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/cvs/deliantra/server/server/player.C
Revision: 1.104
Committed: Fri Feb 16 19:43:41 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.103: +10 -18 lines
Log Message:
- identified random memory corrutpion bug
- fixed most likely cause for bug above
- rewrote object loader etc. into a simple one-line lookahead
  parser.
- rewrote/cleaned up archetype, treasure, artifact, formula parser.
- some optimisations / cleanups

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <pwd.h>
27 #include <sproto.h>
28 #include <sounds.h>
29 #include <living.h>
30 #include <object.h>
31 #include <spells.h>
32 #include <skills.h>
33
34 #include <algorithm>
35 #include <functional>
36
37 playervec players;
38
39 void
40 display_motd (const object *op)
41 {
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66 }
67
68 void
69 send_rules (const object *op)
70 {
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101 }
102
103 void
104 send_news (const object *op)
105 {
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp))
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151 }
152
153 /* This loads the first map an puts the player on it. */
154 static void
155 set_first_map (object *op)
156 {
157 op->contr->maplevel = first_map_path;
158 op->x = -1;
159 op->y = -1;
160 }
161
162 void
163 player::enter_map ()
164 {
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173 }
174
175 void
176 player::activate ()
177 {
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188 }
189
190 void
191 player::deactivate ()
192 {
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202 party = 0;
203
204 // for weird reasons, this is often "ob", keeping a circular reference
205 ranges [range_skill] = 0;
206
207 players.erase (this);
208 }
209
210 // connect the player with a specific client
211 // also changed, rationalises, and fixes some incorrect settings
212 void
213 player::connect (client *ns)
214 {
215 this->ns = ns;
216 ns->pl = this;
217
218 run_on = 0;
219 fire_on = 0;
220 ob->close_container (); //TODO: client-specific
221
222 ns->update_look = 0;
223 ns->look_position = 0;
224
225 clear_los (ob);
226
227 ns->reset_stats ();
228
229 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235
236 ob->carrying = sum_weight (ob);
237 link_player_skills (ob);
238
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
240
241 assign (title, ob->arch->clone.name);
242
243 /* if it's a dragon player, set the correct title here */
244 if (is_dragon_pl (ob))
245 {
246 object *tmp, *abil = 0, *skin = 0;
247
248 shstr_cmp dragon_ability_force ("dragon_ability_force");
249 shstr_cmp dragon_skin_force ("dragon_skin_force");
250
251 for (tmp = ob->inv; tmp; tmp = tmp->below)
252 if (tmp->type == FORCE)
253 if (tmp->arch->name == dragon_ability_force)
254 abil = tmp;
255 else if (tmp->arch->name == dragon_skin_force)
256 skin = tmp;
257
258 set_dragon_name (ob, abil, skin);
259 }
260
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262
263 esrv_new_player (this, ob->weight + ob->carrying);
264
265 ob->update_stats ();
266 ns->floorbox_update ();
267
268 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0);
270
271 activate ();
272
273 send_rules (ob);
274 send_news (ob);
275 display_motd (ob);
276
277 INVOKE_PLAYER (CONNECT, this);
278 INVOKE_PLAYER (LOGIN, this);
279 }
280
281 void
282 player::disconnect ()
283 {
284 if (ns)
285 {
286 if (active)
287 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
288
289 INVOKE_PLAYER (DISCONNECT, this);
290
291 ns->reset_stats ();
292 ns->pl = 0;
293 this->ns = 0;
294 }
295
296 ob->close_container (); //TODO: client-specific
297 deactivate ();
298 }
299
300 // the need for this function can be explained
301 // by load_object not returning the object
302 void
303 player::set_object (object *op)
304 {
305 ob = op;
306 ob->contr = this; /* this aren't yet in archetype */
307
308 ob->speed_left = 0.5;
309 ob->speed = 1.0;
310 ob->direction = 5; /* So player faces south */
311 }
312
313 player::player ()
314 {
315 /* There are some elements we want initialised to non zero value -
316 * we deal with that below this point.
317 */
318 outputs_sync = 16; /* Every 2 seconds */
319 outputs_count = 8; /* Keeps present behaviour */
320 unapply = unapply_nochoice;
321
322 savebed_map = first_map_path; /* Init. respawn position */
323
324 gen_sp_armour = 10;
325 shoottype = range_none;
326 bowtype = bow_normal;
327 petmode = pet_normal;
328 listening = 10;
329 usekeys = containers;
330 peaceful = 1; /* default peaceful */
331 do_los = 1;
332 }
333
334 void
335 player::do_destroy ()
336 {
337 disconnect ();
338
339 attachable::do_destroy ();
340
341 if (ob)
342 {
343 ob->destroy_inv (false);
344 ob->destroy ();
345 }
346 }
347
348 player::~player ()
349 {
350 /* Clear item stack */
351 free (stack_items);
352 }
353
354 /* Tries to add player on the connection passed in ns.
355 * All we can really get in this is some settings like host and display
356 * mode.
357 */
358 player *
359 player::create ()
360 {
361 player *pl = new player;
362
363 pl->set_object (arch_to_object (get_player_archetype (0)));
364
365 pl->ob->roll_stats ();
366 pl->ob->stats.wc = 2;
367 pl->ob->run_away = 25; /* Then we panick... */
368
369 set_first_map (pl->ob);
370
371 return pl;
372 }
373
374 /*
375 * get_player_archetype() return next player archetype from archetype
376 * list. Not very efficient routine, but used only creating new players.
377 * Note: there MUST be at least one player archetype!
378 */
379 archetype *
380 get_player_archetype (archetype *at)
381 {
382 archetype *start = at;
383
384 for (;;)
385 {
386 if (at == NULL || at->next == NULL)
387 at = first_archetype;
388 else
389 at = at->next;
390
391 if (at->clone.type == PLAYER)
392 return at;
393
394 if (at == start)
395 {
396 LOG (llevError, "No Player archetypes\n");
397 exit (-1);
398 }
399 }
400 }
401
402 object *
403 get_nearest_player (object *mon)
404 {
405 object *op = NULL;
406 objectlink *ol;
407 unsigned lastdist;
408 rv_vector rv;
409
410 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
411 {
412 /* We should not find free objects on this friendly list, but it
413 * does periodically happen. Given that, lets deal with it.
414 * While unlikely, it is possible the next object on the friendly
415 * list is also free, so encapsulate this in a while loop.
416 */
417 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
418 {
419 object *tmp = ol->ob;
420
421 /* Can't do much more other than log the fact, because the object
422 * itself will have been cleared.
423 */
424 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
425 tmp->debug_desc ());
426 ol = ol->next;
427 remove_friendly_object (tmp);
428 if (!ol)
429 return op;
430 }
431
432 /* Remove special check for player from this. First, it looks to cause
433 * some crashes (ol->ob->contr not set properly?), but secondly, a more
434 * complicated method of state checking would be needed in any case -
435 * as it was, a clever player could type quit, and the function would
436 * skip them over while waiting for confirmation. Remove
437 * on_same_map check, as can_detect_enemy also does this
438 */
439 if (!can_detect_enemy (mon, ol->ob, &rv))
440 continue;
441
442 if (lastdist > rv.distance)
443 {
444 op = ol->ob;
445 lastdist = rv.distance;
446 }
447 }
448
449 for_all_players (pl)
450 if (can_detect_enemy (mon, pl->ob, &rv))
451 if (lastdist > rv.distance)
452 {
453 op = pl->ob;
454 lastdist = rv.distance;
455 }
456
457 #if 0
458 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
459 #endif
460 return op;
461 }
462
463 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
464 * result in a monster paths backtracking. It basically determines how large a
465 * detour a monster will take from the direction path when looking
466 * for a path to the player. The values are in the amount of direction
467 * the deviation is
468 */
469 #define DETOUR_AMOUNT 2
470
471 /* This is used to prevent infinite loops. Consider a case where the
472 * player is in a chamber (with gate closed), and monsters are outside.
473 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
474 * find a path into the chamber. This is a good thing, but since there
475 * is no real path, it will just keep circling the chamber for
476 * ever (this could be a nice effect for monsters, but not for the function
477 * to get stuck in. I think for the monsters, if max is reached and
478 * we return the first direction the creature could move would result in the
479 * circling behaviour. Unfortunately, this function is also used to determined
480 * if the creature should cast a spell, so returning a direction in that case
481 * is probably not a good thing.
482 */
483 #define MAX_SPACES 50
484
485 /*
486 * Returns the direction to the player, if valid. Returns 0 otherwise.
487 * modified to verify there is a path to the player. Does this by stepping towards
488 * player and if path is blocked then see if blockage is close enough to player that
489 * direction to player is changed (ie zig or zag). Continue zig zag until either
490 * reach player or path is blocked. Thus, will only return true if there is a free
491 * path to player. Though path may not be a straight line. Note that it will find
492 * player hiding along a corridor at right angles to the corridor with the monster.
493 *
494 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
495 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
496 * down corriders.
497 * 2) I think the old code was broken if the first direction the monster
498 * should move was blocked - the code would store the first direction without
499 * verifying that the player can actually move in that direction. The new
500 * code does not store anything in firstdir until we have verified that the
501 * monster can in fact move one space in that direction.
502 * 3) I'm not sure how good this code will be for moving multipart monsters,
503 * since only simple checks to blocked are being called, which could mean the monster
504 * is blocking itself.
505 */
506 int
507 path_to_player (object *mon, object *pl, unsigned mindiff)
508 {
509 rv_vector rv;
510 sint16 x, y;
511 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
512 maptile *m, *lastmap;
513
514 get_rangevector (mon, pl, &rv, 0);
515
516 if (rv.distance < mindiff)
517 return 0;
518
519 x = mon->x;
520 y = mon->y;
521 m = mon->map;
522 dir = rv.direction;
523 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
524 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
525
526 /* If we can't solve it within the search distance, return now. */
527 if (diff > max)
528 return 0;
529
530 while (diff > 1 && max > 0)
531 {
532 lastx = x;
533 lasty = y;
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
537
538 mflags = get_map_flags (m, &m, x, y, &x, &y);
539 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
540
541 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
543 && (m == mon->map && blocked_link (mon, m, x, y))))
544 {
545 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before.
547 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
549 if (rv.direction != dir)
550 {
551 /* OK - says direction should be different - lets reset the
552 * the values so it will try again.
553 */
554 x = lastx;
555 y = lasty;
556 m = lastmap;
557 dir = firstdir = rv.direction;
558 }
559 else
560 {
561 /* direct path is blocked - try taking a side step to
562 * either the left or right.
