if (op->stats.hp < 0)
2422 {
2423 op->contr->killer = archetype::get ("killer_starvation");
2424 op->contr->killer->destroy ();
2425 }
2426 }
2427
2428 /* killer should be set here already */
2429 if (op->stats.hp < 0 && !op->flag [FLAG_WIZ])
2430 kill_player (op);
2431 }
2432 }
2433
2434 /* If the player should die (lack of hp, food, etc), we call this.
2435 * op is the player in jeopardy. If the player can not be saved (not
2436 * permadeath, no lifesave), this will take care of removing the player
2437 * file.
2438 */
2439 void
2440 kill_player (object *op)
2441 {
2442 int x, y;
2443 maptile *map; /* this is for resurrection */
2444 int will_kill_again;
2445 archetype *at;
2446 object *tmp;
2447
2448 if (save_life (op))
2449 return;
2450
2451 dynbuf_text deathtab;
2452
2453 /* restore player */
2454 at = archetype::find (shstr_poisoning);
2455 if (object *tmp = present_arch_in_ob (at, op))
2456 {
2457 tmp->destroy ();
2458 deathtab << "Your body feels cleansed...\r";
2459 }
2460
2461 at = archetype::find (shstr_confusion);
2462 if (object *tmp = present_arch_in_ob (at, op))
2463 {
2464 tmp->destroy ();
2465 deathtab << "Your mind feels clearer...\r";
2466 }
2467
2468 cure_disease (op, 0, 0); /* remove any disease */
2469
2470 max_it (op->stats.hp , op->stats.maxhp);
2471 max_it (op->stats.sp , op->stats.maxsp);
2472 max_it (op->stats.grace, op->stats.maxgrace);
2473 max_it (op->stats.food , 200);
2474
2475 // remove all spell effects that are active
2476 // to avoid long-term effects such as word-of-recall
2477 for (object *item = op->inv; item; )
2478 {
2479 object *next = item->below;
2480
2481 if (item->type == SPELL_EFFECT && item->active)
2482 item->destroy ();
2483
2484 item = next;
2485 }
2486
2487 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2488 * in cities ONLY!!! It is very important that this doesn't get abused.
2489 * Look at op_on_battleground() for more info --AndreasV
2490 */
2491 if (op_on_battleground (op, &x, &y))
2492 {
2493 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2494
2495 /* create a bodypart-trophy to make the winner happy */
2496 object *tmp = archetype::find (shstr_finger)->instance ();
2497
2498 tmp->name = format ("%s's finger" , &op->name);
2499 tmp->name_pl = format ("%s's fingers", &op->name);
2500 tmp->msg = format (
2501 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2502 &op->name, op->contr->title,
2503 (int)op->level,
2504 op->contr->killer_name ()
2505 );
2506 tmp->value = 0, tmp->type = 0;
2507 tmp->material = name_to_material (shstr_organic);
2508 tmp->insert_at (op, tmp);
2509
2510 /* teleport defeated player to new destination */
2511 transfer_ob (op, x, y, 0, NULL);
2512 op->contr->braced = 0;
2513
2514 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2515 return;
2516 }
2517
2518 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2519 deathtab << "T<YOU HAVE DIED>\n\n";
2520
2521 INVOKE_PLAYER (DEATH, op->contr);
2522
2523 command_kill_pets (op, 0);
2524
2525 op->contr->play_sound (sound_find ("player_dies"));
2526
2527 /* save the map location for corpse, gravestone */
2528 x = op->x;
2529 y = op->y;
2530 map = op->map;
2531
2532 /* NOT_PERMADEATH code. This basically brings the character back to
2533 * life if they are dead - it takes some exp and a random stat.
2534 * See the config.h file for a little more in depth detail about this.
2535 */
2536
2537 /* Basically two ways to go - remove a stat permanently, or just
2538 * make it depletion. This bunch of code deals with that aspect
2539 * of death.
