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/cvs/deliantra/server/server/player.C
Revision: 1.128
Committed: Sat May 12 18:40:40 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.127: +5 -10 lines
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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 [NUM_STATS];
790
791 for (;;)
792 {
793 int sum = 0;
794 for (int i = NUM_STATS; 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 + NUM_STATS, std::greater<int>());
803
804 for (int i = 0; i < NUM_STATS; ++i)
805 stats.stat (i) = statsort [i];
806
807 stats.exp = 0;
808 stats.ac = 0;
809
810 stats.hp = stats.maxhp;
811 stats.sp = stats.maxsp;
812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
820 contr->orig_stats = stats;
821 }
822 }
823
824 void
825 object::swap_stats (int a, int b)
826 {
827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
828
829 for (int i = 0; i < NUM_STATS; ++i)
830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852 }
853
854 static void
855 start_info (object *op)
856 {
857 char buf[MAX_BUF];
858
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863 }
864
865 /* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have
868 * separate race and class; this actually changes the RACE,
869 * not the class.
870 */
871 void
872 player::chargen_race_done ()
873 {
874 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
876
877 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl)
879 create_treasure (tl, ob, 0, 0, 0);
880
881 INVOKE_PLAYER (BIRTH, ob->contr);
882 INVOKE_PLAYER (LOGIN, ob->contr);
883
884 ob->contr->ns->state = ST_PLAYING;
885
886 if (ob->msg)
887 ob->msg = 0;
888
889 /* We create this now because some of the unique maps will need it
890 * to save here.
891 */
892 {
893 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf);
896 }
897
898 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob);
903 ob->update_stats ();
904
905 /* This moves the player to a different start map, if there
906 * is one for this race
907 */
908 if (*first_map_ext_path)
909 {
910 object *tmp;
911 char mapname[MAX_BUF];
912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else
924 LOG (llevDebug, "first_map_ext_path not set\n");
925 }
926
927 void
928 player::chargen_race_next ()
929 {
930 /* Following actually changes the race - this is the default command
931 * if we don't match with one of the options above.
932 */
933
934 do
935 {
936 shstr name = ob->name;
937 int x = ob->x, y = ob->y;
938
939 ob->remove_statbonus ();
940 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->clone.copy_to (ob);
943 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name;
946 ob->x = x;
947 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->clone.name);
951 ob->add_statbonus ();
952 }
953 while (!allowed_class (ob));
954
955 update_object (ob, UP_OBJ_FACE);
956 esrv_update_item (UPD_FACE, ob, ob);
957 ob->update_stats ();
958 ob->stats.hp = ob->stats.maxhp;
959 ob->stats.sp = ob->stats.maxsp;
960 ob->stats.grace = 0;
961 }
962
963 void
964 flee_player (object *op)
965 {
966 int dir, diff;
967 rv_vector rv;
968
969 if (op->stats.hp < 0)
970 {
971 LOG (llevDebug, "Fleeing player is dead.\n");
972 CLEAR_FLAG (op, FLAG_SCARED);
973 return;
974 }
975
976 if (op->enemy == NULL)
977 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED);
980 return;
981 }
982
983 /* Seen some crashes here. Since we don't store an
984 * op->enemy_count, it is possible that something destroys the
985 * actual enemy, and the object is recycled.
986 */
987 if (op->enemy->map == NULL)
988 {
989 CLEAR_FLAG (op, FLAG_SCARED);
990 op->enemy = NULL;
991 return;
992 }
993
994 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 {
996 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED);
998 return;
999 }
1000
1001 get_rangevector (op, op->enemy, &rv, 0);
1002
1003 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++)
1005 {
1006 int m = 1 - (RANDOM () & 2);
1007
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1009 return;
1010 }
1011
1012 /* Cornered, get rid of scared */
1013 CLEAR_FLAG (op, FLAG_SCARED);
1014 op->enemy = NULL;
1015 }
1016
1017 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1018 * It returns 1 if the player should keep on moving, 0 if he should
1019 * stop.
1020 */
1021 int
1022 check_pick (object *op)
1023 {
1024 object *tmp, *next;
1025 int stop = 0;
1026 int wvratio;
1027 char putstring[128];
1028
1029 /* if you're flying, you cna't pick up anything */
1030 if (op->move_type & MOVE_FLYING)
1031 return 1;
1032
1033 next = op->below;
1034
1035 /* loop while there are items on the floor that are not marked as
1036 * destroyed */
1037 while (next && !next->destroyed ())
1038 {
1039 tmp = next;
1040 next = tmp->below;
1041
1042 if (op->destroyed ())
1043 return 0;
1044
1045 if (!can_pick (op, tmp))
1046 continue;
1047
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 {
1050 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp);
1052 continue;
1053 }
1054
1055 /* high not bit set? We're using the old autopickup model */
1056 if (!(op->contr->mode & PU_NEWMODE))
1057 {
1058 switch (op->contr->mode)
1059 {
1060 case 0:
1061 return 1; /* don't pick up */
1062 case 1:
1063 pick_up (op, tmp);
1064 return 1;
1065 case 2:
1066 pick_up (op, tmp);
1067 return 0;
1068 case 3:
1069 return 0; /* stop before pickup */
1070 case 4:
1071 pick_up (op, tmp);
1072 break;
1073 case 5:
1074 pick_up (op, tmp);
1075 stop = 1;
1076 break;
1077 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1079 pick_up (op, tmp);
1080 break;
1081
1082 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp);
1085 break;
1086
1087 default:
1088 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 pick_up (op, tmp);
1092 }
1093 }
1094 else
1095 { /* old model */
1096 /* NEW pickup handling */
1097 if (op->contr->mode & PU_DEBUG)
1098 {
1099 /* some debugging code to figure out item information */
1100 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 }
1109
1110 /* philosophy:
1111 * It's easy to grab an item type from a pile, as long as it's
1112 * generic. This takes no game-time. For more detailed pickups
1113 * and selections, select-items should be used. This is a
1114 * grab-as-you-run type mode that's really useful for arrows for
1115 * example.
1116 * The drawback: right now it has no frontend, so you need to
1117 * stick the bits you want into a calculator in hex mode and then
1118 * convert to decimal and then 'pickup <#>
1119 */
1120
1121 /* the first two modes are exclusive: if NOTHING we return, if
1122 * STOP then we stop. All the rest are applied sequentially,
1123 * meaning if any test passes, the item gets picked up. */
1124
1125 /* if mode is set to pick nothing up, return */
1126
1127 if (op->contr->mode & PU_NOTHING)
1128 return 1;
1129
1130 /* if mode is set to stop when encountering objects, return */
1131 /* take STOP before INHIBIT since it doesn't actually pick
1132 * anything up */
1133
1134 if (op->contr->mode & PU_STOP)
1135 return 0;
1136
1137 /* useful for going into stores and not losing your settings... */
1138 /* and for battles wher you don't want to get loaded down while
1139 * fighting */
1140 if (op->contr->mode & PU_INHIBIT)
1141 return 1;
1142
1143 /* prevent us from turning into auto-thieves :) */
1144 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1145 continue;
1146
1147 /* ignore known cursed objects */
1148 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1149 continue;
1150
1151 /* all food and drink if desired */
1152 /* question: don't pick up known-poisonous stuff? */
1153 if (op->contr->mode & PU_FOOD)
1154 if (tmp->type == FOOD)
1155 {
1156 pick_up (op, tmp);
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_DRINK)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1162 {
1163 pick_up (op, tmp);
1164 continue;
1165 }
1166
1167 if (op->contr->mode & PU_POTION)
1168 if (tmp->type == POTION)
1169 {
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL)
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 if (op->contr->mode & PU_VALUABLES)
1213 {
1214 if (tmp->type == MONEY || tmp->type == GEM)
1215 {
1216 pick_up (op, tmp);
1217 continue;
1218 }
1219 }
1220
1221 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON)
1305 {
1306 if (tmp->type == WEAPON && tmp->name != NULL)
1307 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314 }
1315
1316 if (tmp->type == WEAPON && tmp->name == NULL)
1317 {
1318 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324 }
1325
1326 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */
1336 if (op->contr->mode & PU_RATIO)
1337 {
1338 /* use value density to decide what else to grab */
1339 /* >=7 was >= op->contr->mode */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits
1341 * and multiply them by 5, giving 0..15*5== 5..75 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1344 {
1345 pick_up (op, tmp);
1346 #if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL)
1349 {
1350 fprintf (stderr, "%s", tmp->name);
1351 }
1352 else
1353 fprintf (stderr, "%s", tmp->arch->name);
1354 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1356 #endif
1357 continue;
1358 }
1359 }
1360 } /* the new pickup model */
1361 }
1362
1363 return !stop;
1364 }
1365
1366 /*
1367 * Find an arrow in the inventory and after that
1368 * in the right type container (quiver). Pointer to the
1369 * found object is returned.
