ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
Revision: 1.138
Committed: Thu May 17 20:27:01 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.137: +1 -2 lines
Log Message:
- more rewrite:
  change_skill now only changes the chosen_skill, nothing else.
  new flag to suppress skill tool behaviour of readying the skill
  when applying the tool, for use in find_skill.

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 float
153 player::weapon_speed () const
154 {
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156 }
157
158 /* This loads the first map an puts the player on it. */
159 static void
160 set_first_map (object *op)
161 {
162 op->contr->maplevel = first_map_path;
163 op->x = -1;
164 op->y = -1;
165 }
166
167 void
168 player::enter_map ()
169 {
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178 }
179
180 void
181 player::activate ()
182 {
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193 }
194
195 void
196 player::deactivate ()
197 {
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215 }
216
217 // connect the player with a specific client
218 // also changes, rationalises, and fixes some incorrect settings
219 void
220 player::connect (client *ns)
221 {
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL_TOOL:
278 case WEAPON:
279 op->flag [FLAG_APPLIED] = false;
280 apply_special (ob, op, AP_APPLY);
281 break;
282 }
283
284 ob->update_stats ();
285 ns->floorbox_update ();
286
287 esrv_send_inventory (ob, ob);
288 esrv_add_spells (this, 0);
289
290 activate ();
291
292 send_rules (ob);
293 send_news (ob);
294 display_motd (ob);
295
296 INVOKE_PLAYER (CONNECT, this);
297 INVOKE_PLAYER (LOGIN, this);
298 }
299
300 void
301 player::disconnect ()
302 {
303 if (ns)
304 {
305 if (active)
306 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
307
308 INVOKE_PLAYER (DISCONNECT, this);
309
310 ns->reset_stats ();
311 ns->pl = 0;
312 ns = 0;
313 }
314
315 if (ob)
316 ob->close_container (); //TODO: client-specific
317
318 deactivate ();
319 }
320
321 // the need for this function can be explained
322 // by load_object not returning the object
323 void
324 player::set_object (object *op)
325 {
326 ob = op;
327 ob->contr = this; /* this aren't yet in archetype */
328
329 ob->speed_left = 0.5f;
330 ob->speed = 1.0f;
331 ob->direction = 5; /* So player faces south */
332 }
333
334 player::player ()
335 {
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352 }
353
354 void
355 player::do_destroy ()
356 {
357 disconnect ();
358
359 attachable::do_destroy ();
360
361 if (ob)
362 {
363 ob->destroy_inv (false);
364 ob->destroy ();
365 }
366 }
367
368 player::~player ()
369 {
370 /* Clear item stack */
371 free (stack_items);
372 }
373
374 /* Tries to add player on the connection passed in ns.
375 * All we can really get in this is some settings like host and display
376 * mode.
377 */
378 player *
379 player::create ()
380 {
381 player *pl = new player;
382
383 pl->set_object (arch_to_object (get_player_archetype (0)));
384
385 pl->ob->roll_stats ();
386 pl->ob->stats.wc = 2;
387 pl->ob->run_away = 25; /* Then we panick... */
388
389 set_first_map (pl->ob);
390
391 return pl;
392 }
393
394 /*
395 * get_player_archetype() return next player archetype from archetype
396 * list. Not very efficient routine, but used only creating new players.
397 * Note: there MUST be at least one player archetype!
398 */
399 archetype *
400 get_player_archetype (archetype *at)
401 {
402 archetype *start = at;
403
404 for (;;)
405 {
406 if (at == NULL || at->next == NULL)
407 at = first_archetype;
408 else
409 at = at->next;
410
411 if (at->clone.type == PLAYER)
412 return at;
413
414 if (at == start)
415 {
416 LOG (llevError, "No Player archetypes\n");
417 exit (-1);
418 }
419 }
420 }
421
422 object *
423 get_nearest_player (object *mon)
424 {
425 object *op = NULL;
426 objectlink *ol;
427 unsigned lastdist;
428 rv_vector rv;
429
430 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
431 {
432 /* We should not find free objects on this friendly list, but it
433 * does periodically happen. Given that, lets deal with it.
434 * While unlikely, it is possible the next object on the friendly
435 * list is also free, so encapsulate this in a while loop.
436 */
437 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
438 {
439 object *tmp = ol->ob;
440
441 /* Can't do much more other than log the fact, because the object
442 * itself will have been cleared.
443 */
444 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
445 tmp->debug_desc ());
446 ol = ol->next;
447 remove_friendly_object (tmp);
448 if (!ol)
449 return op;
450 }
451
452 /* Remove special check for player from this. First, it looks to cause
453 * some crashes (ol->ob->contr not set properly?), but secondly, a more
454 * complicated method of state checking would be needed in any case -
455 * as it was, a clever player could type quit, and the function would
456 * skip them over while waiting for confirmation. Remove
457 * on_same_map check, as can_detect_enemy also does this
458 */
459 if (!can_detect_enemy (mon, ol->ob, &rv))
460 continue;
461
462 if (lastdist > rv.distance)
463 {
464 op = ol->ob;
465 lastdist = rv.distance;
466 }
467 }
468
469 for_all_players (pl)
470 if (can_detect_enemy (mon, pl->ob, &rv))
471 if (lastdist > rv.distance)
472 {
473 op = pl->ob;
474 lastdist = rv.distance;
475 }
476
477 #if 0
478 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
479 #endif
480 return op;
481 }
482
483 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
484 * result in a monster paths backtracking. It basically determines how large a
485 * detour a monster will take from the direction path when looking
486 * for a path to the player. The values are in the amount of direction
487 * the deviation is
488 */
489 #define DETOUR_AMOUNT 2
490
491 /* This is used to prevent infinite loops. Consider a case where the
492 * player is in a chamber (with gate closed), and monsters are outside.
493 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
494 * find a path into the chamber. This is a good thing, but since there
495 * is no real path, it will just keep circling the chamber for
496 * ever (this could be a nice effect for monsters, but not for the function
497 * to get stuck in. I think for the monsters, if max is reached and
498 * we return the first direction the creature could move would result in the
499 * circling behaviour. Unfortunately, this function is also used to determined
500 * if the creature should cast a spell, so returning a direction in that case
501 * is probably not a good thing.
502 */
503 #define MAX_SPACES 50
504
505 /*
506 * Returns the direction to the player, if valid. Returns 0 otherwise.
507 * modified to verify there is a path to the player. Does this by stepping towards
508 * player and if path is blocked then see if blockage is close enough to player that
509 * direction to player is changed (ie zig or zag). Continue zig zag until either
510 * reach player or path is blocked. Thus, will only return true if there is a free
511 * path to player. Though path may not be a straight line. Note that it will find
512 * player hiding along a corridor at right angles to the corridor with the monster.
513 *
514 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
515 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
516 * down corriders.
517 * 2) I think the old code was broken if the first direction the monster
518 * should move was blocked - the code would store the first direction without
519 * verifying that the player can actually move in that direction. The new
520 * code does not store anything in firstdir until we have verified that the
521 * monster can in fact move one space in that direction.
522 * 3) I'm not sure how good this code will be for moving multipart monsters,
523 * since only simple checks to blocked are being called, which could mean the monster
524 * is blocking itself.
525 */
526 int
527 path_to_player (object *mon, object *pl, unsigned mindiff)
528 {
529 rv_vector rv;
530 sint16 x, y;
531 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
532 maptile *m, *lastmap;
533
534 get_rangevector (mon, pl, &rv, 0);
535
536 if (rv.distance < mindiff)
537 return 0;
538
539 x = mon->x;
540 y = mon->y;
541 m = mon->map;
542 dir = rv.direction;
543 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
544 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
545
546 /* If we can't solve it within the search distance, return now. */
547 if (diff > max)
548 return 0;
549
550 while (diff > 1 && max > 0)
551 {
552 lastx = x;
553 lasty = y;
554 lastmap = m;
555 x = lastx + freearr_x[dir];
556 y = lasty + freearr_y[dir];
557
558 mflags = get_map_flags (m, &m, x, y, &x, &y);
559 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
560
561 /* Space is blocked - try changing direction a little */
562 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
563 && (m == mon->map && blocked_link (mon, m, x, y))))
564 {
565 /* recalculate direction from last good location. Possible
566 * we were not traversing ideal location before.
567 */
568 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
569 if (rv.direction != dir)
570 {
571 /* OK - says direction should be different - lets reset the
572 * the values so it will try again.
573 */
574 x = lastx;
575 y = lasty;
576 m = lastmap;
577 dir = firstdir = rv.direction;
578 }
579 else
580 {
581 /* direct path is blocked - try taking a side step to
582 * either the left or right.
583 * Note increase the values in the loop below to be
584 * more than -1/1 respectively will mean the monster takes
585 * bigger detour. Have to be careful about these values getting
586 * too big (3 or maybe 4 or higher) as the monster may just try
587 * stepping back and forth
588 */
589 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
590 {
591 if (i == 0)
592 continue; /* already did this, so skip it */
593 /* Use lastdir here - otherwise,
594 * since the direction that the creature should move in
595 * may change, you could get infinite loops.
596 * ie, player is northwest, but monster can only
597 * move west, so it does that. It goes some distance,
598 * gets blocked, finds that it should move north,
599 * can't do that, but now finds it can move east, and
600 * gets back to its original point. lastdir contains
601 * the last direction the creature has successfully
602 * moved.
603 */
604
605 x = lastx + freearr_x[absdir (lastdir + i)];
606 y = lasty + freearr_y[absdir (lastdir + i)];
607 m = lastmap;
608 mflags = get_map_flags (m, &m, x, y, &x, &y);
609 if (mflags & P_OUT_OF_MAP)
610 continue;
611 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
612 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
613 continue;
614 if (mflags & P_BLOCKSVIEW)
615 continue;
616
617 if (m == mon->map && blocked_link (mon, m, x, y))
618 break;
619 }
620 /* go through entire loop without finding a valid
621 * sidestep to take - thus, no valid path.
