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/cvs/deliantra/server/server/player.C
Revision: 1.127
Committed: Sat May 12 18:14:48 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.126: +4 -11 lines
Log Message:
- unrelated change, replace get_attr_value/set_attr_value by a nicer to use
  stat member function. should really replace the struct values by an array.

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <sproto.h>
27 #include <sounds.h>
28 #include <living.h>
29 #include <object.h>
30 #include <spells.h>
31 #include <skills.h>
32
33 #include <algorithm>
34 #include <functional>
35
36 playervec players;
37
38 void
39 display_motd (const object *op)
40 {
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65 }
66
67 void
68 send_rules (const object *op)
69 {
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100 }
101
102 void
103 send_news (const object *op)
104 {
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150 }
151
152 /* This loads the first map an puts the player on it. */
153 static void
154 set_first_map (object *op)
155 {
156 op->contr->maplevel = first_map_path;
157 op->x = -1;
158 op->y = -1;
159 }
160
161 void
162 player::enter_map ()
163 {
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172 }
173
174 void
175 player::activate ()
176 {
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187 }
188
189 void
190 player::deactivate ()
191 {
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209 }
210
211 // connect the player with a specific client
212 // also changes, rationalises, and fixes some incorrect settings
213 void
214 player::connect (client *ns)
215 {
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
279 ob->update_stats ();
280 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293 }
294
295 void
296 player::disconnect ()
297 {
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314 }
315
316 // the need for this function can be explained
317 // by load_object not returning the object
318 void
319 player::set_object (object *op)
320 {
321 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */
323
324 ob->speed_left = 0.5;
325 ob->speed = 1.0;
326 ob->direction = 5; /* So player faces south */
327 }
328
329 player::player ()
330 {
331 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point.
333 */
334 outputs_sync = 4;
335 outputs_count = 4;
336 unapply = unapply_nochoice;
337
338 savebed_map = first_map_path; /* Init. respawn position */
339
340 gen_sp_armour = 10;
341 bowtype = bow_normal;
342 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers;
345 peaceful = 1; /* default peaceful */
346 do_los = 1;
347 }
348
349 void
350 player::do_destroy ()
351 {
352 disconnect ();
353
354 attachable::do_destroy ();
355
356 if (ob)
357 {
358 ob->destroy_inv (false);
359 ob->destroy ();
360 }
361 }
362
363 player::~player ()
364 {
365 /* Clear item stack */
366 free (stack_items);
367 }
368
369 /* Tries to add player on the connection passed in ns.
370 * All we can really get in this is some settings like host and display
371 * mode.
372 */
373 player *
374 player::create ()
375 {
376 player *pl = new player;
377
378 pl->set_object (arch_to_object (get_player_archetype (0)));
379
380 pl->ob->roll_stats ();
381 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */
383
384 set_first_map (pl->ob);
385
386 return pl;
387 }
388
389 /*
390 * get_player_archetype() return next player archetype from archetype
391 * list. Not very efficient routine, but used only creating new players.
392 * Note: there MUST be at least one player archetype!
393 */
394 archetype *
395 get_player_archetype (archetype *at)
396 {
397 archetype *start = at;
398
399 for (;;)
400 {
401 if (at == NULL || at->next == NULL)
402 at = first_archetype;
403 else
404 at = at->next;
405
406 if (at->clone.type == PLAYER)
407 return at;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 }
415 }
416
417 object *
418 get_nearest_player (object *mon)
419 {
420 object *op = NULL;
421 objectlink *ol;
422 unsigned lastdist;
423 rv_vector rv;
424
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue;
456
457 if (lastdist > rv.distance)
458 {
459 op = ol->ob;
460 lastdist = rv.distance;
461 }
462 }
463
464 for_all_players (pl)
465 if (can_detect_enemy (mon, pl->ob, &rv))
466 if (lastdist > rv.distance)
467 {
468 op = pl->ob;
469 lastdist = rv.distance;
470 }
471
472 #if 0
473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
474 #endif
475 return op;
476 }
477
478 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
479 * result in a monster paths backtracking. It basically determines how large a
480 * detour a monster will take from the direction path when looking
481 * for a path to the player. The values are in the amount of direction
482 * the deviation is
483 */
484 #define DETOUR_AMOUNT 2
485
486 /* This is used to prevent infinite loops. Consider a case where the
487 * player is in a chamber (with gate closed), and monsters are outside.
488 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
489 * find a path into the chamber. This is a good thing, but since there
490 * is no real path, it will just keep circling the chamber for
491 * ever (this could be a nice effect for monsters, but not for the function
492 * to get stuck in. I think for the monsters, if max is reached and
493 * we return the first direction the creature could move would result in the
494 * circling behaviour. Unfortunately, this function is also used to determined
495 * if the creature should cast a spell, so returning a direction in that case
496 * is probably not a good thing.
497 */
498 #define MAX_SPACES 50
499
500 /*
501 * Returns the direction to the player, if valid. Returns 0 otherwise.
502 * modified to verify there is a path to the player. Does this by stepping towards
503 * player and if path is blocked then see if blockage is close enough to player that
504 * direction to player is changed (ie zig or zag). Continue zig zag until either
505 * reach player or path is blocked. Thus, will only return true if there is a free
506 * path to player. Though path may not be a straight line. Note that it will find
507 * player hiding along a corridor at right angles to the corridor with the monster.
508 *
509 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
510 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
511 * down corriders.
512 * 2) I think the old code was broken if the first direction the monster
513 * should move was blocked - the code would store the first direction without
514 * verifying that the player can actually move in that direction. The new
515 * code does not store anything in firstdir until we have verified that the
516 * monster can in fact move one space in that direction.
517 * 3) I'm not sure how good this code will be for moving multipart monsters,
518 * since only simple checks to blocked are being called, which could mean the monster
519 * is blocking itself.
520 */
521 int
522 path_to_player (object *mon, object *pl, unsigned mindiff)
523 {
524 rv_vector rv;
525 sint16 x, y;
526 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
527 maptile *m, *lastmap;
528
529 get_rangevector (mon, pl, &rv, 0);
530
531 if (rv.distance < mindiff)
532 return 0;
533
534 x = mon->x;
535 y = mon->y;
536 m = mon->map;
537 dir = rv.direction;
538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
541 /* If we can't solve it within the search distance, return now. */
542 if (diff > max)
543 return 0;
544
545 while (diff > 1 && max > 0)
546 {
547 lastx = x;
548 lasty = y;
549 lastmap = m;
550 x = lastx + freearr_x[dir];
551 y = lasty + freearr_y[dir];
552
553 mflags = get_map_flags (m, &m, x, y, &x, &y);
554 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
555
556 /* Space is blocked - try changing direction a little */
557 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
558 && (m == mon->map && blocked_link (mon, m, x, y))))
559 {
560 /* recalculate direction from last good location. Possible
561 * we were not traversing ideal location before.
562 */
563 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
564 if (rv.direction != dir)
565 {
566 /* OK - says direction should be different - lets reset the
567 * the values so it will try again.
568 */
569 x = lastx;
570 y = lasty;
571 m = lastmap;
572 dir = firstdir = rv.direction;
573 }
574 else
575 {
576 /* direct path is blocked - try taking a side step to
577 * either the left or right.
578 * Note increase the values in the loop below to be
579 * more than -1/1 respectively will mean the monster takes
580 * bigger detour. Have to be careful about these values getting
581 * too big (3 or maybe 4 or higher) as the monster may just try
582 * stepping back and forth
583 */
584 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
585 {
586 if (i == 0)
587 continue; /* already did this, so skip it */
588 /* Use lastdir here - otherwise,
589 * since the direction that the creature should move in
590 * may change, you could get infinite loops.
591 * ie, player is northwest, but monster can only
592 * move west, so it does that. It goes some distance,
593 * gets blocked, finds that it should move north,
594 * can't do that, but now finds it can move east, and
595 * gets back to its original point. lastdir contains
596 * the last direction the creature has successfully
597 * moved.
598 */
599
600 x = lastx + freearr_x[absdir (lastdir + i)];
601 y = lasty + freearr_y[absdir (lastdir + i)];
602 m = lastmap;
603 mflags = get_map_flags (m, &m, x, y, &x, &y);
604 if (mflags & P_OUT_OF_MAP)
605 continue;
606 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
607 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
608 continue;
609 if (mflags & P_BLOCKSVIEW)
610 continue;
611
612 if (m == mon->map && blocked_link (mon, m, x, y))
613 break;
614 }
615 /* go through entire loop without finding a valid
616 * sidestep to take - thus, no valid path.
617 */
618 if (i == (DETOUR_AMOUNT + 1))
619 return 0;
620 diff--;
621 lastdir = dir;
622 max--;
623 if (!firstdir)
624 firstdir = dir + i;
625 } /* else check alternate directions */
626 } /* if blocked */
627 else
628 {
629 /* we moved towards creature, so diff is less */
630 diff--;
631 max--;
632 lastdir = dir;
633 if (!firstdir)
634 firstdir = dir;
635 }
636
637 if (diff <= 1)
638 {
639 /* Recalculate diff (distance) because we may not have actually
640 * headed toward player for entire distance.
641 */
642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
644 }
645
646 if (diff > max)
647 return 0;
648 }
649
650 /* If we reached the max, didn't find a direction in time */
651 if (!max)
652 return 0;
653
654 return firstdir;
655 }
656
657 void
658 give_initial_items (object *pl, treasurelist * items)
659 {
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664
665 for (op = pl->inv; op; op = next)
666 {
667 next = op->below;
668
669 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way
671 */
672 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
673 SET_FLAG (op, FLAG_APPLIED);
674
675 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions
677 */
678 if (pl->type == PLAYER)
679 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
681 (op->type == ARMOUR || op->type == BOOTS ||
682 op->type == CLOAK || op->type == HELMET ||
683 op->type == SHIELD || op->type == GLOVES ||
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 {
686 op->destroy ();
687 continue;
688 }
689 }
690
691 /* This really needs to be better - we should really give
692 * a substitute spellbook. The problem is that we don't really
693 * have a good idea what to replace it with (need something like
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */
697 if (op->type == SPELLBOOK || op->type == SKILL)
698 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 {
707 op->destroy ();
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
709 continue;
710 }
711
712 if (op->nrof > 1)
713 op->nrof = 1;
714 }
715
716 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720
721 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be
723 * merged properly.