2540 */
2541 #ifndef COZY_SERVER
2542 if (settings.balanced_stat_loss)
2543 {
2544 /* If stat loss is permanent, lose one stat only. */
2545 /* Lower level chars don't lose as many stats because they suffer
2546 more if they do. */
2547 /* Higher level characters can afford things such as potions of
2548 restoration, or better, stat potions. So we slug them that
2549 little bit harder. */
2550 /* GD */
2551 if (settings.stat_loss_on_death)
2552 num_stats_lose = 1;
2553 else
2554 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2555 }
2556 else
2557 num_stats_lose = 1;
2558
2559 lost_a_stat = 0;
2560
2561 for (z = 0; z < num_stats_lose; z++)
2562 {
2563 i = rndm (NUM_STATS);
2564
2565 if (settings.stat_loss_on_death)
2566 {
2567 /* Pick a random stat and take a point off it. Tell the player
2568 * what he lost.
2569 */
2570 change_attr_value (&(op->stats), i, -1);
2571 check_stat_bounds (&(op->stats));
2572 change_attr_value (&(op->contr->orig_stats), i, -1);
2573 check_stat_bounds (&(op->contr->orig_stats));
2574 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2575 lost_a_stat = 1;
2576 }
2577 else
2578 {
2579 /* deplete a stat */
2580 archetype *deparch = archetype::find (shstr_depletion);
2581 object *dep;
2582
2583 dep = present_arch_in_ob (deparch, op);
2584 if (!dep)
2585 {
2586 dep = deparch->instance ();
2587 insert_ob_in_ob (dep, op);
2588 }
2589 lose_this_stat = 1;
2590 if (settings.balanced_stat_loss)
2591 {
2592 /* GD */
2593 /* Get the stat that we're about to deplete. */
2594 this_stat = get_attr_value (&(dep->stats), i);
2595 if (this_stat < 0)
2596 {
2597 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2598 int keep_chance = this_stat * this_stat;
2599
2600 /* Yes, I am paranoid. Sue me. */
2601 if (keep_chance < 1)
2602 keep_chance = 1;
2603
2604 /* There is a maximum depletion total per level. */
2605 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2606 {
2607 lose_this_stat = 0;
2608 /* Take loss chance vs keep chance to see if we
2609 retain the stat. */
2610 }
2611 else
2612 {
2613 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2614 lose_this_stat = 0;
2615 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2616 this_stat, keep_chance, loss_chance,
2617 lose_this_stat?"LOSE":"KEEP"); */
2618 }
2619 }
2620 }
2621
2622 if (lose_this_stat)
2623 {
2624 this_stat = get_attr_value (&dep->stats, i);
2625 /* We could try to do something clever like find another
2626 * stat to reduce if this fails. But chances are, if
2627 * stats have been depleted to -50, all are pretty low
2628 * and should be roughly the same, so it shouldn't make a
2629 * difference.
2630 */
2631 if (this_stat >= -50)
2632 {
2633 change_attr_value (&(dep->stats), i, -1);
2634 dep->set_flag (FLAG_APPLIED);
2635 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2636 op->update_stats ();
2637 lost_a_stat = 1;
2638 }
2639 }
2640 }
2641 }
2642
2643 /* If no stat lost, tell the player. */
2644 if (!lost_a_stat)
2645 {
2646 /* determine_god() seems to not work sometimes... why is this?
2647 Should I be using something else? GD */
2648 shstr_tmp god = determine_god (op);
2649
2650 if (god != shstr_none)
2651 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2652 else
2653 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2654 }
2655 #else
2656 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2657 #endif
2658
2659 /* Put a gravestone up where the character 'almost' died. List the
2660 * exp loss on the stone.
2661 */
2662 tmp = archetype::find (shstr_gravestone)->instance ();
2663 tmp->name = format ("%s's gravestone", &op->name);
2664 tmp->name_pl = format ("%s's gravestones", &op->name);
2665 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2666 &op->name, op->contr->title, op->contr->killer_name ());
2667 tmp->x = op->x, tmp->y = op->y;
2668 insert_ob_in_map (tmp, op->map, NULL, 0);
2669
2670 /**************************************/
2671 /* */
2672 /* Subtract the experience points, */
2673 /* */
2674 /**************************************/
2675
2676 /*add_exp(op, (op->stats.exp * -0.20)); */
2677 apply_death_exp_penalty (op);
2678
2679 /*
2680 * Check to see if the player has any unpaid items. If so, remove them
2681 * and put them back in the map.
