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/cvs/deliantra/server/server/player.C
Revision: 1.135
Committed: Sun May 13 15:13:57 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.134: +16 -7 lines
Log Message:
lots of little changes:
- fix MIN/MAX_AC/WC and use them
- abstratc weapon speed into player->weapon_speed, as
  it is just way too confusing and probably needs frequent updates :)
- use ob_speed/weapon_sp * 0.5 as an arbitrary real attack speed
  .5 needs tuning, elsewhere, but ahs been put in as a stopgap measure.
- fix speed issues, properly use weapon_sp (if a bit lagged)
- clear current weapon when readying skills because a skill might already
  be readied implicitly.

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 float
153 player::weapon_speed () const
154 {
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156 }
157
158 /* This loads the first map an puts the player on it. */
159 static void
160 set_first_map (object *op)
161 {
162 op->contr->maplevel = first_map_path;
163 op->x = -1;
164 op->y = -1;
165 }
166
167 void
168 player::enter_map ()
169 {
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178 }
179
180 void
181 player::activate ()
182 {
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193 }
194
195 void
196 player::deactivate ()
197 {
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215 }
216
217 // connect the player with a specific client
218 // also changes, rationalises, and fixes some incorrect settings
219 void
220 player::connect (client *ns)
221 {
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
284
285 ob->update_stats ();
286 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this);
299 }
300
301 void
302 player::disconnect ()
303 {
304 if (ns)
305 {
306 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308
309 INVOKE_PLAYER (DISCONNECT, this);
310
311 ns->reset_stats ();
312 ns->pl = 0;
313 ns = 0;
314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
318
319 deactivate ();
320 }
321
322 // the need for this function can be explained
323 // by load_object not returning the object
324 void
325 player::set_object (object *op)
326 {
327 ob = op;
328 ob->contr = this; /* this aren't yet in archetype */
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333 }
334
335 player::player ()
336 {
337 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point.
339 */
340 outputs_sync = 4;
341 outputs_count = 4;
342 unapply = unapply_nochoice;
343
344 savebed_map = first_map_path; /* Init. respawn position */
345
346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353 }
354
355 void
356 player::do_destroy ()
357 {
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
363 {
364 ob->destroy_inv (false);
365 ob->destroy ();
366 }
367 }
368
369 player::~player ()
370 {
371 /* Clear item stack */
372 free (stack_items);
373 }
374
375 /* Tries to add player on the connection passed in ns.
376 * All we can really get in this is some settings like host and display
377 * mode.
378 */
379 player *
380 player::create ()
381 {
382 player *pl = new player;
383
384 pl->set_object (arch_to_object (get_player_archetype (0)));
385
386 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
389
390 set_first_map (pl->ob);
391
392 return pl;
393 }
394
395 /*
396 * get_player_archetype() return next player archetype from archetype
397 * list. Not very efficient routine, but used only creating new players.
398 * Note: there MUST be at least one player archetype!
399 */
400 archetype *
401 get_player_archetype (archetype *at)
402 {
403 archetype *start = at;
404
405 for (;;)
406 {
407 if (at == NULL || at->next == NULL)
408 at = first_archetype;
409 else
410 at = at->next;
411
412 if (at->clone.type == PLAYER)
413 return at;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 }
421 }
422
423 object *
424 get_nearest_player (object *mon)
425 {
426 object *op = NULL;
427 objectlink *ol;
428 unsigned lastdist;
429 rv_vector rv;
430
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 {
433 /* We should not find free objects on this friendly list, but it
434 * does periodically happen. Given that, lets deal with it.
435 * While unlikely, it is possible the next object on the friendly
436 * list is also free, so encapsulate this in a while loop.
437 */
438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
440 object *tmp = ol->ob;
441
442 /* Can't do much more other than log the fact, because the object
443 * itself will have been cleared.
444 */
445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
447 ol = ol->next;
448 remove_friendly_object (tmp);
449 if (!ol)
450 return op;
451 }
452
453 /* Remove special check for player from this. First, it looks to cause
454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
455 * complicated method of state checking would be needed in any case -
456 * as it was, a clever player could type quit, and the function would
457 * skip them over while waiting for confirmation. Remove
458 * on_same_map check, as can_detect_enemy also does this
459 */
460 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue;
462
463 if (lastdist > rv.distance)
464 {
465 op = ol->ob;
466 lastdist = rv.distance;
467 }
468 }
469
470 for_all_players (pl)
471 if (can_detect_enemy (mon, pl->ob, &rv))
472 if (lastdist > rv.distance)
473 {
474 op = pl->ob;
475 lastdist = rv.distance;
476 }
477
478 #if 0
479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
480 #endif
481 return op;
482 }
483
484 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
485 * result in a monster paths backtracking. It basically determines how large a
486 * detour a monster will take from the direction path when looking
487 * for a path to the player. The values are in the amount of direction
488 * the deviation is
489 */
490 #define DETOUR_AMOUNT 2
491
492 /* This is used to prevent infinite loops. Consider a case where the
493 * player is in a chamber (with gate closed), and monsters are outside.
