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/cvs/deliantra/server/server/player.C
Revision: 1.151
Committed: Sat Jun 16 00:12:20 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.150: +2 -0 lines
Log Message:
add some debugging code, fix players not getting freed on logout

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors 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::activate ()
163 {
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173 }
174
175 void
176 player::deactivate ()
177 {
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195 }
196
197 // connect the player with a specific client
198 // also changes, rationalises, and fixes some incorrect settings
199 void
200 player::connect (client *ns)
201 {
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288 }
289
290 void
291 player::disconnect ()
292 {
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 observe = ob;
309
310 deactivate ();
311 }
312
313 // the need for this function can be explained
314 // by load_object not returning the object
315 void
316 player::set_object (object *op)
317 {
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325 }
326
327 void
328 player::set_observe (object *op)
329 {
330 observe = op ? op : ob;
331 do_los = 1;
332 }
333
334 player::player ()
335 {
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355 }
356
357 void
358 player::do_destroy ()
359 {
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369
370 ob = observe = 0;
371 }
372
373 player::~player ()
374 {
375 /* Clear item stack */
376 free (stack_items);
377 }
378
379 /* Tries to add player on the connection passed in ns.
380 * All we can really get in this is some settings like host and display
381 * mode.
382 */
383 player *
384 player::create ()
385 {
386 player *pl = new player;
387
388 pl->set_object (arch_to_object (get_player_archetype (0)));
389
390 pl->ob->roll_stats ();
391 pl->ob->stats.wc = 2;
392 pl->ob->run_away = 25; /* Then we panick... */
393
394 set_first_map (pl->ob);
395
396 return pl;
397 }
398
399 /*
400 * get_player_archetype() return next player archetype from archetype
401 * list. Not very efficient routine, but used only creating new players.
402 * Note: there MUST be at least one player archetype!
403 */
404 archetype *
405 get_player_archetype (archetype *at)
406 {
407 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
408
409 for (;;)
410 {
411 if (++i == archetypes.end ())
412 i = archetypes.begin ();
413 else if (*i == at)
414 cleanup ("not a single player archetype found");
415
416 if ((*i)->type == PLAYER)
417 return *i;
418 }
419 }
420
421 object *
422 get_nearest_player (object *mon)
423 {
424 object *op = NULL;
425 objectlink *ol;
426 unsigned lastdist;
427 rv_vector rv;
428
429 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
430 {
431 /* We should not find free objects on this friendly list, but it
432 * does periodically happen. Given that, lets deal with it.
433 * While unlikely, it is possible the next object on the friendly
434 * list is also free, so encapsulate this in a while loop.
435 */
436 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
437 {
438 object *tmp = ol->ob;
439
440 /* Can't do much more other than log the fact, because the object
441 * itself will have been cleared.
442 */
443 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
444 tmp->debug_desc ());
445 ol = ol->next;
446 remove_friendly_object (tmp);
447 if (!ol)
448 return op;
449 }
450
451 /* Remove special check for player from this. First, it looks to cause
452 * some crashes (ol->ob->contr not set properly?), but secondly, a more
453 * complicated method of state checking would be needed in any case -
454 * as it was, a clever player could type quit, and the function would
455 * skip them over while waiting for confirmation. Remove
456 * on_same_map check, as can_detect_enemy also does this
457 */
458 if (!can_detect_enemy (mon, ol->ob, &rv))
459 continue;
460
461 if (lastdist > rv.distance)
462 {
463 op = ol->ob;
464 lastdist = rv.distance;
465 }
466 }
467
468 for_all_players (pl)
469 if (can_detect_enemy (mon, pl->ob, &rv))
470 if (lastdist > rv.distance)
471 {
472 op = pl->ob;
473 lastdist = rv.distance;
474 }
475
476 #if 0
477 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
478 #endif
479 return op;
480 }
481
482 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
483 * result in a monster paths backtracking. It basically determines how large a
484 * detour a monster will take from the direction path when looking
485 * for a path to the player. The values are in the amount of direction
486 * the deviation is
487 */
488 #define DETOUR_AMOUNT 2
489
490 /* This is used to prevent infinite loops. Consider a case where the
491 * player is in a chamber (with gate closed), and monsters are outside.
492 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
493 * find a path into the chamber. This is a good thing, but since there
494 * is no real path, it will just keep circling the chamber for
495 * ever (this could be a nice effect for monsters, but not for the function
496 * to get stuck in. I think for the monsters, if max is reached and
497 * we return the first direction the creature could move would result in the
498 * circling behaviour. Unfortunately, this function is also used to determined
499 * if the creature should cast a spell, so returning a direction in that case
500 * is probably not a good thing.
501 */
502 #define MAX_SPACES 50
503
504 /*
505 * Returns the direction to the player, if valid. Returns 0 otherwise.
506 * modified to verify there is a path to the player. Does this by stepping towards
507 * player and if path is blocked then see if blockage is close enough to player that
508 * direction to player is changed (ie zig or zag). Continue zig zag until either
509 * reach player or path is blocked. Thus, will only return true if there is a free
510 * path to player. Though path may not be a straight line. Note that it will find
511 * player hiding along a corridor at right angles to the corridor with the monster.
512 *
513 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
514 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
515 * down corriders.
516 * 2) I think the old code was broken if the first direction the monster
517 * should move was blocked - the code would store the first direction without
518 * verifying that the player can actually move in that direction. The new
519 * code does not store anything in firstdir until we have verified that the
520 * monster can in fact move one space in that direction.
521 * 3) I'm not sure how good this code will be for moving multipart monsters,
522 * since only simple checks to blocked are being called, which could mean the monster
523 * is blocking itself.
524 */
525 int
526 path_to_player (object *mon, object *pl, unsigned mindiff)
527 {
528 rv_vector rv;
529 sint16 x, y;
530 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
531 maptile *m, *lastmap;
532
533 get_rangevector (mon, pl, &rv, 0);
534
535 if (rv.distance < mindiff)
536 return 0;
537
538 x = mon->x;
539 y = mon->y;
540 m = mon->map;
541 dir = rv.direction;
542 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
543 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
544
545 /* If we can't solve it within the search distance, return now. */
546 if (diff > max)
547 return 0;
548
549 while (diff > 1 && max > 0)
550 {
551 lastx = x;
552 lasty = y;
553 lastmap = m;
554 x = lastx + freearr_x[dir];
555 y = lasty + freearr_y[dir];
556
557 mflags = get_map_flags (m, &m, x, y, &x, &y);
558 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
559
560 /* Space is blocked - try changing direction a little */
561 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
562 && (m == mon->map && blocked_link (mon, m, x, y))))
563 {
564 /* recalculate direction from last good location. Possible
565 * we were not traversing ideal location before.
566 */
567 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
568 if (rv.direction != dir)
569 {
570 /* OK - says direction should be different - lets reset the
571 * the values so it will try again.
572 */
573 x = lastx;
574 y = lasty;
575 m = lastmap;
576 dir = firstdir = rv.direction;
577 }
578 else
579 {
580 /* direct path is blocked - try taking a side step to
581 * either the left or right.
582 * Note increase the values in the loop below to be
583 * more than -1/1 respectively will mean the monster takes
584 * bigger detour. Have to be careful about these values getting
585 * too big (3 or maybe 4 or higher) as the monster may just try
586 * stepping back and forth
587 */
588 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
589 {
590 if (i == 0)
591 continue; /* already did this, so skip it */
592 /* Use lastdir here - otherwise,
593 * since the direction that the creature should move in
594 * may change, you could get infinite loops.
595 * ie, player is northwest, but monster can only
596 * move west, so it does that. It goes some distance,
597 * gets blocked, finds that it should move north,
598 * can't do that, but now finds it can move east, and
599 * gets back to its original point. lastdir contains
600 * the last direction the creature has successfully
601 * moved.
602 */
603
604 x = lastx + freearr_x[absdir (lastdir + i)];
605 y = lasty + freearr_y[absdir (lastdir + i)];
606 m = lastmap;
607 mflags = get_map_flags (m, &m, x, y, &x, &y);
608 if (mflags & P_OUT_OF_MAP)
609 continue;
610 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
611 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
612 continue;
613 if (mflags & P_BLOCKSVIEW)
614 continue;
615
616 if (m == mon->map && blocked_link (mon, m, x, y))
617 break;
618 }
619 /* go through entire loop without finding a valid
620 * sidestep to take - thus, no valid path.
621 */
622 if (i == (DETOUR_AMOUNT + 1))
623 return 0;
624 diff--;
625 lastdir = dir;
626 max--;
627 if (!firstdir)
628 firstdir = dir + i;
629 } /* else check alternate directions */
630 } /* if blocked */
631 else
632 {
633 /* we moved towards creature, so diff is less */
634 diff--;
635 max--;
636 lastdir = dir;
637 if (!firstdir)
638 firstdir = dir;
639 }
640
641 if (diff <= 1)
642 {
643 /* Recalculate diff (distance) because we may not have actually
644 * headed toward player for entire distance.
645 */
646 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
647 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
648 }
649
650 if (diff > max)
651 return 0;
652 }
653
654 /* If we reached the max, didn't find a direction in time */
655 if (!max)
656 return 0;
657
658 return firstdir;
659 }
660
661 void
662 give_initial_items (object *pl, treasurelist * items)
663 {
664 object *op, *next = NULL;
665
666 if (pl->randomitems != NULL)
667 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
668
669 for (op = pl->inv; op; op = next)
670 {
671 next = op->below;
672
673 /* Forces get applied per default, unless they have the
674 * flag "neutral" set. Sorry but I can't think of a better way
675 */
676 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
677 SET_FLAG (op, FLAG_APPLIED);
678
679 /* we never give weapons/armour if these cannot be used
680 * by this player due to race restrictions
681 */
682 if (pl->type == PLAYER)
683 {
684 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
685 (op->type == ARMOUR || op->type == BOOTS ||
686 op->type == CLOAK || op->type == HELMET ||
687 op->type == SHIELD || op->type == GLOVES ||
688 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
689 {
690 op->destroy ();
691 continue;
692 }
693 }
694
695 /* This really needs to be better - we should really give
696 * a substitute spellbook. The problem is that we don't really
697 * have a good idea what to replace it with (need something like
698 * a first level treasurelist for each skill.)