2682 */
2683 op->drop_unpaid_items ();
2684
2685 /****************************************/
2686 /* */
2687 /* Move player to his current respawn- */
2688 /* position (usually last savebed) */
2689 /* */
2690 /****************************************/
2691
2692 enter_player_savebed (op);
2693
2694 op->contr->braced = 0;
2695
2696 /* it is possible that the player has blown something up
2697 * at his savebed location, and that can have long lasting
2698 * spell effects. So first see if there is a spell effect
2699 * on the space that might harm the player.
2700 */
2701 will_kill_again = 0;
2702 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2703 if (tmp->type == SPELL_EFFECT)
2704 will_kill_again |= tmp->attacktype;
2705
2706 if (will_kill_again)
2707 {
2708 object *force;
2709 int at;
2710
2711 force = archetype::get (FORCE_NAME);
2712 /* 50 ticks should be enough time for the spell to abate */
2713 force->speed_left = -5.f;
2714 force->set_speed (0.1f);
2715 force->set_flag (FLAG_APPLIED);
2716
2717 for (at = 0; at < NROFATTACKS; at++)
2718 if (will_kill_again & (1 << at))
2719 force->resist[at] = 100;
2720
2721 insert_ob_in_ob (force, op);
2722 op->update_stats ();
2723 }
2724
2725 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2726 }
2727
2728 static void
2729 loot_object (object *op)
2730 { /* Grab and destroy some treasure */
2731 object *tmp, *next;
2732
2733 op->close_container (); /* close open sack first */
2734
2735 for (tmp = op->inv; tmp; tmp = next)
2736 {
2737 next = tmp->below;
2738
2739 if (tmp->invisible)
2740 continue;
2741
2742 tmp->remove ();
2743 tmp->x = op->x, tmp->y = op->y;
2744
2745 if (tmp->type == CONTAINER)
2746 loot_object (tmp); /* empty container to ground */
2747
2748 if (!tmp->flag [FLAG_UNIQUE] && (tmp->flag [FLAG_STARTEQUIP] || tmp->flag [FLAG_NO_DROP] || !(rndm (3))))
2749 {
2750 if (tmp->nrof > 1)
2751 {
2752 tmp->decrease (rndm (1, tmp->nrof - 1));
2753 insert_ob_in_map (tmp, op->map, NULL, 0);
2754 }
2755 else
2756 tmp->destroy ();
2757 }
2758 else
2759 insert_ob_in_map (tmp, op->map, NULL, 0);
2760 }
2761 }
2762
2763 /*
2764 * fix_weight(): Check recursively the weight of all players, and fix
2765 * what needs to be fixed. Refresh windows and fix speed if anything
2766 * was changed.
2767 */
2768 void
2769 fix_weight ()
2770 {
2771 for_all_players (pl)
2772 {
2773 weight_t old = pl->ob->carrying;
2774
2775 pl->ob->update_weight ();
2776
2777 if (old != pl->ob->carrying)
2778 {
2779 pl->ob->update_stats ();
2780 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2781 }
2782 }
2783 }
2784
2785 void
2786 fix_luck ()
2787 {
2788 for_all_players (pl)
2789 if (!pl->ob->contr->ns->state)
2790 pl->ob->change_luck (0);
2791 }
2792
2793 /* cast_dust() - handles op throwing objects of type 'DUST'.
2794 * This is much simpler in the new spell code - we basically
2795 * just treat this as any other spell casting object.
2796 */
2797 void
2798 cast_dust (object *op, object *throw_ob, int dir)
2799 {
2800 object *skop, *spob;
2801
2802 skop = find_skill_by_name (op, throw_ob->skill);
2803
2804 /* casting POTION 'dusts' is really a use_magic_item skill */
2805 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2806 {
2807 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2808 return;
2809 }
2810
2811 spob = throw_ob->inv;
2812
2813 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
2814 // not pass NULL to cast_spell (which did indeed check itself, but
2815 // errors should be reported as early as possible IMHO)
2816 if (!spob)
2817 {
2818 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
2819 return;
2820 }
2821
2822 if (op->type == PLAYER)
2823 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
2824
2825 cast_spell (op, throw_ob, dir, spob, NULL);
2826
2827 throw_ob->destroy ();
2828 }
2829
2830 void
2831 make_visible (object *op)
2832 {
2833 op->flag [FLAG_HIDDEN] = 0;
2834 op->invisible = 0;
2835
2836 if (op->type == PLAYER)
2837 {
2838 op->contr->tmp_invis = 0;
2839 op->contr->invis_race = 0;
2840 }
2841
2842 update_object (op, UP_OBJ_CHANGE);
2843 }
2844
2845 int
2846 is_true_undead (object *op)
2847 {
2848 if (op->arch->flag [FLAG_UNDEAD])
2849 return 1;
2850
2851 return 0;
2852 }
2853
2854 /* look at the surrounding terrain to determine
2855 * the hideability of this object. Positive levels
2856 * indicate greater hideability.
