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/cvs/deliantra/server/server/player.C
Revision: 1.111
Committed: Mon Apr 23 11:43:22 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.110: +4 -1 lines
Log Message:
check for validity of map, as map might be legally 0 if the player could not yte enter the link map

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", (char *)"%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", (char *)"%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
200 if (ob->map)
201 maplevel = ob->map->path;
202
203 ob->remove ();
204 ob->map = 0;
205 party = 0;
206
207 // for weird reasons, this is often "ob", keeping a circular reference
208 ranges [range_skill] = 0;
209
210 players.erase (this);
211 }
212
213 // connect the player with a specific client
214 // also changed, rationalises, and fixes some incorrect settings
215 void
216 player::connect (client *ns)
217 {
218 this->ns = ns;
219 ns->pl = this;
220
221 run_on = 0;
222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
224
225 ns->update_look = 0;
226 ns->look_position = 0;
227
228 clear_los (ob);
229
230 ns->reset_stats ();
231
232 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238
239 ob->carrying = sum_weight (ob);
240 link_player_skills (ob);
241
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
243
244 assign (title, ob->arch->clone.name);
245
246 /* if it's a dragon player, set the correct title here */
247 if (is_dragon_pl (ob))
248 {
249 object *tmp, *abil = 0, *skin = 0;
250
251 shstr_cmp dragon_ability_force ("dragon_ability_force");
252 shstr_cmp dragon_skin_force ("dragon_skin_force");
253
254 for (tmp = ob->inv; tmp; tmp = tmp->below)
255 if (tmp->type == FORCE)
256 if (tmp->arch->name == dragon_ability_force)
257 abil = tmp;
258 else if (tmp->arch->name == dragon_skin_force)
259 skin = tmp;
260
261 set_dragon_name (ob, abil, skin);
262 }
263
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265
266 esrv_new_player (this, ob->weight + ob->carrying);
267
268 ob->update_stats ();
269 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0);
273
274 activate ();
275
276 send_rules (ob);
277 send_news (ob);
278 display_motd (ob);
279
280 INVOKE_PLAYER (CONNECT, this);
281 INVOKE_PLAYER (LOGIN, this);
282 }
283
284 void
285 player::disconnect ()
286 {
287 if (ns)
288 {
289 if (active)
290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
291
292 INVOKE_PLAYER (DISCONNECT, this);
293
294 ns->reset_stats ();
295 ns->pl = 0;
296 this->ns = 0;
297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
301
302 deactivate ();
303 }
304
305 // the need for this function can be explained
306 // by load_object not returning the object
307 void
308 player::set_object (object *op)
309 {
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316 }
317
318 player::player ()
319 {
320 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point.
322 */
323 outputs_sync = 6; /* Every 2 seconds */
324 outputs_count = 10; /* Keeps present behaviour */
325 unapply = unapply_nochoice;
326
327 savebed_map = first_map_path; /* Init. respawn position */
328
329 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal;
332 petmode = pet_normal;
333 listening = 10;
334 usekeys = containers;
335 peaceful = 1; /* default peaceful */
336 do_los = 1;
337 }
338
339 void
340 player::do_destroy ()
341 {
342 disconnect ();
343
344 attachable::do_destroy ();
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
351 }
352
353 player::~player ()
354 {
355 /* Clear item stack */
356 free (stack_items);
357 }
358
359 /* Tries to add player on the connection passed in ns.
360 * All we can really get in this is some settings like host and display
361 * mode.
362 */
363 player *
364 player::create ()
365 {
366 player *pl = new player;
367
368 pl->set_object (arch_to_object (get_player_archetype (0)));
369
370 pl->ob->roll_stats ();
371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
373
374 set_first_map (pl->ob);
375
376 return pl;
377 }
378
379 /*
380 * get_player_archetype() return next player archetype from archetype
381 * list. Not very efficient routine, but used only creating new players.
382 * Note: there MUST be at least one player archetype!
383 */
384 archetype *
385 get_player_archetype (archetype *at)
386 {
387 archetype *start = at;
388
389 for (;;)
390 {
391 if (at == NULL || at->next == NULL)
392 at = first_archetype;
393 else
394 at = at->next;
395
396 if (at->clone.type == PLAYER)
397 return at;
398
399 if (at == start)
400 {
401 LOG (llevError, "No Player archetypes\n");
402 exit (-1);
403 }
404 }
405 }
406
407 object *
408 get_nearest_player (object *mon)
409 {
410 object *op = NULL;
411 objectlink *ol;
412 unsigned lastdist;
413 rv_vector rv;
414
415 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
416 {
417 /* We should not find free objects on this friendly list, but it
418 * does periodically happen. Given that, lets deal with it.
419 * While unlikely, it is possible the next object on the friendly
420 * list is also free, so encapsulate this in a while loop.
421 */
422 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
423 {
424 object *tmp = ol->ob;
425
426 /* Can't do much more other than log the fact, because the object
427 * itself will have been cleared.
428 */
429 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
430 tmp->debug_desc ());
431 ol = ol->next;
432 remove_friendly_object (tmp);
433 if (!ol)
434 return op;
435 }
436
437 /* Remove special check for player from this. First, it looks to cause
438 * some crashes (ol->ob->contr not set properly?), but secondly, a more
439 * complicated method of state checking would be needed in any case -
440 * as it was, a clever player could type quit, and the function would
441 * skip them over while waiting for confirmation. Remove
442 * on_same_map check, as can_detect_enemy also does this
443 */
444 if (!can_detect_enemy (mon, ol->ob, &rv))
445 continue;
446
447 if (lastdist > rv.distance)
448 {
449 op = ol->ob;
450 lastdist = rv.distance;
451 }
452 }
453
454 for_all_players (pl)
455 if (can_detect_enemy (mon, pl->ob, &rv))
456 if (lastdist > rv.distance)
457 {
458 op = pl->ob;
459 lastdist = rv.distance;
460 }
461
462 #if 0
463 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
464 #endif
465 return op;
466 }
467
468 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
469 * result in a monster paths backtracking. It basically determines how large a
470 * detour a monster will take from the direction path when looking
471 * for a path to the player. The values are in the amount of direction
472 * the deviation is
473 */
474 #define DETOUR_AMOUNT 2
475
476 /* This is used to prevent infinite loops. Consider a case where the
477 * player is in a chamber (with gate closed), and monsters are outside.
478 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
479 * find a path into the chamber. This is a good thing, but since there
480 * is no real path, it will just keep circling the chamber for
481 * ever (this could be a nice effect for monsters, but not for the function
482 * to get stuck in. I think for the monsters, if max is reached and
483 * we return the first direction the creature could move would result in the
484 * circling behaviour. Unfortunately, this function is also used to determined
485 * if the creature should cast a spell, so returning a direction in that case
486 * is probably not a good thing.
487 */
488 #define MAX_SPACES 50
489
490 /*
491 * Returns the direction to the player, if valid. Returns 0 otherwise.
492 * modified to verify there is a path to the player. Does this by stepping towards
493 * player and if path is blocked then see if blockage is close enough to player that
494 * direction to player is changed (ie zig or zag). Continue zig zag until either
495 * reach player or path is blocked. Thus, will only return true if there is a free
496 * path to player. Though path may not be a straight line. Note that it will find
497 * player hiding along a corridor at right angles to the corridor with the monster.
498 *
499 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
500 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
501 * down corriders.
502 * 2) I think the old code was broken if the first direction the monster
503 * should move was blocked - the code would store the first direction without
504 * verifying that the player can actually move in that direction. The new
505 * code does not store anything in firstdir until we have verified that the
506 * monster can in fact move one space in that direction.
507 * 3) I'm not sure how good this code will be for moving multipart monsters,
508 * since only simple checks to blocked are being called, which could mean the monster
509 * is blocking itself.
510 */
511 int
512 path_to_player (object *mon, object *pl, unsigned mindiff)
513 {
514 rv_vector rv;
515 sint16 x, y;
516 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
517 maptile *m, *lastmap;
518
519 get_rangevector (mon, pl, &rv, 0);
520
521 if (rv.distance < mindiff)
522 return 0;
523
524 x = mon->x;
525 y = mon->y;
526 m = mon->map;
527 dir = rv.direction;
528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
531 /* If we can't solve it within the search distance, return now. */
532 if (diff > max)
533 return 0;
534
535 while (diff > 1 && max > 0)
536 {
537 lastx = x;
538 lasty = y;
539 lastmap = m;
540 x = lastx + freearr_x[dir];
541 y = lasty + freearr_y[dir];
542
543 mflags = get_map_flags (m, &m, x, y, &x, &y);
544 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
545
546 /* Space is blocked - try changing direction a little */
547 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
548 && (m == mon->map && blocked_link (mon, m, x, y))))
549 {
550 /* recalculate direction from last good location. Possible
551 * we were not traversing ideal location before.
552 */
553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
554 if (rv.direction != dir)
555 {
556 /* OK - says direction should be different - lets reset the
557 * the values so it will try again.
558 */
559 x = lastx;
560 y = lasty;
561 m = lastmap;
562 dir = firstdir = rv.direction;
563 }
564 else
565 {
566 /* direct path is blocked - try taking a side step to
567 * either the left or right.
568 * Note increase the values in the loop below to be
569 * more than -1/1 respectively will mean the monster takes
570 * bigger detour. Have to be careful about these values getting
571 * too big (3 or maybe 4 or higher) as the monster may just try
572 * stepping back and forth
573 */
574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 {
576 if (i == 0)
577 continue; /* already did this, so skip it */
578 /* Use lastdir here - otherwise,
579 * since the direction that the creature should move in
580 * may change, you could get infinite loops.
581 * ie, player is northwest, but monster can only
582 * move west, so it does that. It goes some distance,
583 * gets blocked, finds that it should move north,
584 * can't do that, but now finds it can move east, and
585 * gets back to its original point. lastdir contains
586 * the last direction the creature has successfully
587 * moved.
588 */
589
590 x = lastx + freearr_x[absdir (lastdir + i)];
591 y = lasty + freearr_y[absdir (lastdir + i)];
592 m = lastmap;
593 mflags = get_map_flags (m, &m, x, y, &x, &y);
594 if (mflags & P_OUT_OF_MAP)
595 continue;
596 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
597 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
598 continue;
599 if (mflags & P_BLOCKSVIEW)
600 continue;
601
602 if (m == mon->map && blocked_link (mon, m, x, y))
603 break;
604 }
605 /* go through entire loop without finding a valid
606 * sidestep to take - thus, no valid path.
