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Revision: 1.145
Committed: Mon May 28 21:28:36 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.144: +21 -21 lines
Log Message:
update copyrights in server/*.C

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <sproto.h>
27 #include <sounds.h>
28 #include <living.h>
29 #include <object.h>
30 #include <spells.h>
31 #include <skills.h>
32
33 #include <algorithm>
34 #include <functional>
35
36 playervec players;
37
38 void
39 display_motd (const object *op)
40 {
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65 }
66
67 void
68 send_rules (const object *op)
69 {
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100 }
101
102 void
103 send_news (const object *op)
104 {
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150 }
151
152 /* This loads the first map an puts the player on it. */
153 static void
154 set_first_map (object *op)
155 {
156 op->contr->maplevel = first_map_path;
157 op->x = -1;
158 op->y = -1;
159 }
160
161 void
162 player::activate ()
163 {
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173 }
174
175 void
176 player::deactivate ()
177 {
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195 }
196
197 // connect the player with a specific client
198 // also changes, rationalises, and fixes some incorrect settings
199 void
200 player::connect (client *ns)
201 {
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (ob);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288 }
289
290 void
291 player::disconnect ()
292 {
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309 }
310
311 // the need for this function can be explained
312 // by load_object not returning the object
313 void
314 player::set_object (object *op)
315 {
316 ob = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323 }
324
325 player::player ()
326 {
327 /* There are some elements we want initialised to non zero value -
328 * we deal with that below this point.
329 */
330 outputs_sync = 4;
331 outputs_count = 4;
332 unapply = unapply_nochoice;
333
334 savebed_map = first_map_path; /* Init. respawn position */
335
336 gen_sp_armour = 10;
337 bowtype = bow_normal;
338 petmode = pet_normal;
339 listening = 10;
340 usekeys = containers;
341 peaceful = 1; /* default peaceful */
342 do_los = 1;
343
344 weapon_sp = 1.0f;
345 weapon_sp_left = 0.5f;
346 }
347
348 void
349 player::do_destroy ()
350 {
351 disconnect ();
352
353 attachable::do_destroy ();
354
355 if (ob)
356 {
357 ob->destroy_inv (false);
358 ob->destroy ();
359 }
360 }
361
362 player::~player ()
363 {
364 /* Clear item stack */
365 free (stack_items);
366 }
367
368 /* Tries to add player on the connection passed in ns.
369 * All we can really get in this is some settings like host and display
370 * mode.
371 */
372 player *
373 player::create ()
374 {
375 player *pl = new player;
376
377 pl->set_object (arch_to_object (get_player_archetype (0)));
378
379 pl->ob->roll_stats ();
380 pl->ob->stats.wc = 2;
381 pl->ob->run_away = 25; /* Then we panick... */
382
383 set_first_map (pl->ob);
384
385 return pl;
386 }
387
388 /*
389 * get_player_archetype() return next player archetype from archetype
390 * list. Not very efficient routine, but used only creating new players.
391 * Note: there MUST be at least one player archetype!
392 */
393 archetype *
394 get_player_archetype (archetype *at)
395 {
396 archetype *start = at;
397
398 for (;;)
399 {
400 if (at == NULL || at->next == NULL)
401 at = first_archetype;
402 else
403 at = at->next;
404
405 if (at->clone.type == PLAYER)
406 return at;
407
408 if (at == start)
409 {
410 LOG (llevError, "No Player archetypes\n");
411 exit (-1);
412 }
413 }
414 }
415
416 object *
417 get_nearest_player (object *mon)
418 {
419 object *op = NULL;
420 objectlink *ol;
421 unsigned lastdist;
422 rv_vector rv;
423
424 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
425 {
426 /* We should not find free objects on this friendly list, but it
427 * does periodically happen. Given that, lets deal with it.
428 * While unlikely, it is possible the next object on the friendly
429 * list is also free, so encapsulate this in a while loop.
430 */
431 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
432 {
433 object *tmp = ol->ob;
434
435 /* Can't do much more other than log the fact, because the object
436 * itself will have been cleared.
437 */
438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
439 tmp->debug_desc ());
440 ol = ol->next;
441 remove_friendly_object (tmp);
442 if (!ol)
443 return op;
444 }
445
446 /* Remove special check for player from this. First, it looks to cause
447 * some crashes (ol->ob->contr not set properly?), but secondly, a more
448 * complicated method of state checking would be needed in any case -
449 * as it was, a clever player could type quit, and the function would
450 * skip them over while waiting for confirmation. Remove
451 * on_same_map check, as can_detect_enemy also does this
452 */
453 if (!can_detect_enemy (mon, ol->ob, &rv))
454 continue;
455
456 if (lastdist > rv.distance)
457 {
458 op = ol->ob;
459 lastdist = rv.distance;
460 }
461 }
462
463 for_all_players (pl)
464 if (can_detect_enemy (mon, pl->ob, &rv))
465 if (lastdist > rv.distance)
466 {
467 op = pl->ob;
468 lastdist = rv.distance;
469 }
470
471 #if 0
472 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
473 #endif
474 return op;
475 }
476
477 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
478 * result in a monster paths backtracking. It basically determines how large a
479 * detour a monster will take from the direction path when looking
480 * for a path to the player. The values are in the amount of direction
481 * the deviation is
482 */
483 #define DETOUR_AMOUNT 2
484
485 /* This is used to prevent infinite loops. Consider a case where the
486 * player is in a chamber (with gate closed), and monsters are outside.
487 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
488 * find a path into the chamber. This is a good thing, but since there
489 * is no real path, it will just keep circling the chamber for
490 * ever (this could be a nice effect for monsters, but not for the function
491 * to get stuck in. I think for the monsters, if max is reached and
492 * we return the first direction the creature could move would result in the
493 * circling behaviour. Unfortunately, this function is also used to determined
494 * if the creature should cast a spell, so returning a direction in that case
495 * is probably not a good thing.
496 */
497 #define MAX_SPACES 50
498
499 /*
500 * Returns the direction to the player, if valid. Returns 0 otherwise.
501 * modified to verify there is a path to the player. Does this by stepping towards
502 * player and if path is blocked then see if blockage is close enough to player that
503 * direction to player is changed (ie zig or zag). Continue zig zag until either
504 * reach player or path is blocked. Thus, will only return true if there is a free
505 * path to player. Though path may not be a straight line. Note that it will find
506 * player hiding along a corridor at right angles to the corridor with the monster.
507 *
508 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
509 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
510 * down corriders.
511 * 2) I think the old code was broken if the first direction the monster
512 * should move was blocked - the code would store the first direction without
513 * verifying that the player can actually move in that direction. The new
514 * code does not store anything in firstdir until we have verified that the
515 * monster can in fact move one space in that direction.
516 * 3) I'm not sure how good this code will be for moving multipart monsters,
517 * since only simple checks to blocked are being called, which could mean the monster
518 * is blocking itself.
519 */
520 int
521 path_to_player (object *mon, object *pl, unsigned mindiff)
522 {
523 rv_vector rv;
524 sint16 x, y;
525 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
526 maptile *m, *lastmap;
527
528 get_rangevector (mon, pl, &rv, 0);
529
530 if (rv.distance < mindiff)
531 return 0;
532
533 x = mon->x;
534 y = mon->y;
535 m = mon->map;
536 dir = rv.direction;
537 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
538 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
539
540 /* If we can't solve it within the search distance, return now. */
541 if (diff > max)
542 return 0;
543
544 while (diff > 1 && max > 0)
545 {
546 lastx = x;
547 lasty = y;
548 lastmap = m;
549 x = lastx + freearr_x[dir];
550 y = lasty + freearr_y[dir];
551
552 mflags = get_map_flags (m, &m, x, y, &x, &y);
553 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
554
555 /* Space is blocked - try changing direction a little */
556 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
557 && (m == mon->map && blocked_link (mon, m, x, y))))
558 {
559 /* recalculate direction from last good location. Possible
560 * we were not traversing ideal location before.
561 */
562 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
563 if (rv.direction != dir)
564 {
565 /* OK - says direction should be different - lets reset the
566 * the values so it will try again.
567 */
568 x = lastx;
569 y = lasty;
570 m = lastmap;
571 dir = firstdir = rv.direction;
572 }
573 else
574 {
575 /* direct path is blocked - try taking a side step to
576 * either the left or right.
577 * Note increase the values in the loop below to be
578 * more than -1/1 respectively will mean the monster takes
579 * bigger detour. Have to be careful about these values getting
580 * too big (3 or maybe 4 or higher) as the monster may just try
581 * stepping back and forth
582 */
583 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
584 {
585 if (i == 0)
586 continue; /* already did this, so skip it */
587 /* Use lastdir here - otherwise,
588 * since the direction that the creature should move in
589 * may change, you could get infinite loops.
590 * ie, player is northwest, but monster can only
591 * move west, so it does that. It goes some distance,
592 * gets blocked, finds that it should move north,
593 * can't do that, but now finds it can move east, and
594 * gets back to its original point. lastdir contains
595 * the last direction the creature has successfully
596 * moved.
597 */
598
599 x = lastx + freearr_x[absdir (lastdir + i)];
600 y = lasty + freearr_y[absdir (lastdir + i)];
601 m = lastmap;
602 mflags = get_map_flags (m, &m, x, y, &x, &y);
603 if (mflags & P_OUT_OF_MAP)
604 continue;
605 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
606 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
607 continue;
608 if (mflags & P_BLOCKSVIEW)
609 continue;
610
611 if (m == mon->map && blocked_link (mon, m, x, y))
612 break;
613 }
614 /* go through entire loop without finding a valid
615 * sidestep to take - thus, no valid path.
616 */
617 if (i == (DETOUR_AMOUNT + 1))
618 return 0;
619 diff--;
620 lastdir = dir;
621 max--;
622 if (!firstdir)
623 firstdir = dir + i;
624 } /* else check alternate directions */
625 } /* if blocked */
626 else
627 {
628 /* we moved towards creature, so diff is less */
629 diff--;
630 max--;
631 lastdir = dir;
632 if (!firstdir)
633 firstdir = dir;
634 }
635
636 if (diff <= 1)
637 {
638 /* Recalculate diff (distance) because we may not have actually
639 * headed toward player for entire distance.