724 */
725 if (need_identify (op))
726 {
727 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED);
730 }
731 if (op->type == SPELL)
732 {
733 op->destroy ();
734 continue;
735 }
736 else if (op->type == SKILL)
737 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0;
740 op->level = 1;
741 }
742 /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */
746
747 /* Need to set up the skill pointers */
748 link_player_skills (pl);
749 }
750
751 void
752 get_party_password (object *op, partylist *party)
753 {
754 if (party == NULL)
755 {
756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
757 return;
758 }
759
760 op->contr->write_buf[0] = '\0';
761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
762 op->contr->party_to_join = party;
763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
764 }
765
766 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767 static int
768 roll_stat (void)
769 {
770 int a[4], i, j, k;
771
772 for (i = 0; i < 4; i++)
773 a[i] = (int) rndm (6) + 1;
774
775 for (i = 0, j = 0, k = 7; i < 4; i++)
776 if (a[i] < k)
777 k = a[i], j = i;
778
779 for (i = 0, k = 0; i < 4; i++)
780 if (i != j)
781 k += a[i];
782
783 return k;
784 }
785
786 void
787 object::roll_stats ()
788 {
789 int statsort [7];
790
791 for (;;)
792 {
793 int sum = 0;
794 for (int i = 7; i--; )
795 sum += statsort [i] = roll_stat ();
796
797 if (sum >= 82 && sum <= 116)
798 break;
799 }
800
801 // Sort the stats so that rerolling is easier...
802 std::sort (statsort, statsort + 7, std::greater<int>());
803
804 stats.Str = statsort[0];
805 stats.Dex = statsort[1];
806 stats.Con = statsort[2];
807 stats.Int = statsort[3];
808 stats.Wis = statsort[4];
809 stats.Pow = statsort[5];
810 stats.Cha = statsort[6];
811
812 stats.exp = 0;
813 stats.ac = 0;
814
815 stats.hp = stats.maxhp;
816 stats.sp = stats.maxsp;
817 stats.grace = stats.maxgrace;
818
819 if (contr)
820 {
821 contr->levhp[1] = 9;
822 contr->levsp[1] = 6;
823 contr->levgrace[1] = 3;
824
825 contr->orig_stats = stats;
826 }
827 }
828
829 void
830 object::swap_stats (int a, int b)
831 {
832 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
833
834 for (int i = 0; i < NUM_STATS; ++i)
835 stats.stat (i) = contr->orig_stats.stat (i);
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857 }
858
859 static void
860 start_info (object *op)
861 {
862 char buf[MAX_BUF];
863
864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
865 new_draw_info (NDI_UNIQUE, 0, op, buf);
866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
868 }
869
870 /* This function takes the key that is passed, and does the
871 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have
873 * separate race and class; this actually changes the RACE,
874 * not the class.
875 */
876 void
877 player::chargen_race_done ()
878 {
879 /* this must before then initial items are given */
880 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881
882 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl)
884 create_treasure (tl, ob, 0, 0, 0);
885
886 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, ob->contr);
888
889 ob->contr->ns->state = ST_PLAYING;
890
891 if (ob->msg)
892 ob->msg = 0;
893
894 /* We create this now because some of the unique maps will need it
895 * to save here.
896 */
897 {
898 char buf[MAX_BUF];
899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
900 make_path_to_file (buf);
901 }
902
903 start_info (ob);
904 CLEAR_FLAG (ob, FLAG_WIZ);
905 give_initial_items (ob, ob->randomitems);
906 link_player_skills (ob);
907 esrv_send_inventory (ob, ob);
908 ob->update_stats ();
909
910 /* This moves the player to a different start map, if there
911 * is one for this race
912 */
913 if (*first_map_ext_path)
914 {
915 object *tmp;
916 char mapname[MAX_BUF];
917
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
919 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = ob->y;
923 ob->enter_exit (tmp); /* we don't really care if it succeeded;
924 * if the map isn't there, then stay on the
925 * default initial map */
926 tmp->destroy ();
927 }
928 else
929 LOG (llevDebug, "first_map_ext_path not set\n");
930 }
931
932 void
933 player::chargen_race_next ()
934 {
935 /* Following actually changes the race - this is the default command
936 * if we don't match with one of the options above.
937 */
938
939 do
940 {
941 shstr name = ob->name;
942 int x = ob->x, y = ob->y;
943
944 ob->remove_statbonus ();
945 ob->remove ();
946 ob->arch = get_player_archetype (ob->arch);
947 ob->arch->clone.copy_to (ob);
948 ob->instantiate ();
949 ob->stats = ob->contr->orig_stats;
950 ob->name = ob->name_pl = name;
951 ob->x = x;
952 ob->y = y;
953 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (ob->contr->title, ob->arch->clone.name);
956 ob->add_statbonus ();
957 }
958 while (!allowed_class (ob));
959
960 update_object (ob, UP_OBJ_FACE);
961 esrv_update_item (UPD_FACE, ob, ob);
962 ob->update_stats ();
963 ob->stats.hp = ob->stats.maxhp;
964 ob->stats.sp = ob->stats.maxsp;
965 ob->stats.grace = 0;
966 }
967
968 void
969 flee_player (object *op)
970 {
971 int dir, diff;
972 rv_vector rv;
973
974 if (op->stats.hp < 0)
975 {
976 LOG (llevDebug, "Fleeing player is dead.\n");
977 CLEAR_FLAG (op, FLAG_SCARED);
978 return;
979 }
980
981 if (op->enemy == NULL)
982 {
983 LOG (llevDebug, "Fleeing player had no enemy.\n");
984 CLEAR_FLAG (op, FLAG_SCARED);
985 return;
986 }
987
988 /* Seen some crashes here. Since we don't store an
989 * op->enemy_count, it is possible that something destroys the
990 * actual enemy, and the object is recycled.
991 */
992 if (op->enemy->map == NULL)
993 {
994 CLEAR_FLAG (op, FLAG_SCARED);
995 op->enemy = NULL;
996 return;
997 }
998
999 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000 {
1001 op->enemy = NULL;
1002 CLEAR_FLAG (op, FLAG_SCARED);
1003 return;
1004 }
1005
1006 get_rangevector (op, op->enemy, &rv, 0);
1007
1008 dir = absdir (4 + rv.direction);
1009 for (diff = 0; diff < 3; diff++)
1010 {
1011 int m = 1 - (RANDOM () & 2);
1012
1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1014 return;
1015 }
1016
1017 /* Cornered, get rid of scared */
1018 CLEAR_FLAG (op, FLAG_SCARED);
1019 op->enemy = NULL;
1020 }
1021
1022 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1023 * It returns 1 if the player should keep on moving, 0 if he should
1024 * stop.
1025 */
1026 int
1027 check_pick (object *op)
1028 {
1029 object *tmp, *next;
1030 int stop = 0;
1031 int wvratio;
1032 char putstring[128];
1033
1034 /* if you're flying, you cna't pick up anything */
1035 if (op->move_type & MOVE_FLYING)
1036 return 1;
1037
1038 next = op->below;
1039
1040 /* loop while there are items on the floor that are not marked as
1041 * destroyed */
1042 while (next && !next->destroyed ())
1043 {
1044 tmp = next;
1045 next = tmp->below;
1046
1047 if (op->destroyed ())
1048 return 0;
1049
1050 if (!can_pick (op, tmp))
1051 continue;
1052
1053 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1054 {
1055 if (item_matched_string (op, tmp, op->contr->search_str))
1056 pick_up (op, tmp);
1057 continue;
1058 }
1059
1060 /* high not bit set? We're using the old autopickup model */
1061 if (!(op->contr->mode & PU_NEWMODE))
1062 {
1063 switch (op->contr->mode)
1064 {
1065 case 0:
1066 return 1; /* don't pick up */
1067 case 1:
1068 pick_up (op, tmp);
1069 return 1;
1070 case 2:
1071 pick_up (op, tmp);
1072 return 0;
1073 case 3:
1074 return 0; /* stop before pickup */
1075 case 4:
1076 pick_up (op, tmp);
1077 break;
1078 case 5:
1079 pick_up (op, tmp);
1080 stop = 1;
1081 break;
1082 case 6:
1083 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1084 pick_up (op, tmp);
1085 break;
1086
1087 case 7:
1088 if (tmp->type == MONEY || tmp->type == GEM)
1089 pick_up (op, tmp);
1090 break;
1091
1092 default:
1093 /* use value density */
1094 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1095 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1096 pick_up (op, tmp);
1097 }
1098 }
1099 else
1100 { /* old model */
1101 /* NEW pickup handling */
1102 if (op->contr->mode & PU_DEBUG)
1103 {
1104 /* some debugging code to figure out item information */
1105 if (tmp->name != NULL)
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108 else
1109 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1110 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1111
1112 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 }
1114
1115 /* philosophy:
1116 * It's easy to grab an item type from a pile, as long as it's
1117 * generic. This takes no game-time. For more detailed pickups
1118 * and selections, select-items should be used. This is a
1119 * grab-as-you-run type mode that's really useful for arrows for
1120 * example.
