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/cvs/deliantra/server/server/player.C
Revision: 1.126
Committed: Sat May 12 16:06:42 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.125: +4 -2 lines
Log Message:
almost works

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 if (!op->change_weapon (bow))
1565 return 0;
1566 }
1567 else
1568 {
1569 for (bow = op->inv; bow; bow = bow->below)
1570 /* Don't check for applied - monsters don't apply bows - in that way, they
1571 * don't need to switch back and forth between bows and weapons.
1572 */
1573 if (bow->type == BOW)
1574 break;
1575
1576 if (!bow)
1577 {
1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1579 return 0;
1580 }
1581
1582 // optimisation: move object to top so we will find it quickly again
1583 if (bow->below)
1584 {
1585 bow->remove ();
1586 op->insert (bow);
1587 }
1588
1589 }
1590
1591 if (!bow->race || !bow->skill)
1592 {
1593 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1594 return 0;
1595 }
1596
1597 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1598
1599 /* penalize ROF for bestarrow */
1600 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1601 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1602
1603 if (bowspeed < 1)
1604 bowspeed = 1;
1605
1606 if (arrow == NULL)
1607 {
1608 if ((arrow = find_arrow (op, bow->race)) == NULL)
1609 {
1610 if (op->type == PLAYER)
1611 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1612 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1613 else
1614 CLEAR_FLAG (op, FLAG_READY_BOW);
1615
1616 return 0;
1617 }
1618 }
1619
1620 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1621 if (mflags & P_OUT_OF_MAP)
1622 return 0;
1623
1624 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1625 {
1626 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1627 return 0;
1628 }
1629
1630 /* this should not happen, but sometimes does */
1631 if (arrow->nrof == 0)
1632 {
1633 arrow->destroy ();
1634 return 0;
1635 }
1636
1637 left = arrow; /* these are arrows left to the player */
1638 arrow = get_split_ob (arrow, 1);
1639 if (!arrow)
1640 {
1641 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1642 return 0;
1643 }
1644
1645 arrow->set_owner (op);
1646 arrow->skill = bow->skill;
1647 arrow->direction = dir;
1648
1649 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1650 arrow->stats.hp = arrow->stats.dam;
1651 arrow->stats.grace = arrow->attacktype;
1652
1653 if (arrow->slaying)
1654 arrow->spellarg = strdup (arrow->slaying);
1655
1656 if (op->type == PLAYER)
1657 {
1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1659 op->update_stats ();
1660 }
1661
1662 SET_ANIMATION (arrow, arrow->direction);
1663
1664 arrow->stats.dam += op->stats.dam + arrow->magic;
1665
1666 /* update the speed */
1667 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1668 + bow->stats.dam / 7.0;
1669
1670 arrow->set_speed (max (arrow->speed, 2.0));
1671 arrow->speed_left = 0;
1672
1673 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1674
1675 if (op->type == PLAYER)
1676 {
1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1678 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1679
1680 if (!arrow->slaying)
1681 arrow->slaying = op->slaying;
1682
1683 arrow->attacktype |= op->attacktype;
1684 }
1685 else
1686 {
1687 arrow->level = op->level;
1688 arrow->stats.wc -= bow->magic;
1689
1690 if (!arrow->slaying)
1691 arrow->slaying = bow->slaying;
1692
1693 arrow->attacktype |= bow->attacktype;
1694 }
1695
1696 arrow->stats.wc -= arrow->level;
1697
1698 arrow->move_type = MOVE_FLY_LOW;
1699 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1700
1701 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1702 m->insert (arrow, sx, sy, op);
1703
1704 if (!arrow->destroyed ())
1705 move_arrow (arrow);
1706
1707 if (op->type == PLAYER)
1708 {
1709 if (left->destroyed ())
1710 esrv_del_item (op->contr, left->count);
1711 else
1712 esrv_send_item (op, left);
1713 }
1714
1715 return 1;
1716 }
1717
1718 /* Special fire code for players - this takes into
1719 * account the special fire modes players can have
1720 * but monsters can't. Putting that code here
1721 * makes the fire_bow code much cleaner.
1722 * this function should only be called if 'op' is a player,
1723 * hence the function name.
1724 */
1725 int
1726 player_fire_bow (object *op, int dir)
1727 {
1728 int ret = 0, wcmod = 0;
1729
1730 if (op->contr->bowtype == bow_bestarrow)
1731 {
1732 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1733 }
1734 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1735 {
1736 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1737 wcmod = -1;
1738
1739 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1740 }
1741 else if (op->contr->bowtype == bow_threewide)
1742 {
1743 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1744 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1745 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1746 }
1747 else if (op->contr->bowtype == bow_spreadshot)
1748 {
1749 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1750 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1751 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1752 }
1753 else
1754 {
1755 /* Simple case */
1756 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1757 }
1758
1759 return ret;
1760 }
1761
1762
1763 /* Fires a misc (wand/rod/horn) object in 'dir'.
1764 * Broken apart from 'fire' to keep it more readable.
1765 */
1766 void
1767 fire_misc_object (object *op, int dir)
1768 {
1769 object *item = op->contr->ranged_ob;
1770
1771 if (!item)
1772 {
1773 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1774 return;
1775 }
1776
1777 if (!item->inv)
1778 {
1779 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1780 return;
1781 }
1782
1783 if (!op->change_weapon (item))
1784 return;
1785
1786 if (item->type == WAND)
1787 {
1788 if (item->stats.food <= 0)
1789 {
1790 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1792
1793 return;
1794 }
1795 }
1796 else if (item->type == ROD || item->type == HORN)
1797 {
1798 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1799 {
1800 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1801
1802 if (item->type == ROD)
1803 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1804 else
1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1806
1807 return;
1808 }
1809 }
1810
1811 if (cast_spell (op, item, dir, item->inv, NULL))
1812 {
1813 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1814 if (item->type == WAND)
1815 {
1816 if (!(--item->stats.food))
1817 {
1818 object *tmp;
1819
1820 if (item->arch)
1821 {
1822 CLEAR_FLAG (item, FLAG_ANIMATE);
1823 item->face = item->arch->clone.face;
1824 item->set_speed (0);
1825 }
1826
1827 if ((tmp = item->in_player ()))
1828 esrv_update_item (UPD_ANIM, tmp, item);
1829 }
1830 }
1831 else if (item->type == ROD || item->type == HORN)
1832 drain_rod_charge (item);
1833 }
1834 }
1835
1836 /* Received a fire command for the player - go and do it.
