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/cvs/deliantra/server/server/player.C
Revision: 1.131
Committed: Sat May 12 20:33:23 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.130: +8 -3 lines
Log Message:
adjust bow speed accoridng to formula

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <sproto.h>
27 #include <sounds.h>
28 #include <living.h>
29 #include <object.h>
30 #include <spells.h>
31 #include <skills.h>
32
33 #include <algorithm>
34 #include <functional>
35
36 playervec players;
37
38 void
39 display_motd (const object *op)
40 {
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65 }
66
67 void
68 send_rules (const object *op)
69 {
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100 }
101
102 void
103 send_news (const object *op)
104 {
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150 }
151
152 /* This loads the first map an puts the player on it. */
153 static void
154 set_first_map (object *op)
155 {
156 op->contr->maplevel = first_map_path;
157 op->x = -1;
158 op->y = -1;
159 }
160
161 void
162 player::enter_map ()
163 {
164 object *tmp = object::create ();
165
166 EXIT_PATH (tmp) = maplevel;
167 EXIT_X (tmp) = ob->x;
168 EXIT_Y (tmp) = ob->y;
169 ob->enter_exit (tmp);
170
171 tmp->destroy ();
172 }
173
174 void
175 player::activate ()
176 {
177 if (active)
178 return;
179
180 players.insert (this);
181 ob->remove ();
182 ob->map = 0;
183 ob->activate_recursive ();
184 CLEAR_FLAG (ob, FLAG_FRIENDLY);
185 add_friendly_object (ob);
186 enter_map ();
187 }
188
189 void
190 player::deactivate ()
191 {
192 if (!active)
193 return;
194
195 terminate_all_pets (ob);
196 remove_friendly_object (ob);
197 ob->deactivate_recursive ();
198
199 if (ob->map)
200 maplevel = ob->map->path;
201
202 ob->remove ();
203 ob->map = 0;
204 party = 0;
205
206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
207
208 players.erase (this);
209 }
210
211 // connect the player with a specific client
212 // also changes, rationalises, and fixes some incorrect settings
213 void
214 player::connect (client *ns)
215 {
216 this->ns = ns;
217 ns->pl = this;
218
219 run_on = 0;
220 fire_on = 0;
221 ob->close_container (); //TODO: client-specific
222
223 ns->update_look = 0;
224 ns->look_position = 0;
225
226 clear_los (ob);
227
228 ns->reset_stats ();
229
230 /* make sure he's a player -- needed because of class change. */
231 ob->type = PLAYER; // we are paranoid
232 ob->race = ob->arch->clone.race;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* if it's a dragon player, set the correct title here */
242 if (is_dragon_pl (ob))
243 {
244 object *tmp, *abil = 0, *skin = 0;
245
246 shstr_cmp dragon_ability_force ("dragon_ability_force");
247 shstr_cmp dragon_skin_force ("dragon_skin_force");
248
249 for (tmp = ob->inv; tmp; tmp = tmp->below)
250 if (tmp->type == FORCE)
251 if (tmp->arch->name == dragon_ability_force)
252 abil = tmp;
253 else if (tmp->arch->name == dragon_skin_force)
254 skin = tmp;
255
256 set_dragon_name (ob, abil, skin);
257 }
258
259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
260
261 esrv_new_player (this, ob->weight + ob->carrying);
262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
279 ob->update_stats ();
280 ns->floorbox_update ();
281
282 esrv_send_inventory (ob, ob);
283 esrv_add_spells (this, 0);
284
285 activate ();
286
287 send_rules (ob);
288 send_news (ob);
289 display_motd (ob);
290
291 INVOKE_PLAYER (CONNECT, this);
292 INVOKE_PLAYER (LOGIN, this);
293 }
294
295 void
296 player::disconnect ()
297 {
298 if (ns)
299 {
300 if (active)
301 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
302
303 INVOKE_PLAYER (DISCONNECT, this);
304
305 ns->reset_stats ();
306 ns->pl = 0;
307 ns = 0;
308 }
309
310 if (ob)
311 ob->close_container (); //TODO: client-specific
312
313 deactivate ();
314 }
315
316 // the need for this function can be explained
317 // by load_object not returning the object
318 void
319 player::set_object (object *op)
320 {
321 ob = op;
322 ob->contr = this; /* this aren't yet in archetype */
323
324 ob->speed_left = 0.5;
325 ob->speed = 1.0;
326 ob->direction = 5; /* So player faces south */
327 }
328
329 player::player ()
330 {
331 /* There are some elements we want initialised to non zero value -
332 * we deal with that below this point.
333 */
334 outputs_sync = 4;
335 outputs_count = 4;
336 unapply = unapply_nochoice;
337
338 savebed_map = first_map_path; /* Init. respawn position */
339
340 gen_sp_armour = 10;
341 bowtype = bow_normal;
342 petmode = pet_normal;
343 listening = 10;
344 usekeys = containers;
345 peaceful = 1; /* default peaceful */
346 do_los = 1;
347 }
348
349 void
350 player::do_destroy ()
351 {
352 disconnect ();
353
354 attachable::do_destroy ();
355
356 if (ob)
357 {
358 ob->destroy_inv (false);
359 ob->destroy ();
360 }
361 }
362
363 player::~player ()
364 {
365 /* Clear item stack */
366 free (stack_items);
367 }
368
369 /* Tries to add player on the connection passed in ns.
370 * All we can really get in this is some settings like host and display
371 * mode.
372 */
373 player *
374 player::create ()
375 {
376 player *pl = new player;
377
378 pl->set_object (arch_to_object (get_player_archetype (0)));
379
380 pl->ob->roll_stats ();
381 pl->ob->stats.wc = 2;
382 pl->ob->run_away = 25; /* Then we panick... */
383
384 set_first_map (pl->ob);
385
386 return pl;
387 }
388
389 /*
390 * get_player_archetype() return next player archetype from archetype
391 * list. Not very efficient routine, but used only creating new players.
392 * Note: there MUST be at least one player archetype!
393 */
394 archetype *
395 get_player_archetype (archetype *at)
396 {
397 archetype *start = at;
398
399 for (;;)
400 {
401 if (at == NULL || at->next == NULL)
402 at = first_archetype;
403 else
404 at = at->next;
405
406 if (at->clone.type == PLAYER)
407 return at;
408
409 if (at == start)
410 {
411 LOG (llevError, "No Player archetypes\n");
412 exit (-1);
413 }
414 }
415 }
416
417 object *
418 get_nearest_player (object *mon)
419 {
420 object *op = NULL;
421 objectlink *ol;
422 unsigned lastdist;
423 rv_vector rv;
424
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue;
456
457 if (lastdist > rv.distance)
458 {
459 op = ol->ob;
460 lastdist = rv.distance;
461 }
462 }
463
464 for_all_players (pl)
465 if (can_detect_enemy (mon, pl->ob, &rv))
466 if (lastdist > rv.distance)
467 {
468 op = pl->ob;
469 lastdist = rv.distance;
470 }
471
472 #if 0
473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
474 #endif
475 return op;
476 }
477
478 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
479 * result in a monster paths backtracking. It basically determines how large a
480 * detour a monster will take from the direction path when looking
481 * for a path to the player. The values are in the amount of direction
482 * the deviation is
483 */
484 #define DETOUR_AMOUNT 2
485
486 /* This is used to prevent infinite loops. Consider a case where the
487 * player is in a chamber (with gate closed), and monsters are outside.
488 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
489 * find a path into the chamber. This is a good thing, but since there
490 * is no real path, it will just keep circling the chamber for
491 * ever (this could be a nice effect for monsters, but not for the function
492 * to get stuck in. I think for the monsters, if max is reached and
493 * we return the first direction the creature could move would result in the
494 * circling behaviour. Unfortunately, this function is also used to determined
495 * if the creature should cast a spell, so returning a direction in that case
496 * is probably not a good thing.
497 */
498 #define MAX_SPACES 50
499
500 /*
501 * Returns the direction to the player, if valid. Returns 0 otherwise.
502 * modified to verify there is a path to the player. Does this by stepping towards
503 * player and if path is blocked then see if blockage is close enough to player that
504 * direction to player is changed (ie zig or zag). Continue zig zag until either
505 * reach player or path is blocked. Thus, will only return true if there is a free
506 * path to player. Though path may not be a straight line. Note that it will find
507 * player hiding along a corridor at right angles to the corridor with the monster.
508 *
509 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
510 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
511 * down corriders.
512 * 2) I think the old code was broken if the first direction the monster
513 * should move was blocked - the code would store the first direction without
514 * verifying that the player can actually move in that direction. The new
515 * code does not store anything in firstdir until we have verified that the
516 * monster can in fact move one space in that direction.
517 * 3) I'm not sure how good this code will be for moving multipart monsters,
518 * since only simple checks to blocked are being called, which could mean the monster
519 * is blocking itself.
520 */
521 int
522 path_to_player (object *mon, object *pl, unsigned mindiff)
523 {
524 rv_vector rv;
525 sint16 x, y;
526 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
527 maptile *m, *lastmap;
528
529 get_rangevector (mon, pl, &rv, 0);
530
531 if (rv.distance < mindiff)
532 return 0;
533
534 x = mon->x;
535 y = mon->y;
536 m = mon->map;
537 dir = rv.direction;
538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
541 /* If we can't solve it within the search distance, return now. */
542 if (diff > max)
543 return 0;
544
545 while (diff > 1 && max > 0)
546 {
547 lastx = x;
548 lasty = y;
549 lastmap = m;
550 x = lastx + freearr_x[dir];
551 y = lasty + freearr_y[dir];
552
553 mflags = get_map_flags (m, &m, x, y, &x, &y);
554 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
555
556 /* Space is blocked - try changing direction a little */
557 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
558 && (m == mon->map && blocked_link (mon, m, x, y))))
559 {
560 /* recalculate direction from last good location. Possible
561 * we were not traversing ideal location before.