1121 * The drawback: right now it has no frontend, so you need to
1122 * stick the bits you want into a calculator in hex mode and then
1123 * convert to decimal and then 'pickup <#>
1124 */
1125
1126 /* the first two modes are exclusive: if NOTHING we return, if
1127 * STOP then we stop. All the rest are applied sequentially,
1128 * meaning if any test passes, the item gets picked up. */
1129
1130 /* if mode is set to pick nothing up, return */
1131
1132 if (op->contr->mode & PU_NOTHING)
1133 return 1;
1134
1135 /* if mode is set to stop when encountering objects, return */
1136 /* take STOP before INHIBIT since it doesn't actually pick
1137 * anything up */
1138
1139 if (op->contr->mode & PU_STOP)
1140 return 0;
1141
1142 /* useful for going into stores and not losing your settings... */
1143 /* and for battles wher you don't want to get loaded down while
1144 * fighting */
1145 if (op->contr->mode & PU_INHIBIT)
1146 return 1;
1147
1148 /* prevent us from turning into auto-thieves :) */
1149 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1150 continue;
1151
1152 /* ignore known cursed objects */
1153 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1154 continue;
1155
1156 /* all food and drink if desired */
1157 /* question: don't pick up known-poisonous stuff? */
1158 if (op->contr->mode & PU_FOOD)
1159 if (tmp->type == FOOD)
1160 {
1161 pick_up (op, tmp);
1162 continue;
1163 }
1164
1165 if (op->contr->mode & PU_DRINK)
1166 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1167 {
1168 pick_up (op, tmp);
1169 continue;
1170 }
1171
1172 if (op->contr->mode & PU_POTION)
1173 if (tmp->type == POTION)
1174 {
1175 pick_up (op, tmp);
1176 continue;
1177 }
1178
1179 /* spellbooks, skillscrolls and normal books/scrolls */
1180 if (op->contr->mode & PU_SPELLBOOK)
1181 if (tmp->type == SPELLBOOK)
1182 {
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_SKILLSCROLL)
1188 if (tmp->type == SKILLSCROLL)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 if (op->contr->mode & PU_READABLES)
1195 if (tmp->type == BOOK || tmp->type == SCROLL)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 /* wands/staves/rods/horns */
1202 if (op->contr->mode & PU_MAGIC_DEVICE)
1203 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 /* pick up all magical items */
1210 if (op->contr->mode & PU_MAGICAL)
1211 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_VALUABLES)
1218 {
1219 if (tmp->type == MONEY || tmp->type == GEM)
1220 {
1221 pick_up (op, tmp);
1222 continue;
1223 }
1224 }
1225
1226 /* rings & amulets - talismans seems to be typed AMULET */
1227 if (op->contr->mode & PU_JEWELS)
1228 if (tmp->type == RING || tmp->type == AMULET)
1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233
1234 /* we don't forget dragon food */
1235 if (op->contr->mode & PU_FLESH)
1236 if (tmp->type == FLESH)
1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1242 /* bows and arrows. Bows are good for selling! */
1243 if (op->contr->mode & PU_BOW)
1244 if (tmp->type == BOW)
1245 {
1246 pick_up (op, tmp);
1247 continue;
1248 }
1249
1250 if (op->contr->mode & PU_ARROW)
1251 if (tmp->type == ARROW)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 /* all kinds of armor etc. */
1258 if (op->contr->mode & PU_ARMOUR)
1259 if (tmp->type == ARMOUR)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_HELMET)
1266 if (tmp->type == HELMET)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 if (op->contr->mode & PU_SHIELD)
1273 if (tmp->type == SHIELD)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_BOOTS)
1280 if (tmp->type == BOOTS)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_GLOVES)
1287 if (tmp->type == GLOVES)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_CLOAK)
1294 if (tmp->type == CLOAK)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 /* hoping to catch throwing daggers here */
1301 if (op->contr->mode & PU_MISSILEWEAPON)
1302 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 /* careful: chairs and tables are weapons! */
1309 if (op->contr->mode & PU_ALLWEAPON)
1310 {
1311 if (tmp->type == WEAPON && tmp->name != NULL)
1312 {
1313 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1315 {
1316 pick_up (op, tmp);
1317 continue;
1318 }
1319 }
1320
1321 if (tmp->type == WEAPON && tmp->name == NULL)
1322 {
1323 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328 }
1329 }
1330
1331 /* misc stuff that's useful */
1332 if (op->contr->mode & PU_KEY)
1333 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338
1339 /* any of the last 4 bits set means we use the ratio for value
1340 * pickups */
1341 if (op->contr->mode & PU_RATIO)
1342 {
1343 /* use value density to decide what else to grab */
1344 /* >=7 was >= op->contr->mode */
1345 /* >=7 is the old standard setting. Now we take the last 4 bits
1346 * and multiply them by 5, giving 0..15*5== 5..75 */
1347 wvratio = (op->contr->mode & PU_RATIO) * 5;
1348 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1349 {
1350 pick_up (op, tmp);
1351 #if 0
1352 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1353 if (tmp->name != NULL)
1354 {
1355 fprintf (stderr, "%s", tmp->name);
1356 }
1357 else
1358 fprintf (stderr, "%s", tmp->arch->name);
1359 fprintf (stderr, ",%d] = ", tmp->type);
1360 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1361 #endif
1362 continue;
1363 }
1364 }
1365 } /* the new pickup model */
1366 }
1367
1368 return !stop;
1369 }
1370
1371 /*
1372 * Find an arrow in the inventory and after that
1373 * in the right type container (quiver). Pointer to the
1374 * found object is returned.
1375 */
1376 object *
1377 find_arrow (object *op, const char *type)
1378 {
1379 object *tmp = 0;
1380
1381 for (op = op->inv; op; op = op->below)
1382 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1383 tmp = find_arrow (op, type);
1384 else if (op->type == ARROW && op->race == type)
1385 return op;
1386
1387 return tmp;
1388 }
1389
1390 /*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1392 * against the target. A full test is not performed, simply a basic test
1393 * of resistances. The archer is making a quick guess at what he sees down
1394 * the hall. Failing that it does it's best to pick the highest plus arrow.
1395 */
1396 object *
1397 find_better_arrow (object *op, object *target, const char *type, int *better)
1398 {
1399 object *tmp = NULL, *arrow, *ntmp;
1400 int attacknum, attacktype, betterby = 0, i;
1401
1402 if (!type)
1403 return NULL;
1404
1405 for (arrow = op->inv; arrow; arrow = arrow->below)
1406 {
1407 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1408 {
1409 i = 0;
1410 ntmp = find_better_arrow (arrow, target, type, &i);
1411 if (i > betterby)
1412 {
1413 tmp = ntmp;
1414 betterby = i;
1415 }
1416 }
1417 else if (arrow->type == ARROW && arrow->race == type)
1418 {
1419 /* allways prefer assasination/slaying */
1420 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1421 {
1422 if (arrow->attacktype & AT_DEATH)
1423 {
1424 *better = 100;
1425 return arrow;
1426 }
1427 else
1428 {
1429 tmp = arrow;
1430 betterby = (arrow->magic + arrow->stats.dam) * 2;
1431 }
1432 }
1433 else
1434 {
1435 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436 {
1437 attacktype = 1 << attacknum;
1438 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1439 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1440 {
1441 tmp = arrow;
1442 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1443 }
1444 }
1445 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1446 {
1447 tmp = arrow;
1448 betterby = 2 + arrow->magic + arrow->stats.dam;
1449 }
1450 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1451 {
1452 tmp = arrow;
1453 betterby = 1 + arrow->magic + arrow->stats.dam;
1454 }
1455 }
1456 }
1457 }
1458 if (tmp == NULL && arrow == NULL)
1459 return find_arrow (op, type);
1460
1461 *better = betterby;
1462 return tmp;
1463 }
1464
1465 /* looks in a given direction, finds the first valid target, and calls
1466 * find_better_arrow to find a decent arrow to use.
1467 * op = the shooter
1468 * type = bow->race
1469 * dir = fire direction
1470 */
1471 object *
1472 pick_arrow_target (object *op, const char *type, int dir)
1473 {
1474 object *tmp = NULL;
1475 maptile *m;
1476 int i, mflags, found, number;
1477 sint16 x, y;
1478
1479 if (op->map == NULL)
1480 return find_arrow (op, type);
1481
1482 /* do a dex check */
1483 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1484 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1485 return find_arrow (op, type);
1486
1487 m = op->map;
1488 x = op->x;
1489 y = op->y;
1490
1491 /* find the first target */
1492 for (i = 0, found = 0; i < 20; i++)
1493 {
1494 x += freearr_x[dir];
1495 y += freearr_y[dir];
1496 mflags = get_map_flags (m, &m, x, y, &x, &y);
1497 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1498 {
1499 tmp = NULL;
1500 break;
1501 }
1502 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1503 {
1504 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1505 * perhaps a bad assumption.
1506 */
1507 tmp = NULL;
1508 break;
1509 }
1510 if (mflags & P_IS_ALIVE)
1511 {
1512 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1513 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1514 {
1515 found++;
1516 break;
1517 }
1518 if (found)
1519 break;
1520 }
1521 }
1522 if (tmp == NULL)
1523 return find_arrow (op, type);
1524
1525 if (tmp->head)
1526 tmp = tmp->head;
1527
1528 return find_better_arrow (op, tmp, type, &i);
1529 }
1530
1531 /*
1532 * Creature fires a bow - op can be monster or player. Returns
1533 * 1 if bow was actually fired, 0 otherwise.
1534 * op is the object firing the bow.
1535 * part is for multipart creatures - the part firing the bow.
1536 * dir is the direction of fire.
1537 * wc_mod is any special modifier to give (used in special player fire modes)
1538 * sx, sy are coordinates to fire arrow from - also used in some of the special
1539 * player fire modes.
1540 */
1541 int
1542 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1543 {
1544 object *left, *bow;
1545 int bowspeed, mflags;
1546 maptile *m;
1547
1548 if (!dir)
1549 {
1550 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1551 return 0;
1552 }
1553
1554 if (player *pl = op->contr)
1555 {
1556 bow = pl->ranged_ob;
1557 if (!op->change_weapon (bow))
1558 return 0;
1559 }
1560 else
1561 {
1562 for (bow = op->inv; bow; bow = bow->below)
1563 /* Don't check for applied - monsters don't apply bows - in that way, they
1564 * don't need to switch back and forth between bows and weapons.