1837 */
1838 void
1839 fire (object *op, int dir)
1840 {
1841 int spellcost = 0;
1842
1843 /* check for loss of invisiblity/hide */
1844 if (action_makes_visible (op))
1845 make_visible (op);
1846
1847 player *pl = op->contr;
1848
1849 if (pl->golem)
1850 {
1851 control_golem (op->contr->golem, dir);
1852 return;
1853 }
1854
1855 object *ob = pl->ranged_ob;
1856
1857 if (!ob)
1858 return;
1859
1860 switch (ob->type)
1861 {
1862 case BOW:
1863 player_fire_bow (op, dir);
1864 break;
1865
1866 case SPELL:
1867 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1868 break;
1869
1870 case BUILDER:
1871 apply_map_builder (op, dir);
1872 break;
1873
1874 case SKILL:
1875 case SKILL_TOOL:
1876 do_skill (op, op, ob, dir, 0);
1877 break;
1878
1879 default:
1880 fire_misc_object (op, dir);
1881 break;
1882 }
1883 }
1884
1885 /* find_key
1886 * We try to find a key for the door as passed. If we find a key
1887 * and successfully use it, we return the key, otherwise NULL
1888 * This function merges both normal and locked door, since the logic
1889 * for both is the same - just the specific key is different.
1890 * pl is the player,
1891 * inv is the objects inventory to searched
1892 * door is the door we are trying to match against.
1893 * This function can be called recursively to search containers.
1894 */
1895 object *
1896 find_key (object *pl, object *container, object *door)
1897 {
1898 object *tmp, *key;
1899
1900 /* Should not happen, but sanity checking is never bad */
1901 if (!container->inv)
1902 return 0;
1903
1904 /* First, lets try to find a key in the top level inventory */
1905 for (tmp = container->inv; tmp; tmp = tmp->below)
1906 {
1907 if (door->type == DOOR && tmp->type == KEY)
1908 break;
1909 /* For sanity, we should really check door type, but other stuff
1910 * (like containers) can be locked with special keys
1911 */
1912 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1913 break;
1914 }
1915
1916 /* No key found - lets search inventories now */
1917 /* If we find and use a key in an inventory, return at that time.
1918 * otherwise, if we search all the inventories and still don't find
1919 * a key, return
1920 */
1921 if (!tmp)
1922 {
1923 for (tmp = container->inv; tmp; tmp = tmp->below)
1924 {
1925 /* No reason to search empty containers */
1926 if (tmp->type == CONTAINER && tmp->inv)
1927 {
1928 if ((key = find_key (pl, tmp, door)))
1929 return key;
1930 }
1931 }
1932
1933 if (!tmp)
1934 return NULL;
1935 }
1936
1937 /* We get down here if we have found a key. Now if its in a container,
1938 * see if we actually want to use it
1939 */
1940 if (pl != container)
1941 {
1942 /* Only let players use keys in containers */
1943 if (!pl->contr)
1944 return NULL;
1945 /* cases where this fails:
1946 * If we only search the player inventory, return now since we
1947 * are not in the players inventory.
1948 * If the container is not active, return now since only active
1949 * containers can be used.
1950 * If we only search keyrings and the container does not have
1951 * a race/isn't a keyring.
1952 * No checking for all containers - to fall through past here,
1953 * inv must have been an container and must have been active.
1954 *
1955 * Change the color so that the message doesn't disappear with
1956 * all the others.
1957 */
1958 if (pl->contr->usekeys == key_inventory ||
1959 !QUERY_FLAG (container, FLAG_APPLIED) ||
1960 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1961 {
1962 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1964 return NULL;
1965 }
1966 }
1967
1968 return tmp;
1969 }
1970
1971 /* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more,
1974 * 0 otherwise
1975 */
1976 static int
1977 player_attack_door (object *op, object *door)
1978 {
1979 /* If its a door, try to find a use a key. If we do destroy the door,
1980 * might as well return immediately as there is nothing more to do -
1981 * otherwise, we fall through to the rest of the code.
1982 */
1983 object *key = find_key (op, op, door);
1984
1985 /* IF we found a key, do some extra work */
1986 if (key)
1987 {
1988 object *container = key->env;
1989
1990 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1991
1992 if (action_makes_visible (op))
1993 make_visible (op);
1994
1995 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1996 spring_trap (door->inv, op);
1997
1998 if (door->type == DOOR)
1999 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2000 else if (door->type == LOCKED_DOOR)
2001 {
2002 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2003 remove_door2 (door); /* remove door without violence ;-) */
2004 }
2005
2006 /* Do this after we print the message */
2007 decrease_ob (key); /* Use up one of the keys */
2008 /* Need to update the weight the container the key was in */
2009 if (container != op)
2010 esrv_update_item (UPD_WEIGHT, op, container);
2011
2012 return 1; /* Nothing more to do below */
2013 }
2014 else if (door->type == LOCKED_DOOR)
2015 {
2016 /* Might as well return now - no other way to open this */
2017 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2018 return 1;
2019 }
2020
2021 return 0;
2022 }
2023
2024 /* This function is just part of a breakup from move_player.
2025 * It should keep the code cleaner.
2026 * When this is called, the players direction has been updated
2027 * (taking into account confusion.) The player is also actually
2028 * going to try and move (not fire weapons).
2029 */
2030 void
2031 move_player_attack (object *op, int dir)
2032 {
2033 object *tmp, *mon;
2034 int on_battleground;
2035 maptile *m;
2036
2037 sint16 nx = freearr_x[dir] + op->x;
2038 sint16 ny = freearr_y[dir] + op->y;
2039
2040 on_battleground = op_on_battleground (op, 0, 0);
2041
2042 /* If braced, or can't move to the square, and it is not out of the
2043 * map, attack it. Note order of if statement is important - don't
2044 * want to be calling move_ob if braced, because move_ob will move the
2045 * player. This is a pretty nasty hack, because if we could
2046 * move to some space, it then means that if we are braced, we should
2047 * do nothing at all. As it is, if we are braced, we go through
2048 * quite a bit of processing. However, it probably is less than what
2049 * move_ob uses.
2050 */
2051 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2052 {
2053 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2054 {
2055 m = op->map->xy_find (nx, ny);
2056 if (!m)
2057 return; /* Don't think this should happen */
2058 }
2059 else
2060 m = op->map;
2061
2062 if (!(tmp = m->at (nx, ny).bot))
2063 return;
2064
2065 mon = 0;
2066 /* Go through all the objects, and find ones of interest. Only stop if
2067 * we find a monster - that is something we know we want to attack.