699 * remove duplicate skills also
700 */
701 if (op->type == SPELLBOOK || op->type == SKILL)
702 {
703 object *tmp;
704
705 for (tmp = op->below; tmp; tmp = tmp->below)
706 if (tmp->type == op->type && tmp->name == op->name)
707 break;
708
709 if (tmp)
710 {
711 op->destroy ();
712 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
713 continue;
714 }
715
716 if (op->nrof > 1)
717 op->nrof = 1;
718 }
719
720 if (op->type == SPELLBOOK && op->inv)
721 {
722 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
723 }
724
725 /* Give starting characters identified, uncursed, and undamned
726 * items. Just don't identify gold or silver, or it won't be
727 * merged properly.
728 */
729 if (need_identify (op))
730 {
731 SET_FLAG (op, FLAG_IDENTIFIED);
732 CLEAR_FLAG (op, FLAG_CURSED);
733 CLEAR_FLAG (op, FLAG_DAMNED);
734 }
735 if (op->type == SPELL)
736 {
737 op->destroy ();
738 continue;
739 }
740 else if (op->type == SKILL)
741 {
742 SET_FLAG (op, FLAG_CAN_USE_SKILL);
743 op->stats.exp = 0;
744 op->level = 1;
745 }
746 /* lock all 'normal items by default */
747 else
748 SET_FLAG (op, FLAG_INV_LOCKED);
749 } /* for loop of objects in player inv */
750
751 /* Need to set up the skill pointers */
752 link_player_skills (pl);
753 }
754
755 void
756 get_party_password (object *op, partylist *party)
757 {
758 if (party == NULL)
759 {
760 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
761 return;
762 }
763
764 op->contr->write_buf[0] = '\0';
765 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
766 op->contr->party_to_join = party;
767 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
768 }
769
770 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
771 static int
772 roll_stat (void)
773 {
774 int a[4], i, j, k;
775
776 for (i = 0; i < 4; i++)
777 a[i] = (int) rndm (6) + 1;
778
779 for (i = 0, j = 0, k = 7; i < 4; i++)
780 if (a[i] < k)
781 k = a[i], j = i;
782
783 for (i = 0, k = 0; i < 4; i++)
784 if (i != j)
785 k += a[i];
786
787 return k;
788 }
789
790 void
791 object::roll_stats ()
792 {
793 int statsort [NUM_STATS];
794
795 for (;;)
796 {
797 int sum = 0;
798 for (int i = NUM_STATS; i--; )
799 sum += statsort [i] = roll_stat ();
800
801 if (sum >= 82 && sum <= 116)
802 break;
803 }
804
805 // Sort the stats so that rerolling is easier...
806 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
807
808 for (int i = 0; i < NUM_STATS; ++i)
809 stats.stat (i) = statsort [i];
810
811 stats.exp = 0;
812 stats.ac = 0;
813
814 stats.hp = stats.maxhp;
815 stats.sp = stats.maxsp;
816 stats.grace = stats.maxgrace;
817
818 if (contr)
819 {
820 contr->levhp[1] = 9;
821 contr->levsp[1] = 6;
822 contr->levgrace[1] = 3;
823
824 contr->orig_stats = stats;
825 }
826 }
827
828 void
829 object::swap_stats (int a, int b)
830 {
831 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
832
833 for (int i = 0; i < NUM_STATS; ++i)
834 stats.stat (i) = contr->orig_stats.stat (i);
835
836 //TODO: the following code looks so borked and should, at the very least,
837 // be merged with the similar code in roll_stats
838 stats.ac = 0;
839
840 level = 1;
841 stats.exp = 0;
842 stats.ac = 0;
843
844 stats.hp = stats.maxhp;
845 stats.sp = stats.maxsp;
846 stats.grace = stats.maxgrace;
847
848 if (contr)
849 {
850 contr->levhp[1] = 9;
851 contr->levsp[1] = 6;
852 contr->levgrace[1] = 3;
853
854 contr->orig_stats = stats;
855 }
856 }
857
858 static void
859 start_info (object *op)
860 {
861 char buf[MAX_BUF];
862
863 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
864 new_draw_info (NDI_UNIQUE, 0, op, buf);
865 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
866 //new_draw_info (NDI_UNIQUE, 0, op, " ");
867 }
868
869 /* This function takes the key that is passed, and does the
870 * appropriate action with it (change race, or other things).
871 * The function name is for historical reasons - now we have
872 * separate race and class; this actually changes the RACE,
873 * not the class.
874 */
875 void
876 player::chargen_race_done ()
877 {
878 /* this must before then initial items are given */
879 esrv_new_player (ob->contr, ob->weight + ob->carrying);
880
881 treasurelist *tl = treasurelist::find ("starting_wealth");
882 if (tl)
883 create_treasure (tl, ob, 0, 0, 0);
884
885 INVOKE_PLAYER (BIRTH, ob->contr);
886 INVOKE_PLAYER (LOGIN, ob->contr);
887
888 ob->contr->ns->state = ST_PLAYING;
889
890 if (ob->msg)
891 ob->msg = 0;
892
893 /* We create this now because some of the unique maps will need it
894 * to save here.
895 */
896 {
897 char buf[MAX_BUF];
898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
899 make_path_to_file (buf);
900 }
901
902 start_info (ob);
903 CLEAR_FLAG (ob, FLAG_WIZ);
904 give_initial_items (ob, ob->randomitems);
905 link_player_skills (ob);
906 esrv_send_inventory (ob, ob);
907 ob->update_stats ();
908
909 /* This moves the player to a different start map, if there
910 * is one for this race
911 */
912 if (*first_map_ext_path)
913 {
914 object *tmp;
915 char mapname[MAX_BUF];
916
917 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
918 tmp = object::create ();
919 EXIT_PATH (tmp) = mapname;
920 EXIT_X (tmp) = ob->x;
921 EXIT_Y (tmp) = ob->y;
922 ob->enter_exit (tmp); /* we don't really care if it succeeded;
923 * if the map isn't there, then stay on the
924 * default initial map */
925 tmp->destroy ();
926 }
927 else
928 LOG (llevDebug, "first_map_ext_path not set\n");
929 }
930
931 void
932 player::chargen_race_next ()
933 {
934 /* Following actually changes the race - this is the default command
935 * if we don't match with one of the options above.
936 */
937
938 do
939 {
940 shstr name = ob->name;
941 int x = ob->x, y = ob->y;
942
943 ob->remove_statbonus ();
944 ob->remove ();
945 ob->arch = get_player_archetype (ob->arch);
946 ob->arch->copy_to (ob);
947 ob->instantiate ();
948 ob->stats = ob->contr->orig_stats;
949 ob->name = ob->name_pl = name;
950 ob->x = x;
951 ob->y = y;
952 SET_ANIMATION (ob, 2); /* So player faces south */
953 insert_ob_in_map (ob, ob->map, ob, 0);
954 assign (ob->contr->title, ob->arch->object::name);
955 ob->add_statbonus ();
956 }
957 while (!allowed_class (ob));
958
959 update_object (ob, UP_OBJ_FACE);
960 esrv_update_item (UPD_FACE, ob, ob);
961 ob->update_stats ();
962 ob->stats.hp = ob->stats.maxhp;
963 ob->stats.sp = ob->stats.maxsp;
964 ob->stats.grace = 0;
965 }
966
967 void
968 flee_player (object *op)
969 {
970 int dir, diff;
971 rv_vector rv;
972
973 if (op->stats.hp < 0)
974 {
975 LOG (llevDebug, "Fleeing player is dead.\n");
976 CLEAR_FLAG (op, FLAG_SCARED);
977 return;
978 }
979
980 if (op->enemy == NULL)
981 {
982 LOG (llevDebug, "Fleeing player had no enemy.\n");
983 CLEAR_FLAG (op, FLAG_SCARED);
984 return;
985 }
986
987 /* Seen some crashes here. Since we don't store an
988 * op->enemy_count, it is possible that something destroys the
989 * actual enemy, and the object is recycled.
990 */
991 if (op->enemy->map == NULL)
992 {
993 CLEAR_FLAG (op, FLAG_SCARED);
994 op->enemy = NULL;
995 return;
996 }
997
998 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
999 {
1000 op->enemy = NULL;
1001 CLEAR_FLAG (op, FLAG_SCARED);
1002 return;
1003 }
1004
1005 get_rangevector (op, op->enemy, &rv, 0);
1006
1007 dir = absdir (4 + rv.direction);
1008 for (diff = 0; diff < 3; diff++)
1009 {
1010 int m = 1 - (RANDOM () & 2);
1011
1012 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1013 return;
1014 }
1015
1016 /* Cornered, get rid of scared */
1017 CLEAR_FLAG (op, FLAG_SCARED);
1018 op->enemy = NULL;
1019 }
1020
1021 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1022 * It returns 1 if the player should keep on moving, 0 if he should
1023 * stop.
1024 */
1025 int
1026 check_pick (object *op)
1027 {
1028 object *tmp, *next;
1029 int stop = 0;
1030 int wvratio;
1031 char putstring[128];
1032
1033 /* if you're flying, you cna't pick up anything */
1034 if (op->move_type & MOVE_FLYING)
1035 return 1;
1036
1037 next = op->below;
1038
1039 /* loop while there are items on the floor that are not marked as
1040 * destroyed */
1041 while (next && !next->destroyed ())
1042 {
1043 tmp = next;
1044 next = tmp->below;
1045
1046 if (op->destroyed ())
1047 return 0;
1048
1049 if (!can_pick (op, tmp))
1050 continue;
1051
1052 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1053 {
1054 if (item_matched_string (op, tmp, op->contr->search_str))
1055 pick_up (op, tmp);
1056 continue;
1057 }
1058
1059 /* high not bit set? We're using the old autopickup model */
1060 if (!(op->contr->mode & PU_NEWMODE))
1061 {
1062 switch (op->contr->mode)
1063 {
1064 case 0:
1065 return 1; /* don't pick up */
1066 case 1:
1067 pick_up (op, tmp);
1068 return 1;
1069 case 2:
1070 pick_up (op, tmp);
1071 return 0;
1072 case 3:
1073 return 0; /* stop before pickup */
1074 case 4:
1075 pick_up (op, tmp);
1076 break;
1077 case 5:
1078 pick_up (op, tmp);
1079 stop = 1;
1080 break;
1081 case 6:
1082 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1083 pick_up (op, tmp);
1084 break;
1085
1086 case 7:
1087 if (tmp->type == MONEY || tmp->type == GEM)
1088 pick_up (op, tmp);
1089 break;
1090
1091 default:
1092 /* use value density */
1093 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1094 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1095 pick_up (op, tmp);
1096 }
1097 }
1098 else
1099 { /* old model */
1100 /* NEW pickup handling */
1101 if (op->contr->mode & PU_DEBUG)
1102 {
1103 /* some debugging code to figure out item information */
1104 if (tmp->name != NULL)
1105 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1106 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1107 else
1108 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1109 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1110
1111 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1112 }
1113
1114 /* philosophy:
1115 * It's easy to grab an item type from a pile, as long as it's
1116 * generic. This takes no game-time. For more detailed pickups
1117 * and selections, select-items should be used. This is a
1118 * grab-as-you-run type mode that's really useful for arrows for
1119 * example.