1565 */
1566 if (bow->type == BOW)
1567 break;
1568
1569 if (!bow)
1570 {
1571 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1572 return 0;
1573 }
1574
1575 // optimisation: move object to top so we will find it quickly again
1576 if (bow->below)
1577 {
1578 bow->remove ();
1579 op->insert (bow);
1580 }
1581
1582 }
1583
1584 if (!bow->race || !bow->skill)
1585 {
1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1587 return 0;
1588 }
1589
1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1591
1592 /* penalize ROF for bestarrow */
1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1596 if (bowspeed < 1)
1597 bowspeed = 1;
1598
1599 if (arrow == NULL)
1600 {
1601 if ((arrow = find_arrow (op, bow->race)) == NULL)
1602 {
1603 if (op->type == PLAYER)
1604 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1605 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1606 else
1607 CLEAR_FLAG (op, FLAG_READY_BOW);
1608
1609 return 0;
1610 }
1611 }
1612
1613 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1614 if (mflags & P_OUT_OF_MAP)
1615 return 0;
1616
1617 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1618 {
1619 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1620 return 0;
1621 }
1622
1623 /* this should not happen, but sometimes does */
1624 if (arrow->nrof == 0)
1625 {
1626 arrow->destroy ();
1627 return 0;
1628 }
1629
1630 left = arrow; /* these are arrows left to the player */
1631 arrow = get_split_ob (arrow, 1);
1632 if (!arrow)
1633 {
1634 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1635 return 0;
1636 }
1637
1638 arrow->set_owner (op);
1639 arrow->skill = bow->skill;
1640 arrow->direction = dir;
1641
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1643 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype;
1645
1646 if (arrow->slaying)
1647 arrow->spellarg = strdup (arrow->slaying);
1648
1649 if (op->type == PLAYER)
1650 {
1651 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1652 op->update_stats ();
1653 }
1654
1655 SET_ANIMATION (arrow, arrow->direction);
1656
1657 arrow->stats.dam += op->stats.dam + arrow->magic;
1658
1659 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661 + bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0;
1665
1666 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1668 if (op->type == PLAYER)
1669 {
1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1677 }
1678 else
1679 {
1680 arrow->level = op->level;
1681 arrow->stats.wc -= bow->magic;
1682
1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1686 arrow->attacktype |= bow->attacktype;
1687 }
1688
1689 arrow->stats.wc -= arrow->level;
1690
1691 arrow->move_type = MOVE_FLY_LOW;
1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1693
1694 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1695 m->insert (arrow, sx, sy, op);
1696
1697 if (!arrow->destroyed ())
1698 move_arrow (arrow);
1699
1700 if (op->type == PLAYER)
1701 {
1702 if (left->destroyed ())
1703 esrv_del_item (op->contr, left->count);
1704 else
1705 esrv_send_item (op, left);
1706 }
1707
1708 return 1;
1709 }
1710
1711 /* Special fire code for players - this takes into
1712 * account the special fire modes players can have
1713 * but monsters can't. Putting that code here
1714 * makes the fire_bow code much cleaner.
1715 * this function should only be called if 'op' is a player,
1716 * hence the function name.
1717 */
1718 int
1719 player_fire_bow (object *op, int dir)
1720 {
1721 int ret = 0, wcmod = 0;
1722
1723 if (op->contr->bowtype == bow_bestarrow)
1724 {
1725 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1726 }
1727 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1728 {
1729 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1730 wcmod = -1;
1731
1732 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1733 }
1734 else if (op->contr->bowtype == bow_threewide)
1735 {
1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1738 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1739 }
1740 else if (op->contr->bowtype == bow_spreadshot)
1741 {
1742 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1743 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1744 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1745 }
1746 else
1747 {
1748 /* Simple case */
1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1750 }
1751
1752 return ret;
1753 }
1754
1755
1756 /* Fires a misc (wand/rod/horn) object in 'dir'.
1757 * Broken apart from 'fire' to keep it more readable.
1758 */
1759 void
1760 fire_misc_object (object *op, int dir)
1761 {
1762 object *item = op->contr->ranged_ob;
1763
1764 if (!item)
1765 {
1766 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1767 return;
1768 }
1769
1770 if (!item->inv)
1771 {
1772 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1773 return;
1774 }
1775
1776 if (!op->change_weapon (item))
1777 return;
1778
1779 if (item->type == WAND)
1780 {
1781 if (item->stats.food <= 0)
1782 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1785
1786 return;
1787 }
1788 }
1789 else if (item->type == ROD || item->type == HORN)
1790 {
1791 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1792 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1794
1795 if (item->type == ROD)
1796 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1797 else
1798 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1799
1800 return;
1801 }
1802 }
1803
1804 if (cast_spell (op, item, dir, item->inv, NULL))
1805 {
1806 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1807 if (item->type == WAND)
1808 {
1809 if (!(--item->stats.food))
1810 {
1811 object *tmp;
1812
1813 if (item->arch)
1814 {
1815 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face;
1817 item->set_speed (0);
1818 }
1819
1820 if ((tmp = item->in_player ()))
1821 esrv_update_item (UPD_ANIM, tmp, item);
1822 }
1823 }
1824 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge (item);
1826 }
1827 }
1828
1829 /* Received a fire command for the player - go and do it.
1830 */
1831 void
1832 fire (object *op, int dir)
1833 {
1834 int spellcost = 0;
1835
1836 /* check for loss of invisiblity/hide */
1837 if (action_makes_visible (op))
1838 make_visible (op);
1839
1840 player *pl = op->contr;
1841
1842 if (pl->golem)
1843 {
1844 control_golem (op->contr->golem, dir);
1845 return;
1846 }
1847
1848 object *ob = pl->ranged_ob;
1849
1850 if (!ob)
1851 return;
1852
1853 switch (ob->type)
1854 {
1855 case BOW:
1856 player_fire_bow (op, dir);
1857 break;
1858
1859 case SPELL:
1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1861 break;
1862
1863 case BUILDER:
1864 apply_map_builder (op, dir);
1865 break;
1866
1867 case SKILL:
1868 case SKILL_TOOL:
1869 do_skill (op, op, ob, dir, 0);
1870 break;
1871
1872 default:
1873 fire_misc_object (op, dir);
1874 break;
1875 }
1876 }
1877
1878 /* find_key
1879 * We try to find a key for the door as passed. If we find a key
1880 * and successfully use it, we return the key, otherwise NULL
1881 * This function merges both normal and locked door, since the logic
1882 * for both is the same - just the specific key is different.
1883 * pl is the player,
1884 * inv is the objects inventory to searched
1885 * door is the door we are trying to match against.
1886 * This function can be called recursively to search containers.
1887 */
1888 object *
1889 find_key (object *pl, object *container, object *door)
1890 {
1891 object *tmp, *key;
1892
1893 /* Should not happen, but sanity checking is never bad */
1894 if (!container->inv)
1895 return 0;
1896
1897 /* First, lets try to find a key in the top level inventory */
1898 for (tmp = container->inv; tmp; tmp = tmp->below)
1899 {
1900 if (door->type == DOOR && tmp->type == KEY)
1901 break;
1902 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys
1904 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break;
1907 }
1908
1909 /* No key found - lets search inventories now */
1910 /* If we find and use a key in an inventory, return at that time.
1911 * otherwise, if we search all the inventories and still don't find
1912 * a key, return
1913 */
1914 if (!tmp)
1915 {
1916 for (tmp = container->inv; tmp; tmp = tmp->below)
1917 {
1918 /* No reason to search empty containers */
1919 if (tmp->type == CONTAINER && tmp->inv)
1920 {
1921 if ((key = find_key (pl, tmp, door)))
1922 return key;
1923 }
1924 }
1925
1926 if (!tmp)
1927 return NULL;
1928 }
1929
1930 /* We get down here if we have found a key. Now if its in a container,
1931 * see if we actually want to use it
1932 */
1933 if (pl != container)
1934 {
1935 /* Only let players use keys in containers */
1936 if (!pl->contr)
1937 return NULL;
1938 /* cases where this fails:
1939 * If we only search the player inventory, return now since we
1940 * are not in the players inventory.
1941 * If the container is not active, return now since only active
1942 * containers can be used.
1943 * If we only search keyrings and the container does not have
1944 * a race/isn't a keyring.
1945 * No checking for all containers - to fall through past here,
1946 * inv must have been an container and must have been active.
1947 *
1948 * Change the color so that the message doesn't disappear with
1949 * all the others.
1950 */
1951 if (pl->contr->usekeys == key_inventory ||
1952 !QUERY_FLAG (container, FLAG_APPLIED) ||
1953 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1954 {
1955 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1956 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1957 return NULL;
1958 }
1959 }
1960
1961 return tmp;
1962 }
1963
1964 /* moved door processing out of move_player_attack.
1965 * returns 1 if player has opened the door with a key
1966 * such that the caller should not do anything more,
1967 * 0 otherwise
1968 */
1969 static int
1970 player_attack_door (object *op, object *door)
1971 {
1972 /* If its a door, try to find a use a key. If we do destroy the door,
1973 * might as well return immediately as there is nothing more to do -
1974 * otherwise, we fall through to the rest of the code.
1975 */
1976 object *key = find_key (op, op, door);
1977
1978 /* IF we found a key, do some extra work */
1979 if (key)
1980 {
1981 object *container = key->env;
1982
1983 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1984
1985 if (action_makes_visible (op))
1986 make_visible (op);
1987
1988 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1989 spring_trap (door->inv, op);
1990
1991 if (door->type == DOOR)
1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 else if (door->type == LOCKED_DOOR)
1994 {
1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1996 remove_door2 (door); /* remove door without violence ;-) */
1997 }
1998
1999 /* Do this after we print the message */
2000 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */
2002 if (container != op)
2003 esrv_update_item (UPD_WEIGHT, op, container);
2004
2005 return 1; /* Nothing more to do below */
2006 }
2007 else if (door->type == LOCKED_DOOR)
2008 {
2009 /* Might as well return now - no other way to open this */
2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2011 return 1;
2012 }
2013
2014 return 0;
2015 }
2016
2017 /* This function is just part of a breakup from move_player.
2018 * It should keep the code cleaner.
2019 * When this is called, the players direction has been updated
2020 * (taking into account confusion.) The player is also actually
2021 * going to try and move (not fire weapons).
2022 */
2023 void
2024 move_player_attack (object *op, int dir)
2025 {
2026 object *tmp, *mon;
2027 int on_battleground;
2028 maptile *m;
2029
2030 sint16 nx = freearr_x[dir] + op->x;
2031 sint16 ny = freearr_y[dir] + op->y;
2032
2033 on_battleground = op_on_battleground (op, 0, 0);
2034
2035 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses.