607 */
608 if (i == (DETOUR_AMOUNT + 1))
609 return 0;
610 diff--;
611 lastdir = dir;
612 max--;
613 if (!firstdir)
614 firstdir = dir + i;
615 } /* else check alternate directions */
616 } /* if blocked */
617 else
618 {
619 /* we moved towards creature, so diff is less */
620 diff--;
621 max--;
622 lastdir = dir;
623 if (!firstdir)
624 firstdir = dir;
625 }
626
627 if (diff <= 1)
628 {
629 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance.
631 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
634 }
635
636 if (diff > max)
637 return 0;
638 }
639
640 /* If we reached the max, didn't find a direction in time */
641 if (!max)
642 return 0;
643
644 return firstdir;
645 }
646
647 void
648 give_initial_items (object *pl, treasurelist * items)
649 {
650 object *op, *next = NULL;
651
652 if (pl->randomitems != NULL)
653 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
654
655 for (op = pl->inv; op; op = next)
656 {
657 next = op->below;
658
659 /* Forces get applied per default, unless they have the
660 * flag "neutral" set. Sorry but I can't think of a better way
661 */
662 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
663 SET_FLAG (op, FLAG_APPLIED);
664
665 /* we never give weapons/armour if these cannot be used
666 * by this player due to race restrictions
667 */
668 if (pl->type == PLAYER)
669 {
670 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
671 (op->type == ARMOUR || op->type == BOOTS ||
672 op->type == CLOAK || op->type == HELMET ||
673 op->type == SHIELD || op->type == GLOVES ||
674 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
675 {
676 op->destroy ();
677 continue;
678 }
679 }
680
681 /* This really needs to be better - we should really give
682 * a substitute spellbook. The problem is that we don't really
683 * have a good idea what to replace it with (need something like
684 * a first level treasurelist for each skill.)
685 * remove duplicate skills also
686 */
687 if (op->type == SPELLBOOK || op->type == SKILL)
688 {
689 object *tmp;
690
691 for (tmp = op->below; tmp; tmp = tmp->below)
692 if (tmp->type == op->type && tmp->name == op->name)
693 break;
694
695 if (tmp)
696 {
697 op->destroy ();
698 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
699 continue;
700 }
701
702 if (op->nrof > 1)
703 op->nrof = 1;
704 }
705
706 if (op->type == SPELLBOOK && op->inv)
707 {
708 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
709 }
710
711 /* Give starting characters identified, uncursed, and undamned
712 * items. Just don't identify gold or silver, or it won't be
713 * merged properly.
714 */
715 if (need_identify (op))
716 {
717 SET_FLAG (op, FLAG_IDENTIFIED);
718 CLEAR_FLAG (op, FLAG_CURSED);
719 CLEAR_FLAG (op, FLAG_DAMNED);
720 }
721 if (op->type == SPELL)
722 {
723 op->destroy ();
724 continue;
725 }
726 else if (op->type == SKILL)
727 {
728 SET_FLAG (op, FLAG_CAN_USE_SKILL);
729 op->stats.exp = 0;
730 op->level = 1;
731 }
732 /* lock all 'normal items by default */
733 else
734 SET_FLAG (op, FLAG_INV_LOCKED);
735 } /* for loop of objects in player inv */
736
737 /* Need to set up the skill pointers */
738 link_player_skills (pl);
739 }
740
741 void
742 get_party_password (object *op, partylist *party)
743 {
744 if (party == NULL)
745 {
746 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
747 return;
748 }
749
750 op->contr->write_buf[0] = '\0';
751 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
752 op->contr->party_to_join = party;
753 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
754 }
755
756 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
757 static int
758 roll_stat (void)
759 {
760 int a[4], i, j, k;
761
762 for (i = 0; i < 4; i++)
763 a[i] = (int) rndm (6) + 1;
764
765 for (i = 0, j = 0, k = 7; i < 4; i++)
766 if (a[i] < k)
767 k = a[i], j = i;
768
769 for (i = 0, k = 0; i < 4; i++)
770 if (i != j)
771 k += a[i];
772
773 return k;
774 }
775
776 void
777 object::roll_stats ()
778 {
779 int statsort [7];
780
781 for (;;)
782 {
783 int sum = 0;
784 for (int i = 7; i--; )
785 sum += statsort [i] = roll_stat ();
786
787 if (sum >= 82 && sum <= 116)
788 break;
789 }
790
791 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>());
793
794 stats.Str = statsort[0];
795 stats.Dex = statsort[1];
796 stats.Con = statsort[2];
797 stats.Int = statsort[3];
798 stats.Wis = statsort[4];
799 stats.Pow = statsort[5];
800 stats.Cha = statsort[6];
801
802 stats.exp = 0;
803 stats.ac = 0;
804
805 stats.hp = stats.maxhp;
806 stats.sp = stats.maxsp;
807 stats.grace = stats.maxgrace;
808
809 if (contr)
810 {
811 contr->levhp[1] = 9;
812 contr->levsp[1] = 6;
813 contr->levgrace[1] = 3;
814
815 contr->orig_stats = stats;
816 }
817 }
818
819 void
820 object::swap_stats (int a, int b)
821 {
822 int tmp = get_attr_value (&contr->orig_stats, a);
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825
826 stats.Str = contr->orig_stats.Str;
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833
834 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats
836 stats.ac = 0;
837
838 level = 1;
839 stats.exp = 0;
840 stats.ac = 0;
841
842 stats.hp = stats.maxhp;
843 stats.sp = stats.maxsp;
844 stats.grace = stats.maxgrace;
845
846 if (contr)
847 {
848 contr->levhp[1] = 9;
849 contr->levsp[1] = 6;
850 contr->levgrace[1] = 3;
851
852 contr->orig_stats = stats;
853 }
854 }
855
856 static void
857 start_info (object *op)
858 {
859 char buf[MAX_BUF];
860
861 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
862 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 //new_draw_info (NDI_UNIQUE, 0, op, " ");
865 }
866
867 /* This function takes the key that is passed, and does the
868 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have
870 * separate race and class; this actually changes the RACE,
871 * not the class.
872 */
873 int
874 key_change_class (object *op, char key)
875 {
876 int tmp_loop;
877
878 if (key == 'd' || key == 'D')
879 {
880 char buf[MAX_BUF];
881
882 /* this must before then initial items are given */
883 esrv_new_player (op->contr, op->weight + op->carrying);
884
885 treasurelist *tl = treasurelist::find ("starting_wealth");
886 if (tl)
887 create_treasure (tl, op, 0, 0, 0);
888
889 INVOKE_PLAYER (BIRTH, op->contr);
890 INVOKE_PLAYER (LOGIN, op->contr);
891
892 op->contr->ns->state = ST_PLAYING;
893
894 if (op->msg)
895 op->msg = NULL;
896
897 /* We create this now because some of the unique maps will need it
898 * to save here.
899 */
900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
901 make_path_to_file (buf);
902
903 start_info (op);
904 CLEAR_FLAG (op, FLAG_WIZ);
905 give_initial_items (op, op->randomitems);
906 link_player_skills (op);
907 esrv_send_inventory (op, op);
908 op->update_stats ();
909
910 /* This moves the player to a different start map, if there
911 * is one for this race
912 */
913 if (*first_map_ext_path)
914 {
915 object *tmp;
916 char mapname[MAX_BUF];
917
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
919 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = op->x;
922 EXIT_Y (tmp) = op->y;
923 op->enter_exit (tmp); /* we don't really care if it succeeded;
924 * if the map isn't there, then stay on the
925 * default initial map */
926 tmp->destroy ();
927 }
928 else
929 LOG (llevDebug, "first_map_ext_path not set\n");
930
931 return 0;
932 }
933
934 /* Following actually changes the race - this is the default command
935 * if we don't match with one of the options above.
936 */
937
938 tmp_loop = 0;
939 while (!tmp_loop)
940 {
941 shstr name = op->name;
942 int x = op->x, y = op->y;
943
944 op->remove_statbonus ();
945 op->remove ();
946 op->arch = get_player_archetype (op->arch);
947 op->arch->clone.copy_to (op);
948 op->instantiate ();
949 op->stats = op->contr->orig_stats;
950 op->name = op->name_pl = name;
951 op->x = x;
952 op->y = y;
953 SET_ANIMATION (op, 2); /* So player faces south */
954 insert_ob_in_map (op, op->map, op, 0);
955 assign (op->contr->title, op->arch->clone.name);
956 op->add_statbonus ();
957 tmp_loop = allowed_class (op);
958 }
959
960 update_object (op, UP_OBJ_FACE);
961 esrv_update_item (UPD_FACE, op, op);
962 op->update_stats ();
963 op->stats.hp = op->stats.maxhp;
964 op->stats.sp = op->stats.maxsp;
965 op->stats.grace = 0;
966
967 if (op->msg)
968 new_draw_info (NDI_BLUE, 0, op, op->msg);
969
970 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
971 return 0;
972 }
973
974 void
975 flee_player (object *op)
976 {
977 int dir, diff;
978 rv_vector rv;
979
980 if (op->stats.hp < 0)
981 {
982 LOG (llevDebug, "Fleeing player is dead.\n");
983 CLEAR_FLAG (op, FLAG_SCARED);
984 return;
985 }
986
987 if (op->enemy == NULL)
988 {
989 LOG (llevDebug, "Fleeing player had no enemy.\n");
990 CLEAR_FLAG (op, FLAG_SCARED);
991 return;
992 }
993
994 /* Seen some crashes here. Since we don't store an
995 * op->enemy_count, it is possible that something destroys the
996 * actual enemy, and the object is recycled.
997 */
998 if (op->enemy->map == NULL)
999 {
1000 CLEAR_FLAG (op, FLAG_SCARED);
1001 op->enemy = NULL;
1002 return;
1003 }
1004
1005 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1006 {
1007 op->enemy = NULL;
1008 CLEAR_FLAG (op, FLAG_SCARED);
1009 return;
1010 }
1011
1012 get_rangevector (op, op->enemy, &rv, 0);
1013
1014 dir = absdir (4 + rv.direction);
1015 for (diff = 0; diff < 3; diff++)
1016 {
1017 int m = 1 - (RANDOM () & 2);
1018
1019 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1020 return;
1021 }
1022
1023 /* Cornered, get rid of scared */
1024 CLEAR_FLAG (op, FLAG_SCARED);
1025 op->enemy = NULL;
1026 }
1027
1028
1029 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1030 * IT returns 1 if the player should keep on moving, 0 if he should
1031 * stop.