622 */
623 if (i == (DETOUR_AMOUNT + 1))
624 return 0;
625 diff--;
626 lastdir = dir;
627 max--;
628 if (!firstdir)
629 firstdir = dir + i;
630 } /* else check alternate directions */
631 } /* if blocked */
632 else
633 {
634 /* we moved towards creature, so diff is less */
635 diff--;
636 max--;
637 lastdir = dir;
638 if (!firstdir)
639 firstdir = dir;
640 }
641
642 if (diff <= 1)
643 {
644 /* Recalculate diff (distance) because we may not have actually
645 * headed toward player for entire distance.
646 */
647 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
648 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
649 }
650
651 if (diff > max)
652 return 0;
653 }
654
655 /* If we reached the max, didn't find a direction in time */
656 if (!max)
657 return 0;
658
659 return firstdir;
660 }
661
662 void
663 give_initial_items (object *pl, treasurelist * items)
664 {
665 object *op, *next = NULL;
666
667 if (pl->randomitems != NULL)
668 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
669
670 for (op = pl->inv; op; op = next)
671 {
672 next = op->below;
673
674 /* Forces get applied per default, unless they have the
675 * flag "neutral" set. Sorry but I can't think of a better way
676 */
677 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
678 SET_FLAG (op, FLAG_APPLIED);
679
680 /* we never give weapons/armour if these cannot be used
681 * by this player due to race restrictions
682 */
683 if (pl->type == PLAYER)
684 {
685 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
686 (op->type == ARMOUR || op->type == BOOTS ||
687 op->type == CLOAK || op->type == HELMET ||
688 op->type == SHIELD || op->type == GLOVES ||
689 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
690 {
691 op->destroy ();
692 continue;
693 }
694 }
695
696 /* This really needs to be better - we should really give
697 * a substitute spellbook. The problem is that we don't really
698 * have a good idea what to replace it with (need something like
699 * a first level treasurelist for each skill.)
700 * remove duplicate skills also
701 */
702 if (op->type == SPELLBOOK || op->type == SKILL)
703 {
704 object *tmp;
705
706 for (tmp = op->below; tmp; tmp = tmp->below)
707 if (tmp->type == op->type && tmp->name == op->name)
708 break;
709
710 if (tmp)
711 {
712 op->destroy ();
713 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
714 continue;
715 }
716
717 if (op->nrof > 1)
718 op->nrof = 1;
719 }
720
721 if (op->type == SPELLBOOK && op->inv)
722 {
723 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
724 }
725
726 /* Give starting characters identified, uncursed, and undamned
727 * items. Just don't identify gold or silver, or it won't be
728 * merged properly.
729 */
730 if (need_identify (op))
731 {
732 SET_FLAG (op, FLAG_IDENTIFIED);
733 CLEAR_FLAG (op, FLAG_CURSED);
734 CLEAR_FLAG (op, FLAG_DAMNED);
735 }
736 if (op->type == SPELL)
737 {
738 op->destroy ();
739 continue;
740 }
741 else if (op->type == SKILL)
742 {
743 SET_FLAG (op, FLAG_CAN_USE_SKILL);
744 op->stats.exp = 0;
745 op->level = 1;
746 }
747 /* lock all 'normal items by default */
748 else
749 SET_FLAG (op, FLAG_INV_LOCKED);
750 } /* for loop of objects in player inv */
751
752 /* Need to set up the skill pointers */
753 link_player_skills (pl);
754 }
755
756 void
757 get_party_password (object *op, partylist *party)
758 {
759 if (party == NULL)
760 {
761 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
762 return;
763 }
764
765 op->contr->write_buf[0] = '\0';
766 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
767 op->contr->party_to_join = party;
768 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
769 }
770
771 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
772 static int
773 roll_stat (void)
774 {
775 int a[4], i, j, k;
776
777 for (i = 0; i < 4; i++)
778 a[i] = (int) rndm (6) + 1;
779
780 for (i = 0, j = 0, k = 7; i < 4; i++)
781 if (a[i] < k)
782 k = a[i], j = i;
783
784 for (i = 0, k = 0; i < 4; i++)
785 if (i != j)
786 k += a[i];
787
788 return k;
789 }
790
791 void
792 object::roll_stats ()
793 {
794 int statsort [NUM_STATS];
795
796 for (;;)
797 {
798 int sum = 0;
799 for (int i = NUM_STATS; i--; )
800 sum += statsort [i] = roll_stat ();
801
802 if (sum >= 82 && sum <= 116)
803 break;
804 }
805
806 // Sort the stats so that rerolling is easier...
807 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
808
809 for (int i = 0; i < NUM_STATS; ++i)
810 stats.stat (i) = statsort [i];
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 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
833
834 for (int i = 0; i < NUM_STATS; ++i)
835 stats.stat (i) = contr->orig_stats.stat (i);
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857 }
858
859 static void
860 start_info (object *op)
861 {
862 char buf[MAX_BUF];
863
864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
865 new_draw_info (NDI_UNIQUE, 0, op, buf);
866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
868 }
869
870 /* This function takes the key that is passed, and does the
871 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have
873 * separate race and class; this actually changes the RACE,
874 * not the class.
875 */
876 void
877 player::chargen_race_done ()
878 {
879 /* this must before then initial items are given */
880 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881
882 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl)
884 create_treasure (tl, ob, 0, 0, 0);
885
886 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, ob->contr);
888
889 ob->contr->ns->state = ST_PLAYING;
890
891 if (ob->msg)
892 ob->msg = 0;
893
894 /* We create this now because some of the unique maps will need it
895 * to save here.
896 */
897 {
898 char buf[MAX_BUF];
899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
900 make_path_to_file (buf);
901 }
902
903 start_info (ob);
904 CLEAR_FLAG (ob, FLAG_WIZ);
905 give_initial_items (ob, ob->randomitems);
906 link_player_skills (ob);
907 esrv_send_inventory (ob, ob);
908 ob->update_stats ();
909
910 /* This moves the player to a different start map, if there
911 * is one for this race
912 */
913 if (*first_map_ext_path)
914 {
915 object *tmp;
916 char mapname[MAX_BUF];
917
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
919 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = ob->y;
923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
924 * if the map isn't there, then stay on the
925 * default initial map */
926 tmp->destroy ();
927 }
928 else
929 LOG (llevDebug, "first_map_ext_path not set\n");
930 }
931
932 void
933 player::chargen_race_next ()
934 {
935 /* Following actually changes the race - this is the default command
936 * if we don't match with one of the options above.
937 */
938
939 do
940 {
941 shstr name = ob->name;
942 int x = ob->x, y = ob->y;
943
944 ob->remove_statbonus ();
945 ob->remove ();
946 ob->arch = get_player_archetype (ob->arch);
947 ob->arch->clone.copy_to (ob);
948 ob->instantiate ();
949 ob->stats = ob->contr->orig_stats;
950 ob->name = ob->name_pl = name;
951 ob->x = x;
952 ob->y = y;
953 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (ob->contr->title, ob->arch->clone.name);
956 ob->add_statbonus ();
957 }
958 while (!allowed_class (ob));
959
960 update_object (ob, UP_OBJ_FACE);
961 esrv_update_item (UPD_FACE, ob, ob);
962 ob->update_stats ();
963 ob->stats.hp = ob->stats.maxhp;
964 ob->stats.sp = ob->stats.maxsp;
965 ob->stats.grace = 0;
966 }
967
968 void
969 flee_player (object *op)
970 {
971 int dir, diff;
972 rv_vector rv;
973
974 if (op->stats.hp < 0)
975 {
976 LOG (llevDebug, "Fleeing player is dead.\n");
977 CLEAR_FLAG (op, FLAG_SCARED);
978 return;
979 }
980
981 if (op->enemy == NULL)
982 {
983 LOG (llevDebug, "Fleeing player had no enemy.\n");
984 CLEAR_FLAG (op, FLAG_SCARED);
985 return;
986 }
987
988 /* Seen some crashes here. Since we don't store an
989 * op->enemy_count, it is possible that something destroys the
990 * actual enemy, and the object is recycled.
991 */
992 if (op->enemy->map == NULL)
993 {
994 CLEAR_FLAG (op, FLAG_SCARED);
995 op->enemy = NULL;
996 return;
997 }
998
999 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000 {
1001 op->enemy = NULL;
1002 CLEAR_FLAG (op, FLAG_SCARED);
1003 return;
1004 }
1005
1006 get_rangevector (op, op->enemy, &rv, 0);
1007
1008 dir = absdir (4 + rv.direction);
1009 for (diff = 0; diff < 3; diff++)
1010 {
1011 int m = 1 - (RANDOM () & 2);
1012
1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1014 return;
1015 }
1016
1017 /* Cornered, get rid of scared */
1018 CLEAR_FLAG (op, FLAG_SCARED);
1019 op->enemy = NULL;
1020 }
1021
1022 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1023 * It returns 1 if the player should keep on moving, 0 if he should
1024 * stop.
1025 */
1026 int
1027 check_pick (object *op)
1028 {
1029 object *tmp, *next;
1030 int stop = 0;
1031 int wvratio;
1032 char putstring[128];
1033
1034 /* if you're flying, you cna't pick up anything */
1035 if (op->move_type & MOVE_FLYING)
1036 return 1;
1037
1038 next = op->below;
1039
1040 /* loop while there are items on the floor that are not marked as
1041 * destroyed */
1042 while (next && !next->destroyed ())
1043 {
1044 tmp = next;
1045 next = tmp->below;
1046
1047 if (op->destroyed ())
1048 return 0;
1049
1050 if (!can_pick (op, tmp))
1051 continue;
1052
1053 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1054 {
1055 if (item_matched_string (op, tmp, op->contr->search_str))
1056 pick_up (op, tmp);
1057 continue;
1058 }
1059
1060 /* high not bit set? We're using the old autopickup model */
1061 if (!(op->contr->mode & PU_NEWMODE))
1062 {
1063 switch (op->contr->mode)
1064 {
1065 case 0:
1066 return 1; /* don't pick up */
1067 case 1:
1068 pick_up (op, tmp);
1069 return 1;
1070 case 2:
1071 pick_up (op, tmp);
1072 return 0;
1073 case 3:
1074 return 0; /* stop before pickup */
1075 case 4:
1076 pick_up (op, tmp);
1077 break;
1078 case 5:
1079 pick_up (op, tmp);
1080 stop = 1;
1081 break;
1082 case 6:
1083 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1084 pick_up (op, tmp);
1085 break;
1086
1087 case 7:
1088 if (tmp->type == MONEY || tmp->type == GEM)
1089 pick_up (op, tmp);
1090 break;
1091
1092 default:
1093 /* use value density */
1094 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1095 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1096 pick_up (op, tmp);
1097 }
1098 }
1099 else
1100 { /* old model */
1101 /* NEW pickup handling */
1102 if (op->contr->mode & PU_DEBUG)
1103 {
1104 /* some debugging code to figure out item information */
1105 if (tmp->name != NULL)
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108 else
1109 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111
1112 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 }
1114
1115 /* philosophy:
1116 * It's easy to grab an item type from a pile, as long as it's
1117 * generic. This takes no game-time. For more detailed pickups
1118 * and selections, select-items should be used. This is a
1119 * grab-as-you-run type mode that's really useful for arrows for
1120 * example.
