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/cvs/deliantra/server/server/player.C
Revision: 1.108
Committed: Thu Mar 15 14:23:02 2007 UTC (17 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.107: +3 -6 lines
Log Message:
- remove many TODO items that in fatc have been fixed already without
  looking at the TODO.
- remove unpaid items on playerdeath unconditionally.
- reenabled cede-while-saving.

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <pwd.h>
27 #include <sproto.h>
28 #include <sounds.h>
29 #include <living.h>
30 #include <object.h>
31 #include <spells.h>
32 #include <skills.h>
33
34 #include <algorithm>
35 #include <functional>
36
37 playervec players;
38
39 void
40 display_motd (const object *op)
41 {
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66 }
67
68 void
69 send_rules (const object *op)
70 {
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101 }
102
103 void
104 send_news (const object *op)
105 {
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp))
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151 }
152
153 /* This loads the first map an puts the player on it. */
154 static void
155 set_first_map (object *op)
156 {
157 op->contr->maplevel = first_map_path;
158 op->x = -1;
159 op->y = -1;
160 }
161
162 void
163 player::enter_map ()
164 {
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173 }
174
175 void
176 player::activate ()
177 {
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188 }
189
190 void
191 player::deactivate ()
192 {
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202 party = 0;
203
204 // for weird reasons, this is often "ob", keeping a circular reference
205 ranges [range_skill] = 0;
206
207 players.erase (this);
208 }
209
210 // connect the player with a specific client
211 // also changed, rationalises, and fixes some incorrect settings
212 void
213 player::connect (client *ns)
214 {
215 this->ns = ns;
216 ns->pl = this;
217
218 run_on = 0;
219 fire_on = 0;
220 ob->close_container (); //TODO: client-specific
221
222 ns->update_look = 0;
223 ns->look_position = 0;
224
225 clear_los (ob);
226
227 ns->reset_stats ();
228
229 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob);
237 link_player_skills (ob);
238
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240
241 assign (title, ob->arch->clone.name);
242
243 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob))
245 {
246 object *tmp, *abil = 0, *skin = 0;
247
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250
251 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force)
254 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force)
256 skin = tmp;
257
258 set_dragon_name (ob, abil, skin);
259 }
260
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262
263 esrv_new_player (this, ob->weight + ob->carrying);
264
265 ob->update_stats ();
266 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0);
270
271 activate ();
272
273 send_rules (ob);
274 send_news (ob);
275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this);
278 INVOKE_PLAYER (LOGIN, this);
279 }
280
281 void
282 player::disconnect ()
283 {
284 if (ns)
285 {
286 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288
289 INVOKE_PLAYER (DISCONNECT, this);
290
291 ns->reset_stats ();
292 ns->pl = 0;
293 this->ns = 0;
294 }
295
296 if (ob)
297 ob->close_container (); //TODO: client-specific
298
299 deactivate ();
300 }
301
302 // the need for this function can be explained
303 // by load_object not returning the object
304 void
305 player::set_object (object *op)
306 {
307 ob = op;
308 ob->contr = this; /* this aren't yet in archetype */
309
310 ob->speed_left = 0.5;
311 ob->speed = 1.0;
312 ob->direction = 5; /* So player faces south */
313 }
314
315 player::player ()
316 {
317 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point.
319 */
320 outputs_sync = 16; /* Every 2 seconds */
321 outputs_count = 8; /* Keeps present behaviour */
322 unapply = unapply_nochoice;
323
324 savebed_map = first_map_path; /* Init. respawn position */
325
326 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal;
329 petmode = pet_normal;
330 listening = 10;
331 usekeys = containers;
332 peaceful = 1; /* default peaceful */
333 do_los = 1;
334 }
335
336 void
337 player::do_destroy ()
338 {
339 disconnect ();
340
341 attachable::do_destroy ();
342
343 if (ob)
344 {
345 ob->destroy_inv (false);
346 ob->destroy ();
347 }
348 }
349
350 player::~player ()
351 {
352 /* Clear item stack */
353 free (stack_items);
354 }
355
356 /* Tries to add player on the connection passed in ns.
357 * All we can really get in this is some settings like host and display
358 * mode.
359 */
360 player *
361 player::create ()
362 {
363 player *pl = new player;
364
365 pl->set_object (arch_to_object (get_player_archetype (0)));
366
367 pl->ob->roll_stats ();
368 pl->ob->stats.wc = 2;
369 pl->ob->run_away = 25; /* Then we panick... */
370
371 set_first_map (pl->ob);
372
373 return pl;
374 }
375
376 /*
377 * get_player_archetype() return next player archetype from archetype
378 * list. Not very efficient routine, but used only creating new players.
379 * Note: there MUST be at least one player archetype!
380 */
381 archetype *
382 get_player_archetype (archetype *at)
383 {
384 archetype *start = at;
385
386 for (;;)
387 {
388 if (at == NULL || at->next == NULL)
389 at = first_archetype;
390 else
391 at = at->next;
392
393 if (at->clone.type == PLAYER)
394 return at;
395
396 if (at == start)
397 {
398 LOG (llevError, "No Player archetypes\n");
399 exit (-1);
400 }
401 }
402 }
403
404 object *
405 get_nearest_player (object *mon)
406 {
407 object *op = NULL;
408 objectlink *ol;
409 unsigned lastdist;
410 rv_vector rv;
411
412 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
413 {
414 /* We should not find free objects on this friendly list, but it
415 * does periodically happen. Given that, lets deal with it.
416 * While unlikely, it is possible the next object on the friendly
417 * list is also free, so encapsulate this in a while loop.
418 */
419 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
420 {
421 object *tmp = ol->ob;
422
423 /* Can't do much more other than log the fact, because the object
424 * itself will have been cleared.
425 */
426 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
427 tmp->debug_desc ());
428 ol = ol->next;
429 remove_friendly_object (tmp);
430 if (!ol)
431 return op;
432 }
433
434 /* Remove special check for player from this. First, it looks to cause
435 * some crashes (ol->ob->contr not set properly?), but secondly, a more
436 * complicated method of state checking would be needed in any case -
437 * as it was, a clever player could type quit, and the function would
438 * skip them over while waiting for confirmation. Remove
439 * on_same_map check, as can_detect_enemy also does this
440 */
441 if (!can_detect_enemy (mon, ol->ob, &rv))
442 continue;
443
444 if (lastdist > rv.distance)
445 {
446 op = ol->ob;
447 lastdist = rv.distance;
448 }
449 }
450
451 for_all_players (pl)
452 if (can_detect_enemy (mon, pl->ob, &rv))
453 if (lastdist > rv.distance)
454 {
455 op = pl->ob;
456 lastdist = rv.distance;
457 }
458
459 #if 0
460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
461 #endif
462 return op;
463 }
464
465 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
466 * result in a monster paths backtracking. It basically determines how large a
467 * detour a monster will take from the direction path when looking
468 * for a path to the player. The values are in the amount of direction
469 * the deviation is
470 */
471 #define DETOUR_AMOUNT 2
472
473 /* This is used to prevent infinite loops. Consider a case where the
474 * player is in a chamber (with gate closed), and monsters are outside.
475 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
476 * find a path into the chamber. This is a good thing, but since there
477 * is no real path, it will just keep circling the chamber for
478 * ever (this could be a nice effect for monsters, but not for the function
479 * to get stuck in. I think for the monsters, if max is reached and
480 * we return the first direction the creature could move would result in the
481 * circling behaviour. Unfortunately, this function is also used to determined
482 * if the creature should cast a spell, so returning a direction in that case
483 * is probably not a good thing.
484 */
485 #define MAX_SPACES 50
486
487 /*
488 * Returns the direction to the player, if valid. Returns 0 otherwise.
489 * modified to verify there is a path to the player. Does this by stepping towards
490 * player and if path is blocked then see if blockage is close enough to player that
491 * direction to player is changed (ie zig or zag). Continue zig zag until either
492 * reach player or path is blocked. Thus, will only return true if there is a free
493 * path to player. Though path may not be a straight line. Note that it will find
494 * player hiding along a corridor at right angles to the corridor with the monster.
495 *
496 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
497 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
498 * down corriders.
499 * 2) I think the old code was broken if the first direction the monster
500 * should move was blocked - the code would store the first direction without
501 * verifying that the player can actually move in that direction. The new
502 * code does not store anything in firstdir until we have verified that the
503 * monster can in fact move one space in that direction.
504 * 3) I'm not sure how good this code will be for moving multipart monsters,
505 * since only simple checks to blocked are being called, which could mean the monster
506 * is blocking itself.
507 */
508 int
509 path_to_player (object *mon, object *pl, unsigned mindiff)
510 {
511 rv_vector rv;
512 sint16 x, y;
513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
514 maptile *m, *lastmap;
515
516 get_rangevector (mon, pl, &rv, 0);
517
518 if (rv.distance < mindiff)
519 return 0;
520
521 x = mon->x;
522 y = mon->y;
523 m = mon->map;
524 dir = rv.direction;
525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
527
528 /* If we can't solve it within the search distance, return now. */
529 if (diff > max)
530 return 0;
531
532 while (diff > 1 && max > 0)
533 {
534 lastx = x;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
539
540 mflags = get_map_flags (m, &m, x, y, &x, &y);
541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542
543 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
547 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before.
549 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
551 if (rv.direction != dir)
552 {
553 /* OK - says direction should be different - lets reset the
554 * the values so it will try again.
555 */
556 x = lastx;
557 y = lasty;
558 m = lastmap;
559 dir = firstdir = rv.direction;
560 }
561 else
562 {
563 /* direct path is blocked - try taking a side step to
564 * either the left or right.