562 */
563 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
564 if (rv.direction != dir)
565 {
566 /* OK - says direction should be different - lets reset the
567 * the values so it will try again.
568 */
569 x = lastx;
570 y = lasty;
571 m = lastmap;
572 dir = firstdir = rv.direction;
573 }
574 else
575 {
576 /* direct path is blocked - try taking a side step to
577 * either the left or right.
578 * Note increase the values in the loop below to be
579 * more than -1/1 respectively will mean the monster takes
580 * bigger detour. Have to be careful about these values getting
581 * too big (3 or maybe 4 or higher) as the monster may just try
582 * stepping back and forth
583 */
584 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
585 {
586 if (i == 0)
587 continue; /* already did this, so skip it */
588 /* Use lastdir here - otherwise,
589 * since the direction that the creature should move in
590 * may change, you could get infinite loops.
591 * ie, player is northwest, but monster can only
592 * move west, so it does that. It goes some distance,
593 * gets blocked, finds that it should move north,
594 * can't do that, but now finds it can move east, and
595 * gets back to its original point. lastdir contains
596 * the last direction the creature has successfully
597 * moved.
598 */
599
600 x = lastx + freearr_x[absdir (lastdir + i)];
601 y = lasty + freearr_y[absdir (lastdir + i)];
602 m = lastmap;
603 mflags = get_map_flags (m, &m, x, y, &x, &y);
604 if (mflags & P_OUT_OF_MAP)
605 continue;
606 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
607 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
608 continue;
609 if (mflags & P_BLOCKSVIEW)
610 continue;
611
612 if (m == mon->map && blocked_link (mon, m, x, y))
613 break;
614 }
615 /* go through entire loop without finding a valid
616 * sidestep to take - thus, no valid path.
617 */
618 if (i == (DETOUR_AMOUNT + 1))
619 return 0;
620 diff--;
621 lastdir = dir;
622 max--;
623 if (!firstdir)
624 firstdir = dir + i;
625 } /* else check alternate directions */
626 } /* if blocked */
627 else
628 {
629 /* we moved towards creature, so diff is less */
630 diff--;
631 max--;
632 lastdir = dir;
633 if (!firstdir)
634 firstdir = dir;
635 }
636
637 if (diff <= 1)
638 {
639 /* Recalculate diff (distance) because we may not have actually
640 * headed toward player for entire distance.
641 */
642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
644 }
645
646 if (diff > max)
647 return 0;
648 }
649
650 /* If we reached the max, didn't find a direction in time */
651 if (!max)
652 return 0;
653
654 return firstdir;
655 }
656
657 void
658 give_initial_items (object *pl, treasurelist * items)
659 {
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664
665 for (op = pl->inv; op; op = next)
666 {
667 next = op->below;
668
669 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way
671 */
672 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
673 SET_FLAG (op, FLAG_APPLIED);
674
675 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions
677 */
678 if (pl->type == PLAYER)
679 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
681 (op->type == ARMOUR || op->type == BOOTS ||
682 op->type == CLOAK || op->type == HELMET ||
683 op->type == SHIELD || op->type == GLOVES ||
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 {
686 op->destroy ();
687 continue;
688 }
689 }
690
691 /* This really needs to be better - we should really give
692 * a substitute spellbook. The problem is that we don't really
693 * have a good idea what to replace it with (need something like
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */
697 if (op->type == SPELLBOOK || op->type == SKILL)
698 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 {
707 op->destroy ();
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
709 continue;
710 }
711
712 if (op->nrof > 1)
713 op->nrof = 1;
714 }
715
716 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720
721 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be
723 * merged properly.
724 */
725 if (need_identify (op))
726 {
727 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED);
730 }
731 if (op->type == SPELL)
732 {
733 op->destroy ();
734 continue;
735 }
736 else if (op->type == SKILL)
737 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0;
740 op->level = 1;
741 }
742 /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */
746
747 /* Need to set up the skill pointers */
748 link_player_skills (pl);
749 }
750
751 void
752 get_party_password (object *op, partylist *party)
753 {
754 if (party == NULL)
755 {
756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
757 return;
758 }
759
760 op->contr->write_buf[0] = '\0';
761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
762 op->contr->party_to_join = party;
763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
764 }
765
766 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767 static int
768 roll_stat (void)
769 {
770 int a[4], i, j, k;
771
772 for (i = 0; i < 4; i++)
773 a[i] = (int) rndm (6) + 1;
774
775 for (i = 0, j = 0, k = 7; i < 4; i++)
776 if (a[i] < k)
777 k = a[i], j = i;
778
779 for (i = 0, k = 0; i < 4; i++)
780 if (i != j)
781 k += a[i];
782
783 return k;
784 }
785
786 void
787 object::roll_stats ()
788 {
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
793 int sum = 0;
794 for (int i = NUM_STATS; i--; )
795 sum += statsort [i] = roll_stat ();
796
797 if (sum >= 82 && sum <= 116)
798 break;
799 }
800
801 // Sort the stats so that rerolling is easier...
802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
803
804 for (int i = 0; i < NUM_STATS; ++i)
805 stats.stat (i) = statsort [i];
806
807 stats.exp = 0;
808 stats.ac = 0;
809
810 stats.hp = stats.maxhp;
811 stats.sp = stats.maxsp;
812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
820 contr->orig_stats = stats;
821 }
822 }
823
824 void
825 object::swap_stats (int a, int b)
826 {
827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
828
829 for (int i = 0; i < NUM_STATS; ++i)
830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852 }
853
854 static void
855 start_info (object *op)
856 {
857 char buf[MAX_BUF];
858
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863 }
864
865 /* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have
868 * separate race and class; this actually changes the RACE,
869 * not the class.
870 */
871 void
872 player::chargen_race_done ()
873 {
874 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
876
877 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl)
879 create_treasure (tl, ob, 0, 0, 0);
880
881 INVOKE_PLAYER (BIRTH, ob->contr);
882 INVOKE_PLAYER (LOGIN, ob->contr);
883
884 ob->contr->ns->state = ST_PLAYING;
885
886 if (ob->msg)
887 ob->msg = 0;
888
889 /* We create this now because some of the unique maps will need it
890 * to save here.
891 */
892 {
893 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf);
896 }
897
898 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob);
903 ob->update_stats ();
904
905 /* This moves the player to a different start map, if there
906 * is one for this race
907 */
908 if (*first_map_ext_path)
909 {
910 object *tmp;
911 char mapname[MAX_BUF];
912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else
924 LOG (llevDebug, "first_map_ext_path not set\n");
925 }
926
927 void
928 player::chargen_race_next ()
929 {
930 /* Following actually changes the race - this is the default command
931 * if we don't match with one of the options above.
932 */
933
934 do
935 {
936 shstr name = ob->name;
937 int x = ob->x, y = ob->y;
938
939 ob->remove_statbonus ();
940 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->clone.copy_to (ob);
943 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name;
946 ob->x = x;
947 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->clone.name);
951 ob->add_statbonus ();
952 }
953 while (!allowed_class (ob));
954
955 update_object (ob, UP_OBJ_FACE);
956 esrv_update_item (UPD_FACE, ob, ob);
957 ob->update_stats ();
958 ob->stats.hp = ob->stats.maxhp;
959 ob->stats.sp = ob->stats.maxsp;
960 ob->stats.grace = 0;
961 }
962
963 void
964 flee_player (object *op)
965 {
966 int dir, diff;
967 rv_vector rv;
968
969 if (op->stats.hp < 0)
970 {
971 LOG (llevDebug, "Fleeing player is dead.\n");
972 CLEAR_FLAG (op, FLAG_SCARED);
973 return;
974 }
975
976 if (op->enemy == NULL)
977 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED);
980 return;
981 }
982
983 /* Seen some crashes here. Since we don't store an
984 * op->enemy_count, it is possible that something destroys the
985 * actual enemy, and the object is recycled.
986 */
987 if (op->enemy->map == NULL)
988 {
989 CLEAR_FLAG (op, FLAG_SCARED);
990 op->enemy = NULL;
991 return;
992 }
993
994 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 {
996 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED);
998 return;
999 }
1000
1001 get_rangevector (op, op->enemy, &rv, 0);
1002
1003 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++)
1005 {
1006 int m = 1 - (RANDOM () & 2);
1007
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1009 return;
1010 }
1011
1012 /* Cornered, get rid of scared */
1013 CLEAR_FLAG (op, FLAG_SCARED);
1014 op->enemy = NULL;
1015 }
1016
1017 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1018 * It returns 1 if the player should keep on moving, 0 if he should
1019 * stop.
1020 */
1021 int
1022 check_pick (object *op)
1023 {
1024 object *tmp, *next;
1025 int stop = 0;
1026 int wvratio;
1027 char putstring[128];
1028
1029 /* if you're flying, you cna't pick up anything */
1030 if (op->move_type & MOVE_FLYING)
1031 return 1;
1032
1033 next = op->below;
1034
1035 /* loop while there are items on the floor that are not marked as
1036 * destroyed */
1037 while (next && !next->destroyed ())
1038 {
1039 tmp = next;
1040 next = tmp->below;
1041
1042 if (op->destroyed ())
1043 return 0;
1044
1045 if (!can_pick (op, tmp))
1046 continue;
1047
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 {
1050 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp);
1052 continue;
1053 }
1054
1055 /* high not bit set? We're using the old autopickup model */
1056 if (!(op->contr->mode & PU_NEWMODE))
1057 {
1058 switch (op->contr->mode)
1059 {
1060 case 0:
1061 return 1; /* don't pick up */
1062 case 1:
1063 pick_up (op, tmp);
1064 return 1;
1065 case 2:
1066 pick_up (op, tmp);
1067 return 0;
1068 case 3:
1069 return 0; /* stop before pickup */
1070 case 4:
1071 pick_up (op, tmp);
1072 break;
1073 case 5:
1074 pick_up (op, tmp);
1075 stop = 1;
1076 break;
1077 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1079 pick_up (op, tmp);
1080 break;
1081
1082 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp);
1085 break;
1086
1087 default:
1088 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 pick_up (op, tmp);
1092 }
1093 }
1094 else
1095 { /* old model */
1096 /* NEW pickup handling */
1097 if (op->contr->mode & PU_DEBUG)
1098 {
1099 /* some debugging code to figure out item information */
1100 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 }
1109
1110 /* philosophy:
1111 * It's easy to grab an item type from a pile, as long as it's
1112 * generic. This takes no game-time. For more detailed pickups
1113 * and selections, select-items should be used. This is a
1114 * grab-as-you-run type mode that's really useful for arrows for
1115 * example.