1121 * The drawback: right now it has no frontend, so you need to
1122 * stick the bits you want into a calculator in hex mode and then
1123 * convert to decimal and then 'pickup <#>
1124 */
1125
1126 /* the first two modes are exclusive: if NOTHING we return, if
1127 * STOP then we stop. All the rest are applied sequentially,
1128 * meaning if any test passes, the item gets picked up. */
1129
1130 /* if mode is set to pick nothing up, return */
1131
1132 if (op->contr->mode & PU_NOTHING)
1133 return 1;
1134
1135 /* if mode is set to stop when encountering objects, return */
1136 /* take STOP before INHIBIT since it doesn't actually pick
1137 * anything up */
1138
1139 if (op->contr->mode & PU_STOP)
1140 return 0;
1141
1142 /* useful for going into stores and not losing your settings... */
1143 /* and for battles wher you don't want to get loaded down while
1144 * fighting */
1145 if (op->contr->mode & PU_INHIBIT)
1146 return 1;
1147
1148 /* prevent us from turning into auto-thieves :) */
1149 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1150 continue;
1151
1152 /* ignore known cursed objects */
1153 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1154 continue;
1155
1156 /* all food and drink if desired */
1157 /* question: don't pick up known-poisonous stuff? */
1158 if (op->contr->mode & PU_FOOD)
1159 if (tmp->type == FOOD)
1160 {
1161 pick_up (op, tmp);
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_DRINK)
1166 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1167 {
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 if (op->contr->mode & PU_POTION)
1173 if (tmp->type == POTION)
1174 {
1175 pick_up (op, tmp);
1176 continue;
1177 }
1178
1179 /* spellbooks, skillscrolls and normal books/scrolls */
1180 if (op->contr->mode & PU_SPELLBOOK)
1181 if (tmp->type == SPELLBOOK)
1182 {
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SKILLSCROLL)
1188 if (tmp->type == SKILLSCROLL)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_READABLES)
1195 if (tmp->type == BOOK || tmp->type == SCROLL)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 /* wands/staves/rods/horns */
1202 if (op->contr->mode & PU_MAGIC_DEVICE)
1203 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 /* pick up all magical items */
1210 if (op->contr->mode & PU_MAGICAL)
1211 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_VALUABLES)
1218 {
1219 if (tmp->type == MONEY || tmp->type == GEM)
1220 {
1221 pick_up (op, tmp);
1222 continue;
1223 }
1224 }
1225
1226 /* rings & amulets - talismans seems to be typed AMULET */
1227 if (op->contr->mode & PU_JEWELS)
1228 if (tmp->type == RING || tmp->type == AMULET)
1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233
1234 /* we don't forget dragon food */
1235 if (op->contr->mode & PU_FLESH)
1236 if (tmp->type == FLESH)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 /* bows and arrows. Bows are good for selling! */
1243 if (op->contr->mode & PU_BOW)
1244 if (tmp->type == BOW)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_ARROW)
1251 if (tmp->type == ARROW)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 /* all kinds of armor etc. */
1258 if (op->contr->mode & PU_ARMOUR)
1259 if (tmp->type == ARMOUR)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_HELMET)
1266 if (tmp->type == HELMET)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_SHIELD)
1273 if (tmp->type == SHIELD)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_BOOTS)
1280 if (tmp->type == BOOTS)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_GLOVES)
1287 if (tmp->type == GLOVES)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_CLOAK)
1294 if (tmp->type == CLOAK)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 /* hoping to catch throwing daggers here */
1301 if (op->contr->mode & PU_MISSILEWEAPON)
1302 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 /* careful: chairs and tables are weapons! */
1309 if (op->contr->mode & PU_ALLWEAPON)
1310 {
1311 if (tmp->type == WEAPON && tmp->name != NULL)
1312 {
1313 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1315 {
1316 pick_up (op, tmp);
1317 continue;
1318 }
1319 }
1320
1321 if (tmp->type == WEAPON && tmp->name == NULL)
1322 {
1323 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328 }
1329 }
1330
1331 /* misc stuff that's useful */
1332 if (op->contr->mode & PU_KEY)
1333 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338
1339 /* any of the last 4 bits set means we use the ratio for value
1340 * pickups */
1341 if (op->contr->mode & PU_RATIO)
1342 {
1343 /* use value density to decide what else to grab */
1344 /* >=7 was >= op->contr->mode */
1345 /* >=7 is the old standard setting. Now we take the last 4 bits
1346 * and multiply them by 5, giving 0..15*5== 5..75 */
1347 wvratio = (op->contr->mode & PU_RATIO) * 5;
1348 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1349 {
1350 pick_up (op, tmp);
1351 #if 0
1352 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1353 if (tmp->name != NULL)
1354 {
1355 fprintf (stderr, "%s", tmp->name);
1356 }
1357 else
1358 fprintf (stderr, "%s", tmp->arch->name);
1359 fprintf (stderr, ",%d] = ", tmp->type);
1360 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361 #endif
1362 continue;
1363 }
1364 }
1365 } /* the new pickup model */
1366 }
1367
1368 return !stop;
1369 }
1370
1371 /*
1372 * Find an arrow in the inventory and after that
1373 * in the right type container (quiver). Pointer to the
1374 * found object is returned.
1375 */
1376 object *
1377 find_arrow (object *op, const char *type)
1378 {
1379 object *tmp = 0;
1380
1381 for (op = op->inv; op; op = op->below)
1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1383 tmp = find_arrow (op, type);
1384 else if (op->type == ARROW && op->race == type)
1385 return op;
1386
1387 return tmp;
1388 }
1389
1390 /*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1392 * against the target. A full test is not performed, simply a basic test
1393 * of resistances. The archer is making a quick guess at what he sees down
1394 * the hall. Failing that it does it's best to pick the highest plus arrow.
1395 */
1396 object *
1397 find_better_arrow (object *op, object *target, const char *type, int *better)
1398 {
1399 object *tmp = NULL, *arrow, *ntmp;
1400 int attacknum, attacktype, betterby = 0, i;
1401
1402 if (!type)
1403 return NULL;
1404
1405 for (arrow = op->inv; arrow; arrow = arrow->below)
1406 {
1407 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1408 {
1409 i = 0;
1410 ntmp = find_better_arrow (arrow, target, type, &i);
1411 if (i > betterby)
1412 {
1413 tmp = ntmp;
1414 betterby = i;
1415 }
1416 }
1417 else if (arrow->type == ARROW && arrow->race == type)
1418 {
1419 /* allways prefer assasination/slaying */
1420 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1421 {
1422 if (arrow->attacktype & AT_DEATH)
1423 {
1424 *better = 100;
1425 return arrow;
1426 }
1427 else
1428 {
1429 tmp = arrow;
1430 betterby = (arrow->magic + arrow->stats.dam) * 2;
1431 }
1432 }
1433 else
1434 {
1435 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436 {
1437 attacktype = 1 << attacknum;
1438 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1439 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1440 {
1441 tmp = arrow;
1442 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1443 }
1444 }
1445 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1446 {
1447 tmp = arrow;
1448 betterby = 2 + arrow->magic + arrow->stats.dam;
1449 }
1450 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1451 {
1452 tmp = arrow;
1453 betterby = 1 + arrow->magic + arrow->stats.dam;
1454 }
1455 }
1456 }
1457 }
1458 if (tmp == NULL && arrow == NULL)
1459 return find_arrow (op, type);
1460
1461 *better = betterby;
1462 return tmp;
1463 }
1464
1465 /* looks in a given direction, finds the first valid target, and calls
1466 * find_better_arrow to find a decent arrow to use.
1467 * op = the shooter
1468 * type = bow->race
1469 * dir = fire direction
1470 */
1471 object *
1472 pick_arrow_target (object *op, const char *type, int dir)
1473 {
1474 object *tmp = NULL;
1475 maptile *m;
1476 int i, mflags, found, number;
1477 sint16 x, y;
1478
1479 if (op->map == NULL)
1480 return find_arrow (op, type);
1481
1482 /* do a dex check */
1483 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1484 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1485 return find_arrow (op, type);
1486
1487 m = op->map;
1488 x = op->x;
1489 y = op->y;
1490
1491 /* find the first target */
1492 for (i = 0, found = 0; i < 20; i++)
1493 {
1494 x += freearr_x[dir];
1495 y += freearr_y[dir];
1496 mflags = get_map_flags (m, &m, x, y, &x, &y);
1497 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1498 {
1499 tmp = NULL;
1500 break;
1501 }
1502 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1503 {
1504 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1505 * perhaps a bad assumption.
1506 */
1507 tmp = NULL;
1508 break;
1509 }
1510 if (mflags & P_IS_ALIVE)
1511 {
1512 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1513 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1514 {
1515 found++;
1516 break;
1517 }
1518 if (found)
1519 break;
1520 }
1521 }
1522 if (tmp == NULL)
1523 return find_arrow (op, type);
1524
1525 if (tmp->head)
1526 tmp = tmp->head;
1527
1528 return find_better_arrow (op, tmp, type, &i);
1529 }
1530
1531 /*
1532 * Creature fires a bow - op can be monster or player. Returns
1533 * 1 if bow was actually fired, 0 otherwise.
1534 * op is the object firing the bow.
1535 * part is for multipart creatures - the part firing the bow.
