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Revision: 1.173
Committed: Mon Nov 5 23:20:49 2007 UTC (16 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.172: +26 -25 lines
Log Message:
update the weapon status on load, not connect, as thats too late as code might try to access the player

File Contents

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