565 * Note increase the values in the loop below to be
566 * more than -1/1 respectively will mean the monster takes
567 * bigger detour. Have to be careful about these values getting
568 * too big (3 or maybe 4 or higher) as the monster may just try
569 * stepping back and forth
570 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
574 continue; /* already did this, so skip it */
575 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in
577 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance,
580 * gets blocked, finds that it should move north,
581 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully
584 * moved.
585 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap;
590 mflags = get_map_flags (m, &m, x, y, &x, &y);
591 if (mflags & P_OUT_OF_MAP)
592 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
596 if (mflags & P_BLOCKSVIEW)
597 continue;
598
599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
601 }
602 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path.
604 */
605 if (i == (DETOUR_AMOUNT + 1))
606 return 0;
607 diff--;
608 lastdir = dir;
609 max--;
610 if (!firstdir)
611 firstdir = dir + i;
612 } /* else check alternate directions */
613 } /* if blocked */
614 else
615 {
616 /* we moved towards creature, so diff is less */
617 diff--;
618 max--;
619 lastdir = dir;
620 if (!firstdir)
621 firstdir = dir;
622 }
623
624 if (diff <= 1)
625 {
626 /* Recalculate diff (distance) because we may not have actually
627 * headed toward player for entire distance.
628 */
629 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
630 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
631 }
632
633 if (diff > max)
634 return 0;
635 }
636
637 /* If we reached the max, didn't find a direction in time */
638 if (!max)
639 return 0;
640
641 return firstdir;
642 }
643
644 void
645 give_initial_items (object *pl, treasurelist * items)
646 {
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651
652 for (op = pl->inv; op; op = next)
653 {
654 next = op->below;
655
656 /* Forces get applied per default, unless they have the
657 * flag "neutral" set. Sorry but I can't think of a better way
658 */
659 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
660 SET_FLAG (op, FLAG_APPLIED);
661
662 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions
664 */
665 if (pl->type == PLAYER)
666 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
668 (op->type == ARMOUR || op->type == BOOTS ||
669 op->type == CLOAK || op->type == HELMET ||
670 op->type == SHIELD || op->type == GLOVES ||
671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 {
673 op->destroy ();
674 continue;
675 }
676 }
677
678 /* This really needs to be better - we should really give
679 * a substitute spellbook. The problem is that we don't really
680 * have a good idea what to replace it with (need something like
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */
684 if (op->type == SPELLBOOK || op->type == SKILL)
685 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 {
694 op->destroy ();
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
696 continue;
697 }
698
699 if (op->nrof > 1)
700 op->nrof = 1;
701 }
702
703 if (op->type == SPELLBOOK && op->inv)
704 {
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707
708 /* Give starting characters identified, uncursed, and undamned
709 * items. Just don't identify gold or silver, or it won't be
710 * merged properly.
711 */
712 if (need_identify (op))
713 {
714 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED);
717 }
718 if (op->type == SPELL)
719 {
720 op->destroy ();
721 continue;
722 }
723 else if (op->type == SKILL)
724 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0;
727 op->level = 1;
728 }
729 /* lock all 'normal items by default */
730 else
731 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */
733
734 /* Need to set up the skill pointers */
735 link_player_skills (pl);
736 }
737
738 void
739 get_party_password (object *op, partylist *party)
740 {
741 if (party == NULL)
742 {
743 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
744 return;
745 }
746
747 op->contr->write_buf[0] = '\0';
748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
749 op->contr->party_to_join = party;
750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
751 }
752
753 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
754 static int
755 roll_stat (void)
756 {
757 int a[4], i, j, k;
758
759 for (i = 0; i < 4; i++)
760 a[i] = (int) rndm (6) + 1;
761
762 for (i = 0, j = 0, k = 7; i < 4; i++)
763 if (a[i] < k)
764 k = a[i], j = i;
765
766 for (i = 0, k = 0; i < 4; i++)
767 if (i != j)
768 k += a[i];
769
770 return k;
771 }
772
773 void
774 object::roll_stats ()
775 {
776 int statsort [7];
777
778 for (;;)
779 {
780 int sum = 0;
781 for (int i = 7; i--; )
782 sum += statsort [i] = roll_stat ();
783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
788 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>());
790
791 stats.Str = statsort[0];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798
799 stats.exp = 0;
800 stats.ac = 0;
801
802 stats.hp = stats.maxhp;
803 stats.sp = stats.maxsp;
804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
808 contr->levhp[1] = 9;
809 contr->levsp[1] = 6;
810 contr->levgrace[1] = 3;
811
812 contr->orig_stats = stats;
813 }
814 }
815
816 void
817 object::swap_stats (int a, int b)
818 {
819 int tmp = get_attr_value (&contr->orig_stats, a);
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822
823 stats.Str = contr->orig_stats.Str;
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
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 int
871 key_change_class (object *op, char key)
872 {
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying);
881
882 treasurelist *tl = find_treasurelist ("starting_wealth");
883 if (tl)
884 create_treasure (tl, op, 0, 0, 0);
885
886 INVOKE_PLAYER (BIRTH, op->contr);
887 INVOKE_PLAYER (LOGIN, op->contr);
888
889 op->contr->ns->state = ST_PLAYING;
890
891 if (op->msg)
892 op->msg = NULL;
893
894 /* We create this now because some of the unique maps will need it
895 * to save here.
896 */
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
898 make_path_to_file (buf);
899
900 start_info (op);
901 CLEAR_FLAG (op, FLAG_WIZ);
902 give_initial_items (op, op->randomitems);
903 link_player_skills (op);
904 esrv_send_inventory (op, op);
905 op->update_stats ();
906
907 /* This moves the player to a different start map, if there
908 * is one for this race
909 */
910 if (*first_map_ext_path)
911 {
912 object *tmp;
913 char mapname[MAX_BUF];
914
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
916 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x;
919 EXIT_Y (tmp) = op->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the
922 * default initial map */
923 tmp->destroy ();
924 }
925 else
926 LOG (llevDebug, "first_map_ext_path not set\n");
927
928 return 0;
929 }
930
931 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above.
933 */
934
935 tmp_loop = 0;
936 while (!tmp_loop)
937 {
938 shstr name = op->name;
939 int x = op->x, y = op->y;
940
941 op->remove_statbonus ();
942 op->remove ();
943 op->arch = get_player_archetype (op->arch);
944 op->arch->clone.copy_to (op);
945 op->instantiate ();
946 op->stats = op->contr->orig_stats;
947 op->name = op->name_pl = name;
948 op->x = x;
949 op->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0);
952 assign (op->contr->title, op->arch->clone.name);
953 op->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 }
956
957 update_object (op, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op);
959 op->update_stats ();
960 op->stats.hp = op->stats.maxhp;
961 op->stats.sp = op->stats.maxsp;
962 op->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969 }
970
971 void
972 flee_player (object *op)
973 {
974 int dir, diff;
975 rv_vector rv;
976
977 if (op->stats.hp < 0)
978 {
979 LOG (llevDebug, "Fleeing player is dead.\n");
980 CLEAR_FLAG (op, FLAG_SCARED);
981 return;
982 }
983
984 if (op->enemy == NULL)
985 {
986 LOG (llevDebug, "Fleeing player had no enemy.\n");
987 CLEAR_FLAG (op, FLAG_SCARED);
988 return;
989 }
990
991 /* Seen some crashes here. Since we don't store an
992 * op->enemy_count, it is possible that something destroys the
993 * actual enemy, and the object is recycled.
994 */
995 if (op->enemy->map == NULL)
996 {
997 CLEAR_FLAG (op, FLAG_SCARED);
998 op->enemy = NULL;
999 return;
1000 }
1001
1002 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1003 {
1004 op->enemy = NULL;
1005 CLEAR_FLAG (op, FLAG_SCARED);
1006 return;
1007 }
1008
1009 get_rangevector (op, op->enemy, &rv, 0);
1010
1011 dir = absdir (4 + rv.direction);
1012 for (diff = 0; diff < 3; diff++)
1013 {
1014 int m = 1 - (RANDOM () & 2);
1015
1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1017 return;
1018 }
1019
1020 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL;
1023 }
1024
1025
1026 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * IT returns 1 if the player should keep on moving, 0 if he should
1028 * stop.
1029 */
1030 int
1031 check_pick (object *op)
1032 {
1033 object *tmp, *next;
1034 int stop = 0;
1035 int wvratio;
1036 char putstring[128];
1037
1038 /* if you're flying, you cna't pick up anything */
1039 if (op->move_type & MOVE_FLYING)
1040 return 1;
1041
1042 next = op->below;
1043
1044 /* loop while there are items on the floor that are not marked as
1045 * destroyed */
1046 while (next && !next->destroyed ())
1047 {
1048 tmp = next;
1049 next = tmp->below;
1050
1051 if (op->destroyed ())
1052 return 0;
1053
1054 if (!can_pick (op, tmp))
1055 continue;
1056
1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1058 {
1059 if (item_matched_string (op, tmp, op->contr->search_str))
1060 pick_up (op, tmp);
1061 continue;
1062 }
1063
1064 /* high not bit set? We're using the old autopickup model */
1065 if (!(op->contr->mode & PU_NEWMODE))
1066 {
1067 switch (op->contr->mode)
1068 {
1069 case 0:
1070 return 1; /* don't pick up */
1071 case 1:
1072 pick_up (op, tmp);
1073 return 1;
1074 case 2:
1075 pick_up (op, tmp);
1076 return 0;
1077 case 3:
1078 return 0; /* stop before pickup */
1079 case 4:
1080 pick_up (op, tmp);
1081 break;
1082 case 5:
1083 pick_up (op, tmp);
1084 stop = 1;
1085 break;
1086 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1088 pick_up (op, tmp);
1089 break;
1090
1091 case 7:
1092 if (tmp->type == MONEY || tmp->type == GEM)
1093 pick_up (op, tmp);
1094 break;
1095
1096 default:
1097 /* use value density */
1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1100 pick_up (op, tmp);
1101 }
1102 }
1103 else
1104 { /* old model */
1105 /* NEW pickup handling */
1106 if (op->contr->mode & PU_DEBUG)
1107 {
1108 /* some debugging code to figure out item information */
1109 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1118
1119 /* philosophy:
1120 * It's easy to grab an item type from a pile, as long as it's
1121 * generic. This takes no game-time. For more detailed pickups
1122 * and selections, select-items should be used. This is a
1123 * grab-as-you-run type mode that's really useful for arrows for
1124 * example.
