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/cvs/deliantra/server/server/player.C
Revision: 1.141
Committed: Fri May 18 15:05:09 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.140: +2 -8 lines
Log Message:
- change weapon speed inside server to be the real speed value.
- send speed and weapon_sp as actions/second to the client.
  this breaks cfclient which divides speed/weapon_speed,
  but makes more sense.

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