1370 */
1371 object *
1372 find_arrow (object *op, const char *type)
1373 {
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below)
1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378 tmp = find_arrow (op, type);
1379 else if (op->type == ARROW && op->race == type)
1380 return op;
1381
1382 return tmp;
1383 }
1384
1385 /*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1387 * against the target. A full test is not performed, simply a basic test
1388 * of resistances. The archer is making a quick guess at what he sees down
1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1390 */
1391 object *
1392 find_better_arrow (object *op, object *target, const char *type, int *better)
1393 {
1394 object *tmp = NULL, *arrow, *ntmp;
1395 int attacknum, attacktype, betterby = 0, i;
1396
1397 if (!type)
1398 return NULL;
1399
1400 for (arrow = op->inv; arrow; arrow = arrow->below)
1401 {
1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1403 {
1404 i = 0;
1405 ntmp = find_better_arrow (arrow, target, type, &i);
1406 if (i > betterby)
1407 {
1408 tmp = ntmp;
1409 betterby = i;
1410 }
1411 }
1412 else if (arrow->type == ARROW && arrow->race == type)
1413 {
1414 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1416 {
1417 if (arrow->attacktype & AT_DEATH)
1418 {
1419 *better = 100;
1420 return arrow;
1421 }
1422 else
1423 {
1424 tmp = arrow;
1425 betterby = (arrow->magic + arrow->stats.dam) * 2;
1426 }
1427 }
1428 else
1429 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 {
1432 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1435 {
1436 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1438 }
1439 }
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 {
1442 tmp = arrow;
1443 betterby = 2 + arrow->magic + arrow->stats.dam;
1444 }
1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446 {
1447 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 }
1450 }
1451 }
1452 }
1453 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type);
1455
1456 *better = betterby;
1457 return tmp;
1458 }
1459
1460 /* looks in a given direction, finds the first valid target, and calls
1461 * find_better_arrow to find a decent arrow to use.
1462 * op = the shooter
1463 * type = bow->race
1464 * dir = fire direction
1465 */
1466 object *
1467 pick_arrow_target (object *op, const char *type, int dir)
1468 {
1469 object *tmp = NULL;
1470 maptile *m;
1471 int i, mflags, found, number;
1472 sint16 x, y;
1473
1474 if (op->map == NULL)
1475 return find_arrow (op, type);
1476
1477 /* do a dex check */
1478 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1479 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1480 return find_arrow (op, type);
1481
1482 m = op->map;
1483 x = op->x;
1484 y = op->y;
1485
1486 /* find the first target */
1487 for (i = 0, found = 0; i < 20; i++)
1488 {
1489 x += freearr_x[dir];
1490 y += freearr_y[dir];
1491 mflags = get_map_flags (m, &m, x, y, &x, &y);
1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 {
1494 tmp = NULL;
1495 break;
1496 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption.
1501 */
1502 tmp = NULL;
1503 break;
1504 }
1505 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1514 break;
1515 }
1516 }
1517 if (tmp == NULL)
1518 return find_arrow (op, type);
1519
1520 if (tmp->head)
1521 tmp = tmp->head;
1522
1523 return find_better_arrow (op, tmp, type, &i);
1524 }
1525
1526 /*
1527 * Creature fires a bow - op can be monster or player. Returns
1528 * 1 if bow was actually fired, 0 otherwise.
1529 * op is the object firing the bow.
1530 * part is for multipart creatures - the part firing the bow.
1531 * dir is the direction of fire.
1532 * wc_mod is any special modifier to give (used in special player fire modes)
1533 * sx, sy are coordinates to fire arrow from - also used in some of the special
1534 * player fire modes.
1535 */
1536 int
1537 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1538 {
1539 object *left, *bow;
1540 int bowspeed, mflags;
1541 maptile *m;
1542
1543 if (!dir)
1544 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546 return 0;
1547 }
1548
1549 if (player *pl = op->contr)
1550 {
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else
1556 {
1557 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons.
1560 */
1561 if (bow->type == BOW)
1562 break;
1563
1564 if (!bow)
1565 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0;
1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1577 }
1578
1579 if (!bow->race || !bow->skill)
1580 {
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1582 return 0;
1583 }
1584
1585 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1586
1587 /* penalize ROF for bestarrow */
1588 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1589 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1590
1591 if (bowspeed < 1)
1592 bowspeed = 1;
1593
1594 if (arrow == NULL)
1595 {
1596 if ((arrow = find_arrow (op, bow->race)) == NULL)
1597 {
1598 if (op->type == PLAYER)
1599 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1600 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1601 else
1602 CLEAR_FLAG (op, FLAG_READY_BOW);
1603
1604 return 0;
1605 }
1606 }
1607
1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1609 if (mflags & P_OUT_OF_MAP)
1610 return 0;
1611
1612 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1613 {
1614 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1615 return 0;
1616 }
1617
1618 /* this should not happen, but sometimes does */
1619 if (arrow->nrof == 0)
1620 {
1621 arrow->destroy ();
1622 return 0;
1623 }
1624
1625 left = arrow; /* these are arrows left to the player */
1626 arrow = get_split_ob (arrow, 1);
1627 if (!arrow)
1628 {
1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 return 0;
1631 }
1632
1633 arrow->set_owner (op);
1634 arrow->skill = bow->skill;
1635 arrow->direction = dir;
1636
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype;
1640
1641 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1644 if (op->type == PLAYER)
1645 {
1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1647 op->update_stats ();
1648 }
1649
1650 SET_ANIMATION (arrow, arrow->direction);
1651
1652 arrow->stats.dam += op->stats.dam + arrow->magic;
1653
1654 /* update the speed */
1655 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1656 + bow->stats.dam / 7.0;
1657
1658 arrow->set_speed (max (arrow->speed, 2.0));
1659 arrow->speed_left = 0;
1660
1661 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1662
1663 if (op->type == PLAYER)
1664 {
1665 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1666 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1667
1668 if (!arrow->slaying)
1669 arrow->slaying = op->slaying;
1670
1671 arrow->attacktype |= op->attacktype;
1672 }
1673 else
1674 {
1675 arrow->level = op->level;
1676 arrow->stats.wc -= bow->magic;
1677
1678 if (!arrow->slaying)
1679 arrow->slaying = bow->slaying;
1680
1681 arrow->attacktype |= bow->attacktype;
1682 }
1683
1684 arrow->stats.wc -= arrow->level;
1685
1686 arrow->move_type = MOVE_FLY_LOW;
1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688
1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1690 m->insert (arrow, sx, sy, op);
1691
1692 if (!arrow->destroyed ())
1693 move_arrow (arrow);
1694
1695 if (op->type == PLAYER)
1696 {
1697 if (left->destroyed ())
1698 esrv_del_item (op->contr, left->count);
1699 else
1700 esrv_send_item (op, left);
1701 }
1702
1703 return 1;
1704 }
1705
1706 /* Special fire code for players - this takes into
1707 * account the special fire modes players can have
1708 * but monsters can't. Putting that code here
1709 * makes the fire_bow code much cleaner.