1120 * The drawback: right now it has no frontend, so you need to
1121 * stick the bits you want into a calculator in hex mode and then
1122 * convert to decimal and then 'pickup <#>
1123 */
1124
1125 /* the first two modes are exclusive: if NOTHING we return, if
1126 * STOP then we stop. All the rest are applied sequentially,
1127 * meaning if any test passes, the item gets picked up. */
1128
1129 /* if mode is set to pick nothing up, return */
1130
1131 if (op->contr->mode & PU_NOTHING)
1132 return 1;
1133
1134 /* if mode is set to stop when encountering objects, return */
1135 /* take STOP before INHIBIT since it doesn't actually pick
1136 * anything up */
1137
1138 if (op->contr->mode & PU_STOP)
1139 return 0;
1140
1141 /* useful for going into stores and not losing your settings... */
1142 /* and for battles wher you don't want to get loaded down while
1143 * fighting */
1144 if (op->contr->mode & PU_INHIBIT)
1145 return 1;
1146
1147 /* prevent us from turning into auto-thieves :) */
1148 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1149 continue;
1150
1151 /* ignore known cursed objects */
1152 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1153 continue;
1154
1155 /* all food and drink if desired */
1156 /* question: don't pick up known-poisonous stuff? */
1157 if (op->contr->mode & PU_FOOD)
1158 if (tmp->type == FOOD)
1159 {
1160 pick_up (op, tmp);
1161 continue;
1162 }
1163
1164 if (op->contr->mode & PU_DRINK)
1165 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1166 {
1167 pick_up (op, tmp);
1168 continue;
1169 }
1170
1171 if (op->contr->mode & PU_POTION)
1172 if (tmp->type == POTION)
1173 {
1174 pick_up (op, tmp);
1175 continue;
1176 }
1177
1178 /* spellbooks, skillscrolls and normal books/scrolls */
1179 if (op->contr->mode & PU_SPELLBOOK)
1180 if (tmp->type == SPELLBOOK)
1181 {
1182 pick_up (op, tmp);
1183 continue;
1184 }
1185
1186 if (op->contr->mode & PU_SKILLSCROLL)
1187 if (tmp->type == SKILLSCROLL)
1188 {
1189 pick_up (op, tmp);
1190 continue;
1191 }
1192
1193 if (op->contr->mode & PU_READABLES)
1194 if (tmp->type == BOOK || tmp->type == SCROLL)
1195 {
1196 pick_up (op, tmp);
1197 continue;
1198 }
1199
1200 /* wands/staves/rods/horns */
1201 if (op->contr->mode & PU_MAGIC_DEVICE)
1202 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1203 {
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 /* pick up all magical items */
1209 if (op->contr->mode & PU_MAGICAL)
1210 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1211 {
1212 pick_up (op, tmp);
1213 continue;
1214 }
1215
1216 if (op->contr->mode & PU_VALUABLES)
1217 {
1218 if (tmp->type == MONEY || tmp->type == GEM)
1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223 }
1224
1225 /* rings & amulets - talismans seems to be typed AMULET */
1226 if (op->contr->mode & PU_JEWELS)
1227 if (tmp->type == RING || tmp->type == AMULET)
1228 {
1229 pick_up (op, tmp);
1230 continue;
1231 }
1232
1233 /* we don't forget dragon food */
1234 if (op->contr->mode & PU_FLESH)
1235 if (tmp->type == FLESH)
1236 {
1237 pick_up (op, tmp);
1238 continue;
1239 }
1240
1241 /* bows and arrows. Bows are good for selling! */
1242 if (op->contr->mode & PU_BOW)
1243 if (tmp->type == BOW)
1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1249 if (op->contr->mode & PU_ARROW)
1250 if (tmp->type == ARROW)
1251 {
1252 pick_up (op, tmp);
1253 continue;
1254 }
1255
1256 /* all kinds of armor etc. */
1257 if (op->contr->mode & PU_ARMOUR)
1258 if (tmp->type == ARMOUR)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 if (op->contr->mode & PU_HELMET)
1265 if (tmp->type == HELMET)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 if (op->contr->mode & PU_SHIELD)
1272 if (tmp->type == SHIELD)
1273 {
1274 pick_up (op, tmp);
1275 continue;
1276 }
1277
1278 if (op->contr->mode & PU_BOOTS)
1279 if (tmp->type == BOOTS)
1280 {
1281 pick_up (op, tmp);
1282 continue;
1283 }
1284
1285 if (op->contr->mode & PU_GLOVES)
1286 if (tmp->type == GLOVES)
1287 {
1288 pick_up (op, tmp);
1289 continue;
1290 }
1291
1292 if (op->contr->mode & PU_CLOAK)
1293 if (tmp->type == CLOAK)
1294 {
1295 pick_up (op, tmp);
1296 continue;
1297 }
1298
1299 /* hoping to catch throwing daggers here */
1300 if (op->contr->mode & PU_MISSILEWEAPON)
1301 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 /* careful: chairs and tables are weapons! */
1308 if (op->contr->mode & PU_ALLWEAPON)
1309 {
1310 if (tmp->type == WEAPON && tmp->name != NULL)
1311 {
1312 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1313 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1314 {
1315 pick_up (op, tmp);
1316 continue;
1317 }
1318 }
1319
1320 if (tmp->type == WEAPON && tmp->name == NULL)
1321 {
1322 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1323 {
1324 pick_up (op, tmp);
1325 continue;
1326 }
1327 }
1328 }
1329
1330 /* misc stuff that's useful */
1331 if (op->contr->mode & PU_KEY)
1332 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1338 /* any of the last 4 bits set means we use the ratio for value
1339 * pickups */
1340 if (op->contr->mode & PU_RATIO)
1341 {
1342 /* use value density to decide what else to grab */
1343 /* >=7 was >= op->contr->mode */
1344 /* >=7 is the old standard setting. Now we take the last 4 bits
1345 * and multiply them by 5, giving 0..15*5== 5..75 */
1346 wvratio = (op->contr->mode & PU_RATIO) * 5;
1347 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1348 {
1349 pick_up (op, tmp);
1350 #if 0
1351 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1352 if (tmp->name != NULL)
1353 {
1354 fprintf (stderr, "%s", tmp->name);
1355 }
1356 else
1357 fprintf (stderr, "%s", tmp->arch->archname);
1358 fprintf (stderr, ",%d] = ", tmp->type);
1359 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1360 #endif
1361 continue;
1362 }
1363 }
1364 } /* the new pickup model */
1365 }
1366
1367 return !stop;
1368 }
1369
1370 /*
1371 * Find an arrow in the inventory and after that
1372 * in the right type container (quiver). Pointer to the
1373 * found object is returned.
1374 */
1375 object *
1376 find_arrow (object *op, const char *type)
1377 {
1378 object *tmp = 0;
1379
1380 for (op = op->inv; op; op = op->below)
1381 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1382 tmp = find_arrow (op, type);
1383 else if (op->type == ARROW && op->race == type)
1384 return op;
1385
1386 return tmp;
1387 }
1388
1389 /*
1390 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1391 * against the target. A full test is not performed, simply a basic test
1392 * of resistances. The archer is making a quick guess at what he sees down
1393 * the hall. Failing that it does it's best to pick the highest plus arrow.
1394 */
1395 object *
1396 find_better_arrow (object *op, object *target, const char *type, int *better)
1397 {
1398 object *tmp = NULL, *arrow, *ntmp;
1399 int attacknum, attacktype, betterby = 0, i;
1400
1401 if (!type)
1402 return NULL;
1403
1404 for (arrow = op->inv; arrow; arrow = arrow->below)
1405 {
1406 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1407 {
1408 i = 0;
1409 ntmp = find_better_arrow (arrow, target, type, &i);
1410 if (i > betterby)
1411 {
1412 tmp = ntmp;
1413 betterby = i;
1414 }
1415 }
1416 else if (arrow->type == ARROW && arrow->race == type)
1417 {
1418 /* allways prefer assasination/slaying */
1419 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1420 {
1421 if (arrow->attacktype & AT_DEATH)
1422 {
1423 *better = 100;
1424 return arrow;
1425 }
1426 else
1427 {
1428 tmp = arrow;
1429 betterby = (arrow->magic + arrow->stats.dam) * 2;
1430 }
1431 }
1432 else
1433 {
1434 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1435 {
1436 attacktype = 1 << attacknum;
1437 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1438 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1439 {
1440 tmp = arrow;
1441 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1442 }
1443 }
1444 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1445 {
1446 tmp = arrow;
1447 betterby = 2 + arrow->magic + arrow->stats.dam;
1448 }
1449 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1450 {
1451 tmp = arrow;
1452 betterby = 1 + arrow->magic + arrow->stats.dam;
1453 }
1454 }
1455 }
1456 }
1457 if (tmp == NULL && arrow == NULL)
1458 return find_arrow (op, type);
1459
1460 *better = betterby;
1461 return tmp;
1462 }
1463
1464 /* looks in a given direction, finds the first valid target, and calls
1465 * find_better_arrow to find a decent arrow to use.