1536 * dir is the direction of fire.
1537 * wc_mod is any special modifier to give (used in special player fire modes)
1538 * sx, sy are coordinates to fire arrow from - also used in some of the special
1539 * player fire modes.
1540 */
1541 int
1542 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1543 {
1544 object *left, *bow;
1545 int mflags;
1546 maptile *m;
1547
1548 if (!dir)
1549 {
1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1551 return 0;
1552 }
1553
1554 if (op->contr)
1555 bow = op->current_weapon;
1556 else
1557 {
1558 for (bow = op->inv; bow; bow = bow->below)
1559 /* Don't check for applied - monsters don't apply bows - in that way, they
1560 * don't need to switch back and forth between bows and weapons.
1561 */
1562 if (bow->type == BOW)
1563 break;
1564
1565 if (!bow)
1566 {
1567 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1568 return 0;
1569 }
1570
1571 // optimisation: move object to top so we will find it quickly again
1572 if (bow->below)
1573 {
1574 bow->remove ();
1575 op->insert (bow);
1576 }
1577
1578 }
1579
1580 if (!bow->race || !bow->skill)
1581 {
1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1583 return 0;
1584 }
1585
1586 if (arrow == NULL)
1587 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 {
1590 if (op->type == PLAYER)
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1593 else
1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1596 return 0;
1597 }
1598 }
1599
1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1601 if (mflags & P_OUT_OF_MAP)
1602 return 0;
1603
1604 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1605 {
1606 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1607 return 0;
1608 }
1609
1610 /* this should not happen, but sometimes does */
1611 if (arrow->nrof == 0)
1612 {
1613 arrow->destroy ();
1614 return 0;
1615 }
1616
1617 left = arrow; /* these are arrows left to the player */
1618 arrow = get_split_ob (arrow, 1);
1619 if (!arrow)
1620 {
1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1622 return 0;
1623 }
1624
1625 arrow->set_owner (op);
1626 arrow->skill = bow->skill;
1627 arrow->direction = dir;
1628
1629 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1630 arrow->stats.hp = arrow->stats.dam;
1631 arrow->stats.grace = arrow->attacktype;
1632
1633 if (arrow->slaying)
1634 arrow->spellarg = strdup (arrow->slaying);
1635
1636 if (player *pl = op->contr)
1637 {
1638 if (!pl->has_hit)
1639 {
1640 pl->has_hit = 1;
1641 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1642 }
1643 #if 0
1644 float speed = pl->weapon_sp;
1645
1646 /* penalize ROF for bestarrow */
1647 if (pl->bowtype == bow_bestarrow)
1648 speed *= .9f;
1649 else
1650 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1651
1652 op->speed_left += speed - op->speed;
1653 #endif
1654 }
1655
1656 SET_ANIMATION (arrow, arrow->direction);
1657
1658 /* update the speed */
1659 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1660 + bow->stats.dam / 7.0;
1661
1662 arrow->set_speed (max (arrow->speed, 2.0));
1663 arrow->speed_left = 0;
1664
1665 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1666
1667 if (op->type == PLAYER)
1668 {
1669 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1670 wc -= dex_bonus[op->stats.Dex];
1671
1672 if (!arrow->slaying)
1673 arrow->slaying = op->slaying;
1674
1675 arrow->attacktype |= op->attacktype;
1676 }
1677 else
1678 {
1679 arrow->level = op->level;
1680 arrow->stats.wc -= bow->magic;
1681
1682 if (!arrow->slaying)
1683 arrow->slaying = bow->slaying;
1684
1685 arrow->attacktype |= bow->attacktype;
1686 }
1687
1688 wc -= arrow->level;
1689 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1690
1691 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1692 arrow->move_type = MOVE_FLY_LOW;
1693 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1694
1695 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1696 m->insert (arrow, sx, sy, op);
1697
1698 if (!arrow->destroyed ())
1699 move_arrow (arrow);
1700
1701 if (op->type == PLAYER)
1702 {
1703 if (left->destroyed ())
1704 esrv_del_item (op->contr, left->count);
1705 else
1706 esrv_send_item (op, left);
1707 }
1708
1709 return 1;
1710 }
1711
1712 /* Special fire code for players - this takes into
1713 * account the special fire modes players can have
1714 * but monsters can't. Putting that code here
1715 * makes the fire_bow code much cleaner.
1716 * this function should only be called if 'op' is a player,
1717 * hence the function name.
1718 */
1719 int
1720 player_fire_bow (object *op, int dir)
1721 {
1722 int ret = 0, wcmod = 0;
1723
1724 if (op->contr->bowtype == bow_bestarrow)
1725 {
1726 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1727 }
1728 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1729 {
1730 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1731 wcmod = -1;
1732
1733 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1734 }
1735 else if (op->contr->bowtype == bow_threewide)
1736 {
1737 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1739 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1740 }
1741 else if (op->contr->bowtype == bow_spreadshot)
1742 {
1743 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1744 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1745 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1746 }
1747 else
1748 {
1749 /* Simple case */
1750 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1751 }
1752
1753 return ret;
1754 }
1755
1756 /* Fires a misc (wand/rod/horn) object in 'dir'.
1757 * Broken apart from 'fire' to keep it more readable.
1758 */
1759 void
1760 fire_misc_object (object *op, int dir)
1761 {
1762 object *item = op->contr->ranged_ob;
1763
1764 if (!item)
1765 {
1766 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1767 return;
1768 }
1769
1770 if (!item->inv)
1771 {
1772 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1773 return;
1774 }
1775
1776 if (!op->change_weapon (item))
1777 return;
1778
1779 if (item->type == WAND)
1780 {
1781 if (item->stats.food <= 0)
1782 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1785
1786 return;
1787 }
1788 }
1789 else if (item->type == ROD || item->type == HORN)
1790 {
1791 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1792 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1794
1795 if (item->type == ROD)
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1797 else
1798 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1799
1800 return;
1801 }
1802 }
1803
1804 if (cast_spell (op, item, dir, item->inv, NULL))
1805 {
1806 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1807 if (item->type == WAND)
1808 {
1809 if (!(--item->stats.food))
1810 {
1811 object *tmp;
1812
1813 if (item->arch)
1814 {
1815 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face;
1817 item->set_speed (0);
1818 }
1819
1820 if ((tmp = item->in_player ()))
1821 esrv_update_item (UPD_ANIM, tmp, item);
1822 }
1823 }
1824 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge (item);
1826 }
1827 }
1828
1829 /* Received a fire command for the player - go and do it.
1830 */
1831 void
1832 fire (object *op, int dir)
1833 {
1834 int spellcost = 0;
1835
1836 /* check for loss of invisiblity/hide */
1837 if (action_makes_visible (op))
1838 make_visible (op);
1839
1840 player *pl = op->contr;
1841
1842 if (pl->golem)
1843 {
1844 control_golem (op->contr->golem, dir);
1845 return;
1846 }
1847
1848 object *ob = pl->ranged_ob;
1849
1850 if (!ob)
1851 return;
1852
1853 if (!op->change_weapon (ob))
1854 return;
1855
1856 switch (ob->type)
1857 {
1858 case BOW:
1859 player_fire_bow (op, dir);
1860 break;
1861
1862 case SPELL:
1863 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1864 break;
1865
1866 case BUILDER:
1867 apply_map_builder (op, dir);
1868 break;
1869
1870 case SKILL:
1871 do_skill (op, op, ob, dir, 0);
1872 break;
1873
1874 default:
1875 fire_misc_object (op, dir);
1876 break;
1877 }
1878 }
1879
1880 /* find_key
1881 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic
1884 * for both is the same - just the specific key is different.
1885 * pl is the player,
1886 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers.
1889 */
1890 object *
1891 find_key (object *pl, object *container, object *door)
1892 {
1893 object *tmp, *key;
1894
1895 /* Should not happen, but sanity checking is never bad */
1896 if (!container->inv)
1897 return 0;
1898
1899 /* First, lets try to find a key in the top level inventory */
1900 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 {
1902 if (door->type == DOOR && tmp->type == KEY)
1903 break;
1904 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys
1906 */
1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 break;
1909 }
1910
1911 /* No key found - lets search inventories now */
1912 /* If we find and use a key in an inventory, return at that time.
1913 * otherwise, if we search all the inventories and still don't find
1914 * a key, return
1915 */
1916 if (!tmp)
1917 {
1918 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1920 /* No reason to search empty containers */
1921 if (tmp->type == CONTAINER && tmp->inv)
1922 {
1923 if ((key = find_key (pl, tmp, door)))
1924 return key;
1925 }
1926 }
1927
1928 if (!tmp)
1929 return NULL;
1930 }
1931
1932 /* We get down here if we have found a key. Now if its in a container,
1933 * see if we actually want to use it
1934 */
1935 if (pl != container)
1936 {
1937 /* Only let players use keys in containers */
1938 if (!pl->contr)
1939 return NULL;
1940 /* cases where this fails:
1941 * If we only search the player inventory, return now since we
1942 * are not in the players inventory.
1943 * If the container is not active, return now since only active
1944 * containers can be used.
1945 * If we only search keyrings and the container does not have
1946 * a race/isn't a keyring.
1947 * No checking for all containers - to fall through past here,
1948 * inv must have been an container and must have been active.
1949 *
1950 * Change the color so that the message doesn't disappear with
1951 * all the others.
1952 */
1953 if (pl->contr->usekeys == key_inventory ||
1954 !QUERY_FLAG (container, FLAG_APPLIED) ||
1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1956 {
1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1959 return NULL;
1960 }
1961 }
1962
1963 return tmp;
1964 }
1965
1966 /* moved door processing out of move_player_attack.
1967 * returns 1 if player has opened the door with a key
1968 * such that the caller should not do anything more,
1969 * 0 otherwise
1970 */
1971 static int
1972 player_attack_door (object *op, object *door)
1973 {
1974 /* If its a door, try to find a use a key. If we do destroy the door,
1975 * might as well return immediately as there is nothing more to do -
1976 * otherwise, we fall through to the rest of the code.
