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/cvs/deliantra/server/server/player.C
Revision: 1.121
Committed: Thu May 3 10:39:46 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.120: +7 -8 lines
Log Message:
beta it slowly into shape

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_ob = ranged_ob = 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 object *
1465 pick_arrow_target (object *op, const char *type, int dir)
1466 {
1467 object *tmp = NULL;
1468 maptile *m;
1469 int i, mflags, found, number;
1470 sint16 x, y;
1471
1472 if (op->map == NULL)
1473 return find_arrow (op, type);
1474
1475 /* do a dex check */
1476 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1477 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1478 return find_arrow (op, type);
1479
1480 m = op->map;
1481 x = op->x;
1482 y = op->y;
1483
1484 /* find the first target */
1485 for (i = 0, found = 0; i < 20; i++)
1486 {
1487 x += freearr_x[dir];
1488 y += freearr_y[dir];
1489 mflags = get_map_flags (m, &m, x, y, &x, &y);
1490 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1491 {
1492 tmp = NULL;
1493 break;
1494 }
1495 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1496 {
1497 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1498 * perhaps a bad assumption.
1499 */
1500 tmp = NULL;
1501 break;
1502 }
1503 if (mflags & P_IS_ALIVE)
1504 {
1505 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1506 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1507 {
1508 found++;
1509 break;
1510 }
1511 if (found)
1512 break;
1513 }
1514 }
1515 if (tmp == NULL)
1516 return find_arrow (op, type);
1517
1518 if (tmp->head)
1519 tmp = tmp->head;
1520
1521 return find_better_arrow (op, tmp, type, &i);
1522 }
1523
1524 /*
1525 * Creature fires a bow - op can be monster or player. Returns
1526 * 1 if bow was actually fired, 0 otherwise.
1527 * op is the object firing the bow.
1528 * part is for multipart creatures - the part firing the bow.
1529 * dir is the direction of fire.
1530 * wc_mod is any special modifier to give (used in special player fire modes)
1531 * sx, sy are coordinates to fire arrow from - also used in some of the special
1532 * player fire modes.
1533 */
1534 int
1535 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1536 {
1537 object *left, *bow;
1538 int bowspeed, mflags;
1539 maptile *m;
1540
1541 if (!dir)
1542 {
1543 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1544 return 0;
1545 }
1546
1547 if (player *pl = op->contr)
1548 {
1549 bow = pl->ranged_ob;
1550 op->set_weapon (bow);
1551 }
1552 else
1553 {
1554 for (bow = op->inv; bow; bow = bow->below)
1555 /* Don't check for applied - monsters don't apply bows - in that way, they
1556 * don't need to switch back and forth between bows and weapons.
1557 */
1558 if (bow->type == BOW)
1559 break;
1560
1561 if (!bow)
1562 {
1563 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1564 return 0;
1565 }
1566
1567 // optimisation: move object to top so we will find it quickly again
1568 if (bow->below)
1569 {
1570 bow->remove ();
1571 op->insert (bow);
1572 }
1573
1574 }
1575
1576 if (!bow->race || !bow->skill)
1577 {
1578 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1579 return 0;
1580 }
1581
1582 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1583
1584 /* penalize ROF for bestarrow */
1585 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1586 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1587
1588 if (bowspeed < 1)
1589 bowspeed = 1;
1590
1591 if (arrow == NULL)
1592 {
1593 if ((arrow = find_arrow (op, bow->race)) == NULL)
1594 {
1595 if (op->type == PLAYER)
1596 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1597 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1598 else
1599 CLEAR_FLAG (op, FLAG_READY_BOW);
1600
1601 return 0;
1602 }
1603 }
1604
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1606 if (mflags & P_OUT_OF_MAP)
1607 return 0;
1608
1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1610 {
1611 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1612 return 0;
1613 }
1614
1615 /* this should not happen, but sometimes does */
1616 if (arrow->nrof == 0)
1617 {
1618 arrow->destroy ();
1619 return 0;
1620 }
1621
1622 left = arrow; /* these are arrows left to the player */
1623 arrow = get_split_ob (arrow, 1);
1624 if (!arrow)
1625 {