1116 * The drawback: right now it has no frontend, so you need to
1117 * stick the bits you want into a calculator in hex mode and then
1118 * convert to decimal and then 'pickup <#>
1119 */
1120
1121 /* the first two modes are exclusive: if NOTHING we return, if
1122 * STOP then we stop. All the rest are applied sequentially,
1123 * meaning if any test passes, the item gets picked up. */
1124
1125 /* if mode is set to pick nothing up, return */
1126
1127 if (op->contr->mode & PU_NOTHING)
1128 return 1;
1129
1130 /* if mode is set to stop when encountering objects, return */
1131 /* take STOP before INHIBIT since it doesn't actually pick
1132 * anything up */
1133
1134 if (op->contr->mode & PU_STOP)
1135 return 0;
1136
1137 /* useful for going into stores and not losing your settings... */
1138 /* and for battles wher you don't want to get loaded down while
1139 * fighting */
1140 if (op->contr->mode & PU_INHIBIT)
1141 return 1;
1142
1143 /* prevent us from turning into auto-thieves :) */
1144 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1145 continue;
1146
1147 /* ignore known cursed objects */
1148 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1149 continue;
1150
1151 /* all food and drink if desired */
1152 /* question: don't pick up known-poisonous stuff? */
1153 if (op->contr->mode & PU_FOOD)
1154 if (tmp->type == FOOD)
1155 {
1156 pick_up (op, tmp);
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_DRINK)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1162 {
1163 pick_up (op, tmp);
1164 continue;
1165 }
1166
1167 if (op->contr->mode & PU_POTION)
1168 if (tmp->type == POTION)
1169 {
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL)
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 if (op->contr->mode & PU_VALUABLES)
1213 {
1214 if (tmp->type == MONEY || tmp->type == GEM)
1215 {
1216 pick_up (op, tmp);
1217 continue;
1218 }
1219 }
1220
1221 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON)
1305 {
1306 if (tmp->type == WEAPON && tmp->name != NULL)
1307 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314 }
1315
1316 if (tmp->type == WEAPON && tmp->name == NULL)
1317 {
1318 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324 }
1325
1326 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */
1336 if (op->contr->mode & PU_RATIO)
1337 {
1338 /* use value density to decide what else to grab */
1339 /* >=7 was >= op->contr->mode */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits
1341 * and multiply them by 5, giving 0..15*5== 5..75 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1344 {
1345 pick_up (op, tmp);
1346 #if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL)
1349 {
1350 fprintf (stderr, "%s", tmp->name);
1351 }
1352 else
1353 fprintf (stderr, "%s", tmp->arch->name);
1354 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1356 #endif
1357 continue;
1358 }
1359 }
1360 } /* the new pickup model */
1361 }
1362
1363 return !stop;
1364 }
1365
1366 /*
1367 * Find an arrow in the inventory and after that
1368 * in the right type container (quiver). Pointer to the
1369 * found object is returned.
1370 */
1371 object *
1372 find_arrow (object *op, const char *type)
1373 {
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below)
1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378 tmp = find_arrow (op, type);
1379 else if (op->type == ARROW && op->race == type)
1380 return op;
1381
1382 return tmp;
1383 }
1384
1385 /*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1387 * against the target. A full test is not performed, simply a basic test
1388 * of resistances. The archer is making a quick guess at what he sees down
1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1390 */
1391 object *
1392 find_better_arrow (object *op, object *target, const char *type, int *better)
1393 {
1394 object *tmp = NULL, *arrow, *ntmp;
1395 int attacknum, attacktype, betterby = 0, i;
1396
1397 if (!type)
1398 return NULL;
1399
1400 for (arrow = op->inv; arrow; arrow = arrow->below)
1401 {
1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1403 {
1404 i = 0;
1405 ntmp = find_better_arrow (arrow, target, type, &i);
1406 if (i > betterby)
1407 {
1408 tmp = ntmp;
1409 betterby = i;
1410 }
1411 }
1412 else if (arrow->type == ARROW && arrow->race == type)
1413 {
1414 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1416 {
1417 if (arrow->attacktype & AT_DEATH)
1418 {
1419 *better = 100;
1420 return arrow;
1421 }
1422 else
1423 {
1424 tmp = arrow;
1425 betterby = (arrow->magic + arrow->stats.dam) * 2;
1426 }
1427 }
1428 else
1429 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 {
1432 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1435 {
1436 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1438 }
1439 }
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 {
1442 tmp = arrow;
1443 betterby = 2 + arrow->magic + arrow->stats.dam;
1444 }
1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446 {
1447 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 }
1450 }
1451 }
1452 }
1453 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type);
1455
1456 *better = betterby;
1457 return tmp;
1458 }
1459
1460 /* looks in a given direction, finds the first valid target, and calls
1461 * find_better_arrow to find a decent arrow to use.
1462 * op = the shooter
1463 * type = bow->race
1464 * dir = fire direction
1465 */
1466 object *
1467 pick_arrow_target (object *op, const char *type, int dir)
1468 {
1469 object *tmp = NULL;
1470 maptile *m;
1471 int i, mflags, found, number;
1472 sint16 x, y;
1473
1474 if (op->map == NULL)
1475 return find_arrow (op, type);
1476
1477 /* do a dex check */
1478 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1479 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1480 return find_arrow (op, type);
1481
1482 m = op->map;
1483 x = op->x;
1484 y = op->y;
1485
1486 /* find the first target */
1487 for (i = 0, found = 0; i < 20; i++)
1488 {
1489 x += freearr_x[dir];
1490 y += freearr_y[dir];
1491 mflags = get_map_flags (m, &m, x, y, &x, &y);
1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 {
1494 tmp = NULL;
1495 break;
1496 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption.
1501 */
1502 tmp = NULL;
1503 break;
1504 }
1505 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1514 break;
1515 }
1516 }
1517 if (tmp == NULL)
1518 return find_arrow (op, type);
1519
1520 if (tmp->head)
1521 tmp = tmp->head;
1522
1523 return find_better_arrow (op, tmp, type, &i);
1524 }
1525
1526 /*
1527 * Creature fires a bow - op can be monster or player. Returns
1528 * 1 if bow was actually fired, 0 otherwise.
1529 * op is the object firing the bow.
1530 * part is for multipart creatures - the part firing the bow.
1531 * dir is the direction of fire.
1532 * wc_mod is any special modifier to give (used in special player fire modes)
1533 * sx, sy are coordinates to fire arrow from - also used in some of the special
1534 * player fire modes.
1535 */
1536 int
1537 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1538 {
1539 object *left, *bow;
1540 int bowspeed, mflags;
1541 maptile *m;
1542
1543 if (!dir)
1544 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546 return 0;
1547 }
1548
1549 if (player *pl = op->contr)
1550 {
1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1555 else
1556 {
1557 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons.
1560 */
1561 if (bow->type == BOW)
1562 break;
1563
1564 if (!bow)
1565 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0;
1568 }
1569
1570 // optimisation: move object to top so we will find it quickly again
1571 if (bow->below)
1572 {
1573 bow->remove ();
1574 op->insert (bow);
1575 }
1576
1577 }
1578
1579 if (!bow->race || !bow->skill)
1580 {
1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1582 return 0;
1583 }
1584
1585 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1586
1587 /* penalize ROF for bestarrow */
1588 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1589 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1590
1591 if (bowspeed < 1)
1592 bowspeed = 1;
1593
1594 if (arrow == NULL)
1595 {
1596 if ((arrow = find_arrow (op, bow->race)) == NULL)
1597 {
1598 if (op->type == PLAYER)
1599 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1600 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1601 else
1602 CLEAR_FLAG (op, FLAG_READY_BOW);
1603
1604 return 0;
1605 }
1606 }
1607
1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1609 if (mflags & P_OUT_OF_MAP)
1610 return 0;
1611
1612 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1613 {
1614 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1615 return 0;
1616 }
1617
1618 /* this should not happen, but sometimes does */
1619 if (arrow->nrof == 0)
1620 {
1621 arrow->destroy ();
1622 return 0;
1623 }
1624
1625 left = arrow; /* these are arrows left to the player */
1626 arrow = get_split_ob (arrow, 1);
1627 if (!arrow)
1628 {
1629 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 return 0;
1631 }
1632
1633 arrow->set_owner (op);
1634 arrow->skill = bow->skill;
1635 arrow->direction = dir;
1636
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype;
1640
1641 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1644 if (player *pl = op->contr)
1645 {
1646 if (!pl->has_hit)
1647 {
1648 op->speed_left -= op->speed;
1649 pl->has_hit = 1;
1650 }
1651
1652 op->speed_left += 0.01f - abs (op->speed) * 100.f / bowspeed;
1653 op->update_stats ();
1654 }
1655
1656 SET_ANIMATION (arrow, arrow->direction);
1657
1658 /* update the speed */
1659 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1660 + bow->stats.dam / 7.0;
1661
1662 arrow->set_speed (max (arrow->speed, 2.0));
1663 arrow->speed_left = 0;
1664
1665 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1666
1667 if (op->type == PLAYER)
1668 {
1669 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1670 wc -= dex_bonus[op->stats.Dex];
1671
1672 if (!arrow->slaying)
1673 arrow->slaying = op->slaying;
1674
1675 arrow->attacktype |= op->attacktype;
1676 }
1677 else
1678 {
1679 arrow->level = op->level;
1680 arrow->stats.wc -= bow->magic;
1681
1682 if (!arrow->slaying)
1683 arrow->slaying = bow->slaying;
1684
1685 arrow->attacktype |= bow->attacktype;
1686 }
1687
1688 wc -= arrow->level;
1689 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1690
1691 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1692 arrow->move_type = MOVE_FLY_LOW;
1693 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1694
1695 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1696 m->insert (arrow, sx, sy, op);
1697
1698 if (!arrow->destroyed ())
1699 move_arrow (arrow);
1700
1701 if (op->type == PLAYER)
1702 {
1703 if (left->destroyed ())
1704 esrv_del_item (op->contr, left->count);
1705 else
1706 esrv_send_item (op, left);
1707 }
1708
1709 return 1;
1710 }
1711
1712 /* Special fire code for players - this takes into
1713 * account the special fire modes players can have
1714 * but monsters can't. Putting that code here
1715 * makes the fire_bow code much cleaner.