1710 * this function should only be called if 'op' is a player,
1711 * hence the function name.
1712 */
1713 int
1714 player_fire_bow (object *op, int dir)
1715 {
1716 int ret = 0, wcmod = 0;
1717
1718 if (op->contr->bowtype == bow_bestarrow)
1719 {
1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1721 }
1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1723 {
1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1725 wcmod = -1;
1726
1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1728 }
1729 else if (op->contr->bowtype == bow_threewide)
1730 {
1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1733 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1734 }
1735 else if (op->contr->bowtype == bow_spreadshot)
1736 {
1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1740 }
1741 else
1742 {
1743 /* Simple case */
1744 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1745 }
1746
1747 return ret;
1748 }
1749
1750
1751 /* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable.
1753 */
1754 void
1755 fire_misc_object (object *op, int dir)
1756 {
1757 object *item = op->contr->ranged_ob;
1758
1759 if (!item)
1760 {
1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1762 return;
1763 }
1764
1765 if (!item->inv)
1766 {
1767 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1768 return;
1769 }
1770
1771 if (!op->change_weapon (item))
1772 return;
1773
1774 if (item->type == WAND)
1775 {
1776 if (item->stats.food <= 0)
1777 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1780
1781 return;
1782 }
1783 }
1784 else if (item->type == ROD || item->type == HORN)
1785 {
1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1787 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789
1790 if (item->type == ROD)
1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1792 else
1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1794
1795 return;
1796 }
1797 }
1798
1799 if (cast_spell (op, item, dir, item->inv, NULL))
1800 {
1801 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1802 if (item->type == WAND)
1803 {
1804 if (!(--item->stats.food))
1805 {
1806 object *tmp;
1807
1808 if (item->arch)
1809 {
1810 CLEAR_FLAG (item, FLAG_ANIMATE);
1811 item->face = item->arch->clone.face;
1812 item->set_speed (0);
1813 }
1814
1815 if ((tmp = item->in_player ()))
1816 esrv_update_item (UPD_ANIM, tmp, item);
1817 }
1818 }
1819 else if (item->type == ROD || item->type == HORN)
1820 drain_rod_charge (item);
1821 }
1822 }
1823
1824 /* Received a fire command for the player - go and do it.
1825 */
1826 void
1827 fire (object *op, int dir)
1828 {
1829 int spellcost = 0;
1830
1831 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible (op))
1833 make_visible (op);
1834
1835 player *pl = op->contr;
1836
1837 if (pl->golem)
1838 {
1839 control_golem (op->contr->golem, dir);
1840 return;
1841 }
1842
1843 object *ob = pl->ranged_ob;
1844
1845 if (!ob)
1846 return;
1847
1848 switch (ob->type)
1849 {
1850 case BOW:
1851 player_fire_bow (op, dir);
1852 break;
1853
1854 case SPELL:
1855 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1856 break;
1857
1858 case BUILDER:
1859 apply_map_builder (op, dir);
1860 break;
1861
1862 case SKILL:
1863 case SKILL_TOOL:
1864 do_skill (op, op, ob, dir, 0);
1865 break;
1866
1867 default:
1868 fire_misc_object (op, dir);
1869 break;
1870 }
1871 }
1872
1873 /* find_key
1874 * We try to find a key for the door as passed. If we find a key
1875 * and successfully use it, we return the key, otherwise NULL
1876 * This function merges both normal and locked door, since the logic
1877 * for both is the same - just the specific key is different.
1878 * pl is the player,
1879 * inv is the objects inventory to searched
1880 * door is the door we are trying to match against.
1881 * This function can be called recursively to search containers.
1882 */
1883 object *
1884 find_key (object *pl, object *container, object *door)
1885 {
1886 object *tmp, *key;
1887
1888 /* Should not happen, but sanity checking is never bad */
1889 if (!container->inv)
1890 return 0;
1891
1892 /* First, lets try to find a key in the top level inventory */
1893 for (tmp = container->inv; tmp; tmp = tmp->below)
1894 {
1895 if (door->type == DOOR && tmp->type == KEY)
1896 break;
1897 /* For sanity, we should really check door type, but other stuff
1898 * (like containers) can be locked with special keys
1899 */
1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1901 break;
1902 }
1903
1904 /* No key found - lets search inventories now */
1905 /* If we find and use a key in an inventory, return at that time.
1906 * otherwise, if we search all the inventories and still don't find
1907 * a key, return
1908 */
1909 if (!tmp)
1910 {
1911 for (tmp = container->inv; tmp; tmp = tmp->below)
1912 {
1913 /* No reason to search empty containers */
1914 if (tmp->type == CONTAINER && tmp->inv)
1915 {
1916 if ((key = find_key (pl, tmp, door)))
1917 return key;
1918 }
1919 }
1920
1921 if (!tmp)
1922 return NULL;
1923 }
1924
1925 /* We get down here if we have found a key. Now if its in a container,
1926 * see if we actually want to use it
1927 */
1928 if (pl != container)
1929 {
1930 /* Only let players use keys in containers */
1931 if (!pl->contr)
1932 return NULL;
1933 /* cases where this fails:
1934 * If we only search the player inventory, return now since we
1935 * are not in the players inventory.
1936 * If the container is not active, return now since only active
1937 * containers can be used.
1938 * If we only search keyrings and the container does not have
1939 * a race/isn't a keyring.
1940 * No checking for all containers - to fall through past here,
1941 * inv must have been an container and must have been active.
1942 *
1943 * Change the color so that the message doesn't disappear with
1944 * all the others.
1945 */
1946 if (pl->contr->usekeys == key_inventory ||
1947 !QUERY_FLAG (container, FLAG_APPLIED) ||
1948 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1949 {
1950 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1951 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1952 return NULL;
1953 }
1954 }
1955
1956 return tmp;
1957 }
1958
1959 /* moved door processing out of move_player_attack.
1960 * returns 1 if player has opened the door with a key
1961 * such that the caller should not do anything more,
1962 * 0 otherwise
1963 */
1964 static int
1965 player_attack_door (object *op, object *door)
1966 {
1967 /* If its a door, try to find a use a key. If we do destroy the door,
1968 * might as well return immediately as there is nothing more to do -
1969 * otherwise, we fall through to the rest of the code.
1970 */
1971 object *key = find_key (op, op, door);
1972
1973 /* IF we found a key, do some extra work */
1974 if (key)
1975 {
1976 object *container = key->env;
1977
1978 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1979
1980 if (action_makes_visible (op))
1981 make_visible (op);
1982
1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1984 spring_trap (door->inv, op);
1985
1986 if (door->type == DOOR)
1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1988 else if (door->type == LOCKED_DOOR)
1989 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1991 remove_door2 (door); /* remove door without violence ;-) */
1992 }
1993
1994 /* Do this after we print the message */
1995 decrease_ob (key); /* Use up one of the keys */
1996 /* Need to update the weight the container the key was in */
1997 if (container != op)
1998 esrv_update_item (UPD_WEIGHT, op, container);
1999
2000 return 1; /* Nothing more to do below */
2001 }
2002 else if (door->type == LOCKED_DOOR)
2003 {
2004 /* Might as well return now - no other way to open this */
2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2006 return 1;
2007 }
2008
2009 return 0;
2010 }
2011
2012 /* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons).
2017 */
2018 void
2019 move_player_attack (object *op, int dir)
2020 {
2021 object *tmp, *mon;
2022 int on_battleground;
2023 maptile *m;
2024
2025 sint16 nx = freearr_x[dir] + op->x;
2026 sint16 ny = freearr_y[dir] + op->y;
2027
2028 on_battleground = op_on_battleground (op, 0, 0);
2029
2030 /* If braced, or can't move to the square, and it is not out of the
2031 * map, attack it. Note order of if statement is important - don't
2032 * want to be calling move_ob if braced, because move_ob will move the
2033 * player. This is a pretty nasty hack, because if we could
2034 * move to some space, it then means that if we are braced, we should
2035 * do nothing at all. As it is, if we are braced, we go through
2036 * quite a bit of processing. However, it probably is less than what
2037 * move_ob uses.