1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1627 return 0;
1628 }
1629
1630 arrow->set_owner (op);
1631 arrow->skill = bow->skill;
1632 arrow->direction = dir;
1633
1634 if (op->type == PLAYER)
1635 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641
1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1643 arrow->stats.hp = arrow->stats.dam;
1644 arrow->stats.grace = arrow->attacktype;
1645
1646 if (arrow->slaying)
1647 arrow->spellarg = strdup (arrow->slaying);
1648
1649 arrow->stats.dam += op->stats.dam + arrow->magic;
1650
1651 /* update the speed */
1652 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1653 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1654
1655 arrow->set_speed (max (arrow->speed, 1.0));
1656 arrow->speed_left = 0;
1657
1658 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1659
1660 if (op->type == PLAYER)
1661 {
1662 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1663 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1664
1665 if (!arrow->slaying)
1666 arrow->slaying = op->slaying;
1667 }
1668 else
1669 {
1670 arrow->level = op->level;
1671 arrow->stats.wc -= bow->magic;
1672
1673 if (!arrow->slaying)
1674 arrow->slaying = bow->slaying;
1675 }
1676
1677 arrow->stats.wc -= arrow->level;
1678
1679 arrow->attacktype |= bow->attacktype;
1680
1681 arrow->move_type = MOVE_FLY_LOW;
1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1683
1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1685 m->insert (arrow, sx, sy, op);
1686
1687 if (!arrow->destroyed ())
1688 move_arrow (arrow);
1689
1690 if (op->type == PLAYER)
1691 {
1692 if (left->destroyed ())
1693 esrv_del_item (op->contr, left->count);
1694 else
1695 esrv_send_item (op, left);
1696 }
1697
1698 return 1;
1699 }
1700
1701 /* Special fire code for players - this takes into
1702 * account the special fire modes players can have
1703 * but monsters can't. Putting that code here
1704 * makes the fire_bow code much cleaner.
1705 * this function should only be called if 'op' is a player,
1706 * hence the function name.
1707 */
1708 int
1709 player_fire_bow (object *op, int dir)
1710 {
1711 int ret = 0, wcmod = 0;
1712
1713 if (op->contr->bowtype == bow_bestarrow)
1714 {
1715 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1716 }
1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 {
1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1720 wcmod = -1;
1721
1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1723 }
1724 else if (op->contr->bowtype == bow_threewide)
1725 {
1726 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1729 }
1730 else if (op->contr->bowtype == bow_spreadshot)
1731 {
1732 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1735 }
1736 else
1737 {
1738 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 }
1741
1742 return ret;
1743 }
1744
1745
1746 /* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable.
1748 */
1749 void
1750 fire_misc_object (object *op, int dir)
1751 {
1752 object *item = op->contr->ranged_ob;
1753
1754 if (!item)
1755 {
1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1757 return;
1758 }
1759
1760 if (!item->inv)
1761 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return;
1764 }
1765
1766 op->set_weapon (item);
1767
1768 if (item->type == WAND)
1769 {
1770 if (item->stats.food <= 0)
1771 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1774
1775 return;
1776 }
1777 }
1778 else if (item->type == ROD || item->type == HORN)
1779 {
1780 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1781 {
1782 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1783
1784 if (item->type == ROD)
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1786 else
1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1788
1789 return;
1790 }
1791 }
1792
1793 if (cast_spell (op, item, dir, item->inv, NULL))
1794 {
1795 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1796 if (item->type == WAND)
1797 {
1798 if (!(--item->stats.food))
1799 {
1800 object *tmp;
1801
1802 if (item->arch)
1803 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face;
1806 item->set_speed (0);
1807 }
1808
1809 if ((tmp = item->in_player ()))
1810 esrv_update_item (UPD_ANIM, tmp, item);
1811 }
1812 }
1813 else if (item->type == ROD || item->type == HORN)
1814 drain_rod_charge (item);
1815 }
1816 }
1817
1818 /* Received a fire command for the player - go and do it.
