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/cvs/deliantra/server/server/player.C
Revision: 1.152
Committed: Sun Jul 1 05:00:20 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.151: +10 -11 lines
Log Message:
- upgrade crossfire trt to the GPL version 3 (hopefully correctly).
- add a single file covered by the GNU Affero General Public License
  (which is not yet released, so I used the current draft, which is
  legally a bit wavy, but its likely better than nothing as it expresses
  direct intent by the authors, and we can upgrade as soon as it has been
  released).
  * this should ensure availability of source code for the server at least
    and hopefully also archetypes and maps even when modified versions
    are not being distributed, in accordance of section 13 of the agplv3.

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