1125 * The drawback: right now it has no frontend, so you need to
1126 * stick the bits you want into a calculator in hex mode and then
1127 * convert to decimal and then 'pickup <#>
1128 */
1129
1130 /* the first two modes are exclusive: if NOTHING we return, if
1131 * STOP then we stop. All the rest are applied sequentially,
1132 * meaning if any test passes, the item gets picked up. */
1133
1134 /* if mode is set to pick nothing up, return */
1135
1136 if (op->contr->mode & PU_NOTHING)
1137 return 1;
1138
1139 /* if mode is set to stop when encountering objects, return */
1140 /* take STOP before INHIBIT since it doesn't actually pick
1141 * anything up */
1142
1143 if (op->contr->mode & PU_STOP)
1144 return 0;
1145
1146 /* useful for going into stores and not losing your settings... */
1147 /* and for battles wher you don't want to get loaded down while
1148 * fighting */
1149 if (op->contr->mode & PU_INHIBIT)
1150 return 1;
1151
1152 /* prevent us from turning into auto-thieves :) */
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 continue;
1155
1156 /* ignore known cursed objects */
1157 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1158 continue;
1159
1160 /* all food and drink if desired */
1161 /* question: don't pick up known-poisonous stuff? */
1162 if (op->contr->mode & PU_FOOD)
1163 if (tmp->type == FOOD)
1164 {
1165 pick_up (op, tmp);
1166 continue;
1167 }
1168
1169 if (op->contr->mode & PU_DRINK)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1171 {
1172 pick_up (op, tmp);
1173 continue;
1174 }
1175
1176 if (op->contr->mode & PU_POTION)
1177 if (tmp->type == POTION)
1178 {
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL)
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_VALUABLES)
1222 {
1223 if (tmp->type == MONEY || tmp->type == GEM)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228 }
1229
1230 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON)
1314 {
1315 if (tmp->type == WEAPON && tmp->name != NULL)
1316 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324
1325 if (tmp->type == WEAPON && tmp->name == NULL)
1326 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332 }
1333 }
1334
1335 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342
1343 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */
1345 if (op->contr->mode & PU_RATIO)
1346 {
1347 /* use value density to decide what else to grab */
1348 /* >=7 was >= op->contr->mode */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 {
1354 pick_up (op, tmp);
1355 #if 0
1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1357 if (tmp->name != NULL)
1358 {
1359 fprintf (stderr, "%s", tmp->name);
1360 }
1361 else
1362 fprintf (stderr, "%s", tmp->arch->name);
1363 fprintf (stderr, ",%d] = ", tmp->type);
1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1365 #endif
1366 continue;
1367 }
1368 }
1369 } /* the new pickup model */
1370 }
1371
1372 return !stop;
1373 }
1374
1375 /*
1376 * Find an arrow in the inventory and after that
1377 * in the right type container (quiver). Pointer to the
1378 * found object is returned.
1379 */
1380 object *
1381 find_arrow (object *op, const char *type)
1382 {
1383 object *tmp = 0;
1384
1385 for (op = op->inv; op; op = op->below)
1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1387 tmp = find_arrow (op, type);
1388 else if (op->type == ARROW && op->race == type)
1389 return op;
1390
1391 return tmp;
1392 }
1393
1394 /*
1395 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1396 * against the target. A full test is not performed, simply a basic test
1397 * of resistances. The archer is making a quick guess at what he sees down
1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1399 */
1400 object *
1401 find_better_arrow (object *op, object *target, const char *type, int *better)
1402 {
1403 object *tmp = NULL, *arrow, *ntmp;
1404 int attacknum, attacktype, betterby = 0, i;
1405
1406 if (!type)
1407 return NULL;
1408
1409 for (arrow = op->inv; arrow; arrow = arrow->below)
1410 {
1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1412 {
1413 i = 0;
1414 ntmp = find_better_arrow (arrow, target, type, &i);
1415 if (i > betterby)
1416 {
1417 tmp = ntmp;
1418 betterby = i;
1419 }
1420 }
1421 else if (arrow->type == ARROW && arrow->race == type)
1422 {
1423 /* allways prefer assasination/slaying */
1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1425 {
1426 if (arrow->attacktype & AT_DEATH)
1427 {
1428 *better = 100;
1429 return arrow;
1430 }
1431 else
1432 {
1433 tmp = arrow;
1434 betterby = (arrow->magic + arrow->stats.dam) * 2;
1435 }
1436 }
1437 else
1438 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 {
1441 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1444 {
1445 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1447 }
1448 }
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 {
1451 tmp = arrow;
1452 betterby = 2 + arrow->magic + arrow->stats.dam;
1453 }
1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1455 {
1456 tmp = arrow;
1457 betterby = 1 + arrow->magic + arrow->stats.dam;
1458 }
1459 }
1460 }
1461 }
1462 if (tmp == NULL && arrow == NULL)
1463 return find_arrow (op, type);
1464
1465 *better = betterby;
1466 return tmp;
1467 }
1468
1469 /* looks in a given direction, finds the first valid target, and calls
1470 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter
1472 * type = bow->race
1473 * dir = fire direction
1474 */
1475
1476 object *
1477 pick_arrow_target (object *op, const char *type, int dir)
1478 {
1479 object *tmp = NULL;
1480 maptile *m;
1481 int i, mflags, found, number;
1482 sint16 x, y;
1483
1484 if (op->map == NULL)
1485 return find_arrow (op, type);
1486
1487 /* do a dex check */
1488 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1489 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1490 return find_arrow (op, type);
1491
1492 m = op->map;
1493 x = op->x;
1494 y = op->y;
1495
1496 /* find the first target */
1497 for (i = 0, found = 0; i < 20; i++)
1498 {
1499 x += freearr_x[dir];
1500 y += freearr_y[dir];
1501 mflags = get_map_flags (m, &m, x, y, &x, &y);
1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 {
1504 tmp = NULL;
1505 break;
1506 }
1507 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1508 {
1509 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1510 * perhaps a bad assumption.
1511 */
1512 tmp = NULL;
1513 break;
1514 }
1515 if (mflags & P_IS_ALIVE)
1516 {
1517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1518 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1519 {
1520 found++;
1521 break;
1522 }
1523 if (found)
1524 break;
1525 }
1526 }
1527 if (tmp == NULL)
1528 return find_arrow (op, type);
1529
1530 if (tmp->head)
1531 tmp = tmp->head;
1532
1533 return find_better_arrow (op, tmp, type, &i);
1534 }
1535
1536 /*
1537 * Creature fires a bow - op can be monster or player. Returns
1538 * 1 if bow was actually fired, 0 otherwise.
1539 * op is the object firing the bow.
1540 * part is for multipart creatures - the part firing the bow.
1541 * dir is the direction of fire.
1542 * wc_mod is any special modifier to give (used in special player fire modes)
1543 * sx, sy are coordinates to fire arrow from - also used in some of the special
1544 * player fire modes.
1545 */
1546 int
1547 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548 {
1549 object *left, *bow;
1550 int bowspeed, mflags;
1551 maptile *m;
1552
1553 if (!dir)
1554 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0;
1557 }
1558
1559 if (op->type == PLAYER)
1560 bow = op->contr->ranges[range_bow];
1561 else
1562 {
1563 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons.
1566 */
1567 if (bow->type == BOW)
1568 break;
1569
1570 if (!bow)
1571 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0;
1574 }
1575 }
1576
1577 if (!bow->race || !bow->skill)
1578 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0;
1581 }
1582
1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584
1585 /* penalize ROF for bestarrow */
1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1589 if (bowspeed < 1)
1590 bowspeed = 1;
1591
1592 if (arrow == NULL)
1593 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 {
1596 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1601 return 0;
1602 }
1603 }
1604
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1606 if (mflags & P_OUT_OF_MAP)
1607 return 0;
1608
1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1610 {
1611 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1612 return 0;
1613 }
1614
1615 /* this should not happen, but sometimes does */
1616 if (arrow->nrof == 0)
1617 {
1618 arrow->destroy ();
1619 return 0;
1620 }
1621
1622 left = arrow; /* these are arrows left to the player */
1623 arrow = get_split_ob (arrow, 1);
1624 if (!arrow)
1625 {
1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1627 return 0;
1628 }
1629
1630 arrow->set_owner (op);
1631 arrow->skill = bow->skill;
1632 arrow->direction = dir;
1633
1634 if (op->type == PLAYER)
1635 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646
1647 /* Note that this was different for monsters - they got their level
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1653 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0;
1659
1660 if (op->type == PLAYER)
1661 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1667 }
1668 else
1669 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level;
1672 }
1673
1674 if (arrow->attacktype == AT_PHYSICAL)
1675 arrow->attacktype |= bow->attacktype;
1676
1677 if (bow->slaying)
1678 arrow->slaying = bow->slaying;
1679
1680 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1684 m->insert (arrow, sx, sy, op);
1685
1686 if (!arrow->destroyed ())
1687 move_arrow (arrow);
1688
1689 if (op->type == PLAYER)
1690 {
1691 if (left->destroyed ())
1692 esrv_del_item (op->contr, left->count);
1693 else
1694 esrv_send_item (op, left);
1695 }
1696
1697 return 1;
1698 }
1699
1700 /* Special fire code for players - this takes into
1701 * account the special fire modes players can have
1702 * but monsters can't. Putting that code here
1703 * makes the fire_bow code much cleaner.