640 */
641 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
642 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
643 }
644
645 if (diff > max)
646 return 0;
647 }
648
649 /* If we reached the max, didn't find a direction in time */
650 if (!max)
651 return 0;
652
653 return firstdir;
654 }
655
656 void
657 give_initial_items (object *pl, treasurelist * items)
658 {
659 object *op, *next = NULL;
660
661 if (pl->randomitems != NULL)
662 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
663
664 for (op = pl->inv; op; op = next)
665 {
666 next = op->below;
667
668 /* Forces get applied per default, unless they have the
669 * flag "neutral" set. Sorry but I can't think of a better way
670 */
671 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
672 SET_FLAG (op, FLAG_APPLIED);
673
674 /* we never give weapons/armour if these cannot be used
675 * by this player due to race restrictions
676 */
677 if (pl->type == PLAYER)
678 {
679 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
680 (op->type == ARMOUR || op->type == BOOTS ||
681 op->type == CLOAK || op->type == HELMET ||
682 op->type == SHIELD || op->type == GLOVES ||
683 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
684 {
685 op->destroy ();
686 continue;
687 }
688 }
689
690 /* This really needs to be better - we should really give
691 * a substitute spellbook. The problem is that we don't really
692 * have a good idea what to replace it with (need something like
693 * a first level treasurelist for each skill.)
694 * remove duplicate skills also
695 */
696 if (op->type == SPELLBOOK || op->type == SKILL)
697 {
698 object *tmp;
699
700 for (tmp = op->below; tmp; tmp = tmp->below)
701 if (tmp->type == op->type && tmp->name == op->name)
702 break;
703
704 if (tmp)
705 {
706 op->destroy ();
707 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
708 continue;
709 }
710
711 if (op->nrof > 1)
712 op->nrof = 1;
713 }
714
715 if (op->type == SPELLBOOK && op->inv)
716 {
717 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
718 }
719
720 /* Give starting characters identified, uncursed, and undamned
721 * items. Just don't identify gold or silver, or it won't be
722 * merged properly.
723 */
724 if (need_identify (op))
725 {
726 SET_FLAG (op, FLAG_IDENTIFIED);
727 CLEAR_FLAG (op, FLAG_CURSED);
728 CLEAR_FLAG (op, FLAG_DAMNED);
729 }
730 if (op->type == SPELL)
731 {
732 op->destroy ();
733 continue;
734 }
735 else if (op->type == SKILL)
736 {
737 SET_FLAG (op, FLAG_CAN_USE_SKILL);
738 op->stats.exp = 0;
739 op->level = 1;
740 }
741 /* lock all 'normal items by default */
742 else
743 SET_FLAG (op, FLAG_INV_LOCKED);
744 } /* for loop of objects in player inv */
745
746 /* Need to set up the skill pointers */
747 link_player_skills (pl);
748 }
749
750 void
751 get_party_password (object *op, partylist *party)
752 {
753 if (party == NULL)
754 {
755 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
756 return;
757 }
758
759 op->contr->write_buf[0] = '\0';
760 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
761 op->contr->party_to_join = party;
762 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
763 }
764
765 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
766 static int
767 roll_stat (void)
768 {
769 int a[4], i, j, k;
770
771 for (i = 0; i < 4; i++)
772 a[i] = (int) rndm (6) + 1;
773
774 for (i = 0, j = 0, k = 7; i < 4; i++)
775 if (a[i] < k)
776 k = a[i], j = i;
777
778 for (i = 0, k = 0; i < 4; i++)
779 if (i != j)
780 k += a[i];
781
782 return k;
783 }
784
785 void
786 object::roll_stats ()
787 {
788 int statsort [NUM_STATS];
789
790 for (;;)
791 {
792 int sum = 0;
793 for (int i = NUM_STATS; i--; )
794 sum += statsort [i] = roll_stat ();
795
796 if (sum >= 82 && sum <= 116)
797 break;
798 }
799
800 // Sort the stats so that rerolling is easier...
801 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
802
803 for (int i = 0; i < NUM_STATS; ++i)
804 stats.stat (i) = statsort [i];
805
806 stats.exp = 0;
807 stats.ac = 0;
808
809 stats.hp = stats.maxhp;
810 stats.sp = stats.maxsp;
811 stats.grace = stats.maxgrace;
812
813 if (contr)
814 {
815 contr->levhp[1] = 9;
816 contr->levsp[1] = 6;
817 contr->levgrace[1] = 3;
818
819 contr->orig_stats = stats;
820 }
821 }
822
823 void
824 object::swap_stats (int a, int b)
825 {
826 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
827
828 for (int i = 0; i < NUM_STATS; ++i)
829 stats.stat (i) = contr->orig_stats.stat (i);
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
839 stats.hp = stats.maxhp;
840 stats.sp = stats.maxsp;
841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
849 contr->orig_stats = stats;
850 }
851 }
852
853 static void
854 start_info (object *op)
855 {
856 char buf[MAX_BUF];
857
858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
859 new_draw_info (NDI_UNIQUE, 0, op, buf);
860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
862 }
863
864 /* This function takes the key that is passed, and does the
865 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE,
868 * not the class.
869 */
870 void
871 player::chargen_race_done ()
872 {
873 /* this must before then initial items are given */
874 esrv_new_player (ob->contr, ob->weight + ob->carrying);
875
876 treasurelist *tl = treasurelist::find ("starting_wealth");
877 if (tl)
878 create_treasure (tl, ob, 0, 0, 0);
879
880 INVOKE_PLAYER (BIRTH, ob->contr);
881 INVOKE_PLAYER (LOGIN, ob->contr);
882
883 ob->contr->ns->state = ST_PLAYING;
884
885 if (ob->msg)
886 ob->msg = 0;
887
888 /* We create this now because some of the unique maps will need it
889 * to save here.
890 */
891 {
892 char buf[MAX_BUF];
893 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
894 make_path_to_file (buf);
895 }
896
897 start_info (ob);
898 CLEAR_FLAG (ob, FLAG_WIZ);
899 give_initial_items (ob, ob->randomitems);
900 link_player_skills (ob);
901 esrv_send_inventory (ob, ob);
902 ob->update_stats ();
903
904 /* This moves the player to a different start map, if there
905 * is one for this race
906 */
907 if (*first_map_ext_path)
908 {
909 object *tmp;
910 char mapname[MAX_BUF];
911
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
913 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = ob->y;
917 ob->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the
919 * default initial map */
920 tmp->destroy ();
921 }
922 else
923 LOG (llevDebug, "first_map_ext_path not set\n");
924 }
925
926 void
927 player::chargen_race_next ()
928 {
929 /* Following actually changes the race - this is the default command
930 * if we don't match with one of the options above.
931 */
932
933 do
934 {
935 shstr name = ob->name;
936 int x = ob->x, y = ob->y;
937
938 ob->remove_statbonus ();
939 ob->remove ();
940 ob->arch = get_player_archetype (ob->arch);
941 ob->arch->clone.copy_to (ob);
942 ob->instantiate ();
943 ob->stats = ob->contr->orig_stats;
944 ob->name = ob->name_pl = name;
945 ob->x = x;
946 ob->y = y;
947 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (ob->contr->title, ob->arch->clone.name);
950 ob->add_statbonus ();
951 }
952 while (!allowed_class (ob));
953
954 update_object (ob, UP_OBJ_FACE);
955 esrv_update_item (UPD_FACE, ob, ob);
956 ob->update_stats ();
957 ob->stats.hp = ob->stats.maxhp;
958 ob->stats.sp = ob->stats.maxsp;
959 ob->stats.grace = 0;
960 }
961
962 void
963 flee_player (object *op)
964 {
965 int dir, diff;
966 rv_vector rv;
967
968 if (op->stats.hp < 0)
969 {
970 LOG (llevDebug, "Fleeing player is dead.\n");
971 CLEAR_FLAG (op, FLAG_SCARED);
972 return;
973 }
974
975 if (op->enemy == NULL)
976 {
977 LOG (llevDebug, "Fleeing player had no enemy.\n");
978 CLEAR_FLAG (op, FLAG_SCARED);
979 return;
980 }
981
982 /* Seen some crashes here. Since we don't store an
983 * op->enemy_count, it is possible that something destroys the
984 * actual enemy, and the object is recycled.
985 */
986 if (op->enemy->map == NULL)
987 {
988 CLEAR_FLAG (op, FLAG_SCARED);
989 op->enemy = NULL;
990 return;
991 }
992
993 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
994 {
995 op->enemy = NULL;
996 CLEAR_FLAG (op, FLAG_SCARED);
997 return;
998 }
999
1000 get_rangevector (op, op->enemy, &rv, 0);
1001
1002 dir = absdir (4 + rv.direction);
1003 for (diff = 0; diff < 3; diff++)
1004 {
1005 int m = 1 - (RANDOM () & 2);
1006
1007 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1008 return;
1009 }
1010
1011 /* Cornered, get rid of scared */
1012 CLEAR_FLAG (op, FLAG_SCARED);
1013 op->enemy = NULL;
1014 }
1015
1016 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1017 * It returns 1 if the player should keep on moving, 0 if he should
1018 * stop.