2038 */
2039 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2040 {
2041 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2042 {
2043 m = op->map->xy_find (nx, ny);
2044 if (!m)
2045 return; /* Don't think this should happen */
2046 }
2047 else
2048 m = op->map;
2049
2050 if (!(tmp = m->at (nx, ny).bot))
2051 return;
2052
2053 mon = 0;
2054 /* Go through all the objects, and find ones of interest. Only stop if
2055 * we find a monster - that is something we know we want to attack.
2056 * if its a door or barrel (can roll) see if there may be monsters
2057 * on the space
2058 */
2059 while (tmp)
2060 {
2061 if (tmp == op)
2062 {
2063 tmp = tmp->above;
2064 continue;
2065 }
2066
2067 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 {
2069 mon = tmp;
2070 break;
2071 }
2072
2073 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2074 mon = tmp;
2075
2076 tmp = tmp->above;
2077 }
2078
2079 if (!mon) /* This happens anytime the player tries to move */
2080 return; /* into a wall */
2081
2082 if (mon->head)
2083 mon = mon->head;
2084
2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2086 if (player_attack_door (op, mon))
2087 return;
2088
2089 /* The following deals with possibly attacking peaceful
2090 * or frienddly creatures. Basically, all players are considered
2091 * unaggressive. If the moving player has peaceful set, then the
2092 * object should be pushed instead of attacked. It is assumed that
2093 * if you are braced, you will not attack friends accidently,
2094 * and thus will not push them.
2095 */
2096
2097 /* If the creature is a pet, push it even if the player is not
2098 * peaceful. Our assumption is the creature is a pet if the
2099 * player owns it and it is either friendly or unagressive.
2100 */
2101 if ((op->type == PLAYER)
2102 #if COZY_SERVER
2103 &&
2104 ((mon->owner && mon->owner->contr
2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2106 #else
2107 && mon->owner == op
2108 #endif
2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2110 {
2111 /* If we're braced, we don't want to switch places with it */
2112 if (op->contr->braced)
2113 return;
2114
2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2116 push_ob (mon, dir, op);
2117 if (op->contr->tmp_invis || op->hide)
2118 make_visible (op);
2119
2120 return;
2121 }
2122
2123 /* in certain circumstances, you shouldn't attack friendly
2124 * creatures. Note that if you are braced, you can't push
2125 * someone, but put it inside this loop so that you won't
2126 * attack them either.
2127 */
2128 if ((mon->type == PLAYER || mon->enemy != op) &&
2129 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2130 #ifdef PROHIBIT_PLAYERKILL
2131 (op->contr->peaceful
2132 || (mon->type == PLAYER
2133 && mon->contr->
2134 peaceful)) &&
2135 #else
2136 op->contr->peaceful &&
2137 #endif
2138 !on_battleground))
2139 {
2140 if (!op->contr->braced)
2141 {
2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2143 push_ob (mon, dir, op);
2144 }
2145 else
2146 new_draw_info (0, 0, op, "You withhold your attack");
2147
2148 if (op->contr->tmp_invis || op->hide)
2149 make_visible (op);
2150 }
2151
2152 /* If the object is a boulder or other rollable object, then
2153 * roll it if not braced. You can't roll it if you are braced.
2154 */
2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2156 {
2157 recursive_roll (mon, dir, op);
2158 if (action_makes_visible (op))
2159 make_visible (op);
2160 }
2161
2162 /* Any generic living creature. Including things like doors.
2163 * Way it works is like this: First, it must have some hit points
2164 * and be living. Then, it must be one of the following:
2165 * 1) Not a player, 2) A player, but of a different party. Note
2166 * that party_number -1 is no party, so attacks can still happen.
2167 */
2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2170 {
2171
2172 /* If the player hasn't hit something this tick, and does
2173 * so, give them speed boost based on weapon speed. Doing
2174 * it here is better than process_players2, which basically
2175 * incurred a 1 tick offset.
2176 */
2177 if (!op->contr->has_hit)
2178 {
2179 op->speed_left += op->speed / op->contr->weapon_sp;
2180
2181 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2182 }
2183
2184 skill_attack (mon, op, 0, 0, 0);
2185
2186 /* If attacking another player, that player gets automatic
2187 * hitback, and doesn't loose luck either.
2188 * Disable hitback on the battleground or if the target is
2189 * the wiz.
2190 */
2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2192 {
2193 short luck = mon->stats.luck;
2194
2195 mon->contr->has_hit = 1;
2196 skill_attack (op, mon, 0, 0, 0);
2197 mon->stats.luck = luck;
2198 }
2199
2200 if (action_makes_visible (op))
2201 make_visible (op);
2202 }
2203 } /* if player should attack something */
2204 }
2205
2206 int
2207 move_player (object *op, int dir)
2208 {
2209 int pick;
2210
2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2212 return 0;
2213
2214 /* Sanity check: make sure dir is valid */
2215 if ((dir < 0) || (dir >= 9))
2216 {
2217 LOG (llevError, "move_player: invalid direction %d\n", dir);
2218 return 0;
2219 }
2220
2221 /* peterm: added following line */
2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2223 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2224
2225 op->facing = dir;
2226
2227 if (op->hide)
2228 do_hidden_move (op);
2229
2230 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2231 /*nop */ ;
2232 else if (op->contr->fire_on)
2233 fire (op, dir);
2234 else
2235 {
2236 move_player_attack (op, dir);
2237 pick = check_pick (op);
2238 }
2239
2240 /* Add special check for newcs players and fire on - this way, the
2241 * server can handle repeat firing.
2242 */
2243 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2244 op->direction = dir;
2245 else
2246 op->direction = 0;
2247
2248 /* Update how the player looks. Use the facing, so direction may
2249 * get reset to zero. This allows for full animation capabilities
2250 * for players.
2251 */
2252 animate_object (op, op->facing);
2253 return 0;
2254 }
2255
2256 /* This is similar to handle_player, below, but is only used by the
2257 * new client/server stuff.
2258 * This is sort of special, in that the new client/server actually uses
2259 * the new speed values for commands.
2260 *
2261 * Returns true if there are more actions we can do.
2262 */
2263 int
2264 handle_newcs_player (object *op)
2265 {
2266 if (QUERY_FLAG (op, FLAG_SCARED))
2267 {
2268 flee_player (op);
2269 /* If player is still scared, that is his action for this tick */
2270 if (QUERY_FLAG (op, FLAG_SCARED))
2271 {
2272 op->speed_left--;
2273 return 0;
2274 }
2275 }
2276
2277 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here.
2280 */
2281 if (op->contr->ns->handle_command ())
2282 return 1;
2283
2284 if (op->speed_left > 0)
2285 {
2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 {
2288 /* All move commands take 1 tick, at least for now */
2289 op->speed_left--;
2290
2291 /* Instead of all the stuff below, let move_player take care
2292 * of it. Also, some of the skill stuff is only put in
2293 * there, as well as the confusion stuff.
2294 */
2295 move_player (op, op->direction);
2296
2297 return op->speed_left > 0;
2298 }
2299 }
2300
2301 return 0;
2302 }
2303
2304 int
2305 save_life (object *op)
2306 {
2307 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2308 return 0;
2309
2310 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2312 {
2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2314 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2315
2316 if (op->contr)
2317 esrv_del_item (op->contr, tmp->count);
2318
2319 tmp->destroy ();
2320 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321
2322 if (op->stats.hp < 0)
2323 op->stats.hp = op->stats.maxhp;
2324
2325 if (op->stats.food < 0)
2326 op->stats.food = 999;
2327
2328 op->update_stats ();
2329 return 1;
2330 }
2331
2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2334 enter_player_savebed (op); /* bring him home. */
2335 return 0;
2336 }
2337
2338 /* This goes throws the inventory and removes unpaid objects, and puts them
2339 * back in the map (location and map determined by values of env). This
2340 * function will descend into containers. op is the object to start the search
2341 * from.