1716 * this function should only be called if 'op' is a player,
1717 * hence the function name.
1718 */
1719 int
1720 player_fire_bow (object *op, int dir)
1721 {
1722 int ret = 0, wcmod = 0;
1723
1724 if (op->contr->bowtype == bow_bestarrow)
1725 {
1726 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1727 }
1728 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1729 {
1730 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1731 wcmod = -1;
1732
1733 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1734 }
1735 else if (op->contr->bowtype == bow_threewide)
1736 {
1737 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1739 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1740 }
1741 else if (op->contr->bowtype == bow_spreadshot)
1742 {
1743 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1744 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1745 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1746 }
1747 else
1748 {
1749 /* Simple case */
1750 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1751 }
1752
1753 return ret;
1754 }
1755
1756
1757 /* Fires a misc (wand/rod/horn) object in 'dir'.
1758 * Broken apart from 'fire' to keep it more readable.
1759 */
1760 void
1761 fire_misc_object (object *op, int dir)
1762 {
1763 object *item = op->contr->ranged_ob;
1764
1765 if (!item)
1766 {
1767 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1768 return;
1769 }
1770
1771 if (!item->inv)
1772 {
1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1774 return;
1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
1780 if (item->type == WAND)
1781 {
1782 if (item->stats.food <= 0)
1783 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
1787 return;
1788 }
1789 }
1790 else if (item->type == ROD || item->type == HORN)
1791 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1793 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
1796 if (item->type == ROD)
1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800
1801 return;
1802 }
1803 }
1804
1805 if (cast_spell (op, item, dir, item->inv, NULL))
1806 {
1807 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1808 if (item->type == WAND)
1809 {
1810 if (!(--item->stats.food))
1811 {
1812 object *tmp;
1813
1814 if (item->arch)
1815 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face;
1818 item->set_speed (0);
1819 }
1820
1821 if ((tmp = item->in_player ()))
1822 esrv_update_item (UPD_ANIM, tmp, item);
1823 }
1824 }
1825 else if (item->type == ROD || item->type == HORN)
1826 drain_rod_charge (item);
1827 }
1828 }
1829
1830 /* Received a fire command for the player - go and do it.
1831 */
1832 void
1833 fire (object *op, int dir)
1834 {
1835 int spellcost = 0;
1836
1837 /* check for loss of invisiblity/hide */
1838 if (action_makes_visible (op))
1839 make_visible (op);
1840
1841 player *pl = op->contr;
1842
1843 if (pl->golem)
1844 {
1845 control_golem (op->contr->golem, dir);
1846 return;
1847 }
1848
1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return;
1853
1854 switch (ob->type)
1855 {
1856 case BOW:
1857 player_fire_bow (op, dir);
1858 break;
1859
1860 case SPELL:
1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1862 break;
1863
1864 case BUILDER:
1865 apply_map_builder (op, dir);
1866 break;
1867
1868 case SKILL:
1869 case SKILL_TOOL:
1870 do_skill (op, op, ob, dir, 0);
1871 break;
1872
1873 default:
1874 fire_misc_object (op, dir);
1875 break;
1876 }
1877 }
1878
1879 /* find_key
1880 * We try to find a key for the door as passed. If we find a key
1881 * and successfully use it, we return the key, otherwise NULL
1882 * This function merges both normal and locked door, since the logic
1883 * for both is the same - just the specific key is different.
1884 * pl is the player,
1885 * inv is the objects inventory to searched
1886 * door is the door we are trying to match against.
1887 * This function can be called recursively to search containers.
1888 */
1889 object *
1890 find_key (object *pl, object *container, object *door)
1891 {
1892 object *tmp, *key;
1893
1894 /* Should not happen, but sanity checking is never bad */
1895 if (!container->inv)
1896 return 0;
1897
1898 /* First, lets try to find a key in the top level inventory */
1899 for (tmp = container->inv; tmp; tmp = tmp->below)
1900 {
1901 if (door->type == DOOR && tmp->type == KEY)
1902 break;
1903 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys
1905 */
1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1907 break;
1908 }
1909
1910 /* No key found - lets search inventories now */
1911 /* If we find and use a key in an inventory, return at that time.
1912 * otherwise, if we search all the inventories and still don't find
1913 * a key, return
1914 */
1915 if (!tmp)
1916 {
1917 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 {
1919 /* No reason to search empty containers */
1920 if (tmp->type == CONTAINER && tmp->inv)
1921 {
1922 if ((key = find_key (pl, tmp, door)))
1923 return key;
1924 }
1925 }
1926
1927 if (!tmp)
1928 return NULL;
1929 }
1930
1931 /* We get down here if we have found a key. Now if its in a container,
1932 * see if we actually want to use it
1933 */
1934 if (pl != container)
1935 {
1936 /* Only let players use keys in containers */
1937 if (!pl->contr)
1938 return NULL;
1939 /* cases where this fails:
1940 * If we only search the player inventory, return now since we
1941 * are not in the players inventory.
1942 * If the container is not active, return now since only active
1943 * containers can be used.
1944 * If we only search keyrings and the container does not have
1945 * a race/isn't a keyring.
1946 * No checking for all containers - to fall through past here,
1947 * inv must have been an container and must have been active.
1948 *
1949 * Change the color so that the message doesn't disappear with
1950 * all the others.
1951 */
1952 if (pl->contr->usekeys == key_inventory ||
1953 !QUERY_FLAG (container, FLAG_APPLIED) ||
1954 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1955 {
1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1957 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1958 return NULL;
1959 }
1960 }
1961
1962 return tmp;
1963 }
1964
1965 /* moved door processing out of move_player_attack.
1966 * returns 1 if player has opened the door with a key
1967 * such that the caller should not do anything more,
1968 * 0 otherwise
1969 */
1970 static int
1971 player_attack_door (object *op, object *door)
1972 {
1973 /* If its a door, try to find a use a key. If we do destroy the door,
1974 * might as well return immediately as there is nothing more to do -
1975 * otherwise, we fall through to the rest of the code.
1976 */
1977 object *key = find_key (op, op, door);
1978
1979 /* IF we found a key, do some extra work */
1980 if (key)
1981 {
1982 object *container = key->env;
1983
1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
1986 if (action_makes_visible (op))
1987 make_visible (op);
1988
1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 spring_trap (door->inv, op);
1991
1992 if (door->type == DOOR)
1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 else if (door->type == LOCKED_DOOR)
1995 {
1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1997 remove_door2 (door); /* remove door without violence ;-) */
1998 }
1999
2000 /* Do this after we print the message */
2001 decrease_ob (key); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */
2003 if (container != op)
2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2006 return 1; /* Nothing more to do below */
2007 }
2008 else if (door->type == LOCKED_DOOR)
2009 {
2010 /* Might as well return now - no other way to open this */
2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2012 return 1;
2013 }
2014
2015 return 0;
2016 }
2017
2018 /* This function is just part of a breakup from move_player.
2019 * It should keep the code cleaner.
2020 * When this is called, the players direction has been updated
2021 * (taking into account confusion.) The player is also actually
2022 * going to try and move (not fire weapons).
2023 */
2024 void
2025 move_player_attack (object *op, int dir)
2026 {
2027 object *tmp, *mon;
2028 int on_battleground;
2029 maptile *m;
2030
2031 sint16 nx = freearr_x[dir] + op->x;
2032 sint16 ny = freearr_y[dir] + op->y;
2033
2034 on_battleground = op_on_battleground (op, 0, 0);
2035
2036 /* If braced, or can't move to the square, and it is not out of the
2037 * map, attack it. Note order of if statement is important - don't
2038 * want to be calling move_ob if braced, because move_ob will move the
2039 * player. This is a pretty nasty hack, because if we could
2040 * move to some space, it then means that if we are braced, we should
2041 * do nothing at all. As it is, if we are braced, we go through
2042 * quite a bit of processing. However, it probably is less than what
2043 * move_ob uses.
2044 */
2045 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2046 {
2047 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2048 {
2049 m = op->map->xy_find (nx, ny);
2050 if (!m)
2051 return; /* Don't think this should happen */
2052 }
2053 else
2054 m = op->map;
2055
2056 if (!(tmp = m->at (nx, ny).bot))
2057 return;
2058
2059 mon = 0;
2060 /* Go through all the objects, and find ones of interest. Only stop if
2061 * we find a monster - that is something we know we want to attack.
2062 * if its a door or barrel (can roll) see if there may be monsters
2063 * on the space
2064 */
2065 while (tmp)
2066 {
2067 if (tmp == op)
2068 {
2069 tmp = tmp->above;
2070 continue;
2071 }
2072
2073 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2074 {
2075 mon = tmp;
2076 break;
2077 }
2078
2079 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2080 mon = tmp;
2081
2082 tmp = tmp->above;
2083 }
2084
2085 if (!mon) /* This happens anytime the player tries to move */
2086 return; /* into a wall */
2087
2088 if (mon->head)
2089 mon = mon->head;
2090
2091 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2092 if (player_attack_door (op, mon))
2093 return;
2094
2095 /* The following deals with possibly attacking peaceful
2096 * or frienddly creatures. Basically, all players are considered
2097 * unaggressive. If the moving player has peaceful set, then the
2098 * object should be pushed instead of attacked. It is assumed that
2099 * if you are braced, you will not attack friends accidently,
2100 * and thus will not push them.