1977 */
1978 object *key = find_key (op, op, door);
1979
1980 /* IF we found a key, do some extra work */
1981 if (key)
1982 {
1983 object *container = key->env;
1984
1985 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1986
1987 if (action_makes_visible (op))
1988 make_visible (op);
1989
1990 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1991 spring_trap (door->inv, op);
1992
1993 if (door->type == DOOR)
1994 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1995 else if (door->type == LOCKED_DOOR)
1996 {
1997 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1998 remove_door2 (door); /* remove door without violence ;-) */
1999 }
2000
2001 /* Do this after we print the message */
2002 decrease_ob (key); /* Use up one of the keys */
2003 /* Need to update the weight the container the key was in */
2004 if (container != op)
2005 esrv_update_item (UPD_WEIGHT, op, container);
2006
2007 return 1; /* Nothing more to do below */
2008 }
2009 else if (door->type == LOCKED_DOOR)
2010 {
2011 /* Might as well return now - no other way to open this */
2012 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2013 return 1;
2014 }
2015
2016 return 0;
2017 }
2018
2019 /* This function is just part of a breakup from move_player.
2020 * It should keep the code cleaner.
2021 * When this is called, the players direction has been updated
2022 * (taking into account confusion.) The player is also actually
2023 * going to try and move (not fire weapons).
2024 */
2025 void
2026 move_player_attack (object *op, int dir)
2027 {
2028 object *tmp, *mon;
2029 int on_battleground;
2030 maptile *m;
2031
2032 sint16 nx = freearr_x[dir] + op->x;
2033 sint16 ny = freearr_y[dir] + op->y;
2034
2035 on_battleground = op_on_battleground (op, 0, 0);
2036
2037 /* If braced, or can't move to the square, and it is not out of the
2038 * map, attack it. Note order of if statement is important - don't
2039 * want to be calling move_ob if braced, because move_ob will move the
2040 * player. This is a pretty nasty hack, because if we could
2041 * move to some space, it then means that if we are braced, we should
2042 * do nothing at all. As it is, if we are braced, we go through
2043 * quite a bit of processing. However, it probably is less than what
2044 * move_ob uses.
2045 */
2046 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2047 {
2048 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2049 {
2050 m = op->map->xy_find (nx, ny);
2051 if (!m)
2052 return; /* Don't think this should happen */
2053 }
2054 else
2055 m = op->map;
2056
2057 if (!(tmp = m->at (nx, ny).bot))
2058 return;
2059
2060 mon = 0;
2061 /* Go through all the objects, and find ones of interest. Only stop if
2062 * we find a monster - that is something we know we want to attack.
2063 * if its a door or barrel (can roll) see if there may be monsters
2064 * on the space
2065 */
2066 while (tmp)
2067 {
2068 if (tmp == op)
2069 {
2070 tmp = tmp->above;
2071 continue;
2072 }
2073
2074 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2075 {
2076 mon = tmp;
2077 break;
2078 }
2079
2080 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2081 mon = tmp;
2082
2083 tmp = tmp->above;
2084 }
2085
2086 if (!mon) /* This happens anytime the player tries to move */
2087 return; /* into a wall */
2088
2089 if (mon->head)
2090 mon = mon->head;
2091
2092 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2093 if (player_attack_door (op, mon))
2094 return;
2095
2096 /* The following deals with possibly attacking peaceful
2097 * or frienddly creatures. Basically, all players are considered
2098 * unaggressive. If the moving player has peaceful set, then the
2099 * object should be pushed instead of attacked. It is assumed that
2100 * if you are braced, you will not attack friends accidently,
2101 * and thus will not push them.
2102 */
2103
2104 /* If the creature is a pet, push it even if the player is not
2105 * peaceful. Our assumption is the creature is a pet if the
2106 * player owns it and it is either friendly or unagressive.
2107 */
2108 if (op->type == PLAYER
2109 && ((mon->owner && mon->owner->contr
2110 && same_party (mon->owner->contr->party, op->contr->party))
2111 || mon->owner == op)
2112 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2113 {
2114 /* If we're braced, we don't want to switch places with it */
2115 if (op->contr->braced)
2116 return;
2117
2118 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2119 push_ob (mon, dir, op);
2120 if (op->contr->tmp_invis || op->hide)
2121 make_visible (op);
2122
2123 return;
2124 }
2125
2126 /* in certain circumstances, you shouldn't attack friendly
2127 * creatures. Note that if you are braced, you can't push
2128 * someone, but put it inside this loop so that you won't
2129 * attack them either.
2130 */
2131 if ((mon->type == PLAYER || mon->enemy != op)
2132 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2133 && ((op->contr->peaceful
2134 || (mon->type == PLAYER && mon->contr->peaceful))
2135 && !on_battleground))
2136 {
2137 if (!op->contr->braced)
2138 {
2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2140 push_ob (mon, dir, op);
2141 }
2142 else
2143 new_draw_info (0, 0, op, "You withhold your attack");
2144
2145 if (op->contr->tmp_invis || op->hide)
2146 make_visible (op);
2147 }
2148
2149 /* If the object is a boulder or other rollable object, then
2150 * roll it if not braced. You can't roll it if you are braced.
2151 */
2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2153 {
2154 recursive_roll (mon, dir, op);
2155 if (action_makes_visible (op))
2156 make_visible (op);
2157 }
2158
2159 /* Any generic living creature. Including things like doors.
2160 * Way it works is like this: First, it must have some hit points
2161 * and be living. Then, it must be one of the following:
2162 * 1) Not a player, 2) A player, but of a different party. Note
2163 * that party_number -1 is no party, so attacks can still happen.
2164 */
2165 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2166 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2167 {
2168 if (!op->contr->has_hit)
2169 {
2170 op->contr->has_hit = 1;
2171 op->speed_left += op->contr->weapon_speed () - op->speed;
2172 }
2173
2174 skill_attack (mon, op, 0, 0, 0);
2175
2176 /* If attacking another player, that player gets automatic
2177 * hitback, and doesn't loose luck either.
2178 * Disable hitback on the battleground or if the target is
2179 * the wiz.
2180 */
2181 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2182 {
2183 short luck = mon->stats.luck;
2184
2185 mon->contr->has_hit = 1;
2186 skill_attack (op, mon, 0, 0, 0);
2187 mon->stats.luck = luck;
2188 }
2189
2190 if (action_makes_visible (op))
2191 make_visible (op);
2192 }
2193 } /* if player should attack something */
2194 }
2195
2196 int
2197 move_player (object *op, int dir)
2198 {
2199 int pick;
2200
2201 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2202 return 0;
2203
2204 /* Sanity check: make sure dir is valid */
2205 if ((dir < 0) || (dir >= 9))
2206 {
2207 LOG (llevError, "move_player: invalid direction %d\n", dir);
2208 return 0;
2209 }
2210
2211 /* peterm: added following line */
2212 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2213 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2214
2215 op->facing = dir;
2216
2217 if (op->hide)
2218 do_hidden_move (op);
2219
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221 /*nop */ ;
2222 else if (op->contr->fire_on)
2223 fire (op, dir);
2224 else
2225 {
2226 move_player_attack (op, dir);
2227 pick = check_pick (op);
2228 }
2229
2230 /* Add special check for newcs players and fire on - this way, the
2231 * server can handle repeat firing.
2232 */
2233 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2234 op->direction = dir;
2235 else
2236 op->direction = 0;
2237
2238 /* Update how the player looks. Use the facing, so direction may
2239 * get reset to zero. This allows for full animation capabilities
2240 * for players.
2241 */
2242 animate_object (op, op->facing);
2243 return 0;
2244 }
2245
2246 /* This is similar to handle_player, below, but is only used by the
2247 * new client/server stuff.
2248 * This is sort of special, in that the new client/server actually uses
2249 * the new speed values for commands.
2250 *
2251 * Returns true if there are more actions we can do.
2252 */
2253 int
2254 handle_newcs_player (object *op)
2255 {
2256 if (QUERY_FLAG (op, FLAG_SCARED))
2257 {
2258 flee_player (op);
2259
2260 /* If player is still scared, that is his action for this tick */
2261 if (op->flag [FLAG_SCARED])
2262 {
2263 --op->speed_left;
2264 return 0;
2265 }
2266 }
2267
2268 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here.
2271 */
2272 if (op->contr->ns->handle_command ())
2273 return 1;
2274
2275 if (op->speed_left > 0.f)
2276 {
2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2278 {
2279 /* All move commands take 1 tick, at least for now */
2280 --op->speed_left;
2281
2282 /* Instead of all the stuff below, let move_player take care
2283 * of it. Also, some of the skill stuff is only put in
2284 * there, as well as the confusion stuff.
2285 */
2286 move_player (op, op->direction);
2287
2288 return op->speed_left > 0.f;
2289 }
2290 }
2291
2292 return 0;
2293 }
2294
2295 int
2296 save_life (object *op)
2297 {
2298 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2299 return 0;
2300
2301 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2302 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2303 {
2304 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2305 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2306
2307 if (op->contr)
2308 esrv_del_item (op->contr, tmp->count);
2309
2310 tmp->destroy ();
2311 CLEAR_FLAG (op, FLAG_LIFESAVE);
2312
2313 if (op->stats.hp < 0)
2314 op->stats.hp = op->stats.maxhp;
2315
2316 if (op->stats.food < 0)
2317 op->stats.food = 999;
2318
2319 op->update_stats ();
2320 return 1;
2321 }
2322
2323 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed (op); /* bring him home. */
2326 return 0;
2327 }
2328
2329 /* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search
2332 * from.
2333 */
2334 void
2335 remove_unpaid_objects (object *op, object *env)
2336 {
2337 while (op)
2338 {
2339 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2340
2341 if (QUERY_FLAG (op, FLAG_UNPAID))
2342 {
2343 if (env->type == PLAYER)
2344 esrv_del_item (env->contr, op->count);
2345
2346 op->insert_at (env);
2347 }
2348 else if (op->inv)
2349 remove_unpaid_objects (op->inv, env);
2350
2351 op = next;
2352 }
2353 }
2354
2355 /*
2356 * Returns pointer a static string containing gravestone text
2357 * Moved from apply.c to player.c - player.c is what
2358 * actually uses this function. player.c may not be quite the
2359 * best, a misc file for object actions is probably better,
2360 * but there isn't one in the server directory.