1704 * this function should only be called if 'op' is a player,
1705 * hence the function name.
1706 */
1707 int
1708 player_fire_bow (object *op, int dir)
1709 {
1710 int ret = 0, wcmod = 0;
1711
1712 if (op->contr->bowtype == bow_bestarrow)
1713 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1715 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1;
1720
1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1722 }
1723 else if (op->contr->bowtype == bow_threewide)
1724 {
1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1726 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1728 }
1729 else if (op->contr->bowtype == bow_spreadshot)
1730 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 }
1736 else
1737 {
1738 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 }
1741 return ret;
1742 }
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;
1752
1753 if (!op->contr->ranges[range_misc])
1754 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return;
1757 }
1758
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv)
1761 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return;
1764 }
1765 if (item->type == WAND)
1766 {
1767 if (item->stats.food <= 0)
1768 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1771 return;
1772 }
1773 }
1774 else if (item->type == ROD || item->type == HORN)
1775 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1779 if (item->type == ROD)
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1783 return;
1784 }
1785 }
1786
1787 if (cast_spell (op, item, dir, item->inv, NULL))
1788 {
1789 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1790 if (item->type == WAND)
1791 {
1792 if (!(--item->stats.food))
1793 {
1794 object *tmp;
1795
1796 if (item->arch)
1797 {
1798 CLEAR_FLAG (item, FLAG_ANIMATE);
1799 item->face = item->arch->clone.face;
1800 item->set_speed (0);
1801 }
1802
1803 if ((tmp = item->in_player ()))
1804 esrv_update_item (UPD_ANIM, tmp, item);
1805 }
1806 }
1807 else if (item->type == ROD || item->type == HORN)
1808 drain_rod_charge (item);
1809 }
1810 }
1811
1812 /* Received a fire command for the player - go and do it.
1813 */
1814 void
1815 fire (object *op, int dir)
1816 {
1817 int spellcost = 0;
1818
1819 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op))
1821 make_visible (op);
1822
1823 switch (op->contr->shoottype)
1824 {
1825 case range_none:
1826 return;
1827
1828 case range_bow:
1829 player_fire_bow (op, dir);
1830 return;
1831
1832 case range_magic: /* Casting spells */
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1834 return;
1835
1836 case range_misc:
1837 fire_misc_object (op, dir);
1838 return;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865 return;
1866 }
1867 }
1868
1869 /* find_key
1870 * We try to find a key for the door as passed. If we find a key
1871 * and successfully use it, we return the key, otherwise NULL
1872 * This function merges both normal and locked door, since the logic
1873 * for both is the same - just the specific key is different.
1874 * pl is the player,
1875 * inv is the objects inventory to searched
1876 * door is the door we are trying to match against.
1877 * This function can be called recursively to search containers.
1878 */
1879 object *
1880 find_key (object *pl, object *container, object *door)
1881 {
1882 object *tmp, *key;
1883
1884 /* Should not happen, but sanity checking is never bad */
1885 if (!container->inv)
1886 return 0;
1887
1888 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp; tmp = tmp->below)
1890 {
1891 if (door->type == DOOR && tmp->type == KEY)
1892 break;
1893 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys
1895 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break;
1898 }
1899
1900 /* No key found - lets search inventories now */
1901 /* If we find and use a key in an inventory, return at that time.
1902 * otherwise, if we search all the inventories and still don't find
1903 * a key, return
1904 */
1905 if (!tmp)
1906 {
1907 for (tmp = container->inv; tmp; tmp = tmp->below)
1908 {
1909 /* No reason to search empty containers */
1910 if (tmp->type == CONTAINER && tmp->inv)
1911 {
1912 if ((key = find_key (pl, tmp, door)))
1913 return key;
1914 }
1915 }
1916
1917 if (!tmp)
1918 return NULL;
1919 }
1920
1921 /* We get down here if we have found a key. Now if its in a container,
1922 * see if we actually want to use it
1923 */
1924 if (pl != container)
1925 {
1926 /* Only let players use keys in containers */
1927 if (!pl->contr)
1928 return NULL;
1929 /* cases where this fails:
1930 * If we only search the player inventory, return now since we
1931 * are not in the players inventory.
1932 * If the container is not active, return now since only active
1933 * containers can be used.
1934 * If we only search keyrings and the container does not have
1935 * a race/isn't a keyring.
1936 * No checking for all containers - to fall through past here,
1937 * inv must have been an container and must have been active.
1938 *
1939 * Change the color so that the message doesn't disappear with
1940 * all the others.
1941 */
1942 if (pl->contr->usekeys == key_inventory ||
1943 !QUERY_FLAG (container, FLAG_APPLIED) ||
1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1945 {
1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1948 return NULL;
1949 }
1950 }
1951
1952 return tmp;
1953 }
1954
1955 /* moved door processing out of move_player_attack.
1956 * returns 1 if player has opened the door with a key
1957 * such that the caller should not do anything more,
1958 * 0 otherwise
1959 */
1960 static int
1961 player_attack_door (object *op, object *door)
1962 {
1963 /* If its a door, try to find a use a key. If we do destroy the door,
1964 * might as well return immediately as there is nothing more to do -
1965 * otherwise, we fall through to the rest of the code.
1966 */
1967 object *key = find_key (op, op, door);
1968
1969 /* IF we found a key, do some extra work */
1970 if (key)
1971 {
1972 object *container = key->env;
1973
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if (action_makes_visible (op))
1976 make_visible (op);
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op);
1979
1980 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 else if (door->type == LOCKED_DOOR)
1983 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1985 remove_door2 (door); /* remove door without violence ;-) */
1986 }
1987
1988 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */
1991 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
1994 return 1; /* Nothing more to do below */
1995 }
1996 else if (door->type == LOCKED_DOOR)
1997 {
1998 /* Might as well return now - no other way to open this */
1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2000 return 1;
2001 }
2002
2003 return 0;
2004 }
2005
2006 /* This function is just part of a breakup from move_player.
2007 * It should keep the code cleaner.
2008 * When this is called, the players direction has been updated
2009 * (taking into account confusion.) The player is also actually
2010 * going to try and move (not fire weapons).
2011 */
2012 void
2013 move_player_attack (object *op, int dir)
2014 {
2015 object *tmp, *mon;
2016 sint16 nx, ny;
2017 int on_battleground;
2018 maptile *m;
2019
2020 nx = freearr_x[dir] + op->x;
2021 ny = freearr_y[dir] + op->y;
2022
2023 on_battleground = op_on_battleground (op, 0, 0);
2024
2025 /* If braced, or can't move to the square, and it is not out of the
2026 * map, attack it. Note order of if statement is important - don't
2027 * want to be calling move_ob if braced, because move_ob will move the
2028 * player. This is a pretty nasty hack, because if we could
2029 * move to some space, it then means that if we are braced, we should
2030 * do nothing at all. As it is, if we are braced, we go through
2031 * quite a bit of processing. However, it probably is less than what
2032 * move_ob uses.
2033 */
2034 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2035 {
2036 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2037 {
2038 m = op->map->xy_find (nx, ny);
2039 if (!m)
2040 return; /* Don't think this should happen */
2041 }
2042 else
2043 m = op->map;
2044
2045 if (!(tmp = m->at (nx, ny).bot))
2046 return;
2047
2048 mon = 0;
2049 /* Go through all the objects, and find ones of interest. Only stop if
2050 * we find a monster - that is something we know we want to attack.
2051 * if its a door or barrel (can roll) see if there may be monsters
2052 * on the space
2053 */
2054 while (tmp)
2055 {
2056 if (tmp == op)
2057 {
2058 tmp = tmp->above;
2059 continue;
2060 }
2061
2062 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2063 {
2064 mon = tmp;
2065 break;
2066 }
2067
2068 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2069 mon = tmp;
2070
2071 tmp = tmp->above;
2072 }
2073
2074 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */
2076
2077 if (mon->head)
2078 mon = mon->head;
2079
2080 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2081 if (player_attack_door (op, mon))
2082 return;
2083
2084 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them.
2090 */
2091
2092 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive.
2095 */
2096 if ((op->type == PLAYER)
2097 #if COZY_SERVER
2098 &&
2099 ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2101 #else
2102 && mon->owner == op
2103 #endif
2104 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 {
2106 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced)
2108 return;
2109
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2111 (void) push_ob (mon, dir, op);
2112 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op);
2114
2115 return;
2116 }
2117
2118 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't
2121 * attack them either.