2342 */
2343 void
2344 remove_unpaid_objects (object *op, object *env)
2345 {
2346 while (op)
2347 {
2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2349
2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2351 {
2352 if (env->type == PLAYER)
2353 esrv_del_item (env->contr, op->count);
2354
2355 op->insert_at (env);
2356 }
2357 else if (op->inv)
2358 remove_unpaid_objects (op->inv, env);
2359
2360 op = next;
2361 }
2362 }
2363
2364 /*
2365 * Returns pointer a static string containing gravestone text
2366 * Moved from apply.c to player.c - player.c is what
2367 * actually uses this function. player.c may not be quite the
2368 * best, a misc file for object actions is probably better,
2369 * but there isn't one in the server directory.
2370 */
2371 char *
2372 gravestone_text (object *op)
2373 {
2374 static char buf2[MAX_BUF];
2375 char buf[MAX_BUF];
2376 time_t now = time (NULL);
2377
2378 strcpy (buf2, " R.I.P.\n\n");
2379 if (op->type == PLAYER)
2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2381 else
2382 sprintf (buf, "%s\n", &op->name);
2383
2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2385 strcat (buf2, buf);
2386 if (op->type == PLAYER)
2387 sprintf (buf, "who was in level %d when killed\n", op->level);
2388 else
2389 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2390
2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2392 strcat (buf2, buf);
2393 if (op->type == PLAYER)
2394 {
2395 sprintf (buf, "by %s.\n\n", op->contr->killer);
2396 strncat (buf2, " ", 21 - strlen (buf) / 2);
2397 strcat (buf2, buf);
2398 }
2399
2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf);
2403
2404 return buf2;
2405 }
2406
2407 void
2408 do_some_living (object *op)
2409 {
2410 int last_food = op->stats.food;
2411 int gen_hp, gen_sp, gen_grace;
2412 int over_hp, over_sp, over_grace;
2413 int i;
2414 int rate_hp = 1200;
2415 int rate_sp = 2500;
2416 int rate_grace = 2000;
2417 const int max_hp = 1;
2418 const int max_sp = 1;
2419 const int max_grace = 1;
2420
2421 if (op->contr->hidden)
2422 {
2423 op->invisible = 1000;
2424 /* the socket code flashes the player visible/invisible
2425 * depending on the value of invisible, so we need to
2426 * alternate it here for it to work correctly.
2427 */
2428 if (pticks & 2)
2429 op->invisible--;
2430 }
2431 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2432 {
2433 if (!op->invisible--)
2434 {
2435 make_visible (op);
2436 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437 }
2438 }
2439
2440 if (op->contr->ns->state == ST_PLAYING)
2441 {
2442 /* these next three if clauses make it possible to SLOW DOWN
2443 hp/grace/spellpoint regeneration. */
2444 if (op->contr->gen_hp >= 0)
2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2446 else
2447 {
2448 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 }
2451
2452 if (op->contr->gen_sp >= 0)
2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2454 else
2455 {
2456 gen_sp = op->stats.maxsp;
2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2458 }
2459
2460 if (op->contr->gen_grace >= 0)
2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2462 else
2463 {
2464 gen_grace = op->stats.maxgrace;
2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2466 }
2467
2468 /* Regenerate Spell Points */
2469 if (!op->contr->golem && --op->last_sp < 0)
2470 {
2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp++;
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2478 op->stats.food--;
2479 if (op->contr->digestion < 0)
2480 op->stats.food += op->contr->digestion;
2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2482 op->stats.food = last_food;
2483 }
2484 }
2485
2486 if (max_sp > 1)
2487 {
2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 }
2509
2510 /* Regenerate Grace */
2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2512 if (--op->last_grace < 0)
2513 {
2514 if (op->stats.grace < op->stats.maxgrace / 2)
2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2517 if (max_grace > 1)
2518 {
2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2520 if (over_grace > 0)
2521 {
2522 op->stats.sp += over_grace
2523 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2524 op->last_grace = 0;
2525 }
2526 else
2527 {
2528 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2529 }
2530 }
2531 else
2532 {
2533 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2534 }
2535 /* wearing stuff doesn't detract from grace generation. */
2536 }
2537
2538 /* Regenerate Hit Points */
2539 if (--op->last_heal < 0)
2540 {
2541 if (op->stats.hp < op->stats.maxhp)
2542 {
2543 op->stats.hp++;
2544 /* dms do not consume food */
2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2546 {
2547 op->stats.food--;
2548 if (op->contr->digestion < 0)
2549 op->stats.food += op->contr->digestion;
2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2551 op->stats.food = last_food;
2552 }
2553 }
2554
2555 if (max_hp > 1)
2556 {
2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2558 if (over_hp > 0)
2559 {
2560 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2561 op->last_heal = 0;
2562 }
2563 else
2564 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2566 }
2567 }
2568 else
2569 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571 }
2572 }
2573
2574 /* Digestion */
2575 if (--op->last_eat < 0)
2576 {
2577 #ifdef COZY_SERVER
2578 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2579 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2580 #else
2581 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2582 #endif
2583
2584 if (op->contr->gen_hp > 0)
2585 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2586 else
2587 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2588
2589 /* dms do not consume food */
2590 if (!QUERY_FLAG (op, FLAG_WIZ))
2591 op->stats.food--;
2592 }
2593
2594 if (op->stats.food < 0 && op->stats.hp >= 0)
2595 {
2596 object *tmp, *flesh = 0;
2597
2598 for (tmp = op->inv; tmp; tmp = tmp->below)
2599 {
2600 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2601 {
2602 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2603 {
2604 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2605 manual_apply (op, tmp, 0);
2606 if (op->stats.food >= 0 || op->stats.hp < 0)
2607 break;
2608 }
2609 else if (tmp->type == FLESH)
2610 flesh = tmp;
2611 } /* End if paid for object */
2612 } /* end of for loop */
2613
2614 /* If player is still starving, it means they don't have any food, so
2615 * eat flesh instead.
2616 */
2617 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2618 {
2619 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2620 manual_apply (op, flesh, 0);
2621 }
2622 }
2623
2624 while (op->stats.food < 0 && op->stats.hp >= 0)
2625 op->stats.food++, op->stats.hp--;
2626
2627 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2628 kill_player (op);
2629 }
2630 }
2631
2632 /* If the player should die (lack of hp, food, etc), we call this.
2633 * op is the player in jeopardy. If the player can not be saved (not
2634 * permadeath, no lifesave), this will take care of removing the player
2635 * file.
2636 */
2637 void
2638 kill_player (object *op)
2639 {
2640 char buf[MAX_BUF];
2641 int x, y;
2642
2643 //int i;
2644 maptile *map; /* this is for resurrection */
2645
2646 /* int z;
2647 int num_stats_lose;
2648 int lost_a_stat;
2649 int lose_this_stat;
2650 int this_stat; */
2651 int will_kill_again;
2652 archetype *at;
2653 object *tmp;
2654
2655 if (save_life (op))
2656 return;
2657
2658
2659 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2660 * in cities ONLY!!! It is very important that this doesn't get abused.