494 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
495 * find a path into the chamber. This is a good thing, but since there
496 * is no real path, it will just keep circling the chamber for
497 * ever (this could be a nice effect for monsters, but not for the function
498 * to get stuck in. I think for the monsters, if max is reached and
499 * we return the first direction the creature could move would result in the
500 * circling behaviour. Unfortunately, this function is also used to determined
501 * if the creature should cast a spell, so returning a direction in that case
502 * is probably not a good thing.
503 */
504 #define MAX_SPACES 50
505
506 /*
507 * Returns the direction to the player, if valid. Returns 0 otherwise.
508 * modified to verify there is a path to the player. Does this by stepping towards
509 * player and if path is blocked then see if blockage is close enough to player that
510 * direction to player is changed (ie zig or zag). Continue zig zag until either
511 * reach player or path is blocked. Thus, will only return true if there is a free
512 * path to player. Though path may not be a straight line. Note that it will find
513 * player hiding along a corridor at right angles to the corridor with the monster.
514 *
515 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
516 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
517 * down corriders.
518 * 2) I think the old code was broken if the first direction the monster
519 * should move was blocked - the code would store the first direction without
520 * verifying that the player can actually move in that direction. The new
521 * code does not store anything in firstdir until we have verified that the
522 * monster can in fact move one space in that direction.
523 * 3) I'm not sure how good this code will be for moving multipart monsters,
524 * since only simple checks to blocked are being called, which could mean the monster
525 * is blocking itself.
526 */
527 int
528 path_to_player (object *mon, object *pl, unsigned mindiff)
529 {
530 rv_vector rv;
531 sint16 x, y;
532 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
533 maptile *m, *lastmap;
534
535 get_rangevector (mon, pl, &rv, 0);
536
537 if (rv.distance < mindiff)
538 return 0;
539
540 x = mon->x;
541 y = mon->y;
542 m = mon->map;
543 dir = rv.direction;
544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
547 /* If we can't solve it within the search distance, return now. */
548 if (diff > max)
549 return 0;
550
551 while (diff > 1 && max > 0)
552 {
553 lastx = x;
554 lasty = y;
555 lastmap = m;
556 x = lastx + freearr_x[dir];
557 y = lasty + freearr_y[dir];
558
559 mflags = get_map_flags (m, &m, x, y, &x, &y);
560 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
561
562 /* Space is blocked - try changing direction a little */
563 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
564 && (m == mon->map && blocked_link (mon, m, x, y))))
565 {
566 /* recalculate direction from last good location. Possible
567 * we were not traversing ideal location before.
568 */
569 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
570 if (rv.direction != dir)
571 {
572 /* OK - says direction should be different - lets reset the
573 * the values so it will try again.
574 */
575 x = lastx;
576 y = lasty;
577 m = lastmap;
578 dir = firstdir = rv.direction;
579 }
580 else
581 {
582 /* direct path is blocked - try taking a side step to
583 * either the left or right.
584 * Note increase the values in the loop below to be
585 * more than -1/1 respectively will mean the monster takes
586 * bigger detour. Have to be careful about these values getting
587 * too big (3 or maybe 4 or higher) as the monster may just try
588 * stepping back and forth
589 */
590 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
591 {
592 if (i == 0)
593 continue; /* already did this, so skip it */
594 /* Use lastdir here - otherwise,
595 * since the direction that the creature should move in
596 * may change, you could get infinite loops.
597 * ie, player is northwest, but monster can only
598 * move west, so it does that. It goes some distance,
599 * gets blocked, finds that it should move north,
600 * can't do that, but now finds it can move east, and
601 * gets back to its original point. lastdir contains
602 * the last direction the creature has successfully
603 * moved.
604 */
605
606 x = lastx + freearr_x[absdir (lastdir + i)];
607 y = lasty + freearr_y[absdir (lastdir + i)];
608 m = lastmap;
609 mflags = get_map_flags (m, &m, x, y, &x, &y);
610 if (mflags & P_OUT_OF_MAP)
611 continue;
612 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
613 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
614 continue;
615 if (mflags & P_BLOCKSVIEW)
616 continue;
617
618 if (m == mon->map && blocked_link (mon, m, x, y))
619 break;
620 }
621 /* go through entire loop without finding a valid
622 * sidestep to take - thus, no valid path.
623 */
624 if (i == (DETOUR_AMOUNT + 1))
625 return 0;
626 diff--;
627 lastdir = dir;
628 max--;
629 if (!firstdir)
630 firstdir = dir + i;
631 } /* else check alternate directions */
632 } /* if blocked */
633 else
634 {
635 /* we moved towards creature, so diff is less */
636 diff--;
637 max--;
638 lastdir = dir;
639 if (!firstdir)
640 firstdir = dir;
641 }
642
643 if (diff <= 1)
644 {
645 /* Recalculate diff (distance) because we may not have actually
646 * headed toward player for entire distance.