2122 */
2123 if ((mon->type == PLAYER || mon->enemy != op) &&
2124 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2125 #ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful
2127 || (mon->type == PLAYER
2128 && mon->contr->
2129 peaceful)) &&
2130 #else
2131 op->contr->peaceful &&
2132 #endif
2133 !on_battleground))
2134 {
2135 if (!op->contr->braced)
2136 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2138 push_ob (mon, dir, op);
2139 }
2140 else
2141 new_draw_info (0, 0, op, "You withhold your attack");
2142
2143 if (op->contr->tmp_invis || op->hide)
2144 make_visible (op);
2145 }
2146
2147 /* If the object is a boulder or other rollable object, then
2148 * roll it if not braced. You can't roll it if you are braced.
2149 */
2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151 {
2152 recursive_roll (mon, dir, op);
2153 if (action_makes_visible (op))
2154 make_visible (op);
2155 }
2156
2157 /* Any generic living creature. Including things like doors.
2158 * Way it works is like this: First, it must have some hit points
2159 * and be living. Then, it must be one of the following:
2160 * 1) Not a player, 2) A player, but of a different party. Note
2161 * that party_number -1 is no party, so attacks can still happen.
2162 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165 {
2166
2167 /* If the player hasn't hit something this tick, and does
2168 * so, give them speed boost based on weapon speed. Doing
2169 * it here is better than process_players2, which basically
2170 * incurred a 1 tick offset.
2171 */
2172 if (!op->contr->has_hit)
2173 {
2174 op->speed_left += op->speed / op->contr->weapon_sp;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 }
2178
2179 skill_attack (mon, op, 0, 0, 0);
2180
2181 /* If attacking another player, that player gets automatic
2182 * hitback, and doesn't loose luck either.
2183 * Disable hitback on the battleground or if the target is
2184 * the wiz.
2185 */
2186 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2187 {
2188 short luck = mon->stats.luck;
2189
2190 mon->contr->has_hit = 1;
2191 skill_attack (op, mon, 0, 0, 0);
2192 mon->stats.luck = luck;
2193 }
2194
2195 if (action_makes_visible (op))
2196 make_visible (op);
2197 }
2198 } /* if player should attack something */
2199 }
2200
2201 int
2202 move_player (object *op, int dir)
2203 {
2204 int pick;
2205
2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2207 return 0;
2208
2209 /* Sanity check: make sure dir is valid */
2210 if ((dir < 0) || (dir >= 9))
2211 {
2212 LOG (llevError, "move_player: invalid direction %d\n", dir);
2213 return 0;
2214 }
2215
2216 /* peterm: added following line */
2217 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2218 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2219
2220 op->facing = dir;
2221
2222 if (op->hide)
2223 do_hidden_move (op);
2224
2225 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2226 /*nop */ ;
2227 else if (op->contr->fire_on)
2228 fire (op, dir);
2229 else
2230 {
2231 move_player_attack (op, dir);
2232 pick = check_pick (op);
2233 }
2234
2235 /* Add special check for newcs players and fire on - this way, the
2236 * server can handle repeat firing.
2237 */
2238 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2239 op->direction = dir;
2240 else
2241 op->direction = 0;
2242
2243 /* Update how the player looks. Use the facing, so direction may
2244 * get reset to zero. This allows for full animation capabilities
2245 * for players.
2246 */
2247 animate_object (op, op->facing);
2248 return 0;
2249 }
2250
2251 /* This is similar to handle_player, below, but is only used by the
2252 * new client/server stuff.
2253 * This is sort of special, in that the new client/server actually uses
2254 * the new speed values for commands.
2255 *
2256 * Returns true if there are more actions we can do.
2257 */
2258 int
2259 handle_newcs_player (object *op)
2260 {
2261 if (QUERY_FLAG (op, FLAG_SCARED))
2262 {
2263 flee_player (op);
2264 /* If player is still scared, that is his action for this tick */
2265 if (QUERY_FLAG (op, FLAG_SCARED))
2266 {
2267 op->speed_left--;
2268 return 0;
2269 }
2270 }
2271
2272 /* I've been seeing crashes where the golem has been destroyed, but
2273 * the player object still points to the defunct golem. The code that
2274 * destroys the golem looks correct, and it doesn't always happen, so
2275 * put this in a a workaround to clean up the golem pointer.
2276 */
2277 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2278 op->contr->ranges[range_golem] = 0;
2279
2280 /* call this here - we also will call this in do_ericserver, but
2281 * the players time has been increased when doericserver has been
2282 * called, so we recheck it here.
2283 */
2284 if (op->contr->ns->handle_command ())
2285 return 1;
2286
2287 if (op->speed_left > 0)
2288 {
2289 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2290 {
2291 /* All move commands take 1 tick, at least for now */
2292 op->speed_left--;
2293
2294 /* Instead of all the stuff below, let move_player take care
2295 * of it. Also, some of the skill stuff is only put in
2296 * there, as well as the confusion stuff.
2297 */
2298 move_player (op, op->direction);
2299
2300 return op->speed_left > 0;
2301 }
2302 }
2303
2304 return 0;
2305 }
2306
2307 int
2308 save_life (object *op)
2309 {
2310 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2311 return 0;
2312
2313 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2314 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2315 {
2316 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2317 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2318
2319 if (op->contr)
2320 esrv_del_item (op->contr, tmp->count);
2321
2322 tmp->destroy ();
2323 CLEAR_FLAG (op, FLAG_LIFESAVE);
2324
2325 if (op->stats.hp < 0)
2326 op->stats.hp = op->stats.maxhp;
2327
2328 if (op->stats.food < 0)
2329 op->stats.food = 999;
2330
2331 op->update_stats ();
2332 return 1;
2333 }
2334
2335 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2336 CLEAR_FLAG (op, FLAG_LIFESAVE);
2337 enter_player_savebed (op); /* bring him home. */
2338 return 0;
2339 }
2340
2341 /* This goes throws the inventory and removes unpaid objects, and puts them
2342 * back in the map (location and map determined by values of env). This
2343 * function will descend into containers. op is the object to start the search
2344 * from.
2345 */
2346 void
2347 remove_unpaid_objects (object *op, object *env)
2348 {
2349 while (op)
2350 {
2351 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2352
2353 if (QUERY_FLAG (op, FLAG_UNPAID))
2354 {
2355 if (env->type == PLAYER)
2356 esrv_del_item (env->contr, op->count);
2357
2358 op->insert_at (env);
2359 }
2360 else if (op->inv)
2361 remove_unpaid_objects (op->inv, env);
2362
2363 op = next;
2364 }
2365 }
2366
2367 /*
2368 * Returns pointer a static string containing gravestone text
2369 * Moved from apply.c to player.c - player.c is what
2370 * actually uses this function. player.c may not be quite the
2371 * best, a misc file for object actions is probably better,
2372 * but there isn't one in the server directory.
2373 */
2374 char *
2375 gravestone_text (object *op)
2376 {
2377 static char buf2[MAX_BUF];
2378 char buf[MAX_BUF];
2379 time_t now = time (NULL);
2380
2381 strcpy (buf2, " R.I.P.\n\n");
2382 if (op->type == PLAYER)
2383 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2384 else
2385 sprintf (buf, "%s\n", &op->name);
2386
2387 strncat (buf2, " ", 20 - strlen (buf) / 2);
2388 strcat (buf2, buf);
2389 if (op->type == PLAYER)
2390 sprintf (buf, "who was in level %d when killed\n", op->level);
2391 else
2392 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2393
2394 strncat (buf2, " ", 20 - strlen (buf) / 2);
2395 strcat (buf2, buf);
2396 if (op->type == PLAYER)
2397 {
2398 sprintf (buf, "by %s.\n\n", op->contr->killer);
2399 strncat (buf2, " ", 21 - strlen (buf) / 2);
2400 strcat (buf2, buf);
2401 }
2402
2403 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2404 strncat (buf2, " ", 20 - strlen (buf) / 2);
2405 strcat (buf2, buf);
2406
2407 return buf2;
2408 }
2409
2410 void
2411 do_some_living (object *op)
2412 {
2413 int last_food = op->stats.food;
2414 int gen_hp, gen_sp, gen_grace;
2415 int over_hp, over_sp, over_grace;
2416 int i;
2417 int rate_hp = 1200;
2418 int rate_sp = 2500;
2419 int rate_grace = 2000;
2420 const int max_hp = 1;
2421 const int max_sp = 1;
2422 const int max_grace = 1;
2423
2424 if (op->contr->hidden)
2425 {
2426 op->invisible = 1000;
2427 /* the socket code flashes the player visible/invisible
2428 * depending on the value of invisible, so we need to
2429 * alternate it here for it to work correctly.