1032 */
1033 int
1034 check_pick (object *op)
1035 {
1036 object *tmp, *next;
1037 int stop = 0;
1038 int wvratio;
1039 char putstring[128];
1040
1041 /* if you're flying, you cna't pick up anything */
1042 if (op->move_type & MOVE_FLYING)
1043 return 1;
1044
1045 next = op->below;
1046
1047 /* loop while there are items on the floor that are not marked as
1048 * destroyed */
1049 while (next && !next->destroyed ())
1050 {
1051 tmp = next;
1052 next = tmp->below;
1053
1054 if (op->destroyed ())
1055 return 0;
1056
1057 if (!can_pick (op, tmp))
1058 continue;
1059
1060 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1061 {
1062 if (item_matched_string (op, tmp, op->contr->search_str))
1063 pick_up (op, tmp);
1064 continue;
1065 }
1066
1067 /* high not bit set? We're using the old autopickup model */
1068 if (!(op->contr->mode & PU_NEWMODE))
1069 {
1070 switch (op->contr->mode)
1071 {
1072 case 0:
1073 return 1; /* don't pick up */
1074 case 1:
1075 pick_up (op, tmp);
1076 return 1;
1077 case 2:
1078 pick_up (op, tmp);
1079 return 0;
1080 case 3:
1081 return 0; /* stop before pickup */
1082 case 4:
1083 pick_up (op, tmp);
1084 break;
1085 case 5:
1086 pick_up (op, tmp);
1087 stop = 1;
1088 break;
1089 case 6:
1090 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1091 pick_up (op, tmp);
1092 break;
1093
1094 case 7:
1095 if (tmp->type == MONEY || tmp->type == GEM)
1096 pick_up (op, tmp);
1097 break;
1098
1099 default:
1100 /* use value density */
1101 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1102 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1103 pick_up (op, tmp);
1104 }
1105 }
1106 else
1107 { /* old model */
1108 /* NEW pickup handling */
1109 if (op->contr->mode & PU_DEBUG)
1110 {
1111 /* some debugging code to figure out item information */
1112 if (tmp->name != NULL)
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115 else
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118
1119 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1120 }
1121
1122 /* philosophy:
1123 * It's easy to grab an item type from a pile, as long as it's
1124 * generic. This takes no game-time. For more detailed pickups
1125 * and selections, select-items should be used. This is a
1126 * grab-as-you-run type mode that's really useful for arrows for
1127 * example.
1128 * The drawback: right now it has no frontend, so you need to
1129 * stick the bits you want into a calculator in hex mode and then
1130 * convert to decimal and then 'pickup <#>
1131 */
1132
1133 /* the first two modes are exclusive: if NOTHING we return, if
1134 * STOP then we stop. All the rest are applied sequentially,
1135 * meaning if any test passes, the item gets picked up. */
1136
1137 /* if mode is set to pick nothing up, return */
1138
1139 if (op->contr->mode & PU_NOTHING)
1140 return 1;
1141
1142 /* if mode is set to stop when encountering objects, return */
1143 /* take STOP before INHIBIT since it doesn't actually pick
1144 * anything up */
1145
1146 if (op->contr->mode & PU_STOP)
1147 return 0;
1148
1149 /* useful for going into stores and not losing your settings... */
1150 /* and for battles wher you don't want to get loaded down while
1151 * fighting */
1152 if (op->contr->mode & PU_INHIBIT)
1153 return 1;
1154
1155 /* prevent us from turning into auto-thieves :) */
1156 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1157 continue;
1158
1159 /* ignore known cursed objects */
1160 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1161 continue;
1162
1163 /* all food and drink if desired */
1164 /* question: don't pick up known-poisonous stuff? */
1165 if (op->contr->mode & PU_FOOD)
1166 if (tmp->type == FOOD)
1167 {
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 if (op->contr->mode & PU_DRINK)
1173 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1174 {
1175 pick_up (op, tmp);
1176 continue;
1177 }
1178
1179 if (op->contr->mode & PU_POTION)
1180 if (tmp->type == POTION)
1181 {
1182 pick_up (op, tmp);
1183 continue;
1184 }
1185
1186 /* spellbooks, skillscrolls and normal books/scrolls */
1187 if (op->contr->mode & PU_SPELLBOOK)
1188 if (tmp->type == SPELLBOOK)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_SKILLSCROLL)
1195 if (tmp->type == SKILLSCROLL)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_READABLES)
1202 if (tmp->type == BOOK || tmp->type == SCROLL)
1203 {
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 /* wands/staves/rods/horns */
1209 if (op->contr->mode & PU_MAGIC_DEVICE)
1210 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1211 {
1212 pick_up (op, tmp);
1213 continue;
1214 }
1215
1216 /* pick up all magical items */
1217 if (op->contr->mode & PU_MAGICAL)
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 if (op->contr->mode & PU_VALUABLES)
1225 {
1226 if (tmp->type == MONEY || tmp->type == GEM)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231 }
1232
1233 /* rings & amulets - talismans seems to be typed AMULET */
1234 if (op->contr->mode & PU_JEWELS)
1235 if (tmp->type == RING || tmp->type == AMULET)
1236 {
1237 pick_up (op, tmp);
1238 continue;
1239 }
1240
1241 /* we don't forget dragon food */
1242 if (op->contr->mode & PU_FLESH)
1243 if (tmp->type == FLESH)
1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1249 /* bows and arrows. Bows are good for selling! */
1250 if (op->contr->mode & PU_BOW)
1251 if (tmp->type == BOW)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 if (op->contr->mode & PU_ARROW)
1258 if (tmp->type == ARROW)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 /* all kinds of armor etc. */
1265 if (op->contr->mode & PU_ARMOUR)
1266 if (tmp->type == ARMOUR)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_HELMET)
1273 if (tmp->type == HELMET)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_SHIELD)
1280 if (tmp->type == SHIELD)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_BOOTS)
1287 if (tmp->type == BOOTS)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_GLOVES)
1294 if (tmp->type == GLOVES)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 if (op->contr->mode & PU_CLOAK)
1301 if (tmp->type == CLOAK)
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 /* hoping to catch throwing daggers here */
1308 if (op->contr->mode & PU_MISSILEWEAPON)
1309 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314
1315 /* careful: chairs and tables are weapons! */
1316 if (op->contr->mode & PU_ALLWEAPON)
1317 {
1318 if (tmp->type == WEAPON && tmp->name != NULL)
1319 {
1320 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1321 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327
1328 if (tmp->type == WEAPON && tmp->name == NULL)
1329 {
1330 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1331 {
1332 pick_up (op, tmp);
1333 continue;
1334 }
1335 }
1336 }
1337
1338 /* misc stuff that's useful */
1339 if (op->contr->mode & PU_KEY)
1340 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1341 {
1342 pick_up (op, tmp);
1343 continue;
1344 }
1345
1346 /* any of the last 4 bits set means we use the ratio for value
1347 * pickups */
1348 if (op->contr->mode & PU_RATIO)
1349 {
1350 /* use value density to decide what else to grab */
1351 /* >=7 was >= op->contr->mode */
1352 /* >=7 is the old standard setting. Now we take the last 4 bits
1353 * and multiply them by 5, giving 0..15*5== 5..75 */
1354 wvratio = (op->contr->mode & PU_RATIO) * 5;
1355 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1356 {
1357 pick_up (op, tmp);
1358 #if 0
1359 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1360 if (tmp->name != NULL)
1361 {
1362 fprintf (stderr, "%s", tmp->name);
1363 }
1364 else
1365 fprintf (stderr, "%s", tmp->arch->name);
1366 fprintf (stderr, ",%d] = ", tmp->type);
1367 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1368 #endif
1369 continue;
1370 }
1371 }
1372 } /* the new pickup model */
1373 }
1374
1375 return !stop;
1376 }
1377
1378 /*
1379 * Find an arrow in the inventory and after that
1380 * in the right type container (quiver). Pointer to the
1381 * found object is returned.
1382 */
1383 object *
1384 find_arrow (object *op, const char *type)
1385 {
1386 object *tmp = 0;
1387
1388 for (op = op->inv; op; op = op->below)
1389 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1390 tmp = find_arrow (op, type);
1391 else if (op->type == ARROW && op->race == type)
1392 return op;
1393
1394 return tmp;
1395 }
1396
1397 /*
1398 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1399 * against the target. A full test is not performed, simply a basic test
1400 * of resistances. The archer is making a quick guess at what he sees down
1401 * the hall. Failing that it does it's best to pick the highest plus arrow.
1402 */
1403 object *
1404 find_better_arrow (object *op, object *target, const char *type, int *better)
1405 {
1406 object *tmp = NULL, *arrow, *ntmp;
1407 int attacknum, attacktype, betterby = 0, i;
1408
1409 if (!type)
1410 return NULL;
1411
1412 for (arrow = op->inv; arrow; arrow = arrow->below)
1413 {
1414 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1415 {
1416 i = 0;
1417 ntmp = find_better_arrow (arrow, target, type, &i);
1418 if (i > betterby)
1419 {
1420 tmp = ntmp;
1421 betterby = i;
1422 }
1423 }
1424 else if (arrow->type == ARROW && arrow->race == type)
1425 {
1426 /* allways prefer assasination/slaying */
1427 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1428 {
1429 if (arrow->attacktype & AT_DEATH)
1430 {
1431 *better = 100;
1432 return arrow;
1433 }
1434 else
1435 {
1436 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * 2;
1438 }
1439 }
1440 else
1441 {
1442 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1443 {
1444 attacktype = 1 << attacknum;
1445 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1446 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1447 {
1448 tmp = arrow;
1449 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1450 }
1451 }
1452 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1453 {
1454 tmp = arrow;
1455 betterby = 2 + arrow->magic + arrow->stats.dam;
1456 }
1457 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1458 {
1459 tmp = arrow;
1460 betterby = 1 + arrow->magic + arrow->stats.dam;
1461 }
1462 }
1463 }
1464 }
1465 if (tmp == NULL && arrow == NULL)
1466 return find_arrow (op, type);
1467
1468 *better = betterby;
1469 return tmp;
1470 }
1471
1472 /* looks in a given direction, finds the first valid target, and calls
1473 * find_better_arrow to find a decent arrow to use.
