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/cvs/deliantra/server/server/player.C
Revision: 1.122
Committed: Wed May 9 11:32:31 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.121: +19 -4 lines
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File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your 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 GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <sproto.h>
27 #include <sounds.h>
28 #include <living.h>
29 #include <object.h>
30 #include <spells.h>
31 #include <skills.h>
32
33 #include <algorithm>
34 #include <functional>
35
36 playervec players;
37
38 void
39 display_motd (const object *op)
40 {
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65 }
66
67 void
68 send_rules (const object *op)
69 {
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100 }
101
102 void
103 send_news (const object *op)
104 {
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150 }
151
152 /* This loads the first map an puts the player on it. */
153 static void
154 set_first_map (object *op)
155 {
156 op->contr->maplevel = first_map_path;
157 op->x = -1;
158 op->y = -1;
159 }
160
161 void
162 player::enter_map ()
163 {
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172 }
173
174 void
175 player::activate ()
176 {
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187 }
188
189 void
190 player::deactivate ()
191 {
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209 }
210
211 // connect the player with a specific client
212 // also changes, rationalises, and fixes some incorrect settings
213 void
214 player::connect (client *ns)
215 {
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 fprintf (stderr, "applied<%s>\n", &op->name);//D
275 apply_special (ob, op, AP_UNAPPLY);
276 apply_special (ob, op, AP_APPLY);
277 break;
278 }
279
280 ob->update_stats ();
281 ns->floorbox_update ();
282
283 esrv_send_inventory (ob, ob);
284 esrv_add_spells (this, 0);
285
286 activate ();
287
288 send_rules (ob);
289 send_news (ob);
290 display_motd (ob);
291
292 INVOKE_PLAYER (CONNECT, this);
293 INVOKE_PLAYER (LOGIN, this);
294 }
295
296 void
297 player::disconnect ()
298 {
299 if (ns)
300 {
301 if (active)
302 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
303
304 INVOKE_PLAYER (DISCONNECT, this);
305
306 ns->reset_stats ();
307 ns->pl = 0;
308 ns = 0;
309 }
310
311 if (ob)
312 ob->close_container (); //TODO: client-specific
313
314 deactivate ();
315 }
316
317 // the need for this function can be explained
318 // by load_object not returning the object
319 void
320 player::set_object (object *op)
321 {
322 ob = op;
323 ob->contr = this; /* this aren't yet in archetype */
324
325 ob->speed_left = 0.5;
326 ob->speed = 1.0;
327 ob->direction = 5; /* So player faces south */
328 }
329
330 player::player ()
331 {
332 /* There are some elements we want initialised to non zero value -
333 * we deal with that below this point.
334 */
335 outputs_sync = 4;
336 outputs_count = 4;
337 unapply = unapply_nochoice;
338
339 savebed_map = first_map_path; /* Init. respawn position */
340
341 gen_sp_armour = 10;
342 bowtype = bow_normal;
343 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers;
346 peaceful = 1; /* default peaceful */
347 do_los = 1;
348 }
349
350 void
351 player::do_destroy ()
352 {
353 disconnect ();
354
355 attachable::do_destroy ();
356
357 if (ob)
358 {
359 ob->destroy_inv (false);
360 ob->destroy ();
361 }
362 }
363
364 player::~player ()
365 {
366 /* Clear item stack */
367 free (stack_items);
368 }
369
370 /* Tries to add player on the connection passed in ns.
371 * All we can really get in this is some settings like host and display
372 * mode.
373 */
374 player *
375 player::create ()
376 {
377 player *pl = new player;
378
379 pl->set_object (arch_to_object (get_player_archetype (0)));
380
381 pl->ob->roll_stats ();
382 pl->ob->stats.wc = 2;
383 pl->ob->run_away = 25; /* Then we panick... */
384
385 set_first_map (pl->ob);
386
387 return pl;
388 }
389
390 /*
391 * get_player_archetype() return next player archetype from archetype
392 * list. Not very efficient routine, but used only creating new players.
393 * Note: there MUST be at least one player archetype!
394 */
395 archetype *
396 get_player_archetype (archetype *at)
397 {
398 archetype *start = at;
399
400 for (;;)
401 {
402 if (at == NULL || at->next == NULL)
403 at = first_archetype;
404 else
405 at = at->next;
406
407 if (at->clone.type == PLAYER)
408 return at;
409
410 if (at == start)
411 {
412 LOG (llevError, "No Player archetypes\n");
413 exit (-1);
414 }
415 }
416 }
417
418 object *
419 get_nearest_player (object *mon)
420 {
421 object *op = NULL;
422 objectlink *ol;
423 unsigned lastdist;
424 rv_vector rv;
425
426 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
427 {
428 /* We should not find free objects on this friendly list, but it
429 * does periodically happen. Given that, lets deal with it.
430 * While unlikely, it is possible the next object on the friendly
431 * list is also free, so encapsulate this in a while loop.
432 */
433 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
434 {
435 object *tmp = ol->ob;
436
437 /* Can't do much more other than log the fact, because the object
438 * itself will have been cleared.
439 */
440 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
441 tmp->debug_desc ());
442 ol = ol->next;
443 remove_friendly_object (tmp);
444 if (!ol)
445 return op;
446 }
447
448 /* Remove special check for player from this. First, it looks to cause
449 * some crashes (ol->ob->contr not set properly?), but secondly, a more
450 * complicated method of state checking would be needed in any case -
451 * as it was, a clever player could type quit, and the function would
452 * skip them over while waiting for confirmation. Remove
453 * on_same_map check, as can_detect_enemy also does this
454 */
455 if (!can_detect_enemy (mon, ol->ob, &rv))
456 continue;
457
458 if (lastdist > rv.distance)
459 {
460 op = ol->ob;
461 lastdist = rv.distance;
462 }
463 }
464
465 for_all_players (pl)
466 if (can_detect_enemy (mon, pl->ob, &rv))
467 if (lastdist > rv.distance)
468 {
469 op = pl->ob;
470 lastdist = rv.distance;
471 }
472
473 #if 0
474 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
475 #endif
476 return op;
477 }
478
479 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
480 * result in a monster paths backtracking. It basically determines how large a
481 * detour a monster will take from the direction path when looking
482 * for a path to the player. The values are in the amount of direction
483 * the deviation is
484 */
485 #define DETOUR_AMOUNT 2
486
487 /* This is used to prevent infinite loops. Consider a case where the
488 * player is in a chamber (with gate closed), and monsters are outside.
489 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
490 * find a path into the chamber. This is a good thing, but since there
491 * is no real path, it will just keep circling the chamber for
492 * ever (this could be a nice effect for monsters, but not for the function
493 * to get stuck in. I think for the monsters, if max is reached and
494 * we return the first direction the creature could move would result in the
495 * circling behaviour. Unfortunately, this function is also used to determined
496 * if the creature should cast a spell, so returning a direction in that case
497 * is probably not a good thing.
498 */
499 #define MAX_SPACES 50
500
501 /*
502 * Returns the direction to the player, if valid. Returns 0 otherwise.
503 * modified to verify there is a path to the player. Does this by stepping towards
504 * player and if path is blocked then see if blockage is close enough to player that
505 * direction to player is changed (ie zig or zag). Continue zig zag until either
506 * reach player or path is blocked. Thus, will only return true if there is a free
507 * path to player. Though path may not be a straight line. Note that it will find
508 * player hiding along a corridor at right angles to the corridor with the monster.
509 *
510 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
511 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
512 * down corriders.
513 * 2) I think the old code was broken if the first direction the monster
514 * should move was blocked - the code would store the first direction without
515 * verifying that the player can actually move in that direction. The new
516 * code does not store anything in firstdir until we have verified that the
517 * monster can in fact move one space in that direction.
518 * 3) I'm not sure how good this code will be for moving multipart monsters,
519 * since only simple checks to blocked are being called, which could mean the monster
520 * is blocking itself.
521 */
522 int
523 path_to_player (object *mon, object *pl, unsigned mindiff)
524 {
525 rv_vector rv;
526 sint16 x, y;
527 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
528 maptile *m, *lastmap;
529
530 get_rangevector (mon, pl, &rv, 0);
531
532 if (rv.distance < mindiff)
533 return 0;
534
535 x = mon->x;
536 y = mon->y;
537 m = mon->map;
538 dir = rv.direction;
539 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
540 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
541
542 /* If we can't solve it within the search distance, return now. */
543 if (diff > max)
544 return 0;
545
546 while (diff > 1 && max > 0)
547 {
548 lastx = x;
549 lasty = y;
550 lastmap = m;
551 x = lastx + freearr_x[dir];
552 y = lasty + freearr_y[dir];
553
554 mflags = get_map_flags (m, &m, x, y, &x, &y);
555 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
556
557 /* Space is blocked - try changing direction a little */
558 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
559 && (m == mon->map && blocked_link (mon, m, x, y))))
560 {
561 /* recalculate direction from last good location. Possible
562 * we were not traversing ideal location before.
563 */
564 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
565 if (rv.direction != dir)
566 {
567 /* OK - says direction should be different - lets reset the
568 * the values so it will try again.
569 */
570 x = lastx;
571 y = lasty;
572 m = lastmap;
573 dir = firstdir = rv.direction;
574 }
575 else
576 {
577 /* direct path is blocked - try taking a side step to
578 * either the left or right.
579 * Note increase the values in the loop below to be
580 * more than -1/1 respectively will mean the monster takes
581 * bigger detour. Have to be careful about these values getting
582 * too big (3 or maybe 4 or higher) as the monster may just try
583 * stepping back and forth
584 */
585 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
586 {
587 if (i == 0)
588 continue; /* already did this, so skip it */
589 /* Use lastdir here - otherwise,
590 * since the direction that the creature should move in
591 * may change, you could get infinite loops.
592 * ie, player is northwest, but monster can only
593 * move west, so it does that. It goes some distance,
594 * gets blocked, finds that it should move north,
595 * can't do that, but now finds it can move east, and
596 * gets back to its original point. lastdir contains
597 * the last direction the creature has successfully
598 * moved.
599 */
600
601 x = lastx + freearr_x[absdir (lastdir + i)];
602 y = lasty + freearr_y[absdir (lastdir + i)];
603 m = lastmap;
604 mflags = get_map_flags (m, &m, x, y, &x, &y);
605 if (mflags & P_OUT_OF_MAP)
606 continue;
607 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
608 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
609 continue;
610 if (mflags & P_BLOCKSVIEW)
611 continue;
612
613 if (m == mon->map && blocked_link (mon, m, x, y))
614 break;
615 }
616 /* go through entire loop without finding a valid
617 * sidestep to take - thus, no valid path.