2430 */
2431 if (pticks & 2)
2432 op->invisible--;
2433 }
2434 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2435 {
2436 if (!op->invisible--)
2437 {
2438 make_visible (op);
2439 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2440 }
2441 }
2442
2443 if (op->contr->outputs_sync)
2444 {
2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2447 flush_output_element (op, &op->contr->outputs[i]);
2448 }
2449
2450 if (op->contr->ns->state == ST_PLAYING)
2451 {
2452 /* these next three if clauses make it possible to SLOW DOWN
2453 hp/grace/spellpoint regeneration. */
2454 if (op->contr->gen_hp >= 0)
2455 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2456 else
2457 {
2458 gen_hp = op->stats.maxhp;
2459 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2460 }
2461
2462 if (op->contr->gen_sp >= 0)
2463 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2464 else
2465 {
2466 gen_sp = op->stats.maxsp;
2467 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2468 }
2469
2470 if (op->contr->gen_grace >= 0)
2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2472 else
2473 {
2474 gen_grace = op->stats.maxgrace;
2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2476 }
2477
2478 /* Regenerate Spell Points */
2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2480 {
2481 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2482 if (op->stats.sp < op->stats.maxsp)
2483 {
2484 op->stats.sp++;
2485 /* dms do not consume food */
2486 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 {
2488 op->stats.food--;
2489 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food;
2493 }
2494 }
2495
2496 if (max_sp > 1)
2497 {
2498 over_sp = (gen_sp + 10) / rate_sp;
2499 if (over_sp > 0)
2500 {
2501 if (op->stats.sp < op->stats.maxsp)
2502 {
2503 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504
2505 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2506 op->stats.sp--;
2507
2508 if (op->stats.sp > op->stats.maxsp)
2509 op->stats.sp = op->stats.maxsp;
2510 }
2511 op->last_sp = 0;
2512 }
2513 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 }
2516 else
2517 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2518 }
2519
2520 /* Regenerate Grace */
2521 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2522 if (--op->last_grace < 0)
2523 {
2524 if (op->stats.grace < op->stats.maxgrace / 2)
2525 op->stats.grace++; /* no penalty in food for regaining grace */
2526
2527 if (max_grace > 1)
2528 {
2529 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2530 if (over_grace > 0)
2531 {
2532 op->stats.sp += over_grace
2533 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2534 op->last_grace = 0;
2535 }
2536 else
2537 {
2538 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2539 }
2540 }
2541 else
2542 {
2543 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2544 }
2545 /* wearing stuff doesn't detract from grace generation. */
2546 }
2547
2548 /* Regenerate Hit Points */
2549 if (--op->last_heal < 0)
2550 {
2551 if (op->stats.hp < op->stats.maxhp)
2552 {
2553 op->stats.hp++;
2554 /* dms do not consume food */
2555 if (!QUERY_FLAG (op, FLAG_WIZ))
2556 {
2557 op->stats.food--;
2558 if (op->contr->digestion < 0)
2559 op->stats.food += op->contr->digestion;
2560 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2561 op->stats.food = last_food;
2562 }
2563 }
2564
2565 if (max_hp > 1)
2566 {
2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2568 if (over_hp > 0)
2569 {
2570 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2571 op->last_heal = 0;
2572 }
2573 else
2574 {
2575 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2576 }
2577 }
2578 else
2579 {
2580 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2581 }
2582 }
2583
2584 /* Digestion */
2585 if (--op->last_eat < 0)
2586 {
2587 #ifdef COZY_SERVER
2588 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2589 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2590 #else
2591 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2592 #endif
2593
2594 if (op->contr->gen_hp > 0)
2595 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2596 else
2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598
2599 /* dms do not consume food */
2600 if (!QUERY_FLAG (op, FLAG_WIZ))
2601 op->stats.food--;
2602 }
2603
2604 if (op->stats.food < 0 && op->stats.hp >= 0)
2605 {
2606 object *tmp, *flesh = 0;
2607
2608 for (tmp = op->inv; tmp; tmp = tmp->below)
2609 {
2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2611 {
2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2613 {
2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2615 manual_apply (op, tmp, 0);
2616 if (op->stats.food >= 0 || op->stats.hp < 0)
2617 break;
2618 }
2619 else if (tmp->type == FLESH)
2620 flesh = tmp;
2621 } /* End if paid for object */
2622 } /* end of for loop */
2623
2624 /* If player is still starving, it means they don't have any food, so
2625 * eat flesh instead.
2626 */
2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2628 {
2629 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2630 manual_apply (op, flesh, 0);
2631 }
2632 }
2633
2634 while (op->stats.food < 0 && op->stats.hp >= 0)
2635 op->stats.food++, op->stats.hp--;
2636
2637 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2638 kill_player (op);
2639 }
2640 }
2641
2642 /* If the player should die (lack of hp, food, etc), we call this.
2643 * op is the player in jeopardy. If the player can not be saved (not
2644 * permadeath, no lifesave), this will take care of removing the player
2645 * file.
2646 */
2647 void
2648 kill_player (object *op)
2649 {
2650 char buf[MAX_BUF];
2651 int x, y;
2652
2653 //int i;
2654 maptile *map; /* this is for resurrection */
2655
2656 /* int z;
2657 int num_stats_lose;
2658 int lost_a_stat;
2659 int lose_this_stat;
2660 int this_stat; */
2661 int will_kill_again;
2662 archetype *at;
2663 object *tmp;
2664
2665 if (save_life (op))
2666 return;
2667
2668
2669 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2670 * in cities ONLY!!! It is very important that this doesn't get abused.
2671 * Look at op_on_battleground() for more info --AndreasV
2672 */
2673 if (op_on_battleground (op, &x, &y))
2674 {
2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2677
2678 /* restore player */
2679 at = archetype::find ("poisoning");
2680 if (object *tmp = present_arch_in_ob (at, op))
2681 {
2682 tmp->destroy ();
2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2684 }
2685
2686 at = archetype::find ("confusion");
2687 if (object *tmp = present_arch_in_ob (at, op))
2688 {
2689 tmp->destroy ();
2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2691 }
2692
2693 cure_disease (op, 0); /* remove any disease */
2694 op->stats.hp = op->stats.maxhp;
2695 if (op->stats.food <= 0)
2696 op->stats.food = 999;
2697
2698 /* create a bodypart-trophy to make the winner happy */
2699 if (object *tmp = arch_to_object (archetype::find ("finger")))
2700 {
2701 sprintf (buf, "%s's finger", &op->name);
2702 tmp->name = buf;
2703 sprintf (buf, " This finger has been cut off %s\n"
2704 " the %s, when he was defeated at\n level %d by %s.\n",
2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2706 tmp->msg = buf;
2707 tmp->value = 0, tmp->type = 0;
2708 tmp->materialname = "organics";
2709 tmp->insert_at (op, tmp);
2710 }
2711
2712 /* teleport defeated player to new destination */
2713 transfer_ob (op, x, y, 0, NULL);
2714 op->contr->braced = 0;
2715 return;
2716 }
2717
2718 INVOKE_PLAYER (DEATH, op->contr);
2719
2720 command_kill_pets (op, 0);
2721
2722 if (op->stats.food < 0)
2723 {
2724 sprintf (buf, "%s starved to death.", &op->name);
2725 strcpy (op->contr->killer, "starvation");
2726 }
2727 else
2728 sprintf (buf, "%s died.", &op->name);
2729
2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2731
2732 /* save the map location for corpse, gravestone */
2733 x = op->x;
2734 y = op->y;
2735 map = op->map;
2736
2737 /* NOT_PERMADEATH code. This basically brings the character back to
2738 * life if they are dead - it takes some exp and a random stat.
2739 * See the config.h file for a little more in depth detail about this.
2740 */
2741
2742 /* Basically two ways to go - remove a stat permanently, or just
2743 * make it depletion. This bunch of code deals with that aspect
2744 * of death.
2745 */
2746 #ifndef COZY_SERVER
2747 if (settings.balanced_stat_loss)
2748 {
2749 /* If stat loss is permanent, lose one stat only. */
2750 /* Lower level chars don't lose as many stats because they suffer
2751 more if they do. */
2752 /* Higher level characters can afford things such as potions of
2753 restoration, or better, stat potions. So we slug them that
2754 little bit harder. */
2755 /* GD */
2756 if (settings.stat_loss_on_death)
2757 num_stats_lose = 1;
2758 else
2759 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2760 }
2761 else
2762 num_stats_lose = 1;
2763
2764 lost_a_stat = 0;
2765
2766 for (z = 0; z < num_stats_lose; z++)
2767 {
2768 i = RANDOM () % NUM_STATS;
2769
2770 if (settings.stat_loss_on_death)
2771 {
2772 /* Pick a random stat and take a point off it. Tell the player
2773 * what he lost.
2774 */
2775 change_attr_value (&(op->stats), i, -1);
2776 check_stat_bounds (&(op->stats));
2777 change_attr_value (&(op->contr->orig_stats), i, -1);
2778 check_stat_bounds (&(op->contr->orig_stats));
2779 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2780 lost_a_stat = 1;
2781 }
2782 else
2783 {
2784 /* deplete a stat */
2785 archetype *deparch = archetype::find ("depletion");
2786 object *dep;
2787
2788 dep = present_arch_in_ob (deparch, op);
2789 if (!dep)
2790 {
2791 dep = arch_to_object (deparch);
2792 insert_ob_in_ob (dep, op);
2793 }
2794 lose_this_stat = 1;
2795 if (settings.balanced_stat_loss)
2796 {
2797 /* GD */
2798 /* Get the stat that we're about to deplete. */
2799 this_stat = get_attr_value (&(dep->stats), i);
2800 if (this_stat < 0)
2801 {
2802 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2803 int keep_chance = this_stat * this_stat;
2804
2805 /* Yes, I am paranoid. Sue me. */
2806 if (keep_chance < 1)
2807 keep_chance = 1;
2808
2809 /* There is a maximum depletion total per level. */
2810 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2811 {
2812 lose_this_stat = 0;
2813 /* Take loss chance vs keep chance to see if we
2814 retain the stat. */
2815 }
2816 else
2817 {
2818 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2819 lose_this_stat = 0;
2820 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2821 this_stat, keep_chance, loss_chance,
2822 lose_this_stat?"LOSE":"KEEP"); */
2823 }
2824 }
2825 }
2826
2827 if (lose_this_stat)
2828 {
2829 this_stat = get_attr_value (&(dep->stats), i);
2830 /* We could try to do something clever like find another
2831 * stat to reduce if this fails. But chances are, if
2832 * stats have been depleted to -50, all are pretty low
2833 * and should be roughly the same, so it shouldn't make a
2834 * difference.