2857 */
2858 int
2859 hideability (object *ob)
2860 {
2861 int i, level = 0, mflag;
2862 sint16 x, y;
2863
2864 if (!ob || !ob->map)
2865 return 0;
2866
2867 /* so, on normal lighted maps, its hard to hide */
2868 level = ob->map->darklevel () - 2;
2869
2870 /* this also picks up whether the object is glowing.
2871 * If you carry a light on a non-dark map, its not
2872 * as bad as carrying a light on a pitch dark map */
2873 if (ob->has_carried_lights ())
2874 level = -(10 + (2 * ob->map->darklevel ()));
2875
2876 /* scan through all nearby squares for terrain to hide in */
2877 for (i = 0, x = ob->x, y = ob->y;
2878 i <= SIZEOFFREE1;
2879 i++, x = ob->x + DIRX (i), y = ob->y + DIRY (i))
2880 {
2881 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
2882 if (mflag & P_OUT_OF_MAP)
2883 continue;
2884
2885 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
2886 level += 2;
2887 else /* open terrain! */
2888 level -= 1;
2889 }
2890
2891 #if 0
2892 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
2893 #endif
2894 return level;
2895 }
2896
2897 /* For Hidden creatures - a chance of becoming 'unhidden'
2898 * every time they move - as we subtract off 'invisibility'
2899 * AND, for players, if they move into a ridiculously unhideable
2900 * spot (surrounded by clear terrain in broad daylight). -b.t.
2901 */
2902 void
2903 do_hidden_move (object *op)
2904 {
2905 int hide = 0;
2906
2907 if (!op || !op->map)
2908 return;
2909
2910 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2911 int num = random_roll (0, 19, op, PREFER_LOW);
2912
2913 /* its *extremely* hard to run and sneak/hide at the same time! */
2914 if (op->type == PLAYER && op->contr->run_on)
2915 if (!skop || num >= skop->level)
2916 {
2917 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
2918 make_visible (op);
2919 return;
2920 }
2921 else
2922 num += 20;
2923
2924 num += op->map->difficulty;
2925 hide = hideability (op); /* modify by terrain hidden level */
2926 num -= hide;
2927
2928 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
2929 {
2930 make_visible (op);
2931
2932 if (op->type == PLAYER)
2933 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
2934 }
2935 else if (op->type == PLAYER && skop)
2936 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
2937 }
2938
2939 /* determine if who is standing near a hostile creature. */
2940
2941 int
2942 stand_near_hostile (object *who)
2943 {
2944 object *tmp = NULL;
2945 int i, friendly = 0, player = 0, mflags;
2946 maptile *m;
2947 sint16 x, y;
2948
2949 if (!who)
2950 return 0;
2951
2952 if (who->type == PLAYER)
2953 player = 1;
2954
2955 else
2956 friendly = who->flag [FLAG_FRIENDLY];
2957
2958 /* search adjacent squares */
2959 for (i = 1; i < 9; i++)
2960 {
2961 x = who->x + DIRX (i);
2962 y = who->y + DIRY (i);
2963 m = who->map;
2964 mflags = get_map_flags (m, &m, x, y, &x, &y);
2965 /* space must be blocked if there is a monster. If not
2966 * blocked, don't need to check this space.
2967 */
2968 if (mflags & P_OUT_OF_MAP)
2969 continue;
2970 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
2971 continue;
2972
2973 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2974 {
2975 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2976 return 1;
2977 else if (tmp->type == PLAYER)
2978 return 1;
2979 }
2980 }
2981 return 0;
2982 }
2983
2984 /* check the player los field for viewability of the
2985 * object op. This function works fine for monsters,
2986 * but we dont worry if the object isnt the top one in
2987 * a pile (say a coin under a table would return "viewable"
2988 * by this routine). Another question, should we be
2989 * concerned with the direction the player is looking
2990 * in? Realistically, most of us can't see stuff behind
2991 * our backs...on the other hand, does the "facing" direction
2992 * imply the way your head, or body is facing? It's possible
2993 * for them to differ. Sigh, this fctn could get a bit more complex.