647 */
648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
650 }
651
652 if (diff > max)
653 return 0;
654 }
655
656 /* If we reached the max, didn't find a direction in time */
657 if (!max)
658 return 0;
659
660 return firstdir;
661 }
662
663 void
664 give_initial_items (object *pl, treasurelist * items)
665 {
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670
671 for (op = pl->inv; op; op = next)
672 {
673 next = op->below;
674
675 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way
677 */
678 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
679 SET_FLAG (op, FLAG_APPLIED);
680
681 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions
683 */
684 if (pl->type == PLAYER)
685 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
687 (op->type == ARMOUR || op->type == BOOTS ||
688 op->type == CLOAK || op->type == HELMET ||
689 op->type == SHIELD || op->type == GLOVES ||
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 {
692 op->destroy ();
693 continue;
694 }
695 }
696
697 /* This really needs to be better - we should really give
698 * a substitute spellbook. The problem is that we don't really
699 * have a good idea what to replace it with (need something like
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */
703 if (op->type == SPELLBOOK || op->type == SKILL)
704 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 {
713 op->destroy ();
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
715 continue;
716 }
717
718 if (op->nrof > 1)
719 op->nrof = 1;
720 }
721
722 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726
727 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be
729 * merged properly.
730 */
731 if (need_identify (op))
732 {
733 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED);
736 }
737 if (op->type == SPELL)
738 {
739 op->destroy ();
740 continue;
741 }
742 else if (op->type == SKILL)
743 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0;
746 op->level = 1;
747 }
748 /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */
752
753 /* Need to set up the skill pointers */
754 link_player_skills (pl);
755 }
756
757 void
758 get_party_password (object *op, partylist *party)
759 {
760 if (party == NULL)
761 {
762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
763 return;
764 }
765
766 op->contr->write_buf[0] = '\0';
767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
768 op->contr->party_to_join = party;
769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
770 }
771
772 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773 static int
774 roll_stat (void)
775 {
776 int a[4], i, j, k;
777
778 for (i = 0; i < 4; i++)
779 a[i] = (int) rndm (6) + 1;
780
781 for (i = 0, j = 0, k = 7; i < 4; i++)
782 if (a[i] < k)
783 k = a[i], j = i;
784
785 for (i = 0, k = 0; i < 4; i++)
786 if (i != j)
787 k += a[i];
788
789 return k;
790 }
791
792 void
793 object::roll_stats ()
794 {
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
799 int sum = 0;
800 for (int i = NUM_STATS; i--; )
801 sum += statsort [i] = roll_stat ();
802
803 if (sum >= 82 && sum <= 116)
804 break;
805 }
806
807 // Sort the stats so that rerolling is easier...
808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
809
810 for (int i = 0; i < NUM_STATS; ++i)
811 stats.stat (i) = statsort [i];
812
813 stats.exp = 0;
814 stats.ac = 0;
815
816 stats.hp = stats.maxhp;
817 stats.sp = stats.maxsp;
818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
826 contr->orig_stats = stats;
827 }
828 }
829
830 void
831 object::swap_stats (int a, int b)
832 {
833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
834
835 for (int i = 0; i < NUM_STATS; ++i)
836 stats.stat (i) = contr->orig_stats.stat (i);
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
846 stats.hp = stats.maxhp;
847 stats.sp = stats.maxsp;
848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
856 contr->orig_stats = stats;
857 }
858 }
859
860 static void
861 start_info (object *op)
862 {
863 char buf[MAX_BUF];
864
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf);
867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
869 }
870
871 /* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have
874 * separate race and class; this actually changes the RACE,
875 * not the class.
876 */
877 void
878 player::chargen_race_done ()
879 {
880 /* this must before then initial items are given */
881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
882
883 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl)
885 create_treasure (tl, ob, 0, 0, 0);
886
887 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, ob->contr);
889
890 ob->contr->ns->state = ST_PLAYING;
891
892 if (ob->msg)
893 ob->msg = 0;
894
895 /* We create this now because some of the unique maps will need it
896 * to save here.
897 */
898 {
899 char buf[MAX_BUF];
900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
901 make_path_to_file (buf);
902 }
903
904 start_info (ob);
905 CLEAR_FLAG (ob, FLAG_WIZ);
906 give_initial_items (ob, ob->randomitems);
907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob);
909 ob->update_stats ();
910
911 /* This moves the player to a different start map, if there
912 * is one for this race
913 */
914 if (*first_map_ext_path)
915 {
916 object *tmp;
917 char mapname[MAX_BUF];
918
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
920 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
925 * if the map isn't there, then stay on the
926 * default initial map */
927 tmp->destroy ();
928 }
929 else
930 LOG (llevDebug, "first_map_ext_path not set\n");
931 }
932
933 void
934 player::chargen_race_next ()
935 {
936 /* Following actually changes the race - this is the default command
937 * if we don't match with one of the options above.
938 */
939
940 do
941 {
942 shstr name = ob->name;
943 int x = ob->x, y = ob->y;
944
945 ob->remove_statbonus ();
946 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob);
949 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name;
952 ob->x = x;
953 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name);
957 ob->add_statbonus ();
958 }
959 while (!allowed_class (ob));
960
961 update_object (ob, UP_OBJ_FACE);
962 esrv_update_item (UPD_FACE, ob, ob);
963 ob->update_stats ();
964 ob->stats.hp = ob->stats.maxhp;
965 ob->stats.sp = ob->stats.maxsp;
966 ob->stats.grace = 0;
967 }
968
969 void
970 flee_player (object *op)
971 {
972 int dir, diff;
973 rv_vector rv;
974
975 if (op->stats.hp < 0)
976 {
977 LOG (llevDebug, "Fleeing player is dead.\n");
978 CLEAR_FLAG (op, FLAG_SCARED);
979 return;
980 }
981
982 if (op->enemy == NULL)
983 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED);
986 return;
987 }
988
989 /* Seen some crashes here. Since we don't store an
990 * op->enemy_count, it is possible that something destroys the
991 * actual enemy, and the object is recycled.