618 */
619 if (i == (DETOUR_AMOUNT + 1))
620 return 0;
621 diff--;
622 lastdir = dir;
623 max--;
624 if (!firstdir)
625 firstdir = dir + i;
626 } /* else check alternate directions */
627 } /* if blocked */
628 else
629 {
630 /* we moved towards creature, so diff is less */
631 diff--;
632 max--;
633 lastdir = dir;
634 if (!firstdir)
635 firstdir = dir;
636 }
637
638 if (diff <= 1)
639 {
640 /* Recalculate diff (distance) because we may not have actually
641 * headed toward player for entire distance.
642 */
643 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
644 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
645 }
646
647 if (diff > max)
648 return 0;
649 }
650
651 /* If we reached the max, didn't find a direction in time */
652 if (!max)
653 return 0;
654
655 return firstdir;
656 }
657
658 void
659 give_initial_items (object *pl, treasurelist * items)
660 {
661 object *op, *next = NULL;
662
663 if (pl->randomitems != NULL)
664 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
665
666 for (op = pl->inv; op; op = next)
667 {
668 next = op->below;
669
670 /* Forces get applied per default, unless they have the
671 * flag "neutral" set. Sorry but I can't think of a better way
672 */
673 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
674 SET_FLAG (op, FLAG_APPLIED);
675
676 /* we never give weapons/armour if these cannot be used
677 * by this player due to race restrictions
678 */
679 if (pl->type == PLAYER)
680 {
681 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
682 (op->type == ARMOUR || op->type == BOOTS ||
683 op->type == CLOAK || op->type == HELMET ||
684 op->type == SHIELD || op->type == GLOVES ||
685 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
686 {
687 op->destroy ();
688 continue;
689 }
690 }
691
692 /* This really needs to be better - we should really give
693 * a substitute spellbook. The problem is that we don't really
694 * have a good idea what to replace it with (need something like
695 * a first level treasurelist for each skill.)
696 * remove duplicate skills also
697 */
698 if (op->type == SPELLBOOK || op->type == SKILL)
699 {
700 object *tmp;
701
702 for (tmp = op->below; tmp; tmp = tmp->below)
703 if (tmp->type == op->type && tmp->name == op->name)
704 break;
705
706 if (tmp)
707 {
708 op->destroy ();
709 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
710 continue;
711 }
712
713 if (op->nrof > 1)
714 op->nrof = 1;
715 }
716
717 if (op->type == SPELLBOOK && op->inv)
718 {
719 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
720 }
721
722 /* Give starting characters identified, uncursed, and undamned
723 * items. Just don't identify gold or silver, or it won't be
724 * merged properly.
725 */
726 if (need_identify (op))
727 {
728 SET_FLAG (op, FLAG_IDENTIFIED);
729 CLEAR_FLAG (op, FLAG_CURSED);
730 CLEAR_FLAG (op, FLAG_DAMNED);
731 }
732 if (op->type == SPELL)
733 {
734 op->destroy ();
735 continue;
736 }
737 else if (op->type == SKILL)
738 {
739 SET_FLAG (op, FLAG_CAN_USE_SKILL);
740 op->stats.exp = 0;
741 op->level = 1;
742 }
743 /* lock all 'normal items by default */
744 else
745 SET_FLAG (op, FLAG_INV_LOCKED);
746 } /* for loop of objects in player inv */
747
748 /* Need to set up the skill pointers */
749 link_player_skills (pl);
750 }
751
752 void
753 get_party_password (object *op, partylist *party)
754 {
755 if (party == NULL)
756 {
757 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
758 return;
759 }
760
761 op->contr->write_buf[0] = '\0';
762 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
763 op->contr->party_to_join = party;
764 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
765 }
766
767 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
768 static int
769 roll_stat (void)
770 {
771 int a[4], i, j, k;
772
773 for (i = 0; i < 4; i++)
774 a[i] = (int) rndm (6) + 1;
775
776 for (i = 0, j = 0, k = 7; i < 4; i++)
777 if (a[i] < k)
778 k = a[i], j = i;
779
780 for (i = 0, k = 0; i < 4; i++)
781 if (i != j)
782 k += a[i];
783
784 return k;
785 }
786
787 void
788 object::roll_stats ()
789 {
790 int statsort [7];
791
792 for (;;)
793 {
794 int sum = 0;
795 for (int i = 7; i--; )
796 sum += statsort [i] = roll_stat ();
797
798 if (sum >= 82 && sum <= 116)
799 break;
800 }
801
802 // Sort the stats so that rerolling is easier...
803 std::sort (statsort, statsort + 7, std::greater<int>());
804
805 stats.Str = statsort[0];
806 stats.Dex = statsort[1];
807 stats.Con = statsort[2];
808 stats.Int = statsort[3];
809 stats.Wis = statsort[4];
810 stats.Pow = statsort[5];
811 stats.Cha = statsort[6];
812
813 stats.exp = 0;
814 stats.ac = 0;
815
816 stats.hp = stats.maxhp;
817 stats.sp = stats.maxsp;
818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
826 contr->orig_stats = stats;
827 }
828 }
829
830 void
831 object::swap_stats (int a, int b)
832 {
833 int tmp = get_attr_value (&contr->orig_stats, a);
834 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
835 set_attr_value (&contr->orig_stats, b, tmp);
836
837 stats.Str = contr->orig_stats.Str;
838 stats.Dex = contr->orig_stats.Dex;
839 stats.Con = contr->orig_stats.Con;
840 stats.Int = contr->orig_stats.Int;
841 stats.Wis = contr->orig_stats.Wis;
842 stats.Pow = contr->orig_stats.Pow;
843 stats.Cha = contr->orig_stats.Cha;
844
845 //TODO: the following code looks so borked and should, at the very least,
846 // be merged with the similar code in roll_stats
847 stats.ac = 0;
848
849 level = 1;
850 stats.exp = 0;
851 stats.ac = 0;
852
853 stats.hp = stats.maxhp;
854 stats.sp = stats.maxsp;
855 stats.grace = stats.maxgrace;
856
857 if (contr)
858 {
859 contr->levhp[1] = 9;
860 contr->levsp[1] = 6;
861 contr->levgrace[1] = 3;
862
863 contr->orig_stats = stats;
864 }
865 }
866
867 static void
868 start_info (object *op)
869 {
870 char buf[MAX_BUF];
871
872 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
873 new_draw_info (NDI_UNIQUE, 0, op, buf);
874 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
875 //new_draw_info (NDI_UNIQUE, 0, op, " ");
876 }
877
878 /* This function takes the key that is passed, and does the
879 * appropriate action with it (change race, or other things).
880 * The function name is for historical reasons - now we have
881 * separate race and class; this actually changes the RACE,
882 * not the class.
883 */
884 void
885 player::chargen_race_done ()
886 {
887 /* this must before then initial items are given */
888 esrv_new_player (ob->contr, ob->weight + ob->carrying);
889
890 treasurelist *tl = treasurelist::find ("starting_wealth");
891 if (tl)
892 create_treasure (tl, ob, 0, 0, 0);
893
894 INVOKE_PLAYER (BIRTH, ob->contr);
895 INVOKE_PLAYER (LOGIN, ob->contr);
896
897 ob->contr->ns->state = ST_PLAYING;
898
899 if (ob->msg)
900 ob->msg = 0;
901
902 /* We create this now because some of the unique maps will need it
903 * to save here.
904 */
905 {
906 char buf[MAX_BUF];
907 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
908 make_path_to_file (buf);
909 }
910
911 start_info (ob);
912 CLEAR_FLAG (ob, FLAG_WIZ);
913 give_initial_items (ob, ob->randomitems);
914 link_player_skills (ob);
915 esrv_send_inventory (ob, ob);
916 ob->update_stats ();
917
918 /* This moves the player to a different start map, if there
919 * is one for this race
920 */
921 if (*first_map_ext_path)
922 {
923 object *tmp;
924 char mapname[MAX_BUF];
925
926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
927 tmp = object::create ();
928 EXIT_PATH (tmp) = mapname;
929 EXIT_X (tmp) = ob->x;
930 EXIT_Y (tmp) = ob->y;
931 ob->enter_exit (tmp); /* we don't really care if it succeeded;
932 * if the map isn't there, then stay on the
933 * default initial map */
934 tmp->destroy ();
935 }
936 else
937 LOG (llevDebug, "first_map_ext_path not set\n");
938 }
939
940 void
941 player::chargen_race_next ()
942 {
943 /* Following actually changes the race - this is the default command
944 * if we don't match with one of the options above.
945 */
946
947 do
948 {
949 shstr name = ob->name;
950 int x = ob->x, y = ob->y;
951
952 ob->remove_statbonus ();
953 ob->remove ();
954 ob->arch = get_player_archetype (ob->arch);
955 ob->arch->clone.copy_to (ob);
956 ob->instantiate ();
957 ob->stats = ob->contr->orig_stats;
958 ob->name = ob->name_pl = name;
959 ob->x = x;
960 ob->y = y;
961 SET_ANIMATION (ob, 2); /* So player faces south */
962 insert_ob_in_map (ob, ob->map, ob, 0);
963 assign (ob->contr->title, ob->arch->clone.name);
964 ob->add_statbonus ();
965 }
966 while (!allowed_class (ob));
967
968 update_object (ob, UP_OBJ_FACE);
969 esrv_update_item (UPD_FACE, ob, ob);
970 ob->update_stats ();
971 ob->stats.hp = ob->stats.maxhp;
972 ob->stats.sp = ob->stats.maxsp;
973 ob->stats.grace = 0;
974 }
975
976 void
977 flee_player (object *op)
978 {
979 int dir, diff;
980 rv_vector rv;
981
982 if (op->stats.hp < 0)
983 {
984 LOG (llevDebug, "Fleeing player is dead.\n");
985 CLEAR_FLAG (op, FLAG_SCARED);
986 return;
987 }
988
989 if (op->enemy == NULL)
990 {
991 LOG (llevDebug, "Fleeing player had no enemy.\n");
992 CLEAR_FLAG (op, FLAG_SCARED);
993 return;
994 }
995
996 /* Seen some crashes here. Since we don't store an
997 * op->enemy_count, it is possible that something destroys the
998 * actual enemy, and the object is recycled.
999 */
1000 if (op->enemy->map == NULL)
1001 {
1002 CLEAR_FLAG (op, FLAG_SCARED);
1003 op->enemy = NULL;
1004 return;
1005 }
1006
1007 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1008 {
1009 op->enemy = NULL;
1010 CLEAR_FLAG (op, FLAG_SCARED);
1011 return;
1012 }
1013
1014 get_rangevector (op, op->enemy, &rv, 0);
1015
1016 dir = absdir (4 + rv.direction);
1017 for (diff = 0; diff < 3; diff++)
1018 {
1019 int m = 1 - (RANDOM () & 2);
1020
1021 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1022 return;
1023 }
1024
1025 /* Cornered, get rid of scared */
1026 CLEAR_FLAG (op, FLAG_SCARED);
1027 op->enemy = NULL;
1028 }
1029
1030 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1031 * It returns 1 if the player should keep on moving, 0 if he should
1032 * stop.