2361 */
2362 char *
2363 gravestone_text (object *op)
2364 {
2365 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF];
2367 time_t now = time (NULL);
2368
2369 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else
2373 sprintf (buf, "%s\n", &op->name);
2374
2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 if (op->type == PLAYER)
2378 sprintf (buf, "who was in level %d when killed\n", op->level);
2379 else
2380 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2381
2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf);
2384 if (op->type == PLAYER)
2385 {
2386 sprintf (buf, "by %s.\n\n", op->contr->killer);
2387 strncat (buf2, " ", 21 - strlen (buf) / 2);
2388 strcat (buf2, buf);
2389 }
2390
2391 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2393 strcat (buf2, buf);
2394
2395 return buf2;
2396 }
2397
2398 void
2399 do_some_living (object *op)
2400 {
2401 int last_food = op->stats.food;
2402 int gen_hp, gen_sp, gen_grace;
2403 int over_hp, over_sp, over_grace;
2404 int i;
2405 int rate_hp = 1200;
2406 int rate_sp = 2500;
2407 int rate_grace = 2000;
2408 const int max_hp = 1;
2409 const int max_sp = 1;
2410 const int max_grace = 1;
2411
2412 if (op->contr->hidden)
2413 {
2414 op->invisible = 1000;
2415 /* the socket code flashes the player visible/invisible
2416 * depending on the value of invisible, so we need to
2417 * alternate it here for it to work correctly.
2418 */
2419 if (pticks & 2)
2420 op->invisible--;
2421 }
2422 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2423 {
2424 if (!op->invisible--)
2425 {
2426 make_visible (op);
2427 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2428 }
2429 }
2430
2431 if (op->contr->ns->state == ST_PLAYING)
2432 {
2433 /* these next three if clauses make it possible to SLOW DOWN
2434 hp/grace/spellpoint regeneration. */
2435 if (op->contr->gen_hp >= 0)
2436 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2437 else
2438 {
2439 gen_hp = op->stats.maxhp;
2440 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2441 }
2442
2443 if (op->contr->gen_sp >= 0)
2444 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2445 else
2446 {
2447 gen_sp = op->stats.maxsp;
2448 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2449 }
2450
2451 if (op->contr->gen_grace >= 0)
2452 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2453 else
2454 {
2455 gen_grace = op->stats.maxgrace;
2456 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2457 }
2458
2459 /* Regenerate Spell Points */
2460 if (!op->contr->golem && --op->last_sp < 0)
2461 {
2462 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2463 if (op->stats.sp < op->stats.maxsp)
2464 {
2465 op->stats.sp++;
2466 /* dms do not consume food */
2467 if (!QUERY_FLAG (op, FLAG_WIZ))
2468 {
2469 op->stats.food--;
2470 if (op->contr->digestion < 0)
2471 op->stats.food += op->contr->digestion;
2472 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2473 op->stats.food = last_food;
2474 }
2475 }
2476
2477 if (max_sp > 1)
2478 {
2479 over_sp = (gen_sp + 10) / rate_sp;
2480 if (over_sp > 0)
2481 {
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2485
2486 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2487 op->stats.sp--;
2488
2489 if (op->stats.sp > op->stats.maxsp)
2490 op->stats.sp = op->stats.maxsp;
2491 }
2492 op->last_sp = 0;
2493 }
2494 else
2495 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2496 }
2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500
2501 /* Regenerate Grace */
2502 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2503 if (--op->last_grace < 0)
2504 {
2505 if (op->stats.grace < op->stats.maxgrace / 2)
2506 op->stats.grace++; /* no penalty in food for regaining grace */
2507
2508 if (max_grace > 1)
2509 {
2510 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2511 if (over_grace > 0)
2512 {
2513 op->stats.sp += over_grace
2514 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2515 op->last_grace = 0;
2516 }
2517 else
2518 {
2519 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2520 }
2521 }
2522 else
2523 {
2524 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2525 }
2526 /* wearing stuff doesn't detract from grace generation. */
2527 }
2528
2529 /* Regenerate Hit Points */
2530 if (--op->last_heal < 0)
2531 {
2532 if (op->stats.hp < op->stats.maxhp)
2533 {
2534 op->stats.hp++;
2535 /* dms do not consume food */
2536 if (!QUERY_FLAG (op, FLAG_WIZ))
2537 {
2538 op->stats.food--;
2539 if (op->contr->digestion < 0)
2540 op->stats.food += op->contr->digestion;
2541 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2542 op->stats.food = last_food;
2543 }
2544 }
2545
2546 if (max_hp > 1)
2547 {
2548 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2549 if (over_hp > 0)
2550 {
2551 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2552 op->last_heal = 0;
2553 }
2554 else
2555 {
2556 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2557 }
2558 }
2559 else
2560 {
2561 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2562 }
2563 }
2564
2565 /* Digestion */
2566 if (--op->last_eat < 0)
2567 {
2568 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2569
2570 if (op->contr->gen_hp > 0)
2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2572 else
2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2574
2575 /* dms do not consume food */
2576 if (!QUERY_FLAG (op, FLAG_WIZ))
2577 op->stats.food--;
2578 }
2579
2580 if (op->stats.food < 0 && op->stats.hp >= 0)
2581 {
2582 object *tmp, *flesh = 0;
2583
2584 for (tmp = op->inv; tmp; tmp = tmp->below)
2585 {
2586 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2587 {
2588 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2589 {
2590 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2591 manual_apply (op, tmp, 0);
2592 if (op->stats.food >= 0 || op->stats.hp < 0)
2593 break;
2594 }
2595 else if (tmp->type == FLESH)
2596 flesh = tmp;
2597 } /* End if paid for object */
2598 } /* end of for loop */
2599
2600 /* If player is still starving, it means they don't have any food, so
2601 * eat flesh instead.
2602 */
2603 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2604 {
2605 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2606 manual_apply (op, flesh, 0);
2607 }
2608 }
2609
2610 while (op->stats.food < 0 && op->stats.hp >= 0)
2611 op->stats.food++, op->stats.hp--;
2612
2613 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2614 kill_player (op);
2615 }
2616 }
2617
2618 /* If the player should die (lack of hp, food, etc), we call this.
2619 * op is the player in jeopardy. If the player can not be saved (not
2620 * permadeath, no lifesave), this will take care of removing the player
2621 * file.
2622 */
2623 void
2624 kill_player (object *op)
2625 {
2626 char buf[MAX_BUF];
2627 int x, y;
2628
2629 //int i;
2630 maptile *map; /* this is for resurrection */
2631
2632 /* int z;
2633 int num_stats_lose;
2634 int lost_a_stat;
2635 int lose_this_stat;
2636 int this_stat; */
2637 int will_kill_again;
2638 archetype *at;
2639 object *tmp;
2640
2641 if (save_life (op))
2642 return;
2643
2644
2645 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2646 * in cities ONLY!!! It is very important that this doesn't get abused.
2647 * Look at op_on_battleground() for more info --AndreasV
2648 */
2649 if (op_on_battleground (op, &x, &y))
2650 {
2651 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2653
2654 /* restore player */
2655 at = archetype::find ("poisoning");
2656 if (object *tmp = present_arch_in_ob (at, op))
2657 {
2658 tmp->destroy ();
2659 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2660 }
2661
2662 at = archetype::find ("confusion");
2663 if (object *tmp = present_arch_in_ob (at, op))
2664 {
2665 tmp->destroy ();
2666 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2667 }
2668
2669 cure_disease (op, 0); /* remove any disease */
2670 op->stats.hp = op->stats.maxhp;
2671 if (op->stats.food <= 0)
2672 op->stats.food = 999;
2673
2674 /* create a bodypart-trophy to make the winner happy */
2675 if (object *tmp = arch_to_object (archetype::find ("finger")))
2676 {
2677 sprintf (buf, "%s's finger", &op->name);
2678 tmp->name = buf;
2679 sprintf (buf, " This finger has been cut off %s\n"
2680 " the %s, when he was defeated at\n level %d by %s.\n",
2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2682 tmp->msg = buf;
2683 tmp->value = 0, tmp->type = 0;
2684 tmp->materialname = "organics";
2685 tmp->insert_at (op, tmp);
2686 }
2687
2688 /* teleport defeated player to new destination */
2689 transfer_ob (op, x, y, 0, NULL);
2690 op->contr->braced = 0;
2691 return;
2692 }
2693
2694 INVOKE_PLAYER (DEATH, op->contr);
2695
2696 command_kill_pets (op, 0);
2697
2698 if (op->stats.food < 0)
2699 {
2700 sprintf (buf, "%s starved to death.", &op->name);
2701 strcpy (op->contr->killer, "starvation");
2702 }
2703 else
2704 sprintf (buf, "%s died.", &op->name);
2705
2706 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2707
2708 /* save the map location for corpse, gravestone */
2709 x = op->x;
2710 y = op->y;
2711 map = op->map;
2712
2713 /* NOT_PERMADEATH code. This basically brings the character back to
2714 * life if they are dead - it takes some exp and a random stat.
2715 * See the config.h file for a little more in depth detail about this.
2716 */
2717
2718 /* Basically two ways to go - remove a stat permanently, or just
2719 * make it depletion. This bunch of code deals with that aspect
2720 * of death.
2721 */
2722 #ifndef COZY_SERVER
2723 if (settings.balanced_stat_loss)
2724 {
2725 /* If stat loss is permanent, lose one stat only. */
2726 /* Lower level chars don't lose as many stats because they suffer
2727 more if they do. */
2728 /* Higher level characters can afford things such as potions of
2729 restoration, or better, stat potions. So we slug them that
2730 little bit harder. */
2731 /* GD */
2732 if (settings.stat_loss_on_death)
2733 num_stats_lose = 1;
2734 else
2735 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2736 }
2737 else
2738 num_stats_lose = 1;
2739
2740 lost_a_stat = 0;
2741
2742 for (z = 0; z < num_stats_lose; z++)
2743 {
2744 i = RANDOM () % NUM_STATS;
2745
2746 if (settings.stat_loss_on_death)
2747 {
2748 /* Pick a random stat and take a point off it. Tell the player
2749 * what he lost.