992 */
993 if (op->enemy->map == NULL)
994 {
995 CLEAR_FLAG (op, FLAG_SCARED);
996 op->enemy = NULL;
997 return;
998 }
999
1000 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 {
1002 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED);
1004 return;
1005 }
1006
1007 get_rangevector (op, op->enemy, &rv, 0);
1008
1009 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++)
1011 {
1012 int m = 1 - (RANDOM () & 2);
1013
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1015 return;
1016 }
1017
1018 /* Cornered, get rid of scared */
1019 CLEAR_FLAG (op, FLAG_SCARED);
1020 op->enemy = NULL;
1021 }
1022
1023 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1024 * It returns 1 if the player should keep on moving, 0 if he should
1025 * stop.
1026 */
1027 int
1028 check_pick (object *op)
1029 {
1030 object *tmp, *next;
1031 int stop = 0;
1032 int wvratio;
1033 char putstring[128];
1034
1035 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING)
1037 return 1;
1038
1039 next = op->below;
1040
1041 /* loop while there are items on the floor that are not marked as
1042 * destroyed */
1043 while (next && !next->destroyed ())
1044 {
1045 tmp = next;
1046 next = tmp->below;
1047
1048 if (op->destroyed ())
1049 return 0;
1050
1051 if (!can_pick (op, tmp))
1052 continue;
1053
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 {
1056 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp);
1058 continue;
1059 }
1060
1061 /* high not bit set? We're using the old autopickup model */
1062 if (!(op->contr->mode & PU_NEWMODE))
1063 {
1064 switch (op->contr->mode)
1065 {
1066 case 0:
1067 return 1; /* don't pick up */
1068 case 1:
1069 pick_up (op, tmp);
1070 return 1;
1071 case 2:
1072 pick_up (op, tmp);
1073 return 0;
1074 case 3:
1075 return 0; /* stop before pickup */
1076 case 4:
1077 pick_up (op, tmp);
1078 break;
1079 case 5:
1080 pick_up (op, tmp);
1081 stop = 1;
1082 break;
1083 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1085 pick_up (op, tmp);
1086 break;
1087
1088 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp);
1091 break;
1092
1093 default:
1094 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp);
1098 }
1099 }
1100 else
1101 { /* old model */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG)
1104 {
1105 /* some debugging code to figure out item information */
1106 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1115
1116 /* philosophy:
1117 * It's easy to grab an item type from a pile, as long as it's
1118 * generic. This takes no game-time. For more detailed pickups
1119 * and selections, select-items should be used. This is a
1120 * grab-as-you-run type mode that's really useful for arrows for
1121 * example.
1122 * The drawback: right now it has no frontend, so you need to
1123 * stick the bits you want into a calculator in hex mode and then
1124 * convert to decimal and then 'pickup <#>
1125 */
1126
1127 /* the first two modes are exclusive: if NOTHING we return, if
1128 * STOP then we stop. All the rest are applied sequentially,
1129 * meaning if any test passes, the item gets picked up. */
1130
1131 /* if mode is set to pick nothing up, return */
1132
1133 if (op->contr->mode & PU_NOTHING)
1134 return 1;
1135
1136 /* if mode is set to stop when encountering objects, return */
1137 /* take STOP before INHIBIT since it doesn't actually pick
1138 * anything up */
1139
1140 if (op->contr->mode & PU_STOP)
1141 return 0;
1142
1143 /* useful for going into stores and not losing your settings... */
1144 /* and for battles wher you don't want to get loaded down while
1145 * fighting */
1146 if (op->contr->mode & PU_INHIBIT)
1147 return 1;
1148
1149 /* prevent us from turning into auto-thieves :) */
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 continue;
1152
1153 /* ignore known cursed objects */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1155 continue;
1156
1157 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 {
1220 if (tmp->type == MONEY || tmp->type == GEM)
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225 }
1226
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON)
1311 {
1312 if (tmp->type == WEAPON && tmp->name != NULL)
1313 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320 }
1321
1322 if (tmp->type == WEAPON && tmp->name == NULL)
1323 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330 }
1331
1332 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */
1342 if (op->contr->mode & PU_RATIO)
1343 {
1344 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 {
1351 pick_up (op, tmp);
1352 #if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL)
1355 {
1356 fprintf (stderr, "%s", tmp->name);
1357 }
1358 else
1359 fprintf (stderr, "%s", tmp->arch->name);
1360 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362 #endif
1363 continue;
1364 }
1365 }
1366 } /* the new pickup model */
1367 }
1368
1369 return !stop;
1370 }
1371
1372 /*
1373 * Find an arrow in the inventory and after that
1374 * in the right type container (quiver). Pointer to the
1375 * found object is returned.