1474 * op = the shooter
1475 * type = bow->race
1476 * dir = fire direction
1477 */
1478
1479 object *
1480 pick_arrow_target (object *op, const char *type, int dir)
1481 {
1482 object *tmp = NULL;
1483 maptile *m;
1484 int i, mflags, found, number;
1485 sint16 x, y;
1486
1487 if (op->map == NULL)
1488 return find_arrow (op, type);
1489
1490 /* do a dex check */
1491 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1492 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1493 return find_arrow (op, type);
1494
1495 m = op->map;
1496 x = op->x;
1497 y = op->y;
1498
1499 /* find the first target */
1500 for (i = 0, found = 0; i < 20; i++)
1501 {
1502 x += freearr_x[dir];
1503 y += freearr_y[dir];
1504 mflags = get_map_flags (m, &m, x, y, &x, &y);
1505 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1506 {
1507 tmp = NULL;
1508 break;
1509 }
1510 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1511 {
1512 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1513 * perhaps a bad assumption.
1514 */
1515 tmp = NULL;
1516 break;
1517 }
1518 if (mflags & P_IS_ALIVE)
1519 {
1520 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1522 {
1523 found++;
1524 break;
1525 }
1526 if (found)
1527 break;
1528 }
1529 }
1530 if (tmp == NULL)
1531 return find_arrow (op, type);
1532
1533 if (tmp->head)
1534 tmp = tmp->head;
1535
1536 return find_better_arrow (op, tmp, type, &i);
1537 }
1538
1539 /*
1540 * Creature fires a bow - op can be monster or player. Returns
1541 * 1 if bow was actually fired, 0 otherwise.
1542 * op is the object firing the bow.
1543 * part is for multipart creatures - the part firing the bow.
1544 * dir is the direction of fire.
1545 * wc_mod is any special modifier to give (used in special player fire modes)
1546 * sx, sy are coordinates to fire arrow from - also used in some of the special
1547 * player fire modes.
1548 */
1549 int
1550 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1551 {
1552 object *left, *bow;
1553 int bowspeed, mflags;
1554 maptile *m;
1555
1556 if (!dir)
1557 {
1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1559 return 0;
1560 }
1561
1562 if (op->type == PLAYER)
1563 bow = op->contr->ranges[range_bow];
1564 else
1565 {
1566 for (bow = op->inv; bow; bow = bow->below)
1567 /* Don't check for applied - monsters don't apply bows - in that way, they
1568 * don't need to switch back and forth between bows and weapons.
1569 */
1570 if (bow->type == BOW)
1571 break;
1572
1573 if (!bow)
1574 {
1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1576 return 0;
1577 }
1578 }
1579
1580 if (!bow->race || !bow->skill)
1581 {
1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1583 return 0;
1584 }
1585
1586 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1587
1588 /* penalize ROF for bestarrow */
1589 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1590 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1591
1592 if (bowspeed < 1)
1593 bowspeed = 1;
1594
1595 if (arrow == NULL)
1596 {
1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1598 {
1599 if (op->type == PLAYER)
1600 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1601 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1602 else
1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604 return 0;
1605 }
1606 }
1607
1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1609 if (mflags & P_OUT_OF_MAP)
1610 return 0;
1611
1612 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1613 {
1614 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1615 return 0;
1616 }
1617
1618 /* this should not happen, but sometimes does */
1619 if (arrow->nrof == 0)
1620 {
1621 arrow->destroy ();
1622 return 0;
1623 }
1624
1625 left = arrow; /* these are arrows left to the player */
1626 arrow = get_split_ob (arrow, 1);
1627 if (!arrow)
1628 {
1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 return 0;
1631 }
1632
1633 arrow->set_owner (op);
1634 arrow->skill = bow->skill;
1635 arrow->direction = dir;
1636
1637 if (op->type == PLAYER)
1638 {
1639 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1640 op->update_stats ();
1641 }
1642
1643 SET_ANIMATION (arrow, arrow->direction);
1644 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1645 arrow->stats.hp = arrow->stats.dam;
1646 arrow->stats.grace = arrow->attacktype;
1647 if (arrow->slaying != NULL)
1648 arrow->spellarg = strdup (arrow->slaying);
1649
1650 /* Note that this was different for monsters - they got their level
1651 * added to the damage. I think the strength bonus is more proper.
1652 */
1653
1654 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1655
1656 /* update the speed */
1657 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1658 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1659
1660 arrow->set_speed (max (arrow->speed, 1.0));
1661 arrow->speed_left = 0;
1662
1663 if (op->type == PLAYER)
1664 {
1665 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1666 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1667 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1668
1669 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1670 }
1671 else
1672 {
1673 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1674 arrow->level = op->level;
1675 }
1676
1677 if (arrow->attacktype == AT_PHYSICAL)
1678 arrow->attacktype |= bow->attacktype;
1679
1680 if (bow->slaying)
1681 arrow->slaying = bow->slaying;
1682
1683 arrow->move_type = MOVE_FLY_LOW;
1684 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1685
1686 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1687 m->insert (arrow, sx, sy, op);
1688
1689 if (!arrow->destroyed ())
1690 move_arrow (arrow);
1691
1692 if (op->type == PLAYER)
1693 {
1694 if (left->destroyed ())
1695 esrv_del_item (op->contr, left->count);
1696 else
1697 esrv_send_item (op, left);
1698 }
1699
1700 return 1;
1701 }
1702
1703 /* Special fire code for players - this takes into
1704 * account the special fire modes players can have
1705 * but monsters can't. Putting that code here
1706 * makes the fire_bow code much cleaner.
1707 * this function should only be called if 'op' is a player,
1708 * hence the function name.
1709 */
1710 int
1711 player_fire_bow (object *op, int dir)
1712 {
1713 int ret = 0, wcmod = 0;
1714
1715 if (op->contr->bowtype == bow_bestarrow)
1716 {
1717 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1718 }
1719 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1720 {
1721 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1722 wcmod = -1;
1723
1724 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1725 }
1726 else if (op->contr->bowtype == bow_threewide)
1727 {
1728 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1729 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1730 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1731 }
1732 else if (op->contr->bowtype == bow_spreadshot)
1733 {
1734 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1735 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1736 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1737
1738 }
1739 else
1740 {
1741 /* Simple case */
1742 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1743 }
1744 return ret;
1745 }
1746
1747
1748 /* Fires a misc (wand/rod/horn) object in 'dir'.
1749 * Broken apart from 'fire' to keep it more readable.
1750 */
1751 void
1752 fire_misc_object (object *op, int dir)
1753 {
1754 object *item;
1755
1756 if (!op->contr->ranges[range_misc])
1757 {
1758 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1759 return;
1760 }
1761
1762 item = op->contr->ranges[range_misc];
1763 if (!item->inv)
1764 {
1765 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1766 return;
1767 }
1768 if (item->type == WAND)
1769 {
1770 if (item->stats.food <= 0)
1771 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774 return;
1775 }
1776 }
1777 else if (item->type == ROD || item->type == HORN)
1778 {
1779 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1780 {
1781 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1782 if (item->type == ROD)
1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1784 else
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1786 return;
1787 }
1788 }
1789
1790 if (cast_spell (op, item, dir, item->inv, NULL))
1791 {
1792 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1793 if (item->type == WAND)
1794 {
1795 if (!(--item->stats.food))
1796 {
1797 object *tmp;
1798
1799 if (item->arch)
1800 {
1801 CLEAR_FLAG (item, FLAG_ANIMATE);
1802 item->face = item->arch->clone.face;
1803 item->set_speed (0);
1804 }
1805
1806 if ((tmp = item->in_player ()))
1807 esrv_update_item (UPD_ANIM, tmp, item);
1808 }
1809 }
1810 else if (item->type == ROD || item->type == HORN)
1811 drain_rod_charge (item);
1812 }
1813 }
1814
1815 /* Received a fire command for the player - go and do it.
1816 */
1817 void
1818 fire (object *op, int dir)
1819 {
1820 int spellcost = 0;
1821
1822 /* check for loss of invisiblity/hide */
1823 if (action_makes_visible (op))
1824 make_visible (op);
1825
1826 switch (op->contr->shoottype)
1827 {
1828 case range_none:
1829 return;
1830
1831 case range_bow:
1832 player_fire_bow (op, dir);
1833 return;
1834
1835 case range_magic: /* Casting spells */
1836 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1837 return;
1838
1839 case range_misc:
1840 fire_misc_object (op, dir);
1841 return;
1842
1843 case range_golem: /* Control summoned monsters from scrolls */
1844 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1845 {
1846 op->contr->ranges[range_golem] = 0;
1847 op->contr->shoottype = range_none;
1848 }
1849 else
1850 control_golem (op->contr->ranges[range_golem], dir);
1851 return;
1852
1853 case range_skill:
1854 if (!op->chosen_skill)
1855 {
1856 if (op->type == PLAYER)
1857 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1858 return;
1859 }
1860
1861 do_skill (op, op, op->chosen_skill, dir, NULL);
1862 return;
1863 case range_builder:
1864 apply_map_builder (op, dir);
1865 return;
1866 default:
1867 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1868 return;
1869 }
1870 }
1871
1872 /* find_key
1873 * We try to find a key for the door as passed. If we find a key
1874 * and successfully use it, we return the key, otherwise NULL
1875 * This function merges both normal and locked door, since the logic
1876 * for both is the same - just the specific key is different.
1877 * pl is the player,
1878 * inv is the objects inventory to searched
1879 * door is the door we are trying to match against.
1880 * This function can be called recursively to search containers.
1881 */
1882 object *
1883 find_key (object *pl, object *container, object *door)
1884 {
1885 object *tmp, *key;
1886
1887 /* Should not happen, but sanity checking is never bad */
1888 if (!container->inv)
1889 return 0;
1890
1891 /* First, lets try to find a key in the top level inventory */
1892 for (tmp = container->inv; tmp; tmp = tmp->below)
1893 {
1894 if (door->type == DOOR && tmp->type == KEY)
1895 break;
1896 /* For sanity, we should really check door type, but other stuff
1897 * (like containers) can be locked with special keys
1898 */
1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1900 break;
1901 }
1902
1903 /* No key found - lets search inventories now */
1904 /* If we find and use a key in an inventory, return at that time.