1033 */
1034 int
1035 check_pick (object *op)
1036 {
1037 object *tmp, *next;
1038 int stop = 0;
1039 int wvratio;
1040 char putstring[128];
1041
1042 /* if you're flying, you cna't pick up anything */
1043 if (op->move_type & MOVE_FLYING)
1044 return 1;
1045
1046 next = op->below;
1047
1048 /* loop while there are items on the floor that are not marked as
1049 * destroyed */
1050 while (next && !next->destroyed ())
1051 {
1052 tmp = next;
1053 next = tmp->below;
1054
1055 if (op->destroyed ())
1056 return 0;
1057
1058 if (!can_pick (op, tmp))
1059 continue;
1060
1061 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1062 {
1063 if (item_matched_string (op, tmp, op->contr->search_str))
1064 pick_up (op, tmp);
1065 continue;
1066 }
1067
1068 /* high not bit set? We're using the old autopickup model */
1069 if (!(op->contr->mode & PU_NEWMODE))
1070 {
1071 switch (op->contr->mode)
1072 {
1073 case 0:
1074 return 1; /* don't pick up */
1075 case 1:
1076 pick_up (op, tmp);
1077 return 1;
1078 case 2:
1079 pick_up (op, tmp);
1080 return 0;
1081 case 3:
1082 return 0; /* stop before pickup */
1083 case 4:
1084 pick_up (op, tmp);
1085 break;
1086 case 5:
1087 pick_up (op, tmp);
1088 stop = 1;
1089 break;
1090 case 6:
1091 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1092 pick_up (op, tmp);
1093 break;
1094
1095 case 7:
1096 if (tmp->type == MONEY || tmp->type == GEM)
1097 pick_up (op, tmp);
1098 break;
1099
1100 default:
1101 /* use value density */
1102 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1103 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1104 pick_up (op, tmp);
1105 }
1106 }
1107 else
1108 { /* old model */
1109 /* NEW pickup handling */
1110 if (op->contr->mode & PU_DEBUG)
1111 {
1112 /* some debugging code to figure out item information */
1113 if (tmp->name != NULL)
1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116 else
1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1118 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1119
1120 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1121 }
1122
1123 /* philosophy:
1124 * It's easy to grab an item type from a pile, as long as it's
1125 * generic. This takes no game-time. For more detailed pickups
1126 * and selections, select-items should be used. This is a
1127 * grab-as-you-run type mode that's really useful for arrows for
1128 * example.
1129 * The drawback: right now it has no frontend, so you need to
1130 * stick the bits you want into a calculator in hex mode and then
1131 * convert to decimal and then 'pickup <#>
1132 */
1133
1134 /* the first two modes are exclusive: if NOTHING we return, if
1135 * STOP then we stop. All the rest are applied sequentially,
1136 * meaning if any test passes, the item gets picked up. */
1137
1138 /* if mode is set to pick nothing up, return */
1139
1140 if (op->contr->mode & PU_NOTHING)
1141 return 1;
1142
1143 /* if mode is set to stop when encountering objects, return */
1144 /* take STOP before INHIBIT since it doesn't actually pick
1145 * anything up */
1146
1147 if (op->contr->mode & PU_STOP)
1148 return 0;
1149
1150 /* useful for going into stores and not losing your settings... */
1151 /* and for battles wher you don't want to get loaded down while
1152 * fighting */
1153 if (op->contr->mode & PU_INHIBIT)
1154 return 1;
1155
1156 /* prevent us from turning into auto-thieves :) */
1157 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1158 continue;
1159
1160 /* ignore known cursed objects */
1161 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1162 continue;
1163
1164 /* all food and drink if desired */
1165 /* question: don't pick up known-poisonous stuff? */
1166 if (op->contr->mode & PU_FOOD)
1167 if (tmp->type == FOOD)
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_DRINK)
1174 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_POTION)
1181 if (tmp->type == POTION)
1182 {
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 /* spellbooks, skillscrolls and normal books/scrolls */
1188 if (op->contr->mode & PU_SPELLBOOK)
1189 if (tmp->type == SPELLBOOK)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_SKILLSCROLL)
1196 if (tmp->type == SKILLSCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_READABLES)
1203 if (tmp->type == BOOK || tmp->type == SCROLL)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 /* wands/staves/rods/horns */
1210 if (op->contr->mode & PU_MAGIC_DEVICE)
1211 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 /* pick up all magical items */
1218 if (op->contr->mode & PU_MAGICAL)
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1220 {
1221 pick_up (op, tmp);
1222 continue;
1223 }
1224
1225 if (op->contr->mode & PU_VALUABLES)
1226 {
1227 if (tmp->type == MONEY || tmp->type == GEM)
1228 {
1229 pick_up (op, tmp);
1230 continue;
1231 }
1232 }
1233
1234 /* rings & amulets - talismans seems to be typed AMULET */
1235 if (op->contr->mode & PU_JEWELS)
1236 if (tmp->type == RING || tmp->type == AMULET)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 /* we don't forget dragon food */
1243 if (op->contr->mode & PU_FLESH)
1244 if (tmp->type == FLESH)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 /* bows and arrows. Bows are good for selling! */
1251 if (op->contr->mode & PU_BOW)
1252 if (tmp->type == BOW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 if (op->contr->mode & PU_ARROW)
1259 if (tmp->type == ARROW)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 /* all kinds of armor etc. */
1266 if (op->contr->mode & PU_ARMOUR)
1267 if (tmp->type == ARMOUR)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_HELMET)
1274 if (tmp->type == HELMET)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_SHIELD)
1281 if (tmp->type == SHIELD)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_BOOTS)
1288 if (tmp->type == BOOTS)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_GLOVES)
1295 if (tmp->type == GLOVES)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 if (op->contr->mode & PU_CLOAK)
1302 if (tmp->type == CLOAK)
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 /* hoping to catch throwing daggers here */
1309 if (op->contr->mode & PU_MISSILEWEAPON)
1310 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1311 {
1312 pick_up (op, tmp);
1313 continue;
1314 }
1315
1316 /* careful: chairs and tables are weapons! */
1317 if (op->contr->mode & PU_ALLWEAPON)
1318 {
1319 if (tmp->type == WEAPON && tmp->name != NULL)
1320 {
1321 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1322 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1323 {
1324 pick_up (op, tmp);
1325 continue;
1326 }
1327 }
1328
1329 if (tmp->type == WEAPON && tmp->name == NULL)
1330 {
1331 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336 }
1337 }
1338
1339 /* misc stuff that's useful */
1340 if (op->contr->mode & PU_KEY)
1341 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1342 {
1343 pick_up (op, tmp);
1344 continue;
1345 }
1346
1347 /* any of the last 4 bits set means we use the ratio for value
1348 * pickups */
1349 if (op->contr->mode & PU_RATIO)
1350 {
1351 /* use value density to decide what else to grab */
1352 /* >=7 was >= op->contr->mode */
1353 /* >=7 is the old standard setting. Now we take the last 4 bits
1354 * and multiply them by 5, giving 0..15*5== 5..75 */
1355 wvratio = (op->contr->mode & PU_RATIO) * 5;
1356 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1357 {
1358 pick_up (op, tmp);
1359 #if 0
1360 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1361 if (tmp->name != NULL)
1362 {
1363 fprintf (stderr, "%s", tmp->name);
1364 }
1365 else
1366 fprintf (stderr, "%s", tmp->arch->name);
1367 fprintf (stderr, ",%d] = ", tmp->type);
1368 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1369 #endif
1370 continue;
1371 }
1372 }
1373 } /* the new pickup model */
1374 }
1375
1376 return !stop;
1377 }
1378
1379 /*
1380 * Find an arrow in the inventory and after that
1381 * in the right type container (quiver). Pointer to the
1382 * found object is returned.
1383 */
1384 object *
1385 find_arrow (object *op, const char *type)
1386 {
1387 object *tmp = 0;
1388
1389 for (op = op->inv; op; op = op->below)
1390 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1391 tmp = find_arrow (op, type);
1392 else if (op->type == ARROW && op->race == type)
1393 return op;
1394
1395 return tmp;
1396 }
1397
1398 /*
1399 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1400 * against the target. A full test is not performed, simply a basic test
1401 * of resistances. The archer is making a quick guess at what he sees down
1402 * the hall. Failing that it does it's best to pick the highest plus arrow.
1403 */
1404 object *
1405 find_better_arrow (object *op, object *target, const char *type, int *better)
1406 {
1407 object *tmp = NULL, *arrow, *ntmp;
1408 int attacknum, attacktype, betterby = 0, i;
1409
1410 if (!type)
1411 return NULL;
1412
1413 for (arrow = op->inv; arrow; arrow = arrow->below)
1414 {
1415 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1416 {
1417 i = 0;
1418 ntmp = find_better_arrow (arrow, target, type, &i);
1419 if (i > betterby)
1420 {
1421 tmp = ntmp;
1422 betterby = i;
1423 }
1424 }
1425 else if (arrow->type == ARROW && arrow->race == type)
1426 {
1427 /* allways prefer assasination/slaying */
1428 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1429 {
1430 if (arrow->attacktype & AT_DEATH)
1431 {
1432 *better = 100;
1433 return arrow;
1434 }
1435 else
1436 {
1437 tmp = arrow;
1438 betterby = (arrow->magic + arrow->stats.dam) * 2;
1439 }
1440 }
1441 else
1442 {
1443 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1444 {
1445 attacktype = 1 << attacknum;
1446 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1447 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1448 {
1449 tmp = arrow;
1450 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1451 }
1452 }
1453 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1454 {
1455 tmp = arrow;
1456 betterby = 2 + arrow->magic + arrow->stats.dam;
1457 }
1458 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1459 {
1460 tmp = arrow;
1461 betterby = 1 + arrow->magic + arrow->stats.dam;
1462 }
1463 }
1464 }
1465 }
1466 if (tmp == NULL && arrow == NULL)
1467 return find_arrow (op, type);
1468
1469 *better = betterby;
1470 return tmp;
1471 }
1472
1473 /* looks in a given direction, finds the first valid target, and calls
1474 * find_better_arrow to find a decent arrow to use.