1019 */
1020 int
1021 check_pick (object *op)
1022 {
1023 object *tmp, *next;
1024 int stop = 0;
1025 int wvratio;
1026 char putstring[128];
1027
1028 /* if you're flying, you cna't pick up anything */
1029 if (op->move_type & MOVE_FLYING)
1030 return 1;
1031
1032 next = op->below;
1033
1034 /* loop while there are items on the floor that are not marked as
1035 * destroyed */
1036 while (next && !next->destroyed ())
1037 {
1038 tmp = next;
1039 next = tmp->below;
1040
1041 if (op->destroyed ())
1042 return 0;
1043
1044 if (!can_pick (op, tmp))
1045 continue;
1046
1047 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1048 {
1049 if (item_matched_string (op, tmp, op->contr->search_str))
1050 pick_up (op, tmp);
1051 continue;
1052 }
1053
1054 /* high not bit set? We're using the old autopickup model */
1055 if (!(op->contr->mode & PU_NEWMODE))
1056 {
1057 switch (op->contr->mode)
1058 {
1059 case 0:
1060 return 1; /* don't pick up */
1061 case 1:
1062 pick_up (op, tmp);
1063 return 1;
1064 case 2:
1065 pick_up (op, tmp);
1066 return 0;
1067 case 3:
1068 return 0; /* stop before pickup */
1069 case 4:
1070 pick_up (op, tmp);
1071 break;
1072 case 5:
1073 pick_up (op, tmp);
1074 stop = 1;
1075 break;
1076 case 6:
1077 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1078 pick_up (op, tmp);
1079 break;
1080
1081 case 7:
1082 if (tmp->type == MONEY || tmp->type == GEM)
1083 pick_up (op, tmp);
1084 break;
1085
1086 default:
1087 /* use value density */
1088 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1089 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1090 pick_up (op, tmp);
1091 }
1092 }
1093 else
1094 { /* old model */
1095 /* NEW pickup handling */
1096 if (op->contr->mode & PU_DEBUG)
1097 {
1098 /* some debugging code to figure out item information */
1099 if (tmp->name != NULL)
1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1101 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1102 else
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1104 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105
1106 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1107 }
1108
1109 /* philosophy:
1110 * It's easy to grab an item type from a pile, as long as it's
1111 * generic. This takes no game-time. For more detailed pickups
1112 * and selections, select-items should be used. This is a
1113 * grab-as-you-run type mode that's really useful for arrows for
1114 * example.
1115 * The drawback: right now it has no frontend, so you need to
1116 * stick the bits you want into a calculator in hex mode and then
1117 * convert to decimal and then 'pickup <#>
1118 */
1119
1120 /* the first two modes are exclusive: if NOTHING we return, if
1121 * STOP then we stop. All the rest are applied sequentially,
1122 * meaning if any test passes, the item gets picked up. */
1123
1124 /* if mode is set to pick nothing up, return */
1125
1126 if (op->contr->mode & PU_NOTHING)
1127 return 1;
1128
1129 /* if mode is set to stop when encountering objects, return */
1130 /* take STOP before INHIBIT since it doesn't actually pick
1131 * anything up */
1132
1133 if (op->contr->mode & PU_STOP)
1134 return 0;
1135
1136 /* useful for going into stores and not losing your settings... */
1137 /* and for battles wher you don't want to get loaded down while
1138 * fighting */
1139 if (op->contr->mode & PU_INHIBIT)
1140 return 1;
1141
1142 /* prevent us from turning into auto-thieves :) */
1143 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1144 continue;
1145
1146 /* ignore known cursed objects */
1147 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1148 continue;
1149
1150 /* all food and drink if desired */
1151 /* question: don't pick up known-poisonous stuff? */
1152 if (op->contr->mode & PU_FOOD)
1153 if (tmp->type == FOOD)
1154 {
1155 pick_up (op, tmp);
1156 continue;
1157 }
1158
1159 if (op->contr->mode & PU_DRINK)
1160 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_POTION)
1167 if (tmp->type == POTION)
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 /* spellbooks, skillscrolls and normal books/scrolls */
1174 if (op->contr->mode & PU_SPELLBOOK)
1175 if (tmp->type == SPELLBOOK)
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_SKILLSCROLL)
1182 if (tmp->type == SKILLSCROLL)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_READABLES)
1189 if (tmp->type == BOOK || tmp->type == SCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 /* wands/staves/rods/horns */
1196 if (op->contr->mode & PU_MAGIC_DEVICE)
1197 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1198 {
1199 pick_up (op, tmp);
1200 continue;
1201 }
1202
1203 /* pick up all magical items */
1204 if (op->contr->mode & PU_MAGICAL)
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 if (op->contr->mode & PU_VALUABLES)
1212 {
1213 if (tmp->type == MONEY || tmp->type == GEM)
1214 {
1215 pick_up (op, tmp);
1216 continue;
1217 }
1218 }
1219
1220 /* rings & amulets - talismans seems to be typed AMULET */
1221 if (op->contr->mode & PU_JEWELS)
1222 if (tmp->type == RING || tmp->type == AMULET)
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 /* we don't forget dragon food */
1229 if (op->contr->mode & PU_FLESH)
1230 if (tmp->type == FLESH)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 /* bows and arrows. Bows are good for selling! */
1237 if (op->contr->mode & PU_BOW)
1238 if (tmp->type == BOW)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 if (op->contr->mode & PU_ARROW)
1245 if (tmp->type == ARROW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* all kinds of armor etc. */
1252 if (op->contr->mode & PU_ARMOUR)
1253 if (tmp->type == ARMOUR)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_HELMET)
1260 if (tmp->type == HELMET)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_SHIELD)
1267 if (tmp->type == SHIELD)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_BOOTS)
1274 if (tmp->type == BOOTS)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_GLOVES)
1281 if (tmp->type == GLOVES)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_CLOAK)
1288 if (tmp->type == CLOAK)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 /* hoping to catch throwing daggers here */
1295 if (op->contr->mode & PU_MISSILEWEAPON)
1296 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 /* careful: chairs and tables are weapons! */
1303 if (op->contr->mode & PU_ALLWEAPON)
1304 {
1305 if (tmp->type == WEAPON && tmp->name != NULL)
1306 {
1307 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313 }
1314
1315 if (tmp->type == WEAPON && tmp->name == NULL)
1316 {
1317 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1318 {
1319 pick_up (op, tmp);
1320 continue;
1321 }
1322 }
1323 }
1324
1325 /* misc stuff that's useful */
1326 if (op->contr->mode & PU_KEY)
1327 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332
1333 /* any of the last 4 bits set means we use the ratio for value
1334 * pickups */
1335 if (op->contr->mode & PU_RATIO)
1336 {
1337 /* use value density to decide what else to grab */
1338 /* >=7 was >= op->contr->mode */
1339 /* >=7 is the old standard setting. Now we take the last 4 bits
1340 * and multiply them by 5, giving 0..15*5== 5..75 */
1341 wvratio = (op->contr->mode & PU_RATIO) * 5;
1342 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1343 {
1344 pick_up (op, tmp);
1345 #if 0
1346 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1347 if (tmp->name != NULL)
1348 {
1349 fprintf (stderr, "%s", tmp->name);
1350 }
1351 else
1352 fprintf (stderr, "%s", tmp->arch->name);
1353 fprintf (stderr, ",%d] = ", tmp->type);
1354 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355 #endif
1356 continue;
1357 }
1358 }
1359 } /* the new pickup model */
1360 }
1361
1362 return !stop;
1363 }
1364
1365 /*
1366 * Find an arrow in the inventory and after that
1367 * in the right type container (quiver). Pointer to the
1368 * found object is returned.
1369 */
1370 object *
1371 find_arrow (object *op, const char *type)
1372 {
1373 object *tmp = 0;
1374
1375 for (op = op->inv; op; op = op->below)
1376 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1377 tmp = find_arrow (op, type);
1378 else if (op->type == ARROW && op->race == type)
1379 return op;
1380
1381 return tmp;
1382 }
1383
1384 /*
1385 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1386 * against the target. A full test is not performed, simply a basic test
1387 * of resistances. The archer is making a quick guess at what he sees down
1388 * the hall. Failing that it does it's best to pick the highest plus arrow.
1389 */
1390 object *
1391 find_better_arrow (object *op, object *target, const char *type, int *better)
1392 {
1393 object *tmp = NULL, *arrow, *ntmp;
1394 int attacknum, attacktype, betterby = 0, i;
1395
1396 if (!type)
1397 return NULL;
1398
1399 for (arrow = op->inv; arrow; arrow = arrow->below)
1400 {
1401 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1402 {
1403 i = 0;
1404 ntmp = find_better_arrow (arrow, target, type, &i);
1405 if (i > betterby)
1406 {
1407 tmp = ntmp;
1408 betterby = i;
1409 }
1410 }
1411 else if (arrow->type == ARROW && arrow->race == type)
1412 {
1413 /* allways prefer assasination/slaying */
1414 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1415 {
1416 if (arrow->attacktype & AT_DEATH)
1417 {
1418 *better = 100;
1419 return arrow;
1420 }
1421 else
1422 {
1423 tmp = arrow;
1424 betterby = (arrow->magic + arrow->stats.dam) * 2;
1425 }
1426 }
1427 else
1428 {
1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 {
1431 attacktype = 1 << attacknum;
1432 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1433 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1434 {
1435 tmp = arrow;
1436 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1437 }
1438 }
1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1440 {
1441 tmp = arrow;
1442 betterby = 2 + arrow->magic + arrow->stats.dam;
1443 }
1444 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1445 {
1446 tmp = arrow;
1447 betterby = 1 + arrow->magic + arrow->stats.dam;
1448 }
1449 }
1450 }
1451 }
1452 if (tmp == NULL && arrow == NULL)
1453 return find_arrow (op, type);
1454
1455 *better = betterby;
1456 return tmp;
1457 }
1458
1459 /* looks in a given direction, finds the first valid target, and calls
1460 * find_better_arrow to find a decent arrow to use.
1461 * op = the shooter
1462 * type = bow->race
1463 * dir = fire direction
1464 */
1465 object *
1466 pick_arrow_target (object *op, const char *type, int dir)
1467 {
1468 object *tmp = NULL;
1469 maptile *m;
1470 int i, mflags, found, number;
1471 sint16 x, y;
1472
1473 if (op->map == NULL)
1474 return find_arrow (op, type);
1475
1476 /* do a dex check */
1477 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1478 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1479 return find_arrow (op, type);
1480
1481 m = op->map;
1482 x = op->x;
1483 y = op->y;
1484
1485 /* find the first target */
1486 for (i = 0, found = 0; i < 20; i++)
1487 {
1488 x += freearr_x[dir];
1489 y += freearr_y[dir];
1490 mflags = get_map_flags (m, &m, x, y, &x, &y);
1491 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1492 {
1493 tmp = NULL;
1494 break;
1495 }
1496 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1497 {
1498 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1499 * perhaps a bad assumption.