1466 * op = the shooter
1467 * type = bow->race
1468 * dir = fire direction
1469 */
1470 object *
1471 pick_arrow_target (object *op, const char *type, int dir)
1472 {
1473 object *tmp = NULL;
1474 maptile *m;
1475 int i, mflags, found, number;
1476 sint16 x, y;
1477
1478 if (op->map == NULL)
1479 return find_arrow (op, type);
1480
1481 /* do a dex check */
1482 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1483 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1484 return find_arrow (op, type);
1485
1486 m = op->map;
1487 x = op->x;
1488 y = op->y;
1489
1490 /* find the first target */
1491 for (i = 0, found = 0; i < 20; i++)
1492 {
1493 x += freearr_x[dir];
1494 y += freearr_y[dir];
1495 mflags = get_map_flags (m, &m, x, y, &x, &y);
1496 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1497 {
1498 tmp = NULL;
1499 break;
1500 }
1501 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1502 {
1503 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1504 * perhaps a bad assumption.
1505 */
1506 tmp = NULL;
1507 break;
1508 }
1509 if (mflags & P_IS_ALIVE)
1510 {
1511 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1512 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1513 {
1514 found++;
1515 break;
1516 }
1517 if (found)
1518 break;
1519 }
1520 }
1521 if (tmp == NULL)
1522 return find_arrow (op, type);
1523
1524 if (tmp->head)
1525 tmp = tmp->head;
1526
1527 return find_better_arrow (op, tmp, type, &i);
1528 }
1529
1530 /*
1531 * Creature fires a bow - op can be monster or player. Returns
1532 * 1 if bow was actually fired, 0 otherwise.
1533 * op is the object firing the bow.
1534 * part is for multipart creatures - the part firing the bow.
1535 * dir is the direction of fire.
1536 * wc_mod is any special modifier to give (used in special player fire modes)
1537 * sx, sy are coordinates to fire arrow from - also used in some of the special
1538 * player fire modes.
1539 */
1540 int
1541 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542 {
1543 object *left, *bow;
1544 int mflags;
1545 maptile *m;
1546
1547 if (!dir)
1548 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0;
1551 }
1552
1553 if (op->contr)
1554 bow = op->current_weapon;
1555 else
1556 {
1557 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons.
1560 */
1561 if (bow->type == BOW)
1562 break;
1563
1564 if (!bow)
1565 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0;
1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1577 }
1578
1579 if (!bow->race || !bow->skill)
1580 {
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1582 return 0;
1583 }
1584
1585 if (arrow == NULL)
1586 {
1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1588 {
1589 if (op->type == PLAYER)
1590 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1591 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1592 else
1593 CLEAR_FLAG (op, FLAG_READY_BOW);
1594
1595 return 0;
1596 }
1597 }
1598
1599 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1600 if (mflags & P_OUT_OF_MAP)
1601 return 0;
1602
1603 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1604 {
1605 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1606 return 0;
1607 }
1608
1609 /* this should not happen, but sometimes does */
1610 if (arrow->nrof == 0)
1611 {
1612 arrow->destroy ();
1613 return 0;
1614 }
1615
1616 left = arrow; /* these are arrows left to the player */
1617 arrow = get_split_ob (arrow, 1);
1618 if (!arrow)
1619 {
1620 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1621 return 0;
1622 }
1623
1624 arrow->set_owner (op);
1625 arrow->skill = bow->skill;
1626 arrow->direction = dir;
1627
1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1629 arrow->stats.hp = arrow->stats.dam;
1630 arrow->stats.grace = arrow->attacktype;
1631
1632 if (arrow->slaying)
1633 arrow->spellarg = strdup (arrow->slaying);
1634
1635 #if 0
1636 if (player *pl = op->contr)
1637 {
1638 float speed = pl->weapon_sp;
1639
1640 /* penalize ROF for bestarrow */
1641 if (pl->bowtype == bow_bestarrow)
1642 speed *= .9f;
1643 else
1644 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1645
1646 op->speed_left += speed - op->speed;
1647 }
1648 #endif
1649
1650 SET_ANIMATION (arrow, arrow->direction);
1651
1652 /* update the speed */
1653 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1654 + bow->stats.dam / 7.f;
1655
1656 arrow->set_speed (max (arrow->speed, 2.f));
1657 arrow->speed_left = 0;
1658
1659 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1660
1661 if (op->type == PLAYER)
1662 {
1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1664 wc -= dex_bonus[op->stats.Dex];
1665
1666 if (!arrow->slaying)
1667 arrow->slaying = op->slaying;
1668
1669 arrow->attacktype |= op->attacktype;
1670 }
1671 else
1672 {
1673 arrow->level = op->level;
1674 arrow->stats.wc -= bow->magic;
1675
1676 if (!arrow->slaying)
1677 arrow->slaying = bow->slaying;
1678
1679 arrow->attacktype |= bow->attacktype;
1680 }
1681
1682 wc -= arrow->level;
1683 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1684
1685 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1686 arrow->move_type = MOVE_FLY_LOW;
1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688
1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1690 m->insert (arrow, sx, sy, op);
1691
1692 if (!arrow->destroyed ())
1693 move_arrow (arrow);
1694
1695 if (op->type == PLAYER)
1696 {
1697 if (left->destroyed ())
1698 esrv_del_item (op->contr, left->count);
1699 else
1700 esrv_send_item (op, left);
1701 }
1702
1703 return 1;
1704 }
1705
1706 /* Special fire code for players - this takes into
1707 * account the special fire modes players can have
1708 * but monsters can't. Putting that code here
1709 * makes the fire_bow code much cleaner.
1710 * this function should only be called if 'op' is a player,
1711 * hence the function name.
1712 */
1713 int
1714 player_fire_bow (object *op, int dir)
1715 {
1716 int ret = 0, wcmod = 0;
1717
1718 if (op->contr->bowtype == bow_bestarrow)
1719 {
1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1721 }
1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1723 {
1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1725 wcmod = -1;
1726
1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1728 }
1729 else if (op->contr->bowtype == bow_threewide)
1730 {
1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1733 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1734 }
1735 else if (op->contr->bowtype == bow_spreadshot)
1736 {
1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1740 }
1741 else
1742 {
1743 /* Simple case */
1744 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1745 }
1746
1747 return ret;
1748 }
1749
1750 /* Fires a misc (wand/rod/horn) object in 'dir'.
1751 * Broken apart from 'fire' to keep it more readable.
1752 */
1753 void
1754 fire_misc_object (object *op, int dir)
1755 {
1756 object *item = op->contr->ranged_ob;
1757
1758 if (!item)
1759 {
1760 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1761 return;
1762 }
1763
1764 if (!item->inv)
1765 {
1766 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1767 return;
1768 }
1769
1770 if (!op->change_weapon (item))
1771 return;
1772
1773 if (item->type == WAND)
1774 {
1775 if (item->stats.food <= 0)
1776 {
1777 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1779
1780 return;
1781 }
1782 }
1783 else if (item->type == ROD || item->type == HORN)
1784 {
1785 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1786 {
1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1788
1789 if (item->type == ROD)
1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1791 else
1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1793
1794 return;
1795 }
1796 }
1797
1798 if (cast_spell (op, item, dir, item->inv, NULL))
1799 {
1800 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1801 if (item->type == WAND)
1802 {
1803 if (!(--item->stats.food))
1804 {
1805 object *tmp;
1806
1807 if (item->arch)
1808 {
1809 CLEAR_FLAG (item, FLAG_ANIMATE);
1810 item->face = item->arch->face;
1811 item->set_speed (0);
1812 }
1813
1814 if ((tmp = item->in_player ()))
1815 esrv_update_item (UPD_ANIM, tmp, item);
1816 }
1817 }
1818 else if (item->type == ROD || item->type == HORN)
1819 drain_rod_charge (item);
1820 }
1821 }
1822
1823 /* Received a fire command for the player - go and do it.
1824 */
1825 bool
1826 fire (object *op, int dir)
1827 {
1828 int spellcost = 0;
1829
1830 /* check for loss of invisiblity/hide */
1831 if (action_makes_visible (op))
1832 make_visible (op);
1833
1834 player *pl = op->contr;
1835
1836 if (pl->golem)
1837 {
1838 control_golem (op->contr->golem, dir);
1839 return false;
1840 }
1841
1842 object *ob = pl->ranged_ob;
1843
1844 if (!ob)
1845 return false;
1846
1847 if (!op->change_weapon (ob))
1848 return false;
1849
1850 if (op->speed_left > 0.f)
1851 --op->speed_left;
1852 else
1853 return false;
1854
1855 switch (ob->type)
1856 {
1857 case BOW:
1858 player_fire_bow (op, dir);
1859 break;
1860
1861 case SPELL:
1862 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1863 break;
1864
1865 case BUILDER:
1866 apply_map_builder (op, dir);
1867 break;
1868
1869 case SKILL:
1870 do_skill (op, op, ob, dir, 0);
1871 break;
1872
1873 default:
1874 fire_misc_object (op, dir);
1875 break;
1876 }
1877
1878 return true;
1879 }
1880
1881 /* find_key
1882 * We try to find a key for the door as passed. If we find a key
1883 * and successfully use it, we return the key, otherwise NULL
1884 * This function merges both normal and locked door, since the logic
1885 * for both is the same - just the specific key is different.
1886 * pl is the player,
1887 * inv is the objects inventory to searched
1888 * door is the door we are trying to match against.
1889 * This function can be called recursively to search containers.
1890 */
1891 object *
1892 find_key (object *pl, object *container, object *door)
1893 {
1894 object *tmp, *key;
1895
1896 /* Should not happen, but sanity checking is never bad */
1897 if (!container->inv)
1898 return 0;
1899
1900 /* First, lets try to find a key in the top level inventory */
1901 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 {
1903 if (door->type == DOOR && tmp->type == KEY)
1904 break;
1905 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys
1907 */
1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 break;
1910 }
1911
1912 /* No key found - lets search inventories now */
1913 /* If we find and use a key in an inventory, return at that time.
1914 * otherwise, if we search all the inventories and still don't find
1915 * a key, return
1916 */
1917 if (!tmp)
1918 {
1919 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 {
1921 /* No reason to search empty containers */
1922 if (tmp->type == CONTAINER && tmp->inv)
1923 {
1924 if ((key = find_key (pl, tmp, door)))
1925 return key;
1926 }
1927 }
1928
1929 if (!tmp)
1930 return NULL;
1931 }
1932
1933 /* We get down here if we have found a key. Now if its in a container,
1934 * see if we actually want to use it
1935 */
1936 if (pl != container)
1937 {
1938 /* Only let players use keys in containers */
1939 if (!pl->contr)
1940 return NULL;
1941 /* cases where this fails:
1942 * If we only search the player inventory, return now since we
1943 * are not in the players inventory.