1475 * op = the shooter
1476 * type = bow->race
1477 * dir = fire direction
1478 */
1479 object *
1480 pick_arrow_target (object *op, const char *type, int dir)
1481 {
1482 object *tmp = NULL;
1483 maptile *m;
1484 int i, mflags, found, number;
1485 sint16 x, y;
1486
1487 if (op->map == NULL)
1488 return find_arrow (op, type);
1489
1490 /* do a dex check */
1491 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1492 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1493 return find_arrow (op, type);
1494
1495 m = op->map;
1496 x = op->x;
1497 y = op->y;
1498
1499 /* find the first target */
1500 for (i = 0, found = 0; i < 20; i++)
1501 {
1502 x += freearr_x[dir];
1503 y += freearr_y[dir];
1504 mflags = get_map_flags (m, &m, x, y, &x, &y);
1505 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1506 {
1507 tmp = NULL;
1508 break;
1509 }
1510 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1511 {
1512 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1513 * perhaps a bad assumption.
1514 */
1515 tmp = NULL;
1516 break;
1517 }
1518 if (mflags & P_IS_ALIVE)
1519 {
1520 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1522 {
1523 found++;
1524 break;
1525 }
1526 if (found)
1527 break;
1528 }
1529 }
1530 if (tmp == NULL)
1531 return find_arrow (op, type);
1532
1533 if (tmp->head)
1534 tmp = tmp->head;
1535
1536 return find_better_arrow (op, tmp, type, &i);
1537 }
1538
1539 /*
1540 * Creature fires a bow - op can be monster or player. Returns
1541 * 1 if bow was actually fired, 0 otherwise.
1542 * op is the object firing the bow.
1543 * part is for multipart creatures - the part firing the bow.
1544 * dir is the direction of fire.
1545 * wc_mod is any special modifier to give (used in special player fire modes)
1546 * sx, sy are coordinates to fire arrow from - also used in some of the special
1547 * player fire modes.
1548 */
1549 int
1550 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1551 {
1552 object *left, *bow;
1553 int bowspeed, mflags;
1554 maptile *m;
1555
1556 if (!dir)
1557 {
1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1559 return 0;
1560 }
1561
1562 if (player *pl = op->contr)
1563 {
1564 bow = pl->ranged_ob;
1565 op->set_weapon (bow);
1566 }
1567 else
1568 {
1569 for (bow = op->inv; bow; bow = bow->below)
1570 /* Don't check for applied - monsters don't apply bows - in that way, they
1571 * don't need to switch back and forth between bows and weapons.
1572 */
1573 if (bow->type == BOW)
1574 break;
1575
1576 if (!bow)
1577 {
1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1579 return 0;
1580 }
1581
1582 // optimisation: move object to top so we will find it quickly again
1583 if (bow->below)
1584 {
1585 bow->remove ();
1586 op->insert (bow);
1587 }
1588
1589 }
1590
1591 if (!bow->race || !bow->skill)
1592 {
1593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1594 return 0;
1595 }
1596
1597 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1598
1599 /* penalize ROF for bestarrow */
1600 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1601 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1602
1603 if (bowspeed < 1)
1604 bowspeed = 1;
1605
1606 if (arrow == NULL)
1607 {
1608 if ((arrow = find_arrow (op, bow->race)) == NULL)
1609 {
1610 if (op->type == PLAYER)
1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1612 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1613 else
1614 CLEAR_FLAG (op, FLAG_READY_BOW);
1615
1616 return 0;
1617 }
1618 }
1619
1620 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1621 if (mflags & P_OUT_OF_MAP)
1622 return 0;
1623
1624 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1625 {
1626 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1627 return 0;
1628 }
1629
1630 /* this should not happen, but sometimes does */
1631 if (arrow->nrof == 0)
1632 {
1633 arrow->destroy ();
1634 return 0;
1635 }
1636
1637 left = arrow; /* these are arrows left to the player */
1638 arrow = get_split_ob (arrow, 1);
1639 if (!arrow)
1640 {
1641 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1642 return 0;
1643 }
1644
1645 arrow->set_owner (op);
1646 arrow->skill = bow->skill;
1647 arrow->direction = dir;
1648
1649 if (op->type == PLAYER)
1650 {
1651 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1652 op->update_stats ();
1653 }
1654
1655 SET_ANIMATION (arrow, arrow->direction);
1656
1657 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1658 arrow->stats.hp = arrow->stats.dam;
1659 arrow->stats.grace = arrow->attacktype;
1660
1661 if (arrow->slaying)
1662 arrow->spellarg = strdup (arrow->slaying);
1663
1664 arrow->stats.dam += op->stats.dam + arrow->magic;
1665
1666 /* update the speed */
1667 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1668 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1669
1670 arrow->set_speed (max (arrow->speed, 1.0));
1671 arrow->speed_left = 0;
1672
1673 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1674
1675 if (op->type == PLAYER)
1676 {
1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1678 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1679
1680 if (!arrow->slaying)
1681 arrow->slaying = op->slaying;
1682 }
1683 else
1684 {
1685 arrow->level = op->level;
1686 arrow->stats.wc -= bow->magic;
1687
1688 if (!arrow->slaying)
1689 arrow->slaying = bow->slaying;
1690 }
1691
1692 arrow->stats.wc -= arrow->level;
1693
1694 arrow->attacktype |= bow->attacktype;
1695
1696 arrow->move_type = MOVE_FLY_LOW;
1697 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1698
1699 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1700 m->insert (arrow, sx, sy, op);
1701
1702 if (!arrow->destroyed ())
1703 move_arrow (arrow);
1704
1705 if (op->type == PLAYER)
1706 {
1707 if (left->destroyed ())
1708 esrv_del_item (op->contr, left->count);
1709 else
1710 esrv_send_item (op, left);
1711 }
1712
1713 return 1;
1714 }
1715
1716 /* Special fire code for players - this takes into
1717 * account the special fire modes players can have
1718 * but monsters can't. Putting that code here
1719 * makes the fire_bow code much cleaner.
1720 * this function should only be called if 'op' is a player,
1721 * hence the function name.
1722 */
1723 int
1724 player_fire_bow (object *op, int dir)
1725 {
1726 int ret = 0, wcmod = 0;
1727
1728 if (op->contr->bowtype == bow_bestarrow)
1729 {
1730 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1731 }
1732 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1733 {
1734 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1735 wcmod = -1;
1736
1737 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1738 }
1739 else if (op->contr->bowtype == bow_threewide)
1740 {
1741 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1742 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1743 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1744 }
1745 else if (op->contr->bowtype == bow_spreadshot)
1746 {
1747 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1748 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1749 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1750 }
1751 else
1752 {
1753 /* Simple case */
1754 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1755 }
1756
1757 return ret;
1758 }
1759
1760
1761 /* Fires a misc (wand/rod/horn) object in 'dir'.
1762 * Broken apart from 'fire' to keep it more readable.
1763 */
1764 void
1765 fire_misc_object (object *op, int dir)
1766 {
1767 object *item = op->contr->ranged_ob;
1768
1769 if (!item)
1770 {
1771 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1772 return;
1773 }
1774
1775 if (!item->inv)
1776 {
1777 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1778 return;
1779 }
1780
1781 op->set_weapon (item);
1782
1783 if (item->type == WAND)
1784 {
1785 if (item->stats.food <= 0)
1786 {
1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1789
1790 return;
1791 }
1792 }
1793 else if (item->type == ROD || item->type == HORN)
1794 {
1795 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1796 {
1797 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798
1799 if (item->type == ROD)
1800 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1801 else
1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1803
1804 return;
1805 }
1806 }
1807
1808 if (cast_spell (op, item, dir, item->inv, NULL))
1809 {
1810 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1811 if (item->type == WAND)
1812 {
1813 if (!(--item->stats.food))
1814 {
1815 object *tmp;
1816
1817 if (item->arch)
1818 {
1819 CLEAR_FLAG (item, FLAG_ANIMATE);
1820 item->face = item->arch->clone.face;
1821 item->set_speed (0);
1822 }
1823
1824 if ((tmp = item->in_player ()))
1825 esrv_update_item (UPD_ANIM, tmp, item);
1826 }
1827 }
1828 else if (item->type == ROD || item->type == HORN)
1829 drain_rod_charge (item);
1830 }
1831 }
1832
1833 /* Received a fire command for the player - go and do it.
1834 */
1835 void
1836 fire (object *op, int dir)
1837 {
1838 int spellcost = 0;
1839
1840 /* check for loss of invisiblity/hide */
1841 if (action_makes_visible (op))
1842 make_visible (op);
1843
1844 player *pl = op->contr;
1845
1846 if (pl->golem)
1847 {
1848 control_golem (op->contr->golem, dir);
1849 return;
1850 }
1851
1852 object *ob = pl->ranged_ob;
1853
1854 if (!ob)
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
1860 player_fire_bow (op, dir);
1861 break;
1862
1863 case SPELL:
1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1865 break;
1866
1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 case SKILL_TOOL:
1873 do_skill (op, op, ob, dir, 0);
1874 break;
1875
1876 default:
1877 fire_misc_object (op, dir);
1878 break;
1879 }
1880 }
1881
1882 /* find_key
1883 * We try to find a key for the door as passed. If we find a key
1884 * and successfully use it, we return the key, otherwise NULL
1885 * This function merges both normal and locked door, since the logic
1886 * for both is the same - just the specific key is different.
1887 * pl is the player,
1888 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers.
1891 */
1892 object *
1893 find_key (object *pl, object *container, object *door)
1894 {
1895 object *tmp, *key;
1896
1897 /* Should not happen, but sanity checking is never bad */
1898 if (!container->inv)
1899 return 0;
1900
1901 /* First, lets try to find a key in the top level inventory */
1902 for (tmp = container->inv; tmp; tmp = tmp->below)
1903 {
1904 if (door->type == DOOR && tmp->type == KEY)
1905 break;
1906 /* For sanity, we should really check door type, but other stuff
1907 * (like containers) can be locked with special keys
1908 */
1909 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1910 break;
1911 }
1912
1913 /* No key found - lets search inventories now */
1914 /* If we find and use a key in an inventory, return at that time.
1915 * otherwise, if we search all the inventories and still don't find
1916 * a key, return
1917 */
1918 if (!tmp)
1919 {
1920 for (tmp = container->inv; tmp; tmp = tmp->below)
1921 {
1922 /* No reason to search empty containers */
1923 if (tmp->type == CONTAINER && tmp->inv)
1924 {
1925 if ((key = find_key (pl, tmp, door)))
1926 return key;
1927 }
1928 }
1929
1930 if (!tmp)
1931 return NULL;
1932 }
1933
1934 /* We get down here if we have found a key. Now if its in a container,
1935 * see if we actually want to use it
1936 */
1937 if (pl != container)
1938 {
1939 /* Only let players use keys in containers */
1940 if (!pl->contr)
1941 return NULL;
1942 /* cases where this fails:
1943 * If we only search the player inventory, return now since we
1944 * are not in the players inventory.
1945 * If the container is not active, return now since only active
1946 * containers can be used.
1947 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active.
1951 *
1952 * Change the color so that the message doesn't disappear with
1953 * all the others.