2101 */
2102
2103 /* If the creature is a pet, push it even if the player is not
2104 * peaceful. Our assumption is the creature is a pet if the
2105 * player owns it and it is either friendly or unagressive.
2106 */
2107 if ((op->type == PLAYER)
2108 #if COZY_SERVER
2109 &&
2110 ((mon->owner && mon->owner->contr
2111 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2112 #else
2113 && mon->owner == op
2114 #endif
2115 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2116 {
2117 /* If we're braced, we don't want to switch places with it */
2118 if (op->contr->braced)
2119 return;
2120
2121 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2122 push_ob (mon, dir, op);
2123 if (op->contr->tmp_invis || op->hide)
2124 make_visible (op);
2125
2126 return;
2127 }
2128
2129 /* in certain circumstances, you shouldn't attack friendly
2130 * creatures. Note that if you are braced, you can't push
2131 * someone, but put it inside this loop so that you won't
2132 * attack them either.
2133 */
2134 if ((mon->type == PLAYER || mon->enemy != op) &&
2135 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2136 #ifdef PROHIBIT_PLAYERKILL
2137 (op->contr->peaceful
2138 || (mon->type == PLAYER
2139 && mon->contr->
2140 peaceful)) &&
2141 #else
2142 op->contr->peaceful &&
2143 #endif
2144 !on_battleground))
2145 {
2146 if (!op->contr->braced)
2147 {
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2149 push_ob (mon, dir, op);
2150 }
2151 else
2152 new_draw_info (0, 0, op, "You withhold your attack");
2153
2154 if (op->contr->tmp_invis || op->hide)
2155 make_visible (op);
2156 }
2157
2158 /* If the object is a boulder or other rollable object, then
2159 * roll it if not braced. You can't roll it if you are braced.
2160 */
2161 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2162 {
2163 recursive_roll (mon, dir, op);
2164 if (action_makes_visible (op))
2165 make_visible (op);
2166 }
2167
2168 /* Any generic living creature. Including things like doors.
2169 * Way it works is like this: First, it must have some hit points
2170 * and be living. Then, it must be one of the following:
2171 * 1) Not a player, 2) A player, but of a different party. Note
2172 * that party_number -1 is no party, so attacks can still happen.
2173 */
2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2176 {
2177 /* If the player hasn't hit something this tick, and does
2178 * so, give them speed boost based on weapon speed. Doing
2179 * it here is better than process_players2, which basically
2180 * incurred a 1 tick offset.
2181 */
2182 if (!op->contr->has_hit)
2183 {
2184 op->speed_left += op->contr->weapon_sp - op->speed;
2185 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2186 }
2187
2188 skill_attack (mon, op, 0, 0, 0);
2189
2190 /* If attacking another player, that player gets automatic
2191 * hitback, and doesn't loose luck either.
2192 * Disable hitback on the battleground or if the target is
2193 * the wiz.
2194 */
2195 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2196 {
2197 short luck = mon->stats.luck;
2198
2199 mon->contr->has_hit = 1;
2200 skill_attack (op, mon, 0, 0, 0);
2201 mon->stats.luck = luck;
2202 }
2203
2204 if (action_makes_visible (op))
2205 make_visible (op);
2206 }
2207 } /* if player should attack something */
2208 }
2209
2210 int
2211 move_player (object *op, int dir)
2212 {
2213 int pick;
2214
2215 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2216 return 0;
2217
2218 /* Sanity check: make sure dir is valid */
2219 if ((dir < 0) || (dir >= 9))
2220 {
2221 LOG (llevError, "move_player: invalid direction %d\n", dir);
2222 return 0;
2223 }
2224
2225 /* peterm: added following line */
2226 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2227 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2228
2229 op->facing = dir;
2230
2231 if (op->hide)
2232 do_hidden_move (op);
2233
2234 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2235 /*nop */ ;
2236 else if (op->contr->fire_on)
2237 fire (op, dir);
2238 else
2239 {
2240 move_player_attack (op, dir);
2241 pick = check_pick (op);
2242 }
2243
2244 /* Add special check for newcs players and fire on - this way, the
2245 * server can handle repeat firing.
2246 */
2247 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2248 op->direction = dir;
2249 else
2250 op->direction = 0;
2251
2252 /* Update how the player looks. Use the facing, so direction may
2253 * get reset to zero. This allows for full animation capabilities
2254 * for players.
2255 */
2256 animate_object (op, op->facing);
2257 return 0;
2258 }
2259
2260 /* This is similar to handle_player, below, but is only used by the
2261 * new client/server stuff.
2262 * This is sort of special, in that the new client/server actually uses
2263 * the new speed values for commands.
2264 *
2265 * Returns true if there are more actions we can do.
2266 */
2267 int
2268 handle_newcs_player (object *op)
2269 {
2270 if (QUERY_FLAG (op, FLAG_SCARED))
2271 {
2272 flee_player (op);
2273 /* If player is still scared, that is his action for this tick */
2274 if (QUERY_FLAG (op, FLAG_SCARED))
2275 {
2276 op->speed_left--;
2277 return 0;
2278 }
2279 }
2280
2281 /* call this here - we also will call this in do_ericserver, but
2282 * the players time has been increased when doericserver has been
2283 * called, so we recheck it here.
2284 */
2285 if (op->contr->ns->handle_command ())
2286 return 1;
2287
2288 if (op->speed_left > 0)
2289 {
2290 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2291 {
2292 /* All move commands take 1 tick, at least for now */
2293 op->speed_left--;
2294
2295 /* Instead of all the stuff below, let move_player take care
2296 * of it. Also, some of the skill stuff is only put in
2297 * there, as well as the confusion stuff.
2298 */
2299 move_player (op, op->direction);
2300
2301 return op->speed_left > 0;
2302 }
2303 }
2304
2305 return 0;
2306 }
2307
2308 int
2309 save_life (object *op)
2310 {
2311 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2312 return 0;
2313
2314 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2315 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2316 {
2317 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2318 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2319
2320 if (op->contr)
2321 esrv_del_item (op->contr, tmp->count);
2322
2323 tmp->destroy ();
2324 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325
2326 if (op->stats.hp < 0)
2327 op->stats.hp = op->stats.maxhp;
2328
2329 if (op->stats.food < 0)
2330 op->stats.food = 999;
2331
2332 op->update_stats ();
2333 return 1;
2334 }
2335
2336 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2337 CLEAR_FLAG (op, FLAG_LIFESAVE);
2338 enter_player_savebed (op); /* bring him home. */
2339 return 0;
2340 }
2341
2342 /* This goes throws the inventory and removes unpaid objects, and puts them
2343 * back in the map (location and map determined by values of env). This
2344 * function will descend into containers. op is the object to start the search
2345 * from.
2346 */
2347 void
2348 remove_unpaid_objects (object *op, object *env)
2349 {
2350 while (op)
2351 {
2352 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2353
2354 if (QUERY_FLAG (op, FLAG_UNPAID))
2355 {
2356 if (env->type == PLAYER)
2357 esrv_del_item (env->contr, op->count);
2358
2359 op->insert_at (env);
2360 }
2361 else if (op->inv)
2362 remove_unpaid_objects (op->inv, env);
2363
2364 op = next;
2365 }
2366 }
2367
2368 /*
2369 * Returns pointer a static string containing gravestone text
2370 * Moved from apply.c to player.c - player.c is what
2371 * actually uses this function. player.c may not be quite the
2372 * best, a misc file for object actions is probably better,
2373 * but there isn't one in the server directory.
2374 */
2375 char *
2376 gravestone_text (object *op)
2377 {
2378 static char buf2[MAX_BUF];
2379 char buf[MAX_BUF];
2380 time_t now = time (NULL);
2381
2382 strcpy (buf2, " R.I.P.\n\n");
2383 if (op->type == PLAYER)
2384 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2385 else
2386 sprintf (buf, "%s\n", &op->name);
2387
2388 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf);
2390 if (op->type == PLAYER)
2391 sprintf (buf, "who was in level %d when killed\n", op->level);
2392 else
2393 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2394
2395 strncat (buf2, " ", 20 - strlen (buf) / 2);
2396 strcat (buf2, buf);
2397 if (op->type == PLAYER)
2398 {
2399 sprintf (buf, "by %s.\n\n", op->contr->killer);
2400 strncat (buf2, " ", 21 - strlen (buf) / 2);
2401 strcat (buf2, buf);
2402 }
2403
2404 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2405 strncat (buf2, " ", 20 - strlen (buf) / 2);
2406 strcat (buf2, buf);
2407
2408 return buf2;
2409 }
2410
2411 void
2412 do_some_living (object *op)
2413 {
2414 int last_food = op->stats.food;
2415 int gen_hp, gen_sp, gen_grace;
2416 int over_hp, over_sp, over_grace;
2417 int i;
2418 int rate_hp = 1200;
2419 int rate_sp = 2500;
2420 int rate_grace = 2000;
2421 const int max_hp = 1;
2422 const int max_sp = 1;
2423 const int max_grace = 1;
2424
2425 if (op->contr->hidden)
2426 {
2427 op->invisible = 1000;
2428 /* the socket code flashes the player visible/invisible
2429 * depending on the value of invisible, so we need to
2430 * alternate it here for it to work correctly.