2661 * Look at op_on_battleground() for more info --AndreasV
2662 */
2663 if (op_on_battleground (op, &x, &y))
2664 {
2665 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2666 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2667
2668 /* restore player */
2669 at = archetype::find ("poisoning");
2670 if (object *tmp = present_arch_in_ob (at, op))
2671 {
2672 tmp->destroy ();
2673 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2674 }
2675
2676 at = archetype::find ("confusion");
2677 if (object *tmp = present_arch_in_ob (at, op))
2678 {
2679 tmp->destroy ();
2680 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2681 }
2682
2683 cure_disease (op, 0); /* remove any disease */
2684 op->stats.hp = op->stats.maxhp;
2685 if (op->stats.food <= 0)
2686 op->stats.food = 999;
2687
2688 /* create a bodypart-trophy to make the winner happy */
2689 if (object *tmp = arch_to_object (archetype::find ("finger")))
2690 {
2691 sprintf (buf, "%s's finger", &op->name);
2692 tmp->name = buf;
2693 sprintf (buf, " This finger has been cut off %s\n"
2694 " the %s, when he was defeated at\n level %d by %s.\n",
2695 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2696 tmp->msg = buf;
2697 tmp->value = 0, tmp->type = 0;
2698 tmp->materialname = "organics";
2699 tmp->insert_at (op, tmp);
2700 }
2701
2702 /* teleport defeated player to new destination */
2703 transfer_ob (op, x, y, 0, NULL);
2704 op->contr->braced = 0;
2705 return;
2706 }
2707
2708 INVOKE_PLAYER (DEATH, op->contr);
2709
2710 command_kill_pets (op, 0);
2711
2712 if (op->stats.food < 0)
2713 {
2714 sprintf (buf, "%s starved to death.", &op->name);
2715 strcpy (op->contr->killer, "starvation");
2716 }
2717 else
2718 sprintf (buf, "%s died.", &op->name);
2719
2720 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2721
2722 /* save the map location for corpse, gravestone */
2723 x = op->x;
2724 y = op->y;
2725 map = op->map;
2726
2727 /* NOT_PERMADEATH code. This basically brings the character back to
2728 * life if they are dead - it takes some exp and a random stat.
2729 * See the config.h file for a little more in depth detail about this.
2730 */
2731
2732 /* Basically two ways to go - remove a stat permanently, or just
2733 * make it depletion. This bunch of code deals with that aspect
2734 * of death.
2735 */
2736 #ifndef COZY_SERVER
2737 if (settings.balanced_stat_loss)
2738 {
2739 /* If stat loss is permanent, lose one stat only. */
2740 /* Lower level chars don't lose as many stats because they suffer
2741 more if they do. */
2742 /* Higher level characters can afford things such as potions of
2743 restoration, or better, stat potions. So we slug them that
2744 little bit harder. */
2745 /* GD */
2746 if (settings.stat_loss_on_death)
2747 num_stats_lose = 1;
2748 else
2749 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2750 }
2751 else
2752 num_stats_lose = 1;
2753
2754 lost_a_stat = 0;
2755
2756 for (z = 0; z < num_stats_lose; z++)
2757 {
2758 i = RANDOM () % NUM_STATS;
2759
2760 if (settings.stat_loss_on_death)
2761 {
2762 /* Pick a random stat and take a point off it. Tell the player
2763 * what he lost.
2764 */
2765 change_attr_value (&(op->stats), i, -1);
2766 check_stat_bounds (&(op->stats));
2767 change_attr_value (&(op->contr->orig_stats), i, -1);
2768 check_stat_bounds (&(op->contr->orig_stats));
2769 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2770 lost_a_stat = 1;
2771 }
2772 else
2773 {
2774 /* deplete a stat */
2775 archetype *deparch = archetype::find ("depletion");
2776 object *dep;
2777
2778 dep = present_arch_in_ob (deparch, op);
2779 if (!dep)
2780 {
2781 dep = arch_to_object (deparch);
2782 insert_ob_in_ob (dep, op);
2783 }
2784 lose_this_stat = 1;
2785 if (settings.balanced_stat_loss)
2786 {
2787 /* GD */
2788 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value (&(dep->stats), i);
2790 if (this_stat < 0)
2791 {
2792 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2793 int keep_chance = this_stat * this_stat;
2794
2795 /* Yes, I am paranoid. Sue me. */
2796 if (keep_chance < 1)
2797 keep_chance = 1;
2798
2799 /* There is a maximum depletion total per level. */
2800 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2801 {
2802 lose_this_stat = 0;
2803 /* Take loss chance vs keep chance to see if we
2804 retain the stat. */
2805 }
2806 else
2807 {
2808 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2809 lose_this_stat = 0;
2810 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2811 this_stat, keep_chance, loss_chance,
2812 lose_this_stat?"LOSE":"KEEP"); */
2813 }
2814 }
2815 }
2816
2817 if (lose_this_stat)
2818 {
2819 this_stat = get_attr_value (&(dep->stats), i);
2820 /* We could try to do something clever like find another
2821 * stat to reduce if this fails. But chances are, if
2822 * stats have been depleted to -50, all are pretty low
2823 * and should be roughly the same, so it shouldn't make a
2824 * difference.
2825 */
2826 if (this_stat >= -50)
2827 {
2828 change_attr_value (&(dep->stats), i, -1);
2829 SET_FLAG (dep, FLAG_APPLIED);
2830 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2831 op->update_stats ();
2832 lost_a_stat = 1;
2833 }
2834 }
2835 }
2836 }
2837 /* If no stat lost, tell the player. */
2838 if (!lost_a_stat)
2839 {
2840 /* determine_god() seems to not work sometimes... why is this?
2841 Should I be using something else? GD */
2842 const char *god = determine_god (op);
2843
2844 if (god && (strcmp (god, "none")))
2845 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2846 else
2847 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2848 }
2849 #else
2850 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2851 #endif
2852
2853 /* Put a gravestone up where the character 'almost' died. List the
2854 * exp loss on the stone.
2855 */
2856 tmp = arch_to_object (archetype::find ("gravestone"));
2857 sprintf (buf, "%s's gravestone", &op->name);
2858 tmp->name = buf;
2859 sprintf (buf, "%s's gravestones", &op->name);
2860 tmp->name_pl = buf;
2861 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);
2862 tmp->msg = buf;
2863 tmp->x = op->x, tmp->y = op->y;
2864 insert_ob_in_map (tmp, op->map, NULL, 0);
2865
2866 /**************************************/
2867 /* */
2868 /* Subtract the experience points, */
2869 /* if we died cause of food, give us */
2870 /* food, and reset HP's... */
2871 /* */
2872 /**************************************/
2873
2874 /* remove any poisoning and confusion the character may be suffering. */
2875 /* restore player */
2876 at = archetype::find ("poisoning");
2877 tmp = present_arch_in_ob (at, op);
2878
2879 if (tmp)
2880 {
2881 tmp->destroy ();
2882 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2883 }
2884
2885 at = archetype::find ("confusion");
2886 tmp = present_arch_in_ob (at, op);
2887 if (tmp)
2888 {
2889 tmp->destroy ();
2890 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2891 }
2892
2893 cure_disease (op, 0); /* remove any disease */
2894
2895 /*add_exp(op, (op->stats.exp * -0.20)); */
2896 apply_death_exp_penalty (op);
2897 if (op->stats.food < 100)
2898 op->stats.food = 900;
2899 op->stats.hp = op->stats.maxhp;
2900 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2901 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2902
2903 /*
2904 * Check to see if the player has any unpaid items. If so, remove them
2905 * and put them back in the map.
2906 */
2907 remove_unpaid_objects (op->inv, op);
2908
2909 /****************************************/
2910 /* */
2911 /* Move player to his current respawn- */
2912 /* position (usually last savebed) */
2913 /* */
2914 /****************************************/
2915
2916 enter_player_savebed (op);
2917
2918 op->contr->braced = 0;
2919
2920 /* it is possible that the player has blown something up
2921 * at his savebed location, and that can have long lasting
2922 * spell effects. So first see if there is a spell effect
2923 * on the space that might harm the player.