1819 */
1820 void
1821 fire (object *op, int dir)
1822 {
1823 int spellcost = 0;
1824
1825 /* check for loss of invisiblity/hide */
1826 if (action_makes_visible (op))
1827 make_visible (op);
1828
1829 player *pl = op->contr;
1830
1831 if (pl->golem)
1832 {
1833 control_golem (op->contr->golem, dir);
1834 return;
1835 }
1836
1837 object *ob = pl->ranged_ob;
1838
1839 if (!ob)
1840 return;
1841
1842 switch (ob->type)
1843 {
1844 case BOW:
1845 player_fire_bow (op, dir);
1846 break;
1847
1848 case SPELL:
1849 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1850 break;
1851
1852 case BUILDER:
1853 apply_map_builder (op, dir);
1854 break;
1855
1856 case SKILL:
1857 case SKILL_TOOL:
1858 do_skill (op, op, ob, dir, 0);
1859 break;
1860
1861 default:
1862 fire_misc_object (op, dir);
1863 break;
1864 }
1865 }
1866
1867 /* find_key
1868 * We try to find a key for the door as passed. If we find a key
1869 * and successfully use it, we return the key, otherwise NULL
1870 * This function merges both normal and locked door, since the logic
1871 * for both is the same - just the specific key is different.
1872 * pl is the player,
1873 * inv is the objects inventory to searched
1874 * door is the door we are trying to match against.
1875 * This function can be called recursively to search containers.
1876 */
1877 object *
1878 find_key (object *pl, object *container, object *door)
1879 {
1880 object *tmp, *key;
1881
1882 /* Should not happen, but sanity checking is never bad */
1883 if (!container->inv)
1884 return 0;
1885
1886 /* First, lets try to find a key in the top level inventory */
1887 for (tmp = container->inv; tmp; tmp = tmp->below)
1888 {
1889 if (door->type == DOOR && tmp->type == KEY)
1890 break;
1891 /* For sanity, we should really check door type, but other stuff
1892 * (like containers) can be locked with special keys
1893 */
1894 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1895 break;
1896 }
1897
1898 /* No key found - lets search inventories now */
1899 /* If we find and use a key in an inventory, return at that time.
1900 * otherwise, if we search all the inventories and still don't find
1901 * a key, return
1902 */
1903 if (!tmp)
1904 {
1905 for (tmp = container->inv; tmp; tmp = tmp->below)
1906 {
1907 /* No reason to search empty containers */
1908 if (tmp->type == CONTAINER && tmp->inv)
1909 {
1910 if ((key = find_key (pl, tmp, door)))
1911 return key;
1912 }
1913 }
1914
1915 if (!tmp)
1916 return NULL;
1917 }
1918
1919 /* We get down here if we have found a key. Now if its in a container,
1920 * see if we actually want to use it
1921 */
1922 if (pl != container)
1923 {
1924 /* Only let players use keys in containers */
1925 if (!pl->contr)
1926 return NULL;
1927 /* cases where this fails:
1928 * If we only search the player inventory, return now since we
1929 * are not in the players inventory.
1930 * If the container is not active, return now since only active
1931 * containers can be used.
1932 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active.
1936 *
1937 * Change the color so that the message doesn't disappear with
1938 * all the others.
1939 */
1940 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG (container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1943 {
1944 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1945 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1946 return NULL;
1947 }
1948 }
1949
1950 return tmp;
1951 }
1952
1953 /* moved door processing out of move_player_attack.
1954 * returns 1 if player has opened the door with a key
1955 * such that the caller should not do anything more,
1956 * 0 otherwise
1957 */
1958 static int
1959 player_attack_door (object *op, object *door)
1960 {
1961 /* If its a door, try to find a use a key. If we do destroy the door,
1962 * might as well return immediately as there is nothing more to do -
1963 * otherwise, we fall through to the rest of the code.
1964 */
1965 object *key = find_key (op, op, door);
1966
1967 /* IF we found a key, do some extra work */
1968 if (key)
1969 {
1970 object *container = key->env;
1971
1972 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1973
1974 if (action_makes_visible (op))
1975 make_visible (op);
1976
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op);
1979
1980 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1982 else if (door->type == LOCKED_DOOR)
1983 {
1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1985 remove_door2 (door); /* remove door without violence ;-) */
1986 }
1987
1988 /* Do this after we print the message */
1989 decrease_ob (key); /* Use up one of the keys */
1990 /* Need to update the weight the container the key was in */
1991 if (container != op)
1992 esrv_update_item (UPD_WEIGHT, op, container);
1993
1994 return 1; /* Nothing more to do below */
1995 }
1996 else if (door->type == LOCKED_DOOR)
1997 {
1998 /* Might as well return now - no other way to open this */
1999 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2000 return 1;
2001 }
2002
2003 return 0;
2004 }
2005
2006 /* This function is just part of a breakup from move_player.