2431 */
2432 if (pticks & 2)
2433 op->invisible--;
2434 }
2435 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2436 {
2437 if (!op->invisible--)
2438 {
2439 make_visible (op);
2440 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2441 }
2442 }
2443
2444 if (op->contr->ns->state == ST_PLAYING)
2445 {
2446 /* these next three if clauses make it possible to SLOW DOWN
2447 hp/grace/spellpoint regeneration. */
2448 if (op->contr->gen_hp >= 0)
2449 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2450 else
2451 {
2452 gen_hp = op->stats.maxhp;
2453 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2454 }
2455
2456 if (op->contr->gen_sp >= 0)
2457 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2458 else
2459 {
2460 gen_sp = op->stats.maxsp;
2461 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2462 }
2463
2464 if (op->contr->gen_grace >= 0)
2465 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2466 else
2467 {
2468 gen_grace = op->stats.maxgrace;
2469 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2470 }
2471
2472 /* Regenerate Spell Points */
2473 if (!op->contr->golem && --op->last_sp < 0)
2474 {
2475 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2476 if (op->stats.sp < op->stats.maxsp)
2477 {
2478 op->stats.sp++;
2479 /* dms do not consume food */
2480 if (!QUERY_FLAG (op, FLAG_WIZ))
2481 {
2482 op->stats.food--;
2483 if (op->contr->digestion < 0)
2484 op->stats.food += op->contr->digestion;
2485 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2486 op->stats.food = last_food;
2487 }
2488 }
2489
2490 if (max_sp > 1)
2491 {
2492 over_sp = (gen_sp + 10) / rate_sp;
2493 if (over_sp > 0)
2494 {
2495 if (op->stats.sp < op->stats.maxsp)
2496 {
2497 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2498
2499 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2500 op->stats.sp--;
2501
2502 if (op->stats.sp > op->stats.maxsp)
2503 op->stats.sp = op->stats.maxsp;
2504 }
2505 op->last_sp = 0;
2506 }
2507 else
2508 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2509 }
2510 else
2511 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2512 }
2513
2514 /* Regenerate Grace */
2515 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2516 if (--op->last_grace < 0)
2517 {
2518 if (op->stats.grace < op->stats.maxgrace / 2)
2519 op->stats.grace++; /* no penalty in food for regaining grace */
2520
2521 if (max_grace > 1)
2522 {
2523 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2524 if (over_grace > 0)
2525 {
2526 op->stats.sp += over_grace
2527 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2528 op->last_grace = 0;
2529 }
2530 else
2531 {
2532 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2533 }
2534 }
2535 else
2536 {
2537 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2538 }
2539 /* wearing stuff doesn't detract from grace generation. */
2540 }
2541
2542 /* Regenerate Hit Points */
2543 if (--op->last_heal < 0)
2544 {
2545 if (op->stats.hp < op->stats.maxhp)
2546 {
2547 op->stats.hp++;
2548 /* dms do not consume food */
2549 if (!QUERY_FLAG (op, FLAG_WIZ))
2550 {
2551 op->stats.food--;
2552 if (op->contr->digestion < 0)
2553 op->stats.food += op->contr->digestion;
2554 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2555 op->stats.food = last_food;
2556 }
2557 }
2558
2559 if (max_hp > 1)
2560 {
2561 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2562 if (over_hp > 0)
2563 {
2564 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2565 op->last_heal = 0;
2566 }
2567 else
2568 {
2569 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2570 }
2571 }
2572 else
2573 {
2574 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2575 }
2576 }
2577
2578 /* Digestion */
2579 if (--op->last_eat < 0)
2580 {
2581 #ifdef COZY_SERVER
2582 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2583 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2584 #else
2585 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2586 #endif
2587
2588 if (op->contr->gen_hp > 0)
2589 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2590 else
2591 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2592
2593 /* dms do not consume food */
2594 if (!QUERY_FLAG (op, FLAG_WIZ))
2595 op->stats.food--;
2596 }
2597
2598 if (op->stats.food < 0 && op->stats.hp >= 0)
2599 {
2600 object *tmp, *flesh = 0;
2601
2602 for (tmp = op->inv; tmp; tmp = tmp->below)
2603 {
2604 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2605 {
2606 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2607 {
2608 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2609 manual_apply (op, tmp, 0);
2610 if (op->stats.food >= 0 || op->stats.hp < 0)
2611 break;
2612 }
2613 else if (tmp->type == FLESH)
2614 flesh = tmp;
2615 } /* End if paid for object */
2616 } /* end of for loop */
2617
2618 /* If player is still starving, it means they don't have any food, so
2619 * eat flesh instead.
2620 */
2621 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2622 {
2623 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2624 manual_apply (op, flesh, 0);
2625 }
2626 }
2627
2628 while (op->stats.food < 0 && op->stats.hp >= 0)
2629 op->stats.food++, op->stats.hp--;
2630
2631 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2632 kill_player (op);
2633 }
2634 }
2635
2636 /* If the player should die (lack of hp, food, etc), we call this.
2637 * op is the player in jeopardy. If the player can not be saved (not
2638 * permadeath, no lifesave), this will take care of removing the player
2639 * file.
2640 */
2641 void
2642 kill_player (object *op)
2643 {
2644 char buf[MAX_BUF];
2645 int x, y;
2646
2647 //int i;
2648 maptile *map; /* this is for resurrection */
2649
2650 /* int z;
2651 int num_stats_lose;
2652 int lost_a_stat;
2653 int lose_this_stat;
2654 int this_stat; */
2655 int will_kill_again;
2656 archetype *at;
2657 object *tmp;
2658
2659 if (save_life (op))
2660 return;
2661
2662
2663 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2664 * in cities ONLY!!! It is very important that this doesn't get abused.
2665 * Look at op_on_battleground() for more info --AndreasV
2666 */
2667 if (op_on_battleground (op, &x, &y))
2668 {
2669 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2670 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2671
2672 /* restore player */
2673 at = archetype::find ("poisoning");
2674 if (object *tmp = present_arch_in_ob (at, op))
2675 {
2676 tmp->destroy ();
2677 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2678 }
2679
2680 at = archetype::find ("confusion");
2681 if (object *tmp = present_arch_in_ob (at, op))
2682 {
2683 tmp->destroy ();
2684 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2685 }
2686
2687 cure_disease (op, 0); /* remove any disease */
2688 op->stats.hp = op->stats.maxhp;
2689 if (op->stats.food <= 0)
2690 op->stats.food = 999;
2691
2692 /* create a bodypart-trophy to make the winner happy */
2693 if (object *tmp = arch_to_object (archetype::find ("finger")))
2694 {
2695 sprintf (buf, "%s's finger", &op->name);
2696 tmp->name = buf;
2697 sprintf (buf, " This finger has been cut off %s\n"
2698 " the %s, when he was defeated at\n level %d by %s.\n",
2699 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2700 tmp->msg = buf;
2701 tmp->value = 0, tmp->type = 0;
2702 tmp->materialname = "organics";
2703 tmp->insert_at (op, tmp);
2704 }
2705
2706 /* teleport defeated player to new destination */
2707 transfer_ob (op, x, y, 0, NULL);
2708 op->contr->braced = 0;
2709 return;
2710 }
2711
2712 INVOKE_PLAYER (DEATH, op->contr);
2713
2714 command_kill_pets (op, 0);
2715
2716 if (op->stats.food < 0)
2717 {
2718 sprintf (buf, "%s starved to death.", &op->name);
2719 strcpy (op->contr->killer, "starvation");
2720 }
2721 else
2722 sprintf (buf, "%s died.", &op->name);
2723
2724 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2725
2726 /* save the map location for corpse, gravestone */
2727 x = op->x;
2728 y = op->y;
2729 map = op->map;
2730
2731 /* NOT_PERMADEATH code. This basically brings the character back to
2732 * life if they are dead - it takes some exp and a random stat.
2733 * See the config.h file for a little more in depth detail about this.
2734 */
2735
2736 /* Basically two ways to go - remove a stat permanently, or just
2737 * make it depletion. This bunch of code deals with that aspect
2738 * of death.
2739 */
2740 #ifndef COZY_SERVER
2741 if (settings.balanced_stat_loss)
2742 {
2743 /* If stat loss is permanent, lose one stat only. */
2744 /* Lower level chars don't lose as many stats because they suffer
2745 more if they do. */
2746 /* Higher level characters can afford things such as potions of
2747 restoration, or better, stat potions. So we slug them that
2748 little bit harder. */
2749 /* GD */
2750 if (settings.stat_loss_on_death)
2751 num_stats_lose = 1;
2752 else
2753 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2754 }
2755 else
2756 num_stats_lose = 1;
2757
2758 lost_a_stat = 0;
2759
2760 for (z = 0; z < num_stats_lose; z++)
2761 {
2762 i = RANDOM () % NUM_STATS;
2763
2764 if (settings.stat_loss_on_death)
2765 {
2766 /* Pick a random stat and take a point off it. Tell the player
2767 * what he lost.
2768 */
2769 change_attr_value (&(op->stats), i, -1);
2770 check_stat_bounds (&(op->stats));
2771 change_attr_value (&(op->contr->orig_stats), i, -1);
2772 check_stat_bounds (&(op->contr->orig_stats));
2773 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2774 lost_a_stat = 1;
2775 }
2776 else
2777 {
2778 /* deplete a stat */
2779 archetype *deparch = archetype::find ("depletion");
2780 object *dep;
2781
2782 dep = present_arch_in_ob (deparch, op);
2783 if (!dep)
2784 {
2785 dep = arch_to_object (deparch);
2786 insert_ob_in_ob (dep, op);
2787 }
2788 lose_this_stat = 1;
2789 if (settings.balanced_stat_loss)
2790 {
2791 /* GD */
2792 /* Get the stat that we're about to deplete. */
2793 this_stat = get_attr_value (&(dep->stats), i);
2794 if (this_stat < 0)
2795 {
2796 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2797 int keep_chance = this_stat * this_stat;
2798
2799 /* Yes, I am paranoid. Sue me. */
2800 if (keep_chance < 1)
2801 keep_chance = 1;
2802
2803 /* There is a maximum depletion total per level. */
2804 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2805 {
2806 lose_this_stat = 0;
2807 /* Take loss chance vs keep chance to see if we
2808 retain the stat. */
2809 }
2810 else
2811 {
2812 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2813 lose_this_stat = 0;
2814 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2815 this_stat, keep_chance, loss_chance,
2816 lose_this_stat?"LOSE":"KEEP"); */
2817 }
2818 }
2819 }
2820
2821 if (lose_this_stat)
2822 {
2823 this_stat = get_attr_value (&(dep->stats), i);
2824 /* We could try to do something clever like find another
2825 * stat to reduce if this fails. But chances are, if
2826 * stats have been depleted to -50, all are pretty low
2827 * and should be roughly the same, so it shouldn't make a
2828 * difference.