2043 */
2044 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2045 {
2046 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2047 {
2048 m = op->map->xy_find (nx, ny);
2049 if (!m)
2050 return; /* Don't think this should happen */
2051 }
2052 else
2053 m = op->map;
2054
2055 if (!(tmp = m->at (nx, ny).bot))
2056 return;
2057
2058 mon = 0;
2059 /* Go through all the objects, and find ones of interest. Only stop if
2060 * we find a monster - that is something we know we want to attack.
2061 * if its a door or barrel (can roll) see if there may be monsters
2062 * on the space
2063 */
2064 while (tmp)
2065 {
2066 if (tmp == op)
2067 {
2068 tmp = tmp->above;
2069 continue;
2070 }
2071
2072 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2073 {
2074 mon = tmp;
2075 break;
2076 }
2077
2078 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2079 mon = tmp;
2080
2081 tmp = tmp->above;
2082 }
2083
2084 if (!mon) /* This happens anytime the player tries to move */
2085 return; /* into a wall */
2086
2087 if (mon->head)
2088 mon = mon->head;
2089
2090 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2091 if (player_attack_door (op, mon))
2092 return;
2093
2094 /* The following deals with possibly attacking peaceful
2095 * or frienddly creatures. Basically, all players are considered
2096 * unaggressive. If the moving player has peaceful set, then the
2097 * object should be pushed instead of attacked. It is assumed that
2098 * if you are braced, you will not attack friends accidently,
2099 * and thus will not push them.
2100 */
2101
2102 /* If the creature is a pet, push it even if the player is not
2103 * peaceful. Our assumption is the creature is a pet if the
2104 * player owns it and it is either friendly or unagressive.
2105 */
2106 if ((op->type == PLAYER)
2107 #if COZY_SERVER
2108 &&
2109 ((mon->owner && mon->owner->contr
2110 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2111 #else
2112 && mon->owner == op
2113 #endif
2114 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2115 {
2116 /* If we're braced, we don't want to switch places with it */
2117 if (op->contr->braced)
2118 return;
2119
2120 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2121 push_ob (mon, dir, op);
2122 if (op->contr->tmp_invis || op->hide)
2123 make_visible (op);
2124
2125 return;
2126 }
2127
2128 /* in certain circumstances, you shouldn't attack friendly
2129 * creatures. Note that if you are braced, you can't push
2130 * someone, but put it inside this loop so that you won't
2131 * attack them either.
2132 */
2133 if ((mon->type == PLAYER || mon->enemy != op) &&
2134 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2135 #ifdef PROHIBIT_PLAYERKILL
2136 (op->contr->peaceful
2137 || (mon->type == PLAYER
2138 && mon->contr->
2139 peaceful)) &&
2140 #else
2141 op->contr->peaceful &&
2142 #endif
2143 !on_battleground))
2144 {
2145 if (!op->contr->braced)
2146 {
2147 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2148 push_ob (mon, dir, op);
2149 }
2150 else
2151 new_draw_info (0, 0, op, "You withhold your attack");
2152
2153 if (op->contr->tmp_invis || op->hide)
2154 make_visible (op);
2155 }
2156
2157 /* If the object is a boulder or other rollable object, then
2158 * roll it if not braced. You can't roll it if you are braced.
2159 */
2160 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2161 {
2162 recursive_roll (mon, dir, op);
2163 if (action_makes_visible (op))
2164 make_visible (op);
2165 }
2166
2167 /* Any generic living creature. Including things like doors.
2168 * Way it works is like this: First, it must have some hit points
2169 * and be living. Then, it must be one of the following:
2170 * 1) Not a player, 2) A player, but of a different party. Note
2171 * that party_number -1 is no party, so attacks can still happen.
2172 */
2173 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2174 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2175 {
2176
2177 /* If the player hasn't hit something this tick, and does
2178 * so, give them speed boost based on weapon speed. Doing
2179 * it here is better than process_players2, which basically
2180 * incurred a 1 tick offset.
2181 */
2182 if (!op->contr->has_hit)
2183 {
2184 op->speed_left += op->speed / op->contr->weapon_sp;
2185
2186 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2187 }
2188
2189 skill_attack (mon, op, 0, 0, 0);
2190
2191 /* If attacking another player, that player gets automatic
2192 * hitback, and doesn't loose luck either.
2193 * Disable hitback on the battleground or if the target is
2194 * the wiz.
2195 */
2196 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2197 {
2198 short luck = mon->stats.luck;
2199
2200 mon->contr->has_hit = 1;
2201 skill_attack (op, mon, 0, 0, 0);
2202 mon->stats.luck = luck;
2203 }
2204
2205 if (action_makes_visible (op))
2206 make_visible (op);
2207 }
2208 } /* if player should attack something */
2209 }
2210
2211 int
2212 move_player (object *op, int dir)
2213 {
2214 int pick;
2215
2216 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2217 return 0;
2218
2219 /* Sanity check: make sure dir is valid */
2220 if ((dir < 0) || (dir >= 9))
2221 {
2222 LOG (llevError, "move_player: invalid direction %d\n", dir);
2223 return 0;
2224 }
2225
2226 /* peterm: added following line */
2227 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2228 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2229
2230 op->facing = dir;
2231
2232 if (op->hide)
2233 do_hidden_move (op);
2234
2235 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2236 /*nop */ ;
2237 else if (op->contr->fire_on)
2238 fire (op, dir);
2239 else
2240 {
2241 move_player_attack (op, dir);
2242 pick = check_pick (op);
2243 }
2244
2245 /* Add special check for newcs players and fire on - this way, the
2246 * server can handle repeat firing.
2247 */
2248 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2249 op->direction = dir;
2250 else
2251 op->direction = 0;
2252
2253 /* Update how the player looks. Use the facing, so direction may
2254 * get reset to zero. This allows for full animation capabilities
2255 * for players.
2256 */
2257 animate_object (op, op->facing);
2258 return 0;
2259 }
2260
2261 /* This is similar to handle_player, below, but is only used by the
2262 * new client/server stuff.
2263 * This is sort of special, in that the new client/server actually uses
2264 * the new speed values for commands.
2265 *
2266 * Returns true if there are more actions we can do.
2267 */
2268 int
2269 handle_newcs_player (object *op)
2270 {
2271 if (QUERY_FLAG (op, FLAG_SCARED))
2272 {
2273 flee_player (op);
2274 /* If player is still scared, that is his action for this tick */
2275 if (QUERY_FLAG (op, FLAG_SCARED))
2276 {
2277 op->speed_left--;
2278 return 0;
2279 }
2280 }
2281
2282 /* call this here - we also will call this in do_ericserver, but
2283 * the players time has been increased when doericserver has been
2284 * called, so we recheck it here.
2285 */
2286 if (op->contr->ns->handle_command ())
2287 return 1;
2288
2289 if (op->speed_left > 0)
2290 {
2291 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2292 {
2293 /* All move commands take 1 tick, at least for now */
2294 op->speed_left--;
2295
2296 /* Instead of all the stuff below, let move_player take care
2297 * of it. Also, some of the skill stuff is only put in
2298 * there, as well as the confusion stuff.
2299 */
2300 move_player (op, op->direction);
2301
2302 return op->speed_left > 0;
2303 }
2304 }
2305
2306 return 0;
2307 }
2308
2309 int
2310 save_life (object *op)
2311 {
2312 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2313 return 0;
2314
2315 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2316 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2317 {
2318 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2319 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2320
2321 if (op->contr)
2322 esrv_del_item (op->contr, tmp->count);
2323
2324 tmp->destroy ();
2325 CLEAR_FLAG (op, FLAG_LIFESAVE);
2326
2327 if (op->stats.hp < 0)
2328 op->stats.hp = op->stats.maxhp;
2329
2330 if (op->stats.food < 0)
2331 op->stats.food = 999;
2332
2333 op->update_stats ();
2334 return 1;
2335 }
2336
2337 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2338 CLEAR_FLAG (op, FLAG_LIFESAVE);
2339 enter_player_savebed (op); /* bring him home. */
2340 return 0;
2341 }
2342
2343 /* This goes throws the inventory and removes unpaid objects, and puts them
2344 * back in the map (location and map determined by values of env). This
2345 * function will descend into containers. op is the object to start the search
2346 * from.
2347 */
2348 void
2349 remove_unpaid_objects (object *op, object *env)
2350 {
2351 while (op)
2352 {
2353 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2354
2355 if (QUERY_FLAG (op, FLAG_UNPAID))
2356 {
2357 if (env->type == PLAYER)
2358 esrv_del_item (env->contr, op->count);
2359
2360 op->insert_at (env);
2361 }
2362 else if (op->inv)
2363 remove_unpaid_objects (op->inv, env);
2364
2365 op = next;
2366 }
2367 }
2368
2369 /*
2370 * Returns pointer a static string containing gravestone text
2371 * Moved from apply.c to player.c - player.c is what
2372 * actually uses this function. player.c may not be quite the
2373 * best, a misc file for object actions is probably better,
2374 * but there isn't one in the server directory.
2375 */
2376 char *
2377 gravestone_text (object *op)
2378 {
2379 static char buf2[MAX_BUF];
2380 char buf[MAX_BUF];
2381 time_t now = time (NULL);
2382
2383 strcpy (buf2, " R.I.P.\n\n");
2384 if (op->type == PLAYER)
2385 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2386 else
2387 sprintf (buf, "%s\n", &op->name);
2388
2389 strncat (buf2, " ", 20 - strlen (buf) / 2);
2390 strcat (buf2, buf);
2391 if (op->type == PLAYER)
2392 sprintf (buf, "who was in level %d when killed\n", op->level);
2393 else
2394 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2395
2396 strncat (buf2, " ", 20 - strlen (buf) / 2);
2397 strcat (buf2, buf);
2398 if (op->type == PLAYER)
2399 {
2400 sprintf (buf, "by %s.\n\n", op->contr->killer);
2401 strncat (buf2, " ", 21 - strlen (buf) / 2);
2402 strcat (buf2, buf);
2403 }
2404
2405 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf);
2408
2409 return buf2;
2410 }
2411
2412 void
2413 do_some_living (object *op)
2414 {
2415 int last_food = op->stats.food;
2416 int gen_hp, gen_sp, gen_grace;
2417 int over_hp, over_sp, over_grace;
2418 int i;
2419 int rate_hp = 1200;
2420 int rate_sp = 2500;
2421 int rate_grace = 2000;
2422 const int max_hp = 1;
2423 const int max_sp = 1;
2424 const int max_grace = 1;
2425
2426 if (op->contr->hidden)
2427 {
2428 op->invisible = 1000;
2429 /* the socket code flashes the player visible/invisible
2430 * depending on the value of invisible, so we need to
2431 * alternate it here for it to work correctly.