2068 * if its a door or barrel (can roll) see if there may be monsters
2069 * on the space
2070 */
2071 while (tmp)
2072 {
2073 if (tmp == op)
2074 {
2075 tmp = tmp->above;
2076 continue;
2077 }
2078
2079 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2080 {
2081 mon = tmp;
2082 break;
2083 }
2084
2085 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2086 mon = tmp;
2087
2088 tmp = tmp->above;
2089 }
2090
2091 if (!mon) /* This happens anytime the player tries to move */
2092 return; /* into a wall */
2093
2094 if (mon->head)
2095 mon = mon->head;
2096
2097 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2098 if (player_attack_door (op, mon))
2099 return;
2100
2101 /* The following deals with possibly attacking peaceful
2102 * or frienddly creatures. Basically, all players are considered
2103 * unaggressive. If the moving player has peaceful set, then the
2104 * object should be pushed instead of attacked. It is assumed that
2105 * if you are braced, you will not attack friends accidently,
2106 * and thus will not push them.
2107 */
2108
2109 /* If the creature is a pet, push it even if the player is not
2110 * peaceful. Our assumption is the creature is a pet if the
2111 * player owns it and it is either friendly or unagressive.
2112 */
2113 if ((op->type == PLAYER)
2114 #if COZY_SERVER
2115 &&
2116 ((mon->owner && mon->owner->contr
2117 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2118 #else
2119 && mon->owner == op
2120 #endif
2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2122 {
2123 /* If we're braced, we don't want to switch places with it */
2124 if (op->contr->braced)
2125 return;
2126
2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2128 push_ob (mon, dir, op);
2129 if (op->contr->tmp_invis || op->hide)
2130 make_visible (op);
2131
2132 return;
2133 }
2134
2135 /* in certain circumstances, you shouldn't attack friendly
2136 * creatures. Note that if you are braced, you can't push
2137 * someone, but put it inside this loop so that you won't
2138 * attack them either.
2139 */
2140 if ((mon->type == PLAYER || mon->enemy != op) &&
2141 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2142 #ifdef PROHIBIT_PLAYERKILL
2143 (op->contr->peaceful
2144 || (mon->type == PLAYER
2145 && mon->contr->
2146 peaceful)) &&
2147 #else
2148 op->contr->peaceful &&
2149 #endif
2150 !on_battleground))
2151 {
2152 if (!op->contr->braced)
2153 {
2154 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2155 push_ob (mon, dir, op);
2156 }
2157 else
2158 new_draw_info (0, 0, op, "You withhold your attack");
2159
2160 if (op->contr->tmp_invis || op->hide)
2161 make_visible (op);
2162 }
2163
2164 /* If the object is a boulder or other rollable object, then
2165 * roll it if not braced. You can't roll it if you are braced.
2166 */
2167 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2168 {
2169 recursive_roll (mon, dir, op);
2170 if (action_makes_visible (op))
2171 make_visible (op);
2172 }
2173
2174 /* Any generic living creature. Including things like doors.
2175 * Way it works is like this: First, it must have some hit points
2176 * and be living. Then, it must be one of the following:
2177 * 1) Not a player, 2) A player, but of a different party. Note
2178 * that party_number -1 is no party, so attacks can still happen.
2179 */
2180 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2181 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2182 {
2183
2184 /* If the player hasn't hit something this tick, and does
2185 * so, give them speed boost based on weapon speed. Doing
2186 * it here is better than process_players2, which basically
2187 * incurred a 1 tick offset.
2188 */
2189 if (!op->contr->has_hit)
2190 {
2191 op->speed_left += op->speed / op->contr->weapon_sp;
2192
2193 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2194 }
2195
2196 skill_attack (mon, op, 0, 0, 0);
2197
2198 /* If attacking another player, that player gets automatic
2199 * hitback, and doesn't loose luck either.
2200 * Disable hitback on the battleground or if the target is
2201 * the wiz.
2202 */
2203 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2204 {
2205 short luck = mon->stats.luck;
2206
2207 mon->contr->has_hit = 1;
2208 skill_attack (op, mon, 0, 0, 0);
2209 mon->stats.luck = luck;
2210 }
2211
2212 if (action_makes_visible (op))
2213 make_visible (op);
2214 }
2215 } /* if player should attack something */
2216 }
2217
2218 int
2219 move_player (object *op, int dir)
2220 {
2221 int pick;
2222
2223 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2224 return 0;
2225
2226 /* Sanity check: make sure dir is valid */
2227 if ((dir < 0) || (dir >= 9))
2228 {
2229 LOG (llevError, "move_player: invalid direction %d\n", dir);
2230 return 0;
2231 }
2232
2233 /* peterm: added following line */
2234 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2235 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2236
2237 op->facing = dir;
2238
2239 if (op->hide)
2240 do_hidden_move (op);
2241
2242 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2243 /*nop */ ;
2244 else if (op->contr->fire_on)
2245 fire (op, dir);
2246 else
2247 {
2248 move_player_attack (op, dir);
2249 pick = check_pick (op);
2250 }
2251
2252 /* Add special check for newcs players and fire on - this way, the
2253 * server can handle repeat firing.
2254 */
2255 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2256 op->direction = dir;
2257 else
2258 op->direction = 0;
2259
2260 /* Update how the player looks. Use the facing, so direction may
2261 * get reset to zero. This allows for full animation capabilities
2262 * for players.
2263 */
2264 animate_object (op, op->facing);
2265 return 0;
2266 }
2267
2268 /* This is similar to handle_player, below, but is only used by the
2269 * new client/server stuff.
2270 * This is sort of special, in that the new client/server actually uses
2271 * the new speed values for commands.
2272 *
2273 * Returns true if there are more actions we can do.
2274 */
2275 int
2276 handle_newcs_player (object *op)
2277 {
2278 if (QUERY_FLAG (op, FLAG_SCARED))
2279 {
2280 flee_player (op);
2281 /* If player is still scared, that is his action for this tick */
2282 if (QUERY_FLAG (op, FLAG_SCARED))
2283 {
2284 op->speed_left--;
2285 return 0;
2286 }
2287 }
2288
2289 /* call this here - we also will call this in do_ericserver, but
2290 * the players time has been increased when doericserver has been
2291 * called, so we recheck it here.
2292 */
2293 if (op->contr->ns->handle_command ())
2294 return 1;
2295
2296 if (op->speed_left > 0)
2297 {
2298 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2299 {
2300 /* All move commands take 1 tick, at least for now */
2301 op->speed_left--;
2302
2303 /* Instead of all the stuff below, let move_player take care
2304 * of it. Also, some of the skill stuff is only put in
2305 * there, as well as the confusion stuff.