1944 * If the container is not active, return now since only active
1945 * containers can be used.
1946 * If we only search keyrings and the container does not have
1947 * a race/isn't a keyring.
1948 * No checking for all containers - to fall through past here,
1949 * inv must have been an container and must have been active.
1950 *
1951 * Change the color so that the message doesn't disappear with
1952 * all the others.
1953 */
1954 if (pl->contr->usekeys == key_inventory ||
1955 !QUERY_FLAG (container, FLAG_APPLIED) ||
1956 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1957 {
1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1960 return NULL;
1961 }
1962 }
1963
1964 return tmp;
1965 }
1966
1967 /* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more,
1970 * 0 otherwise
1971 */
1972 static int
1973 player_attack_door (object *op, object *door)
1974 {
1975 /* If its a door, try to find a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code.
1978 */
1979 object *key = find_key (op, op, door);
1980
1981 /* If we found a key, do some extra work */
1982 if (key)
1983 {
1984 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
1988 if (action_makes_visible (op))
1989 make_visible (op);
1990
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1992 spring_trap (door->inv, op);
1993
1994 if (door->type == DOOR)
1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 else if (door->type == LOCKED_DOOR)
1997 {
1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1999 remove_door2 (door); /* remove door without violence ;-) */
2000 }
2001
2002 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */
2004 /* Need to update the weight the container the key was in */
2005 if (container != op)
2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2008 return 1; /* Nothing more to do below */
2009 }
2010 else if (door->type == LOCKED_DOOR)
2011 {
2012 /* Might as well return now - no other way to open this */
2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2014 return 1;
2015 }
2016
2017 return 0;
2018 }
2019
2020 /* This function is just part of a breakup from move_player.
2021 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons).
2025 */
2026 bool
2027 move_player_attack (object *op, int dir)
2028 {
2029 int on_battleground;
2030
2031 sint16 nx = freearr_x[dir] + op->x;
2032 sint16 ny = freearr_y[dir] + op->y;
2033
2034 on_battleground = op_on_battleground (op, 0, 0);
2035
2036 if (out_of_map (op->map, nx, ny))
2037 return false;
2038
2039 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2040 {
2041 --op->speed_left;
2042 return true;
2043 }
2044
2045 /* If braced, or can't move to the square, and it is not out of the
2046 * map, attack it. Note order of if statement is important - don't
2047 * want to be calling move_ob if braced, because move_ob will move the
2048 * player. This is a pretty nasty hack, because if we could
2049 * move to some space, it then means that if we are braced, we should
2050 * do nothing at all. As it is, if we are braced, we go through
2051 * quite a bit of processing. However, it probably is less than what
2052 * move_ob uses.
2053 */
2054 maptile *m = op->map->xy_find (nx, ny);
2055
2056 /* Go through all the objects, and find ones of interest. Only stop if
2057 * we find a monster - that is something we know we want to attack.
2058 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space
2060 */
2061 object *mon;
2062 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2063 {
2064 if ((mon->flag [FLAG_ALIVE]
2065 || mon->type == LOCKED_DOOR
2066 || mon->flag [FLAG_CAN_ROLL])
2067 && mon != op)
2068 break;
2069 }
2070
2071 if (!mon) /* This happens anytime the player tries to move */
2072 return false; /* into a wall */
2073
2074 mon = mon->head_ ();
2075
2076 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2077 if (op->contr->weapon_sp_left > 0.f)
2078 if (player_attack_door (op, mon))
2079 {
2080 --op->contr->weapon_sp_left;
2081 return true;
2082 }
2083
2084 /* The following deals with possibly attacking peaceful
2085 * or friendly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them.
2090 */
2091
2092 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive.
2095 */
2096 if (op->type == PLAYER
2097 && ((mon->owner && mon->owner->contr
2098 && same_party (mon->owner->contr->party, op->contr->party))
2099 || mon->owner == op)
2100 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2101 {
2102 /* If we're braced, we don't want to switch places with it */
2103 if (op->contr->braced)
2104 return false;
2105
2106 if (op->speed_left > 0.f)
2107 {
2108 --op->speed_left;
2109
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2111 push_ob (mon, dir, op);
2112
2113 if (op->contr->tmp_invis || op->hide)
2114 make_visible (op);
2115
2116 return true;
2117 }
2118 else
2119 return false;
2120 }
2121
2122 /* in certain circumstances, you shouldn't attack friendly
2123 * creatures. Note that if you are braced, you can't push
2124 * someone, but put it inside this loop so that you won't
2125 * attack them either.
2126 */
2127 if ((mon->type == PLAYER || mon->enemy != op)
2128 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2129 && ((op->contr->peaceful
2130 || (mon->type == PLAYER && mon->contr->peaceful))
2131 && !on_battleground))
2132 {
2133 if (op->speed_left > 0.f)
2134 {
2135 --op->speed_left;
2136
2137 if (!op->contr->braced)
2138 {
2139 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2140 push_ob (mon, dir, op);
2141 }
2142 else
2143 new_draw_info (0, 0, op, "You withhold your attack");
2144
2145 if (op->contr->tmp_invis || op->hide)
2146 make_visible (op);
2147
2148 return true;
2149 }
2150 }
2151 /* If the object is a boulder or other rollable object, then
2152 * roll it if not braced. You can't roll it if you are braced.
2153 */
2154 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2155 {
2156 if (op->speed_left > 0.f)
2157 {
2158 --op->speed_left;
2159
2160 recursive_roll (mon, dir, op);
2161 if (action_makes_visible (op))
2162 make_visible (op);
2163
2164 return true;
2165 }
2166 }
2167 /* Any generic living creature. Including things like doors.
2168 * Way it works is like this: First, it must have some hit points
2169 * and be living. Then, it must be one of the following:
2170 * 1) Not a player, 2) A player, but of a different party. Note
2171 * that party_number -1 is no party, so attacks can still happen.
2172 */
2173 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2174 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2175 {
2176 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2177 {
2178 --op->contr->weapon_sp_left;
2179
2180 skill_attack (mon, op, 0, 0, 0);
2181
2182 if (action_makes_visible (op))
2183 make_visible (op);
2184
2185 return true;
2186 }
2187 }
2188
2189 return false;
2190 }
2191
2192 bool
2193 move_player (object *op, int dir)
2194 {
2195 int pick;
2196
2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2198 return 0;
2199
2200 /* Sanity check: make sure dir is valid */
2201 if ((dir < 0) || (dir >= 9))
2202 {
2203 LOG (llevError, "move_player: invalid direction %d\n", dir);
2204 return 0;
2205 }
2206
2207 /* peterm: added following line */
2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2210
2211 op->facing = dir;
2212
2213 if (op->hide)
2214 do_hidden_move (op);
2215
2216 bool retval;
2217
2218 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2219 retval = RESULT_INT (0);
2220 else if (op->contr->fire_on)
2221 retval = fire (op, dir);
2222 else
2223 {
2224 retval = move_player_attack (op, dir);
2225 pick = check_pick (op);
2226 }
2227
2228 /* Add special check for newcs players and fire on - this way, the
2229 * server can handle repeat firing.
2230 */
2231 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2232 op->direction = dir;
2233 else
2234 op->direction = 0;
2235
2236 /* Update how the player looks. Use the facing, so direction may
2237 * get reset to zero. This allows for full animation capabilities
2238 * for players.
2239 */
2240 animate_object (op, op->facing);
2241
2242 return retval;
2243 }
2244
2245 /* This is similar to handle_player, below, but is only used by the
2246 * new client/server stuff.
2247 * This is sort of special, in that the new client/server actually uses
2248 * the new speed values for commands.
2249 *
2250 * Returns true if there are more actions we can do. Should not do
2251 * many actions in a row, as that would be too unfair to other
2252 * players.
2253 */
2254 bool
2255 handle_newcs_player (object *op)
2256 {
2257 if (QUERY_FLAG (op, FLAG_SCARED))
2258 {
2259 if (op->speed_left > 0.f)
2260 {
2261 --op->speed_left;
2262 flee_player (op);
2263
2264 return true;
2265 }
2266 else
2267 return false;
2268 }
2269
2270 /* call this here - we also will call this in do_ericserver, but
2271 * the players time has been increased when doericserver has been
2272 * called, so we recheck it here.
2273 */
2274 if (op->contr->ns->handle_command ())
2275 return true;
2276
2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2278 return move_player (op, op->direction);
2279
2280 return false;
2281 }
2282
2283 int
2284 save_life (object *op)
2285 {
2286 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2287 return 0;
2288
2289 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2290 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2291 {
2292 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2293 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2294
2295 if (op->contr)
2296 esrv_del_item (op->contr, tmp->count);
2297
2298 tmp->destroy ();
2299 CLEAR_FLAG (op, FLAG_LIFESAVE);
2300
2301 if (op->stats.hp < 0)
2302 op->stats.hp = op->stats.maxhp;
2303
2304 if (op->stats.food < 0)
2305 op->stats.food = 999;
2306
2307 op->update_stats ();
2308 return 1;
2309 }
2310
2311 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2312 CLEAR_FLAG (op, FLAG_LIFESAVE);
2313 enter_player_savebed (op); /* bring him home. */
2314 return 0;
2315 }
2316
2317 /* This goes throws the inventory and removes unpaid objects, and puts them
2318 * back in the map (location and map determined by values of env). This
2319 * function will descend into containers. op is the object to start the search
2320 * from.
2321 */
2322 void
2323 remove_unpaid_objects (object *op, object *env)
2324 {
2325 while (op)
2326 {
2327 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2328
2329 if (QUERY_FLAG (op, FLAG_UNPAID))
2330 {
2331 if (env->type == PLAYER)
2332 esrv_del_item (env->contr, op->count);
2333
2334 op->insert_at (env);
2335 }
2336 else if (op->inv)
2337 remove_unpaid_objects (op->inv, env);
2338
2339 op = next;
2340 }
2341 }
2342
2343 /*
2344 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory.
