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/cvs/deliantra/server/server/player.C
Revision: 1.118
Committed: Mon Apr 30 04:25:30 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.117: +55 -52 lines
Log Message:
This is the first rough cut of the skill use system (use the STABLE tag).

Details will likely change, and combat skills do not work very well, but
it works quite well.

Players no longer have a shoottype or range slots, instead, each player
has these members:

   combat_skill/combat_ob  the currently selected skill (and weapon)
                           for direct attacks.
   ranged_skill/ranged_ob  the currently selected ranged skill (and
                           bow/spell/item)
   golem                   the currently-controlled golem, if any.

File Contents

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