1500 */
1501 tmp = NULL;
1502 break;
1503 }
1504 if (mflags & P_IS_ALIVE)
1505 {
1506 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1507 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1508 {
1509 found++;
1510 break;
1511 }
1512 if (found)
1513 break;
1514 }
1515 }
1516 if (tmp == NULL)
1517 return find_arrow (op, type);
1518
1519 if (tmp->head)
1520 tmp = tmp->head;
1521
1522 return find_better_arrow (op, tmp, type, &i);
1523 }
1524
1525 /*
1526 * Creature fires a bow - op can be monster or player. Returns
1527 * 1 if bow was actually fired, 0 otherwise.
1528 * op is the object firing the bow.
1529 * part is for multipart creatures - the part firing the bow.
1530 * dir is the direction of fire.
1531 * wc_mod is any special modifier to give (used in special player fire modes)
1532 * sx, sy are coordinates to fire arrow from - also used in some of the special
1533 * player fire modes.
1534 */
1535 int
1536 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1537 {
1538 object *left, *bow;
1539 int mflags;
1540 maptile *m;
1541
1542 if (!dir)
1543 {
1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1545 return 0;
1546 }
1547
1548 if (op->contr)
1549 bow = op->current_weapon;
1550 else
1551 {
1552 for (bow = op->inv; bow; bow = bow->below)
1553 /* Don't check for applied - monsters don't apply bows - in that way, they
1554 * don't need to switch back and forth between bows and weapons.
1555 */
1556 if (bow->type == BOW)
1557 break;
1558
1559 if (!bow)
1560 {
1561 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1562 return 0;
1563 }
1564
1565 // optimisation: move object to top so we will find it quickly again
1566 if (bow->below)
1567 {
1568 bow->remove ();
1569 op->insert (bow);
1570 }
1571
1572 }
1573
1574 if (!bow->race || !bow->skill)
1575 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577 return 0;
1578 }
1579
1580 if (arrow == NULL)
1581 {
1582 if ((arrow = find_arrow (op, bow->race)) == NULL)
1583 {
1584 if (op->type == PLAYER)
1585 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1586 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1587 else
1588 CLEAR_FLAG (op, FLAG_READY_BOW);
1589
1590 return 0;
1591 }
1592 }
1593
1594 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1595 if (mflags & P_OUT_OF_MAP)
1596 return 0;
1597
1598 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1599 {
1600 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1601 return 0;
1602 }
1603
1604 /* this should not happen, but sometimes does */
1605 if (arrow->nrof == 0)
1606 {
1607 arrow->destroy ();
1608 return 0;
1609 }
1610
1611 left = arrow; /* these are arrows left to the player */
1612 arrow = get_split_ob (arrow, 1);
1613 if (!arrow)
1614 {
1615 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1616 return 0;
1617 }
1618
1619 arrow->set_owner (op);
1620 arrow->skill = bow->skill;
1621 arrow->direction = dir;
1622
1623 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1624 arrow->stats.hp = arrow->stats.dam;
1625 arrow->stats.grace = arrow->attacktype;
1626
1627 if (arrow->slaying)
1628 arrow->spellarg = strdup (arrow->slaying);
1629
1630 #if 0
1631 if (player *pl = op->contr)
1632 {
1633 float speed = pl->weapon_sp;
1634
1635 /* penalize ROF for bestarrow */
1636 if (pl->bowtype == bow_bestarrow)
1637 speed *= .9f;
1638 else
1639 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1640
1641 op->speed_left += speed - op->speed;
1642 }
1643 #endif
1644
1645 SET_ANIMATION (arrow, arrow->direction);
1646
1647 /* update the speed */
1648 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1649 + bow->stats.dam / 7.f;
1650
1651 arrow->set_speed (max (arrow->speed, 2.f));
1652 arrow->speed_left = 0;
1653
1654 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1655
1656 if (op->type == PLAYER)
1657 {
1658 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1659 wc -= dex_bonus[op->stats.Dex];
1660
1661 if (!arrow->slaying)
1662 arrow->slaying = op->slaying;
1663
1664 arrow->attacktype |= op->attacktype;
1665 }
1666 else
1667 {
1668 arrow->level = op->level;
1669 arrow->stats.wc -= bow->magic;
1670
1671 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying;
1673
1674 arrow->attacktype |= bow->attacktype;
1675 }
1676
1677 wc -= arrow->level;
1678 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679
1680 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1681 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1685 m->insert (arrow, sx, sy, op);
1686
1687 if (!arrow->destroyed ())
1688 move_arrow (arrow);
1689
1690 if (op->type == PLAYER)
1691 {
1692 if (left->destroyed ())
1693 esrv_del_item (op->contr, left->count);
1694 else
1695 esrv_send_item (op, left);
1696 }
1697
1698 return 1;
1699 }
1700
1701 /* Special fire code for players - this takes into
1702 * account the special fire modes players can have
1703 * but monsters can't. Putting that code here
1704 * makes the fire_bow code much cleaner.
1705 * this function should only be called if 'op' is a player,
1706 * hence the function name.
1707 */
1708 int
1709 player_fire_bow (object *op, int dir)
1710 {
1711 int ret = 0, wcmod = 0;
1712
1713 if (op->contr->bowtype == bow_bestarrow)
1714 {
1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1716 }
1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1720 wcmod = -1;
1721
1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1723 }
1724 else if (op->contr->bowtype == bow_threewide)
1725 {
1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1729 }
1730 else if (op->contr->bowtype == bow_spreadshot)
1731 {
1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1735 }
1736 else
1737 {
1738 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 }
1741
1742 return ret;
1743 }
1744
1745 /* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable.
1747 */
1748 void
1749 fire_misc_object (object *op, int dir)
1750 {
1751 object *item = op->contr->ranged_ob;
1752
1753 if (!item)
1754 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return;
1757 }
1758
1759 if (!item->inv)
1760 {
1761 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1762 return;
1763 }
1764
1765 if (!op->change_weapon (item))
1766 return;
1767
1768 if (item->type == WAND)
1769 {
1770 if (item->stats.food <= 0)
1771 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
1775 return;
1776 }
1777 }
1778 else if (item->type == ROD || item->type == HORN)
1779 {
1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1781 {
1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
1784 if (item->type == ROD)
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1786 else
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1788
1789 return;
1790 }
1791 }
1792
1793 if (cast_spell (op, item, dir, item->inv, NULL))
1794 {
1795 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1796 if (item->type == WAND)
1797 {
1798 if (!(--item->stats.food))
1799 {
1800 object *tmp;
1801
1802 if (item->arch)
1803 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face;
1806 item->set_speed (0);
1807 }
1808
1809 if ((tmp = item->in_player ()))
1810 esrv_update_item (UPD_ANIM, tmp, item);
1811 }
1812 }
1813 else if (item->type == ROD || item->type == HORN)
1814 drain_rod_charge (item);
1815 }
1816 }
1817
1818 /* Received a fire command for the player - go and do it.
1819 */
1820 bool
1821 fire (object *op, int dir)
1822 {
1823 int spellcost = 0;
1824
1825 /* check for loss of invisiblity/hide */
1826 if (action_makes_visible (op))
1827 make_visible (op);
1828
1829 player *pl = op->contr;
1830
1831 if (pl->golem)
1832 {
1833 control_golem (op->contr->golem, dir);
1834 return false;
1835 }
1836
1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1840 return false;
1841
1842 if (!op->change_weapon (ob))
1843 return false;
1844
1845 if (op->speed_left > 0.f)
1846 --op->speed_left;
1847 else
1848 return false;
1849
1850 switch (ob->type)
1851 {
1852 case BOW:
1853 player_fire_bow (op, dir);
1854 break;
1855
1856 case SPELL:
1857 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1858 break;
1859
1860 case BUILDER:
1861 apply_map_builder (op, dir);
1862 break;
1863
1864 case SKILL:
1865 do_skill (op, op, ob, dir, 0);
1866 break;
1867
1868 default:
1869 fire_misc_object (op, dir);
1870 break;
1871 }
1872
1873 return true;
1874 }
1875
1876 /* find_key
1877 * We try to find a key for the door as passed. If we find a key
1878 * and successfully use it, we return the key, otherwise NULL
1879 * This function merges both normal and locked door, since the logic
1880 * for both is the same - just the specific key is different.
1881 * pl is the player,
1882 * inv is the objects inventory to searched
1883 * door is the door we are trying to match against.
1884 * This function can be called recursively to search containers.
1885 */
1886 object *
1887 find_key (object *pl, object *container, object *door)
1888 {
1889 object *tmp, *key;
1890
1891 /* Should not happen, but sanity checking is never bad */
1892 if (!container->inv)
1893 return 0;
1894
1895 /* First, lets try to find a key in the top level inventory */
1896 for (tmp = container->inv; tmp; tmp = tmp->below)
1897 {
1898 if (door->type == DOOR && tmp->type == KEY)
1899 break;
1900 /* For sanity, we should really check door type, but other stuff
1901 * (like containers) can be locked with special keys
1902 */
1903 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1904 break;
1905 }
1906
1907 /* No key found - lets search inventories now */
1908 /* If we find and use a key in an inventory, return at that time.
1909 * otherwise, if we search all the inventories and still don't find
1910 * a key, return
1911 */
1912 if (!tmp)
1913 {
1914 for (tmp = container->inv; tmp; tmp = tmp->below)
1915 {
1916 /* No reason to search empty containers */
1917 if (tmp->type == CONTAINER && tmp->inv)
1918 {
1919 if ((key = find_key (pl, tmp, door)))
1920 return key;
1921 }
1922 }
1923
1924 if (!tmp)
1925 return NULL;
1926 }
1927
1928 /* We get down here if we have found a key. Now if its in a container,
1929 * see if we actually want to use it
1930 */
1931 if (pl != container)
1932 {
1933 /* Only let players use keys in containers */
1934 if (!pl->contr)
1935 return NULL;
1936 /* cases where this fails:
1937 * If we only search the player inventory, return now since we
1938 * are not in the players inventory.
1939 * If the container is not active, return now since only active
1940 * containers can be used.
1941 * If we only search keyrings and the container does not have
1942 * a race/isn't a keyring.