2349 */
2350 char *
2351 gravestone_text (object *op)
2352 {
2353 static char buf2[MAX_BUF];
2354 char buf[MAX_BUF];
2355 time_t now = time (NULL);
2356
2357 strcpy (buf2, " R.I.P.\n\n");
2358 if (op->type == PLAYER)
2359 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2360 else
2361 sprintf (buf, "%s\n", &op->name);
2362
2363 strncat (buf2, " ", 20 - strlen (buf) / 2);
2364 strcat (buf2, buf);
2365 if (op->type == PLAYER)
2366 sprintf (buf, "who was in level %d when killed\n", op->level);
2367 else
2368 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2369
2370 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf);
2372 if (op->type == PLAYER)
2373 {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf);
2377 }
2378
2379 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2380 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf);
2382
2383 return buf2;
2384 }
2385
2386 void
2387 do_some_living (object *op)
2388 {
2389 int last_food = op->stats.food;
2390 int gen_hp, gen_sp, gen_grace;
2391 int over_hp, over_sp, over_grace;
2392 int i;
2393 int rate_hp = 1200;
2394 int rate_sp = 2500;
2395 int rate_grace = 2000;
2396 const int max_hp = 1;
2397 const int max_sp = 1;
2398 const int max_grace = 1;
2399
2400 if (op->contr->hidden)
2401 {
2402 op->invisible = 1000;
2403 /* the socket code flashes the player visible/invisible
2404 * depending on the value of invisible, so we need to
2405 * alternate it here for it to work correctly.
2406 */
2407 if (pticks & 2)
2408 op->invisible--;
2409 }
2410 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2411 {
2412 if (!op->invisible--)
2413 {
2414 make_visible (op);
2415 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2416 }
2417 }
2418
2419 if (op->contr->ns->state == ST_PLAYING)
2420 {
2421 /* these next three if clauses make it possible to SLOW DOWN
2422 hp/grace/spellpoint regeneration. */
2423 if (op->contr->gen_hp >= 0)
2424 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2425 else
2426 {
2427 gen_hp = op->stats.maxhp;
2428 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2429 }
2430
2431 if (op->contr->gen_sp >= 0)
2432 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2433 else
2434 {
2435 gen_sp = op->stats.maxsp;
2436 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2437 }
2438
2439 if (op->contr->gen_grace >= 0)
2440 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2441 else
2442 {
2443 gen_grace = op->stats.maxgrace;
2444 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2445 }
2446
2447 /* Regenerate Spell Points */
2448 if (!op->contr->golem && --op->last_sp < 0)
2449 {
2450 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2451 if (op->stats.sp < op->stats.maxsp)
2452 {
2453 op->stats.sp++;
2454 /* dms do not consume food */
2455 if (!QUERY_FLAG (op, FLAG_WIZ))
2456 {
2457 op->stats.food--;
2458 if (op->contr->digestion < 0)
2459 op->stats.food += op->contr->digestion;
2460 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2461 op->stats.food = last_food;
2462 }
2463 }
2464
2465 if (max_sp > 1)
2466 {
2467 over_sp = (gen_sp + 10) / rate_sp;
2468 if (over_sp > 0)
2469 {
2470 if (op->stats.sp < op->stats.maxsp)
2471 {
2472 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2473
2474 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2475 op->stats.sp--;
2476
2477 if (op->stats.sp > op->stats.maxsp)
2478 op->stats.sp = op->stats.maxsp;
2479 }
2480 op->last_sp = 0;
2481 }
2482 else
2483 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2484 }
2485 else
2486 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2487 }
2488
2489 /* Regenerate Grace */
2490 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2491 if (--op->last_grace < 0)
2492 {
2493 if (op->stats.grace < op->stats.maxgrace / 2)
2494 op->stats.grace++; /* no penalty in food for regaining grace */
2495
2496 if (max_grace > 1)
2497 {
2498 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2499 if (over_grace > 0)
2500 {
2501 op->stats.sp += over_grace
2502 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2503 op->last_grace = 0;
2504 }
2505 else
2506 {
2507 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2508 }
2509 }
2510 else
2511 {
2512 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2513 }
2514 /* wearing stuff doesn't detract from grace generation. */
2515 }
2516
2517 /* Regenerate Hit Points */
2518 if (--op->last_heal < 0)
2519 {
2520 if (op->stats.hp < op->stats.maxhp)
2521 {
2522 op->stats.hp++;
2523 /* dms do not consume food */
2524 if (!QUERY_FLAG (op, FLAG_WIZ))
2525 {
2526 op->stats.food--;
2527 if (op->contr->digestion < 0)
2528 op->stats.food += op->contr->digestion;
2529 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food = last_food;
2531 }
2532 }
2533
2534 if (max_hp > 1)
2535 {
2536 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2537 if (over_hp > 0)
2538 {
2539 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2540 op->last_heal = 0;
2541 }
2542 else
2543 {
2544 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2545 }
2546 }
2547 else
2548 {
2549 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2550 }
2551 }
2552
2553 /* Digestion */
2554 if (--op->last_eat < 0)
2555 {
2556 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2557
2558 if (op->contr->gen_hp > 0)
2559 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2560 else
2561 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2562
2563 /* dms do not consume food */
2564 if (!QUERY_FLAG (op, FLAG_WIZ))
2565 op->stats.food--;
2566 }
2567
2568 if (op->stats.food < 0 && op->stats.hp >= 0)
2569 {
2570 object *tmp, *flesh = 0;
2571
2572 for (tmp = op->inv; tmp; tmp = tmp->below)
2573 {
2574 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2575 {
2576 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2577 {
2578 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2579 manual_apply (op, tmp, 0);
2580 if (op->stats.food >= 0 || op->stats.hp < 0)
2581 break;
2582 }
2583 else if (tmp->type == FLESH)
2584 flesh = tmp;
2585 } /* End if paid for object */
2586 } /* end of for loop */
2587
2588 /* If player is still starving, it means they don't have any food, so
2589 * eat flesh instead.
2590 */
2591 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2592 {
2593 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2594 manual_apply (op, flesh, 0);
2595 }
2596 }
2597
2598 while (op->stats.food < 0 && op->stats.hp >= 0)
2599 op->stats.food++, op->stats.hp--;
2600
2601 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2602 kill_player (op);
2603 }
2604 }
2605
2606 /* If the player should die (lack of hp, food, etc), we call this.
2607 * op is the player in jeopardy. If the player can not be saved (not
2608 * permadeath, no lifesave), this will take care of removing the player
2609 * file.
2610 */
2611 void
2612 kill_player (object *op)
2613 {
2614 char buf[MAX_BUF];
2615 int x, y;
2616
2617 //int i;
2618 maptile *map; /* this is for resurrection */
2619
2620 /* int z;
2621 int num_stats_lose;
2622 int lost_a_stat;
2623 int lose_this_stat;
2624 int this_stat; */
2625 int will_kill_again;
2626 archetype *at;
2627 object *tmp;
2628
2629 if (save_life (op))
2630 return;
2631
2632
2633 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2634 * in cities ONLY!!! It is very important that this doesn't get abused.
2635 * Look at op_on_battleground() for more info --AndreasV
2636 */
2637 if (op_on_battleground (op, &x, &y))
2638 {
2639 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2641
2642 /* restore player */
2643 at = archetype::find ("poisoning");
2644 if (object *tmp = present_arch_in_ob (at, op))
2645 {
2646 tmp->destroy ();
2647 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2648 }
2649
2650 at = archetype::find ("confusion");
2651 if (object *tmp = present_arch_in_ob (at, op))
2652 {
2653 tmp->destroy ();
2654 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2655 }
2656
2657 cure_disease (op, 0); /* remove any disease */
2658 op->stats.hp = op->stats.maxhp;
2659 if (op->stats.food <= 0)
2660 op->stats.food = 999;
2661
2662 /* create a bodypart-trophy to make the winner happy */
2663 if (object *tmp = arch_to_object (archetype::find ("finger")))
2664 {
2665 sprintf (buf, "%s's finger", &op->name);
2666 tmp->name = buf;
2667 sprintf (buf, " This finger has been cut off %s\n"
2668 " the %s, when he was defeated at\n level %d by %s.\n",
2669 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2670 tmp->msg = buf;
2671 tmp->value = 0, tmp->type = 0;
2672 tmp->materialname = "organics";
2673 tmp->insert_at (op, tmp);
2674 }
2675
2676 /* teleport defeated player to new destination */
2677 transfer_ob (op, x, y, 0, NULL);
2678 op->contr->braced = 0;
2679 return;
2680 }
2681
2682 INVOKE_PLAYER (DEATH, op->contr);
2683
2684 command_kill_pets (op, 0);
2685
2686 if (op->stats.food < 0)
2687 {
2688 sprintf (buf, "%s starved to death.", &op->name);
2689 strcpy (op->contr->killer, "starvation");
2690 }
2691 else
2692 sprintf (buf, "%s died.", &op->name);
2693
2694 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2695
2696 /* save the map location for corpse, gravestone */
2697 x = op->x;
2698 y = op->y;
2699 map = op->map;
2700
2701 /* NOT_PERMADEATH code. This basically brings the character back to
2702 * life if they are dead - it takes some exp and a random stat.
2703 * See the config.h file for a little more in depth detail about this.
2704 */
2705
2706 /* Basically two ways to go - remove a stat permanently, or just
2707 * make it depletion. This bunch of code deals with that aspect
2708 * of death.
2709 */
2710 #ifndef COZY_SERVER
2711 if (settings.balanced_stat_loss)
2712 {
2713 /* If stat loss is permanent, lose one stat only. */
2714 /* Lower level chars don't lose as many stats because they suffer
2715 more if they do. */
2716 /* Higher level characters can afford things such as potions of
2717 restoration, or better, stat potions. So we slug them that
2718 little bit harder. */
2719 /* GD */
2720 if (settings.stat_loss_on_death)
2721 num_stats_lose = 1;
2722 else
2723 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2724 }
2725 else
2726 num_stats_lose = 1;
2727
2728 lost_a_stat = 0;
2729
2730 for (z = 0; z < num_stats_lose; z++)
2731 {
2732 i = RANDOM () % NUM_STATS;
2733
2734 if (settings.stat_loss_on_death)
2735 {
2736 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost.