563 * Note increase the values in the loop below to be
564 * more than -1/1 respectively will mean the monster takes
565 * bigger detour. Have to be careful about these values getting
566 * too big (3 or maybe 4 or higher) as the monster may just try
567 * stepping back and forth
568 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 {
571 if (i == 0)
572 continue; /* already did this, so skip it */
573 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in
575 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance,
578 * gets blocked, finds that it should move north,
579 * can't do that, but now finds it can move east, and
580 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully
582 * moved.
583 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap;
588 mflags = get_map_flags (m, &m, x, y, &x, &y);
589 if (mflags & P_OUT_OF_MAP)
590 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
593 continue;
594 if (mflags & P_BLOCKSVIEW)
595 continue;
596
597 if (m == mon->map && blocked_link (mon, m, x, y))
598 break;
599 }
600 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path.
602 */
603 if (i == (DETOUR_AMOUNT + 1))
604 return 0;
605 diff--;
606 lastdir = dir;
607 max--;
608 if (!firstdir)
609 firstdir = dir + i;
610 } /* else check alternate directions */
611 } /* if blocked */
612 else
613 {
614 /* we moved towards creature, so diff is less */
615 diff--;
616 max--;
617 lastdir = dir;
618 if (!firstdir)
619 firstdir = dir;
620 }
621
622 if (diff <= 1)
623 {
624 /* Recalculate diff (distance) because we may not have actually
625 * headed toward player for entire distance.
626 */
627 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
628 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
629 }
630
631 if (diff > max)
632 return 0;
633 }
634
635 /* If we reached the max, didn't find a direction in time */
636 if (!max)
637 return 0;
638
639 return firstdir;
640 }
641
642 void
643 give_initial_items (object *pl, treasurelist * items)
644 {
645 object *op, *next = NULL;
646
647 if (pl->randomitems != NULL)
648 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
649
650 for (op = pl->inv; op; op = next)
651 {
652 next = op->below;
653
654 /* Forces get applied per default, unless they have the
655 * flag "neutral" set. Sorry but I can't think of a better way
656 */
657 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
658 SET_FLAG (op, FLAG_APPLIED);
659
660 /* we never give weapons/armour if these cannot be used
661 * by this player due to race restrictions
662 */
663 if (pl->type == PLAYER)
664 {
665 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
666 (op->type == ARMOUR || op->type == BOOTS ||
667 op->type == CLOAK || op->type == HELMET ||
668 op->type == SHIELD || op->type == GLOVES ||
669 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
670 {
671 op->destroy ();
672 continue;
673 }
674 }
675
676 /* This really needs to be better - we should really give
677 * a substitute spellbook. The problem is that we don't really
678 * have a good idea what to replace it with (need something like
679 * a first level treasurelist for each skill.)
680 * remove duplicate skills also
681 */
682 if (op->type == SPELLBOOK || op->type == SKILL)
683 {
684 object *tmp;
685
686 for (tmp = op->below; tmp; tmp = tmp->below)
687 if (tmp->type == op->type && tmp->name == op->name)
688 break;
689
690 if (tmp)
691 {
692 op->destroy ();
693 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
694 continue;
695 }
696
697 if (op->nrof > 1)
698 op->nrof = 1;
699 }
700
701 if (op->type == SPELLBOOK && op->inv)
702 {
703 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
704 }
705
706 /* Give starting characters identified, uncursed, and undamned
707 * items. Just don't identify gold or silver, or it won't be
708 * merged properly.
709 */
710 if (need_identify (op))
711 {
712 SET_FLAG (op, FLAG_IDENTIFIED);
713 CLEAR_FLAG (op, FLAG_CURSED);
714 CLEAR_FLAG (op, FLAG_DAMNED);
715 }
716 if (op->type == SPELL)
717 {
718 op->destroy ();
719 continue;
720 }
721 else if (op->type == SKILL)
722 {
723 SET_FLAG (op, FLAG_CAN_USE_SKILL);
724 op->stats.exp = 0;
725 op->level = 1;
726 }
727 /* lock all 'normal items by default */
728 else
729 SET_FLAG (op, FLAG_INV_LOCKED);
730 } /* for loop of objects in player inv */
731
732 /* Need to set up the skill pointers */
733 link_player_skills (pl);
734 }
735
736 void
737 get_party_password (object *op, partylist *party)
738 {
739 if (party == NULL)
740 {
741 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
742 return;
743 }
744
745 op->contr->write_buf[0] = '\0';
746 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
747 op->contr->party_to_join = party;
748 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
749 }
750
751 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
752 static int
753 roll_stat (void)
754 {
755 int a[4], i, j, k;
756
757 for (i = 0; i < 4; i++)
758 a[i] = (int) rndm (6) + 1;
759
760 for (i = 0, j = 0, k = 7; i < 4; i++)
761 if (a[i] < k)
762 k = a[i], j = i;
763
764 for (i = 0, k = 0; i < 4; i++)
765 if (i != j)
766 k += a[i];
767
768 return k;
769 }
770
771 void
772 object::roll_stats ()
773 {
774 int statsort [7];
775
776 for (;;)
777 {
778 int sum = 0;
779 for (int i = 7; i--; )
780 sum += statsort [i] = roll_stat ();
781
782 if (sum >= 82 && sum <= 116)
783 break;
784 }
785
786 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>());
788
789 stats.Str = statsort[0];
790 stats.Dex = statsort[1];
791 stats.Con = statsort[2];
792 stats.Int = statsort[3];
793 stats.Wis = statsort[4];
794 stats.Pow = statsort[5];
795 stats.Cha = statsort[6];
796
797 stats.exp = 0;
798 stats.ac = 0;
799
800 stats.hp = stats.maxhp;
801 stats.sp = stats.maxsp;
802 stats.grace = stats.maxgrace;
803
804 if (contr)
805 {
806 contr->levhp[1] = 9;
807 contr->levsp[1] = 6;
808 contr->levgrace[1] = 3;
809
810 contr->orig_stats = stats;
811 }
812 }
813
814 void
815 object::swap_stats (int a, int b)
816 {
817 int tmp = get_attr_value (&contr->orig_stats, a);
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820
821 stats.Str = contr->orig_stats.Str;
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828
829 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats
831 stats.ac = 0;
832
833 level = 1;
834 stats.exp = 0;
835 stats.ac = 0;
836
837 stats.hp = stats.maxhp;
838 stats.sp = stats.maxsp;
839 stats.grace = stats.maxgrace;
840
841 if (contr)
842 {
843 contr->levhp[1] = 9;
844 contr->levsp[1] = 6;
845 contr->levgrace[1] = 3;
846
847 contr->orig_stats = stats;
848 }
849 }
850
851 static void
852 start_info (object *op)
853 {
854 char buf[MAX_BUF];
855
856 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
857 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 //new_draw_info (NDI_UNIQUE, 0, op, " ");
860 }
861
862 /* This function takes the key that is passed, and does the
863 * appropriate action with it (change race, or other things).
864 * The function name is for historical reasons - now we have
865 * separate race and class; this actually changes the RACE,
866 * not the class.
867 */
868 int
869 key_change_class (object *op, char key)
870 {
871 int tmp_loop;
872
873 if (key == 'd' || key == 'D')
874 {
875 char buf[MAX_BUF];
876
877 /* this must before then initial items are given */
878 esrv_new_player (op->contr, op->weight + op->carrying);
879
880 treasurelist *tl = find_treasurelist ("starting_wealth");
881 if (tl)
882 create_treasure (tl, op, 0, 0, 0);
883
884 INVOKE_PLAYER (BIRTH, op->contr);
885 INVOKE_PLAYER (LOGIN, op->contr);
886
887 op->contr->ns->state = ST_PLAYING;
888
889 if (op->msg)
890 op->msg = NULL;
891
892 /* We create this now because some of the unique maps will need it
893 * to save here.
894 */
895 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
896 make_path_to_file (buf);
897
898 start_info (op);
899 CLEAR_FLAG (op, FLAG_WIZ);
900 give_initial_items (op, op->randomitems);
901 link_player_skills (op);
902 esrv_send_inventory (op, op);
903 op->update_stats ();
904
905 /* This moves the player to a different start map, if there
906 * is one for this race
907 */
908 if (*first_map_ext_path)
909 {
910 object *tmp;
911 char mapname[MAX_BUF];
912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = op->x;
917 EXIT_Y (tmp) = op->y;
918 op->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else
924 LOG (llevDebug, "first_map_ext_path not set\n");
925
926 return 0;
927 }
928
929 /* Following actually changes the race - this is the default command
930 * if we don't match with one of the options above.
931 */
932
933 tmp_loop = 0;
934 while (!tmp_loop)
935 {
936 shstr name = op->name;
937 int x = op->x, y = op->y;
938
939 op->remove_statbonus ();
940 op->remove ();
941 op->arch = get_player_archetype (op->arch);
942 op->arch->clone.copy_to (op);
943 op->instantiate ();
944 op->stats = op->contr->orig_stats;
945 op->name = op->name_pl = name;
946 op->x = x;
947 op->y = y;
948 SET_ANIMATION (op, 2); /* So player faces south */
949 insert_ob_in_map (op, op->map, op, 0);
950 assign (op->contr->title, op->arch->clone.name);
951 op->add_statbonus ();
952 tmp_loop = allowed_class (op);
953 }
954
955 update_object (op, UP_OBJ_FACE);
956 esrv_update_item (UPD_FACE, op, op);
957 op->update_stats ();
958 op->stats.hp = op->stats.maxhp;
959 op->stats.sp = op->stats.maxsp;
960 op->stats.grace = 0;
961
962 if (op->msg)
963 new_draw_info (NDI_BLUE, 0, op, op->msg);
964
965 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
966 return 0;
967 }
968
969 void
970 flee_player (object *op)
971 {
972 int dir, diff;
973 rv_vector rv;
974
975 if (op->stats.hp < 0)
976 {
977 LOG (llevDebug, "Fleeing player is dead.\n");
978 CLEAR_FLAG (op, FLAG_SCARED);
979 return;
980 }
981
982 if (op->enemy == NULL)
983 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED);
986 return;
987 }
988
989 /* Seen some crashes here. Since we don't store an
990 * op->enemy_count, it is possible that something destroys the
991 * actual enemy, and the object is recycled.