2306 */
2307 move_player (op, op->direction);
2308
2309 return op->speed_left > 0;
2310 }
2311 }
2312
2313 return 0;
2314 }
2315
2316 int
2317 save_life (object *op)
2318 {
2319 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2320 return 0;
2321
2322 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2323 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2324 {
2325 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2326 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2327
2328 if (op->contr)
2329 esrv_del_item (op->contr, tmp->count);
2330
2331 tmp->destroy ();
2332 CLEAR_FLAG (op, FLAG_LIFESAVE);
2333
2334 if (op->stats.hp < 0)
2335 op->stats.hp = op->stats.maxhp;
2336
2337 if (op->stats.food < 0)
2338 op->stats.food = 999;
2339
2340 op->update_stats ();
2341 return 1;
2342 }
2343
2344 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2345 CLEAR_FLAG (op, FLAG_LIFESAVE);
2346 enter_player_savebed (op); /* bring him home. */
2347 return 0;
2348 }
2349
2350 /* This goes throws the inventory and removes unpaid objects, and puts them
2351 * back in the map (location and map determined by values of env). This
2352 * function will descend into containers. op is the object to start the search
2353 * from.
2354 */
2355 void
2356 remove_unpaid_objects (object *op, object *env)
2357 {
2358 while (op)
2359 {
2360 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2361
2362 if (QUERY_FLAG (op, FLAG_UNPAID))
2363 {
2364 if (env->type == PLAYER)
2365 esrv_del_item (env->contr, op->count);
2366
2367 op->insert_at (env);
2368 }
2369 else if (op->inv)
2370 remove_unpaid_objects (op->inv, env);
2371
2372 op = next;
2373 }
2374 }
2375
2376 /*
2377 * Returns pointer a static string containing gravestone text
2378 * Moved from apply.c to player.c - player.c is what
2379 * actually uses this function. player.c may not be quite the
2380 * best, a misc file for object actions is probably better,
2381 * but there isn't one in the server directory.
2382 */
2383 char *
2384 gravestone_text (object *op)
2385 {
2386 static char buf2[MAX_BUF];
2387 char buf[MAX_BUF];
2388 time_t now = time (NULL);
2389
2390 strcpy (buf2, " R.I.P.\n\n");
2391 if (op->type == PLAYER)
2392 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2393 else
2394 sprintf (buf, "%s\n", &op->name);
2395
2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2397 strcat (buf2, buf);
2398 if (op->type == PLAYER)
2399 sprintf (buf, "who was in level %d when killed\n", op->level);
2400 else
2401 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2402
2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2404 strcat (buf2, buf);
2405 if (op->type == PLAYER)
2406 {
2407 sprintf (buf, "by %s.\n\n", op->contr->killer);
2408 strncat (buf2, " ", 21 - strlen (buf) / 2);
2409 strcat (buf2, buf);
2410 }
2411
2412 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2414 strcat (buf2, buf);
2415
2416 return buf2;
2417 }
2418
2419 void
2420 do_some_living (object *op)
2421 {
2422 int last_food = op->stats.food;
2423 int gen_hp, gen_sp, gen_grace;
2424 int over_hp, over_sp, over_grace;
2425 int i;
2426 int rate_hp = 1200;
2427 int rate_sp = 2500;
2428 int rate_grace = 2000;
2429 const int max_hp = 1;
2430 const int max_sp = 1;
2431 const int max_grace = 1;
2432
2433 if (op->contr->hidden)
2434 {
2435 op->invisible = 1000;
2436 /* the socket code flashes the player visible/invisible
2437 * depending on the value of invisible, so we need to
2438 * alternate it here for it to work correctly.
2439 */
2440 if (pticks & 2)
2441 op->invisible--;
2442 }
2443 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2444 {
2445 if (!op->invisible--)
2446 {
2447 make_visible (op);
2448 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2449 }
2450 }
2451
2452 if (op->contr->ns->state == ST_PLAYING)
2453 {
2454 /* these next three if clauses make it possible to SLOW DOWN
2455 hp/grace/spellpoint regeneration. */
2456 if (op->contr->gen_hp >= 0)
2457 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2458 else
2459 {
2460 gen_hp = op->stats.maxhp;
2461 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2462 }
2463
2464 if (op->contr->gen_sp >= 0)
2465 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2466 else
2467 {
2468 gen_sp = op->stats.maxsp;
2469 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2470 }
2471
2472 if (op->contr->gen_grace >= 0)
2473 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2474 else
2475 {
2476 gen_grace = op->stats.maxgrace;
2477 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2478 }
2479
2480 /* Regenerate Spell Points */
2481 if (!op->contr->golem && --op->last_sp < 0)
2482 {
2483 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2484 if (op->stats.sp < op->stats.maxsp)
2485 {
2486 op->stats.sp++;
2487 /* dms do not consume food */
2488 if (!QUERY_FLAG (op, FLAG_WIZ))
2489 {
2490 op->stats.food--;
2491 if (op->contr->digestion < 0)
2492 op->stats.food += op->contr->digestion;
2493 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2494 op->stats.food = last_food;
2495 }
2496 }
2497
2498 if (max_sp > 1)
2499 {
2500 over_sp = (gen_sp + 10) / rate_sp;
2501 if (over_sp > 0)
2502 {
2503 if (op->stats.sp < op->stats.maxsp)
2504 {
2505 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2506
2507 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2508 op->stats.sp--;
2509
2510 if (op->stats.sp > op->stats.maxsp)
2511 op->stats.sp = op->stats.maxsp;
2512 }
2513 op->last_sp = 0;
2514 }
2515 else
2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2517 }
2518 else
2519 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2520 }
2521
2522 /* Regenerate Grace */
2523 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2524 if (--op->last_grace < 0)
2525 {
2526 if (op->stats.grace < op->stats.maxgrace / 2)
2527 op->stats.grace++; /* no penalty in food for regaining grace */
2528
2529 if (max_grace > 1)
2530 {
2531 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2532 if (over_grace > 0)
2533 {
2534 op->stats.sp += over_grace
2535 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2536 op->last_grace = 0;
2537 }
2538 else
2539 {
2540 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2541 }
2542 }
2543 else
2544 {
2545 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2546 }
2547 /* wearing stuff doesn't detract from grace generation. */
2548 }
2549
2550 /* Regenerate Hit Points */
2551 if (--op->last_heal < 0)
2552 {
2553 if (op->stats.hp < op->stats.maxhp)
2554 {
2555 op->stats.hp++;
2556 /* dms do not consume food */
2557 if (!QUERY_FLAG (op, FLAG_WIZ))
2558 {
2559 op->stats.food--;
2560 if (op->contr->digestion < 0)
2561 op->stats.food += op->contr->digestion;
2562 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2563 op->stats.food = last_food;
2564 }
2565 }
2566
2567 if (max_hp > 1)
2568 {
2569 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2570 if (over_hp > 0)
2571 {
2572 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2573 op->last_heal = 0;
2574 }
2575 else
2576 {
2577 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578 }
2579 }
2580 else
2581 {
2582 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2583 }
2584 }
2585
2586 /* Digestion */
2587 if (--op->last_eat < 0)
2588 {
2589 #ifdef COZY_SERVER
2590 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2591 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2592 #else
2593 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2594 #endif
2595
2596 if (op->contr->gen_hp > 0)
2597 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2598 else
2599 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2600
2601 /* dms do not consume food */
2602 if (!QUERY_FLAG (op, FLAG_WIZ))
2603 op->stats.food--;
2604 }
2605
2606 if (op->stats.food < 0 && op->stats.hp >= 0)
2607 {
2608 object *tmp, *flesh = 0;
2609
2610 for (tmp = op->inv; tmp; tmp = tmp->below)
2611 {
2612 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2613 {
2614 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2615 {
2616 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2617 manual_apply (op, tmp, 0);
2618 if (op->stats.food >= 0 || op->stats.hp < 0)
2619 break;
2620 }
2621 else if (tmp->type == FLESH)
2622 flesh = tmp;
2623 } /* End if paid for object */
2624 } /* end of for loop */
2625
2626 /* If player is still starving, it means they don't have any food, so
2627 * eat flesh instead.
