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/cvs/deliantra/server/server/player.C
Revision: 1.143
Committed: Fri May 18 21:12:40 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.142: +1 -1 lines
Log Message:
fix wizpass

File Contents

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