2750 */
2751 change_attr_value (&(op->stats), i, -1);
2752 check_stat_bounds (&(op->stats));
2753 change_attr_value (&(op->contr->orig_stats), i, -1);
2754 check_stat_bounds (&(op->contr->orig_stats));
2755 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2756 lost_a_stat = 1;
2757 }
2758 else
2759 {
2760 /* deplete a stat */
2761 archetype *deparch = archetype::find ("depletion");
2762 object *dep;
2763
2764 dep = present_arch_in_ob (deparch, op);
2765 if (!dep)
2766 {
2767 dep = arch_to_object (deparch);
2768 insert_ob_in_ob (dep, op);
2769 }
2770 lose_this_stat = 1;
2771 if (settings.balanced_stat_loss)
2772 {
2773 /* GD */
2774 /* Get the stat that we're about to deplete. */
2775 this_stat = get_attr_value (&(dep->stats), i);
2776 if (this_stat < 0)
2777 {
2778 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2779 int keep_chance = this_stat * this_stat;
2780
2781 /* Yes, I am paranoid. Sue me. */
2782 if (keep_chance < 1)
2783 keep_chance = 1;
2784
2785 /* There is a maximum depletion total per level. */
2786 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2787 {
2788 lose_this_stat = 0;
2789 /* Take loss chance vs keep chance to see if we
2790 retain the stat. */
2791 }
2792 else
2793 {
2794 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2795 lose_this_stat = 0;
2796 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2797 this_stat, keep_chance, loss_chance,
2798 lose_this_stat?"LOSE":"KEEP"); */
2799 }
2800 }
2801 }
2802
2803 if (lose_this_stat)
2804 {
2805 this_stat = get_attr_value (&(dep->stats), i);
2806 /* We could try to do something clever like find another
2807 * stat to reduce if this fails. But chances are, if
2808 * stats have been depleted to -50, all are pretty low
2809 * and should be roughly the same, so it shouldn't make a
2810 * difference.
2811 */
2812 if (this_stat >= -50)
2813 {
2814 change_attr_value (&(dep->stats), i, -1);
2815 SET_FLAG (dep, FLAG_APPLIED);
2816 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2817 op->update_stats ();
2818 lost_a_stat = 1;
2819 }
2820 }
2821 }
2822 }
2823 /* If no stat lost, tell the player. */
2824 if (!lost_a_stat)
2825 {
2826 /* determine_god() seems to not work sometimes... why is this?
2827 Should I be using something else? GD */
2828 const char *god = determine_god (op);
2829
2830 if (god && (strcmp (god, "none")))
2831 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2832 else
2833 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2834 }
2835 #else
2836 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2837 #endif
2838
2839 /* Put a gravestone up where the character 'almost' died. List the
2840 * exp loss on the stone.
2841 */
2842 tmp = arch_to_object (archetype::find ("gravestone"));
2843 sprintf (buf, "%s's gravestone", &op->name);
2844 tmp->name = buf;
2845 sprintf (buf, "%s's gravestones", &op->name);
2846 tmp->name_pl = buf;
2847 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);
2848 tmp->msg = buf;
2849 tmp->x = op->x, tmp->y = op->y;
2850 insert_ob_in_map (tmp, op->map, NULL, 0);
2851
2852 /**************************************/
2853 /* */
2854 /* Subtract the experience points, */
2855 /* if we died cause of food, give us */
2856 /* food, and reset HP's... */
2857 /* */
2858 /**************************************/
2859
2860 /* remove any poisoning and confusion the character may be suffering. */
2861 /* restore player */
2862 at = archetype::find ("poisoning");
2863 tmp = present_arch_in_ob (at, op);
2864
2865 if (tmp)
2866 {
2867 tmp->destroy ();
2868 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2869 }
2870
2871 at = archetype::find ("confusion");
2872 tmp = present_arch_in_ob (at, op);
2873 if (tmp)
2874 {
2875 tmp->destroy ();
2876 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2877 }
2878
2879 cure_disease (op, 0); /* remove any disease */
2880
2881 /*add_exp(op, (op->stats.exp * -0.20)); */
2882 apply_death_exp_penalty (op);
2883 if (op->stats.food < 100)
2884 op->stats.food = 900;
2885 op->stats.hp = op->stats.maxhp;
2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2888
2889 /*
2890 * Check to see if the player has any unpaid items. If so, remove them
2891 * and put them back in the map.
2892 */
2893 remove_unpaid_objects (op->inv, op);
2894
2895 /****************************************/
2896 /* */
2897 /* Move player to his current respawn- */
2898 /* position (usually last savebed) */
2899 /* */
2900 /****************************************/
2901
2902 enter_player_savebed (op);
2903
2904 op->contr->braced = 0;
2905
2906 /* it is possible that the player has blown something up
2907 * at his savebed location, and that can have long lasting
2908 * spell effects. So first see if there is a spell effect
2909 * on the space that might harm the player.
2910 */
2911 will_kill_again = 0;
2912 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2913 if (tmp->type == SPELL_EFFECT)
2914 will_kill_again |= tmp->attacktype;
2915
2916 if (will_kill_again)
2917 {
2918 object *force;
2919 int at;
2920
2921 force = get_archetype (FORCE_NAME);
2922 /* 50 ticks should be enough time for the spell to abate */
2923 force->speed = 0.1f;
2924 force->speed_left = -5.f;
2925 SET_FLAG (force, FLAG_APPLIED);
2926 for (at = 0; at < NROFATTACKS; at++)
2927 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100;
2929
2930 insert_ob_in_ob (force, op);
2931 op->update_stats ();
2932
2933 }
2934
2935 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2936 }
2937
2938 void
2939 loot_object (object *op)
2940 { /* Grab and destroy some treasure */
2941 object *tmp, *tmp2, *next;
2942
2943 op->close_container (); /* close open sack first */
2944
2945 for (tmp = op->inv; tmp; tmp = next)
2946 {
2947 next = tmp->below;
2948
2949 if (tmp->invisible)
2950 continue;
2951
2952 tmp->remove ();
2953 tmp->x = op->x, tmp->y = op->y;
2954
2955 if (tmp->type == CONTAINER)
2956 loot_object (tmp); /* empty container to ground */
2957
2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2959 {
2960 if (tmp->nrof > 1)
2961 {
2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2963 tmp2->destroy ();
2964 insert_ob_in_map (tmp, op->map, NULL, 0);
2965 }
2966 else
2967 tmp->destroy ();
2968 }
2969 else
2970 insert_ob_in_map (tmp, op->map, NULL, 0);
2971 }
2972 }
2973
2974 /*
2975 * fix_weight(): Check recursively the weight of all players, and fix
2976 * what needs to be fixed. Refresh windows and fix speed if anything
2977 * was changed.
2978 */
2979 void
2980 fix_weight (void)
2981 {
2982 for_all_players (pl)
2983 {
2984 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2985
2986 if (old == sum)
2987 continue;
2988 pl->ob->update_stats ();
2989 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2990 }
2991 }
2992
2993 void
2994 fix_luck (void)
2995 {
2996 for_all_players (pl)
2997 if (!pl->ob->contr->ns->state)
2998 pl->ob->change_luck (0);
2999 }
3000
3001 /* cast_dust() - handles op throwing objects of type 'DUST'.
3002 * This is much simpler in the new spell code - we basically
3003 * just treat this as any other spell casting object.
3004 */
3005 void
3006 cast_dust (object *op, object *throw_ob, int dir)
3007 {
3008 object *skop, *spob;
3009
3010 skop = find_skill_by_name (op, throw_ob->skill);
3011
3012 /* casting POTION 'dusts' is really a use_magic_item skill */
3013 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3014 {
3015 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3016 return;
3017 }
3018
3019 spob = throw_ob->inv;
3020
3021 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3022 // not pass NULL to cast_spell (which did indeed check itself, but
3023 // errors should be reported as early as possible IMHO)
3024 if (!spob)
3025 {
3026 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3027 return;
3028 }
3029
3030 if (op->type == PLAYER)
3031 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3032
3033 cast_spell (op, throw_ob, dir, spob, NULL);
3034
3035 throw_ob->destroy ();
3036 }
3037
3038 void
3039 make_visible (object *op)
3040 {
3041 op->hide = 0;
3042 op->invisible = 0;
3043 if (op->type == PLAYER)
3044 {
3045 op->contr->tmp_invis = 0;
3046 op->contr->invis_race = 0;
3047 }
3048
3049 update_object (op, UP_OBJ_CHANGE);
3050 }
3051
3052 int
3053 is_true_undead (object *op)
3054 {
3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3056 return 1;
3057
3058 return 0;
3059 }
3060
3061 /* look at the surrounding terrain to determine
3062 * the hideability of this object. Positive levels
3063 * indicate greater hideability.
3064 */
3065
3066 int
3067 hideability (object *ob)
3068 {
3069 int i, level = 0, mflag;
3070 sint16 x, y;
3071
3072 if (!ob || !ob->map)
3073 return 0;
3074
3075 /* so, on normal lighted maps, its hard to hide */
3076 level = ob->map->darkness - 2;
3077
3078 /* this also picks up whether the object is glowing.