992 */
993 if (op->enemy->map == NULL)
994 {
995 CLEAR_FLAG (op, FLAG_SCARED);
996 op->enemy = NULL;
997 return;
998 }
999
1000 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 {
1002 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED);
1004 return;
1005 }
1006
1007 get_rangevector (op, op->enemy, &rv, 0);
1008
1009 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++)
1011 {
1012 int m = 1 - (RANDOM () & 2);
1013
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1015 return;
1016 }
1017
1018 /* Cornered, get rid of scared */
1019 CLEAR_FLAG (op, FLAG_SCARED);
1020 op->enemy = NULL;
1021 }
1022
1023
1024 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1025 * IT returns 1 if the player should keep on moving, 0 if he should
1026 * stop.
1027 */
1028 int
1029 check_pick (object *op)
1030 {
1031 object *tmp, *next;
1032 int stop = 0;
1033 int j, k, wvratio;
1034 char putstring[128], tmpstr[16];
1035
1036 /* if you're flying, you cna't pick up anything */
1037 if (op->move_type & MOVE_FLYING)
1038 return 1;
1039
1040 next = op->below;
1041
1042 /* loop while there are items on the floor that are not marked as
1043 * destroyed */
1044 while (next && !next->destroyed ())
1045 {
1046 tmp = next;
1047 next = tmp->below;
1048
1049 if (op->destroyed ())
1050 return 0;
1051
1052 if (!can_pick (op, tmp))
1053 continue;
1054
1055 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1056 {
1057 if (item_matched_string (op, tmp, op->contr->search_str))
1058 pick_up (op, tmp);
1059 continue;
1060 }
1061
1062 /* high not bit set? We're using the old autopickup model */
1063 if (!(op->contr->mode & PU_NEWMODE))
1064 {
1065 switch (op->contr->mode)
1066 {
1067 case 0:
1068 return 1; /* don't pick up */
1069 case 1:
1070 pick_up (op, tmp);
1071 return 1;
1072 case 2:
1073 pick_up (op, tmp);
1074 return 0;
1075 case 3:
1076 return 0; /* stop before pickup */
1077 case 4:
1078 pick_up (op, tmp);
1079 break;
1080 case 5:
1081 pick_up (op, tmp);
1082 stop = 1;
1083 break;
1084 case 6:
1085 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1086 pick_up (op, tmp);
1087 break;
1088
1089 case 7:
1090 if (tmp->type == MONEY || tmp->type == GEM)
1091 pick_up (op, tmp);
1092 break;
1093
1094 default:
1095 /* use value density */
1096 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1097 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1098 pick_up (op, tmp);
1099 }
1100 }
1101 else
1102 { /* old model */
1103 /* NEW pickup handling */
1104 if (op->contr->mode & PU_DEBUG)
1105 {
1106 /* some debugging code to figure out item information */
1107 if (tmp->name != NULL)
1108 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1109 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1110 else
1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1112 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1113
1114 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1115 }
1116
1117 /* philosophy:
1118 * It's easy to grab an item type from a pile, as long as it's
1119 * generic. This takes no game-time. For more detailed pickups
1120 * and selections, select-items should be used. This is a
1121 * grab-as-you-run type mode that's really useful for arrows for
1122 * example.
1123 * The drawback: right now it has no frontend, so you need to
1124 * stick the bits you want into a calculator in hex mode and then
1125 * convert to decimal and then 'pickup <#>
1126 */
1127
1128 /* the first two modes are exclusive: if NOTHING we return, if
1129 * STOP then we stop. All the rest are applied sequentially,
1130 * meaning if any test passes, the item gets picked up. */
1131
1132 /* if mode is set to pick nothing up, return */
1133
1134 if (op->contr->mode & PU_NOTHING)
1135 return 1;
1136
1137 /* if mode is set to stop when encountering objects, return */
1138 /* take STOP before INHIBIT since it doesn't actually pick
1139 * anything up */
1140
1141 if (op->contr->mode & PU_STOP)
1142 return 0;
1143
1144 /* useful for going into stores and not losing your settings... */
1145 /* and for battles wher you don't want to get loaded down while
1146 * fighting */
1147 if (op->contr->mode & PU_INHIBIT)
1148 return 1;
1149
1150 /* prevent us from turning into auto-thieves :) */
1151 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1152 continue;
1153
1154 /* ignore known cursed objects */
1155 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1156 continue;
1157
1158 /* all food and drink if desired */
1159 /* question: don't pick up known-poisonous stuff? */
1160 if (op->contr->mode & PU_FOOD)
1161 if (tmp->type == FOOD)
1162 {
1163 pick_up (op, tmp);
1164 continue;
1165 }
1166
1167 if (op->contr->mode & PU_DRINK)
1168 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1169 {
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_POTION)
1175 if (tmp->type == POTION)
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 /* spellbooks, skillscrolls and normal books/scrolls */
1182 if (op->contr->mode & PU_SPELLBOOK)
1183 if (tmp->type == SPELLBOOK)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_SKILLSCROLL)
1190 if (tmp->type == SKILLSCROLL)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 if (op->contr->mode & PU_READABLES)
1197 if (tmp->type == BOOK || tmp->type == SCROLL)
1198 {
1199 pick_up (op, tmp);
1200 continue;
1201 }
1202
1203 /* wands/staves/rods/horns */
1204 if (op->contr->mode & PU_MAGIC_DEVICE)
1205 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 /* pick up all magical items */
1212 if (op->contr->mode & PU_MAGICAL)
1213 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1214 {
1215 pick_up (op, tmp);
1216 continue;
1217 }
1218
1219 if (op->contr->mode & PU_VALUABLES)
1220 {
1221 if (tmp->type == MONEY || tmp->type == GEM)
1222 {
1223 pick_up (op, tmp);
1224 continue;
1225 }
1226 }
1227
1228 /* rings & amulets - talismans seems to be typed AMULET */
1229 if (op->contr->mode & PU_JEWELS)
1230 if (tmp->type == RING || tmp->type == AMULET)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 /* we don't forget dragon food */
1237 if (op->contr->mode & PU_FLESH)
1238 if (tmp->type == FLESH)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 /* bows and arrows. Bows are good for selling! */
1245 if (op->contr->mode & PU_BOW)
1246 if (tmp->type == BOW)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 if (op->contr->mode & PU_ARROW)
1253 if (tmp->type == ARROW)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 /* all kinds of armor etc. */
1260 if (op->contr->mode & PU_ARMOUR)
1261 if (tmp->type == ARMOUR)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 if (op->contr->mode & PU_HELMET)
1268 if (tmp->type == HELMET)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_SHIELD)
1275 if (tmp->type == SHIELD)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_BOOTS)
1282 if (tmp->type == BOOTS)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_GLOVES)
1289 if (tmp->type == GLOVES)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 if (op->contr->mode & PU_CLOAK)
1296 if (tmp->type == CLOAK)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 /* hoping to catch throwing daggers here */
1303 if (op->contr->mode & PU_MISSILEWEAPON)
1304 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* careful: chairs and tables are weapons! */
1311 if (op->contr->mode & PU_ALLWEAPON)
1312 {
1313 if (tmp->type == WEAPON && tmp->name != NULL)
1314 {
1315 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1316 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1317 {
1318 pick_up (op, tmp);
1319 continue;
1320 }
1321 }
1322
1323 if (tmp->type == WEAPON && tmp->name == NULL)
1324 {
1325 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330 }
1331 }
1332
1333 /* misc stuff that's useful */
1334 if (op->contr->mode & PU_KEY)
1335 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1336 {
1337 pick_up (op, tmp);
1338 continue;
1339 }
1340
1341 /* any of the last 4 bits set means we use the ratio for value
1342 * pickups */
1343 if (op->contr->mode & PU_RATIO)
1344 {
1345 /* use value density to decide what else to grab */
1346 /* >=7 was >= op->contr->mode */
1347 /* >=7 is the old standard setting. Now we take the last 4 bits
1348 * and multiply them by 5, giving 0..15*5== 5..75 */
1349 wvratio = (op->contr->mode & PU_RATIO) * 5;
1350 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1351 {
1352 pick_up (op, tmp);
1353 #if 0
1354 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1355 if (tmp->name != NULL)
1356 {
1357 fprintf (stderr, "%s", tmp->name);
1358 }
1359 else
1360 fprintf (stderr, "%s", tmp->arch->name);
1361 fprintf (stderr, ",%d] = ", tmp->type);
1362 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1363 #endif
1364 continue;
1365 }
1366 }
1367 } /* the new pickup model */
1368 }
1369
1370 return !stop;
1371 }
1372
1373 /*
1374 * Find an arrow in the inventory and after that
1375 * in the right type container (quiver). Pointer to the
1376 * found object is returned.
1377 */
1378 object *
1379 find_arrow (object *op, const char *type)
1380 {
1381 object *tmp = 0;
1382
1383 for (op = op->inv; op; op = op->below)
1384 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1385 tmp = find_arrow (op, type);
1386 else if (op->type == ARROW && op->race == type)
1387 return op;
1388
1389 return tmp;
1390 }
1391
1392 /*
1393 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1394 * against the target. A full test is not performed, simply a basic test
1395 * of resistances. The archer is making a quick guess at what he sees down
1396 * the hall. Failing that it does it's best to pick the highest plus arrow.
1397 */
1398 object *
1399 find_better_arrow (object *op, object *target, const char *type, int *better)
1400 {
1401 object *tmp = NULL, *arrow, *ntmp;
1402 int attacknum, attacktype, betterby = 0, i;
1403
1404 if (!type)
1405 return NULL;
1406
1407 for (arrow = op->inv; arrow; arrow = arrow->below)
1408 {
1409 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1410 {
1411 i = 0;
1412 ntmp = find_better_arrow (arrow, target, type, &i);
1413 if (i > betterby)
1414 {
1415 tmp = ntmp;
1416 betterby = i;
1417 }
1418 }
1419 else if (arrow->type == ARROW && arrow->race == type)
1420 {
1421 /* allways prefer assasination/slaying */
1422 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1423 {
1424 if (arrow->attacktype & AT_DEATH)
1425 {
1426 *better = 100;
1427 return arrow;
1428 }
1429 else
1430 {
1431 tmp = arrow;
1432 betterby = (arrow->magic + arrow->stats.dam) * 2;
1433 }
1434 }
1435 else
1436 {
1437 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1438 {
1439 attacktype = 1 << attacknum;
1440 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1441 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1442 {
1443 tmp = arrow;
1444 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1445 }
1446 }
1447 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1448 {
1449 tmp = arrow;
1450 betterby = 2 + arrow->magic + arrow->stats.dam;
1451 }
1452 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1453 {
1454 tmp = arrow;
1455 betterby = 1 + arrow->magic + arrow->stats.dam;
1456 }
1457 }
1458 }
1459 }
1460 if (tmp == NULL && arrow == NULL)
1461 return find_arrow (op, type);
1462
1463 *better = betterby;
1464 return tmp;
1465 }
1466
1467 /* looks in a given direction, finds the first valid target, and calls
1468 * find_better_arrow to find a decent arrow to use.