2738 */
2739 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds (&(op->stats));
2741 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1;
2745 }
2746 else
2747 {
2748 /* deplete a stat */
2749 archetype *deparch = archetype::find ("depletion");
2750 object *dep;
2751
2752 dep = present_arch_in_ob (deparch, op);
2753 if (!dep)
2754 {
2755 dep = arch_to_object (deparch);
2756 insert_ob_in_ob (dep, op);
2757 }
2758 lose_this_stat = 1;
2759 if (settings.balanced_stat_loss)
2760 {
2761 /* GD */
2762 /* Get the stat that we're about to deplete. */
2763 this_stat = get_attr_value (&(dep->stats), i);
2764 if (this_stat < 0)
2765 {
2766 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768
2769 /* Yes, I am paranoid. Sue me. */
2770 if (keep_chance < 1)
2771 keep_chance = 1;
2772
2773 /* There is a maximum depletion total per level. */
2774 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2775 {
2776 lose_this_stat = 0;
2777 /* Take loss chance vs keep chance to see if we
2778 retain the stat. */
2779 }
2780 else
2781 {
2782 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2783 lose_this_stat = 0;
2784 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2785 this_stat, keep_chance, loss_chance,
2786 lose_this_stat?"LOSE":"KEEP"); */
2787 }
2788 }
2789 }
2790
2791 if (lose_this_stat)
2792 {
2793 this_stat = get_attr_value (&(dep->stats), i);
2794 /* We could try to do something clever like find another
2795 * stat to reduce if this fails. But chances are, if
2796 * stats have been depleted to -50, all are pretty low
2797 * and should be roughly the same, so it shouldn't make a
2798 * difference.
2799 */
2800 if (this_stat >= -50)
2801 {
2802 change_attr_value (&(dep->stats), i, -1);
2803 SET_FLAG (dep, FLAG_APPLIED);
2804 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2805 op->update_stats ();
2806 lost_a_stat = 1;
2807 }
2808 }
2809 }
2810 }
2811 /* If no stat lost, tell the player. */
2812 if (!lost_a_stat)
2813 {
2814 /* determine_god() seems to not work sometimes... why is this?
2815 Should I be using something else? GD */
2816 const char *god = determine_god (op);
2817
2818 if (god && (strcmp (god, "none")))
2819 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2820 else
2821 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2822 }
2823 #else
2824 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2825 #endif
2826
2827 /* Put a gravestone up where the character 'almost' died. List the
2828 * exp loss on the stone.
2829 */
2830 tmp = arch_to_object (archetype::find ("gravestone"));
2831 sprintf (buf, "%s's gravestone", &op->name);
2832 tmp->name = buf;
2833 sprintf (buf, "%s's gravestones", &op->name);
2834 tmp->name_pl = buf;
2835 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);
2836 tmp->msg = buf;
2837 tmp->x = op->x, tmp->y = op->y;
2838 insert_ob_in_map (tmp, op->map, NULL, 0);
2839
2840 /**************************************/
2841 /* */
2842 /* Subtract the experience points, */
2843 /* if we died cause of food, give us */
2844 /* food, and reset HP's... */
2845 /* */
2846 /**************************************/
2847
2848 /* remove any poisoning and confusion the character may be suffering. */
2849 /* restore player */
2850 at = archetype::find ("poisoning");
2851 tmp = present_arch_in_ob (at, op);
2852
2853 if (tmp)
2854 {
2855 tmp->destroy ();
2856 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 }
2858
2859 at = archetype::find ("confusion");
2860 tmp = present_arch_in_ob (at, op);
2861 if (tmp)
2862 {
2863 tmp->destroy ();
2864 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 }
2866
2867 cure_disease (op, 0); /* remove any disease */
2868
2869 /*add_exp(op, (op->stats.exp * -0.20)); */
2870 apply_death_exp_penalty (op);
2871 if (op->stats.food < 100)
2872 op->stats.food = 900;
2873 op->stats.hp = op->stats.maxhp;
2874 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2875 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2876
2877 /*
2878 * Check to see if the player has any unpaid items. If so, remove them
2879 * and put them back in the map.
2880 */
2881 remove_unpaid_objects (op->inv, op);
2882
2883 /****************************************/
2884 /* */
2885 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */
2887 /* */
2888 /****************************************/
2889
2890 enter_player_savebed (op);
2891
2892 op->contr->braced = 0;
2893
2894 /* it is possible that the player has blown something up
2895 * at his savebed location, and that can have long lasting
2896 * spell effects. So first see if there is a spell effect
2897 * on the space that might harm the player.
2898 */
2899 will_kill_again = 0;
2900 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2901 if (tmp->type == SPELL_EFFECT)
2902 will_kill_again |= tmp->attacktype;
2903
2904 if (will_kill_again)
2905 {
2906 object *force;
2907 int at;
2908
2909 force = get_archetype (FORCE_NAME);
2910 /* 50 ticks should be enough time for the spell to abate */
2911 force->speed = 0.1f;
2912 force->speed_left = -5.f;
2913 SET_FLAG (force, FLAG_APPLIED);
2914 for (at = 0; at < NROFATTACKS; at++)
2915 if (will_kill_again & (1 << at))
2916 force->resist[at] = 100;
2917
2918 insert_ob_in_ob (force, op);
2919 op->update_stats ();
2920
2921 }
2922
2923 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2924 }
2925
2926 void
2927 loot_object (object *op)
2928 { /* Grab and destroy some treasure */
2929 object *tmp, *tmp2, *next;
2930
2931 op->close_container (); /* close open sack first */
2932
2933 for (tmp = op->inv; tmp; tmp = next)
2934 {
2935 next = tmp->below;
2936
2937 if (tmp->invisible)
2938 continue;
2939
2940 tmp->remove ();
2941 tmp->x = op->x, tmp->y = op->y;
2942
2943 if (tmp->type == CONTAINER)
2944 loot_object (tmp); /* empty container to ground */
2945
2946 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2947 {
2948 if (tmp->nrof > 1)
2949 {
2950 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2951 tmp2->destroy ();
2952 insert_ob_in_map (tmp, op->map, NULL, 0);
2953 }
2954 else
2955 tmp->destroy ();
2956 }
2957 else
2958 insert_ob_in_map (tmp, op->map, NULL, 0);
2959 }
2960 }
2961
2962 /*
2963 * fix_weight(): Check recursively the weight of all players, and fix
2964 * what needs to be fixed. Refresh windows and fix speed if anything
2965 * was changed.
2966 */
2967 void
2968 fix_weight (void)
2969 {
2970 for_all_players (pl)
2971 {
2972 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2973
2974 if (old == sum)
2975 continue;
2976 pl->ob->update_stats ();
2977 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2978 }
2979 }
2980
2981 void
2982 fix_luck (void)
2983 {
2984 for_all_players (pl)
2985 if (!pl->ob->contr->ns->state)
2986 pl->ob->change_luck (0);
2987 }
2988
2989 /* cast_dust() - handles op throwing objects of type 'DUST'.
2990 * This is much simpler in the new spell code - we basically
2991 * just treat this as any other spell casting object.
2992 */
2993 void
2994 cast_dust (object *op, object *throw_ob, int dir)
2995 {
2996 object *skop, *spob;
2997
2998 skop = find_skill_by_name (op, throw_ob->skill);
2999
3000 /* casting POTION 'dusts' is really a use_magic_item skill */
3001 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3002 {
3003 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3004 return;
3005 }
3006
3007 spob = throw_ob->inv;
3008
3009 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3010 // not pass NULL to cast_spell (which did indeed check itself, but
3011 // errors should be reported as early as possible IMHO)
3012 if (!spob)
3013 {
3014 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3015 return;
3016 }
3017
3018 if (op->type == PLAYER)
3019 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3020
3021 cast_spell (op, throw_ob, dir, spob, NULL);
3022
3023 throw_ob->destroy ();
3024 }
3025
3026 void
3027 make_visible (object *op)
3028 {
3029 op->hide = 0;
3030 op->invisible = 0;
3031 if (op->type == PLAYER)
3032 {
3033 op->contr->tmp_invis = 0;
3034 op->contr->invis_race = 0;
3035 }
3036
3037 update_object (op, UP_OBJ_CHANGE);
3038 }
3039
3040 int
3041 is_true_undead (object *op)
3042 {
3043 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3044 return 1;
3045
3046 return 0;
3047 }
3048
3049 /* look at the surrounding terrain to determine
3050 * the hideability of this object. Positive levels
3051 * indicate greater hideability.
3052 */
3053
3054 int
3055 hideability (object *ob)
3056 {
3057 int i, level = 0, mflag;
3058 sint16 x, y;
3059
3060 if (!ob || !ob->map)
3061 return 0;
3062
3063 /* so, on normal lighted maps, its hard to hide */
3064 level = ob->map->darkness - 2;
3065
3066 /* this also picks up whether the object is glowing.
3067 * If you carry a light on a non-dark map, its not
3068 * as bad as carrying a light on a pitch dark map */
3069 if (has_carried_lights (ob))
3070 level = -(10 + (2 * ob->map->darkness));
3071
3072 /* scan through all nearby squares for terrain to hide in */
3073 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3074 {
3075 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3076 if (mflag & P_OUT_OF_MAP)
3077 {
3078 continue;
3079 }
3080 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3081 level += 2;
3082 else /* open terrain! */
3083 level -= 1;
3084 }
3085
3086 #if 0
3087 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3088 #endif
3089 return level;
3090 }
3091
3092 /* For Hidden creatures - a chance of becoming 'unhidden'
3093 * every time they move - as we subtract off 'invisibility'
3094 * AND, for players, if they move into a ridiculously unhideable
3095 * spot (surrounded by clear terrain in broad daylight). -b.t.