2628 */
2629 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2630 {
2631 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2632 manual_apply (op, flesh, 0);
2633 }
2634 }
2635
2636 while (op->stats.food < 0 && op->stats.hp >= 0)
2637 op->stats.food++, op->stats.hp--;
2638
2639 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2640 kill_player (op);
2641 }
2642 }
2643
2644 /* If the player should die (lack of hp, food, etc), we call this.
2645 * op is the player in jeopardy. If the player can not be saved (not
2646 * permadeath, no lifesave), this will take care of removing the player
2647 * file.
2648 */
2649 void
2650 kill_player (object *op)
2651 {
2652 char buf[MAX_BUF];
2653 int x, y;
2654
2655 //int i;
2656 maptile *map; /* this is for resurrection */
2657
2658 /* int z;
2659 int num_stats_lose;
2660 int lost_a_stat;
2661 int lose_this_stat;
2662 int this_stat; */
2663 int will_kill_again;
2664 archetype *at;
2665 object *tmp;
2666
2667 if (save_life (op))
2668 return;
2669
2670
2671 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2672 * in cities ONLY!!! It is very important that this doesn't get abused.
2673 * Look at op_on_battleground() for more info --AndreasV
2674 */
2675 if (op_on_battleground (op, &x, &y))
2676 {
2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2678 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2679
2680 /* restore player */
2681 at = archetype::find ("poisoning");
2682 if (object *tmp = present_arch_in_ob (at, op))
2683 {
2684 tmp->destroy ();
2685 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2686 }
2687
2688 at = archetype::find ("confusion");
2689 if (object *tmp = present_arch_in_ob (at, op))
2690 {
2691 tmp->destroy ();
2692 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2693 }
2694
2695 cure_disease (op, 0); /* remove any disease */
2696 op->stats.hp = op->stats.maxhp;
2697 if (op->stats.food <= 0)
2698 op->stats.food = 999;
2699
2700 /* create a bodypart-trophy to make the winner happy */
2701 if (object *tmp = arch_to_object (archetype::find ("finger")))
2702 {
2703 sprintf (buf, "%s's finger", &op->name);
2704 tmp->name = buf;
2705 sprintf (buf, " This finger has been cut off %s\n"
2706 " the %s, when he was defeated at\n level %d by %s.\n",
2707 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2708 tmp->msg = buf;
2709 tmp->value = 0, tmp->type = 0;
2710 tmp->materialname = "organics";
2711 tmp->insert_at (op, tmp);
2712 }
2713
2714 /* teleport defeated player to new destination */
2715 transfer_ob (op, x, y, 0, NULL);
2716 op->contr->braced = 0;
2717 return;
2718 }
2719
2720 INVOKE_PLAYER (DEATH, op->contr);
2721
2722 command_kill_pets (op, 0);
2723
2724 if (op->stats.food < 0)
2725 {
2726 sprintf (buf, "%s starved to death.", &op->name);
2727 strcpy (op->contr->killer, "starvation");
2728 }
2729 else
2730 sprintf (buf, "%s died.", &op->name);
2731
2732 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2733
2734 /* save the map location for corpse, gravestone */
2735 x = op->x;
2736 y = op->y;
2737 map = op->map;
2738
2739 /* NOT_PERMADEATH code. This basically brings the character back to
2740 * life if they are dead - it takes some exp and a random stat.
2741 * See the config.h file for a little more in depth detail about this.
2742 */
2743
2744 /* Basically two ways to go - remove a stat permanently, or just
2745 * make it depletion. This bunch of code deals with that aspect
2746 * of death.
2747 */
2748 #ifndef COZY_SERVER
2749 if (settings.balanced_stat_loss)
2750 {
2751 /* If stat loss is permanent, lose one stat only. */
2752 /* Lower level chars don't lose as many stats because they suffer
2753 more if they do. */
2754 /* Higher level characters can afford things such as potions of
2755 restoration, or better, stat potions. So we slug them that
2756 little bit harder. */
2757 /* GD */
2758 if (settings.stat_loss_on_death)
2759 num_stats_lose = 1;
2760 else
2761 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2762 }
2763 else
2764 num_stats_lose = 1;
2765
2766 lost_a_stat = 0;
2767
2768 for (z = 0; z < num_stats_lose; z++)
2769 {
2770 i = RANDOM () % NUM_STATS;
2771
2772 if (settings.stat_loss_on_death)
2773 {
2774 /* Pick a random stat and take a point off it. Tell the player
2775 * what he lost.
2776 */
2777 change_attr_value (&(op->stats), i, -1);
2778 check_stat_bounds (&(op->stats));
2779 change_attr_value (&(op->contr->orig_stats), i, -1);
2780 check_stat_bounds (&(op->contr->orig_stats));
2781 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2782 lost_a_stat = 1;
2783 }
2784 else
2785 {
2786 /* deplete a stat */
2787 archetype *deparch = archetype::find ("depletion");
2788 object *dep;
2789
2790 dep = present_arch_in_ob (deparch, op);
2791 if (!dep)
2792 {
2793 dep = arch_to_object (deparch);
2794 insert_ob_in_ob (dep, op);
2795 }
2796 lose_this_stat = 1;
2797 if (settings.balanced_stat_loss)
2798 {
2799 /* GD */
2800 /* Get the stat that we're about to deplete. */
2801 this_stat = get_attr_value (&(dep->stats), i);
2802 if (this_stat < 0)
2803 {
2804 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2805 int keep_chance = this_stat * this_stat;
2806
2807 /* Yes, I am paranoid. Sue me. */
2808 if (keep_chance < 1)
2809 keep_chance = 1;
2810
2811 /* There is a maximum depletion total per level. */
2812 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2813 {
2814 lose_this_stat = 0;
2815 /* Take loss chance vs keep chance to see if we
2816 retain the stat. */
2817 }
2818 else
2819 {
2820 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2821 lose_this_stat = 0;
2822 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2823 this_stat, keep_chance, loss_chance,
2824 lose_this_stat?"LOSE":"KEEP"); */
2825 }
2826 }
2827 }
2828
2829 if (lose_this_stat)
2830 {
2831 this_stat = get_attr_value (&(dep->stats), i);
2832 /* We could try to do something clever like find another
2833 * stat to reduce if this fails. But chances are, if
2834 * stats have been depleted to -50, all are pretty low
2835 * and should be roughly the same, so it shouldn't make a
2836 * difference.