1905 * otherwise, if we search all the inventories and still don't find
1906 * a key, return
1907 */
1908 if (!tmp)
1909 {
1910 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 {
1912 /* No reason to search empty containers */
1913 if (tmp->type == CONTAINER && tmp->inv)
1914 {
1915 if ((key = find_key (pl, tmp, door)))
1916 return key;
1917 }
1918 }
1919
1920 if (!tmp)
1921 return NULL;
1922 }
1923
1924 /* We get down here if we have found a key. Now if its in a container,
1925 * see if we actually want to use it
1926 */
1927 if (pl != container)
1928 {
1929 /* Only let players use keys in containers */
1930 if (!pl->contr)
1931 return NULL;
1932 /* cases where this fails:
1933 * If we only search the player inventory, return now since we
1934 * are not in the players inventory.
1935 * If the container is not active, return now since only active
1936 * containers can be used.
1937 * If we only search keyrings and the container does not have
1938 * a race/isn't a keyring.
1939 * No checking for all containers - to fall through past here,
1940 * inv must have been an container and must have been active.
1941 *
1942 * Change the color so that the message doesn't disappear with
1943 * all the others.
1944 */
1945 if (pl->contr->usekeys == key_inventory ||
1946 !QUERY_FLAG (container, FLAG_APPLIED) ||
1947 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1948 {
1949 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1951 return NULL;
1952 }
1953 }
1954
1955 return tmp;
1956 }
1957
1958 /* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more,
1961 * 0 otherwise
1962 */
1963 static int
1964 player_attack_door (object *op, object *door)
1965 {
1966 /* If its a door, try to find a use a key. If we do destroy the door,
1967 * might as well return immediately as there is nothing more to do -
1968 * otherwise, we fall through to the rest of the code.
1969 */
1970 object *key = find_key (op, op, door);
1971
1972 /* IF we found a key, do some extra work */
1973 if (key)
1974 {
1975 object *container = key->env;
1976
1977 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1978 if (action_makes_visible (op))
1979 make_visible (op);
1980 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1981 spring_trap (door->inv, op);
1982
1983 if (door->type == DOOR)
1984 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1985 else if (door->type == LOCKED_DOOR)
1986 {
1987 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1988 remove_door2 (door); /* remove door without violence ;-) */
1989 }
1990
1991 /* Do this after we print the message */
1992 decrease_ob (key); /* Use up one of the keys */
1993 /* Need to update the weight the container the key was in */
1994 if (container != op)
1995 esrv_update_item (UPD_WEIGHT, op, container);
1996
1997 return 1; /* Nothing more to do below */
1998 }
1999 else if (door->type == LOCKED_DOOR)
2000 {
2001 /* Might as well return now - no other way to open this */
2002 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2003 return 1;
2004 }
2005
2006 return 0;
2007 }
2008
2009 /* This function is just part of a breakup from move_player.
2010 * It should keep the code cleaner.
2011 * When this is called, the players direction has been updated
2012 * (taking into account confusion.) The player is also actually
2013 * going to try and move (not fire weapons).
2014 */
2015 void
2016 move_player_attack (object *op, int dir)
2017 {
2018 object *tmp, *mon;
2019 sint16 nx, ny;
2020 int on_battleground;
2021 maptile *m;
2022
2023 nx = freearr_x[dir] + op->x;
2024 ny = freearr_y[dir] + op->y;
2025
2026 on_battleground = op_on_battleground (op, 0, 0);
2027
2028 /* If braced, or can't move to the square, and it is not out of the
2029 * map, attack it. Note order of if statement is important - don't
2030 * want to be calling move_ob if braced, because move_ob will move the
2031 * player. This is a pretty nasty hack, because if we could
2032 * move to some space, it then means that if we are braced, we should
2033 * do nothing at all. As it is, if we are braced, we go through
2034 * quite a bit of processing. However, it probably is less than what
2035 * move_ob uses.
2036 */
2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2038 {
2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2040 {
2041 m = op->map->xy_find (nx, ny);
2042 if (!m)
2043 return; /* Don't think this should happen */
2044 }
2045 else
2046 m = op->map;
2047
2048 if (!(tmp = m->at (nx, ny).bot))
2049 return;
2050
2051 mon = 0;
2052 /* Go through all the objects, and find ones of interest. Only stop if
2053 * we find a monster - that is something we know we want to attack.
2054 * if its a door or barrel (can roll) see if there may be monsters
2055 * on the space
2056 */
2057 while (tmp)
2058 {
2059 if (tmp == op)
2060 {
2061 tmp = tmp->above;
2062 continue;
2063 }
2064
2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 {
2067 mon = tmp;
2068 break;
2069 }
2070
2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp;
2073
2074 tmp = tmp->above;
2075 }
2076
2077 if (!mon) /* This happens anytime the player tries to move */
2078 return; /* into a wall */
2079
2080 if (mon->head)
2081 mon = mon->head;
2082
2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2084 if (player_attack_door (op, mon))
2085 return;
2086
2087 /* The following deals with possibly attacking peaceful
2088 * or frienddly creatures. Basically, all players are considered
2089 * unaggressive. If the moving player has peaceful set, then the
2090 * object should be pushed instead of attacked. It is assumed that
2091 * if you are braced, you will not attack friends accidently,
2092 * and thus will not push them.
2093 */
2094
2095 /* If the creature is a pet, push it even if the player is not
2096 * peaceful. Our assumption is the creature is a pet if the
2097 * player owns it and it is either friendly or unagressive.
2098 */
2099 if ((op->type == PLAYER)
2100 #if COZY_SERVER
2101 &&
2102 ((mon->owner && mon->owner->contr
2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2104 #else
2105 && mon->owner == op
2106 #endif
2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 {
2109 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced)
2111 return;
2112
2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2114 (void) push_ob (mon, dir, op);
2115 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op);
2117
2118 return;
2119 }
2120
2121 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push
2123 * someone, but put it inside this loop so that you won't
2124 * attack them either.
2125 */
2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2128 #ifdef PROHIBIT_PLAYERKILL
2129 (op->contr->peaceful
2130 || (mon->type == PLAYER
2131 && mon->contr->
2132 peaceful)) &&
2133 #else
2134 op->contr->peaceful &&
2135 #endif
2136 !on_battleground))
2137 {
2138 if (!op->contr->braced)
2139 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2141 push_ob (mon, dir, op);
2142 }
2143 else
2144 new_draw_info (0, 0, op, "You withhold your attack");
2145
2146 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op);
2148 }
2149
2150 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced.
2152 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op))
2157 make_visible (op);
2158 }
2159
2160 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen.
2165 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 {
2169
2170 /* If the player hasn't hit something this tick, and does
2171 * so, give them speed boost based on weapon speed. Doing
2172 * it here is better than process_players2, which basically
2173 * incurred a 1 tick offset.
2174 */
2175 if (!op->contr->has_hit)
2176 {
2177 op->speed_left += op->speed / op->contr->weapon_sp;
2178
2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 }
2181
2182 skill_attack (mon, op, 0, 0, 0);
2183
2184 /* If attacking another player, that player gets automatic
2185 * hitback, and doesn't loose luck either.
2186 * Disable hitback on the battleground or if the target is
2187 * the wiz.
2188 */
2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2190 {
2191 short luck = mon->stats.luck;
2192
2193 mon->contr->has_hit = 1;
2194 skill_attack (op, mon, 0, 0, 0);
2195 mon->stats.luck = luck;
2196 }
2197
2198 if (action_makes_visible (op))
2199 make_visible (op);
2200 }
2201 } /* if player should attack something */
2202 }
2203
2204 int
2205 move_player (object *op, int dir)
2206 {
2207 int pick;
2208
2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2210 return 0;
2211
2212 /* Sanity check: make sure dir is valid */
2213 if ((dir < 0) || (dir >= 9))
2214 {
2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2216 return 0;
2217 }
2218
2219 /* peterm: added following line */
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222
2223 op->facing = dir;
2224
2225 if (op->hide)
2226 do_hidden_move (op);
2227
2228 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229 /*nop */ ;
2230 else if (op->contr->fire_on)
2231 fire (op, dir);
2232 else
2233 {
2234 move_player_attack (op, dir);
2235 pick = check_pick (op);
2236 }
2237
2238 /* Add special check for newcs players and fire on - this way, the
2239 * server can handle repeat firing.
2240 */
2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2242 op->direction = dir;
2243 else
2244 op->direction = 0;
2245
2246 /* Update how the player looks. Use the facing, so direction may
2247 * get reset to zero. This allows for full animation capabilities
2248 * for players.
2249 */
2250 animate_object (op, op->facing);
2251 return 0;
2252 }
2253
2254 /* This is similar to handle_player, below, but is only used by the
2255 * new client/server stuff.
2256 * This is sort of special, in that the new client/server actually uses
2257 * the new speed values for commands.
2258 *
2259 * Returns true if there are more actions we can do.
2260 */
2261 int
2262 handle_newcs_player (object *op)
2263 {
2264 if (QUERY_FLAG (op, FLAG_SCARED))
2265 {
2266 flee_player (op);
2267 /* If player is still scared, that is his action for this tick */
2268 if (QUERY_FLAG (op, FLAG_SCARED))
2269 {
2270 op->speed_left--;
2271 return 0;
2272 }
2273 }
2274
2275 /* I've been seeing crashes where the golem has been destroyed, but
2276 * the player object still points to the defunct golem. The code that
2277 * destroys the golem looks correct, and it doesn't always happen, so
2278 * put this in a a workaround to clean up the golem pointer.
2279 */
2280 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2281 op->contr->ranges[range_golem] = 0;
2282
2283 /* call this here - we also will call this in do_ericserver, but
2284 * the players time has been increased when doericserver has been
2285 * called, so we recheck it here.
2286 */
2287 if (op->contr->ns->handle_command ())
2288 return 1;
2289
2290 if (op->speed_left > 0)
2291 {
2292 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2293 {
2294 /* All move commands take 1 tick, at least for now */
2295 op->speed_left--;
2296
2297 /* Instead of all the stuff below, let move_player take care
2298 * of it. Also, some of the skill stuff is only put in
2299 * there, as well as the confusion stuff.
2300 */
2301 move_player (op, op->direction);
2302
2303 return op->speed_left > 0;
2304 }
2305 }
2306
2307 return 0;
2308 }
2309
2310 int
2311 save_life (object *op)
2312 {
2313 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2314 return 0;
2315
2316 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2317 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2318 {
2319 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2320 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2321
2322 if (op->contr)
2323 esrv_del_item (op->contr, tmp->count);
2324
2325 tmp->destroy ();
2326 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327
2328 if (op->stats.hp < 0)
2329 op->stats.hp = op->stats.maxhp;
2330
2331 if (op->stats.food < 0)
2332 op->stats.food = 999;
2333
2334 op->update_stats ();
2335 return 1;
2336 }
2337
2338 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2339 CLEAR_FLAG (op, FLAG_LIFESAVE);
2340 enter_player_savebed (op); /* bring him home. */
2341 return 0;
2342 }
2343
2344 /* This goes throws the inventory and removes unpaid objects, and puts them
2345 * back in the map (location and map determined by values of env). This
2346 * function will descend into containers. op is the object to start the search
2347 * from.