1376 */
1377 object *
1378 find_arrow (object *op, const char *type)
1379 {
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type)
1386 return op;
1387
1388 return tmp;
1389 }
1390
1391 /*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1393 * against the target. A full test is not performed, simply a basic test
1394 * of resistances. The archer is making a quick guess at what he sees down
1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1396 */
1397 object *
1398 find_better_arrow (object *op, object *target, const char *type, int *better)
1399 {
1400 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i;
1402
1403 if (!type)
1404 return NULL;
1405
1406 for (arrow = op->inv; arrow; arrow = arrow->below)
1407 {
1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409 {
1410 i = 0;
1411 ntmp = find_better_arrow (arrow, target, type, &i);
1412 if (i > betterby)
1413 {
1414 tmp = ntmp;
1415 betterby = i;
1416 }
1417 }
1418 else if (arrow->type == ARROW && arrow->race == type)
1419 {
1420 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1422 {
1423 if (arrow->attacktype & AT_DEATH)
1424 {
1425 *better = 100;
1426 return arrow;
1427 }
1428 else
1429 {
1430 tmp = arrow;
1431 betterby = (arrow->magic + arrow->stats.dam) * 2;
1432 }
1433 }
1434 else
1435 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 {
1438 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1441 {
1442 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1444 }
1445 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 {
1448 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 }
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 {
1453 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 }
1456 }
1457 }
1458 }
1459 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type);
1461
1462 *better = betterby;
1463 return tmp;
1464 }
1465
1466 /* looks in a given direction, finds the first valid target, and calls
1467 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter
1469 * type = bow->race
1470 * dir = fire direction
1471 */
1472 object *
1473 pick_arrow_target (object *op, const char *type, int dir)
1474 {
1475 object *tmp = NULL;
1476 maptile *m;
1477 int i, mflags, found, number;
1478 sint16 x, y;
1479
1480 if (op->map == NULL)
1481 return find_arrow (op, type);
1482
1483 /* do a dex check */
1484 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1485 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1486 return find_arrow (op, type);
1487
1488 m = op->map;
1489 x = op->x;
1490 y = op->y;
1491
1492 /* find the first target */
1493 for (i = 0, found = 0; i < 20; i++)
1494 {
1495 x += freearr_x[dir];
1496 y += freearr_y[dir];
1497 mflags = get_map_flags (m, &m, x, y, &x, &y);
1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 {
1500 tmp = NULL;
1501 break;
1502 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption.
1507 */
1508 tmp = NULL;
1509 break;
1510 }
1511 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1520 break;
1521 }
1522 }
1523 if (tmp == NULL)
1524 return find_arrow (op, type);
1525
1526 if (tmp->head)
1527 tmp = tmp->head;
1528
1529 return find_better_arrow (op, tmp, type, &i);
1530 }
1531
1532 /*
1533 * Creature fires a bow - op can be monster or player. Returns
1534 * 1 if bow was actually fired, 0 otherwise.
1535 * op is the object firing the bow.
1536 * part is for multipart creatures - the part firing the bow.
1537 * dir is the direction of fire.
1538 * wc_mod is any special modifier to give (used in special player fire modes)
1539 * sx, sy are coordinates to fire arrow from - also used in some of the special
1540 * player fire modes.
1541 */
1542 int
1543 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1544 {
1545 object *left, *bow;
1546 int mflags;
1547 maptile *m;
1548
1549 if (!dir)
1550 {
1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1552 return 0;
1553 }
1554
1555 if (player *pl = op->contr)
1556 {
1557 bow = pl->ranged_ob;
1558 if (!op->change_weapon (bow))
1559 return 0;
1560 }
1561 else
1562 {
1563 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons.
1566 */
1567 if (bow->type == BOW)
1568 break;
1569
1570 if (!bow)
1571 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0;
1574 }
1575
1576 // optimisation: move object to top so we will find it quickly again
1577 if (bow->below)
1578 {
1579 bow->remove ();
1580 op->insert (bow);
1581 }
1582
1583 }
1584
1585 if (!bow->race || !bow->skill)
1586 {
1587 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1588 return 0;
1589 }
1590
1591 if (arrow == NULL)
1592 {
1593 if ((arrow = find_arrow (op, bow->race)) == NULL)
1594 {
1595 if (op->type == PLAYER)
1596 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1597 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1598 else
1599 CLEAR_FLAG (op, FLAG_READY_BOW);
1600
1601 return 0;
1602 }
1603 }
1604
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1606 if (mflags & P_OUT_OF_MAP)
1607 return 0;
1608
1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1610 {
1611 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1612 return 0;
1613 }
1614
1615 /* this should not happen, but sometimes does */
1616 if (arrow->nrof == 0)
1617 {
1618 arrow->destroy ();
1619 return 0;
1620 }
1621
1622 left = arrow; /* these are arrows left to the player */
1623 arrow = get_split_ob (arrow, 1);
1624 if (!arrow)
1625 {
1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1627 return 0;
1628 }
1629
1630 arrow->set_owner (op);
1631 arrow->skill = bow->skill;
1632 arrow->direction = dir;
1633
1634 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1635 arrow->stats.hp = arrow->stats.dam;
1636 arrow->stats.grace = arrow->attacktype;
1637
1638 if (arrow->slaying)
1639 arrow->spellarg = strdup (arrow->slaying);
1640
1641 if (player *pl = op->contr)
1642 {
1643 if (!pl->has_hit)
1644 {
1645 pl->has_hit = 1;