2837 */
2838 if (this_stat >= -50)
2839 {
2840 change_attr_value (&(dep->stats), i, -1);
2841 SET_FLAG (dep, FLAG_APPLIED);
2842 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2843 op->update_stats ();
2844 lost_a_stat = 1;
2845 }
2846 }
2847 }
2848 }
2849 /* If no stat lost, tell the player. */
2850 if (!lost_a_stat)
2851 {
2852 /* determine_god() seems to not work sometimes... why is this?
2853 Should I be using something else? GD */
2854 const char *god = determine_god (op);
2855
2856 if (god && (strcmp (god, "none")))
2857 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2858 else
2859 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2860 }
2861 #else
2862 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2863 #endif
2864
2865 /* Put a gravestone up where the character 'almost' died. List the
2866 * exp loss on the stone.
2867 */
2868 tmp = arch_to_object (archetype::find ("gravestone"));
2869 sprintf (buf, "%s's gravestone", &op->name);
2870 tmp->name = buf;
2871 sprintf (buf, "%s's gravestones", &op->name);
2872 tmp->name_pl = buf;
2873 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);
2874 tmp->msg = buf;
2875 tmp->x = op->x, tmp->y = op->y;
2876 insert_ob_in_map (tmp, op->map, NULL, 0);
2877
2878 /**************************************/
2879 /* */
2880 /* Subtract the experience points, */
2881 /* if we died cause of food, give us */
2882 /* food, and reset HP's... */
2883 /* */
2884 /**************************************/
2885
2886 /* remove any poisoning and confusion the character may be suffering. */
2887 /* restore player */
2888 at = archetype::find ("poisoning");
2889 tmp = present_arch_in_ob (at, op);
2890
2891 if (tmp)
2892 {
2893 tmp->destroy ();
2894 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2895 }
2896
2897 at = archetype::find ("confusion");
2898 tmp = present_arch_in_ob (at, op);
2899 if (tmp)
2900 {
2901 tmp->destroy ();
2902 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2903 }
2904
2905 cure_disease (op, 0); /* remove any disease */
2906
2907 /*add_exp(op, (op->stats.exp * -0.20)); */
2908 apply_death_exp_penalty (op);
2909 if (op->stats.food < 100)
2910 op->stats.food = 900;
2911 op->stats.hp = op->stats.maxhp;
2912 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2913 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2914
2915 /*
2916 * Check to see if the player has any unpaid items. If so, remove them
2917 * and put them back in the map.
2918 */
2919 remove_unpaid_objects (op->inv, op);
2920
2921 /****************************************/
2922 /* */
2923 /* Move player to his current respawn- */
2924 /* position (usually last savebed) */
2925 /* */
2926 /****************************************/
2927
2928 enter_player_savebed (op);
2929
2930 op->contr->braced = 0;
2931
2932 /* it is possible that the player has blown something up
2933 * at his savebed location, and that can have long lasting
2934 * spell effects. So first see if there is a spell effect
2935 * on the space that might harm the player.
2936 */
2937 will_kill_again = 0;
2938 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2939 if (tmp->type == SPELL_EFFECT)
2940 will_kill_again |= tmp->attacktype;
2941
2942 if (will_kill_again)
2943 {
2944 object *force;
2945 int at;
2946
2947 force = get_archetype (FORCE_NAME);
2948 /* 50 ticks should be enough time for the spell to abate */
2949 force->speed = 0.1;
2950 force->speed_left = -5.0;
2951 SET_FLAG (force, FLAG_APPLIED);
2952 for (at = 0; at < NROFATTACKS; at++)
2953 if (will_kill_again & (1 << at))
2954 force->resist[at] = 100;
2955
2956 insert_ob_in_ob (force, op);
2957 op->update_stats ();
2958
2959 }
2960
2961 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2962 }
2963
2964 void
2965 loot_object (object *op)
2966 { /* Grab and destroy some treasure */
2967 object *tmp, *tmp2, *next;
2968
2969 op->close_container (); /* close open sack first */
2970
2971 for (tmp = op->inv; tmp; tmp = next)
2972 {
2973 next = tmp->below;
2974
2975 if (tmp->invisible)
2976 continue;
2977
2978 tmp->remove ();
2979 tmp->x = op->x, tmp->y = op->y;
2980
2981 if (tmp->type == CONTAINER)
2982 loot_object (tmp); /* empty container to ground */
2983
2984 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2985 {
2986 if (tmp->nrof > 1)
2987 {
2988 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2989 tmp2->destroy ();
2990 insert_ob_in_map (tmp, op->map, NULL, 0);
2991 }
2992 else
2993 tmp->destroy ();
2994 }
2995 else
2996 insert_ob_in_map (tmp, op->map, NULL, 0);
2997 }
2998 }
2999
3000 /*
3001 * fix_weight(): Check recursively the weight of all players, and fix
3002 * what needs to be fixed. Refresh windows and fix speed if anything
3003 * was changed.
3004 */
3005 void
3006 fix_weight (void)
3007 {
3008 for_all_players (pl)
3009 {
3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3011
3012 if (old == sum)
3013 continue;
3014 pl->ob->update_stats ();
3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 }
3017 }
3018
3019 void
3020 fix_luck (void)
3021 {
3022 for_all_players (pl)
3023 if (!pl->ob->contr->ns->state)
3024 pl->ob->change_luck (0);
3025 }
3026
3027 /* cast_dust() - handles op throwing objects of type 'DUST'.
3028 * This is much simpler in the new spell code - we basically
3029 * just treat this as any other spell casting object.