3096 */
3097 void
3098 do_hidden_move (object *op)
3099 {
3100 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3101 object *skop;
3102
3103 if (!op || !op->map)
3104 return;
3105
3106 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3107
3108 /* its *extremely* hard to run and sneak/hide at the same time! */
3109 if (op->type == PLAYER && op->contr->run_on)
3110 if (!skop || num >= skop->level)
3111 {
3112 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3113 make_visible (op);
3114 return;
3115 }
3116 else
3117 num += 20;
3118
3119 num += op->map->difficulty;
3120 hide = hideability (op); /* modify by terrain hidden level */
3121 num -= hide;
3122
3123 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3124 {
3125 make_visible (op);
3126 if (op->type == PLAYER)
3127 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3128 }
3129 else if (op->type == PLAYER && skop)
3130 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3131 }
3132
3133 /* determine if who is standing near a hostile creature. */
3134
3135 int
3136 stand_near_hostile (object *who)
3137 {
3138 object *tmp = NULL;
3139 int i, friendly = 0, player = 0, mflags;
3140 maptile *m;
3141 sint16 x, y;
3142
3143 if (!who)
3144 return 0;
3145
3146 if (who->type == PLAYER)
3147 player = 1;
3148
3149 else
3150 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151
3152 /* search adjacent squares */
3153 for (i = 1; i < 9; i++)
3154 {
3155 x = who->x + freearr_x[i];
3156 y = who->y + freearr_y[i];
3157 m = who->map;
3158 mflags = get_map_flags (m, &m, x, y, &x, &y);
3159 /* space must be blocked if there is a monster. If not
3160 * blocked, don't need to check this space.
3161 */
3162 if (mflags & P_OUT_OF_MAP)
3163 continue;
3164 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3165 continue;
3166
3167 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3168 {
3169 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3170 return 1;
3171 else if (tmp->type == PLAYER)
3172 {
3173 /*don't let a hidden DM prevent you from hiding */
3174 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3175 return 1;
3176 }
3177 }
3178 }
3179 return 0;
3180 }
3181
3182 /* check the player los field for viewability of the
3183 * object op. This function works fine for monsters,
3184 * but we dont worry if the object isnt the top one in
3185 * a pile (say a coin under a table would return "viewable"
3186 * by this routine). Another question, should we be
3187 * concerned with the direction the player is looking
3188 * in? Realistically, most of use cant see stuff behind
3189 * our backs...on the other hand, does the "facing" direction
3190 * imply the way your head, or body is facing? Its possible
3191 * for them to differ. Sigh, this fctn could get a bit more complex.
3192 * -b.t.
3193 * This function is now map tiling safe.
3194 */
3195
3196 int
3197 player_can_view (object *pl, object *op)
3198 {
3199 rv_vector rv;
3200 int dx, dy;
3201
3202 if (pl->type != PLAYER)
3203 {
3204 LOG (llevError, "player_can_view() called for non-player object\n");
3205 return -1;
3206 }
3207
3208 if (!pl || !op)
3209 return 0;
3210
3211 op = op->head_ ();
3212
3213 get_rangevector (pl, op, &rv, 0x1);
3214
3215 /* starting with the 'head' part, lets loop
3216 * through the object and find if it has any
3217 * part that is in the los array but isnt on
3218 * a blocked los square.
3219 * we use the archetype to figure out offsets.
3220 */
3221 while (op)
3222 {
3223 dx = rv.distance_x + op->arch->x;
3224 dy = rv.distance_y + op->arch->y;
3225
3226 /* only the viewable area the player sees is updated by LOS
3227 * code, so we need to restrict ourselves to that range of values
3228 * for any meaningful values.
3229 */
3230 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3231 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3232 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3233 return 1;
3234 op = op->more;
3235 }
3236 return 0;
3237 }
3238
3239 /* routine for both players and monsters. We call this when
3240 * there is a possibility for our action distrubing our hiding
3241 * place or invisiblity spell. Artefact invisiblity is not
3242 * effected by this. If we arent invisible to begin with, we
3243 * return 0.
3244 */
3245 int
3246 action_makes_visible (object *op)
3247 {
3248
3249 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3250 {
3251 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3252 return 0;
3253
3254 if (op->contr && op->contr->tmp_invis == 0)
3255 return 0;
3256
3257 /* If monsters, they should become visible */
3258 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3259 {
3260 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3261 return 1;
3262 }
3263 }
3264 return 0;
3265 }
3266
3267 /* op_on_battleground - checks if the given object op (usually
3268 * a player) is standing on a valid battleground-tile,
3269 * function returns TRUE/FALSE. If true x, y returns the battleground
3270 * -exit-coord. (and if x, y not NULL)
3271 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3272 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3273 * Default is to do the same as before, so only people wanting to have different points need worry about this
3274 */
3275 int
3276 op_on_battleground (object *op, int *x, int *y)
3277 {
3278 object *tmp;
3279
3280 /* A battleground-tile needs the following attributes to be valid:
3281 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3282 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3283 * and the exit-coordinates sp/hp must both be > 0.
3284 * => The intention here is to prevent abuse of the battleground-
3285 * feature (like pickable or hidden battleground tiles). */
3286 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3287 {
3288 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3289 {
3290 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3291 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3292 {
3293 /*before we assign the exit, check if this is a teambattle */
3294 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3295 {
3296 object *invtmp;
3297
3298 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3299 {
3300 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3301 {
3302 if (x != NULL && y != NULL)
3303 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3304 return 1;
3305 }
3306 }
3307 }
3308 if (x != NULL && y != NULL)
3309 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3310 return 1;
3311 }
3312 }
3313 }
3314 /* If we got here, did not find a battleground */
3315 return 0;
3316 }
3317
3318 /*
3319 * When a dragon-player gains a new stage of evolution,
3320 * he gets some treasure
3321 *
3322 * attributes:
3323 * object *who the dragon player
3324 * int atnr the attack-number of the ability focus
3325 * int level ability level
3326 */
3327 void
3328 dragon_ability_gain (object *who, int atnr, int level)
3329 {
3330 treasurelist *trlist = NULL; /* treasurelist */
3331 treasure *tr; /* treasure */
3332 object *tmp, *skop; /* tmp. object */
3333 object *item; /* treasure object */
3334 char buf[MAX_BUF]; /* tmp. string buffer */
3335 int i = 0, j = 0;
3336
3337 /* get the appropriate treasurelist */
3338 if (atnr == ATNR_FIRE)
3339 trlist = treasurelist::find ("dragon_ability_fire");
3340 else if (atnr == ATNR_COLD)
3341 trlist = treasurelist::find ("dragon_ability_cold");
3342 else if (atnr == ATNR_ELECTRICITY)
3343 trlist = treasurelist::find ("dragon_ability_elec");
3344 else if (atnr == ATNR_POISON)
3345 trlist = treasurelist::find ("dragon_ability_poison");
3346
3347 if (trlist == NULL || who->type != PLAYER)
3348 return;
3349
3350 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3351
3352 if (!tr || !tr->item)
3353 {
3354 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3355 return;
3356 }
3357
3358 /* everything seems okay - now bring on the gift: */
3359 item = tr->item;
3360
3361 if (item->type == SPELL)
3362 {
3363 if (check_spell_known (who, item->name))
3364 return;
3365
3366 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3367 do_learn_spell (who, item, 0);
3368 return;
3369 }
3370
3371 /* grant direct spell */
3372 if (item->type == SPELLBOOK)
3373 {
3374 if (!item->inv)
3375 {
3376 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3377 return;
3378 }
3379 if (check_spell_known (who, item->inv->name))
3380 return;
3381 if (item->invisible)
3382 {
3383 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3384 do_learn_spell (who, item->inv, 0);
3385 return;
3386 }
3387 }
3388 else if (item->type == SKILL_TOOL && item->invisible)
3389 {
3390 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3391 {
3392
3393 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3394 * in this way, if the player is missing any of the attacktypes, he gets
3395 * them. As it is now, if the player has any that match the granted skill,
3396 * but not all of them, he gets nothing.
3397 */
3398 if (!(skop->attacktype & item->attacktype))
3399 {
3400 /* Give new attacktype */
3401 skop->attacktype |= item->attacktype;
3402
3403 /* always add physical if there's none */
3404 skop->attacktype |= AT_PHYSICAL;
3405
3406 if (item->msg != NULL)
3407 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3408
3409 /* Give player new face */
3410 if (item->animation_id)
3411 {
3412 who->face = skop->face;
3413 who->animation_id = item->animation_id;
3414 who->anim_speed = item->anim_speed;
3415 who->last_anim = 0;
3416 who->state = 0;
3417 animate_object (who, who->direction);
3418 }
3419 }
3420 }
3421 }
3422 else if (item->type == FORCE)
3423 {
3424 /* forces in the treasurelist can alter the player's stats */
3425 object *skin;
3426
3427 /* first get the dragon skin force */
3428 shstr_cmp dragon_skin_force ("dragon_skin_force");
3429 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3430 ;
3431
3432 if (!skin)
3433 return;
3434
3435 /* adding new spellpath attunements */
3436 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3437 {
3438 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3439
3440 /* print message */
3441 sprintf (buf, "You feel attuned to ");
3442 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3443 {
3444 if (item->path_attuned & (1 << i))
3445 {
3446 if (j)
3447 strcat (buf, " and ");
3448 else
3449 j = 1;
3450 strcat (buf, spellpathnames[i]);
3451 }
3452 }
3453 strcat (buf, ".");
3454 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3455 }
3456
3457 /* evtl. adding flags: */
3458 if (QUERY_FLAG (item, FLAG_XRAYS))
3459 SET_FLAG (skin, FLAG_XRAYS);
3460 if (QUERY_FLAG (item, FLAG_STEALTH))
3461 SET_FLAG (skin, FLAG_STEALTH);
3462 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3463 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3464
3465 /* print message if there is one */
3466 if (item->msg != NULL)
3467 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3468 }
3469 else
3470 {
3471 /* generate misc. treasure */
3472 tmp = arch_to_object (tr->item);
3473 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3474 tmp = insert_ob_in_ob (tmp, who);
3475 if (who->type == PLAYER)
3476 esrv_send_item (who, tmp);
3477 }
3478 }
3479
3480 /**
3481 * Unready an object for a player. This function does nothing if the object was
3482 * not readied.
3483 */
3484 void
3485 player_unready_range_ob (player *pl, object *ob)
3486 {
3487 if (pl->ob->current_weapon == ob)
3488 pl->ob->current_weapon = 0;
3489
3490 if (pl->combat_ob == ob)
3491 pl->combat_ob = 0;
3492
3493 if (pl->ranged_ob == ob)
3494 pl->ranged_ob = 0;
3495 }
3496
3497 sint8
3498 player::visibility_at (maptile *map, int x, int y) const
3499 {
3500 if (!ns)
3501 return 0;
3502
3503 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0;
3506
3507 x += dx - ns->current_x + ns->mapx / 2;
3508 y += dy - ns->current_y + ns->mapy / 2;
3509
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y];
3514 }