1469 * op = the shooter
1470 * type = bow->race
1471 * dir = fire direction
1472 */
1473
1474 object *
1475 pick_arrow_target (object *op, const char *type, int dir)
1476 {
1477 object *tmp = NULL;
1478 maptile *m;
1479 int i, mflags, found, number;
1480 sint16 x, y;
1481
1482 if (op->map == NULL)
1483 return find_arrow (op, type);
1484
1485 /* do a dex check */
1486 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1487 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1488 return find_arrow (op, type);
1489
1490 m = op->map;
1491 x = op->x;
1492 y = op->y;
1493
1494 /* find the first target */
1495 for (i = 0, found = 0; i < 20; i++)
1496 {
1497 x += freearr_x[dir];
1498 y += freearr_y[dir];
1499 mflags = get_map_flags (m, &m, x, y, &x, &y);
1500 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1501 {
1502 tmp = NULL;
1503 break;
1504 }
1505 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1506 {
1507 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1508 * perhaps a bad assumption.
1509 */
1510 tmp = NULL;
1511 break;
1512 }
1513 if (mflags & P_IS_ALIVE)
1514 {
1515 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1516 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1517 {
1518 found++;
1519 break;
1520 }
1521 if (found)
1522 break;
1523 }
1524 }
1525 if (tmp == NULL)
1526 return find_arrow (op, type);
1527
1528 if (tmp->head)
1529 tmp = tmp->head;
1530
1531 return find_better_arrow (op, tmp, type, &i);
1532 }
1533
1534 /*
1535 * Creature fires a bow - op can be monster or player. Returns
1536 * 1 if bow was actually fired, 0 otherwise.
1537 * op is the object firing the bow.
1538 * part is for multipart creatures - the part firing the bow.
1539 * dir is the direction of fire.
1540 * wc_mod is any special modifier to give (used in special player fire modes)
1541 * sx, sy are coordinates to fire arrow from - also used in some of the special
1542 * player fire modes.
1543 */
1544 int
1545 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1546 {
1547 object *left, *bow;
1548 int bowspeed, mflags;
1549 maptile *m;
1550
1551 if (!dir)
1552 {
1553 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1554 return 0;
1555 }
1556
1557 if (op->type == PLAYER)
1558 bow = op->contr->ranges[range_bow];
1559 else
1560 {
1561 for (bow = op->inv; bow; bow = bow->below)
1562 /* Don't check for applied - monsters don't apply bows - in that way, they
1563 * don't need to switch back and forth between bows and weapons.
1564 */
1565 if (bow->type == BOW)
1566 break;
1567
1568 if (!bow)
1569 {
1570 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1571 return 0;
1572 }
1573 }
1574
1575 if (!bow->race || !bow->skill)
1576 {
1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1578 return 0;
1579 }
1580
1581 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1582
1583 /* penalize ROF for bestarrow */
1584 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1585 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1586
1587 if (bowspeed < 1)
1588 bowspeed = 1;
1589
1590 if (arrow == NULL)
1591 {
1592 if ((arrow = find_arrow (op, bow->race)) == NULL)
1593 {
1594 if (op->type == PLAYER)
1595 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1596 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1597 else
1598 CLEAR_FLAG (op, FLAG_READY_BOW);
1599 return 0;
1600 }
1601 }
1602
1603 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1604 if (mflags & P_OUT_OF_MAP)
1605 return 0;
1606
1607 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1608 {
1609 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1610 return 0;
1611 }
1612
1613 /* this should not happen, but sometimes does */
1614 if (arrow->nrof == 0)
1615 {
1616 arrow->destroy ();
1617 return 0;
1618 }
1619
1620 left = arrow; /* these are arrows left to the player */
1621 arrow = get_split_ob (arrow, 1);
1622 if (!arrow)
1623 {
1624 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1625 return 0;
1626 }
1627
1628 arrow->set_owner (op);
1629 arrow->skill = bow->skill;
1630 arrow->direction = dir;
1631
1632 if (op->type == PLAYER)
1633 {
1634 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1635 op->update_stats ();
1636 }
1637
1638 SET_ANIMATION (arrow, arrow->direction);
1639 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1640 arrow->stats.hp = arrow->stats.dam;
1641 arrow->stats.grace = arrow->attacktype;
1642 if (arrow->slaying != NULL)
1643 arrow->spellarg = strdup (arrow->slaying);
1644
1645 /* Note that this was different for monsters - they got their level
1646 * added to the damage. I think the strength bonus is more proper.
1647 */
1648
1649 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1650
1651 /* update the speed */
1652 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1653 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1654
1655 arrow->set_speed (max (arrow->speed, 1.0));
1656 arrow->speed_left = 0;
1657
1658 if (op->type == PLAYER)
1659 {
1660 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1661 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1662 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1663
1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1665 }
1666 else
1667 {
1668 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1669 arrow->level = op->level;
1670 }
1671
1672 if (arrow->attacktype == AT_PHYSICAL)
1673 arrow->attacktype |= bow->attacktype;
1674
1675 if (bow->slaying)
1676 arrow->slaying = bow->slaying;
1677
1678 arrow->move_type = MOVE_FLY_LOW;
1679 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1680
1681 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1682 m->insert (arrow, sx, sy, op);
1683
1684 if (!arrow->destroyed ())
1685 move_arrow (arrow);
1686
1687 if (op->type == PLAYER)
1688 {
1689 if (left->destroyed ())
1690 esrv_del_item (op->contr, left->count);
1691 else
1692 esrv_send_item (op, left);
1693 }
1694
1695 return 1;
1696 }
1697
1698 /* Special fire code for players - this takes into
1699 * account the special fire modes players can have
1700 * but monsters can't. Putting that code here
1701 * makes the fire_bow code much cleaner.
1702 * this function should only be called if 'op' is a player,
1703 * hence the function name.
1704 */
1705 int
1706 player_fire_bow (object *op, int dir)
1707 {
1708 int ret = 0, wcmod = 0;
1709
1710 if (op->contr->bowtype == bow_bestarrow)
1711 {
1712 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1713 }
1714 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1715 {
1716 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1717 wcmod = -1;
1718
1719 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1720 }
1721 else if (op->contr->bowtype == bow_threewide)
1722 {
1723 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1724 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1725 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1726 }
1727 else if (op->contr->bowtype == bow_spreadshot)
1728 {
1729 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1730 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1731 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1732
1733 }
1734 else
1735 {
1736 /* Simple case */
1737 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 }
1739 return ret;
1740 }
1741
1742
1743 /* Fires a misc (wand/rod/horn) object in 'dir'.
1744 * Broken apart from 'fire' to keep it more readable.
1745 */
1746 void
1747 fire_misc_object (object *op, int dir)
1748 {
1749 object *item;
1750
1751 if (!op->contr->ranges[range_misc])
1752 {
1753 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1754 return;
1755 }
1756
1757 item = op->contr->ranges[range_misc];
1758 if (!item->inv)
1759 {
1760 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1761 return;
1762 }
1763 if (item->type == WAND)
1764 {
1765 if (item->stats.food <= 0)
1766 {
1767 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1768 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1769 return;
1770 }
1771 }
1772 else if (item->type == ROD || item->type == HORN)
1773 {
1774 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1775 {
1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1777 if (item->type == ROD)
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1779 else
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1781 return;
1782 }
1783 }
1784
1785 if (cast_spell (op, item, dir, item->inv, NULL))
1786 {
1787 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1788 if (item->type == WAND)
1789 {
1790 if (!(--item->stats.food))
1791 {
1792 object *tmp;
1793
1794 if (item->arch)
1795 {
1796 CLEAR_FLAG (item, FLAG_ANIMATE);
1797 item->face = item->arch->clone.face;
1798 item->set_speed (0);
1799 }
1800
1801 if ((tmp = item->in_player ()))
1802 esrv_update_item (UPD_ANIM, tmp, item);
1803 }
1804 }
1805 else if (item->type == ROD || item->type == HORN)
1806 drain_rod_charge (item);
1807 }
1808 }
1809
1810 /* Received a fire command for the player - go and do it.
1811 */
1812 void
1813 fire (object *op, int dir)
1814 {
1815 int spellcost = 0;
1816
1817 /* check for loss of invisiblity/hide */
1818 if (action_makes_visible (op))
1819 make_visible (op);
1820
1821 switch (op->contr->shoottype)
1822 {
1823 case range_none:
1824 return;
1825
1826 case range_bow:
1827 player_fire_bow (op, dir);
1828 return;
1829
1830 case range_magic: /* Casting spells */
1831 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1832 return;
1833
1834 case range_misc:
1835 fire_misc_object (op, dir);
1836 return;
1837
1838 case range_golem: /* Control summoned monsters from scrolls */
1839 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1840 {
1841 op->contr->ranges[range_golem] = 0;
1842 op->contr->shoottype = range_none;
1843 }
1844 else
1845 control_golem (op->contr->ranges[range_golem], dir);
1846 return;
1847
1848 case range_skill:
1849 if (!op->chosen_skill)
1850 {
1851 if (op->type == PLAYER)
1852 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1853 return;
1854 }
1855
1856 do_skill (op, op, op->chosen_skill, dir, NULL);
1857 return;
1858 case range_builder:
1859 apply_map_builder (op, dir);
1860 return;
1861 default:
1862 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1863 return;
1864 }
1865 }
1866
1867 /* find_key
1868 * We try to find a key for the door as passed. If we find a key
1869 * and successfully use it, we return the key, otherwise NULL
1870 * This function merges both normal and locked door, since the logic
1871 * for both is the same - just the specific key is different.
1872 * pl is the player,
1873 * inv is the objects inventory to searched
1874 * door is the door we are trying to match against.
1875 * This function can be called recursively to search containers.
1876 */
1877 object *
1878 find_key (object *pl, object *container, object *door)
1879 {
1880 object *tmp, *key;
1881
1882 /* Should not happen, but sanity checking is never bad */
1883 if (!container->inv)
1884 return 0;
1885
1886 /* First, lets try to find a key in the top level inventory */
1887 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 {
1889 if (door->type == DOOR && tmp->type == KEY)
1890 break;
1891 /* For sanity, we should really check door type, but other stuff
1892 * (like containers) can be locked with special keys
1893 */
1894 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1895 break;
1896 }
1897
1898 /* No key found - lets search inventories now */
1899 /* If we find and use a key in an inventory, return at that time.