2432 */
2433 if (pticks & 2)
2434 op->invisible--;
2435 }
2436 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2437 {
2438 if (!op->invisible--)
2439 {
2440 make_visible (op);
2441 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2442 }
2443 }
2444
2445 if (op->contr->ns->state == ST_PLAYING)
2446 {
2447 /* these next three if clauses make it possible to SLOW DOWN
2448 hp/grace/spellpoint regeneration. */
2449 if (op->contr->gen_hp >= 0)
2450 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2451 else
2452 {
2453 gen_hp = op->stats.maxhp;
2454 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2455 }
2456
2457 if (op->contr->gen_sp >= 0)
2458 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2459 else
2460 {
2461 gen_sp = op->stats.maxsp;
2462 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2463 }
2464
2465 if (op->contr->gen_grace >= 0)
2466 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2467 else
2468 {
2469 gen_grace = op->stats.maxgrace;
2470 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2471 }
2472
2473 /* Regenerate Spell Points */
2474 if (!op->contr->golem && --op->last_sp < 0)
2475 {
2476 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2477 if (op->stats.sp < op->stats.maxsp)
2478 {
2479 op->stats.sp++;
2480 /* dms do not consume food */
2481 if (!QUERY_FLAG (op, FLAG_WIZ))
2482 {
2483 op->stats.food--;
2484 if (op->contr->digestion < 0)
2485 op->stats.food += op->contr->digestion;
2486 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2487 op->stats.food = last_food;
2488 }
2489 }
2490
2491 if (max_sp > 1)
2492 {
2493 over_sp = (gen_sp + 10) / rate_sp;
2494 if (over_sp > 0)
2495 {
2496 if (op->stats.sp < op->stats.maxsp)
2497 {
2498 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2499
2500 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2501 op->stats.sp--;
2502
2503 if (op->stats.sp > op->stats.maxsp)
2504 op->stats.sp = op->stats.maxsp;
2505 }
2506 op->last_sp = 0;
2507 }
2508 else
2509 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2510 }
2511 else
2512 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2513 }
2514
2515 /* Regenerate Grace */
2516 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2517 if (--op->last_grace < 0)
2518 {
2519 if (op->stats.grace < op->stats.maxgrace / 2)
2520 op->stats.grace++; /* no penalty in food for regaining grace */
2521
2522 if (max_grace > 1)
2523 {
2524 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2525 if (over_grace > 0)
2526 {
2527 op->stats.sp += over_grace
2528 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2529 op->last_grace = 0;
2530 }
2531 else
2532 {
2533 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2534 }
2535 }
2536 else
2537 {
2538 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2539 }
2540 /* wearing stuff doesn't detract from grace generation. */
2541 }
2542
2543 /* Regenerate Hit Points */
2544 if (--op->last_heal < 0)
2545 {
2546 if (op->stats.hp < op->stats.maxhp)
2547 {
2548 op->stats.hp++;
2549 /* dms do not consume food */
2550 if (!QUERY_FLAG (op, FLAG_WIZ))
2551 {
2552 op->stats.food--;
2553 if (op->contr->digestion < 0)
2554 op->stats.food += op->contr->digestion;
2555 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2556 op->stats.food = last_food;
2557 }
2558 }
2559
2560 if (max_hp > 1)
2561 {
2562 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2563 if (over_hp > 0)
2564 {
2565 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2566 op->last_heal = 0;
2567 }
2568 else
2569 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571 }
2572 }
2573 else
2574 {
2575 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2576 }
2577 }
2578
2579 /* Digestion */
2580 if (--op->last_eat < 0)
2581 {
2582 #ifdef COZY_SERVER
2583 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2584 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2585 #else
2586 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2587 #endif
2588
2589 if (op->contr->gen_hp > 0)
2590 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2591 else
2592 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2593
2594 /* dms do not consume food */
2595 if (!QUERY_FLAG (op, FLAG_WIZ))
2596 op->stats.food--;
2597 }
2598
2599 if (op->stats.food < 0 && op->stats.hp >= 0)
2600 {
2601 object *tmp, *flesh = 0;
2602
2603 for (tmp = op->inv; tmp; tmp = tmp->below)
2604 {
2605 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2606 {
2607 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2608 {
2609 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2610 manual_apply (op, tmp, 0);
2611 if (op->stats.food >= 0 || op->stats.hp < 0)
2612 break;
2613 }
2614 else if (tmp->type == FLESH)
2615 flesh = tmp;
2616 } /* End if paid for object */
2617 } /* end of for loop */
2618
2619 /* If player is still starving, it means they don't have any food, so
2620 * eat flesh instead.
2621 */
2622 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2623 {
2624 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2625 manual_apply (op, flesh, 0);
2626 }
2627 }
2628
2629 while (op->stats.food < 0 && op->stats.hp >= 0)
2630 op->stats.food++, op->stats.hp--;
2631
2632 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2633 kill_player (op);
2634 }
2635 }
2636
2637 /* If the player should die (lack of hp, food, etc), we call this.
2638 * op is the player in jeopardy. If the player can not be saved (not
2639 * permadeath, no lifesave), this will take care of removing the player
2640 * file.
2641 */
2642 void
2643 kill_player (object *op)
2644 {
2645 char buf[MAX_BUF];
2646 int x, y;
2647
2648 //int i;
2649 maptile *map; /* this is for resurrection */
2650
2651 /* int z;
2652 int num_stats_lose;
2653 int lost_a_stat;
2654 int lose_this_stat;
2655 int this_stat; */
2656 int will_kill_again;
2657 archetype *at;
2658 object *tmp;
2659
2660 if (save_life (op))
2661 return;
2662
2663
2664 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2665 * in cities ONLY!!! It is very important that this doesn't get abused.
2666 * Look at op_on_battleground() for more info --AndreasV
2667 */
2668 if (op_on_battleground (op, &x, &y))
2669 {
2670 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2671 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2672
2673 /* restore player */
2674 at = archetype::find ("poisoning");
2675 if (object *tmp = present_arch_in_ob (at, op))
2676 {
2677 tmp->destroy ();
2678 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2679 }
2680
2681 at = archetype::find ("confusion");
2682 if (object *tmp = present_arch_in_ob (at, op))
2683 {
2684 tmp->destroy ();
2685 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2686 }
2687
2688 cure_disease (op, 0); /* remove any disease */
2689 op->stats.hp = op->stats.maxhp;
2690 if (op->stats.food <= 0)
2691 op->stats.food = 999;
2692
2693 /* create a bodypart-trophy to make the winner happy */
2694 if (object *tmp = arch_to_object (archetype::find ("finger")))
2695 {
2696 sprintf (buf, "%s's finger", &op->name);
2697 tmp->name = buf;
2698 sprintf (buf, " This finger has been cut off %s\n"
2699 " the %s, when he was defeated at\n level %d by %s.\n",
2700 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2701 tmp->msg = buf;
2702 tmp->value = 0, tmp->type = 0;
2703 tmp->materialname = "organics";
2704 tmp->insert_at (op, tmp);
2705 }
2706
2707 /* teleport defeated player to new destination */
2708 transfer_ob (op, x, y, 0, NULL);
2709 op->contr->braced = 0;
2710 return;
2711 }
2712
2713 INVOKE_PLAYER (DEATH, op->contr);
2714
2715 command_kill_pets (op, 0);
2716
2717 if (op->stats.food < 0)
2718 {
2719 sprintf (buf, "%s starved to death.", &op->name);
2720 strcpy (op->contr->killer, "starvation");
2721 }
2722 else
2723 sprintf (buf, "%s died.", &op->name);
2724
2725 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2726
2727 /* save the map location for corpse, gravestone */
2728 x = op->x;
2729 y = op->y;
2730 map = op->map;
2731
2732 /* NOT_PERMADEATH code. This basically brings the character back to
2733 * life if they are dead - it takes some exp and a random stat.
2734 * See the config.h file for a little more in depth detail about this.
2735 */
2736
2737 /* Basically two ways to go - remove a stat permanently, or just
2738 * make it depletion. This bunch of code deals with that aspect
2739 * of death.
2740 */
2741 #ifndef COZY_SERVER
2742 if (settings.balanced_stat_loss)
2743 {
2744 /* If stat loss is permanent, lose one stat only. */
2745 /* Lower level chars don't lose as many stats because they suffer
2746 more if they do. */
2747 /* Higher level characters can afford things such as potions of
2748 restoration, or better, stat potions. So we slug them that
2749 little bit harder. */
2750 /* GD */
2751 if (settings.stat_loss_on_death)
2752 num_stats_lose = 1;
2753 else
2754 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2755 }
2756 else
2757 num_stats_lose = 1;
2758
2759 lost_a_stat = 0;
2760
2761 for (z = 0; z < num_stats_lose; z++)
2762 {
2763 i = RANDOM () % NUM_STATS;
2764
2765 if (settings.stat_loss_on_death)
2766 {
2767 /* Pick a random stat and take a point off it. Tell the player
2768 * what he lost.