2835 */
2836 if (this_stat >= -50)
2837 {
2838 change_attr_value (&(dep->stats), i, -1);
2839 SET_FLAG (dep, FLAG_APPLIED);
2840 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2841 op->update_stats ();
2842 lost_a_stat = 1;
2843 }
2844 }
2845 }
2846 }
2847 /* If no stat lost, tell the player. */
2848 if (!lost_a_stat)
2849 {
2850 /* determine_god() seems to not work sometimes... why is this?
2851 Should I be using something else? GD */
2852 const char *god = determine_god (op);
2853
2854 if (god && (strcmp (god, "none")))
2855 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2856 else
2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2858 }
2859 #else
2860 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2861 #endif
2862
2863 /* Put a gravestone up where the character 'almost' died. List the
2864 * exp loss on the stone.
2865 */
2866 tmp = arch_to_object (archetype::find ("gravestone"));
2867 sprintf (buf, "%s's gravestone", &op->name);
2868 tmp->name = buf;
2869 sprintf (buf, "%s's gravestones", &op->name);
2870 tmp->name_pl = buf;
2871 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);
2872 tmp->msg = buf;
2873 tmp->x = op->x, tmp->y = op->y;
2874 insert_ob_in_map (tmp, op->map, NULL, 0);
2875
2876 /**************************************/
2877 /* */
2878 /* Subtract the experience points, */
2879 /* if we died cause of food, give us */
2880 /* food, and reset HP's... */
2881 /* */
2882 /**************************************/
2883
2884 /* remove any poisoning and confusion the character may be suffering. */
2885 /* restore player */
2886 at = archetype::find ("poisoning");
2887 tmp = present_arch_in_ob (at, op);
2888
2889 if (tmp)
2890 {
2891 tmp->destroy ();
2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2893 }
2894
2895 at = archetype::find ("confusion");
2896 tmp = present_arch_in_ob (at, op);
2897 if (tmp)
2898 {
2899 tmp->destroy ();
2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2901 }
2902
2903 cure_disease (op, 0); /* remove any disease */
2904
2905 /*add_exp(op, (op->stats.exp * -0.20)); */
2906 apply_death_exp_penalty (op);
2907 if (op->stats.food < 100)
2908 op->stats.food = 900;
2909 op->stats.hp = op->stats.maxhp;
2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2912
2913 /*
2914 * Check to see if the player has any unpaid items. If so, remove them
2915 * and put them back in the map.
2916 */
2917 remove_unpaid_objects (op->inv, op);
2918
2919 /****************************************/
2920 /* */
2921 /* Move player to his current respawn- */
2922 /* position (usually last savebed) */
2923 /* */
2924 /****************************************/
2925
2926 enter_player_savebed (op);
2927
2928 op->contr->braced = 0;
2929
2930 /* it is possible that the player has blown something up
2931 * at his savebed location, and that can have long lasting
2932 * spell effects. So first see if there is a spell effect
2933 * on the space that might harm the player.
2934 */
2935 will_kill_again = 0;
2936 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2937 if (tmp->type == SPELL_EFFECT)
2938 will_kill_again |= tmp->attacktype;
2939
2940 if (will_kill_again)
2941 {
2942 object *force;
2943 int at;
2944
2945 force = get_archetype (FORCE_NAME);
2946 /* 50 ticks should be enough time for the spell to abate */
2947 force->speed = 0.1;
2948 force->speed_left = -5.0;
2949 SET_FLAG (force, FLAG_APPLIED);
2950 for (at = 0; at < NROFATTACKS; at++)
2951 if (will_kill_again & (1 << at))
2952 force->resist[at] = 100;
2953
2954 insert_ob_in_ob (force, op);
2955 op->update_stats ();
2956
2957 }
2958
2959 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2960 }
2961
2962 void
2963 loot_object (object *op)
2964 { /* Grab and destroy some treasure */
2965 object *tmp, *tmp2, *next;
2966
2967 op->close_container (); /* close open sack first */
2968
2969 for (tmp = op->inv; tmp; tmp = next)
2970 {
2971 next = tmp->below;
2972
2973 if (tmp->invisible)
2974 continue;
2975
2976 tmp->remove ();
2977 tmp->x = op->x, tmp->y = op->y;
2978
2979 if (tmp->type == CONTAINER)
2980 loot_object (tmp); /* empty container to ground */
2981
2982 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2983 {
2984 if (tmp->nrof > 1)
2985 {
2986 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2987 tmp2->destroy ();
2988 insert_ob_in_map (tmp, op->map, NULL, 0);
2989 }
2990 else
2991 tmp->destroy ();
2992 }
2993 else
2994 insert_ob_in_map (tmp, op->map, NULL, 0);
2995 }
2996 }
2997
2998 /*
2999 * fix_weight(): Check recursively the weight of all players, and fix
3000 * what needs to be fixed. Refresh windows and fix speed if anything
3001 * was changed.
3002 */
3003 void
3004 fix_weight (void)
3005 {
3006 for_all_players (pl)
3007 {
3008 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3009
3010 if (old == sum)
3011 continue;
3012 pl->ob->update_stats ();
3013 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3014 }
3015 }
3016
3017 void
3018 fix_luck (void)
3019 {
3020 for_all_players (pl)
3021 if (!pl->ob->contr->ns->state)
3022 pl->ob->change_luck (0);
3023 }
3024
3025 /* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object.
3028 */
3029 void
3030 cast_dust (object *op, object *throw_ob, int dir)
3031 {
3032 object *skop, *spob;
3033
3034 skop = find_skill_by_name (op, throw_ob->skill);
3035
3036 /* casting POTION 'dusts' is really a use_magic_item skill */
3037 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3038 {
3039 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3040 return;
3041 }
3042
3043 spob = throw_ob->inv;
3044
3045 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3046 // not pass NULL to cast_spell (which did indeed check itself, but
3047 // errors should be reported as early as possible IMHO)
3048 if (!spob)
3049 {
3050 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3051 return;
3052 }
3053
3054 if (op->type == PLAYER)
3055 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3056
3057 cast_spell (op, throw_ob, dir, spob, NULL);
3058
3059 throw_ob->destroy ();
3060 }
3061
3062 void
3063 make_visible (object *op)
3064 {
3065 op->hide = 0;
3066 op->invisible = 0;
3067 if (op->type == PLAYER)
3068 {
3069 op->contr->tmp_invis = 0;
3070 op->contr->invis_race = 0;
3071 }
3072
3073 update_object (op, UP_OBJ_CHANGE);
3074 }
3075
3076 int
3077 is_true_undead (object *op)
3078 {
3079 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3080 return 1;
3081
3082 return 0;
3083 }
3084
3085 /* look at the surrounding terrain to determine
3086 * the hideability of this object. Positive levels
3087 * indicate greater hideability.
3088 */
3089
3090 int
3091 hideability (object *ob)
3092 {
3093 int i, level = 0, mflag;
3094 sint16 x, y;
3095
3096 if (!ob || !ob->map)
3097 return 0;
3098
3099 /* so, on normal lighted maps, its hard to hide */
3100 level = ob->map->darkness - 2;
3101
3102 /* this also picks up whether the object is glowing.
3103 * If you carry a light on a non-dark map, its not
3104 * as bad as carrying a light on a pitch dark map */
3105 if (has_carried_lights (ob))
3106 level = -(10 + (2 * ob->map->darkness));
3107
3108 /* scan through all nearby squares for terrain to hide in */
3109 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3110 {
3111 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3112 if (mflag & P_OUT_OF_MAP)
3113 {
3114 continue;
3115 }
3116 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3117 level += 2;
3118 else /* open terrain! */
3119 level -= 1;
3120 }
3121
3122 #if 0
3123 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3124 #endif
3125 return level;
3126 }
3127
3128 /* For Hidden creatures - a chance of becoming 'unhidden'
3129 * every time they move - as we subtract off 'invisibility'
3130 * AND, for players, if they move into a ridiculously unhideable
3131 * spot (surrounded by clear terrain in broad daylight). -b.t.
3132 */
3133
3134 void
3135 do_hidden_move (object *op)
3136 {
3137 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3138 object *skop;
3139
3140 if (!op || !op->map)
3141 return;
3142
3143 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3144
3145 /* its *extremely* hard to run and sneak/hide at the same time! */
3146 if (op->type == PLAYER && op->contr->run_on)
3147 if (!skop || num >= skop->level)
3148 {
3149 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3150 make_visible (op);
3151 return;
3152 }
3153 else
3154 num += 20;
3155
3156 num += op->map->difficulty;
3157 hide = hideability (op); /* modify by terrain hidden level */
3158 num -= hide;
3159
3160 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3161 {
3162 make_visible (op);
3163 if (op->type == PLAYER)
3164 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3165 }
3166 else if (op->type == PLAYER && skop)
3167 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3168 }
3169
3170 /* determine if who is standing near a hostile creature. */
3171
3172 int
3173 stand_near_hostile (object *who)
3174 {
3175 object *tmp = NULL;
3176 int i, friendly = 0, player = 0, mflags;
3177 maptile *m;
3178 sint16 x, y;
3179
3180 if (!who)
3181 return 0;
3182
3183 if (who->type == PLAYER)
3184 player = 1;
3185
3186 else
3187 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3188
3189 /* search adjacent squares */
3190 for (i = 1; i < 9; i++)
3191 {
3192 x = who->x + freearr_x[i];
3193 y = who->y + freearr_y[i];
3194 m = who->map;
3195 mflags = get_map_flags (m, &m, x, y, &x, &y);
3196 /* space must be blocked if there is a monster. If not
3197 * blocked, don't need to check this space.