1943 * No checking for all containers - to fall through past here,
1944 * inv must have been an container and must have been active.
1945 *
1946 * Change the color so that the message doesn't disappear with
1947 * all the others.
1948 */
1949 if (pl->contr->usekeys == key_inventory ||
1950 !QUERY_FLAG (container, FLAG_APPLIED) ||
1951 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1952 {
1953 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1954 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1955 return NULL;
1956 }
1957 }
1958
1959 return tmp;
1960 }
1961
1962 /* moved door processing out of move_player_attack.
1963 * returns 1 if player has opened the door with a key
1964 * such that the caller should not do anything more,
1965 * 0 otherwise
1966 */
1967 static int
1968 player_attack_door (object *op, object *door)
1969 {
1970 /* If its a door, try to find a key. If we do destroy the door,
1971 * might as well return immediately as there is nothing more to do -
1972 * otherwise, we fall through to the rest of the code.
1973 */
1974 object *key = find_key (op, op, door);
1975
1976 /* If we found a key, do some extra work */
1977 if (key)
1978 {
1979 object *container = key->env;
1980
1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1982
1983 if (action_makes_visible (op))
1984 make_visible (op);
1985
1986 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1987 spring_trap (door->inv, op);
1988
1989 if (door->type == DOOR)
1990 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1991 else if (door->type == LOCKED_DOOR)
1992 {
1993 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1994 remove_door2 (door); /* remove door without violence ;-) */
1995 }
1996
1997 /* Do this after we print the message */
1998 decrease_ob (key); /* Use up one of the keys */
1999 /* Need to update the weight the container the key was in */
2000 if (container != op)
2001 esrv_update_item (UPD_WEIGHT, op, container);
2002
2003 return 1; /* Nothing more to do below */
2004 }
2005 else if (door->type == LOCKED_DOOR)
2006 {
2007 /* Might as well return now - no other way to open this */
2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009 return 1;
2010 }
2011
2012 return 0;
2013 }
2014
2015 /* This function is just part of a breakup from move_player.
2016 * It should keep the code cleaner.
2017 * When this is called, the players direction has been updated
2018 * (taking into account confusion.) The player is also actually
2019 * going to try and move (not fire weapons).
2020 */
2021 bool
2022 move_player_attack (object *op, int dir)
2023 {
2024 int on_battleground;
2025
2026 sint16 nx = freearr_x[dir] + op->x;
2027 sint16 ny = freearr_y[dir] + op->y;
2028
2029 on_battleground = op_on_battleground (op, 0, 0);
2030
2031 if (out_of_map (op->map, nx, ny))
2032 return false;
2033
2034 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2035 {
2036 --op->speed_left;
2037 return true;
2038 }
2039
2040 /* If braced, or can't move to the square, and it is not out of the
2041 * map, attack it. Note order of if statement is important - don't
2042 * want to be calling move_ob if braced, because move_ob will move the
2043 * player. This is a pretty nasty hack, because if we could
2044 * move to some space, it then means that if we are braced, we should
2045 * do nothing at all. As it is, if we are braced, we go through
2046 * quite a bit of processing. However, it probably is less than what
2047 * move_ob uses.
2048 */
2049 maptile *m = op->map->xy_find (nx, ny);
2050
2051 /* Go through all the objects, and find ones of interest. Only stop if
2052 * we find a monster - that is something we know we want to attack.
2053 * if its a door or barrel (can roll) see if there may be monsters
2054 * on the space
2055 */
2056 object *mon;
2057 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2058 {
2059 if ((mon->flag [FLAG_ALIVE]
2060 || mon->type == LOCKED_DOOR
2061 || mon->flag [FLAG_CAN_ROLL])
2062 && mon != op)
2063 break;
2064 }
2065
2066 if (!mon) /* This happens anytime the player tries to move */
2067 return false; /* into a wall */
2068
2069 mon = mon->head_ ();
2070
2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2072 if (op->contr->weapon_sp_left > 0.f)
2073 if (player_attack_door (op, mon))
2074 {
2075 --op->contr->weapon_sp_left;
2076 return true;
2077 }
2078
2079 /* The following deals with possibly attacking peaceful
2080 * or friendly creatures. Basically, all players are considered
2081 * unaggressive. If the moving player has peaceful set, then the
2082 * object should be pushed instead of attacked. It is assumed that
2083 * if you are braced, you will not attack friends accidently,
2084 * and thus will not push them.
2085 */
2086
2087 /* If the creature is a pet, push it even if the player is not
2088 * peaceful. Our assumption is the creature is a pet if the
2089 * player owns it and it is either friendly or unagressive.
2090 */
2091 if (op->type == PLAYER
2092 && ((mon->owner && mon->owner->contr
2093 && same_party (mon->owner->contr->party, op->contr->party))
2094 || mon->owner == op)
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 {
2097 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced)
2099 return false;
2100
2101 if (op->speed_left > 0.f)
2102 {
2103 --op->speed_left;
2104
2105 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2106 push_ob (mon, dir, op);
2107
2108 if (op->contr->tmp_invis || op->hide)
2109 make_visible (op);
2110
2111 return true;
2112 }
2113 else
2114 return false;
2115 }
2116
2117 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't
2120 * attack them either.
2121 */
2122 if ((mon->type == PLAYER || mon->enemy != op)
2123 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2124 && ((op->contr->peaceful
2125 || (mon->type == PLAYER && mon->contr->peaceful))
2126 && !on_battleground))
2127 {
2128 if (op->speed_left > 0.f)
2129 {
2130 --op->speed_left;
2131
2132 if (!op->contr->braced)
2133 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 push_ob (mon, dir, op);
2136 }
2137 else
2138 new_draw_info (0, 0, op, "You withhold your attack");
2139
2140 if (op->contr->tmp_invis || op->hide)
2141 make_visible (op);
2142
2143 return true;
2144 }
2145 }
2146 /* If the object is a boulder or other rollable object, then
2147 * roll it if not braced. You can't roll it if you are braced.
2148 */
2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2150 {
2151 if (op->speed_left > 0.f)
2152 {
2153 --op->speed_left;
2154
2155 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op))
2157 make_visible (op);
2158
2159 return true;
2160 }
2161 }
2162 /* Any generic living creature. Including things like doors.
2163 * Way it works is like this: First, it must have some hit points
2164 * and be living. Then, it must be one of the following:
2165 * 1) Not a player, 2) A player, but of a different party. Note
2166 * that party_number -1 is no party, so attacks can still happen.
2167 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2170 {
2171 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2172 {
2173 --op->contr->weapon_sp_left;
2174
2175 skill_attack (mon, op, 0, 0, 0);
2176
2177 if (action_makes_visible (op))
2178 make_visible (op);
2179
2180 return true;
2181 }
2182 }
2183
2184 return false;
2185 }
2186
2187 bool
2188 move_player (object *op, int dir)
2189 {
2190 int pick;
2191
2192 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2193 return 0;
2194
2195 /* Sanity check: make sure dir is valid */
2196 if ((dir < 0) || (dir >= 9))
2197 {
2198 LOG (llevError, "move_player: invalid direction %d\n", dir);
2199 return 0;
2200 }
2201
2202 /* peterm: added following line */
2203 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2204 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2205
2206 op->facing = dir;
2207
2208 if (op->hide)
2209 do_hidden_move (op);
2210
2211 bool retval;
2212
2213 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2214 retval = RESULT_INT (0);
2215 else if (op->contr->fire_on)
2216 retval = fire (op, dir);
2217 else
2218 {
2219 retval = move_player_attack (op, dir);
2220 pick = check_pick (op);
2221 }
2222
2223 /* Add special check for newcs players and fire on - this way, the
2224 * server can handle repeat firing.
2225 */
2226 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2227 op->direction = dir;
2228 else
2229 op->direction = 0;
2230
2231 /* Update how the player looks. Use the facing, so direction may
2232 * get reset to zero. This allows for full animation capabilities
2233 * for players.
2234 */
2235 animate_object (op, op->facing);
2236
2237 return retval;
2238 }
2239
2240 /* This is similar to handle_player, below, but is only used by the
2241 * new client/server stuff.
2242 * This is sort of special, in that the new client/server actually uses
2243 * the new speed values for commands.
2244 *
2245 * Returns true if there are more actions we can do. Should not do
2246 * many actions in a row, as that would be too unfair to other
2247 * players.
2248 */
2249 bool
2250 handle_newcs_player (object *op)
2251 {
2252 if (QUERY_FLAG (op, FLAG_SCARED))
2253 {
2254 if (op->speed_left > 0.f)
2255 {
2256 --op->speed_left;
2257 flee_player (op);
2258
2259 return true;
2260 }
2261 else
2262 return false;
2263 }
2264
2265 /* call this here - we also will call this in do_ericserver, but
2266 * the players time has been increased when doericserver has been
2267 * called, so we recheck it here.
2268 */
2269 if (op->contr->ns->handle_command ())
2270 return true;
2271
2272 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 return move_player (op, op->direction);
2274
2275 return false;
2276 }
2277
2278 int
2279 save_life (object *op)
2280 {
2281 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2282 return 0;
2283
2284 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2285 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2286 {
2287 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2288 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2289
2290 if (op->contr)
2291 esrv_del_item (op->contr, tmp->count);
2292
2293 tmp->destroy ();
2294 CLEAR_FLAG (op, FLAG_LIFESAVE);
2295
2296 if (op->stats.hp < 0)
2297 op->stats.hp = op->stats.maxhp;
2298
2299 if (op->stats.food < 0)
2300 op->stats.food = 999;
2301
2302 op->update_stats ();
2303 return 1;
2304 }
2305
2306 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2307 CLEAR_FLAG (op, FLAG_LIFESAVE);
2308 enter_player_savebed (op); /* bring him home. */
2309 return 0;
2310 }
2311
2312 /* This goes throws the inventory and removes unpaid objects, and puts them
2313 * back in the map (location and map determined by values of env). This
2314 * function will descend into containers. op is the object to start the search
2315 * from.