2829 */
2830 if (this_stat >= -50)
2831 {
2832 change_attr_value (&(dep->stats), i, -1);
2833 SET_FLAG (dep, FLAG_APPLIED);
2834 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2835 op->update_stats ();
2836 lost_a_stat = 1;
2837 }
2838 }
2839 }
2840 }
2841 /* If no stat lost, tell the player. */
2842 if (!lost_a_stat)
2843 {
2844 /* determine_god() seems to not work sometimes... why is this?
2845 Should I be using something else? GD */
2846 const char *god = determine_god (op);
2847
2848 if (god && (strcmp (god, "none")))
2849 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2850 else
2851 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2852 }
2853 #else
2854 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2855 #endif
2856
2857 /* Put a gravestone up where the character 'almost' died. List the
2858 * exp loss on the stone.
2859 */
2860 tmp = arch_to_object (archetype::find ("gravestone"));
2861 sprintf (buf, "%s's gravestone", &op->name);
2862 tmp->name = buf;
2863 sprintf (buf, "%s's gravestones", &op->name);
2864 tmp->name_pl = buf;
2865 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);
2866 tmp->msg = buf;
2867 tmp->x = op->x, tmp->y = op->y;
2868 insert_ob_in_map (tmp, op->map, NULL, 0);
2869
2870 /**************************************/
2871 /* */
2872 /* Subtract the experience points, */
2873 /* if we died cause of food, give us */
2874 /* food, and reset HP's... */
2875 /* */
2876 /**************************************/
2877
2878 /* remove any poisoning and confusion the character may be suffering. */
2879 /* restore player */
2880 at = archetype::find ("poisoning");
2881 tmp = present_arch_in_ob (at, op);
2882
2883 if (tmp)
2884 {
2885 tmp->destroy ();
2886 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2887 }
2888
2889 at = archetype::find ("confusion");
2890 tmp = present_arch_in_ob (at, op);
2891 if (tmp)
2892 {
2893 tmp->destroy ();
2894 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2895 }
2896
2897 cure_disease (op, 0); /* remove any disease */
2898
2899 /*add_exp(op, (op->stats.exp * -0.20)); */
2900 apply_death_exp_penalty (op);
2901 if (op->stats.food < 100)
2902 op->stats.food = 900;
2903 op->stats.hp = op->stats.maxhp;
2904 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2905 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2906
2907 /*
2908 * Check to see if the player has any unpaid items. If so, remove them
2909 * and put them back in the map.
2910 */
2911 remove_unpaid_objects (op->inv, op);
2912
2913 /****************************************/
2914 /* */
2915 /* Move player to his current respawn- */
2916 /* position (usually last savebed) */
2917 /* */
2918 /****************************************/
2919
2920 enter_player_savebed (op);
2921
2922 op->contr->braced = 0;
2923
2924 /* it is possible that the player has blown something up
2925 * at his savebed location, and that can have long lasting
2926 * spell effects. So first see if there is a spell effect
2927 * on the space that might harm the player.
2928 */
2929 will_kill_again = 0;
2930 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2931 if (tmp->type == SPELL_EFFECT)
2932 will_kill_again |= tmp->attacktype;
2933
2934 if (will_kill_again)
2935 {
2936 object *force;
2937 int at;
2938
2939 force = get_archetype (FORCE_NAME);
2940 /* 50 ticks should be enough time for the spell to abate */
2941 force->speed = 0.1;
2942 force->speed_left = -5.0;
2943 SET_FLAG (force, FLAG_APPLIED);
2944 for (at = 0; at < NROFATTACKS; at++)
2945 if (will_kill_again & (1 << at))
2946 force->resist[at] = 100;
2947
2948 insert_ob_in_ob (force, op);
2949 op->update_stats ();
2950
2951 }
2952
2953 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2954 }
2955
2956 void
2957 loot_object (object *op)
2958 { /* Grab and destroy some treasure */
2959 object *tmp, *tmp2, *next;
2960
2961 op->close_container (); /* close open sack first */
2962
2963 for (tmp = op->inv; tmp; tmp = next)
2964 {
2965 next = tmp->below;
2966
2967 if (tmp->invisible)
2968 continue;
2969
2970 tmp->remove ();
2971 tmp->x = op->x, tmp->y = op->y;
2972
2973 if (tmp->type == CONTAINER)
2974 loot_object (tmp); /* empty container to ground */
2975
2976 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2977 {
2978 if (tmp->nrof > 1)
2979 {
2980 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2981 tmp2->destroy ();
2982 insert_ob_in_map (tmp, op->map, NULL, 0);
2983 }
2984 else
2985 tmp->destroy ();
2986 }
2987 else
2988 insert_ob_in_map (tmp, op->map, NULL, 0);
2989 }
2990 }
2991
2992 /*
2993 * fix_weight(): Check recursively the weight of all players, and fix
2994 * what needs to be fixed. Refresh windows and fix speed if anything
2995 * was changed.
2996 */
2997 void
2998 fix_weight (void)
2999 {
3000 for_all_players (pl)
3001 {
3002 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3003
3004 if (old == sum)
3005 continue;
3006 pl->ob->update_stats ();
3007 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3008 }
3009 }
3010
3011 void
3012 fix_luck (void)
3013 {
3014 for_all_players (pl)
3015 if (!pl->ob->contr->ns->state)
3016 pl->ob->change_luck (0);
3017 }
3018
3019 /* cast_dust() - handles op throwing objects of type 'DUST'.
3020 * This is much simpler in the new spell code - we basically
3021 * just treat this as any other spell casting object.
3022 */
3023 void
3024 cast_dust (object *op, object *throw_ob, int dir)
3025 {
3026 object *skop, *spob;
3027
3028 skop = find_skill_by_name (op, throw_ob->skill);
3029
3030 /* casting POTION 'dusts' is really a use_magic_item skill */
3031 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3032 {
3033 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3034 return;
3035 }
3036
3037 spob = throw_ob->inv;
3038
3039 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3040 // not pass NULL to cast_spell (which did indeed check itself, but
3041 // errors should be reported as early as possible IMHO)
3042 if (!spob)
3043 {
3044 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3045 return;
3046 }
3047
3048 if (op->type == PLAYER)
3049 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3050
3051 cast_spell (op, throw_ob, dir, spob, NULL);
3052
3053 throw_ob->destroy ();
3054 }
3055
3056 void
3057 make_visible (object *op)
3058 {
3059 op->hide = 0;
3060 op->invisible = 0;
3061 if (op->type == PLAYER)
3062 {
3063 op->contr->tmp_invis = 0;
3064 op->contr->invis_race = 0;
3065 }
3066
3067 update_object (op, UP_OBJ_CHANGE);
3068 }
3069
3070 int
3071 is_true_undead (object *op)
3072 {
3073 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3074 return 1;
3075
3076 return 0;
3077 }
3078
3079 /* look at the surrounding terrain to determine
3080 * the hideability of this object. Positive levels
3081 * indicate greater hideability.
3082 */
3083
3084 int
3085 hideability (object *ob)
3086 {
3087 int i, level = 0, mflag;
3088 sint16 x, y;
3089
3090 if (!ob || !ob->map)
3091 return 0;
3092
3093 /* so, on normal lighted maps, its hard to hide */
3094 level = ob->map->darkness - 2;
3095
3096 /* this also picks up whether the object is glowing.
3097 * If you carry a light on a non-dark map, its not
3098 * as bad as carrying a light on a pitch dark map */
3099 if (has_carried_lights (ob))
3100 level = -(10 + (2 * ob->map->darkness));
3101
3102 /* scan through all nearby squares for terrain to hide in */
3103 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3104 {
3105 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3106 if (mflag & P_OUT_OF_MAP)
3107 {
3108 continue;
3109 }
3110 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3111 level += 2;
3112 else /* open terrain! */
3113 level -= 1;
3114 }
3115
3116 #if 0
3117 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3118 #endif
3119 return level;
3120 }
3121
3122 /* For Hidden creatures - a chance of becoming 'unhidden'
3123 * every time they move - as we subtract off 'invisibility'
3124 * AND, for players, if they move into a ridiculously unhideable
3125 * spot (surrounded by clear terrain in broad daylight). -b.t.
3126 */
3127
3128 void
3129 do_hidden_move (object *op)
3130 {
3131 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop;
3133
3134 if (!op || !op->map)
3135 return;
3136
3137 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3138
3139 /* its *extremely* hard to run and sneak/hide at the same time! */
3140 if (op->type == PLAYER && op->contr->run_on)
3141 if (!skop || num >= skop->level)
3142 {
3143 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3144 make_visible (op);
3145 return;
3146 }
3147 else
3148 num += 20;
3149
3150 num += op->map->difficulty;
3151 hide = hideability (op); /* modify by terrain hidden level */
3152 num -= hide;
3153
3154 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3155 {
3156 make_visible (op);
3157 if (op->type == PLAYER)
3158 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3159 }
3160 else if (op->type == PLAYER && skop)
3161 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3162 }
3163
3164 /* determine if who is standing near a hostile creature. */
3165
3166 int
3167 stand_near_hostile (object *who)
3168 {
3169 object *tmp = NULL;
3170 int i, friendly = 0, player = 0, mflags;
3171 maptile *m;
3172 sint16 x, y;
3173
3174 if (!who)
3175 return 0;
3176
3177 if (who->type == PLAYER)
3178 player = 1;
3179
3180 else
3181 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3182
3183 /* search adjacent squares */
3184 for (i = 1; i < 9; i++)
3185 {
3186 x = who->x + freearr_x[i];
3187 y = who->y + freearr_y[i];
3188 m = who->map;
3189 mflags = get_map_flags (m, &m, x, y, &x, &y);
3190 /* space must be blocked if there is a monster. If not
3191 * blocked, don't need to check this space.