1954 */
1955 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 {
1959 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1960 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1961 return NULL;
1962 }
1963 }
1964
1965 return tmp;
1966 }
1967
1968 /* moved door processing out of move_player_attack.
1969 * returns 1 if player has opened the door with a key
1970 * such that the caller should not do anything more,
1971 * 0 otherwise
1972 */
1973 static int
1974 player_attack_door (object *op, object *door)
1975 {
1976 /* If its a door, try to find a use a key. If we do destroy the door,
1977 * might as well return immediately as there is nothing more to do -
1978 * otherwise, we fall through to the rest of the code.
1979 */
1980 object *key = find_key (op, op, door);
1981
1982 /* IF we found a key, do some extra work */
1983 if (key)
1984 {
1985 object *container = key->env;
1986
1987 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988
1989 if (action_makes_visible (op))
1990 make_visible (op);
1991
1992 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1993 spring_trap (door->inv, op);
1994
1995 if (door->type == DOOR)
1996 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1997 else if (door->type == LOCKED_DOOR)
1998 {
1999 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2000 remove_door2 (door); /* remove door without violence ;-) */
2001 }
2002
2003 /* Do this after we print the message */
2004 decrease_ob (key); /* Use up one of the keys */
2005 /* Need to update the weight the container the key was in */
2006 if (container != op)
2007 esrv_update_item (UPD_WEIGHT, op, container);
2008
2009 return 1; /* Nothing more to do below */
2010 }
2011 else if (door->type == LOCKED_DOOR)
2012 {
2013 /* Might as well return now - no other way to open this */
2014 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2015 return 1;
2016 }
2017
2018 return 0;
2019 }
2020
2021 /* This function is just part of a breakup from move_player.
2022 * It should keep the code cleaner.
2023 * When this is called, the players direction has been updated
2024 * (taking into account confusion.) The player is also actually
2025 * going to try and move (not fire weapons).
2026 */
2027 void
2028 move_player_attack (object *op, int dir)
2029 {
2030 object *tmp, *mon;
2031 int on_battleground;
2032 maptile *m;
2033
2034 sint16 nx = freearr_x[dir] + op->x;
2035 sint16 ny = freearr_y[dir] + op->y;
2036
2037 on_battleground = op_on_battleground (op, 0, 0);
2038
2039 /* If braced, or can't move to the square, and it is not out of the
2040 * map, attack it. Note order of if statement is important - don't
2041 * want to be calling move_ob if braced, because move_ob will move the
2042 * player. This is a pretty nasty hack, because if we could
2043 * move to some space, it then means that if we are braced, we should
2044 * do nothing at all. As it is, if we are braced, we go through
2045 * quite a bit of processing. However, it probably is less than what
2046 * move_ob uses.
2047 */
2048 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2049 {
2050 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2051 {
2052 m = op->map->xy_find (nx, ny);
2053 if (!m)
2054 return; /* Don't think this should happen */
2055 }
2056 else
2057 m = op->map;
2058
2059 if (!(tmp = m->at (nx, ny).bot))
2060 return;
2061
2062 mon = 0;
2063 /* Go through all the objects, and find ones of interest. Only stop if
2064 * we find a monster - that is something we know we want to attack.
2065 * if its a door or barrel (can roll) see if there may be monsters
2066 * on the space
2067 */
2068 while (tmp)
2069 {
2070 if (tmp == op)
2071 {
2072 tmp = tmp->above;
2073 continue;
2074 }
2075
2076 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2077 {
2078 mon = tmp;
2079 break;
2080 }
2081
2082 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2083 mon = tmp;
2084
2085 tmp = tmp->above;
2086 }
2087
2088 if (!mon) /* This happens anytime the player tries to move */
2089 return; /* into a wall */
2090
2091 if (mon->head)
2092 mon = mon->head;
2093
2094 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2095 if (player_attack_door (op, mon))
2096 return;
2097
2098 /* The following deals with possibly attacking peaceful
2099 * or frienddly creatures. Basically, all players are considered
2100 * unaggressive. If the moving player has peaceful set, then the
2101 * object should be pushed instead of attacked. It is assumed that
2102 * if you are braced, you will not attack friends accidently,
2103 * and thus will not push them.
2104 */
2105
2106 /* If the creature is a pet, push it even if the player is not
2107 * peaceful. Our assumption is the creature is a pet if the
2108 * player owns it and it is either friendly or unagressive.
2109 */
2110 if ((op->type == PLAYER)
2111 #if COZY_SERVER
2112 &&
2113 ((mon->owner && mon->owner->contr
2114 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2115 #else
2116 && mon->owner == op
2117 #endif
2118 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2119 {
2120 /* If we're braced, we don't want to switch places with it */
2121 if (op->contr->braced)
2122 return;
2123
2124 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2125 push_ob (mon, dir, op);
2126 if (op->contr->tmp_invis || op->hide)
2127 make_visible (op);
2128
2129 return;
2130 }
2131
2132 /* in certain circumstances, you shouldn't attack friendly
2133 * creatures. Note that if you are braced, you can't push
2134 * someone, but put it inside this loop so that you won't
2135 * attack them either.
2136 */
2137 if ((mon->type == PLAYER || mon->enemy != op) &&
2138 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2139 #ifdef PROHIBIT_PLAYERKILL
2140 (op->contr->peaceful
2141 || (mon->type == PLAYER
2142 && mon->contr->
2143 peaceful)) &&
2144 #else
2145 op->contr->peaceful &&
2146 #endif
2147 !on_battleground))
2148 {
2149 if (!op->contr->braced)
2150 {
2151 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2152 push_ob (mon, dir, op);
2153 }
2154 else
2155 new_draw_info (0, 0, op, "You withhold your attack");
2156
2157 if (op->contr->tmp_invis || op->hide)
2158 make_visible (op);
2159 }
2160
2161 /* If the object is a boulder or other rollable object, then
2162 * roll it if not braced. You can't roll it if you are braced.
2163 */
2164 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2165 {
2166 recursive_roll (mon, dir, op);
2167 if (action_makes_visible (op))
2168 make_visible (op);
2169 }
2170
2171 /* Any generic living creature. Including things like doors.
2172 * Way it works is like this: First, it must have some hit points
2173 * and be living. Then, it must be one of the following:
2174 * 1) Not a player, 2) A player, but of a different party. Note
2175 * that party_number -1 is no party, so attacks can still happen.
2176 */
2177 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2178 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2179 {
2180
2181 /* If the player hasn't hit something this tick, and does
2182 * so, give them speed boost based on weapon speed. Doing
2183 * it here is better than process_players2, which basically
2184 * incurred a 1 tick offset.
2185 */
2186 if (!op->contr->has_hit)
2187 {
2188 op->speed_left += op->speed / op->contr->weapon_sp;
2189
2190 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2191 }
2192
2193 skill_attack (mon, op, 0, 0, 0);
2194
2195 /* If attacking another player, that player gets automatic
2196 * hitback, and doesn't loose luck either.
2197 * Disable hitback on the battleground or if the target is
2198 * the wiz.
2199 */
2200 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2201 {
2202 short luck = mon->stats.luck;
2203
2204 mon->contr->has_hit = 1;
2205 skill_attack (op, mon, 0, 0, 0);
2206 mon->stats.luck = luck;
2207 }
2208
2209 if (action_makes_visible (op))
2210 make_visible (op);
2211 }
2212 } /* if player should attack something */
2213 }
2214
2215 int
2216 move_player (object *op, int dir)
2217 {
2218 int pick;
2219
2220 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2221 return 0;
2222
2223 /* Sanity check: make sure dir is valid */
2224 if ((dir < 0) || (dir >= 9))
2225 {
2226 LOG (llevError, "move_player: invalid direction %d\n", dir);
2227 return 0;
2228 }
2229
2230 /* peterm: added following line */
2231 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2232 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2233
2234 op->facing = dir;
2235
2236 if (op->hide)
2237 do_hidden_move (op);
2238
2239 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2240 /*nop */ ;
2241 else if (op->contr->fire_on)
2242 fire (op, dir);
2243 else
2244 {
2245 move_player_attack (op, dir);
2246 pick = check_pick (op);
2247 }
2248
2249 /* Add special check for newcs players and fire on - this way, the
2250 * server can handle repeat firing.
2251 */
2252 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2253 op->direction = dir;
2254 else
2255 op->direction = 0;
2256
2257 /* Update how the player looks. Use the facing, so direction may
2258 * get reset to zero. This allows for full animation capabilities
2259 * for players.
2260 */
2261 animate_object (op, op->facing);
2262 return 0;
2263 }
2264
2265 /* This is similar to handle_player, below, but is only used by the
2266 * new client/server stuff.
2267 * This is sort of special, in that the new client/server actually uses
2268 * the new speed values for commands.
2269 *
2270 * Returns true if there are more actions we can do.
2271 */
2272 int
2273 handle_newcs_player (object *op)
2274 {
2275 if (QUERY_FLAG (op, FLAG_SCARED))
2276 {
2277 flee_player (op);
2278 /* If player is still scared, that is his action for this tick */
2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 {
2281 op->speed_left--;
2282 return 0;
2283 }
2284 }
2285
2286 /* call this here - we also will call this in do_ericserver, but
2287 * the players time has been increased when doericserver has been
2288 * called, so we recheck it here.
2289 */
2290 if (op->contr->ns->handle_command ())
2291 return 1;
2292
2293 if (op->speed_left > 0)
2294 {
2295 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2296 {
2297 /* All move commands take 1 tick, at least for now */
2298 op->speed_left--;
2299
2300 /* Instead of all the stuff below, let move_player take care
2301 * of it. Also, some of the skill stuff is only put in
2302 * there, as well as the confusion stuff.
2303 */
2304 move_player (op, op->direction);
2305
2306 return op->speed_left > 0;
2307 }
2308 }
2309
2310 return 0;
2311 }
2312
2313 int
2314 save_life (object *op)
2315 {
2316 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2317 return 0;
2318
2319 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2320 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2321 {
2322 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2323 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2324
2325 if (op->contr)
2326 esrv_del_item (op->contr, tmp->count);
2327
2328 tmp->destroy ();
2329 CLEAR_FLAG (op, FLAG_LIFESAVE);
2330
2331 if (op->stats.hp < 0)
2332 op->stats.hp = op->stats.maxhp;
2333
2334 if (op->stats.food < 0)
2335 op->stats.food = 999;
2336
2337 op->update_stats ();
2338 return 1;
2339 }
2340
2341 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2342 CLEAR_FLAG (op, FLAG_LIFESAVE);
2343 enter_player_savebed (op); /* bring him home. */
2344 return 0;
2345 }
2346
2347 /* This goes throws the inventory and removes unpaid objects, and puts them
2348 * back in the map (location and map determined by values of env). This
2349 * function will descend into containers. op is the object to start the search
2350 * from.