1646 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1647 }
1648 #if 0
1649 float speed = pl->weapon_sp;
1650
1651 /* penalize ROF for bestarrow */
1652 if (pl->bowtype == bow_bestarrow)
1653 speed *= .9f;
1654 else
1655 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1656
1657 op->speed_left += speed - op->speed;
1658 #endif
1659 }
1660
1661 SET_ANIMATION (arrow, arrow->direction);
1662
1663 /* update the speed */
1664 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1665 + bow->stats.dam / 7.0;
1666
1667 arrow->set_speed (max (arrow->speed, 2.0));
1668 arrow->speed_left = 0;
1669
1670 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1671
1672 if (op->type == PLAYER)
1673 {
1674 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1675 wc -= dex_bonus[op->stats.Dex];
1676
1677 if (!arrow->slaying)
1678 arrow->slaying = op->slaying;
1679
1680 arrow->attacktype |= op->attacktype;
1681 }
1682 else
1683 {
1684 arrow->level = op->level;
1685 arrow->stats.wc -= bow->magic;
1686
1687 if (!arrow->slaying)
1688 arrow->slaying = bow->slaying;
1689
1690 arrow->attacktype |= bow->attacktype;
1691 }
1692
1693 wc -= arrow->level;
1694 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1695
1696 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1697 arrow->move_type = MOVE_FLY_LOW;
1698 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1699
1700 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1701 m->insert (arrow, sx, sy, op);
1702
1703 if (!arrow->destroyed ())
1704 move_arrow (arrow);
1705
1706 if (op->type == PLAYER)
1707 {
1708 if (left->destroyed ())
1709 esrv_del_item (op->contr, left->count);
1710 else
1711 esrv_send_item (op, left);
1712 }
1713
1714 return 1;
1715 }
1716
1717 /* Special fire code for players - this takes into
1718 * account the special fire modes players can have
1719 * but monsters can't. Putting that code here
1720 * makes the fire_bow code much cleaner.
1721 * this function should only be called if 'op' is a player,
1722 * hence the function name.
1723 */
1724 int
1725 player_fire_bow (object *op, int dir)
1726 {
1727 int ret = 0, wcmod = 0;
1728
1729 if (op->contr->bowtype == bow_bestarrow)
1730 {
1731 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1732 }
1733 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1734 {
1735 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1736 wcmod = -1;
1737
1738 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1739 }
1740 else if (op->contr->bowtype == bow_threewide)
1741 {
1742 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1743 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1744 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1745 }
1746 else if (op->contr->bowtype == bow_spreadshot)
1747 {
1748 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1749 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1750 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1751 }
1752 else
1753 {
1754 /* Simple case */
1755 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1756 }
1757
1758 return ret;
1759 }
1760
1761 /* Fires a misc (wand/rod/horn) object in 'dir'.
1762 * Broken apart from 'fire' to keep it more readable.
1763 */
1764 void
1765 fire_misc_object (object *op, int dir)
1766 {
1767 object *item = op->contr->ranged_ob;
1768
1769 if (!item)
1770 {
1771 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1772 return;
1773 }
1774
1775 if (!item->inv)
1776 {
1777 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1778 return;
1779 }
1780
1781 if (!op->change_weapon (item))
1782 return;
1783
1784 if (item->type == WAND)
1785 {
1786 if (item->stats.food <= 0)
1787 {
1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1790
1791 return;
1792 }
1793 }
1794 else if (item->type == ROD || item->type == HORN)
1795 {
1796 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1797 {
1798 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1799
1800 if (item->type == ROD)
1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1802 else
1803 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1804
1805 return;
1806 }
1807 }
1808
1809 if (cast_spell (op, item, dir, item->inv, NULL))
1810 {
1811 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1812 if (item->type == WAND)
1813 {
1814 if (!(--item->stats.food))
1815 {
1816 object *tmp;
1817
1818 if (item->arch)
1819 {
1820 CLEAR_FLAG (item, FLAG_ANIMATE);
1821 item->face = item->arch->clone.face;
1822 item->set_speed (0);
1823 }
1824
1825 if ((tmp = item->in_player ()))
1826 esrv_update_item (UPD_ANIM, tmp, item);
1827 }
1828 }
1829 else if (item->type == ROD || item->type == HORN)
1830 drain_rod_charge (item);
1831 }
1832 }
1833
1834 /* Received a fire command for the player - go and do it.
1835 */
1836 void
1837 fire (object *op, int dir)
1838 {
1839 int spellcost = 0;
1840
1841 /* check for loss of invisiblity/hide */
1842 if (action_makes_visible (op))
1843 make_visible (op);
1844
1845 player *pl = op->contr;
1846
1847 if (pl->golem)
1848 {
1849 control_golem (op->contr->golem, dir);
1850 return;
1851 }
1852
1853 object *ob = pl->ranged_ob;
1854
1855 if (!ob)
1856 return;
1857
1858 switch (ob->type)
1859 {
1860 case BOW:
1861 player_fire_bow (op, dir);
1862 break;
1863
1864 case SPELL:
1865 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1866 break;
1867
1868 case BUILDER:
1869 apply_map_builder (op, dir);
1870 break;
1871
1872 case SKILL:
1873 case SKILL_TOOL:
1874 do_skill (op, op, ob, dir, 0);
1875 break;
1876
1877 default:
1878 fire_misc_object (op, dir);
1879 break;
1880 }
1881 }
1882
1883 /* find_key
1884 * We try to find a key for the door as passed. If we find a key
1885 * and successfully use it, we return the key, otherwise NULL
1886 * This function merges both normal and locked door, since the logic
1887 * for both is the same - just the specific key is different.