2007 * It should keep the code cleaner.
2008 * When this is called, the players direction has been updated
2009 * (taking into account confusion.) The player is also actually
2010 * going to try and move (not fire weapons).
2011 */
2012 void
2013 move_player_attack (object *op, int dir)
2014 {
2015 object *tmp, *mon;
2016 int on_battleground;
2017 maptile *m;
2018
2019 sint16 nx = freearr_x[dir] + op->x;
2020 sint16 ny = freearr_y[dir] + op->y;
2021
2022 on_battleground = op_on_battleground (op, 0, 0);
2023
2024 /* If braced, or can't move to the square, and it is not out of the
2025 * map, attack it. Note order of if statement is important - don't
2026 * want to be calling move_ob if braced, because move_ob will move the
2027 * player. This is a pretty nasty hack, because if we could
2028 * move to some space, it then means that if we are braced, we should
2029 * do nothing at all. As it is, if we are braced, we go through
2030 * quite a bit of processing. However, it probably is less than what
2031 * move_ob uses.
2032 */
2033 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2034 {
2035 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2036 {
2037 m = op->map->xy_find (nx, ny);
2038 if (!m)
2039 return; /* Don't think this should happen */
2040 }
2041 else
2042 m = op->map;
2043
2044 if (!(tmp = m->at (nx, ny).bot))
2045 return;
2046
2047 mon = 0;
2048 /* Go through all the objects, and find ones of interest. Only stop if
2049 * we find a monster - that is something we know we want to attack.
2050 * if its a door or barrel (can roll) see if there may be monsters
2051 * on the space
2052 */
2053 while (tmp)
2054 {
2055 if (tmp == op)
2056 {
2057 tmp = tmp->above;
2058 continue;
2059 }
2060
2061 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2062 {
2063 mon = tmp;
2064 break;
2065 }
2066
2067 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp;
2069
2070 tmp = tmp->above;
2071 }
2072
2073 if (!mon) /* This happens anytime the player tries to move */
2074 return; /* into a wall */
2075
2076 if (mon->head)
2077 mon = mon->head;
2078
2079 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2080 if (player_attack_door (op, mon))
2081 return;
2082
2083 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them.
2089 */
2090
2091 /* If the creature is a pet, push it even if the player is not
2092 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive.
2094 */
2095 if ((op->type == PLAYER)
2096 #if COZY_SERVER
2097 &&
2098 ((mon->owner && mon->owner->contr
2099 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2100 #else
2101 && mon->owner == op
2102 #endif
2103 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2104 {
2105 /* If we're braced, we don't want to switch places with it */
2106 if (op->contr->braced)
2107 return;
2108
2109 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2110 push_ob (mon, dir, op);
2111 if (op->contr->tmp_invis || op->hide)
2112 make_visible (op);
2113
2114 return;
2115 }
2116
2117 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't
2120 * attack them either.
2121 */
2122 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 #ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful
2126 || (mon->type == PLAYER
2127 && mon->contr->
2128 peaceful)) &&
2129 #else
2130 op->contr->peaceful &&
2131 #endif
2132 !on_battleground))
2133 {
2134 if (!op->contr->braced)
2135 {
2136 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2137 push_ob (mon, dir, op);
2138 }
2139 else
2140 new_draw_info (0, 0, op, "You withhold your attack");
2141
2142 if (op->contr->tmp_invis || op->hide)
2143 make_visible (op);
2144 }
2145
2146 /* If the object is a boulder or other rollable object, then
2147 * roll it if not braced. You can't roll it if you are braced.
2148 */
2149 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2150 {
2151 recursive_roll (mon, dir, op);
2152 if (action_makes_visible (op))
2153 make_visible (op);
2154 }
2155
2156 /* Any generic living creature. Including things like doors.
2157 * Way it works is like this: First, it must have some hit points
2158 * and be living. Then, it must be one of the following:
2159 * 1) Not a player, 2) A player, but of a different party. Note
2160 * that party_number -1 is no party, so attacks can still happen.
2161 */
2162 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2163 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2164 {
2165
2166 /* If the player hasn't hit something this tick, and does
2167 * so, give them speed boost based on weapon speed. Doing
2168 * it here is better than process_players2, which basically
2169 * incurred a 1 tick offset.