2351 */
2352 void
2353 remove_unpaid_objects (object *op, object *env)
2354 {
2355 while (op)
2356 {
2357 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2358
2359 if (QUERY_FLAG (op, FLAG_UNPAID))
2360 {
2361 if (env->type == PLAYER)
2362 esrv_del_item (env->contr, op->count);
2363
2364 op->insert_at (env);
2365 }
2366 else if (op->inv)
2367 remove_unpaid_objects (op->inv, env);
2368
2369 op = next;
2370 }
2371 }
2372
2373 /*
2374 * Returns pointer a static string containing gravestone text
2375 * Moved from apply.c to player.c - player.c is what
2376 * actually uses this function. player.c may not be quite the
2377 * best, a misc file for object actions is probably better,
2378 * but there isn't one in the server directory.
2379 */
2380 char *
2381 gravestone_text (object *op)
2382 {
2383 static char buf2[MAX_BUF];
2384 char buf[MAX_BUF];
2385 time_t now = time (NULL);
2386
2387 strcpy (buf2, " R.I.P.\n\n");
2388 if (op->type == PLAYER)
2389 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2390 else
2391 sprintf (buf, "%s\n", &op->name);
2392
2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2394 strcat (buf2, buf);
2395 if (op->type == PLAYER)
2396 sprintf (buf, "who was in level %d when killed\n", op->level);
2397 else
2398 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2399
2400 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf);
2402 if (op->type == PLAYER)
2403 {
2404 sprintf (buf, "by %s.\n\n", op->contr->killer);
2405 strncat (buf2, " ", 21 - strlen (buf) / 2);
2406 strcat (buf2, buf);
2407 }
2408
2409 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2410 strncat (buf2, " ", 20 - strlen (buf) / 2);
2411 strcat (buf2, buf);
2412
2413 return buf2;
2414 }
2415
2416 void
2417 do_some_living (object *op)
2418 {
2419 int last_food = op->stats.food;
2420 int gen_hp, gen_sp, gen_grace;
2421 int over_hp, over_sp, over_grace;
2422 int i;
2423 int rate_hp = 1200;
2424 int rate_sp = 2500;
2425 int rate_grace = 2000;
2426 const int max_hp = 1;
2427 const int max_sp = 1;
2428 const int max_grace = 1;
2429
2430 if (op->contr->hidden)
2431 {
2432 op->invisible = 1000;
2433 /* the socket code flashes the player visible/invisible
2434 * depending on the value of invisible, so we need to
2435 * alternate it here for it to work correctly.
2436 */
2437 if (pticks & 2)
2438 op->invisible--;
2439 }
2440 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2441 {
2442 if (!op->invisible--)
2443 {
2444 make_visible (op);
2445 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2446 }
2447 }
2448
2449 if (op->contr->ns->state == ST_PLAYING)
2450 {
2451 /* these next three if clauses make it possible to SLOW DOWN
2452 hp/grace/spellpoint regeneration. */
2453 if (op->contr->gen_hp >= 0)
2454 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2455 else
2456 {
2457 gen_hp = op->stats.maxhp;
2458 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2459 }
2460
2461 if (op->contr->gen_sp >= 0)
2462 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2463 else
2464 {
2465 gen_sp = op->stats.maxsp;
2466 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2467 }
2468
2469 if (op->contr->gen_grace >= 0)
2470 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2471 else
2472 {
2473 gen_grace = op->stats.maxgrace;
2474 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2475 }
2476
2477 /* Regenerate Spell Points */
2478 if (!op->contr->golem && --op->last_sp < 0)
2479 {
2480 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp++;
2484 /* dms do not consume food */
2485 if (!QUERY_FLAG (op, FLAG_WIZ))
2486 {
2487 op->stats.food--;
2488 if (op->contr->digestion < 0)
2489 op->stats.food += op->contr->digestion;
2490 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 op->stats.food = last_food;
2492 }
2493 }
2494
2495 if (max_sp > 1)
2496 {
2497 over_sp = (gen_sp + 10) / rate_sp;
2498 if (over_sp > 0)
2499 {
2500 if (op->stats.sp < op->stats.maxsp)
2501 {
2502 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2503
2504 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2505 op->stats.sp--;
2506
2507 if (op->stats.sp > op->stats.maxsp)
2508 op->stats.sp = op->stats.maxsp;
2509 }
2510 op->last_sp = 0;
2511 }
2512 else
2513 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2514 }
2515 else
2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2517 }
2518
2519 /* Regenerate Grace */
2520 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2521 if (--op->last_grace < 0)
2522 {
2523 if (op->stats.grace < op->stats.maxgrace / 2)
2524 op->stats.grace++; /* no penalty in food for regaining grace */
2525
2526 if (max_grace > 1)
2527 {
2528 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2529 if (over_grace > 0)
2530 {
2531 op->stats.sp += over_grace
2532 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2533 op->last_grace = 0;
2534 }
2535 else
2536 {
2537 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2538 }
2539 }
2540 else
2541 {
2542 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2543 }
2544 /* wearing stuff doesn't detract from grace generation. */
2545 }
2546
2547 /* Regenerate Hit Points */
2548 if (--op->last_heal < 0)
2549 {
2550 if (op->stats.hp < op->stats.maxhp)
2551 {
2552 op->stats.hp++;
2553 /* dms do not consume food */
2554 if (!QUERY_FLAG (op, FLAG_WIZ))
2555 {
2556 op->stats.food--;
2557 if (op->contr->digestion < 0)
2558 op->stats.food += op->contr->digestion;
2559 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2560 op->stats.food = last_food;
2561 }
2562 }
2563
2564 if (max_hp > 1)
2565 {
2566 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2567 if (over_hp > 0)
2568 {
2569 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2570 op->last_heal = 0;
2571 }
2572 else
2573 {
2574 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2575 }
2576 }
2577 else
2578 {
2579 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2580 }
2581 }
2582
2583 /* Digestion */
2584 if (--op->last_eat < 0)
2585 {
2586 #ifdef COZY_SERVER
2587 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2588 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2589 #else
2590 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2591 #endif
2592
2593 if (op->contr->gen_hp > 0)
2594 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2595 else
2596 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2597
2598 /* dms do not consume food */
2599 if (!QUERY_FLAG (op, FLAG_WIZ))
2600 op->stats.food--;
2601 }
2602
2603 if (op->stats.food < 0 && op->stats.hp >= 0)
2604 {
2605 object *tmp, *flesh = 0;
2606
2607 for (tmp = op->inv; tmp; tmp = tmp->below)
2608 {
2609 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2610 {
2611 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2612 {
2613 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2614 manual_apply (op, tmp, 0);
2615 if (op->stats.food >= 0 || op->stats.hp < 0)
2616 break;
2617 }
2618 else if (tmp->type == FLESH)
2619 flesh = tmp;
2620 } /* End if paid for object */
2621 } /* end of for loop */
2622
2623 /* If player is still starving, it means they don't have any food, so
2624 * eat flesh instead.
2625 */
2626 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2627 {
2628 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2629 manual_apply (op, flesh, 0);
2630 }
2631 }
2632
2633 while (op->stats.food < 0 && op->stats.hp >= 0)
2634 op->stats.food++, op->stats.hp--;
2635
2636 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2637 kill_player (op);
2638 }
2639 }
2640
2641 /* If the player should die (lack of hp, food, etc), we call this.
2642 * op is the player in jeopardy. If the player can not be saved (not
2643 * permadeath, no lifesave), this will take care of removing the player
2644 * file.
2645 */
2646 void
2647 kill_player (object *op)
2648 {
2649 char buf[MAX_BUF];
2650 int x, y;
2651
2652 //int i;
2653 maptile *map; /* this is for resurrection */
2654
2655 /* int z;
2656 int num_stats_lose;
2657 int lost_a_stat;
2658 int lose_this_stat;
2659 int this_stat; */
2660 int will_kill_again;
2661 archetype *at;
2662 object *tmp;
2663
2664 if (save_life (op))
2665 return;
2666
2667
2668 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2669 * in cities ONLY!!! It is very important that this doesn't get abused.
2670 * Look at op_on_battleground() for more info --AndreasV
2671 */
2672 if (op_on_battleground (op, &x, &y))
2673 {
2674 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2676
2677 /* restore player */
2678 at = archetype::find ("poisoning");
2679 if (object *tmp = present_arch_in_ob (at, op))
2680 {
2681 tmp->destroy ();
2682 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2683 }
2684
2685 at = archetype::find ("confusion");
2686 if (object *tmp = present_arch_in_ob (at, op))
2687 {
2688 tmp->destroy ();
2689 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2690 }
2691
2692 cure_disease (op, 0); /* remove any disease */
2693 op->stats.hp = op->stats.maxhp;
2694 if (op->stats.food <= 0)
2695 op->stats.food = 999;
2696
2697 /* create a bodypart-trophy to make the winner happy */
2698 if (object *tmp = arch_to_object (archetype::find ("finger")))
2699 {
2700 sprintf (buf, "%s's finger", &op->name);
2701 tmp->name = buf;
2702 sprintf (buf, " This finger has been cut off %s\n"
2703 " the %s, when he was defeated at\n level %d by %s.\n",
2704 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2705 tmp->msg = buf;
2706 tmp->value = 0, tmp->type = 0;
2707 tmp->materialname = "organics";
2708 tmp->insert_at (op, tmp);
2709 }
2710
2711 /* teleport defeated player to new destination */
2712 transfer_ob (op, x, y, 0, NULL);
2713 op->contr->braced = 0;
2714 return;
2715 }
2716
2717 INVOKE_PLAYER (DEATH, op->contr);
2718
2719 command_kill_pets (op, 0);
2720
2721 if (op->stats.food < 0)
2722 {
2723 sprintf (buf, "%s starved to death.", &op->name);
2724 strcpy (op->contr->killer, "starvation");
2725 }
2726 else
2727 sprintf (buf, "%s died.", &op->name);
2728
2729 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2730
2731 /* save the map location for corpse, gravestone */
2732 x = op->x;
2733 y = op->y;
2734 map = op->map;
2735
2736 /* NOT_PERMADEATH code. This basically brings the character back to
2737 * life if they are dead - it takes some exp and a random stat.
2738 * See the config.h file for a little more in depth detail about this.
2739 */
2740
2741 /* Basically two ways to go - remove a stat permanently, or just
2742 * make it depletion. This bunch of code deals with that aspect
2743 * of death.