2348 */
2349 void
2350 remove_unpaid_objects (object *op, object *env)
2351 {
2352 while (op)
2353 {
2354 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2355
2356 if (QUERY_FLAG (op, FLAG_UNPAID))
2357 {
2358 if (env->type == PLAYER)
2359 esrv_del_item (env->contr, op->count);
2360
2361 op->insert_at (env);
2362 }
2363 else if (op->inv)
2364 remove_unpaid_objects (op->inv, env);
2365
2366 op = next;
2367 }
2368 }
2369
2370 /*
2371 * Returns pointer a static string containing gravestone text
2372 * Moved from apply.c to player.c - player.c is what
2373 * actually uses this function. player.c may not be quite the
2374 * best, a misc file for object actions is probably better,
2375 * but there isn't one in the server directory.
2376 */
2377 char *
2378 gravestone_text (object *op)
2379 {
2380 static char buf2[MAX_BUF];
2381 char buf[MAX_BUF];
2382 time_t now = time (NULL);
2383
2384 strcpy (buf2, " R.I.P.\n\n");
2385 if (op->type == PLAYER)
2386 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2387 else
2388 sprintf (buf, "%s\n", &op->name);
2389
2390 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf);
2392 if (op->type == PLAYER)
2393 sprintf (buf, "who was in level %d when killed\n", op->level);
2394 else
2395 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2396
2397 strncat (buf2, " ", 20 - strlen (buf) / 2);
2398 strcat (buf2, buf);
2399 if (op->type == PLAYER)
2400 {
2401 sprintf (buf, "by %s.\n\n", op->contr->killer);
2402 strncat (buf2, " ", 21 - strlen (buf) / 2);
2403 strcat (buf2, buf);
2404 }
2405
2406 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf);
2409
2410 return buf2;
2411 }
2412
2413 void
2414 do_some_living (object *op)
2415 {
2416 int last_food = op->stats.food;
2417 int gen_hp, gen_sp, gen_grace;
2418 int over_hp, over_sp, over_grace;
2419 int i;
2420 int rate_hp = 1200;
2421 int rate_sp = 2500;
2422 int rate_grace = 2000;
2423 const int max_hp = 1;
2424 const int max_sp = 1;
2425 const int max_grace = 1;
2426
2427 if (op->contr->hidden)
2428 {
2429 op->invisible = 1000;
2430 /* the socket code flashes the player visible/invisible
2431 * depending on the value of invisible, so we need to
2432 * alternate it here for it to work correctly.
2433 */
2434 if (pticks & 2)
2435 op->invisible--;
2436 }
2437 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2438 {
2439 if (!op->invisible--)
2440 {
2441 make_visible (op);
2442 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2443 }
2444 }
2445
2446 if (op->contr->outputs_sync)
2447 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2448 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2449 flush_output_element (op, &op->contr->outputs[i]);
2450
2451 if (op->contr->ns->state == ST_PLAYING)
2452 {
2453 /* these next three if clauses make it possible to SLOW DOWN
2454 hp/grace/spellpoint regeneration. */
2455 if (op->contr->gen_hp >= 0)
2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2457 else
2458 {
2459 gen_hp = op->stats.maxhp;
2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2461 }
2462
2463 if (op->contr->gen_sp >= 0)
2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2465 else
2466 {
2467 gen_sp = op->stats.maxsp;
2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2469 }
2470
2471 if (op->contr->gen_grace >= 0)
2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2473 else
2474 {
2475 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 }
2478
2479 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp++;
2486 /* dms do not consume food */
2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490 if (op->contr->digestion < 0)
2491 op->stats.food += op->contr->digestion;
2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food = last_food;
2494 }
2495 }
2496
2497 if (max_sp > 1)
2498 {
2499 over_sp = (gen_sp + 10) / rate_sp;
2500 if (over_sp > 0)
2501 {
2502 if (op->stats.sp < op->stats.maxsp)
2503 {
2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2507 op->stats.sp--;
2508
2509 if (op->stats.sp > op->stats.maxsp)
2510 op->stats.sp = op->stats.maxsp;
2511 }
2512 op->last_sp = 0;
2513 }
2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 }
2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2519 }
2520
2521 /* Regenerate Grace */
2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2523 if (--op->last_grace < 0)
2524 {
2525 if (op->stats.grace < op->stats.maxgrace / 2)
2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2528 if (max_grace > 1)
2529 {
2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2531 if (over_grace > 0)
2532 {
2533 op->stats.sp += over_grace
2534 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2535 op->last_grace = 0;
2536 }
2537 else
2538 {
2539 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2540 }
2541 }
2542 else
2543 {
2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2545 }
2546 /* wearing stuff doesn't detract from grace generation. */
2547 }
2548
2549 /* Regenerate Hit Points */
2550 if (--op->last_heal < 0)
2551 {
2552 if (op->stats.hp < op->stats.maxhp)
2553 {
2554 op->stats.hp++;
2555 /* dms do not consume food */
2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2557 {
2558 op->stats.food--;
2559 if (op->contr->digestion < 0)
2560 op->stats.food += op->contr->digestion;
2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2562 op->stats.food = last_food;
2563 }
2564 }
2565
2566 if (max_hp > 1)
2567 {
2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2569 if (over_hp > 0)
2570 {
2571 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2572 op->last_heal = 0;
2573 }
2574 else
2575 {
2576 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2577 }
2578 }
2579 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 }
2583 }
2584
2585 /* Digestion */
2586 if (--op->last_eat < 0)
2587 {
2588 #ifdef COZY_SERVER
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2591 #else
2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593 #endif
2594
2595 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2597 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2600 /* dms do not consume food */
2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2602 op->stats.food--;
2603 }
2604
2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2606 {
2607 object *tmp, *flesh = 0;
2608
2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2610 {
2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2612 {
2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2616 manual_apply (op, tmp, 0);
2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2618 break;
2619 }
2620 else if (tmp->type == FLESH)
2621 flesh = tmp;
2622 } /* End if paid for object */
2623 } /* end of for loop */
2624
2625 /* If player is still starving, it means they don't have any food, so
2626 * eat flesh instead.
2627 */
2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629 {
2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2631 manual_apply (op, flesh, 0);
2632 }
2633 }
2634
2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2636 op->stats.food++, op->stats.hp--;
2637
2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2639 kill_player (op);
2640 }
2641 }
2642
2643 /* If the player should die (lack of hp, food, etc), we call this.
2644 * op is the player in jeopardy. If the player can not be saved (not
2645 * permadeath, no lifesave), this will take care of removing the player
2646 * file.
2647 */
2648 void
2649 kill_player (object *op)
2650 {
2651 char buf[MAX_BUF];
2652 int x, y;
2653
2654 //int i;
2655 maptile *map; /* this is for resurrection */
2656
2657 /* int z;
2658 int num_stats_lose;
2659 int lost_a_stat;
2660 int lose_this_stat;
2661 int this_stat; */
2662 int will_kill_again;
2663 archetype *at;
2664 object *tmp;
2665
2666 if (save_life (op))
2667 return;
2668
2669
2670 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2671 * in cities ONLY!!! It is very important that this doesn't get abused.
2672 * Look at op_on_battleground() for more info --AndreasV
2673 */
2674 if (op_on_battleground (op, &x, &y))
2675 {
2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2678
2679 /* restore player */
2680 at = archetype::find ("poisoning");
2681 if (object *tmp = present_arch_in_ob (at, op))
2682 {
2683 tmp->destroy ();
2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2685 }
2686
2687 at = archetype::find ("confusion");
2688 if (object *tmp = present_arch_in_ob (at, op))
2689 {
2690 tmp->destroy ();
2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2692 }
2693
2694 cure_disease (op, 0); /* remove any disease */
2695 op->stats.hp = op->stats.maxhp;
2696 if (op->stats.food <= 0)
2697 op->stats.food = 999;
2698
2699 /* create a bodypart-trophy to make the winner happy */
2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2701 {
2702 sprintf (buf, "%s's finger", &op->name);
2703 tmp->name = buf;
2704 sprintf (buf, " This finger has been cut off %s\n"
2705 " the %s, when he was defeated at\n level %d by %s.\n",
2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2707 tmp->msg = buf;
2708 tmp->value = 0, tmp->type = 0;
2709 tmp->materialname = "organics";
2710 tmp->insert_at (op, tmp);
2711 }
2712
2713 /* teleport defeated player to new destination */
2714 transfer_ob (op, x, y, 0, NULL);
2715 op->contr->braced = 0;
2716 return;
2717 }
2718
2719 INVOKE_PLAYER (DEATH, op->contr);
2720
2721 command_kill_pets (op, 0);
2722
2723 if (op->stats.food < 0)
2724 {
2725 sprintf (buf, "%s starved to death.", &op->name);
2726 strcpy (op->contr->killer, "starvation");
2727 }
2728 else
2729 sprintf (buf, "%s died.", &op->name);
2730
2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2732
2733 /* save the map location for corpse, gravestone */
2734 x = op->x;
2735 y = op->y;
2736 map = op->map;
2737
2738 /* NOT_PERMADEATH code. This basically brings the character back to
2739 * life if they are dead - it takes some exp and a random stat.
2740 * See the config.h file for a little more in depth detail about this.
2741 */
2742
2743 /* Basically two ways to go - remove a stat permanently, or just
2744 * make it depletion. This bunch of code deals with that aspect
2745 * of death.
2746 */
2747 #ifndef COZY_SERVER
2748 if (settings.balanced_stat_loss)
2749 {
2750 /* If stat loss is permanent, lose one stat only. */
2751 /* Lower level chars don't lose as many stats because they suffer
2752 more if they do. */
2753 /* Higher level characters can afford things such as potions of
2754 restoration, or better, stat potions. So we slug them that
2755 little bit harder. */
2756 /* GD */
2757 if (settings.stat_loss_on_death)
2758 num_stats_lose = 1;
2759 else
2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
2763 num_stats_lose = 1;
2764
2765 lost_a_stat = 0;
2766
2767 for (z = 0; z < num_stats_lose; z++)
2768 {
2769 i = RANDOM () % NUM_STATS;
2770
2771 if (settings.stat_loss_on_death)
2772 {
2773 /* Pick a random stat and take a point off it. Tell the player
2774 * what he lost.