3192 */
3193 if (mflags & P_OUT_OF_MAP)
3194 continue;
3195 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3196 continue;
3197
3198 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3199 {
3200 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3201 return 1;
3202 else if (tmp->type == PLAYER)
3203 {
3204 /*don't let a hidden DM prevent you from hiding */
3205 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3206 return 1;
3207 }
3208 }
3209 }
3210 return 0;
3211 }
3212
3213 /* check the player los field for viewability of the
3214 * object op. This function works fine for monsters,
3215 * but we dont worry if the object isnt the top one in
3216 * a pile (say a coin under a table would return "viewable"
3217 * by this routine). Another question, should we be
3218 * concerned with the direction the player is looking
3219 * in? Realistically, most of use cant see stuff behind
3220 * our backs...on the other hand, does the "facing" direction
3221 * imply the way your head, or body is facing? Its possible
3222 * for them to differ. Sigh, this fctn could get a bit more complex.
3223 * -b.t.
3224 * This function is now map tiling safe.
3225 */
3226
3227 int
3228 player_can_view (object *pl, object *op)
3229 {
3230 rv_vector rv;
3231 int dx, dy;
3232
3233 if (pl->type != PLAYER)
3234 {
3235 LOG (llevError, "player_can_view() called for non-player object\n");
3236 return -1;
3237 }
3238
3239 if (!pl || !op)
3240 return 0;
3241
3242 op = op->head_ ();
3243
3244 get_rangevector (pl, op, &rv, 0x1);
3245
3246 /* starting with the 'head' part, lets loop
3247 * through the object and find if it has any
3248 * part that is in the los array but isnt on
3249 * a blocked los square.
3250 * we use the archetype to figure out offsets.
3251 */
3252 while (op)
3253 {
3254 dx = rv.distance_x + op->arch->clone.x;
3255 dy = rv.distance_y + op->arch->clone.y;
3256
3257 /* only the viewable area the player sees is updated by LOS
3258 * code, so we need to restrict ourselves to that range of values
3259 * for any meaningful values.
3260 */
3261 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3262 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3263 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3264 return 1;
3265 op = op->more;
3266 }
3267 return 0;
3268 }
3269
3270 /* routine for both players and monsters. We call this when
3271 * there is a possibility for our action distrubing our hiding
3272 * place or invisiblity spell. Artefact invisiblity is not
3273 * effected by this. If we arent invisible to begin with, we
3274 * return 0.
3275 */
3276 int
3277 action_makes_visible (object *op)
3278 {
3279
3280 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3281 {
3282 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3283 return 0;
3284
3285 if (op->contr && op->contr->tmp_invis == 0)
3286 return 0;
3287
3288 /* If monsters, they should become visible */
3289 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3290 {
3291 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3292 return 1;
3293 }
3294 }
3295 return 0;
3296 }
3297
3298 /* op_on_battleground - checks if the given object op (usually
3299 * a player) is standing on a valid battleground-tile,
3300 * function returns TRUE/FALSE. If true x, y returns the battleground
3301 * -exit-coord. (and if x, y not NULL)
3302 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3303 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3304 * Default is to do the same as before, so only people wanting to have different points need worry about this
3305 */
3306 int
3307 op_on_battleground (object *op, int *x, int *y)
3308 {
3309 object *tmp;
3310
3311 /* A battleground-tile needs the following attributes to be valid:
3312 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3313 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3314 * and the exit-coordinates sp/hp must both be > 0.
3315 * => The intention here is to prevent abuse of the battleground-
3316 * feature (like pickable or hidden battleground tiles). */
3317 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3318 {
3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3320 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 {
3324 /*before we assign the exit, check if this is a teambattle */
3325 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3326 {
3327 object *invtmp;
3328
3329 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3330 {
3331 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3332 {
3333 if (x != NULL && y != NULL)
3334 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3335 return 1;
3336 }
3337 }
3338 }
3339 if (x != NULL && y != NULL)
3340 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3341 return 1;
3342 }
3343 }
3344 }
3345 /* If we got here, did not find a battleground */
3346 return 0;
3347 }
3348
3349 /*
3350 * When a dragon-player gains a new stage of evolution,
3351 * he gets some treasure
3352 *
3353 * attributes:
3354 * object *who the dragon player
3355 * int atnr the attack-number of the ability focus
3356 * int level ability level
3357 */
3358 void
3359 dragon_ability_gain (object *who, int atnr, int level)
3360 {
3361 treasurelist *trlist = NULL; /* treasurelist */
3362 treasure *tr; /* treasure */
3363 object *tmp, *skop; /* tmp. object */
3364 object *item; /* treasure object */
3365 char buf[MAX_BUF]; /* tmp. string buffer */
3366 int i = 0, j = 0;
3367
3368 /* get the appropriate treasurelist */
3369 if (atnr == ATNR_FIRE)
3370 trlist = treasurelist::find ("dragon_ability_fire");
3371 else if (atnr == ATNR_COLD)
3372 trlist = treasurelist::find ("dragon_ability_cold");
3373 else if (atnr == ATNR_ELECTRICITY)
3374 trlist = treasurelist::find ("dragon_ability_elec");
3375 else if (atnr == ATNR_POISON)
3376 trlist = treasurelist::find ("dragon_ability_poison");
3377
3378 if (trlist == NULL || who->type != PLAYER)
3379 return;
3380
3381 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3382
3383 if (!tr || !tr->item)
3384 {
3385 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3386 return;
3387 }
3388
3389 /* everything seems okay - now bring on the gift: */
3390 item = &(tr->item->clone);
3391
3392 if (item->type == SPELL)
3393 {
3394 if (check_spell_known (who, item->name))
3395 return;
3396
3397 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3398 do_learn_spell (who, item, 0);
3399 return;
3400 }
3401
3402 /* grant direct spell */
3403 if (item->type == SPELLBOOK)
3404 {
3405 if (!item->inv)
3406 {
3407 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3408 return;
3409 }
3410 if (check_spell_known (who, item->inv->name))
3411 return;
3412 if (item->invisible)
3413 {
3414 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3415 do_learn_spell (who, item->inv, 0);
3416 return;
3417 }
3418 }
3419 else if (item->type == SKILL_TOOL && item->invisible)
3420 {
3421 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3422 {
3423
3424 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3425 * in this way, if the player is missing any of the attacktypes, he gets
3426 * them. As it is now, if the player has any that match the granted skill,
3427 * but not all of them, he gets nothing.
3428 */
3429 if (!(skop->attacktype & item->attacktype))
3430 {
3431 /* Give new attacktype */
3432 skop->attacktype |= item->attacktype;
3433
3434 /* always add physical if there's none */
3435 skop->attacktype |= AT_PHYSICAL;
3436
3437 if (item->msg != NULL)
3438 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3439
3440 /* Give player new face */
3441 if (item->animation_id)
3442 {
3443 who->face = skop->face;
3444 who->animation_id = item->animation_id;
3445 who->anim_speed = item->anim_speed;
3446 who->last_anim = 0;
3447 who->state = 0;
3448 animate_object (who, who->direction);
3449 }
3450 }
3451 }
3452 }
3453 else if (item->type == FORCE)
3454 {
3455 /* forces in the treasurelist can alter the player's stats */
3456 object *skin;
3457
3458 /* first get the dragon skin force */
3459 shstr_cmp dragon_skin_force ("dragon_skin_force");
3460 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3461 ;
3462
3463 if (!skin)
3464 return;
3465
3466 /* adding new spellpath attunements */
3467 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3468 {
3469 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3470
3471 /* print message */
3472 sprintf (buf, "You feel attuned to ");
3473 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3474 {
3475 if (item->path_attuned & (1 << i))
3476 {
3477 if (j)
3478 strcat (buf, " and ");
3479 else
3480 j = 1;
3481 strcat (buf, spellpathnames[i]);
3482 }
3483 }
3484 strcat (buf, ".");
3485 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3486 }
3487
3488 /* evtl. adding flags: */
3489 if (QUERY_FLAG (item, FLAG_XRAYS))
3490 SET_FLAG (skin, FLAG_XRAYS);
3491 if (QUERY_FLAG (item, FLAG_STEALTH))
3492 SET_FLAG (skin, FLAG_STEALTH);
3493 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3494 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3495
3496 /* print message if there is one */
3497 if (item->msg != NULL)
3498 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3499 }
3500 else
3501 {
3502 /* generate misc. treasure */
3503 tmp = arch_to_object (tr->item);
3504 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3505 tmp = insert_ob_in_ob (tmp, who);
3506 if (who->type == PLAYER)
3507 esrv_send_item (who, tmp);
3508 }
3509 }
3510
3511 /**
3512 * Unready an object for a player. This function does nothing if the object was
3513 * not readied.
3514 */
3515 void
3516 player_unready_range_ob (player *pl, object *ob)
3517 {
3518 if (pl->ob->current_weapon == ob)
3519 pl->ob->current_weapon = 0;
3520
3521 if (pl->combat_ob == ob)
3522 pl->combat_ob = 0;
3523
3524 if (pl->ranged_ob == ob)
3525 pl->ranged_ob = 0;
3526 }
3527
3528 sint8
3529 player::visibility_at (maptile *map, int x, int y) const
3530 {
3531 if (!ns)
3532 return 0;
3533
3534 int dx, dy;
3535 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3536 return 0;
3537
3538 x += dx - ns->current_x + ns->mapx / 2;
3539 y += dy - ns->current_y + ns->mapy / 2;
3540
3541 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3542 return 0;
3543
3544 return 100 - blocked_los [x][y];
3545 }