2744 */
2745 #ifndef COZY_SERVER
2746 if (settings.balanced_stat_loss)
2747 {
2748 /* If stat loss is permanent, lose one stat only. */
2749 /* Lower level chars don't lose as many stats because they suffer
2750 more if they do. */
2751 /* Higher level characters can afford things such as potions of
2752 restoration, or better, stat potions. So we slug them that
2753 little bit harder. */
2754 /* GD */
2755 if (settings.stat_loss_on_death)
2756 num_stats_lose = 1;
2757 else
2758 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2759 }
2760 else
2761 num_stats_lose = 1;
2762
2763 lost_a_stat = 0;
2764
2765 for (z = 0; z < num_stats_lose; z++)
2766 {
2767 i = RANDOM () % NUM_STATS;
2768
2769 if (settings.stat_loss_on_death)
2770 {
2771 /* Pick a random stat and take a point off it. Tell the player
2772 * what he lost.
2773 */
2774 change_attr_value (&(op->stats), i, -1);
2775 check_stat_bounds (&(op->stats));
2776 change_attr_value (&(op->contr->orig_stats), i, -1);
2777 check_stat_bounds (&(op->contr->orig_stats));
2778 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2779 lost_a_stat = 1;
2780 }
2781 else
2782 {
2783 /* deplete a stat */
2784 archetype *deparch = archetype::find ("depletion");
2785 object *dep;
2786
2787 dep = present_arch_in_ob (deparch, op);
2788 if (!dep)
2789 {
2790 dep = arch_to_object (deparch);
2791 insert_ob_in_ob (dep, op);
2792 }
2793 lose_this_stat = 1;
2794 if (settings.balanced_stat_loss)
2795 {
2796 /* GD */
2797 /* Get the stat that we're about to deplete. */
2798 this_stat = get_attr_value (&(dep->stats), i);
2799 if (this_stat < 0)
2800 {
2801 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2802 int keep_chance = this_stat * this_stat;
2803
2804 /* Yes, I am paranoid. Sue me. */
2805 if (keep_chance < 1)
2806 keep_chance = 1;
2807
2808 /* There is a maximum depletion total per level. */
2809 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2810 {
2811 lose_this_stat = 0;
2812 /* Take loss chance vs keep chance to see if we
2813 retain the stat. */
2814 }
2815 else
2816 {
2817 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2818 lose_this_stat = 0;
2819 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2820 this_stat, keep_chance, loss_chance,
2821 lose_this_stat?"LOSE":"KEEP"); */
2822 }
2823 }
2824 }
2825
2826 if (lose_this_stat)
2827 {
2828 this_stat = get_attr_value (&(dep->stats), i);
2829 /* We could try to do something clever like find another
2830 * stat to reduce if this fails. But chances are, if
2831 * stats have been depleted to -50, all are pretty low
2832 * and should be roughly the same, so it shouldn't make a
2833 * difference.
2834 */
2835 if (this_stat >= -50)
2836 {
2837 change_attr_value (&(dep->stats), i, -1);
2838 SET_FLAG (dep, FLAG_APPLIED);
2839 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2840 op->update_stats ();
2841 lost_a_stat = 1;
2842 }
2843 }
2844 }
2845 }
2846 /* If no stat lost, tell the player. */
2847 if (!lost_a_stat)
2848 {
2849 /* determine_god() seems to not work sometimes... why is this?
2850 Should I be using something else? GD */
2851 const char *god = determine_god (op);
2852
2853 if (god && (strcmp (god, "none")))
2854 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2855 else
2856 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2857 }
2858 #else
2859 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2860 #endif
2861
2862 /* Put a gravestone up where the character 'almost' died. List the
2863 * exp loss on the stone.
2864 */
2865 tmp = arch_to_object (archetype::find ("gravestone"));
2866 sprintf (buf, "%s's gravestone", &op->name);
2867 tmp->name = buf;
2868 sprintf (buf, "%s's gravestones", &op->name);
2869 tmp->name_pl = buf;
2870 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2871 tmp->msg = buf;
2872 tmp->x = op->x, tmp->y = op->y;
2873 insert_ob_in_map (tmp, op->map, NULL, 0);
2874
2875 /**************************************/
2876 /* */
2877 /* Subtract the experience points, */
2878 /* if we died cause of food, give us */
2879 /* food, and reset HP's... */
2880 /* */
2881 /**************************************/
2882
2883 /* remove any poisoning and confusion the character may be suffering. */
2884 /* restore player */
2885 at = archetype::find ("poisoning");
2886 tmp = present_arch_in_ob (at, op);
2887
2888 if (tmp)
2889 {
2890 tmp->destroy ();
2891 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2892 }
2893
2894 at = archetype::find ("confusion");
2895 tmp = present_arch_in_ob (at, op);
2896 if (tmp)
2897 {
2898 tmp->destroy ();
2899 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2900 }
2901
2902 cure_disease (op, 0); /* remove any disease */
2903
2904 /*add_exp(op, (op->stats.exp * -0.20)); */
2905 apply_death_exp_penalty (op);
2906 if (op->stats.food < 100)
2907 op->stats.food = 900;
2908 op->stats.hp = op->stats.maxhp;
2909 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2910 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2911
2912 /*
2913 * Check to see if the player has any unpaid items. If so, remove them
2914 * and put them back in the map.
2915 */
2916 remove_unpaid_objects (op->inv, op);
2917
2918 /****************************************/
2919 /* */
2920 /* Move player to his current respawn- */
2921 /* position (usually last savebed) */
2922 /* */
2923 /****************************************/
2924
2925 enter_player_savebed (op);
2926
2927 op->contr->braced = 0;
2928
2929 /* it is possible that the player has blown something up
2930 * at his savebed location, and that can have long lasting
2931 * spell effects. So first see if there is a spell effect
2932 * on the space that might harm the player.
2933 */
2934 will_kill_again = 0;
2935 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2936 if (tmp->type == SPELL_EFFECT)
2937 will_kill_again |= tmp->attacktype;
2938
2939 if (will_kill_again)
2940 {
2941 object *force;
2942 int at;
2943
2944 force = get_archetype (FORCE_NAME);
2945 /* 50 ticks should be enough time for the spell to abate */
2946 force->speed = 0.1;
2947 force->speed_left = -5.0;
2948 SET_FLAG (force, FLAG_APPLIED);
2949 for (at = 0; at < NROFATTACKS; at++)
2950 if (will_kill_again & (1 << at))
2951 force->resist[at] = 100;
2952
2953 insert_ob_in_ob (force, op);
2954 op->update_stats ();
2955
2956 }
2957
2958 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2959 }
2960
2961 void
2962 loot_object (object *op)
2963 { /* Grab and destroy some treasure */
2964 object *tmp, *tmp2, *next;
2965
2966 op->close_container (); /* close open sack first */
2967
2968 for (tmp = op->inv; tmp; tmp = next)
2969 {
2970 next = tmp->below;
2971
2972 if (tmp->invisible)
2973 continue;
2974
2975 tmp->remove ();
2976 tmp->x = op->x, tmp->y = op->y;
2977
2978 if (tmp->type == CONTAINER)
2979 loot_object (tmp); /* empty container to ground */
2980
2981 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2982 {
2983 if (tmp->nrof > 1)
2984 {
2985 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2986 tmp2->destroy ();
2987 insert_ob_in_map (tmp, op->map, NULL, 0);
2988 }
2989 else
2990 tmp->destroy ();
2991 }
2992 else
2993 insert_ob_in_map (tmp, op->map, NULL, 0);
2994 }
2995 }
2996
2997 /*
2998 * fix_weight(): Check recursively the weight of all players, and fix
2999 * what needs to be fixed. Refresh windows and fix speed if anything
3000 * was changed.
3001 */
3002 void
3003 fix_weight (void)
3004 {
3005 for_all_players (pl)
3006 {
3007 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3008
3009 if (old == sum)
3010 continue;
3011 pl->ob->update_stats ();
3012 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 }
3014 }
3015
3016 void
3017 fix_luck (void)
3018 {
3019 for_all_players (pl)
3020 if (!pl->ob->contr->ns->state)
3021 pl->ob->change_luck (0);
3022 }
3023
3024 /* cast_dust() - handles op throwing objects of type 'DUST'.
3025 * This is much simpler in the new spell code - we basically
3026 * just treat this as any other spell casting object.
3027 */
3028 void
3029 cast_dust (object *op, object *throw_ob, int dir)
3030 {
3031 object *skop, *spob;
3032
3033 skop = find_skill_by_name (op, throw_ob->skill);
3034
3035 /* casting POTION 'dusts' is really a use_magic_item skill */
3036 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3037 {
3038 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3039 return;
3040 }
3041
3042 spob = throw_ob->inv;
3043
3044 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3045 // not pass NULL to cast_spell (which did indeed check itself, but
3046 // errors should be reported as early as possible IMHO)
3047 if (!spob)
3048 {
3049 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3050 return;
3051 }
3052
3053 if (op->type == PLAYER)
3054 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3055
3056 cast_spell (op, throw_ob, dir, spob, NULL);
3057
3058 throw_ob->destroy ();
3059 }
3060
3061 void
3062 make_visible (object *op)
3063 {
3064 op->hide = 0;
3065 op->invisible = 0;
3066 if (op->type == PLAYER)
3067 {
3068 op->contr->tmp_invis = 0;
3069 op->contr->invis_race = 0;
3070 }
3071
3072 update_object (op, UP_OBJ_CHANGE);
3073 }
3074
3075 int
3076 is_true_undead (object *op)
3077 {
3078 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3079 return 1;
3080
3081 return 0;
3082 }
3083
3084 /* look at the surrounding terrain to determine
3085 * the hideability of this object. Positive levels
3086 * indicate greater hideability.
3087 */
3088
3089 int
3090 hideability (object *ob)
3091 {
3092 int i, level = 0, mflag;
3093 sint16 x, y;
3094
3095 if (!ob || !ob->map)
3096 return 0;
3097
3098 /* so, on normal lighted maps, its hard to hide */
3099 level = ob->map->darkness - 2;
3100
3101 /* this also picks up whether the object is glowing.