2316 */
2317 void
2318 remove_unpaid_objects (object *op, object *env)
2319 {
2320 while (op)
2321 {
2322 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2323
2324 if (QUERY_FLAG (op, FLAG_UNPAID))
2325 {
2326 if (env->type == PLAYER)
2327 esrv_del_item (env->contr, op->count);
2328
2329 op->insert_at (env);
2330 }
2331 else if (op->inv)
2332 remove_unpaid_objects (op->inv, env);
2333
2334 op = next;
2335 }
2336 }
2337
2338 /*
2339 * Returns pointer a static string containing gravestone text
2340 * Moved from apply.c to player.c - player.c is what
2341 * actually uses this function. player.c may not be quite the
2342 * best, a misc file for object actions is probably better,
2343 * but there isn't one in the server directory.
2344 */
2345 char *
2346 gravestone_text (object *op)
2347 {
2348 static char buf2[MAX_BUF];
2349 char buf[MAX_BUF];
2350 time_t now = time (NULL);
2351
2352 strcpy (buf2, " R.I.P.\n\n");
2353 if (op->type == PLAYER)
2354 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2355 else
2356 sprintf (buf, "%s\n", &op->name);
2357
2358 strncat (buf2, " ", 20 - strlen (buf) / 2);
2359 strcat (buf2, buf);
2360 if (op->type == PLAYER)
2361 sprintf (buf, "who was in level %d when killed\n", op->level);
2362 else
2363 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2364
2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf);
2367 if (op->type == PLAYER)
2368 {
2369 sprintf (buf, "by %s.\n\n", op->contr->killer);
2370 strncat (buf2, " ", 21 - strlen (buf) / 2);
2371 strcat (buf2, buf);
2372 }
2373
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377
2378 return buf2;
2379 }
2380
2381 void
2382 do_some_living (object *op)
2383 {
2384 int last_food = op->stats.food;
2385 int gen_hp, gen_sp, gen_grace;
2386 int over_hp, over_sp, over_grace;
2387 int i;
2388 int rate_hp = 1200;
2389 int rate_sp = 2500;
2390 int rate_grace = 2000;
2391 const int max_hp = 1;
2392 const int max_sp = 1;
2393 const int max_grace = 1;
2394
2395 if (op->contr->hidden)
2396 {
2397 op->invisible = 1000;
2398 /* the socket code flashes the player visible/invisible
2399 * depending on the value of invisible, so we need to
2400 * alternate it here for it to work correctly.
2401 */
2402 if (pticks & 2)
2403 op->invisible--;
2404 }
2405 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2406 {
2407 if (!op->invisible--)
2408 {
2409 make_visible (op);
2410 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2411 }
2412 }
2413
2414 if (op->contr->ns->state == ST_PLAYING)
2415 {
2416 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */
2418 if (op->contr->gen_hp >= 0)
2419 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else
2421 {
2422 gen_hp = op->stats.maxhp;
2423 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2424 }
2425
2426 if (op->contr->gen_sp >= 0)
2427 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else
2429 {
2430 gen_sp = op->stats.maxsp;
2431 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2432 }
2433
2434 if (op->contr->gen_grace >= 0)
2435 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2436 else
2437 {
2438 gen_grace = op->stats.maxgrace;
2439 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2440 }
2441
2442 /* Regenerate Spell Points */
2443 if (!op->contr->golem && --op->last_sp < 0)
2444 {
2445 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2446 if (op->stats.sp < op->stats.maxsp)
2447 {
2448 op->stats.sp++;
2449 /* dms do not consume food */
2450 if (!QUERY_FLAG (op, FLAG_WIZ))
2451 {
2452 op->stats.food--;
2453 if (op->contr->digestion < 0)
2454 op->stats.food += op->contr->digestion;
2455 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2456 op->stats.food = last_food;
2457 }
2458 }
2459
2460 if (max_sp > 1)
2461 {
2462 over_sp = (gen_sp + 10) / rate_sp;
2463 if (over_sp > 0)
2464 {
2465 if (op->stats.sp < op->stats.maxsp)
2466 {
2467 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2468
2469 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2470 op->stats.sp--;
2471
2472 if (op->stats.sp > op->stats.maxsp)
2473 op->stats.sp = op->stats.maxsp;
2474 }
2475 op->last_sp = 0;
2476 }
2477 else
2478 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 }
2483
2484 /* Regenerate Grace */
2485 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2486 if (--op->last_grace < 0)
2487 {
2488 if (op->stats.grace < op->stats.maxgrace / 2)
2489 op->stats.grace++; /* no penalty in food for regaining grace */
2490
2491 if (max_grace > 1)
2492 {
2493 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2494 if (over_grace > 0)
2495 {
2496 op->stats.sp += over_grace
2497 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2498 op->last_grace = 0;
2499 }
2500 else
2501 {
2502 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2503 }
2504 }
2505 else
2506 {
2507 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2508 }
2509 /* wearing stuff doesn't detract from grace generation. */
2510 }
2511
2512 /* Regenerate Hit Points */
2513 if (--op->last_heal < 0)
2514 {
2515 if (op->stats.hp < op->stats.maxhp)
2516 {
2517 op->stats.hp++;
2518 /* dms do not consume food */
2519 if (!QUERY_FLAG (op, FLAG_WIZ))
2520 {
2521 op->stats.food--;
2522 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food;
2526 }
2527 }
2528
2529 if (max_hp > 1)
2530 {
2531 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2532 if (over_hp > 0)
2533 {
2534 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2535 op->last_heal = 0;
2536 }
2537 else
2538 {
2539 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2540 }
2541 }
2542 else
2543 {
2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 }
2546 }
2547
2548 /* Digestion */
2549 if (--op->last_eat < 0)
2550 {
2551 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2552
2553 if (op->contr->gen_hp > 0)
2554 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2555 else
2556 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2557
2558 /* dms do not consume food */
2559 if (!QUERY_FLAG (op, FLAG_WIZ))
2560 op->stats.food--;
2561 }
2562
2563 if (op->stats.food < 0 && op->stats.hp >= 0)
2564 {
2565 object *tmp, *flesh = 0;
2566
2567 for (tmp = op->inv; tmp; tmp = tmp->below)
2568 {
2569 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2570 {
2571 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2572 {
2573 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2574 manual_apply (op, tmp, 0);
2575 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break;
2577 }
2578 else if (tmp->type == FLESH)
2579 flesh = tmp;
2580 } /* End if paid for object */
2581 } /* end of for loop */
2582
2583 /* If player is still starving, it means they don't have any food, so
2584 * eat flesh instead.
2585 */
2586 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2587 {
2588 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2589 manual_apply (op, flesh, 0);
2590 }
2591 }
2592
2593 while (op->stats.food < 0 && op->stats.hp >= 0)
2594 op->stats.food++, op->stats.hp--;
2595
2596 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2597 kill_player (op);
2598 }
2599 }
2600
2601 /* If the player should die (lack of hp, food, etc), we call this.
2602 * op is the player in jeopardy. If the player can not be saved (not
2603 * permadeath, no lifesave), this will take care of removing the player
2604 * file.
2605 */
2606 void
2607 kill_player (object *op)
2608 {
2609 char buf[MAX_BUF];
2610 int x, y;
2611
2612 //int i;
2613 maptile *map; /* this is for resurrection */
2614
2615 /* int z;
2616 int num_stats_lose;
2617 int lost_a_stat;
2618 int lose_this_stat;
2619 int this_stat; */
2620 int will_kill_again;
2621 archetype *at;
2622 object *tmp;
2623
2624 if (save_life (op))
2625 return;
2626
2627
2628 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2629 * in cities ONLY!!! It is very important that this doesn't get abused.
2630 * Look at op_on_battleground() for more info --AndreasV
2631 */
2632 if (op_on_battleground (op, &x, &y))
2633 {
2634 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2636
2637 /* restore player */
2638 at = archetype::find ("poisoning");
2639 if (object *tmp = present_arch_in_ob (at, op))
2640 {
2641 tmp->destroy ();
2642 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2643 }
2644
2645 at = archetype::find ("confusion");
2646 if (object *tmp = present_arch_in_ob (at, op))
2647 {
2648 tmp->destroy ();
2649 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2650 }
2651
2652 cure_disease (op, 0); /* remove any disease */
2653 op->stats.hp = op->stats.maxhp;
2654 if (op->stats.food <= 0)
2655 op->stats.food = 999;
2656
2657 /* create a bodypart-trophy to make the winner happy */
2658 if (object *tmp = arch_to_object (archetype::find ("finger")))
2659 {
2660 sprintf (buf, "%s's finger", &op->name);
2661 tmp->name = buf;
2662 sprintf (buf, " This finger has been cut off %s\n"
2663 " the %s, when he was defeated at\n level %d by %s.\n",
2664 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2665 tmp->msg = buf;
2666 tmp->value = 0, tmp->type = 0;
2667 tmp->materialname = "organics";
2668 tmp->insert_at (op, tmp);
2669 }
2670
2671 /* teleport defeated player to new destination */
2672 transfer_ob (op, x, y, 0, NULL);
2673 op->contr->braced = 0;
2674 return;
2675 }
2676
2677 INVOKE_PLAYER (DEATH, op->contr);
2678
2679 command_kill_pets (op, 0);
2680
2681 if (op->stats.food < 0)
2682 {
2683 sprintf (buf, "%s starved to death.", &op->name);
2684 strcpy (op->contr->killer, "starvation");
2685 }
2686 else
2687 sprintf (buf, "%s died.", &op->name);
2688
2689 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2690
2691 /* save the map location for corpse, gravestone */
2692 x = op->x;
2693 y = op->y;
2694 map = op->map;
2695
2696 /* NOT_PERMADEATH code. This basically brings the character back to
2697 * life if they are dead - it takes some exp and a random stat.
2698 * See the config.h file for a little more in depth detail about this.
2699 */
2700
2701 /* Basically two ways to go - remove a stat permanently, or just
2702 * make it depletion. This bunch of code deals with that aspect
2703 * of death.