2769 */
2770 change_attr_value (&(op->stats), i, -1);
2771 check_stat_bounds (&(op->stats));
2772 change_attr_value (&(op->contr->orig_stats), i, -1);
2773 check_stat_bounds (&(op->contr->orig_stats));
2774 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2775 lost_a_stat = 1;
2776 }
2777 else
2778 {
2779 /* deplete a stat */
2780 archetype *deparch = archetype::find ("depletion");
2781 object *dep;
2782
2783 dep = present_arch_in_ob (deparch, op);
2784 if (!dep)
2785 {
2786 dep = arch_to_object (deparch);
2787 insert_ob_in_ob (dep, op);
2788 }
2789 lose_this_stat = 1;
2790 if (settings.balanced_stat_loss)
2791 {
2792 /* GD */
2793 /* Get the stat that we're about to deplete. */
2794 this_stat = get_attr_value (&(dep->stats), i);
2795 if (this_stat < 0)
2796 {
2797 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2798 int keep_chance = this_stat * this_stat;
2799
2800 /* Yes, I am paranoid. Sue me. */
2801 if (keep_chance < 1)
2802 keep_chance = 1;
2803
2804 /* There is a maximum depletion total per level. */
2805 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2806 {
2807 lose_this_stat = 0;
2808 /* Take loss chance vs keep chance to see if we
2809 retain the stat. */
2810 }
2811 else
2812 {
2813 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2814 lose_this_stat = 0;
2815 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2816 this_stat, keep_chance, loss_chance,
2817 lose_this_stat?"LOSE":"KEEP"); */
2818 }
2819 }
2820 }
2821
2822 if (lose_this_stat)
2823 {
2824 this_stat = get_attr_value (&(dep->stats), i);
2825 /* We could try to do something clever like find another
2826 * stat to reduce if this fails. But chances are, if
2827 * stats have been depleted to -50, all are pretty low
2828 * and should be roughly the same, so it shouldn't make a
2829 * difference.
2830 */
2831 if (this_stat >= -50)
2832 {
2833 change_attr_value (&(dep->stats), i, -1);
2834 SET_FLAG (dep, FLAG_APPLIED);
2835 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2836 op->update_stats ();
2837 lost_a_stat = 1;
2838 }
2839 }
2840 }
2841 }
2842 /* If no stat lost, tell the player. */
2843 if (!lost_a_stat)
2844 {
2845 /* determine_god() seems to not work sometimes... why is this?
2846 Should I be using something else? GD */
2847 const char *god = determine_god (op);
2848
2849 if (god && (strcmp (god, "none")))
2850 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2851 else
2852 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2853 }
2854 #else
2855 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2856 #endif
2857
2858 /* Put a gravestone up where the character 'almost' died. List the
2859 * exp loss on the stone.
2860 */
2861 tmp = arch_to_object (archetype::find ("gravestone"));
2862 sprintf (buf, "%s's gravestone", &op->name);
2863 tmp->name = buf;
2864 sprintf (buf, "%s's gravestones", &op->name);
2865 tmp->name_pl = buf;
2866 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);
2867 tmp->msg = buf;
2868 tmp->x = op->x, tmp->y = op->y;
2869 insert_ob_in_map (tmp, op->map, NULL, 0);
2870
2871 /**************************************/
2872 /* */
2873 /* Subtract the experience points, */
2874 /* if we died cause of food, give us */
2875 /* food, and reset HP's... */
2876 /* */
2877 /**************************************/
2878
2879 /* remove any poisoning and confusion the character may be suffering. */
2880 /* restore player */
2881 at = archetype::find ("poisoning");
2882 tmp = present_arch_in_ob (at, op);
2883
2884 if (tmp)
2885 {
2886 tmp->destroy ();
2887 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2888 }
2889
2890 at = archetype::find ("confusion");
2891 tmp = present_arch_in_ob (at, op);
2892 if (tmp)
2893 {
2894 tmp->destroy ();
2895 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2896 }
2897
2898 cure_disease (op, 0); /* remove any disease */
2899
2900 /*add_exp(op, (op->stats.exp * -0.20)); */
2901 apply_death_exp_penalty (op);
2902 if (op->stats.food < 100)
2903 op->stats.food = 900;
2904 op->stats.hp = op->stats.maxhp;
2905 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2906 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2907
2908 /*
2909 * Check to see if the player has any unpaid items. If so, remove them
2910 * and put them back in the map.
2911 */
2912 remove_unpaid_objects (op->inv, op);
2913
2914 /****************************************/
2915 /* */
2916 /* Move player to his current respawn- */
2917 /* position (usually last savebed) */
2918 /* */
2919 /****************************************/
2920
2921 enter_player_savebed (op);
2922
2923 op->contr->braced = 0;
2924
2925 /* it is possible that the player has blown something up
2926 * at his savebed location, and that can have long lasting
2927 * spell effects. So first see if there is a spell effect
2928 * on the space that might harm the player.
2929 */
2930 will_kill_again = 0;
2931 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2932 if (tmp->type == SPELL_EFFECT)
2933 will_kill_again |= tmp->attacktype;
2934
2935 if (will_kill_again)
2936 {
2937 object *force;
2938 int at;
2939
2940 force = get_archetype (FORCE_NAME);
2941 /* 50 ticks should be enough time for the spell to abate */
2942 force->speed = 0.1;
2943 force->speed_left = -5.0;
2944 SET_FLAG (force, FLAG_APPLIED);
2945 for (at = 0; at < NROFATTACKS; at++)
2946 if (will_kill_again & (1 << at))
2947 force->resist[at] = 100;
2948
2949 insert_ob_in_ob (force, op);
2950 op->update_stats ();
2951
2952 }
2953
2954 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2955 }
2956
2957 void
2958 loot_object (object *op)
2959 { /* Grab and destroy some treasure */
2960 object *tmp, *tmp2, *next;
2961
2962 op->close_container (); /* close open sack first */
2963
2964 for (tmp = op->inv; tmp; tmp = next)
2965 {
2966 next = tmp->below;
2967
2968 if (tmp->invisible)
2969 continue;
2970
2971 tmp->remove ();
2972 tmp->x = op->x, tmp->y = op->y;
2973
2974 if (tmp->type == CONTAINER)
2975 loot_object (tmp); /* empty container to ground */
2976
2977 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2978 {
2979 if (tmp->nrof > 1)
2980 {
2981 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2982 tmp2->destroy ();
2983 insert_ob_in_map (tmp, op->map, NULL, 0);
2984 }
2985 else
2986 tmp->destroy ();
2987 }
2988 else
2989 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 }
2991 }
2992
2993 /*
2994 * fix_weight(): Check recursively the weight of all players, and fix
2995 * what needs to be fixed. Refresh windows and fix speed if anything
2996 * was changed.
2997 */
2998 void
2999 fix_weight (void)
3000 {
3001 for_all_players (pl)
3002 {
3003 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3004
3005 if (old == sum)
3006 continue;
3007 pl->ob->update_stats ();
3008 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3009 }
3010 }
3011
3012 void
3013 fix_luck (void)
3014 {
3015 for_all_players (pl)
3016 if (!pl->ob->contr->ns->state)
3017 pl->ob->change_luck (0);
3018 }
3019
3020 /* cast_dust() - handles op throwing objects of type 'DUST'.
3021 * This is much simpler in the new spell code - we basically
3022 * just treat this as any other spell casting object.
3023 */
3024 void
3025 cast_dust (object *op, object *throw_ob, int dir)
3026 {
3027 object *skop, *spob;
3028
3029 skop = find_skill_by_name (op, throw_ob->skill);
3030
3031 /* casting POTION 'dusts' is really a use_magic_item skill */
3032 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3033 {
3034 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3035 return;
3036 }
3037
3038 spob = throw_ob->inv;
3039
3040 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3041 // not pass NULL to cast_spell (which did indeed check itself, but
3042 // errors should be reported as early as possible IMHO)
3043 if (!spob)
3044 {
3045 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3046 return;
3047 }
3048
3049 if (op->type == PLAYER)
3050 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3051
3052 cast_spell (op, throw_ob, dir, spob, NULL);
3053
3054 throw_ob->destroy ();
3055 }
3056
3057 void
3058 make_visible (object *op)
3059 {
3060 op->hide = 0;
3061 op->invisible = 0;
3062 if (op->type == PLAYER)
3063 {
3064 op->contr->tmp_invis = 0;
3065 op->contr->invis_race = 0;
3066 }
3067
3068 update_object (op, UP_OBJ_CHANGE);
3069 }
3070
3071 int
3072 is_true_undead (object *op)
3073 {
3074 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3075 return 1;
3076
3077 return 0;
3078 }
3079
3080 /* look at the surrounding terrain to determine
3081 * the hideability of this object. Positive levels
3082 * indicate greater hideability.
3083 */
3084
3085 int
3086 hideability (object *ob)
3087 {
3088 int i, level = 0, mflag;
3089 sint16 x, y;
3090
3091 if (!ob || !ob->map)
3092 return 0;
3093
3094 /* so, on normal lighted maps, its hard to hide */
3095 level = ob->map->darkness - 2;
3096
3097 /* this also picks up whether the object is glowing.
3098 * If you carry a light on a non-dark map, its not
3099 * as bad as carrying a light on a pitch dark map */
3100 if (has_carried_lights (ob))
3101 level = -(10 + (2 * ob->map->darkness));
3102
3103 /* scan through all nearby squares for terrain to hide in */
3104 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3105 {
3106 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3107 if (mflag & P_OUT_OF_MAP)
3108 {
3109 continue;
3110 }
3111 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3112 level += 2;
3113 else /* open terrain! */
3114 level -= 1;
3115 }
3116
3117 #if 0
3118 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3119 #endif
3120 return level;
3121 }
3122
3123 /* For Hidden creatures - a chance of becoming 'unhidden'
3124 * every time they move - as we subtract off 'invisibility'
3125 * AND, for players, if they move into a ridiculously unhideable
3126 * spot (surrounded by clear terrain in broad daylight). -b.t.
3127 */
3128
3129 void
3130 do_hidden_move (object *op)
3131 {
3132 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3133 object *skop;
3134
3135 if (!op || !op->map)
3136 return;
3137
3138 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3139
3140 /* its *extremely* hard to run and sneak/hide at the same time! */
3141 if (op->type == PLAYER && op->contr->run_on)
3142 if (!skop || num >= skop->level)
3143 {
3144 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible (op);
3146 return;
3147 }
3148 else
3149 num += 20;
3150
3151 num += op->map->difficulty;
3152 hide = hideability (op); /* modify by terrain hidden level */
3153 num -= hide;
3154
3155 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3156 {
3157 make_visible (op);
3158 if (op->type == PLAYER)
3159 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3160 }
3161 else if (op->type == PLAYER && skop)
3162 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3163 }
3164
3165 /* determine if who is standing near a hostile creature. */
3166
3167 int
3168 stand_near_hostile (object *who)
3169 {
3170 object *tmp = NULL;
3171 int i, friendly = 0, player = 0, mflags;
3172 maptile *m;
3173 sint16 x, y;
3174
3175 if (!who)
3176 return 0;
3177
3178 if (who->type == PLAYER)
3179 player = 1;
3180
3181 else
3182 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3183
3184 /* search adjacent squares */
3185 for (i = 1; i < 9; i++)
3186 {
3187 x = who->x + freearr_x[i];
3188 y = who->y + freearr_y[i];
3189 m = who->map;
3190 mflags = get_map_flags (m, &m, x, y, &x, &y);
3191 /* space must be blocked if there is a monster. If not
3192 * blocked, don't need to check this space.
