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Revision: 1.176
Committed: Sun Dec 16 01:25:17 2007 UTC (16 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.175: +3 -7 lines
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File Contents

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