2704 */
2705 #ifndef COZY_SERVER
2706 if (settings.balanced_stat_loss)
2707 {
2708 /* If stat loss is permanent, lose one stat only. */
2709 /* Lower level chars don't lose as many stats because they suffer
2710 more if they do. */
2711 /* Higher level characters can afford things such as potions of
2712 restoration, or better, stat potions. So we slug them that
2713 little bit harder. */
2714 /* GD */
2715 if (settings.stat_loss_on_death)
2716 num_stats_lose = 1;
2717 else
2718 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2719 }
2720 else
2721 num_stats_lose = 1;
2722
2723 lost_a_stat = 0;
2724
2725 for (z = 0; z < num_stats_lose; z++)
2726 {
2727 i = RANDOM () % NUM_STATS;
2728
2729 if (settings.stat_loss_on_death)
2730 {
2731 /* Pick a random stat and take a point off it. Tell the player
2732 * what he lost.
2733 */
2734 change_attr_value (&(op->stats), i, -1);
2735 check_stat_bounds (&(op->stats));
2736 change_attr_value (&(op->contr->orig_stats), i, -1);
2737 check_stat_bounds (&(op->contr->orig_stats));
2738 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2739 lost_a_stat = 1;
2740 }
2741 else
2742 {
2743 /* deplete a stat */
2744 archetype *deparch = archetype::find ("depletion");
2745 object *dep;
2746
2747 dep = present_arch_in_ob (deparch, op);
2748 if (!dep)
2749 {
2750 dep = arch_to_object (deparch);
2751 insert_ob_in_ob (dep, op);
2752 }
2753 lose_this_stat = 1;
2754 if (settings.balanced_stat_loss)
2755 {
2756 /* GD */
2757 /* Get the stat that we're about to deplete. */
2758 this_stat = get_attr_value (&(dep->stats), i);
2759 if (this_stat < 0)
2760 {
2761 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2762 int keep_chance = this_stat * this_stat;
2763
2764 /* Yes, I am paranoid. Sue me. */
2765 if (keep_chance < 1)
2766 keep_chance = 1;
2767
2768 /* There is a maximum depletion total per level. */
2769 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2770 {
2771 lose_this_stat = 0;
2772 /* Take loss chance vs keep chance to see if we
2773 retain the stat. */
2774 }
2775 else
2776 {
2777 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2778 lose_this_stat = 0;
2779 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2780 this_stat, keep_chance, loss_chance,
2781 lose_this_stat?"LOSE":"KEEP"); */
2782 }
2783 }
2784 }
2785
2786 if (lose_this_stat)
2787 {
2788 this_stat = get_attr_value (&(dep->stats), i);
2789 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low
2792 * and should be roughly the same, so it shouldn't make a
2793 * difference.
2794 */
2795 if (this_stat >= -50)
2796 {
2797 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 op->update_stats ();
2801 lost_a_stat = 1;
2802 }
2803 }
2804 }
2805 }
2806 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat)
2808 {
2809 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */
2811 const char *god = determine_god (op);
2812
2813 if (god && (strcmp (god, "none")))
2814 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2815 else
2816 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2817 }
2818 #else
2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2820 #endif
2821
2822 /* Put a gravestone up where the character 'almost' died. List the
2823 * exp loss on the stone.
2824 */
2825 tmp = arch_to_object (archetype::find ("gravestone"));
2826 sprintf (buf, "%s's gravestone", &op->name);
2827 tmp->name = buf;
2828 sprintf (buf, "%s's gravestones", &op->name);
2829 tmp->name_pl = buf;
2830 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);
2831 tmp->msg = buf;
2832 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL, 0);
2834
2835 /**************************************/
2836 /* */
2837 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */
2840 /* */
2841 /**************************************/
2842
2843 /* remove any poisoning and confusion the character may be suffering. */
2844 /* restore player */
2845 at = archetype::find ("poisoning");
2846 tmp = present_arch_in_ob (at, op);
2847
2848 if (tmp)
2849 {
2850 tmp->destroy ();
2851 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 }
2853
2854 at = archetype::find ("confusion");
2855 tmp = present_arch_in_ob (at, op);
2856 if (tmp)
2857 {
2858 tmp->destroy ();
2859 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 }
2861
2862 cure_disease (op, 0); /* remove any disease */
2863
2864 /*add_exp(op, (op->stats.exp * -0.20)); */
2865 apply_death_exp_penalty (op);
2866 if (op->stats.food < 100)
2867 op->stats.food = 900;
2868 op->stats.hp = op->stats.maxhp;
2869 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2870 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2871
2872 /*
2873 * Check to see if the player has any unpaid items. If so, remove them
2874 * and put them back in the map.
2875 */
2876 remove_unpaid_objects (op->inv, op);
2877
2878 /****************************************/
2879 /* */
2880 /* Move player to his current respawn- */
2881 /* position (usually last savebed) */
2882 /* */
2883 /****************************************/
2884
2885 enter_player_savebed (op);
2886
2887 op->contr->braced = 0;
2888
2889 /* it is possible that the player has blown something up
2890 * at his savebed location, and that can have long lasting
2891 * spell effects. So first see if there is a spell effect
2892 * on the space that might harm the player.
2893 */
2894 will_kill_again = 0;
2895 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2896 if (tmp->type == SPELL_EFFECT)
2897 will_kill_again |= tmp->attacktype;
2898
2899 if (will_kill_again)
2900 {
2901 object *force;
2902 int at;
2903
2904 force = get_archetype (FORCE_NAME);
2905 /* 50 ticks should be enough time for the spell to abate */
2906 force->speed = 0.1f;
2907 force->speed_left = -5.f;
2908 SET_FLAG (force, FLAG_APPLIED);
2909 for (at = 0; at < NROFATTACKS; at++)
2910 if (will_kill_again & (1 << at))
2911 force->resist[at] = 100;
2912
2913 insert_ob_in_ob (force, op);
2914 op->update_stats ();
2915
2916 }
2917
2918 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2919 }
2920
2921 void
2922 loot_object (object *op)
2923 { /* Grab and destroy some treasure */
2924 object *tmp, *tmp2, *next;
2925
2926 op->close_container (); /* close open sack first */
2927
2928 for (tmp = op->inv; tmp; tmp = next)
2929 {
2930 next = tmp->below;
2931
2932 if (tmp->invisible)
2933 continue;
2934
2935 tmp->remove ();
2936 tmp->x = op->x, tmp->y = op->y;
2937
2938 if (tmp->type == CONTAINER)
2939 loot_object (tmp); /* empty container to ground */
2940
2941 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2942 {
2943 if (tmp->nrof > 1)
2944 {
2945 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2946 tmp2->destroy ();
2947 insert_ob_in_map (tmp, op->map, NULL, 0);
2948 }
2949 else
2950 tmp->destroy ();
2951 }
2952 else
2953 insert_ob_in_map (tmp, op->map, NULL, 0);
2954 }
2955 }
2956
2957 /*
2958 * fix_weight(): Check recursively the weight of all players, and fix
2959 * what needs to be fixed. Refresh windows and fix speed if anything
2960 * was changed.
2961 */
2962 void
2963 fix_weight (void)
2964 {
2965 for_all_players (pl)
2966 {
2967 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2968
2969 if (old == sum)
2970 continue;
2971 pl->ob->update_stats ();
2972 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2973 }
2974 }
2975
2976 void
2977 fix_luck (void)
2978 {
2979 for_all_players (pl)
2980 if (!pl->ob->contr->ns->state)
2981 pl->ob->change_luck (0);
2982 }
2983
2984 /* cast_dust() - handles op throwing objects of type 'DUST'.
2985 * This is much simpler in the new spell code - we basically
2986 * just treat this as any other spell casting object.
2987 */
2988 void
2989 cast_dust (object *op, object *throw_ob, int dir)
2990 {
2991 object *skop, *spob;
2992
2993 skop = find_skill_by_name (op, throw_ob->skill);
2994
2995 /* casting POTION 'dusts' is really a use_magic_item skill */
2996 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2997 {
2998 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
2999 return;
3000 }
3001
3002 spob = throw_ob->inv;
3003
3004 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3005 // not pass NULL to cast_spell (which did indeed check itself, but
3006 // errors should be reported as early as possible IMHO)
3007 if (!spob)
3008 {
3009 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3010 return;
3011 }
3012
3013 if (op->type == PLAYER)
3014 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3015
3016 cast_spell (op, throw_ob, dir, spob, NULL);
3017
3018 throw_ob->destroy ();
3019 }
3020
3021 void
3022 make_visible (object *op)
3023 {
3024 op->hide = 0;
3025 op->invisible = 0;
3026 if (op->type == PLAYER)
3027 {
3028 op->contr->tmp_invis = 0;
3029 op->contr->invis_race = 0;
3030 }
3031
3032 update_object (op, UP_OBJ_CHANGE);
3033 }
3034
3035 int
3036 is_true_undead (object *op)
3037 {
3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3039 return 1;
3040
3041 return 0;
3042 }
3043
3044 /* look at the surrounding terrain to determine
3045 * the hideability of this object. Positive levels
3046 * indicate greater hideability.
3047 */
3048
3049 int
3050 hideability (object *ob)
3051 {
3052 int i, level = 0, mflag;
3053 sint16 x, y;
3054
3055 if (!ob || !ob->map)
3056 return 0;
3057
3058 /* so, on normal lighted maps, its hard to hide */
3059 level = ob->map->darkness - 2;
3060
3061 /* this also picks up whether the object is glowing.
3062 * If you carry a light on a non-dark map, its not
3063 * as bad as carrying a light on a pitch dark map */
3064 if (has_carried_lights (ob))
3065 level = -(10 + (2 * ob->map->darkness));
3066
3067 /* scan through all nearby squares for terrain to hide in */
3068 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3069 {
3070 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3071 if (mflag & P_OUT_OF_MAP)
3072 {
3073 continue;
3074 }
3075 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3076 level += 2;
3077 else /* open terrain! */
3078 level -= 1;
3079 }
3080
3081 #if 0
3082 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3083 #endif
3084 return level;
3085 }
3086
3087 /* For Hidden creatures - a chance of becoming 'unhidden'
3088 * every time they move - as we subtract off 'invisibility'
3089 * AND, for players, if they move into a ridiculously unhideable
3090 * spot (surrounded by clear terrain in broad daylight). -b.t.