3102 * If you carry a light on a non-dark map, its not
3103 * as bad as carrying a light on a pitch dark map */
3104 if (has_carried_lights (ob))
3105 level = -(10 + (2 * ob->map->darkness));
3106
3107 /* scan through all nearby squares for terrain to hide in */
3108 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3109 {
3110 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP)
3112 {
3113 continue;
3114 }
3115 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2;
3117 else /* open terrain! */
3118 level -= 1;
3119 }
3120
3121 #if 0
3122 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123 #endif
3124 return level;
3125 }
3126
3127 /* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */
3132
3133 void
3134 do_hidden_move (object *op)
3135 {
3136 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3137 object *skop;
3138
3139 if (!op || !op->map)
3140 return;
3141
3142 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3143
3144 /* its *extremely* hard to run and sneak/hide at the same time! */
3145 if (op->type == PLAYER && op->contr->run_on)
3146 if (!skop || num >= skop->level)
3147 {
3148 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3149 make_visible (op);
3150 return;
3151 }
3152 else
3153 num += 20;
3154
3155 num += op->map->difficulty;
3156 hide = hideability (op); /* modify by terrain hidden level */
3157 num -= hide;
3158
3159 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3160 {
3161 make_visible (op);
3162 if (op->type == PLAYER)
3163 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3164 }
3165 else if (op->type == PLAYER && skop)
3166 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3167 }
3168
3169 /* determine if who is standing near a hostile creature. */
3170
3171 int
3172 stand_near_hostile (object *who)
3173 {
3174 object *tmp = NULL;
3175 int i, friendly = 0, player = 0, mflags;
3176 maptile *m;
3177 sint16 x, y;
3178
3179 if (!who)
3180 return 0;
3181
3182 if (who->type == PLAYER)
3183 player = 1;
3184
3185 else
3186 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3187
3188 /* search adjacent squares */
3189 for (i = 1; i < 9; i++)
3190 {
3191 x = who->x + freearr_x[i];
3192 y = who->y + freearr_y[i];
3193 m = who->map;
3194 mflags = get_map_flags (m, &m, x, y, &x, &y);
3195 /* space must be blocked if there is a monster. If not
3196 * blocked, don't need to check this space.
3197 */
3198 if (mflags & P_OUT_OF_MAP)
3199 continue;
3200 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3201 continue;
3202
3203 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3204 {
3205 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3206 return 1;
3207 else if (tmp->type == PLAYER)
3208 {
3209 /*don't let a hidden DM prevent you from hiding */
3210 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3211 return 1;
3212 }
3213 }
3214 }
3215 return 0;
3216 }
3217
3218 /* check the player los field for viewability of the
3219 * object op. This function works fine for monsters,
3220 * but we dont worry if the object isnt the top one in
3221 * a pile (say a coin under a table would return "viewable"
3222 * by this routine). Another question, should we be
3223 * concerned with the direction the player is looking
3224 * in? Realistically, most of use cant see stuff behind
3225 * our backs...on the other hand, does the "facing" direction
3226 * imply the way your head, or body is facing? Its possible
3227 * for them to differ. Sigh, this fctn could get a bit more complex.
3228 * -b.t.
3229 * This function is now map tiling safe.
3230 */
3231
3232 int
3233 player_can_view (object *pl, object *op)
3234 {
3235 rv_vector rv;
3236 int dx, dy;
3237
3238 if (pl->type != PLAYER)
3239 {
3240 LOG (llevError, "player_can_view() called for non-player object\n");
3241 return -1;
3242 }
3243
3244 if (!pl || !op)
3245 return 0;
3246
3247 op = op->head_ ();
3248
3249 get_rangevector (pl, op, &rv, 0x1);
3250
3251 /* starting with the 'head' part, lets loop
3252 * through the object and find if it has any
3253 * part that is in the los array but isnt on
3254 * a blocked los square.
3255 * we use the archetype to figure out offsets.
3256 */
3257 while (op)
3258 {
3259 dx = rv.distance_x + op->arch->clone.x;
3260 dy = rv.distance_y + op->arch->clone.y;
3261
3262 /* only the viewable area the player sees is updated by LOS
3263 * code, so we need to restrict ourselves to that range of values
3264 * for any meaningful values.
3265 */
3266 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3267 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3268 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3269 return 1;
3270 op = op->more;
3271 }
3272 return 0;
3273 }
3274
3275 /* routine for both players and monsters. We call this when
3276 * there is a possibility for our action distrubing our hiding
3277 * place or invisiblity spell. Artefact invisiblity is not
3278 * effected by this. If we arent invisible to begin with, we
3279 * return 0.
3280 */
3281 int
3282 action_makes_visible (object *op)
3283 {
3284
3285 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3286 {
3287 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3288 return 0;
3289
3290 if (op->contr && op->contr->tmp_invis == 0)
3291 return 0;
3292
3293 /* If monsters, they should become visible */
3294 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3295 {
3296 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3297 return 1;
3298 }
3299 }
3300 return 0;
3301 }
3302
3303 /* op_on_battleground - checks if the given object op (usually
3304 * a player) is standing on a valid battleground-tile,
3305 * function returns TRUE/FALSE. If true x, y returns the battleground
3306 * -exit-coord. (and if x, y not NULL)
3307 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3308 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3309 * Default is to do the same as before, so only people wanting to have different points need worry about this
3310 */
3311 int
3312 op_on_battleground (object *op, int *x, int *y)
3313 {
3314 object *tmp;
3315
3316 /* A battleground-tile needs the following attributes to be valid:
3317 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3318 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3319 * and the exit-coordinates sp/hp must both be > 0.
3320 * => The intention here is to prevent abuse of the battleground-
3321 * feature (like pickable or hidden battleground tiles). */
3322 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3323 {
3324 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3325 {
3326 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3327 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3328 {
3329 /*before we assign the exit, check if this is a teambattle */
3330 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3331 {
3332 object *invtmp;
3333
3334 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3335 {
3336 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3337 {
3338 if (x != NULL && y != NULL)
3339 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3340 return 1;
3341 }
3342 }
3343 }
3344 if (x != NULL && y != NULL)
3345 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3346 return 1;
3347 }
3348 }
3349 }
3350 /* If we got here, did not find a battleground */
3351 return 0;
3352 }
3353
3354 /*
3355 * When a dragon-player gains a new stage of evolution,
3356 * he gets some treasure
3357 *
3358 * attributes:
3359 * object *who the dragon player
3360 * int atnr the attack-number of the ability focus
3361 * int level ability level
3362 */
3363 void
3364 dragon_ability_gain (object *who, int atnr, int level)
3365 {
3366 treasurelist *trlist = NULL; /* treasurelist */
3367 treasure *tr; /* treasure */
3368 object *tmp, *skop; /* tmp. object */
3369 object *item; /* treasure object */
3370 char buf[MAX_BUF]; /* tmp. string buffer */
3371 int i = 0, j = 0;
3372
3373 /* get the appropriate treasurelist */
3374 if (atnr == ATNR_FIRE)
3375 trlist = treasurelist::find ("dragon_ability_fire");
3376 else if (atnr == ATNR_COLD)
3377 trlist = treasurelist::find ("dragon_ability_cold");
3378 else if (atnr == ATNR_ELECTRICITY)
3379 trlist = treasurelist::find ("dragon_ability_elec");
3380 else if (atnr == ATNR_POISON)
3381 trlist = treasurelist::find ("dragon_ability_poison");
3382
3383 if (trlist == NULL || who->type != PLAYER)
3384 return;
3385
3386 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3387
3388 if (!tr || !tr->item)
3389 {
3390 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3391 return;
3392 }
3393
3394 /* everything seems okay - now bring on the gift: */
3395 item = &(tr->item->clone);
3396
3397 if (item->type == SPELL)
3398 {
3399 if (check_spell_known (who, item->name))
3400 return;
3401
3402 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3403 do_learn_spell (who, item, 0);
3404 return;
3405 }
3406
3407 /* grant direct spell */
3408 if (item->type == SPELLBOOK)
3409 {
3410 if (!item->inv)
3411 {
3412 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3413 return;
3414 }
3415 if (check_spell_known (who, item->inv->name))
3416 return;
3417 if (item->invisible)
3418 {
3419 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3420 do_learn_spell (who, item->inv, 0);
3421 return;
3422 }
3423 }
3424 else if (item->type == SKILL_TOOL && item->invisible)
3425 {
3426 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3427 {
3428
3429 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3430 * in this way, if the player is missing any of the attacktypes, he gets
3431 * them. As it is now, if the player has any that match the granted skill,
3432 * but not all of them, he gets nothing.
3433 */
3434 if (!(skop->attacktype & item->attacktype))
3435 {
3436 /* Give new attacktype */
3437 skop->attacktype |= item->attacktype;
3438
3439 /* always add physical if there's none */
3440 skop->attacktype |= AT_PHYSICAL;
3441
3442 if (item->msg != NULL)
3443 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3444
3445 /* Give player new face */
3446 if (item->animation_id)
3447 {
3448 who->face = skop->face;
3449 who->animation_id = item->animation_id;
3450 who->anim_speed = item->anim_speed;
3451 who->last_anim = 0;
3452 who->state = 0;
3453 animate_object (who, who->direction);
3454 }
3455 }
3456 }
3457 }
3458 else if (item->type == FORCE)
3459 {
3460 /* forces in the treasurelist can alter the player's stats */
3461 object *skin;
3462
3463 /* first get the dragon skin force */
3464 shstr_cmp dragon_skin_force ("dragon_skin_force");
3465 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3466 ;
3467
3468 if (!skin)
3469 return;
3470
3471 /* adding new spellpath attunements */
3472 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3473 {
3474 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3475
3476 /* print message */
3477 sprintf (buf, "You feel attuned to ");
3478 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3479 {
3480 if (item->path_attuned & (1 << i))
3481 {
3482 if (j)
3483 strcat (buf, " and ");
3484 else
3485 j = 1;
3486 strcat (buf, spellpathnames[i]);
3487 }
3488 }
3489 strcat (buf, ".");
3490 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3491 }
3492
3493 /* evtl. adding flags: */
3494 if (QUERY_FLAG (item, FLAG_XRAYS))
3495 SET_FLAG (skin, FLAG_XRAYS);
3496 if (QUERY_FLAG (item, FLAG_STEALTH))
3497 SET_FLAG (skin, FLAG_STEALTH);
3498 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3499 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3500
3501 /* print message if there is one */
3502 if (item->msg != NULL)
3503 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3504 }
3505 else
3506 {
3507 /* generate misc. treasure */
3508 tmp = arch_to_object (tr->item);
3509 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3510 tmp = insert_ob_in_ob (tmp, who);
3511 if (who->type == PLAYER)
3512 esrv_send_item (who, tmp);
3513 }
3514 }
3515
3516 /**
3517 * Unready an object for a player. This function does nothing if the object was
3518 * not readied.
3519 */
3520 void
3521 player_unready_range_ob (player *pl, object *ob)
3522 {
3523 if (pl->ob->current_weapon == ob)
3524 pl->ob->current_weapon = 0;
3525
3526 if (pl->combat_ob == ob)
3527 pl->combat_ob = 0;
3528
3529 if (pl->ranged_ob == ob)
3530 pl->ranged_ob = 0;
3531 }
3532
3533 sint8
3534 player::visibility_at (maptile *map, int x, int y) const
3535 {
3536 if (!ns)
3537 return 0;
3538
3539 int dx, dy;
3540 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3541 return 0;
3542
3543 x += dx - ns->current_x + ns->mapx / 2;
3544 y += dy - ns->current_y + ns->mapy / 2;
3545
3546 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3547 return 0;
3548
3549 return 100 - blocked_los [x][y];
3550 }