3193 */
3194 if (mflags & P_OUT_OF_MAP)
3195 continue;
3196 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3197 continue;
3198
3199 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3200 {
3201 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3202 return 1;
3203 else if (tmp->type == PLAYER)
3204 {
3205 /*don't let a hidden DM prevent you from hiding */
3206 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3207 return 1;
3208 }
3209 }
3210 }
3211 return 0;
3212 }
3213
3214 /* check the player los field for viewability of the
3215 * object op. This function works fine for monsters,
3216 * but we dont worry if the object isnt the top one in
3217 * a pile (say a coin under a table would return "viewable"
3218 * by this routine). Another question, should we be
3219 * concerned with the direction the player is looking
3220 * in? Realistically, most of use cant see stuff behind
3221 * our backs...on the other hand, does the "facing" direction
3222 * imply the way your head, or body is facing? Its possible
3223 * for them to differ. Sigh, this fctn could get a bit more complex.
3224 * -b.t.
3225 * This function is now map tiling safe.
3226 */
3227
3228 int
3229 player_can_view (object *pl, object *op)
3230 {
3231 rv_vector rv;
3232 int dx, dy;
3233
3234 if (pl->type != PLAYER)
3235 {
3236 LOG (llevError, "player_can_view() called for non-player object\n");
3237 return -1;
3238 }
3239
3240 if (!pl || !op)
3241 return 0;
3242
3243 op = op->head_ ();
3244
3245 get_rangevector (pl, op, &rv, 0x1);
3246
3247 /* starting with the 'head' part, lets loop
3248 * through the object and find if it has any
3249 * part that is in the los array but isnt on
3250 * a blocked los square.
3251 * we use the archetype to figure out offsets.
3252 */
3253 while (op)
3254 {
3255 dx = rv.distance_x + op->arch->clone.x;
3256 dy = rv.distance_y + op->arch->clone.y;
3257
3258 /* only the viewable area the player sees is updated by LOS
3259 * code, so we need to restrict ourselves to that range of values
3260 * for any meaningful values.
3261 */
3262 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3263 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3264 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3265 return 1;
3266 op = op->more;
3267 }
3268 return 0;
3269 }
3270
3271 /* routine for both players and monsters. We call this when
3272 * there is a possibility for our action distrubing our hiding
3273 * place or invisiblity spell. Artefact invisiblity is not
3274 * effected by this. If we arent invisible to begin with, we
3275 * return 0.
3276 */
3277 int
3278 action_makes_visible (object *op)
3279 {
3280
3281 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3282 {
3283 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3284 return 0;
3285
3286 if (op->contr && op->contr->tmp_invis == 0)
3287 return 0;
3288
3289 /* If monsters, they should become visible */
3290 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3291 {
3292 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3293 return 1;
3294 }
3295 }
3296 return 0;
3297 }
3298
3299 /* op_on_battleground - checks if the given object op (usually
3300 * a player) is standing on a valid battleground-tile,
3301 * function returns TRUE/FALSE. If true x, y returns the battleground
3302 * -exit-coord. (and if x, y not NULL)
3303 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3304 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3305 * Default is to do the same as before, so only people wanting to have different points need worry about this
3306 */
3307 int
3308 op_on_battleground (object *op, int *x, int *y)
3309 {
3310 object *tmp;
3311
3312 /* A battleground-tile needs the following attributes to be valid:
3313 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3319 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3321 {
3322 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3323 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3324 {
3325 /*before we assign the exit, check if this is a teambattle */
3326 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3327 {
3328 object *invtmp;
3329
3330 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3331 {
3332 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3333 {
3334 if (x != NULL && y != NULL)
3335 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3336 return 1;
3337 }
3338 }
3339 }
3340 if (x != NULL && y != NULL)
3341 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3342 return 1;
3343 }
3344 }
3345 }
3346 /* If we got here, did not find a battleground */
3347 return 0;
3348 }
3349
3350 /*
3351 * When a dragon-player gains a new stage of evolution,
3352 * he gets some treasure
3353 *
3354 * attributes:
3355 * object *who the dragon player
3356 * int atnr the attack-number of the ability focus
3357 * int level ability level
3358 */
3359 void
3360 dragon_ability_gain (object *who, int atnr, int level)
3361 {
3362 treasurelist *trlist = NULL; /* treasurelist */
3363 treasure *tr; /* treasure */
3364 object *tmp, *skop; /* tmp. object */
3365 object *item; /* treasure object */
3366 char buf[MAX_BUF]; /* tmp. string buffer */
3367 int i = 0, j = 0;
3368
3369 /* get the appropriate treasurelist */
3370 if (atnr == ATNR_FIRE)
3371 trlist = treasurelist::find ("dragon_ability_fire");
3372 else if (atnr == ATNR_COLD)
3373 trlist = treasurelist::find ("dragon_ability_cold");
3374 else if (atnr == ATNR_ELECTRICITY)
3375 trlist = treasurelist::find ("dragon_ability_elec");
3376 else if (atnr == ATNR_POISON)
3377 trlist = treasurelist::find ("dragon_ability_poison");
3378
3379 if (trlist == NULL || who->type != PLAYER)
3380 return;
3381
3382 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3383
3384 if (!tr || !tr->item)
3385 {
3386 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3387 return;
3388 }
3389
3390 /* everything seems okay - now bring on the gift: */
3391 item = &(tr->item->clone);
3392
3393 if (item->type == SPELL)
3394 {
3395 if (check_spell_known (who, item->name))
3396 return;
3397
3398 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3399 do_learn_spell (who, item, 0);
3400 return;
3401 }
3402
3403 /* grant direct spell */
3404 if (item->type == SPELLBOOK)
3405 {
3406 if (!item->inv)
3407 {
3408 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3409 return;
3410 }
3411 if (check_spell_known (who, item->inv->name))
3412 return;
3413 if (item->invisible)
3414 {
3415 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3416 do_learn_spell (who, item->inv, 0);
3417 return;
3418 }
3419 }
3420 else if (item->type == SKILL_TOOL && item->invisible)
3421 {
3422 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3423 {
3424
3425 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3426 * in this way, if the player is missing any of the attacktypes, he gets
3427 * them. As it is now, if the player has any that match the granted skill,
3428 * but not all of them, he gets nothing.
3429 */
3430 if (!(skop->attacktype & item->attacktype))
3431 {
3432 /* Give new attacktype */
3433 skop->attacktype |= item->attacktype;
3434
3435 /* always add physical if there's none */
3436 skop->attacktype |= AT_PHYSICAL;
3437
3438 if (item->msg != NULL)
3439 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3440
3441 /* Give player new face */
3442 if (item->animation_id)
3443 {
3444 who->face = skop->face;
3445 who->animation_id = item->animation_id;
3446 who->anim_speed = item->anim_speed;
3447 who->last_anim = 0;
3448 who->state = 0;
3449 animate_object (who, who->direction);
3450 }
3451 }
3452 }
3453 }
3454 else if (item->type == FORCE)
3455 {
3456 /* forces in the treasurelist can alter the player's stats */
3457 object *skin;
3458
3459 /* first get the dragon skin force */
3460 shstr_cmp dragon_skin_force ("dragon_skin_force");
3461 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3462 ;
3463
3464 if (!skin)
3465 return;
3466
3467 /* adding new spellpath attunements */
3468 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3469 {
3470 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3471
3472 /* print message */
3473 sprintf (buf, "You feel attuned to ");
3474 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3475 {
3476 if (item->path_attuned & (1 << i))
3477 {
3478 if (j)
3479 strcat (buf, " and ");
3480 else
3481 j = 1;
3482 strcat (buf, spellpathnames[i]);
3483 }
3484 }
3485 strcat (buf, ".");
3486 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3487 }
3488
3489 /* evtl. adding flags: */
3490 if (QUERY_FLAG (item, FLAG_XRAYS))
3491 SET_FLAG (skin, FLAG_XRAYS);
3492 if (QUERY_FLAG (item, FLAG_STEALTH))
3493 SET_FLAG (skin, FLAG_STEALTH);
3494 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3495 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3496
3497 /* print message if there is one */
3498 if (item->msg != NULL)
3499 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3500 }
3501 else
3502 {
3503 /* generate misc. treasure */
3504 tmp = arch_to_object (tr->item);
3505 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3506 tmp = insert_ob_in_ob (tmp, who);
3507 if (who->type == PLAYER)
3508 esrv_send_item (who, tmp);
3509 }
3510 }
3511
3512 /**
3513 * Unready an object for a player. This function does nothing if the object was
3514 * not readied.
3515 */
3516 void
3517 player_unready_range_ob (player *pl, object *ob)
3518 {
3519 if (pl->ob->current_weapon == ob)
3520 pl->ob->current_weapon = 0;
3521
3522 if (pl->combat_ob == ob)
3523 pl->combat_ob = 0;
3524
3525 if (pl->ranged_ob == ob)
3526 pl->ranged_ob = 0;
3527 }
3528
3529 sint8
3530 player::visibility_at (maptile *map, int x, int y) const
3531 {
3532 if (!ns)
3533 return 0;
3534
3535 int dx, dy;
3536 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3537 return 0;
3538
3539 x += dx - ns->current_x + ns->mapx / 2;
3540 y += dy - ns->current_y + ns->mapy / 2;
3541
3542 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3543 return 0;
3544
3545 return 100 - blocked_los [x][y];
3546 }