1888 * pl is the player,
1889 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers.
1892 */
1893 object *
1894 find_key (object *pl, object *container, object *door)
1895 {
1896 object *tmp, *key;
1897
1898 /* Should not happen, but sanity checking is never bad */
1899 if (!container->inv)
1900 return 0;
1901
1902 /* First, lets try to find a key in the top level inventory */
1903 for (tmp = container->inv; tmp; tmp = tmp->below)
1904 {
1905 if (door->type == DOOR && tmp->type == KEY)
1906 break;
1907 /* For sanity, we should really check door type, but other stuff
1908 * (like containers) can be locked with special keys
1909 */
1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1911 break;
1912 }
1913
1914 /* No key found - lets search inventories now */
1915 /* If we find and use a key in an inventory, return at that time.
1916 * otherwise, if we search all the inventories and still don't find
1917 * a key, return
1918 */
1919 if (!tmp)
1920 {
1921 for (tmp = container->inv; tmp; tmp = tmp->below)
1922 {
1923 /* No reason to search empty containers */
1924 if (tmp->type == CONTAINER && tmp->inv)
1925 {
1926 if ((key = find_key (pl, tmp, door)))
1927 return key;
1928 }
1929 }
1930
1931 if (!tmp)
1932 return NULL;
1933 }
1934
1935 /* We get down here if we have found a key. Now if its in a container,
1936 * see if we actually want to use it
1937 */
1938 if (pl != container)
1939 {
1940 /* Only let players use keys in containers */
1941 if (!pl->contr)
1942 return NULL;
1943 /* cases where this fails:
1944 * If we only search the player inventory, return now since we
1945 * are not in the players inventory.
1946 * If the container is not active, return now since only active
1947 * containers can be used.
1948 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active.
1952 *
1953 * Change the color so that the message doesn't disappear with
1954 * all the others.
1955 */
1956 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 {
1960 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 return NULL;
1963 }
1964 }
1965
1966 return tmp;
1967 }
1968
1969 /* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more,
1972 * 0 otherwise
1973 */
1974 static int
1975 player_attack_door (object *op, object *door)
1976 {
1977 /* If its a door, try to find a use a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code.
1980 */
1981 object *key = find_key (op, op, door);
1982
1983 /* IF we found a key, do some extra work */
1984 if (key)
1985 {
1986 object *container = key->env;
1987
1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
1990 if (action_makes_visible (op))
1991 make_visible (op);
1992
1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1994 spring_trap (door->inv, op);
1995
1996 if (door->type == DOOR)
1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1998 else if (door->type == LOCKED_DOOR)
1999 {
2000 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2001 remove_door2 (door); /* remove door without violence ;-) */
2002 }
2003
2004 /* Do this after we print the message */
2005 decrease_ob (key); /* Use up one of the keys */
2006 /* Need to update the weight the container the key was in */
2007 if (container != op)
2008 esrv_update_item (UPD_WEIGHT, op, container);
2009
2010 return 1; /* Nothing more to do below */
2011 }
2012 else if (door->type == LOCKED_DOOR)
2013 {
2014 /* Might as well return now - no other way to open this */
2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2016 return 1;
2017 }
2018
2019 return 0;
2020 }
2021
2022 /* This function is just part of a breakup from move_player.
2023 * It should keep the code cleaner.
2024 * When this is called, the players direction has been updated
2025 * (taking into account confusion.) The player is also actually
2026 * going to try and move (not fire weapons).
2027 */
2028 void
2029 move_player_attack (object *op, int dir)
2030 {
2031 object *tmp, *mon;
2032 int on_battleground;
2033 maptile *m;
2034
2035 sint16 nx = freearr_x[dir] + op->x;
2036 sint16 ny = freearr_y[dir] + op->y;
2037
2038 on_battleground = op_on_battleground (op, 0, 0);
2039
2040 /* If braced, or can't move to the square, and it is not out of the
2041 * map, attack it. Note order of if statement is important - don't
2042 * want to be calling move_ob if braced, because move_ob will move the
2043 * player. This is a pretty nasty hack, because if we could
2044 * move to some space, it then means that if we are braced, we should
2045 * do nothing at all. As it is, if we are braced, we go through
2046 * quite a bit of processing. However, it probably is less than what
2047 * move_ob uses.
2048 */
2049 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2050 {
2051 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2052 {
2053 m = op->map->xy_find (nx, ny);
2054 if (!m)
2055 return; /* Don't think this should happen */
2056 }
2057 else
2058 m = op->map;
2059
2060 if (!(tmp = m->at (nx, ny).bot))
2061 return;
2062
2063 mon = 0;
2064 /* Go through all the objects, and find ones of interest. Only stop if
2065 * we find a monster - that is something we know we want to attack.