3198 */
3199 if (mflags & P_OUT_OF_MAP)
3200 continue;
3201 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3202 continue;
3203
3204 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3205 {
3206 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3207 return 1;
3208 else if (tmp->type == PLAYER)
3209 {
3210 /*don't let a hidden DM prevent you from hiding */
3211 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3212 return 1;
3213 }
3214 }
3215 }
3216 return 0;
3217 }
3218
3219 /* check the player los field for viewability of the
3220 * object op. This function works fine for monsters,
3221 * but we dont worry if the object isnt the top one in
3222 * a pile (say a coin under a table would return "viewable"
3223 * by this routine). Another question, should we be
3224 * concerned with the direction the player is looking
3225 * in? Realistically, most of use cant see stuff behind
3226 * our backs...on the other hand, does the "facing" direction
3227 * imply the way your head, or body is facing? Its possible
3228 * for them to differ. Sigh, this fctn could get a bit more complex.
3229 * -b.t.
3230 * This function is now map tiling safe.
3231 */
3232
3233 int
3234 player_can_view (object *pl, object *op)
3235 {
3236 rv_vector rv;
3237 int dx, dy;
3238
3239 if (pl->type != PLAYER)
3240 {
3241 LOG (llevError, "player_can_view() called for non-player object\n");
3242 return -1;
3243 }
3244
3245 if (!pl || !op)
3246 return 0;
3247
3248 op = op->head_ ();
3249
3250 get_rangevector (pl, op, &rv, 0x1);
3251
3252 /* starting with the 'head' part, lets loop
3253 * through the object and find if it has any
3254 * part that is in the los array but isnt on
3255 * a blocked los square.
3256 * we use the archetype to figure out offsets.
3257 */
3258 while (op)
3259 {
3260 dx = rv.distance_x + op->arch->clone.x;
3261 dy = rv.distance_y + op->arch->clone.y;
3262
3263 /* only the viewable area the player sees is updated by LOS
3264 * code, so we need to restrict ourselves to that range of values
3265 * for any meaningful values.
3266 */
3267 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3268 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3269 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3270 return 1;
3271 op = op->more;
3272 }
3273 return 0;
3274 }
3275
3276 /* routine for both players and monsters. We call this when
3277 * there is a possibility for our action distrubing our hiding
3278 * place or invisiblity spell. Artefact invisiblity is not
3279 * effected by this. If we arent invisible to begin with, we
3280 * return 0.
3281 */
3282 int
3283 action_makes_visible (object *op)
3284 {
3285
3286 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3287 {
3288 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0;
3290
3291 if (op->contr && op->contr->tmp_invis == 0)
3292 return 0;
3293
3294 /* If monsters, they should become visible */
3295 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3296 {
3297 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3298 return 1;
3299 }
3300 }
3301 return 0;
3302 }
3303
3304 /* op_on_battleground - checks if the given object op (usually
3305 * a player) is standing on a valid battleground-tile,
3306 * function returns TRUE/FALSE. If true x, y returns the battleground
3307 * -exit-coord. (and if x, y not NULL)
3308 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3309 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3310 * Default is to do the same as before, so only people wanting to have different points need worry about this
3311 */
3312 int
3313 op_on_battleground (object *op, int *x, int *y)
3314 {
3315 object *tmp;
3316
3317 /* A battleground-tile needs the following attributes to be valid:
3318 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3319 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3320 * and the exit-coordinates sp/hp must both be > 0.
3321 * => The intention here is to prevent abuse of the battleground-
3322 * feature (like pickable or hidden battleground tiles). */
3323 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3324 {
3325 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3326 {
3327 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3328 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3329 {
3330 /*before we assign the exit, check if this is a teambattle */
3331 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3332 {
3333 object *invtmp;
3334
3335 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3336 {
3337 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3338 {
3339 if (x != NULL && y != NULL)
3340 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3341 return 1;
3342 }
3343 }
3344 }
3345 if (x != NULL && y != NULL)
3346 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3347 return 1;
3348 }
3349 }
3350 }
3351 /* If we got here, did not find a battleground */
3352 return 0;
3353 }
3354
3355 /*
3356 * When a dragon-player gains a new stage of evolution,
3357 * he gets some treasure
3358 *
3359 * attributes:
3360 * object *who the dragon player
3361 * int atnr the attack-number of the ability focus
3362 * int level ability level
3363 */
3364 void
3365 dragon_ability_gain (object *who, int atnr, int level)
3366 {
3367 treasurelist *trlist = NULL; /* treasurelist */
3368 treasure *tr; /* treasure */
3369 object *tmp, *skop; /* tmp. object */
3370 object *item; /* treasure object */
3371 char buf[MAX_BUF]; /* tmp. string buffer */
3372 int i = 0, j = 0;
3373
3374 /* get the appropriate treasurelist */
3375 if (atnr == ATNR_FIRE)
3376 trlist = find_treasurelist ("dragon_ability_fire");
3377 else if (atnr == ATNR_COLD)
3378 trlist = find_treasurelist ("dragon_ability_cold");
3379 else if (atnr == ATNR_ELECTRICITY)
3380 trlist = find_treasurelist ("dragon_ability_elec");
3381 else if (atnr == ATNR_POISON)
3382 trlist = find_treasurelist ("dragon_ability_poison");
3383
3384 if (trlist == NULL || who->type != PLAYER)
3385 return;
3386
3387 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3388
3389 if (!tr || !tr->item)
3390 {
3391 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3392 return;
3393 }
3394
3395 /* everything seems okay - now bring on the gift: */
3396 item = &(tr->item->clone);
3397
3398 if (item->type == SPELL)
3399 {
3400 if (check_spell_known (who, item->name))
3401 return;
3402
3403 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3404 do_learn_spell (who, item, 0);
3405 return;
3406 }
3407
3408 /* grant direct spell */
3409 if (item->type == SPELLBOOK)
3410 {
3411 if (!item->inv)
3412 {
3413 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3414 return;
3415 }
3416 if (check_spell_known (who, item->inv->name))
3417 return;
3418 if (item->invisible)
3419 {
3420 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3421 do_learn_spell (who, item->inv, 0);
3422 return;
3423 }
3424 }
3425 else if (item->type == SKILL_TOOL && item->invisible)
3426 {
3427 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3428 {
3429
3430 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3431 * in this way, if the player is missing any of the attacktypes, he gets
3432 * them. As it is now, if the player has any that match the granted skill,
3433 * but not all of them, he gets nothing.
3434 */
3435 if (!(skop->attacktype & item->attacktype))
3436 {
3437 /* Give new attacktype */
3438 skop->attacktype |= item->attacktype;
3439
3440 /* always add physical if there's none */
3441 skop->attacktype |= AT_PHYSICAL;
3442
3443 if (item->msg != NULL)
3444 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3445
3446 /* Give player new face */
3447 if (item->animation_id)
3448 {
3449 who->face = skop->face;
3450 who->animation_id = item->animation_id;
3451 who->anim_speed = item->anim_speed;
3452 who->last_anim = 0;
3453 who->state = 0;
3454 animate_object (who, who->direction);
3455 }
3456 }
3457 }
3458 }
3459 else if (item->type == FORCE)
3460 {
3461 /* forces in the treasurelist can alter the player's stats */
3462 object *skin;
3463
3464 /* first get the dragon skin force */
3465 shstr_cmp dragon_skin_force ("dragon_skin_force");
3466 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3467 ;
3468
3469 if (!skin)
3470 return;
3471
3472 /* adding new spellpath attunements */
3473 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3474 {
3475 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3476
3477 /* print message */
3478 sprintf (buf, "You feel attuned to ");
3479 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3480 {
3481 if (item->path_attuned & (1 << i))
3482 {
3483 if (j)
3484 strcat (buf, " and ");
3485 else
3486 j = 1;
3487 strcat (buf, spellpathnames[i]);
3488 }
3489 }
3490 strcat (buf, ".");
3491 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3492 }
3493
3494 /* evtl. adding flags: */
3495 if (QUERY_FLAG (item, FLAG_XRAYS))
3496 SET_FLAG (skin, FLAG_XRAYS);
3497 if (QUERY_FLAG (item, FLAG_STEALTH))
3498 SET_FLAG (skin, FLAG_STEALTH);
3499 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3500 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3501
3502 /* print message if there is one */
3503 if (item->msg != NULL)
3504 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3505 }
3506 else
3507 {
3508 /* generate misc. treasure */
3509 tmp = arch_to_object (tr->item);
3510 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3511 tmp = insert_ob_in_ob (tmp, who);
3512 if (who->type == PLAYER)
3513 esrv_send_item (who, tmp);
3514 }
3515 }
3516
3517 /**
3518 * Unready an object for a player. This function does nothing if the object was
3519 * not readied.
3520 */
3521 void
3522 player_unready_range_ob (player *pl, object *ob)
3523 {
3524 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3525 if (pl->ranges[i] == ob)
3526 {
3527 pl->ranges[i] = 0;
3528 if (pl->shoottype == i)
3529 pl->shoottype = range_none;
3530 }
3531 }
3532
3533 sint8
3534 player::visibility_at (maptile *map, int x, int y) const
3535 {
3536 if (!ns)
3537 return 0;
3538
3539 int dx, dy;
3540 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3541 return 0;
3542
3543 x += dx - ns->current_x + ns->mapx / 2;
3544 y += dy - ns->current_y + ns->mapy / 2;
3545
3546 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3547 return 0;
3548
3549 return 100 - blocked_los [x][y];
3550 }