1900 * otherwise, if we search all the inventories and still don't find
1901 * a key, return
1902 */
1903 if (!tmp)
1904 {
1905 for (tmp = container->inv; tmp; tmp = tmp->below)
1906 {
1907 /* No reason to search empty containers */
1908 if (tmp->type == CONTAINER && tmp->inv)
1909 {
1910 if ((key = find_key (pl, tmp, door)))
1911 return key;
1912 }
1913 }
1914
1915 if (!tmp)
1916 return NULL;
1917 }
1918
1919 /* We get down here if we have found a key. Now if its in a container,
1920 * see if we actually want to use it
1921 */
1922 if (pl != container)
1923 {
1924 /* Only let players use keys in containers */
1925 if (!pl->contr)
1926 return NULL;
1927 /* cases where this fails:
1928 * If we only search the player inventory, return now since we
1929 * are not in the players inventory.
1930 * If the container is not active, return now since only active
1931 * containers can be used.
1932 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active.
1936 *
1937 * Change the color so that the message doesn't disappear with
1938 * all the others.
1939 */
1940 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG (container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1943 {
1944 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1945 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1946 return NULL;
1947 }
1948 }
1949
1950 return tmp;
1951 }
1952
1953 /* moved door processing out of move_player_attack.
1954 * returns 1 if player has opened the door with a key
1955 * such that the caller should not do anything more,
1956 * 0 otherwise
1957 */
1958 static int
1959 player_attack_door (object *op, object *door)
1960 {
1961 /* If its a door, try to find a use a key. If we do destroy the door,
1962 * might as well return immediately as there is nothing more to do -
1963 * otherwise, we fall through to the rest of the code.
1964 */
1965 object *key = find_key (op, op, door);
1966
1967 /* IF we found a key, do some extra work */
1968 if (key)
1969 {
1970 object *container = key->env;
1971
1972 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973 if (action_makes_visible (op))
1974 make_visible (op);
1975 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1976 spring_trap (door->inv, op);
1977
1978 if (door->type == DOOR)
1979 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1980 else if (door->type == LOCKED_DOOR)
1981 {
1982 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1983 remove_door2 (door); /* remove door without violence ;-) */
1984 }
1985
1986 /* Do this after we print the message */
1987 decrease_ob (key); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */
1989 if (container != op)
1990 esrv_update_item (UPD_WEIGHT, op, container);
1991
1992 return 1; /* Nothing more to do below */
1993 }
1994 else if (door->type == LOCKED_DOOR)
1995 {
1996 /* Might as well return now - no other way to open this */
1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1998 return 1;
1999 }
2000
2001 return 0;
2002 }
2003
2004 /* This function is just part of a breakup from move_player.
2005 * It should keep the code cleaner.
2006 * When this is called, the players direction has been updated
2007 * (taking into account confusion.) The player is also actually
2008 * going to try and move (not fire weapons).
2009 */
2010 void
2011 move_player_attack (object *op, int dir)
2012 {
2013 object *tmp, *mon;
2014 sint16 nx, ny;
2015 int on_battleground;
2016 maptile *m;
2017
2018 nx = freearr_x[dir] + op->x;
2019 ny = freearr_y[dir] + op->y;
2020
2021 on_battleground = op_on_battleground (op, 0, 0);
2022
2023 /* If braced, or can't move to the square, and it is not out of the
2024 * map, attack it. Note order of if statement is important - don't
2025 * want to be calling move_ob if braced, because move_ob will move the
2026 * player. This is a pretty nasty hack, because if we could
2027 * move to some space, it then means that if we are braced, we should
2028 * do nothing at all. As it is, if we are braced, we go through
2029 * quite a bit of processing. However, it probably is less than what
2030 * move_ob uses.
2031 */
2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2033 {
2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2035 {
2036 m = op->map->xy_find (nx, ny);
2037 if (!m)
2038 return; /* Don't think this should happen */
2039 }
2040 else
2041 m = op->map;
2042
2043 if (!(tmp = m->at (nx, ny).bot))
2044 return;
2045
2046 mon = 0;
2047 /* Go through all the objects, and find ones of interest. Only stop if
2048 * we find a monster - that is something we know we want to attack.
2049 * if its a door or barrel (can roll) see if there may be monsters
2050 * on the space
2051 */
2052 while (tmp)
2053 {
2054 if (tmp == op)
2055 {
2056 tmp = tmp->above;
2057 continue;
2058 }
2059
2060 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2061 {
2062 mon = tmp;
2063 break;
2064 }
2065
2066 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2067 mon = tmp;
2068
2069 tmp = tmp->above;
2070 }
2071
2072 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */
2074
2075 if (mon->head)
2076 mon = mon->head;
2077
2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door (op, mon))
2080 return;
2081
2082 /* The following deals with possibly attacking peaceful
2083 * or frienddly creatures. Basically, all players are considered
2084 * unaggressive. If the moving player has peaceful set, then the
2085 * object should be pushed instead of attacked. It is assumed that
2086 * if you are braced, you will not attack friends accidently,
2087 * and thus will not push them.
2088 */
2089
2090 /* If the creature is a pet, push it even if the player is not
2091 * peaceful. Our assumption is the creature is a pet if the
2092 * player owns it and it is either friendly or unagressive.
2093 */
2094 if ((op->type == PLAYER)
2095 #if COZY_SERVER
2096 &&
2097 ((mon->owner && mon->owner->contr
2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099 #else
2100 && mon->owner == op
2101 #endif
2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2103 {
2104 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced)
2106 return;
2107
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob (mon, dir, op);
2110 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op);
2112
2113 return;
2114 }
2115
2116 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't
2119 * attack them either.
2120 */
2121 if ((mon->type == PLAYER || mon->enemy != op) &&
2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2123 #ifdef PROHIBIT_PLAYERKILL
2124 (op->contr->peaceful
2125 || (mon->type == PLAYER
2126 && mon->contr->
2127 peaceful)) &&
2128 #else
2129 op->contr->peaceful &&
2130 #endif
2131 !on_battleground))
2132 {
2133 if (!op->contr->braced)
2134 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2136 push_ob (mon, dir, op);
2137 }
2138 else
2139 new_draw_info (0, 0, op, "You withhold your attack");
2140
2141 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op);
2143 }
2144
2145 /* If the object is a boulder or other rollable object, then
2146 * roll it if not braced. You can't roll it if you are braced.
2147 */
2148 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2149 {
2150 recursive_roll (mon, dir, op);
2151 if (action_makes_visible (op))
2152 make_visible (op);
2153 }
2154
2155 /* Any generic living creature. Including things like doors.
2156 * Way it works is like this: First, it must have some hit points
2157 * and be living. Then, it must be one of the following:
2158 * 1) Not a player, 2) A player, but of a different party. Note
2159 * that party_number -1 is no party, so attacks can still happen.
2160 */
2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2163 {
2164
2165 /* If the player hasn't hit something this tick, and does
2166 * so, give them speed boost based on weapon speed. Doing
2167 * it here is better than process_players2, which basically
2168 * incurred a 1 tick offset.
2169 */
2170 if (!op->contr->has_hit)
2171 {
2172 op->speed_left += op->speed / op->contr->weapon_sp;
2173
2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2175 }
2176
2177 skill_attack (mon, op, 0, 0, 0);
2178
2179 /* If attacking another player, that player gets automatic
2180 * hitback, and doesn't loose luck either.
2181 * Disable hitback on the battleground or if the target is
2182 * the wiz.
2183 */
2184 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2185 {
2186 short luck = mon->stats.luck;
2187
2188 mon->contr->has_hit = 1;
2189 skill_attack (op, mon, 0, 0, 0);
2190 mon->stats.luck = luck;
2191 }
2192
2193 if (action_makes_visible (op))
2194 make_visible (op);
2195 }
2196 } /* if player should attack something */
2197 }
2198
2199 int
2200 move_player (object *op, int dir)
2201 {
2202 int pick;
2203
2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2205 return 0;
2206
2207 /* Sanity check: make sure dir is valid */
2208 if ((dir < 0) || (dir >= 9))
2209 {
2210 LOG (llevError, "move_player: invalid direction %d\n", dir);
2211 return 0;
2212 }
2213
2214 /* peterm: added following line */
2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2216 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2217
2218 op->facing = dir;
2219
2220 if (op->hide)
2221 do_hidden_move (op);
2222
2223 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2224 /*nop */ ;
2225 else if (op->contr->fire_on)
2226 fire (op, dir);
2227 else
2228 {
2229 move_player_attack (op, dir);
2230 pick = check_pick (op);
2231 }
2232
2233 /* Add special check for newcs players and fire on - this way, the
2234 * server can handle repeat firing.
2235 */
2236 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2237 op->direction = dir;
2238 else
2239 op->direction = 0;
2240
2241 /* Update how the player looks. Use the facing, so direction may
2242 * get reset to zero. This allows for full animation capabilities
2243 * for players.
2244 */
2245 animate_object (op, op->facing);
2246 return 0;
2247 }
2248
2249 /* This is similar to handle_player, below, but is only used by the
2250 * new client/server stuff.
2251 * This is sort of special, in that the new client/server actually uses
2252 * the new speed values for commands.
2253 *
2254 * Returns true if there are more actions we can do.
2255 */
2256 int
2257 handle_newcs_player (object *op)
2258 {
2259 if (op->contr->hidden)
2260 {
2261 op->invisible = 1000;
2262 /* the socket code flashes the player visible/invisible
2263 * depending on the value of invisible, so we need to
2264 * alternate it here for it to work correctly.
2265 */
2266 if (pticks & 2)
2267 op->invisible--;
2268 }
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2271 op->invisible--;
2272 if (!op->invisible)
2273 {
2274 make_visible (op);
2275 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2276 }
2277 }
2278
2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 {
2281 flee_player (op);
2282 /* If player is still scared, that is his action for this tick */
2283 if (QUERY_FLAG (op, FLAG_SCARED))
2284 {
2285 op->speed_left--;
2286 return 0;
2287 }
2288 }
2289
2290 /* I've been seeing crashes where the golem has been destroyed, but
2291 * the player object still points to the defunct golem. The code that
2292 * destroys the golem looks correct, and it doesn't always happen, so
2293 * put this in a a workaround to clean up the golem pointer.
2294 */
2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2296 op->contr->ranges[range_golem] = 0;
2297
2298 /* call this here - we also will call this in do_ericserver, but
2299 * the players time has been increased when doericserver has been
2300 * called, so we recheck it here.
2301 */
2302 if (op->contr->ns->handle_command ())
2303 return 1;
2304
2305 if (op->speed_left > 0)
2306 {
2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308 {
2309 /* All move commands take 1 tick, at least for now */
2310 op->speed_left--;
2311
2312 /* Instead of all the stuff below, let move_player take care
2313 * of it. Also, some of the skill stuff is only put in
2314 * there, as well as the confusion stuff.