2066 * if its a door or barrel (can roll) see if there may be monsters
2067 * on the space
2068 */
2069 while (tmp)
2070 {
2071 if (tmp == op)
2072 {
2073 tmp = tmp->above;
2074 continue;
2075 }
2076
2077 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2078 {
2079 mon = tmp;
2080 break;
2081 }
2082
2083 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2084 mon = tmp;
2085
2086 tmp = tmp->above;
2087 }
2088
2089 if (!mon) /* This happens anytime the player tries to move */
2090 return; /* into a wall */
2091
2092 if (mon->head)
2093 mon = mon->head;
2094
2095 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2096 if (player_attack_door (op, mon))
2097 return;
2098
2099 /* The following deals with possibly attacking peaceful
2100 * or frienddly creatures. Basically, all players are considered
2101 * unaggressive. If the moving player has peaceful set, then the
2102 * object should be pushed instead of attacked. It is assumed that
2103 * if you are braced, you will not attack friends accidently,
2104 * and thus will not push them.
2105 */
2106
2107 /* If the creature is a pet, push it even if the player is not
2108 * peaceful. Our assumption is the creature is a pet if the
2109 * player owns it and it is either friendly or unagressive.
2110 */
2111 if ((op->type == PLAYER)
2112 #if COZY_SERVER
2113 &&
2114 ((mon->owner && mon->owner->contr
2115 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2116 #else
2117 && mon->owner == op
2118 #endif
2119 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2120 {
2121 /* If we're braced, we don't want to switch places with it */
2122 if (op->contr->braced)
2123 return;
2124
2125 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2126 push_ob (mon, dir, op);
2127 if (op->contr->tmp_invis || op->hide)
2128 make_visible (op);
2129
2130 return;
2131 }
2132
2133 /* in certain circumstances, you shouldn't attack friendly
2134 * creatures. Note that if you are braced, you can't push
2135 * someone, but put it inside this loop so that you won't
2136 * attack them either.
2137 */
2138 if ((mon->type == PLAYER || mon->enemy != op) &&
2139 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2140 #ifdef PROHIBIT_PLAYERKILL
2141 (op->contr->peaceful
2142 || (mon->type == PLAYER
2143 && mon->contr->
2144 peaceful)) &&
2145 #else
2146 op->contr->peaceful &&
2147 #endif
2148 !on_battleground))
2149 {
2150 if (!op->contr->braced)
2151 {
2152 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2153 push_ob (mon, dir, op);
2154 }
2155 else
2156 new_draw_info (0, 0, op, "You withhold your attack");
2157
2158 if (op->contr->tmp_invis || op->hide)
2159 make_visible (op);
2160 }
2161
2162 /* If the object is a boulder or other rollable object, then
2163 * roll it if not braced. You can't roll it if you are braced.
2164 */
2165 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2166 {
2167 recursive_roll (mon, dir, op);
2168 if (action_makes_visible (op))
2169 make_visible (op);
2170 }
2171
2172 /* Any generic living creature. Including things like doors.
2173 * Way it works is like this: First, it must have some hit points
2174 * and be living. Then, it must be one of the following:
2175 * 1) Not a player, 2) A player, but of a different party. Note
2176 * that party_number -1 is no party, so attacks can still happen.
2177 */
2178 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2179 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2180 {
2181 if (!op->contr->has_hit)
2182 {
2183 op->contr->has_hit = 1;
2184 op->speed_left += op->contr->weapon_speed () - op->speed;
2185 }
2186
2187 skill_attack (mon, op, 0, 0, 0);
2188
2189 /* If attacking another player, that player gets automatic
2190 * hitback, and doesn't loose luck either.
2191 * Disable hitback on the battleground or if the target is
2192 * the wiz.
2193 */
2194 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2195 {
2196 short luck = mon->stats.luck;
2197
2198 mon->contr->has_hit = 1;
2199 skill_attack (op, mon, 0, 0, 0);
2200 mon->stats.luck = luck;
2201 }
2202
2203 if (action_makes_visible (op))
2204 make_visible (op);
2205 }
2206 } /* if player should attack something */
2207 }
2208
2209 int
2210 move_player (object *op, int dir)
2211 {
2212 int pick;
2213
2214 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2215 return 0;
2216
2217 /* Sanity check: make sure dir is valid */
2218 if ((dir < 0) || (dir >= 9))
2219 {
2220 LOG (llevError, "move_player: invalid direction %d\n", dir);
2221 return 0;
2222 }
2223
2224 /* peterm: added following line */
2225 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2226 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2227
2228 op->facing = dir;
2229
2230 if (op->hide)
2231 do_hidden_move (op);
2232
2233 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2234 /*nop */ ;
2235 else if (op->contr->fire_on)
2236 fire (op, dir);
2237 else
2238 {
2239 move_player_attack (op, dir);
2240 pick = check_pick (op);
2241 }
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2247 op->direction = dir;
2248 else
2249 op->direction = 0;
2250
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 animate_object (op, op->facing);
2256 return 0;
2257 }
2258
2259 /* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands.
2263 *
2264 * Returns true if there are more actions we can do.
2265 */
2266 int
2267 handle_newcs_player (object *op)
2268 {
2269 if (QUERY_FLAG (op, FLAG_SCARED))
2270 {
2271 flee_player (op);
2272
2273 /* If player is still scared, that is his action for this tick */
2274 if (op->flag [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.f)
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.f;
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 = 0.1f;
2942 force->speed_left = -5.f;
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 }