2775 */
2776 change_attr_value (&(op->stats), i, -1);
2777 check_stat_bounds (&(op->stats));
2778 change_attr_value (&(op->contr->orig_stats), i, -1);
2779 check_stat_bounds (&(op->contr->orig_stats));
2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2781 lost_a_stat = 1;
2782 }
2783 else
2784 {
2785 /* deplete a stat */
2786 archetype *deparch = archetype::find ("depletion");
2787 object *dep;
2788
2789 dep = present_arch_in_ob (deparch, op);
2790 if (!dep)
2791 {
2792 dep = arch_to_object (deparch);
2793 insert_ob_in_ob (dep, op);
2794 }
2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
2797 {
2798 /* GD */
2799 /* Get the stat that we're about to deplete. */
2800 this_stat = get_attr_value (&(dep->stats), i);
2801 if (this_stat < 0)
2802 {
2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2804 int keep_chance = this_stat * this_stat;
2805
2806 /* Yes, I am paranoid. Sue me. */
2807 if (keep_chance < 1)
2808 keep_chance = 1;
2809
2810 /* There is a maximum depletion total per level. */
2811 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2812 {
2813 lose_this_stat = 0;
2814 /* Take loss chance vs keep chance to see if we
2815 retain the stat. */
2816 }
2817 else
2818 {
2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2820 lose_this_stat = 0;
2821 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2822 this_stat, keep_chance, loss_chance,
2823 lose_this_stat?"LOSE":"KEEP"); */
2824 }
2825 }
2826 }
2827
2828 if (lose_this_stat)
2829 {
2830 this_stat = get_attr_value (&(dep->stats), i);
2831 /* We could try to do something clever like find another
2832 * stat to reduce if this fails. But chances are, if
2833 * stats have been depleted to -50, all are pretty low
2834 * and should be roughly the same, so it shouldn't make a
2835 * difference.
2836 */
2837 if (this_stat >= -50)
2838 {
2839 change_attr_value (&(dep->stats), i, -1);
2840 SET_FLAG (dep, FLAG_APPLIED);
2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2842 op->update_stats ();
2843 lost_a_stat = 1;
2844 }
2845 }
2846 }
2847 }
2848 /* If no stat lost, tell the player. */
2849 if (!lost_a_stat)
2850 {
2851 /* determine_god() seems to not work sometimes... why is this?
2852 Should I be using something else? GD */
2853 const char *god = determine_god (op);
2854
2855 if (god && (strcmp (god, "none")))
2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2857 else
2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2859 }
2860 #else
2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2862 #endif
2863
2864 /* Put a gravestone up where the character 'almost' died. List the
2865 * exp loss on the stone.
2866 */
2867 tmp = arch_to_object (archetype::find ("gravestone"));
2868 sprintf (buf, "%s's gravestone", &op->name);
2869 tmp->name = buf;
2870 sprintf (buf, "%s's gravestones", &op->name);
2871 tmp->name_pl = buf;
2872 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);
2873 tmp->msg = buf;
2874 tmp->x = op->x, tmp->y = op->y;
2875 insert_ob_in_map (tmp, op->map, NULL, 0);
2876
2877 /**************************************/
2878 /* */
2879 /* Subtract the experience points, */
2880 /* if we died cause of food, give us */
2881 /* food, and reset HP's... */
2882 /* */
2883 /**************************************/
2884
2885 /* remove any poisoning and confusion the character may be suffering. */
2886 /* restore player */
2887 at = archetype::find ("poisoning");
2888 tmp = present_arch_in_ob (at, op);
2889
2890 if (tmp)
2891 {
2892 tmp->destroy ();
2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2894 }
2895
2896 at = archetype::find ("confusion");
2897 tmp = present_arch_in_ob (at, op);
2898 if (tmp)
2899 {
2900 tmp->destroy ();
2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2902 }
2903
2904 cure_disease (op, 0); /* remove any disease */
2905
2906 /*add_exp(op, (op->stats.exp * -0.20)); */
2907 apply_death_exp_penalty (op);
2908 if (op->stats.food < 100)
2909 op->stats.food = 900;
2910 op->stats.hp = op->stats.maxhp;
2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2913
2914 /*
2915 * Check to see if the player has any unpaid items. If so, remove them
2916 * and put them back in the map.
2917 */
2918 remove_unpaid_objects (op->inv, op);
2919
2920 /****************************************/
2921 /* */
2922 /* Move player to his current respawn- */
2923 /* position (usually last savebed) */
2924 /* */
2925 /****************************************/
2926
2927 enter_player_savebed (op);
2928
2929 op->contr->braced = 0;
2930
2931 /* it is possible that the player has blown something up
2932 * at his savebed location, and that can have long lasting
2933 * spell effects. So first see if there is a spell effect
2934 * on the space that might harm the player.
2935 */
2936 will_kill_again = 0;
2937 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2938 if (tmp->type == SPELL_EFFECT)
2939 will_kill_again |= tmp->attacktype;
2940
2941 if (will_kill_again)
2942 {
2943 object *force;
2944 int at;
2945
2946 force = get_archetype (FORCE_NAME);
2947 /* 50 ticks should be enough time for the spell to abate */
2948 force->speed = 0.1;
2949 force->speed_left = -5.0;
2950 SET_FLAG (force, FLAG_APPLIED);
2951 for (at = 0; at < NROFATTACKS; at++)
2952 if (will_kill_again & (1 << at))
2953 force->resist[at] = 100;
2954
2955 insert_ob_in_ob (force, op);
2956 op->update_stats ();
2957
2958 }
2959
2960 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2961 }
2962
2963 void
2964 loot_object (object *op)
2965 { /* Grab and destroy some treasure */
2966 object *tmp, *tmp2, *next;
2967
2968 op->close_container (); /* close open sack first */
2969
2970 for (tmp = op->inv; tmp; tmp = next)
2971 {
2972 next = tmp->below;
2973
2974 if (tmp->invisible)
2975 continue;
2976
2977 tmp->remove ();
2978 tmp->x = op->x, tmp->y = op->y;
2979
2980 if (tmp->type == CONTAINER)
2981 loot_object (tmp); /* empty container to ground */
2982
2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2984 {
2985 if (tmp->nrof > 1)
2986 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2988 tmp2->destroy ();
2989 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 }
2991 else
2992 tmp->destroy ();
2993 }
2994 else
2995 insert_ob_in_map (tmp, op->map, NULL, 0);
2996 }
2997 }
2998
2999 /*
3000 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed.
3003 */
3004 void
3005 fix_weight (void)
3006 {
3007 for_all_players (pl)
3008 {
3009 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3010
3011 if (old == sum)
3012 continue;
3013 pl->ob->update_stats ();
3014 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3015 }
3016 }
3017
3018 void
3019 fix_luck (void)
3020 {
3021 for_all_players (pl)
3022 if (!pl->ob->contr->ns->state)
3023 pl->ob->change_luck (0);
3024 }
3025
3026 /* cast_dust() - handles op throwing objects of type 'DUST'.
3027 * This is much simpler in the new spell code - we basically
3028 * just treat this as any other spell casting object.
3029 */
3030 void
3031 cast_dust (object *op, object *throw_ob, int dir)
3032 {
3033 object *skop, *spob;
3034
3035 skop = find_skill_by_name (op, throw_ob->skill);
3036
3037 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 return;
3042 }
3043
3044 spob = throw_ob->inv;
3045
3046 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3047 // not pass NULL to cast_spell (which did indeed check itself, but
3048 // errors should be reported as early as possible IMHO)
3049 if (!spob)
3050 {
3051 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3052 return;
3053 }
3054
3055 if (op->type == PLAYER)
3056 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3057
3058 cast_spell (op, throw_ob, dir, spob, NULL);
3059
3060 throw_ob->destroy ();
3061 }
3062
3063 void
3064 make_visible (object *op)
3065 {
3066 op->hide = 0;
3067 op->invisible = 0;
3068 if (op->type == PLAYER)
3069 {
3070 op->contr->tmp_invis = 0;
3071 op->contr->invis_race = 0;
3072 }
3073
3074 update_object (op, UP_OBJ_CHANGE);
3075 }
3076
3077 int
3078 is_true_undead (object *op)
3079 {
3080 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3081 return 1;
3082
3083 return 0;
3084 }
3085
3086 /* look at the surrounding terrain to determine
3087 * the hideability of this object. Positive levels
3088 * indicate greater hideability.
3089 */
3090
3091 int
3092 hideability (object *ob)
3093 {
3094 int i, level = 0, mflag;
3095 sint16 x, y;
3096
3097 if (!ob || !ob->map)
3098 return 0;
3099
3100 /* so, on normal lighted maps, its hard to hide */
3101 level = ob->map->darkness - 2;
3102
3103 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */
3106 if (has_carried_lights (ob))
3107 level = -(10 + (2 * ob->map->darkness));
3108
3109 /* scan through all nearby squares for terrain to hide in */
3110 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3111 {
3112 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3113 if (mflag & P_OUT_OF_MAP)
3114 {
3115 continue;
3116 }
3117 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3118 level += 2;
3119 else /* open terrain! */
3120 level -= 1;
3121 }
3122
3123 #if 0
3124 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3125 #endif
3126 return level;
3127 }
3128
3129 /* For Hidden creatures - a chance of becoming 'unhidden'
3130 * every time they move - as we subtract off 'invisibility'
3131 * AND, for players, if they move into a ridiculously unhideable
3132 * spot (surrounded by clear terrain in broad daylight). -b.t.