2315 */
2316 move_player (op, op->direction);
2317
2318 return op->speed_left > 0;
2319 }
2320 }
2321
2322 return 0;
2323 }
2324
2325 int
2326 save_life (object *op)
2327 {
2328 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2329 return 0;
2330
2331 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333 {
2334 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336
2337 if (op->contr)
2338 esrv_del_item (op->contr, tmp->count);
2339
2340 tmp->destroy ();
2341 CLEAR_FLAG (op, FLAG_LIFESAVE);
2342
2343 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp;
2345
2346 if (op->stats.food < 0)
2347 op->stats.food = 999;
2348
2349 op->update_stats ();
2350 return 1;
2351 }
2352
2353 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2354 CLEAR_FLAG (op, FLAG_LIFESAVE);
2355 enter_player_savebed (op); /* bring him home. */
2356 return 0;
2357 }
2358
2359 /* This goes throws the inventory and removes unpaid objects, and puts them
2360 * back in the map (location and map determined by values of env). This
2361 * function will descend into containers. op is the object to start the search
2362 * from.
2363 */
2364 void
2365 remove_unpaid_objects (object *op, object *env)
2366 {
2367 while (op)
2368 {
2369 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2370
2371 if (QUERY_FLAG (op, FLAG_UNPAID))
2372 {
2373 if (env->type == PLAYER)
2374 esrv_del_item (env->contr, op->count);
2375
2376 op->insert_at (env);
2377 }
2378 else if (op->inv)
2379 remove_unpaid_objects (op->inv, env);
2380
2381 op = next;
2382 }
2383 }
2384
2385 /*
2386 * Returns pointer a static string containing gravestone text
2387 * Moved from apply.c to player.c - player.c is what
2388 * actually uses this function. player.c may not be quite the
2389 * best, a misc file for object actions is probably better,
2390 * but there isn't one in the server directory.
2391 */
2392 char *
2393 gravestone_text (object *op)
2394 {
2395 static char buf2[MAX_BUF];
2396 char buf[MAX_BUF];
2397 time_t now = time (NULL);
2398
2399 strcpy (buf2, " R.I.P.\n\n");
2400 if (op->type == PLAYER)
2401 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2402 else
2403 sprintf (buf, "%s\n", &op->name);
2404
2405 strncat (buf2, " ", 20 - strlen (buf) / 2);
2406 strcat (buf2, buf);
2407 if (op->type == PLAYER)
2408 sprintf (buf, "who was in level %d when killed\n", op->level);
2409 else
2410 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2411
2412 strncat (buf2, " ", 20 - strlen (buf) / 2);
2413 strcat (buf2, buf);
2414 if (op->type == PLAYER)
2415 {
2416 sprintf (buf, "by %s.\n\n", op->contr->killer);
2417 strncat (buf2, " ", 21 - strlen (buf) / 2);
2418 strcat (buf2, buf);
2419 }
2420
2421 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2422 strncat (buf2, " ", 20 - strlen (buf) / 2);
2423 strcat (buf2, buf);
2424
2425 return buf2;
2426 }
2427
2428 void
2429 do_some_living (object *op)
2430 {
2431 int last_food = op->stats.food;
2432 int gen_hp, gen_sp, gen_grace;
2433 int over_hp, over_sp, over_grace;
2434 int i;
2435 int rate_hp = 1200;
2436 int rate_sp = 2500;
2437 int rate_grace = 2000;
2438 const int max_hp = 1;
2439 const int max_sp = 1;
2440 const int max_grace = 1;
2441
2442 if (op->contr->outputs_sync)
2443 {
2444 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2445 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2446 flush_output_element (op, &op->contr->outputs[i]);
2447 }
2448
2449 if (op->contr->ns->state == ST_PLAYING)
2450 {
2451 /* these next three if clauses make it possible to SLOW DOWN
2452 hp/grace/spellpoint regeneration. */
2453 if (op->contr->gen_hp >= 0)
2454 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2455 else
2456 {
2457 gen_hp = op->stats.maxhp;
2458 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2459 }
2460
2461 if (op->contr->gen_sp >= 0)
2462 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2463 else
2464 {
2465 gen_sp = op->stats.maxsp;
2466 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2467 }
2468
2469 if (op->contr->gen_grace >= 0)
2470 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2471 else
2472 {
2473 gen_grace = op->stats.maxgrace;
2474 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2475 }
2476
2477 /* Regenerate Spell Points */
2478 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2479 {
2480 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2481 if (op->stats.sp < op->stats.maxsp)
2482 {
2483 op->stats.sp++;
2484 /* dms do not consume food */
2485 if (!QUERY_FLAG (op, FLAG_WIZ))
2486 {
2487 op->stats.food--;
2488 if (op->contr->digestion < 0)
2489 op->stats.food += op->contr->digestion;
2490 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 op->stats.food = last_food;
2492 }
2493 }
2494
2495 if (max_sp > 1)
2496 {
2497 over_sp = (gen_sp + 10) / rate_sp;
2498 if (over_sp > 0)
2499 {
2500 if (op->stats.sp < op->stats.maxsp)
2501 {
2502 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2503
2504 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2505 op->stats.sp--;
2506
2507 if (op->stats.sp > op->stats.maxsp)
2508 op->stats.sp = op->stats.maxsp;
2509 }
2510 op->last_sp = 0;
2511 }
2512 else
2513 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2514 }
2515 else
2516 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2517 }
2518
2519 /* Regenerate Grace */
2520 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2521 if (--op->last_grace < 0)
2522 {
2523 if (op->stats.grace < op->stats.maxgrace / 2)
2524 op->stats.grace++; /* no penalty in food for regaining grace */
2525
2526 if (max_grace > 1)
2527 {
2528 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2529 if (over_grace > 0)
2530 {
2531 op->stats.sp += over_grace
2532 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2533 op->last_grace = 0;
2534 }
2535 else
2536 {
2537 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2538 }
2539 }
2540 else
2541 {
2542 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2543 }
2544 /* wearing stuff doesn't detract from grace generation. */
2545 }
2546
2547 /* Regenerate Hit Points */
2548 if (--op->last_heal < 0)
2549 {
2550 if (op->stats.hp < op->stats.maxhp)
2551 {
2552 op->stats.hp++;
2553 /* dms do not consume food */
2554 if (!QUERY_FLAG (op, FLAG_WIZ))
2555 {
2556 op->stats.food--;
2557 if (op->contr->digestion < 0)
2558 op->stats.food += op->contr->digestion;
2559 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2560 op->stats.food = last_food;
2561 }
2562 }
2563
2564 if (max_hp > 1)
2565 {
2566 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2567 if (over_hp > 0)
2568 {
2569 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2570 op->last_heal = 0;
2571 }
2572 else
2573 {
2574 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2575 }
2576 }
2577 else
2578 {
2579 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2580 }
2581 }
2582
2583 /* Digestion */
2584 if (--op->last_eat < 0)
2585 {
2586 #ifdef COZY_SERVER
2587 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2588 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2589 #else
2590 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2591 #endif
2592
2593 if (op->contr->gen_hp > 0)
2594 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2595 else
2596 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2597
2598 /* dms do not consume food */
2599 if (!QUERY_FLAG (op, FLAG_WIZ))
2600 op->stats.food--;
2601 }
2602
2603 if (op->stats.food < 0 && op->stats.hp >= 0)
2604 {
2605 object *tmp, *flesh = 0;
2606
2607 for (tmp = op->inv; tmp; tmp = tmp->below)
2608 {
2609 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2610 {
2611 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2612 {
2613 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2614 manual_apply (op, tmp, 0);
2615 if (op->stats.food >= 0 || op->stats.hp < 0)
2616 break;
2617 }
2618 else if (tmp->type == FLESH)
2619 flesh = tmp;
2620 } /* End if paid for object */
2621 } /* end of for loop */
2622
2623 /* If player is still starving, it means they don't have any food, so
2624 * eat flesh instead.
2625 */
2626 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2627 {
2628 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2629 manual_apply (op, flesh, 0);
2630 }
2631 }
2632
2633 while (op->stats.food < 0 && op->stats.hp >= 0)
2634 op->stats.food++, op->stats.hp--;
2635
2636 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2637 kill_player (op);
2638 }
2639 }
2640
2641 /* If the player should die (lack of hp, food, etc), we call this.
2642 * op is the player in jeopardy. If the player can not be saved (not
2643 * permadeath, no lifesave), this will take care of removing the player
2644 * file.
2645 */
2646 void
2647 kill_player (object *op)
2648 {
2649 char buf[MAX_BUF];
2650 int x, y;
2651
2652 //int i;
2653 maptile *map; /* this is for resurrection */
2654
2655 /* int z;
2656 int num_stats_lose;
2657 int lost_a_stat;
2658 int lose_this_stat;
2659 int this_stat; */
2660 int will_kill_again;
2661 archetype *at;
2662 object *tmp;
2663
2664 if (save_life (op))
2665 return;
2666
2667
2668 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2669 * in cities ONLY!!! It is very important that this doesn't get abused.
2670 * Look at op_on_battleground() for more info --AndreasV
2671 */
2672 if (op_on_battleground (op, &x, &y))
2673 {
2674 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2676
2677 /* restore player */
2678 at = archetype::find ("poisoning");
2679 if (object *tmp = present_arch_in_ob (at, op))
2680 {
2681 tmp->destroy ();
2682 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2683 }
2684
2685 at = archetype::find ("confusion");
2686 if (object *tmp = present_arch_in_ob (at, op))
2687 {
2688 tmp->destroy ();
2689 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2690 }
2691
2692 cure_disease (op, 0); /* remove any disease */
2693 op->stats.hp = op->stats.maxhp;
2694 if (op->stats.food <= 0)
2695 op->stats.food = 999;
2696
2697 /* create a bodypart-trophy to make the winner happy */
2698 if (object *tmp = arch_to_object (archetype::find ("finger")))
2699 {
2700 sprintf (buf, "%s's finger", &op->name);
2701 tmp->name = buf;
2702 sprintf (buf, " This finger has been cut off %s\n"
2703 " the %s, when he was defeated at\n level %d by %s.\n",
2704 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2705 tmp->msg = buf;
2706 tmp->value = 0, tmp->type = 0;
2707 tmp->materialname = "organics";
2708 tmp->insert_at (op, tmp);
2709 }
2710
2711 /* teleport defeated player to new destination */
2712 transfer_ob (op, x, y, 0, NULL);
2713 op->contr->braced = 0;
2714 return;
2715 }
2716
2717 INVOKE_PLAYER (DEATH, op->contr);
2718
2719 command_kill_pets (op, 0);
2720
2721 if (op->stats.food < 0)
2722 {
2723 sprintf (buf, "%s starved to death.", &op->name);
2724 strcpy (op->contr->killer, "starvation");
2725 }
2726 else
2727 sprintf (buf, "%s died.", &op->name);
2728
2729 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2730
2731 /* save the map location for corpse, gravestone */
2732 x = op->x;
2733 y = op->y;
2734 map = op->map;
2735
2736 /* NOT_PERMADEATH code. This basically brings the character back to
2737 * life if they are dead - it takes some exp and a random stat.