2994 * -b.t.
2995 * This function is now map tiling safe.
2996 */
2997 int
2998 player_can_view (object *pl, object *op)
2999 {
3000 rv_vector rv;
3001 int dx, dy;
3002
3003 if (pl->type != PLAYER)
3004 {
3005 LOG (llevError, "player_can_view() called for non-player object\n");
3006 return -1;
3007 }
3008
3009 if (!pl || !op)
3010 return 0;
3011
3012 op = op->head_ ();
3013
3014 get_rangevector (pl, op, &rv, 0x1);
3015
3016 /* starting with the 'head' part, lets loop
3017 * through the object and find if it has any
3018 * part that is in the los array but isn't on
3019 * a blocked los square.
3020 * we use the archetype to figure out offsets.
3021 */
3022 while (op)
3023 {
3024 dx = rv.distance_x + op->arch->x;
3025 dy = rv.distance_y + op->arch->y;
3026
3027 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3028 return 1;
3029
3030 op = op->more;
3031 }
3032
3033 return 0;
3034 }
3035
3036 /* op_on_battleground - checks if the given object op (usually
3037 * a player) is standing on a valid battleground-tile,
3038 * function returns TRUE/FALSE. If true x, y returns the battleground
3039 * -exit-coord. (and if x, y not NULL)
3040 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3041 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3042 * Default is to do the same as before, so only people wanting to have different points need worry about this
3043 */
3044 int
3045 op_on_battleground (object *op, int *x, int *y)
3046 {
3047 /* A battleground-tile needs the following attributes to be valid:
3048 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3049 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3050 * and the exit-coordinates sp/hp must both be > 0.
3051 * => The intention here is to prevent abuse of the battleground-
3052 * feature (like pickable or hidden battleground tiles). */
3053 for (object *tmp = op->below; tmp; tmp = tmp->below)
3054 {
3055 if (tmp->flag [FLAG_IS_FLOOR])
3056 {
3057 if (tmp->flag [FLAG_NO_PICK]
3058 && tmp->type == BATTLEGROUND
3059 && tmp->name == shstr_battleground
3060 && EXIT_X (tmp) && EXIT_Y (tmp))
3061 {
3062 /* before we assign the exit, check if this is a teambattle */
3063 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3064 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3065 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3066 {
3067 if (x && y)
3068 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3069
3070 return 1;
3071 }
3072
3073 if (x && y)
3074 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3075
3076 return 1;
3077 }
3078 }
3079 }
3080
3081 /* If we got here, did not find a battleground */
3082 return 0;
3083 }
3084
3085 /*
3086 * When a dragon-player gains a new stage of evolution,
3087 * he gets some treasure
3088 *
3089 * attributes:
3090 * object *who the dragon player
3091 * int atnr the attack-number of the ability focus
3092 * int level ability level
3093 */
3094 void
3095 dragon_ability_gain (object *who, int atnr, int level)
3096 {
3097 treasurelist *trlist = NULL; /* treasurelist */
3098 treasure *tr; /* treasure */
3099 object *tmp, *skop; /* tmp. object */
3100 object *item; /* treasure object */
3101 char buf[MAX_BUF]; /* tmp. string buffer */
3102 int i = 0, j = 0;
3103
3104 /* get the appropriate treasurelist */
3105 if (atnr == ATNR_FIRE)
3106 trlist = treasurelist::find (shstr_dragon_ability_fire);
3107 else if (atnr == ATNR_COLD)
3108 trlist = treasurelist::find (shstr_dragon_ability_cold);
3109 else if (atnr == ATNR_ELECTRICITY)
3110 trlist = treasurelist::find (shstr_dragon_ability_elec);
3111 else if (atnr == ATNR_POISON)
3112 trlist = treasurelist::find (shstr_dragon_ability_poison);
3113
3114 if (trlist == NULL || who->type != PLAYER)
3115 return;
3116
3117 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3118
3119 if (!tr || !tr->item)
3120 {
3121 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3122 return;
3123 }
3124
3125 /* everything seems okay - now bring on the gift: */
3126 item = tr->item;
3127
3128 if (item->type == SPELL)
3129 {
3130 if (check_spell_known (who, item->name))
3131 return;
3132
3133 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3134 do_learn_spell (who, item, 0);
3135 return;
3136 }
3137
3138 /* grant direct spell */
3139 if (item->type == SPELLBOOK)
3140 {
3141 if (!item->inv)
3142 {
3143 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3144 return;
3145 }
3146 if (check_spell_known (who, item->inv->name))
3147 return;
3148 if (item->invisible)
3149 {
3150 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3151 do_learn_spell (who, item->inv, 0);
3152 return;
3153 }
3154 }
3155 else if (item->type == SKILL_TOOL && item->invisible)
3156 {
3157 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3158 {
3159
3160 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3161 * in this way, if the player is missing any of the attacktypes, he gets
3162 * them. As it is now, if the player has any that match the granted skill,
3163 * but not all of them, he gets nothing.