2924 */
2925 will_kill_again = 0;
2926 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2927 if (tmp->type == SPELL_EFFECT)
2928 will_kill_again |= tmp->attacktype;
2929
2930 if (will_kill_again)
2931 {
2932 object *force;
2933 int at;
2934
2935 force = get_archetype (FORCE_NAME);
2936 /* 50 ticks should be enough time for the spell to abate */
2937 force->speed = 0.1;
2938 force->speed_left = -5.0;
2939 SET_FLAG (force, FLAG_APPLIED);
2940 for (at = 0; at < NROFATTACKS; at++)
2941 if (will_kill_again & (1 << at))
2942 force->resist[at] = 100;
2943
2944 insert_ob_in_ob (force, op);
2945 op->update_stats ();
2946
2947 }
2948
2949 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2950 }
2951
2952 void
2953 loot_object (object *op)
2954 { /* Grab and destroy some treasure */
2955 object *tmp, *tmp2, *next;
2956
2957 op->close_container (); /* close open sack first */
2958
2959 for (tmp = op->inv; tmp; tmp = next)
2960 {
2961 next = tmp->below;
2962
2963 if (tmp->invisible)
2964 continue;
2965
2966 tmp->remove ();
2967 tmp->x = op->x, tmp->y = op->y;
2968
2969 if (tmp->type == CONTAINER)
2970 loot_object (tmp); /* empty container to ground */
2971
2972 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2973 {
2974 if (tmp->nrof > 1)
2975 {
2976 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2977 tmp2->destroy ();
2978 insert_ob_in_map (tmp, op->map, NULL, 0);
2979 }
2980 else
2981 tmp->destroy ();
2982 }
2983 else
2984 insert_ob_in_map (tmp, op->map, NULL, 0);
2985 }
2986 }
2987
2988 /*
2989 * fix_weight(): Check recursively the weight of all players, and fix
2990 * what needs to be fixed. Refresh windows and fix speed if anything
2991 * was changed.
2992 */
2993 void
2994 fix_weight (void)
2995 {
2996 for_all_players (pl)
2997 {
2998 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2999
3000 if (old == sum)
3001 continue;
3002 pl->ob->update_stats ();
3003 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3004 }
3005 }
3006
3007 void
3008 fix_luck (void)
3009 {
3010 for_all_players (pl)
3011 if (!pl->ob->contr->ns->state)
3012 pl->ob->change_luck (0);
3013 }
3014
3015 /* cast_dust() - handles op throwing objects of type 'DUST'.
3016 * This is much simpler in the new spell code - we basically
3017 * just treat this as any other spell casting object.
3018 */
3019 void
3020 cast_dust (object *op, object *throw_ob, int dir)
3021 {
3022 object *skop, *spob;
3023
3024 skop = find_skill_by_name (op, throw_ob->skill);
3025
3026 /* casting POTION 'dusts' is really a use_magic_item skill */
3027 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3028 {
3029 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3030 return;
3031 }
3032
3033 spob = throw_ob->inv;
3034
3035 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3036 // not pass NULL to cast_spell (which did indeed check itself, but
3037 // errors should be reported as early as possible IMHO)
3038 if (!spob)
3039 {
3040 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3041 return;
3042 }
3043
3044 if (op->type == PLAYER)
3045 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3046
3047 cast_spell (op, throw_ob, dir, spob, NULL);
3048
3049 throw_ob->destroy ();
3050 }
3051
3052 void
3053 make_visible (object *op)
3054 {
3055 op->hide = 0;
3056 op->invisible = 0;
3057 if (op->type == PLAYER)
3058 {
3059 op->contr->tmp_invis = 0;
3060 op->contr->invis_race = 0;
3061 }
3062
3063 update_object (op, UP_OBJ_CHANGE);
3064 }
3065
3066 int
3067 is_true_undead (object *op)
3068 {
3069 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3070 return 1;
3071
3072 return 0;
3073 }
3074
3075 /* look at the surrounding terrain to determine
3076 * the hideability of this object. Positive levels
3077 * indicate greater hideability.
3078 */
3079
3080 int
3081 hideability (object *ob)
3082 {
3083 int i, level = 0, mflag;
3084 sint16 x, y;
3085
3086 if (!ob || !ob->map)
3087 return 0;
3088
3089 /* so, on normal lighted maps, its hard to hide */
3090 level = ob->map->darkness - 2;
3091
3092 /* this also picks up whether the object is glowing.
3093 * If you carry a light on a non-dark map, its not
3094 * as bad as carrying a light on a pitch dark map */
3095 if (has_carried_lights (ob))
3096 level = -(10 + (2 * ob->map->darkness));
3097
3098 /* scan through all nearby squares for terrain to hide in */
3099 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3100 {
3101 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3102 if (mflag & P_OUT_OF_MAP)
3103 {
3104 continue;
3105 }
3106 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3107 level += 2;
3108 else /* open terrain! */
3109 level -= 1;
3110 }
3111
3112 #if 0
3113 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3114 #endif
3115 return level;
3116 }
3117
3118 /* For Hidden creatures - a chance of becoming 'unhidden'
3119 * every time they move - as we subtract off 'invisibility'
3120 * AND, for players, if they move into a ridiculously unhideable
3121 * spot (surrounded by clear terrain in broad daylight). -b.t.
3122 */
3123
3124 void
3125 do_hidden_move (object *op)
3126 {
3127 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3128 object *skop;
3129
3130 if (!op || !op->map)
3131 return;
3132
3133 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3134
3135 /* its *extremely* hard to run and sneak/hide at the same time! */
3136 if (op->type == PLAYER && op->contr->run_on)
3137 if (!skop || num >= skop->level)
3138 {
3139 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3140 make_visible (op);
3141 return;
3142 }
3143 else
3144 num += 20;
3145
3146 num += op->map->difficulty;
3147 hide = hideability (op); /* modify by terrain hidden level */
3148 num -= hide;
3149
3150 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3151 {
3152 make_visible (op);
3153 if (op->type == PLAYER)
3154 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3155 }
3156 else if (op->type == PLAYER && skop)
3157 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3158 }
3159
3160 /* determine if who is standing near a hostile creature. */
3161
3162 int
3163 stand_near_hostile (object *who)
3164 {
3165 object *tmp = NULL;
3166 int i, friendly = 0, player = 0, mflags;
3167 maptile *m;
3168 sint16 x, y;
3169
3170 if (!who)
3171 return 0;
3172
3173 if (who->type == PLAYER)
3174 player = 1;
3175
3176 else
3177 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3178
3179 /* search adjacent squares */
3180 for (i = 1; i < 9; i++)
3181 {
3182 x = who->x + freearr_x[i];
3183 y = who->y + freearr_y[i];
3184 m = who->map;
3185 mflags = get_map_flags (m, &m, x, y, &x, &y);
3186 /* space must be blocked if there is a monster. If not
3187 * blocked, don't need to check this space.
3188 */
3189 if (mflags & P_OUT_OF_MAP)
3190 continue;
3191 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3192 continue;
3193
3194 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3195 {
3196 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3197 return 1;
3198 else if (tmp->type == PLAYER)
3199 {
3200 /*don't let a hidden DM prevent you from hiding */
3201 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3202 return 1;
3203 }
3204 }
3205 }
3206 return 0;
3207 }
3208
3209 /* check the player los field for viewability of the
3210 * object op. This function works fine for monsters,
3211 * but we dont worry if the object isnt the top one in
3212 * a pile (say a coin under a table would return "viewable"
3213 * by this routine). Another question, should we be
3214 * concerned with the direction the player is looking
3215 * in? Realistically, most of use cant see stuff behind
3216 * our backs...on the other hand, does the "facing" direction
3217 * imply the way your head, or body is facing? Its possible
3218 * for them to differ. Sigh, this fctn could get a bit more complex.
3219 * -b.t.
3220 * This function is now map tiling safe.
3221 */
3222
3223 int
3224 player_can_view (object *pl, object *op)
3225 {
3226 rv_vector rv;
3227 int dx, dy;
3228
3229 if (pl->type != PLAYER)
3230 {
3231 LOG (llevError, "player_can_view() called for non-player object\n");
3232 return -1;
3233 }
3234
3235 if (!pl || !op)
3236 return 0;
3237
3238 op = op->head_ ();
3239
3240 get_rangevector (pl, op, &rv, 0x1);
3241
3242 /* starting with the 'head' part, lets loop
3243 * through the object and find if it has any
3244 * part that is in the los array but isnt on
3245 * a blocked los square.
3246 * we use the archetype to figure out offsets.
