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/cvs/deliantra/server/server/player.C
Revision: 1.123
Committed: Fri May 11 21:07:14 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.122: +0 -1 lines
Log Message:
closer, still hackish

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