3030 */
3031 void
3032 cast_dust (object *op, object *throw_ob, int dir)
3033 {
3034 object *skop, *spob;
3035
3036 skop = find_skill_by_name (op, throw_ob->skill);
3037
3038 /* casting POTION 'dusts' is really a use_magic_item skill */
3039 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3040 {
3041 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3042 return;
3043 }
3044
3045 spob = throw_ob->inv;
3046
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3048 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO)
3050 if (!spob)
3051 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3053 return;
3054 }
3055
3056 if (op->type == PLAYER)
3057 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3058
3059 cast_spell (op, throw_ob, dir, spob, NULL);
3060
3061 throw_ob->destroy ();
3062 }
3063
3064 void
3065 make_visible (object *op)
3066 {
3067 op->hide = 0;
3068 op->invisible = 0;
3069 if (op->type == PLAYER)
3070 {
3071 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0;
3073 }
3074
3075 update_object (op, UP_OBJ_CHANGE);
3076 }
3077
3078 int
3079 is_true_undead (object *op)
3080 {
3081 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3082 return 1;
3083
3084 return 0;
3085 }
3086
3087 /* look at the surrounding terrain to determine
3088 * the hideability of this object. Positive levels
3089 * indicate greater hideability.
3090 */
3091
3092 int
3093 hideability (object *ob)
3094 {
3095 int i, level = 0, mflag;
3096 sint16 x, y;
3097
3098 if (!ob || !ob->map)
3099 return 0;
3100
3101 /* so, on normal lighted maps, its hard to hide */
3102 level = ob->map->darkness - 2;
3103
3104 /* this also picks up whether the object is glowing.
3105 * If you carry a light on a non-dark map, its not
3106 * as bad as carrying a light on a pitch dark map */
3107 if (has_carried_lights (ob))
3108 level = -(10 + (2 * ob->map->darkness));
3109
3110 /* scan through all nearby squares for terrain to hide in */
3111 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3112 {
3113 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP)
3115 {
3116 continue;
3117 }
3118 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3119 level += 2;
3120 else /* open terrain! */
3121 level -= 1;
3122 }
3123
3124 #if 0
3125 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3126 #endif
3127 return level;
3128 }
3129
3130 /* For Hidden creatures - a chance of becoming 'unhidden'
3131 * every time they move - as we subtract off 'invisibility'
3132 * AND, for players, if they move into a ridiculously unhideable
3133 * spot (surrounded by clear terrain in broad daylight). -b.t.
3134 */
3135
3136 void
3137 do_hidden_move (object *op)
3138 {
3139 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3140 object *skop;
3141
3142 if (!op || !op->map)
3143 return;
3144
3145 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3146
3147 /* its *extremely* hard to run and sneak/hide at the same time! */
3148 if (op->type == PLAYER && op->contr->run_on)
3149 if (!skop || num >= skop->level)
3150 {
3151 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3152 make_visible (op);
3153 return;
3154 }
3155 else
3156 num += 20;
3157
3158 num += op->map->difficulty;
3159 hide = hideability (op); /* modify by terrain hidden level */
3160 num -= hide;
3161
3162 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3163 {
3164 make_visible (op);
3165 if (op->type == PLAYER)
3166 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3167 }
3168 else if (op->type == PLAYER && skop)
3169 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3170 }
3171
3172 /* determine if who is standing near a hostile creature. */
3173
3174 int
3175 stand_near_hostile (object *who)
3176 {
3177 object *tmp = NULL;
3178 int i, friendly = 0, player = 0, mflags;
3179 maptile *m;
3180 sint16 x, y;
3181
3182 if (!who)
3183 return 0;
3184
3185 if (who->type == PLAYER)
3186 player = 1;
3187
3188 else
3189 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3190
3191 /* search adjacent squares */
3192 for (i = 1; i < 9; i++)
3193 {
3194 x = who->x + freearr_x[i];
3195 y = who->y + freearr_y[i];
3196 m = who->map;
3197 mflags = get_map_flags (m, &m, x, y, &x, &y);
3198 /* space must be blocked if there is a monster. If not
3199 * blocked, don't need to check this space.
3200 */
3201 if (mflags & P_OUT_OF_MAP)
3202 continue;
3203 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3204 continue;
3205
3206 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3207 {
3208 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3209 return 1;
3210 else if (tmp->type == PLAYER)
3211 {
3212 /*don't let a hidden DM prevent you from hiding */
3213 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3214 return 1;
3215 }
3216 }
3217 }
3218 return 0;
3219 }
3220
3221 /* check the player los field for viewability of the
3222 * object op. This function works fine for monsters,
3223 * but we dont worry if the object isnt the top one in
3224 * a pile (say a coin under a table would return "viewable"
3225 * by this routine). Another question, should we be
3226 * concerned with the direction the player is looking
3227 * in? Realistically, most of use cant see stuff behind
3228 * our backs...on the other hand, does the "facing" direction
3229 * imply the way your head, or body is facing? Its possible
3230 * for them to differ. Sigh, this fctn could get a bit more complex.
3231 * -b.t.
3232 * This function is now map tiling safe.
3233 */
3234
3235 int
3236 player_can_view (object *pl, object *op)
3237 {
3238 rv_vector rv;
3239 int dx, dy;
3240
3241 if (pl->type != PLAYER)
3242 {
3243 LOG (llevError, "player_can_view() called for non-player object\n");
3244 return -1;
3245 }
3246
3247 if (!pl || !op)
3248 return 0;
3249
3250 op = op->head_ ();
3251
3252 get_rangevector (pl, op, &rv, 0x1);
3253
3254 /* starting with the 'head' part, lets loop
3255 * through the object and find if it has any
3256 * part that is in the los array but isnt on
3257 * a blocked los square.
3258 * we use the archetype to figure out offsets.
3259 */
3260 while (op)
3261 {
3262 dx = rv.distance_x + op->arch->clone.x;
3263 dy = rv.distance_y + op->arch->clone.y;
3264
3265 /* only the viewable area the player sees is updated by LOS
3266 * code, so we need to restrict ourselves to that range of values
3267 * for any meaningful values.
3268 */
3269 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3270 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3271 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3272 return 1;
3273 op = op->more;
3274 }
3275 return 0;
3276 }
3277
3278 /* routine for both players and monsters. We call this when
3279 * there is a possibility for our action distrubing our hiding
3280 * place or invisiblity spell. Artefact invisiblity is not
3281 * effected by this. If we arent invisible to begin with, we
3282 * return 0.
3283 */
3284 int
3285 action_makes_visible (object *op)
3286 {
3287
3288 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3289 {
3290 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3291 return 0;
3292
3293 if (op->contr && op->contr->tmp_invis == 0)
3294 return 0;
3295
3296 /* If monsters, they should become visible */
3297 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3298 {
3299 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3300 return 1;
3301 }
3302 }
3303 return 0;
3304 }
3305
3306 /* op_on_battleground - checks if the given object op (usually
3307 * a player) is standing on a valid battleground-tile,
3308 * function returns TRUE/FALSE. If true x, y returns the battleground
3309 * -exit-coord. (and if x, y not NULL)
3310 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3311 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3312 * Default is to do the same as before, so only people wanting to have different points need worry about this
3313 */
3314 int
3315 op_on_battleground (object *op, int *x, int *y)
3316 {
3317 object *tmp;
3318
3319 /* A battleground-tile needs the following attributes to be valid:
3320 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3321 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3322 * and the exit-coordinates sp/hp must both be > 0.