2738 * See the config.h file for a little more in depth detail about this.
2739 */
2740
2741 /* Basically two ways to go - remove a stat permanently, or just
2742 * make it depletion. This bunch of code deals with that aspect
2743 * of death.
2744 */
2745 #ifndef COZY_SERVER
2746 if (settings.balanced_stat_loss)
2747 {
2748 /* If stat loss is permanent, lose one stat only. */
2749 /* Lower level chars don't lose as many stats because they suffer
2750 more if they do. */
2751 /* Higher level characters can afford things such as potions of
2752 restoration, or better, stat potions. So we slug them that
2753 little bit harder. */
2754 /* GD */
2755 if (settings.stat_loss_on_death)
2756 num_stats_lose = 1;
2757 else
2758 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2759 }
2760 else
2761 num_stats_lose = 1;
2762
2763 lost_a_stat = 0;
2764
2765 for (z = 0; z < num_stats_lose; z++)
2766 {
2767 i = RANDOM () % NUM_STATS;
2768
2769 if (settings.stat_loss_on_death)
2770 {
2771 /* Pick a random stat and take a point off it. Tell the player
2772 * what he lost.
2773 */
2774 change_attr_value (&(op->stats), i, -1);
2775 check_stat_bounds (&(op->stats));
2776 change_attr_value (&(op->contr->orig_stats), i, -1);
2777 check_stat_bounds (&(op->contr->orig_stats));
2778 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2779 lost_a_stat = 1;
2780 }
2781 else
2782 {
2783 /* deplete a stat */
2784 archetype *deparch = archetype::find ("depletion");
2785 object *dep;
2786
2787 dep = present_arch_in_ob (deparch, op);
2788 if (!dep)
2789 {
2790 dep = arch_to_object (deparch);
2791 insert_ob_in_ob (dep, op);
2792 }
2793 lose_this_stat = 1;
2794 if (settings.balanced_stat_loss)
2795 {
2796 /* GD */
2797 /* Get the stat that we're about to deplete. */
2798 this_stat = get_attr_value (&(dep->stats), i);
2799 if (this_stat < 0)
2800 {
2801 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2802 int keep_chance = this_stat * this_stat;
2803
2804 /* Yes, I am paranoid. Sue me. */
2805 if (keep_chance < 1)
2806 keep_chance = 1;
2807
2808 /* There is a maximum depletion total per level. */
2809 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2810 {
2811 lose_this_stat = 0;
2812 /* Take loss chance vs keep chance to see if we
2813 retain the stat. */
2814 }
2815 else
2816 {
2817 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2818 lose_this_stat = 0;
2819 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2820 this_stat, keep_chance, loss_chance,
2821 lose_this_stat?"LOSE":"KEEP"); */
2822 }
2823 }
2824 }
2825
2826 if (lose_this_stat)
2827 {
2828 this_stat = get_attr_value (&(dep->stats), i);
2829 /* We could try to do something clever like find another
2830 * stat to reduce if this fails. But chances are, if
2831 * stats have been depleted to -50, all are pretty low
2832 * and should be roughly the same, so it shouldn't make a
2833 * difference.
2834 */
2835 if (this_stat >= -50)
2836 {
2837 change_attr_value (&(dep->stats), i, -1);
2838 SET_FLAG (dep, FLAG_APPLIED);
2839 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2840 op->update_stats ();
2841 lost_a_stat = 1;
2842 }
2843 }
2844 }
2845 }
2846 /* If no stat lost, tell the player. */
2847 if (!lost_a_stat)
2848 {
2849 /* determine_god() seems to not work sometimes... why is this?
2850 Should I be using something else? GD */
2851 const char *god = determine_god (op);
2852
2853 if (god && (strcmp (god, "none")))
2854 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2855 else
2856 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2857 }
2858 #else
2859 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2860 #endif
2861
2862 /* Put a gravestone up where the character 'almost' died. List the
2863 * exp loss on the stone.
2864 */
2865 tmp = arch_to_object (archetype::find ("gravestone"));
2866 sprintf (buf, "%s's gravestone", &op->name);
2867 tmp->name = buf;
2868 sprintf (buf, "%s's gravestones", &op->name);
2869 tmp->name_pl = buf;
2870 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);
2871 tmp->msg = buf;
2872 tmp->x = op->x, tmp->y = op->y;
2873 insert_ob_in_map (tmp, op->map, NULL, 0);
2874
2875 /**************************************/
2876 /* */
2877 /* Subtract the experience points, */
2878 /* if we died cause of food, give us */
2879 /* food, and reset HP's... */
2880 /* */
2881 /**************************************/
2882
2883 /* remove any poisoning and confusion the character may be suffering. */
2884 /* restore player */
2885 at = archetype::find ("poisoning");
2886 tmp = present_arch_in_ob (at, op);
2887
2888 if (tmp)
2889 {
2890 tmp->destroy ();
2891 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2892 }
2893
2894 at = archetype::find ("confusion");
2895 tmp = present_arch_in_ob (at, op);
2896 if (tmp)
2897 {
2898 tmp->destroy ();
2899 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2900 }
2901
2902 cure_disease (op, 0); /* remove any disease */
2903
2904 /*add_exp(op, (op->stats.exp * -0.20)); */
2905 apply_death_exp_penalty (op);
2906 if (op->stats.food < 100)
2907 op->stats.food = 900;
2908 op->stats.hp = op->stats.maxhp;
2909 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2910 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2911
2912 /*
2913 * Check to see if the player is in a shop. IF so, then check to see if
2914 * the player has any unpaid items. If so, remove them and put them back
2915 * in the map.
2916 */
2917
2918 if (is_in_shop (op))
2919 remove_unpaid_objects (op->inv, op);
2920
2921 /****************************************/
2922 /* */
2923 /* Move player to his current respawn- */
2924 /* position (usually last savebed) */
2925 /* */
2926 /****************************************/
2927
2928 enter_player_savebed (op);
2929
2930 op->contr->braced = 0;
2931
2932 /* it is possible that the player has blown something up
2933 * at his savebed location, and that can have long lasting
2934 * spell effects. So first see if there is a spell effect
2935 * on the space that might harm the player.
2936 */
2937 will_kill_again = 0;
2938 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2939 if (tmp->type == SPELL_EFFECT)
2940 will_kill_again |= tmp->attacktype;
2941
2942 if (will_kill_again)
2943 {
2944 object *force;
2945 int at;
2946
2947 force = get_archetype (FORCE_NAME);
2948 /* 50 ticks should be enough time for the spell to abate */
2949 force->speed = 0.1;
2950 force->speed_left = -5.0;
2951 SET_FLAG (force, FLAG_APPLIED);
2952 for (at = 0; at < NROFATTACKS; at++)
2953 if (will_kill_again & (1 << at))
2954 force->resist[at] = 100;
2955
2956 insert_ob_in_ob (force, op);
2957 op->update_stats ();
2958
2959 }
2960
2961 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2962 }
2963
2964 void
2965 loot_object (object *op)
2966 { /* Grab and destroy some treasure */
2967 object *tmp, *tmp2, *next;
2968
2969 op->close_container (); /* close open sack first */
2970
2971 for (tmp = op->inv; tmp; tmp = next)
2972 {
2973 next = tmp->below;
2974
2975 if (tmp->invisible)
2976 continue;
2977
2978 tmp->remove ();
2979 tmp->x = op->x, tmp->y = op->y;
2980
2981 if (tmp->type == CONTAINER)
2982 loot_object (tmp); /* empty container to ground */
2983
2984 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2985 {
2986 if (tmp->nrof > 1)
2987 {
2988 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2989 tmp2->destroy ();
2990 insert_ob_in_map (tmp, op->map, NULL, 0);
2991 }
2992 else
2993 tmp->destroy ();
2994 }
2995 else
2996 insert_ob_in_map (tmp, op->map, NULL, 0);
2997 }
2998 }
2999
3000 /*
3001 * fix_weight(): Check recursively the weight of all players, and fix
3002 * what needs to be fixed. Refresh windows and fix speed if anything
3003 * was changed.
3004 */
3005 void
3006 fix_weight (void)
3007 {
3008 for_all_players (pl)
3009 {
3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3011
3012 if (old == sum)
3013 continue;
3014 pl->ob->update_stats ();
3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 }
3017 }
3018
3019 void
3020 fix_luck (void)
3021 {
3022 for_all_players (pl)
3023 if (!pl->ob->contr->ns->state)
3024 pl->ob->change_luck (0);
3025 }
3026
3027 /* cast_dust() - handles op throwing objects of type 'DUST'.
3028 * This is much simpler in the new spell code - we basically
3029 * just treat this as any other spell casting object.
3030 */
3031 void
3032 cast_dust (object *op, object *throw_ob, int dir)
3033 {
3034 object *skop, *spob;
3035
3036 skop = find_skill_by_name (op, throw_ob->skill);
3037
3038 /* casting POTION 'dusts' is really a use_magic_item skill */
3039 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3040 {
3041 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3042 return;
3043 }
3044
3045 spob = throw_ob->inv;
3046
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3048 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO)
3050 if (!spob)
3051 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3053 return;
3054 }
3055
3056 if (op->type == PLAYER)
3057 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3058
3059 cast_spell (op, throw_ob, dir, spob, NULL);
3060
3061 throw_ob->destroy ();
3062 }
3063
3064 void
3065 make_visible (object *op)
3066 {
3067 op->hide = 0;
3068 op->invisible = 0;
3069 if (op->type == PLAYER)
3070 {
3071 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0;
3073 }
3074 update_object (op, UP_OBJ_FACE);
3075 }
3076
3077 int
3078 is_true_undead (object *op)
3079 {
3080 object *tmp = NULL;
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3083 return 1;
3084
3085 return 0;
3086 }
3087
3088 /* look at the surrounding terrain to determine
3089 * the hideability of this object. Positive levels
3090 * indicate greater hideability.