3133 */
3134
3135 void
3136 do_hidden_move (object *op)
3137 {
3138 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3139 object *skop;
3140
3141 if (!op || !op->map)
3142 return;
3143
3144 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3145
3146 /* its *extremely* hard to run and sneak/hide at the same time! */
3147 if (op->type == PLAYER && op->contr->run_on)
3148 if (!skop || num >= skop->level)
3149 {
3150 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3151 make_visible (op);
3152 return;
3153 }
3154 else
3155 num += 20;
3156
3157 num += op->map->difficulty;
3158 hide = hideability (op); /* modify by terrain hidden level */
3159 num -= hide;
3160
3161 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3162 {
3163 make_visible (op);
3164 if (op->type == PLAYER)
3165 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3166 }
3167 else if (op->type == PLAYER && skop)
3168 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3169 }
3170
3171 /* determine if who is standing near a hostile creature. */
3172
3173 int
3174 stand_near_hostile (object *who)
3175 {
3176 object *tmp = NULL;
3177 int i, friendly = 0, player = 0, mflags;
3178 maptile *m;
3179 sint16 x, y;
3180
3181 if (!who)
3182 return 0;
3183
3184 if (who->type == PLAYER)
3185 player = 1;
3186
3187 else
3188 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3189
3190 /* search adjacent squares */
3191 for (i = 1; i < 9; i++)
3192 {
3193 x = who->x + freearr_x[i];
3194 y = who->y + freearr_y[i];
3195 m = who->map;
3196 mflags = get_map_flags (m, &m, x, y, &x, &y);
3197 /* space must be blocked if there is a monster. If not
3198 * blocked, don't need to check this space.
3199 */
3200 if (mflags & P_OUT_OF_MAP)
3201 continue;
3202 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3203 continue;
3204
3205 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3206 {
3207 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3208 return 1;
3209 else if (tmp->type == PLAYER)
3210 {
3211 /*don't let a hidden DM prevent you from hiding */
3212 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3213 return 1;
3214 }
3215 }
3216 }
3217 return 0;
3218 }
3219
3220 /* check the player los field for viewability of the
3221 * object op. This function works fine for monsters,
3222 * but we dont worry if the object isnt the top one in
3223 * a pile (say a coin under a table would return "viewable"
3224 * by this routine). Another question, should we be
3225 * concerned with the direction the player is looking
3226 * in? Realistically, most of use cant see stuff behind
3227 * our backs...on the other hand, does the "facing" direction
3228 * imply the way your head, or body is facing? Its possible
3229 * for them to differ. Sigh, this fctn could get a bit more complex.
3230 * -b.t.
3231 * This function is now map tiling safe.
3232 */
3233
3234 int
3235 player_can_view (object *pl, object *op)
3236 {
3237 rv_vector rv;
3238 int dx, dy;
3239
3240 if (pl->type != PLAYER)
3241 {
3242 LOG (llevError, "player_can_view() called for non-player object\n");
3243 return -1;
3244 }
3245
3246 if (!pl || !op)
3247 return 0;
3248
3249 op = op->head_ ();
3250
3251 get_rangevector (pl, op, &rv, 0x1);
3252
3253 /* starting with the 'head' part, lets loop
3254 * through the object and find if it has any
3255 * part that is in the los array but isnt on
3256 * a blocked los square.
3257 * we use the archetype to figure out offsets.
3258 */
3259 while (op)
3260 {
3261 dx = rv.distance_x + op->arch->clone.x;
3262 dy = rv.distance_y + op->arch->clone.y;
3263
3264 /* only the viewable area the player sees is updated by LOS
3265 * code, so we need to restrict ourselves to that range of values
3266 * for any meaningful values.
3267 */
3268 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3269 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3270 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3271 return 1;
3272 op = op->more;
3273 }
3274 return 0;
3275 }
3276
3277 /* routine for both players and monsters. We call this when
3278 * there is a possibility for our action distrubing our hiding
3279 * place or invisiblity spell. Artefact invisiblity is not
3280 * effected by this. If we arent invisible to begin with, we
3281 * return 0.
3282 */
3283 int
3284 action_makes_visible (object *op)
3285 {
3286
3287 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3288 {
3289 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3290 return 0;
3291
3292 if (op->contr && op->contr->tmp_invis == 0)
3293 return 0;
3294
3295 /* If monsters, they should become visible */
3296 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3297 {
3298 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3299 return 1;
3300 }
3301 }
3302 return 0;
3303 }
3304
3305 /* op_on_battleground - checks if the given object op (usually
3306 * a player) is standing on a valid battleground-tile,
3307 * function returns TRUE/FALSE. If true x, y returns the battleground
3308 * -exit-coord. (and if x, y not NULL)
3309 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3310 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3311 * Default is to do the same as before, so only people wanting to have different points need worry about this
3312 */
3313 int
3314 op_on_battleground (object *op, int *x, int *y)
3315 {
3316 object *tmp;
3317
3318 /* A battleground-tile needs the following attributes to be valid:
3319 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3320 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3321 * and the exit-coordinates sp/hp must both be > 0.
3322 * => The intention here is to prevent abuse of the battleground-
3323 * feature (like pickable or hidden battleground tiles). */
3324 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3325 {
3326 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3327 {
3328 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3329 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3330 {
3331 /*before we assign the exit, check if this is a teambattle */
3332 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3333 {
3334 object *invtmp;
3335
3336 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3337 {
3338 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3339 {
3340 if (x != NULL && y != NULL)
3341 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3342 return 1;
3343 }
3344 }
3345 }
3346 if (x != NULL && y != NULL)
3347 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3348 return 1;
3349 }
3350 }
3351 }
3352 /* If we got here, did not find a battleground */
3353 return 0;
3354 }
3355
3356 /*
3357 * When a dragon-player gains a new stage of evolution,
3358 * he gets some treasure
3359 *
3360 * attributes:
3361 * object *who the dragon player
3362 * int atnr the attack-number of the ability focus
3363 * int level ability level
3364 */
3365 void
3366 dragon_ability_gain (object *who, int atnr, int level)
3367 {
3368 treasurelist *trlist = NULL; /* treasurelist */
3369 treasure *tr; /* treasure */
3370 object *tmp, *skop; /* tmp. object */
3371 object *item; /* treasure object */
3372 char buf[MAX_BUF]; /* tmp. string buffer */
3373 int i = 0, j = 0;
3374
3375 /* get the appropriate treasurelist */
3376 if (atnr == ATNR_FIRE)
3377 trlist = treasurelist::find ("dragon_ability_fire");
3378 else if (atnr == ATNR_COLD)
3379 trlist = treasurelist::find ("dragon_ability_cold");
3380 else if (atnr == ATNR_ELECTRICITY)
3381 trlist = treasurelist::find ("dragon_ability_elec");
3382 else if (atnr == ATNR_POISON)
3383 trlist = treasurelist::find ("dragon_ability_poison");
3384
3385 if (trlist == NULL || who->type != PLAYER)
3386 return;
3387
3388 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3389
3390 if (!tr || !tr->item)
3391 {
3392 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3393 return;
3394 }
3395
3396 /* everything seems okay - now bring on the gift: */
3397 item = &(tr->item->clone);
3398
3399 if (item->type == SPELL)
3400 {
3401 if (check_spell_known (who, item->name))
3402 return;
3403
3404 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3405 do_learn_spell (who, item, 0);
3406 return;
3407 }
3408
3409 /* grant direct spell */
3410 if (item->type == SPELLBOOK)
3411 {
3412 if (!item->inv)
3413 {
3414 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3415 return;
3416 }
3417 if (check_spell_known (who, item->inv->name))
3418 return;
3419 if (item->invisible)
3420 {
3421 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3422 do_learn_spell (who, item->inv, 0);
3423 return;
3424 }
3425 }
3426 else if (item->type == SKILL_TOOL && item->invisible)
3427 {
3428 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3429 {
3430
3431 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3432 * in this way, if the player is missing any of the attacktypes, he gets
3433 * them. As it is now, if the player has any that match the granted skill,
3434 * but not all of them, he gets nothing.
3435 */
3436 if (!(skop->attacktype & item->attacktype))
3437 {
3438 /* Give new attacktype */
3439 skop->attacktype |= item->attacktype;
3440
3441 /* always add physical if there's none */
3442 skop->attacktype |= AT_PHYSICAL;
3443
3444 if (item->msg != NULL)
3445 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3446
3447 /* Give player new face */
3448 if (item->animation_id)
3449 {
3450 who->face = skop->face;
3451 who->animation_id = item->animation_id;
3452 who->anim_speed = item->anim_speed;
3453 who->last_anim = 0;
3454 who->state = 0;
3455 animate_object (who, who->direction);
3456 }
3457 }
3458 }
3459 }
3460 else if (item->type == FORCE)
3461 {
3462 /* forces in the treasurelist can alter the player's stats */
3463 object *skin;
3464
3465 /* first get the dragon skin force */
3466 shstr_cmp dragon_skin_force ("dragon_skin_force");
3467 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3468 ;
3469
3470 if (!skin)
3471 return;
3472
3473 /* adding new spellpath attunements */
3474 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3475 {
3476 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3477
3478 /* print message */
3479 sprintf (buf, "You feel attuned to ");
3480 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3481 {
3482 if (item->path_attuned & (1 << i))
3483 {
3484 if (j)
3485 strcat (buf, " and ");
3486 else
3487 j = 1;
3488 strcat (buf, spellpathnames[i]);
3489 }
3490 }
3491 strcat (buf, ".");
3492 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3493 }
3494
3495 /* evtl. adding flags: */
3496 if (QUERY_FLAG (item, FLAG_XRAYS))
3497 SET_FLAG (skin, FLAG_XRAYS);
3498 if (QUERY_FLAG (item, FLAG_STEALTH))
3499 SET_FLAG (skin, FLAG_STEALTH);
3500 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3501 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3502
3503 /* print message if there is one */
3504 if (item->msg != NULL)
3505 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3506 }
3507 else
3508 {
3509 /* generate misc. treasure */
3510 tmp = arch_to_object (tr->item);
3511 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3512 tmp = insert_ob_in_ob (tmp, who);
3513 if (who->type == PLAYER)
3514 esrv_send_item (who, tmp);
3515 }
3516 }
3517
3518 /**
3519 * Unready an object for a player. This function does nothing if the object was
3520 * not readied.
3521 */
3522 void
3523 player_unready_range_ob (player *pl, object *ob)
3524 {
3525 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3526 if (pl->ranges[i] == ob)
3527 {
3528 pl->ranges[i] = 0;
3529 if (pl->shoottype == i)
3530 pl->shoottype = range_none;
3531 }
3532 }
3533
3534 sint8
3535 player::visibility_at (maptile *map, int x, int y) const
3536 {
3537 if (!ns)
3538 return 0;
3539
3540 int dx, dy;
3541 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3542 return 0;
3543
3544 x += dx - ns->current_x + ns->mapx / 2;
3545 y += dy - ns->current_y + ns->mapy / 2;
3546
3547 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3548 return 0;
3549
3550 return 100 - blocked_los [x][y];
3551 }