3091 */
3092 void
3093 do_hidden_move (object *op)
3094 {
3095 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3096 object *skop;
3097
3098 if (!op || !op->map)
3099 return;
3100
3101 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3102
3103 /* its *extremely* hard to run and sneak/hide at the same time! */
3104 if (op->type == PLAYER && op->contr->run_on)
3105 if (!skop || num >= skop->level)
3106 {
3107 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3108 make_visible (op);
3109 return;
3110 }
3111 else
3112 num += 20;
3113
3114 num += op->map->difficulty;
3115 hide = hideability (op); /* modify by terrain hidden level */
3116 num -= hide;
3117
3118 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3119 {
3120 make_visible (op);
3121 if (op->type == PLAYER)
3122 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3123 }
3124 else if (op->type == PLAYER && skop)
3125 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3126 }
3127
3128 /* determine if who is standing near a hostile creature. */
3129
3130 int
3131 stand_near_hostile (object *who)
3132 {
3133 object *tmp = NULL;
3134 int i, friendly = 0, player = 0, mflags;
3135 maptile *m;
3136 sint16 x, y;
3137
3138 if (!who)
3139 return 0;
3140
3141 if (who->type == PLAYER)
3142 player = 1;
3143
3144 else
3145 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3146
3147 /* search adjacent squares */
3148 for (i = 1; i < 9; i++)
3149 {
3150 x = who->x + freearr_x[i];
3151 y = who->y + freearr_y[i];
3152 m = who->map;
3153 mflags = get_map_flags (m, &m, x, y, &x, &y);
3154 /* space must be blocked if there is a monster. If not
3155 * blocked, don't need to check this space.
3156 */
3157 if (mflags & P_OUT_OF_MAP)
3158 continue;
3159 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3160 continue;
3161
3162 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3163 {
3164 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3165 return 1;
3166 else if (tmp->type == PLAYER)
3167 {
3168 /*don't let a hidden DM prevent you from hiding */
3169 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3170 return 1;
3171 }
3172 }
3173 }
3174 return 0;
3175 }
3176
3177 /* check the player los field for viewability of the
3178 * object op. This function works fine for monsters,
3179 * but we dont worry if the object isnt the top one in
3180 * a pile (say a coin under a table would return "viewable"
3181 * by this routine). Another question, should we be
3182 * concerned with the direction the player is looking
3183 * in? Realistically, most of use cant see stuff behind
3184 * our backs...on the other hand, does the "facing" direction
3185 * imply the way your head, or body is facing? Its possible
3186 * for them to differ. Sigh, this fctn could get a bit more complex.
3187 * -b.t.
3188 * This function is now map tiling safe.
3189 */
3190
3191 int
3192 player_can_view (object *pl, object *op)
3193 {
3194 rv_vector rv;
3195 int dx, dy;
3196
3197 if (pl->type != PLAYER)
3198 {
3199 LOG (llevError, "player_can_view() called for non-player object\n");
3200 return -1;
3201 }
3202
3203 if (!pl || !op)
3204 return 0;
3205
3206 op = op->head_ ();
3207
3208 get_rangevector (pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while (op)
3217 {
3218 dx = rv.distance_x + op->arch->clone.x;
3219 dy = rv.distance_y + op->arch->clone.y;
3220
3221 /* only the viewable area the player sees is updated by LOS
3222 * code, so we need to restrict ourselves to that range of values
3223 * for any meaningful values.
3224 */
3225 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3226 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3227 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3228 return 1;
3229 op = op->more;
3230 }
3231 return 0;
3232 }
3233
3234 /* routine for both players and monsters. We call this when
3235 * there is a possibility for our action distrubing our hiding
3236 * place or invisiblity spell. Artefact invisiblity is not
3237 * effected by this. If we arent invisible to begin with, we
3238 * return 0.
3239 */
3240 int
3241 action_makes_visible (object *op)
3242 {
3243
3244 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3245 {
3246 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3247 return 0;
3248
3249 if (op->contr && op->contr->tmp_invis == 0)
3250 return 0;
3251
3252 /* If monsters, they should become visible */
3253 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3254 {
3255 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3256 return 1;
3257 }
3258 }
3259 return 0;
3260 }
3261
3262 /* op_on_battleground - checks if the given object op (usually
3263 * a player) is standing on a valid battleground-tile,
3264 * function returns TRUE/FALSE. If true x, y returns the battleground
3265 * -exit-coord. (and if x, y not NULL)
3266 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3267 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3268 * Default is to do the same as before, so only people wanting to have different points need worry about this
3269 */
3270 int
3271 op_on_battleground (object *op, int *x, int *y)
3272 {
3273 object *tmp;
3274
3275 /* A battleground-tile needs the following attributes to be valid:
3276 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3277 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3278 * and the exit-coordinates sp/hp must both be > 0.
3279 * => The intention here is to prevent abuse of the battleground-
3280 * feature (like pickable or hidden battleground tiles). */
3281 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3282 {
3283 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3284 {
3285 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3286 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3287 {
3288 /*before we assign the exit, check if this is a teambattle */
3289 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3290 {
3291 object *invtmp;
3292
3293 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3294 {
3295 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3296 {
3297 if (x != NULL && y != NULL)
3298 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3299 return 1;
3300 }
3301 }
3302 }
3303 if (x != NULL && y != NULL)
3304 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1;
3306 }
3307 }
3308 }
3309 /* If we got here, did not find a battleground */
3310 return 0;
3311 }
3312
3313 /*
3314 * When a dragon-player gains a new stage of evolution,
3315 * he gets some treasure
3316 *
3317 * attributes:
3318 * object *who the dragon player
3319 * int atnr the attack-number of the ability focus
3320 * int level ability level
3321 */
3322 void
3323 dragon_ability_gain (object *who, int atnr, int level)
3324 {
3325 treasurelist *trlist = NULL; /* treasurelist */
3326 treasure *tr; /* treasure */
3327 object *tmp, *skop; /* tmp. object */
3328 object *item; /* treasure object */
3329 char buf[MAX_BUF]; /* tmp. string buffer */
3330 int i = 0, j = 0;
3331
3332 /* get the appropriate treasurelist */
3333 if (atnr == ATNR_FIRE)
3334 trlist = treasurelist::find ("dragon_ability_fire");
3335 else if (atnr == ATNR_COLD)
3336 trlist = treasurelist::find ("dragon_ability_cold");
3337 else if (atnr == ATNR_ELECTRICITY)
3338 trlist = treasurelist::find ("dragon_ability_elec");
3339 else if (atnr == ATNR_POISON)
3340 trlist = treasurelist::find ("dragon_ability_poison");
3341
3342 if (trlist == NULL || who->type != PLAYER)
3343 return;
3344
3345 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3346
3347 if (!tr || !tr->item)
3348 {
3349 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3350 return;
3351 }
3352
3353 /* everything seems okay - now bring on the gift: */
3354 item = &(tr->item->clone);
3355
3356 if (item->type == SPELL)
3357 {
3358 if (check_spell_known (who, item->name))
3359 return;
3360
3361 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3362 do_learn_spell (who, item, 0);
3363 return;
3364 }
3365
3366 /* grant direct spell */
3367 if (item->type == SPELLBOOK)
3368 {
3369 if (!item->inv)
3370 {
3371 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3372 return;
3373 }
3374 if (check_spell_known (who, item->inv->name))
3375 return;
3376 if (item->invisible)
3377 {
3378 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3379 do_learn_spell (who, item->inv, 0);
3380 return;
3381 }
3382 }
3383 else if (item->type == SKILL_TOOL && item->invisible)
3384 {
3385 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3386 {
3387
3388 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3389 * in this way, if the player is missing any of the attacktypes, he gets
3390 * them. As it is now, if the player has any that match the granted skill,
3391 * but not all of them, he gets nothing.
3392 */
3393 if (!(skop->attacktype & item->attacktype))
3394 {
3395 /* Give new attacktype */
3396 skop->attacktype |= item->attacktype;
3397
3398 /* always add physical if there's none */
3399 skop->attacktype |= AT_PHYSICAL;
3400
3401 if (item->msg != NULL)
3402 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3403
3404 /* Give player new face */
3405 if (item->animation_id)
3406 {
3407 who->face = skop->face;
3408 who->animation_id = item->animation_id;
3409 who->anim_speed = item->anim_speed;
3410 who->last_anim = 0;
3411 who->state = 0;
3412 animate_object (who, who->direction);
3413 }
3414 }
3415 }
3416 }
3417 else if (item->type == FORCE)
3418 {
3419 /* forces in the treasurelist can alter the player's stats */
3420 object *skin;
3421
3422 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3425 ;
3426
3427 if (!skin)
3428 return;
3429
3430 /* adding new spellpath attunements */
3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3432 {
3433 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3434
3435 /* print message */
3436 sprintf (buf, "You feel attuned to ");
3437 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3438 {
3439 if (item->path_attuned & (1 << i))
3440 {
3441 if (j)
3442 strcat (buf, " and ");
3443 else
3444 j = 1;
3445 strcat (buf, spellpathnames[i]);
3446 }
3447 }
3448 strcat (buf, ".");
3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3450 }
3451
3452 /* evtl. adding flags: */
3453 if (QUERY_FLAG (item, FLAG_XRAYS))
3454 SET_FLAG (skin, FLAG_XRAYS);
3455 if (QUERY_FLAG (item, FLAG_STEALTH))
3456 SET_FLAG (skin, FLAG_STEALTH);
3457 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3458 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3459
3460 /* print message if there is one */
3461 if (item->msg != NULL)
3462 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3463 }
3464 else
3465 {
3466 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item);
3468 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3469 tmp = insert_ob_in_ob (tmp, who);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 }
3473 }
3474
3475 /**
3476 * Unready an object for a player. This function does nothing if the object was
3477 * not readied.
3478 */
3479 void
3480 player_unready_range_ob (player *pl, object *ob)
3481 {
3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3484
3485 if (pl->combat_ob == ob)
3486 pl->combat_ob = 0;
3487
3488 if (pl->ranged_ob == ob)
3489 pl->ranged_ob = 0;
3490 }
3491
3492 sint8
3493 player::visibility_at (maptile *map, int x, int y) const
3494 {
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509 }