3091 */
3092
3093 int
3094 hideability (object *ob)
3095 {
3096 int i, level = 0, mflag;
3097 sint16 x, y;
3098
3099 if (!ob || !ob->map)
3100 return 0;
3101
3102 /* so, on normal lighted maps, its hard to hide */
3103 level = ob->map->darkness - 2;
3104
3105 /* this also picks up whether the object is glowing.
3106 * If you carry a light on a non-dark map, its not
3107 * as bad as carrying a light on a pitch dark map */
3108 if (has_carried_lights (ob))
3109 level = -(10 + (2 * ob->map->darkness));
3110
3111 /* scan through all nearby squares for terrain to hide in */
3112 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3113 {
3114 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3115 if (mflag & P_OUT_OF_MAP)
3116 {
3117 continue;
3118 }
3119 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3120 level += 2;
3121 else /* open terrain! */
3122 level -= 1;
3123 }
3124
3125 #if 0
3126 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3127 #endif
3128 return level;
3129 }
3130
3131 /* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */
3136
3137 void
3138 do_hidden_move (object *op)
3139 {
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3141 object *skop;
3142
3143 if (!op || !op->map)
3144 return;
3145
3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3147
3148 /* its *extremely* hard to run and sneak/hide at the same time! */
3149 if (op->type == PLAYER && op->contr->run_on)
3150 if (!skop || num >= skop->level)
3151 {
3152 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3153 make_visible (op);
3154 return;
3155 }
3156 else
3157 num += 20;
3158
3159 num += op->map->difficulty;
3160 hide = hideability (op); /* modify by terrain hidden level */
3161 num -= hide;
3162
3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3164 {
3165 make_visible (op);
3166 if (op->type == PLAYER)
3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3168 }
3169 else if (op->type == PLAYER && skop)
3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3171 }
3172
3173 /* determine if who is standing near a hostile creature. */
3174
3175 int
3176 stand_near_hostile (object *who)
3177 {
3178 object *tmp = NULL;
3179 int i, friendly = 0, player = 0, mflags;
3180 maptile *m;
3181 sint16 x, y;
3182
3183 if (!who)
3184 return 0;
3185
3186 if (who->type == PLAYER)
3187 player = 1;
3188
3189 else
3190 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3191
3192 /* search adjacent squares */
3193 for (i = 1; i < 9; i++)
3194 {
3195 x = who->x + freearr_x[i];
3196 y = who->y + freearr_y[i];
3197 m = who->map;
3198 mflags = get_map_flags (m, &m, x, y, &x, &y);
3199 /* space must be blocked if there is a monster. If not
3200 * blocked, don't need to check this space.
3201 */
3202 if (mflags & P_OUT_OF_MAP)
3203 continue;
3204 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3205 continue;
3206
3207 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3208 {
3209 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3210 return 1;
3211 else if (tmp->type == PLAYER)
3212 {
3213 /*don't let a hidden DM prevent you from hiding */
3214 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3215 return 1;
3216 }
3217 }
3218 }
3219 return 0;
3220 }
3221
3222 /* check the player los field for viewability of the
3223 * object op. This function works fine for monsters,
3224 * but we dont worry if the object isnt the top one in
3225 * a pile (say a coin under a table would return "viewable"
3226 * by this routine). Another question, should we be
3227 * concerned with the direction the player is looking
3228 * in? Realistically, most of use cant see stuff behind
3229 * our backs...on the other hand, does the "facing" direction
3230 * imply the way your head, or body is facing? Its possible
3231 * for them to differ. Sigh, this fctn could get a bit more complex.
3232 * -b.t.
3233 * This function is now map tiling safe.
3234 */
3235
3236 int
3237 player_can_view (object *pl, object *op)
3238 {
3239 rv_vector rv;
3240 int dx, dy;
3241
3242 if (pl->type != PLAYER)
3243 {
3244 LOG (llevError, "player_can_view() called for non-player object\n");
3245 return -1;
3246 }
3247
3248 if (!pl || !op)
3249 return 0;
3250
3251 op = op->head_ ();
3252
3253 get_rangevector (pl, op, &rv, 0x1);
3254
3255 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any
3257 * part that is in the los array but isnt on
3258 * a blocked los square.
3259 * we use the archetype to figure out offsets.
3260 */
3261 while (op)
3262 {
3263 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y;
3265
3266 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3273 return 1;
3274 op = op->more;
3275 }
3276 return 0;
3277 }
3278
3279 /* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we
3283 * return 0.
3284 */
3285 int
3286 action_makes_visible (object *op)
3287 {
3288
3289 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290 {
3291 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3292 return 0;
3293
3294 if (op->contr && op->contr->tmp_invis == 0)
3295 return 0;
3296
3297 /* If monsters, they should become visible */
3298 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3299 {
3300 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3301 return 1;
3302 }
3303 }
3304 return 0;
3305 }
3306
3307 /* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile,
3309 * function returns TRUE/FALSE. If true x, y returns the battleground
3310 * -exit-coord. (and if x, y not NULL)
3311 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3312 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3313 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */
3315 int
3316 op_on_battleground (object *op, int *x, int *y)
3317 {
3318 object *tmp;
3319
3320 /* A battleground-tile needs the following attributes to be valid:
3321 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3322 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3323 * and the exit-coordinates sp/hp must both be > 0.
3324 * => The intention here is to prevent abuse of the battleground-
3325 * feature (like pickable or hidden battleground tiles). */
3326 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3327 {
3328 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3329 {
3330 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3331 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3332 {
3333 /*before we assign the exit, check if this is a teambattle */
3334 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3335 {
3336 object *invtmp;
3337
3338 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3339 {
3340 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3341 {
3342 if (x != NULL && y != NULL)
3343 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3344 return 1;
3345 }
3346 }
3347 }
3348 if (x != NULL && y != NULL)
3349 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3350 return 1;
3351 }
3352 }
3353 }
3354 /* If we got here, did not find a battleground */
3355 return 0;
3356 }
3357
3358 /*
3359 * When a dragon-player gains a new stage of evolution,
3360 * he gets some treasure
3361 *
3362 * attributes:
3363 * object *who the dragon player
3364 * int atnr the attack-number of the ability focus
3365 * int level ability level
3366 */
3367 void
3368 dragon_ability_gain (object *who, int atnr, int level)
3369 {
3370 treasurelist *trlist = NULL; /* treasurelist */
3371 treasure *tr; /* treasure */
3372 object *tmp, *skop; /* tmp. object */
3373 object *item; /* treasure object */
3374 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0;
3376
3377 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire");
3380 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold");
3382 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec");
3384 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison");
3386
3387 if (trlist == NULL || who->type != PLAYER)
3388 return;
3389
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3391
3392 if (!tr || !tr->item)
3393 {
3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3395 return;
3396 }
3397
3398 /* everything seems okay - now bring on the gift: */
3399 item = &(tr->item->clone);
3400
3401 if (item->type == SPELL)
3402 {
3403 if (check_spell_known (who, item->name))
3404 return;
3405
3406 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3407 do_learn_spell (who, item, 0);
3408 return;
3409 }
3410
3411 /* grant direct spell */
3412 if (item->type == SPELLBOOK)
3413 {
3414 if (!item->inv)
3415 {
3416 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3417 return;
3418 }
3419 if (check_spell_known (who, item->inv->name))
3420 return;
3421 if (item->invisible)
3422 {
3423 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3424 do_learn_spell (who, item->inv, 0);
3425 return;
3426 }
3427 }
3428 else if (item->type == SKILL_TOOL && item->invisible)
3429 {
3430 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3431 {
3432
3433 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3434 * in this way, if the player is missing any of the attacktypes, he gets
3435 * them. As it is now, if the player has any that match the granted skill,
3436 * but not all of them, he gets nothing.
3437 */
3438 if (!(skop->attacktype & item->attacktype))
3439 {
3440 /* Give new attacktype */
3441 skop->attacktype |= item->attacktype;
3442
3443 /* always add physical if there's none */
3444 skop->attacktype |= AT_PHYSICAL;
3445
3446 if (item->msg != NULL)
3447 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3448
3449 /* Give player new face */
3450 if (item->animation_id)
3451 {
3452 who->face = skop->face;
3453 who->animation_id = item->animation_id;
3454 who->anim_speed = item->anim_speed;
3455 who->last_anim = 0;
3456 who->state = 0;
3457 animate_object (who, who->direction);
3458 }
3459 }
3460 }
3461 }
3462 else if (item->type == FORCE)
3463 {
3464 /* forces in the treasurelist can alter the player's stats */
3465 object *skin;
3466
3467 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3470 ;
3471
3472 if (!skin)
3473 return;
3474
3475 /* adding new spellpath attunements */
3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3477 {
3478 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3479
3480 /* print message */
3481 sprintf (buf, "You feel attuned to ");
3482 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3483 {
3484 if (item->path_attuned & (1 << i))
3485 {
3486 if (j)
3487 strcat (buf, " and ");
3488 else
3489 j = 1;
3490 strcat (buf, spellpathnames[i]);
3491 }
3492 }
3493 strcat (buf, ".");
3494 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3495 }
3496
3497 /* evtl. adding flags: */
3498 if (QUERY_FLAG (item, FLAG_XRAYS))
3499 SET_FLAG (skin, FLAG_XRAYS);
3500 if (QUERY_FLAG (item, FLAG_STEALTH))
3501 SET_FLAG (skin, FLAG_STEALTH);
3502 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3503 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3504
3505 /* print message if there is one */
3506 if (item->msg != NULL)
3507 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3508 }
3509 else
3510 {
3511 /* generate misc. treasure */
3512 tmp = arch_to_object (tr->item);
3513 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3514 tmp = insert_ob_in_ob (tmp, who);
3515 if (who->type == PLAYER)
3516 esrv_send_item (who, tmp);
3517 }
3518 }
3519
3520 /**
3521 * Unready an object for a player. This function does nothing if the object was
3522 * not readied.
3523 */
3524 void
3525 player_unready_range_ob (player *pl, object *ob)
3526 {
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3528 if (pl->ranges[i] == ob)
3529 {
3530 pl->ranges[i] = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534 }
3535
3536 sint8
3537 player::visibility_at (maptile *map, int x, int y) const
3538 {
3539 if (!ns)
3540 return 0;
3541
3542 int dx, dy;
3543 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3544 return 0;
3545
3546 x += dx - ns->current_x + ns->mapx / 2;
3547 y += dy - ns->current_y + ns->mapy / 2;
3548
3549 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3550 return 0;
3551
3552 return 100 - blocked_los [x][y];
3553 }