3247 */
3248 while (op)
3249 {
3250 dx = rv.distance_x + op->arch->clone.x;
3251 dy = rv.distance_y + op->arch->clone.y;
3252
3253 /* only the viewable area the player sees is updated by LOS
3254 * code, so we need to restrict ourselves to that range of values
3255 * for any meaningful values.
3256 */
3257 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3258 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3259 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3260 return 1;
3261 op = op->more;
3262 }
3263 return 0;
3264 }
3265
3266 /* routine for both players and monsters. We call this when
3267 * there is a possibility for our action distrubing our hiding
3268 * place or invisiblity spell. Artefact invisiblity is not
3269 * effected by this. If we arent invisible to begin with, we
3270 * return 0.
3271 */
3272 int
3273 action_makes_visible (object *op)
3274 {
3275
3276 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3277 {
3278 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3279 return 0;
3280
3281 if (op->contr && op->contr->tmp_invis == 0)
3282 return 0;
3283
3284 /* If monsters, they should become visible */
3285 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3286 {
3287 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3288 return 1;
3289 }
3290 }
3291 return 0;
3292 }
3293
3294 /* op_on_battleground - checks if the given object op (usually
3295 * a player) is standing on a valid battleground-tile,
3296 * function returns TRUE/FALSE. If true x, y returns the battleground
3297 * -exit-coord. (and if x, y not NULL)
3298 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3299 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3300 * Default is to do the same as before, so only people wanting to have different points need worry about this
3301 */
3302 int
3303 op_on_battleground (object *op, int *x, int *y)
3304 {
3305 object *tmp;
3306
3307 /* A battleground-tile needs the following attributes to be valid:
3308 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3309 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3310 * and the exit-coordinates sp/hp must both be > 0.
3311 * => The intention here is to prevent abuse of the battleground-
3312 * feature (like pickable or hidden battleground tiles). */
3313 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3314 {
3315 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3316 {
3317 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3318 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3319 {
3320 /*before we assign the exit, check if this is a teambattle */
3321 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3322 {
3323 object *invtmp;
3324
3325 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3326 {
3327 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3328 {
3329 if (x != NULL && y != NULL)
3330 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3331 return 1;
3332 }
3333 }
3334 }
3335 if (x != NULL && y != NULL)
3336 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3337 return 1;
3338 }
3339 }
3340 }
3341 /* If we got here, did not find a battleground */
3342 return 0;
3343 }
3344
3345 /*
3346 * When a dragon-player gains a new stage of evolution,
3347 * he gets some treasure
3348 *
3349 * attributes:
3350 * object *who the dragon player
3351 * int atnr the attack-number of the ability focus
3352 * int level ability level
3353 */
3354 void
3355 dragon_ability_gain (object *who, int atnr, int level)
3356 {
3357 treasurelist *trlist = NULL; /* treasurelist */
3358 treasure *tr; /* treasure */
3359 object *tmp, *skop; /* tmp. object */
3360 object *item; /* treasure object */
3361 char buf[MAX_BUF]; /* tmp. string buffer */
3362 int i = 0, j = 0;
3363
3364 /* get the appropriate treasurelist */
3365 if (atnr == ATNR_FIRE)
3366 trlist = treasurelist::find ("dragon_ability_fire");
3367 else if (atnr == ATNR_COLD)
3368 trlist = treasurelist::find ("dragon_ability_cold");
3369 else if (atnr == ATNR_ELECTRICITY)
3370 trlist = treasurelist::find ("dragon_ability_elec");
3371 else if (atnr == ATNR_POISON)
3372 trlist = treasurelist::find ("dragon_ability_poison");
3373
3374 if (trlist == NULL || who->type != PLAYER)
3375 return;
3376
3377 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3378
3379 if (!tr || !tr->item)
3380 {
3381 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3382 return;
3383 }
3384
3385 /* everything seems okay - now bring on the gift: */
3386 item = &(tr->item->clone);
3387
3388 if (item->type == SPELL)
3389 {
3390 if (check_spell_known (who, item->name))
3391 return;
3392
3393 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3394 do_learn_spell (who, item, 0);
3395 return;
3396 }
3397
3398 /* grant direct spell */
3399 if (item->type == SPELLBOOK)
3400 {
3401 if (!item->inv)
3402 {
3403 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3404 return;
3405 }
3406 if (check_spell_known (who, item->inv->name))
3407 return;
3408 if (item->invisible)
3409 {
3410 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3411 do_learn_spell (who, item->inv, 0);
3412 return;
3413 }
3414 }
3415 else if (item->type == SKILL_TOOL && item->invisible)
3416 {
3417 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3418 {
3419
3420 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3421 * in this way, if the player is missing any of the attacktypes, he gets
3422 * them. As it is now, if the player has any that match the granted skill,
3423 * but not all of them, he gets nothing.
3424 */
3425 if (!(skop->attacktype & item->attacktype))
3426 {
3427 /* Give new attacktype */
3428 skop->attacktype |= item->attacktype;
3429
3430 /* always add physical if there's none */
3431 skop->attacktype |= AT_PHYSICAL;
3432
3433 if (item->msg != NULL)
3434 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3435
3436 /* Give player new face */
3437 if (item->animation_id)
3438 {
3439 who->face = skop->face;
3440 who->animation_id = item->animation_id;
3441 who->anim_speed = item->anim_speed;
3442 who->last_anim = 0;
3443 who->state = 0;
3444 animate_object (who, who->direction);
3445 }
3446 }
3447 }
3448 }
3449 else if (item->type == FORCE)
3450 {
3451 /* forces in the treasurelist can alter the player's stats */
3452 object *skin;
3453
3454 /* first get the dragon skin force */
3455 shstr_cmp dragon_skin_force ("dragon_skin_force");
3456 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3457 ;
3458
3459 if (!skin)
3460 return;
3461
3462 /* adding new spellpath attunements */
3463 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3464 {
3465 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3466
3467 /* print message */
3468 sprintf (buf, "You feel attuned to ");
3469 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3470 {
3471 if (item->path_attuned & (1 << i))
3472 {
3473 if (j)
3474 strcat (buf, " and ");
3475 else
3476 j = 1;
3477 strcat (buf, spellpathnames[i]);
3478 }
3479 }
3480 strcat (buf, ".");
3481 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3482 }
3483
3484 /* evtl. adding flags: */
3485 if (QUERY_FLAG (item, FLAG_XRAYS))
3486 SET_FLAG (skin, FLAG_XRAYS);
3487 if (QUERY_FLAG (item, FLAG_STEALTH))
3488 SET_FLAG (skin, FLAG_STEALTH);
3489 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3490 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3491
3492 /* print message if there is one */
3493 if (item->msg != NULL)
3494 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3495 }
3496 else
3497 {
3498 /* generate misc. treasure */
3499 tmp = arch_to_object (tr->item);
3500 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3501 tmp = insert_ob_in_ob (tmp, who);
3502 if (who->type == PLAYER)
3503 esrv_send_item (who, tmp);
3504 }
3505 }
3506
3507 /**
3508 * Unready an object for a player. This function does nothing if the object was
3509 * not readied.
3510 */
3511 void
3512 player_unready_range_ob (player *pl, object *ob)
3513 {
3514 if (pl->ob->current_weapon == ob)
3515 pl->ob->current_weapon = 0;
3516
3517 if (pl->combat_ob == ob)
3518 pl->combat_ob = 0;
3519
3520 if (pl->ranged_ob == ob)
3521 pl->ranged_ob = 0;
3522 }
3523
3524 sint8
3525 player::visibility_at (maptile *map, int x, int y) const
3526 {
3527 if (!ns)
3528 return 0;
3529
3530 int dx, dy;
3531 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3532 return 0;
3533
3534 x += dx - ns->current_x + ns->mapx / 2;
3535 y += dy - ns->current_y + ns->mapy / 2;
3536
3537 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3538 return 0;
3539
3540 return 100 - blocked_los [x][y];
3541 }