3323 * => The intention here is to prevent abuse of the battleground-
3324 * feature (like pickable or hidden battleground tiles). */
3325 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3326 {
3327 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3328 {
3329 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3330 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3331 {
3332 /*before we assign the exit, check if this is a teambattle */
3333 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3334 {
3335 object *invtmp;
3336
3337 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3338 {
3339 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3340 {
3341 if (x != NULL && y != NULL)
3342 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3343 return 1;
3344 }
3345 }
3346 }
3347 if (x != NULL && y != NULL)
3348 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3349 return 1;
3350 }
3351 }
3352 }
3353 /* If we got here, did not find a battleground */
3354 return 0;
3355 }
3356
3357 /*
3358 * When a dragon-player gains a new stage of evolution,
3359 * he gets some treasure
3360 *
3361 * attributes:
3362 * object *who the dragon player
3363 * int atnr the attack-number of the ability focus
3364 * int level ability level
3365 */
3366 void
3367 dragon_ability_gain (object *who, int atnr, int level)
3368 {
3369 treasurelist *trlist = NULL; /* treasurelist */
3370 treasure *tr; /* treasure */
3371 object *tmp, *skop; /* tmp. object */
3372 object *item; /* treasure object */
3373 char buf[MAX_BUF]; /* tmp. string buffer */
3374 int i = 0, j = 0;
3375
3376 /* get the appropriate treasurelist */
3377 if (atnr == ATNR_FIRE)
3378 trlist = treasurelist::find ("dragon_ability_fire");
3379 else if (atnr == ATNR_COLD)
3380 trlist = treasurelist::find ("dragon_ability_cold");
3381 else if (atnr == ATNR_ELECTRICITY)
3382 trlist = treasurelist::find ("dragon_ability_elec");
3383 else if (atnr == ATNR_POISON)
3384 trlist = treasurelist::find ("dragon_ability_poison");
3385
3386 if (trlist == NULL || who->type != PLAYER)
3387 return;
3388
3389 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3390
3391 if (!tr || !tr->item)
3392 {
3393 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3394 return;
3395 }
3396
3397 /* everything seems okay - now bring on the gift: */
3398 item = &(tr->item->clone);
3399
3400 if (item->type == SPELL)
3401 {
3402 if (check_spell_known (who, item->name))
3403 return;
3404
3405 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3406 do_learn_spell (who, item, 0);
3407 return;
3408 }
3409
3410 /* grant direct spell */
3411 if (item->type == SPELLBOOK)
3412 {
3413 if (!item->inv)
3414 {
3415 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3416 return;
3417 }
3418 if (check_spell_known (who, item->inv->name))
3419 return;
3420 if (item->invisible)
3421 {
3422 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3423 do_learn_spell (who, item->inv, 0);
3424 return;
3425 }
3426 }
3427 else if (item->type == SKILL_TOOL && item->invisible)
3428 {
3429 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3430 {
3431
3432 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3433 * in this way, if the player is missing any of the attacktypes, he gets
3434 * them. As it is now, if the player has any that match the granted skill,
3435 * but not all of them, he gets nothing.
3436 */
3437 if (!(skop->attacktype & item->attacktype))
3438 {
3439 /* Give new attacktype */
3440 skop->attacktype |= item->attacktype;
3441
3442 /* always add physical if there's none */
3443 skop->attacktype |= AT_PHYSICAL;
3444
3445 if (item->msg != NULL)
3446 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3447
3448 /* Give player new face */
3449 if (item->animation_id)
3450 {
3451 who->face = skop->face;
3452 who->animation_id = item->animation_id;
3453 who->anim_speed = item->anim_speed;
3454 who->last_anim = 0;
3455 who->state = 0;
3456 animate_object (who, who->direction);
3457 }
3458 }
3459 }
3460 }
3461 else if (item->type == FORCE)
3462 {
3463 /* forces in the treasurelist can alter the player's stats */
3464 object *skin;
3465
3466 /* first get the dragon skin force */
3467 shstr_cmp dragon_skin_force ("dragon_skin_force");
3468 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3469 ;
3470
3471 if (!skin)
3472 return;
3473
3474 /* adding new spellpath attunements */
3475 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3476 {
3477 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3478
3479 /* print message */
3480 sprintf (buf, "You feel attuned to ");
3481 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3482 {
3483 if (item->path_attuned & (1 << i))
3484 {
3485 if (j)
3486 strcat (buf, " and ");
3487 else
3488 j = 1;
3489 strcat (buf, spellpathnames[i]);
3490 }
3491 }
3492 strcat (buf, ".");
3493 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3494 }
3495
3496 /* evtl. adding flags: */
3497 if (QUERY_FLAG (item, FLAG_XRAYS))
3498 SET_FLAG (skin, FLAG_XRAYS);
3499 if (QUERY_FLAG (item, FLAG_STEALTH))
3500 SET_FLAG (skin, FLAG_STEALTH);
3501 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3502 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3503
3504 /* print message if there is one */
3505 if (item->msg != NULL)
3506 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3507 }
3508 else
3509 {
3510 /* generate misc. treasure */
3511 tmp = arch_to_object (tr->item);
3512 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3513 tmp = insert_ob_in_ob (tmp, who);
3514 if (who->type == PLAYER)
3515 esrv_send_item (who, tmp);
3516 }
3517 }
3518
3519 /**
3520 * Unready an object for a player. This function does nothing if the object was
3521 * not readied.
3522 */
3523 void
3524 player_unready_range_ob (player *pl, object *ob)
3525 {
3526 if (pl->ob->current_weapon == ob)
3527 pl->ob->current_weapon = 0;
3528
3529 if (pl->combat_ob == ob)
3530 pl->combat_ob = 0;
3531
3532 if (pl->ranged_ob == ob)
3533 pl->ranged_ob = 0;
3534 }
3535
3536 sint8
3537 player::visibility_at (maptile *map, int x, int y) const
3538 {
3539 if (!ns)
3540 return 0;
3541
3542 int dx, dy;
3543 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3544 return 0;
3545
3546 x += dx - ns->current_x + ns->mapx / 2;
3547 y += dy - ns->current_y + ns->mapy / 2;
3548
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0;
3551
3552 return 100 - blocked_los [x][y];
3553 }