3079 * If you carry a light on a non-dark map, its not
3080 * as bad as carrying a light on a pitch dark map */
3081 if (has_carried_lights (ob))
3082 level = -(10 + (2 * ob->map->darkness));
3083
3084 /* scan through all nearby squares for terrain to hide in */
3085 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3086 {
3087 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3088 if (mflag & P_OUT_OF_MAP)
3089 {
3090 continue;
3091 }
3092 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2;
3094 else /* open terrain! */
3095 level -= 1;
3096 }
3097
3098 #if 0
3099 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100 #endif
3101 return level;
3102 }
3103
3104 /* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */
3109
3110 void
3111 do_hidden_move (object *op)
3112 {
3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3114 object *skop;
3115
3116 if (!op || !op->map)
3117 return;
3118
3119 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3120
3121 /* its *extremely* hard to run and sneak/hide at the same time! */
3122 if (op->type == PLAYER && op->contr->run_on)
3123 if (!skop || num >= skop->level)
3124 {
3125 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3126 make_visible (op);
3127 return;
3128 }
3129 else
3130 num += 20;
3131
3132 num += op->map->difficulty;
3133 hide = hideability (op); /* modify by terrain hidden level */
3134 num -= hide;
3135
3136 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3137 {
3138 make_visible (op);
3139 if (op->type == PLAYER)
3140 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3141 }
3142 else if (op->type == PLAYER && skop)
3143 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3144 }
3145
3146 /* determine if who is standing near a hostile creature. */
3147
3148 int
3149 stand_near_hostile (object *who)
3150 {
3151 object *tmp = NULL;
3152 int i, friendly = 0, player = 0, mflags;
3153 maptile *m;
3154 sint16 x, y;
3155
3156 if (!who)
3157 return 0;
3158
3159 if (who->type == PLAYER)
3160 player = 1;
3161
3162 else
3163 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3164
3165 /* search adjacent squares */
3166 for (i = 1; i < 9; i++)
3167 {
3168 x = who->x + freearr_x[i];
3169 y = who->y + freearr_y[i];
3170 m = who->map;
3171 mflags = get_map_flags (m, &m, x, y, &x, &y);
3172 /* space must be blocked if there is a monster. If not
3173 * blocked, don't need to check this space.
3174 */
3175 if (mflags & P_OUT_OF_MAP)
3176 continue;
3177 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3178 continue;
3179
3180 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3181 {
3182 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3183 return 1;
3184 else if (tmp->type == PLAYER)
3185 {
3186 /*don't let a hidden DM prevent you from hiding */
3187 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3188 return 1;
3189 }
3190 }
3191 }
3192 return 0;
3193 }
3194
3195 /* check the player los field for viewability of the
3196 * object op. This function works fine for monsters,
3197 * but we dont worry if the object isnt the top one in
3198 * a pile (say a coin under a table would return "viewable"
3199 * by this routine). Another question, should we be
3200 * concerned with the direction the player is looking
3201 * in? Realistically, most of use cant see stuff behind
3202 * our backs...on the other hand, does the "facing" direction
3203 * imply the way your head, or body is facing? Its possible
3204 * for them to differ. Sigh, this fctn could get a bit more complex.
3205 * -b.t.
3206 * This function is now map tiling safe.
3207 */
3208
3209 int
3210 player_can_view (object *pl, object *op)
3211 {
3212 rv_vector rv;
3213 int dx, dy;
3214
3215 if (pl->type != PLAYER)
3216 {
3217 LOG (llevError, "player_can_view() called for non-player object\n");
3218 return -1;
3219 }
3220
3221 if (!pl || !op)
3222 return 0;
3223
3224 op = op->head_ ();
3225
3226 get_rangevector (pl, op, &rv, 0x1);
3227
3228 /* starting with the 'head' part, lets loop
3229 * through the object and find if it has any
3230 * part that is in the los array but isnt on
3231 * a blocked los square.
3232 * we use the archetype to figure out offsets.
3233 */
3234 while (op)
3235 {
3236 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y;
3238
3239 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3244 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3246 return 1;
3247 op = op->more;
3248 }
3249 return 0;
3250 }
3251
3252 /* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we
3256 * return 0.
3257 */
3258 int
3259 action_makes_visible (object *op)
3260 {
3261
3262 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3263 {
3264 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3265 return 0;
3266
3267 if (op->contr && op->contr->tmp_invis == 0)
3268 return 0;
3269
3270 /* If monsters, they should become visible */
3271 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3272 {
3273 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3274 return 1;
3275 }
3276 }
3277 return 0;
3278 }
3279
3280 /* op_on_battleground - checks if the given object op (usually
3281 * a player) is standing on a valid battleground-tile,
3282 * function returns TRUE/FALSE. If true x, y returns the battleground
3283 * -exit-coord. (and if x, y not NULL)
3284 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3285 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3286 * Default is to do the same as before, so only people wanting to have different points need worry about this
3287 */
3288 int
3289 op_on_battleground (object *op, int *x, int *y)
3290 {
3291 object *tmp;
3292
3293 /* A battleground-tile needs the following attributes to be valid:
3294 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3295 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3296 * and the exit-coordinates sp/hp must both be > 0.
3297 * => The intention here is to prevent abuse of the battleground-
3298 * feature (like pickable or hidden battleground tiles). */
3299 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3300 {
3301 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3302 {
3303 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3304 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3305 {
3306 /*before we assign the exit, check if this is a teambattle */
3307 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3308 {
3309 object *invtmp;
3310
3311 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3312 {
3313 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3314 {
3315 if (x != NULL && y != NULL)
3316 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3317 return 1;
3318 }
3319 }
3320 }
3321 if (x != NULL && y != NULL)
3322 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3323 return 1;
3324 }
3325 }
3326 }
3327 /* If we got here, did not find a battleground */
3328 return 0;
3329 }
3330
3331 /*
3332 * When a dragon-player gains a new stage of evolution,
3333 * he gets some treasure
3334 *
3335 * attributes:
3336 * object *who the dragon player
3337 * int atnr the attack-number of the ability focus
3338 * int level ability level
3339 */
3340 void
3341 dragon_ability_gain (object *who, int atnr, int level)
3342 {
3343 treasurelist *trlist = NULL; /* treasurelist */
3344 treasure *tr; /* treasure */
3345 object *tmp, *skop; /* tmp. object */
3346 object *item; /* treasure object */
3347 char buf[MAX_BUF]; /* tmp. string buffer */
3348 int i = 0, j = 0;
3349
3350 /* get the appropriate treasurelist */
3351 if (atnr == ATNR_FIRE)
3352 trlist = treasurelist::find ("dragon_ability_fire");
3353 else if (atnr == ATNR_COLD)
3354 trlist = treasurelist::find ("dragon_ability_cold");
3355 else if (atnr == ATNR_ELECTRICITY)
3356 trlist = treasurelist::find ("dragon_ability_elec");
3357 else if (atnr == ATNR_POISON)
3358 trlist = treasurelist::find ("dragon_ability_poison");
3359
3360 if (trlist == NULL || who->type != PLAYER)
3361 return;
3362
3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3364
3365 if (!tr || !tr->item)
3366 {
3367 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3368 return;
3369 }
3370
3371 /* everything seems okay - now bring on the gift: */
3372 item = &(tr->item->clone);
3373
3374 if (item->type == SPELL)
3375 {
3376 if (check_spell_known (who, item->name))
3377 return;
3378
3379 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3380 do_learn_spell (who, item, 0);
3381 return;
3382 }
3383
3384 /* grant direct spell */
3385 if (item->type == SPELLBOOK)
3386 {
3387 if (!item->inv)
3388 {
3389 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3390 return;
3391 }
3392 if (check_spell_known (who, item->inv->name))
3393 return;
3394 if (item->invisible)
3395 {
3396 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3397 do_learn_spell (who, item->inv, 0);
3398 return;
3399 }
3400 }
3401 else if (item->type == SKILL_TOOL && item->invisible)
3402 {
3403 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3404 {
3405
3406 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3407 * in this way, if the player is missing any of the attacktypes, he gets
3408 * them. As it is now, if the player has any that match the granted skill,
3409 * but not all of them, he gets nothing.
3410 */
3411 if (!(skop->attacktype & item->attacktype))
3412 {
3413 /* Give new attacktype */
3414 skop->attacktype |= item->attacktype;
3415
3416 /* always add physical if there's none */
3417 skop->attacktype |= AT_PHYSICAL;
3418
3419 if (item->msg != NULL)
3420 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3421
3422 /* Give player new face */
3423 if (item->animation_id)
3424 {
3425 who->face = skop->face;
3426 who->animation_id = item->animation_id;
3427 who->anim_speed = item->anim_speed;
3428 who->last_anim = 0;
3429 who->state = 0;
3430 animate_object (who, who->direction);
3431 }
3432 }
3433 }
3434 }
3435 else if (item->type == FORCE)
3436 {
3437 /* forces in the treasurelist can alter the player's stats */
3438 object *skin;
3439
3440 /* first get the dragon skin force */
3441 shstr_cmp dragon_skin_force ("dragon_skin_force");
3442 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3443 ;
3444
3445 if (!skin)
3446 return;
3447
3448 /* adding new spellpath attunements */
3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3450 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452
3453 /* print message */
3454 sprintf (buf, "You feel attuned to ");
3455 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 {
3457 if (item->path_attuned & (1 << i))
3458 {
3459 if (j)
3460 strcat (buf, " and ");
3461 else
3462 j = 1;
3463 strcat (buf, spellpathnames[i]);
3464 }
3465 }
3466 strcat (buf, ".");
3467 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3468 }
3469
3470 /* evtl. adding flags: */
3471 if (QUERY_FLAG (item, FLAG_XRAYS))
3472 SET_FLAG (skin, FLAG_XRAYS);
3473 if (QUERY_FLAG (item, FLAG_STEALTH))
3474 SET_FLAG (skin, FLAG_STEALTH);
3475 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3476 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3477
3478 /* print message if there is one */
3479 if (item->msg != NULL)
3480 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3481 }
3482 else
3483 {
3484 /* generate misc. treasure */
3485 tmp = arch_to_object (tr->item);
3486 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3487 tmp = insert_ob_in_ob (tmp, who);
3488 if (who->type == PLAYER)
3489 esrv_send_item (who, tmp);
3490 }
3491 }
3492
3493 /**
3494 * Unready an object for a player. This function does nothing if the object was
3495 * not readied.
3496 */
3497 void
3498 player_unready_range_ob (player *pl, object *ob)
3499 {
3500 if (pl->ob->current_weapon == ob)
3501 pl->ob->current_weapon = 0;
3502
3503 if (pl->combat_ob == ob)
3504 pl->combat_ob = 0;
3505
3506 if (pl->ranged_ob == ob)
3507 pl->ranged_ob = 0;
3508 }
3509
3510 sint8
3511 player::visibility_at (maptile *map, int x, int y) const
3512 {
3513 if (!ns)
3514 return 0;
3515
3516 int dx, dy;
3517 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3518 return 0;
3519
3520 x += dx - ns->current_x + ns->mapx / 2;
3521 y += dy - ns->current_y + ns->mapy / 2;
3522
3523 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3524 return 0;
3525
3526 return 100 - blocked_los [x][y];
3527 }