3164 */
3165 if (!(skop->attacktype & item->attacktype))
3166 {
3167 /* Give new attacktype */
3168 skop->attacktype |= item->attacktype;
3169
3170 /* always add physical if there's none */
3171 skop->attacktype |= AT_PHYSICAL;
3172
3173 if (item->msg != NULL)
3174 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3175
3176 /* Give player new face */
3177 if (item->animation_id)
3178 {
3179 who->face = skop->face;
3180 who->animation_id = item->animation_id;
3181 who->anim_speed = item->anim_speed;
3182 who->last_anim = 0;
3183 who->state = 0;
3184 animate_object (who, who->direction);
3185 }
3186 }
3187 }
3188 }
3189 else if (item->type == FORCE)
3190 {
3191 /* forces in the treasurelist can alter the player's stats */
3192 object *skin;
3193
3194 /* first get the dragon skin force */
3195 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3196 ;
3197
3198 if (!skin)
3199 return;
3200
3201 /* adding new spellpath attunements */
3202 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3203 {
3204 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3205
3206 /* print message */
3207 sprintf (buf, "You feel attuned to ");
3208 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3209 {
3210 if (item->path_attuned & (1 << i))
3211 {
3212 if (j)
3213 strcat (buf, " and ");
3214 else
3215 j = 1;
3216 strcat (buf, spellpathnames[i]);
3217 }
3218 }
3219
3220 strcat (buf, ".");
3221 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3222 }
3223
3224 /* evtl. adding flags: */
3225 if (item->flag [FLAG_XRAYS])
3226 skin->set_flag (FLAG_XRAYS);
3227 if (item->flag [FLAG_STEALTH])
3228 skin->set_flag (FLAG_STEALTH);
3229 if (item->flag [FLAG_SEE_IN_DARK])
3230 skin->set_flag (FLAG_SEE_IN_DARK);
3231
3232 /* print message if there is one */
3233 if (item->msg != NULL)
3234 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3235 }
3236 else
3237 {
3238 /* generate misc. treasure */
3239 tmp = tr->item->instance ();
3240 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3241 who->insert (tmp);
3242 }
3243 }
3244
3245 //-GPL
3246
3247 sint8
3248 player::darkness_at (maptile *map, int x, int y) const
3249 {
3250 if (!ns)
3251 return LOS_BLOCKED;
3252
3253 int dx, dy;
3254 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3255 return LOS_BLOCKED;
3256
3257 x += dx - ns->current_x;
3258 y += dy - ns->current_y;
3259
3260 return blocked_los (x, y);
3261 }
3262
3263 void
3264 player::infobox (const char *title, const char *msg, int color)
3265 {
3266 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3267 }
3268
3269 void
3270 player::statusmsg (const char *msg, int color)
3271 {
3272 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3273 }
3274
3275 void
3276 player::failmsg (const char *msg, int color)
3277 {
3278 play_sound (sound_find ("generic_failure"));
3279 statusmsg (msg, color);
3280 }
3281
3282 void
3283 object::failmsgf (const char *format, ...)
3284 {
3285 if (!contr)
3286 return;
3287
3288 va_list ap;
3289 va_start (ap, format);
3290 contr->failmsg (vformat (format, ap));
3291 va_end (ap);
3292 }
3293
3294 void
3295 player::failmsgf (const char *format, ...)
3296 {
3297 va_list ap;
3298 va_start (ap, format);
3299 failmsg (vformat (format, ap));
3300 va_end (ap);
3301 }
3302