2170 */
2171 if (!op->contr->has_hit)
2172 {
2173 op->speed_left += op->speed / op->contr->weapon_sp;
2174
2175 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2176 }
2177
2178 skill_attack (mon, op, 0, 0, 0);
2179
2180 /* If attacking another player, that player gets automatic
2181 * hitback, and doesn't loose luck either.
2182 * Disable hitback on the battleground or if the target is
2183 * the wiz.
2184 */
2185 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2186 {
2187 short luck = mon->stats.luck;
2188
2189 mon->contr->has_hit = 1;
2190 skill_attack (op, mon, 0, 0, 0);
2191 mon->stats.luck = luck;
2192 }
2193
2194 if (action_makes_visible (op))
2195 make_visible (op);
2196 }
2197 } /* if player should attack something */
2198 }
2199
2200 int
2201 move_player (object *op, int dir)
2202 {
2203 int pick;
2204
2205 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2206 return 0;
2207
2208 /* Sanity check: make sure dir is valid */
2209 if ((dir < 0) || (dir >= 9))
2210 {
2211 LOG (llevError, "move_player: invalid direction %d\n", dir);
2212 return 0;
2213 }
2214
2215 /* peterm: added following line */
2216 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2217 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2218
2219 op->facing = dir;
2220
2221 if (op->hide)
2222 do_hidden_move (op);
2223
2224 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2225 /*nop */ ;
2226 else if (op->contr->fire_on)
2227 fire (op, dir);
2228 else
2229 {
2230 move_player_attack (op, dir);
2231 pick = check_pick (op);
2232 }
2233
2234 /* Add special check for newcs players and fire on - this way, the
2235 * server can handle repeat firing.
2236 */
2237 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2238 op->direction = dir;
2239 else
2240 op->direction = 0;
2241
2242 /* Update how the player looks. Use the facing, so direction may
2243 * get reset to zero. This allows for full animation capabilities
2244 * for players.
2245 */
2246 animate_object (op, op->facing);
2247 return 0;
2248 }
2249
2250 /* This is similar to handle_player, below, but is only used by the
2251 * new client/server stuff.
2252 * This is sort of special, in that the new client/server actually uses
2253 * the new speed values for commands.
2254 *
2255 * Returns true if there are more actions we can do.
2256 */
2257 int
2258 handle_newcs_player (object *op)
2259 {
2260 if (QUERY_FLAG (op, FLAG_SCARED))
2261 {
2262 flee_player (op);
2263 /* If player is still scared, that is his action for this tick */
2264 if (QUERY_FLAG (op, FLAG_SCARED))
2265 {
2266 op->speed_left--;
2267 return 0;
2268 }
2269 }
2270
2271 /* call this here - we also will call this in do_ericserver, but
2272 * the players time has been increased when doericserver has been
2273 * called, so we recheck it here.
2274 */
2275 if (op->contr->ns->handle_command ())
2276 return 1;
2277
2278 if (op->speed_left > 0)
2279 {
2280 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2281 {
2282 /* All move commands take 1 tick, at least for now */
2283 op->speed_left--;
2284
2285 /* Instead of all the stuff below, let move_player take care
2286 * of it. Also, some of the skill stuff is only put in
2287 * there, as well as the confusion stuff.
2288 */
2289 move_player (op, op->direction);
2290
2291 return op->speed_left > 0;
2292 }
2293 }
2294
2295 return 0;
2296 }
2297
2298 int
2299 save_life (object *op)
2300 {
2301 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2302 return 0;
2303
2304 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2305 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2306 {
2307 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2309
2310 if (op->contr)
2311 esrv_del_item (op->contr, tmp->count);
2312
2313 tmp->destroy ();
2314 CLEAR_FLAG (op, FLAG_LIFESAVE);
2315
2316 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp;
2318
2319 if (op->stats.food < 0)
2320 op->stats.food = 999;
2321
2322 op->update_stats ();
2323 return 1;
2324 }
2325
2326 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2327 CLEAR_FLAG (op, FLAG_LIFESAVE);
2328 enter_player_savebed (op); /* bring him home. */
2329 return 0;
2330 }
2331
2332 /* This goes throws the inventory and removes unpaid objects, and puts them
2333 * back in the map (location and map determined by values of env). This
2334 * function will descend into containers. op is the object to start the search
2335 * from.
2336 */
2337 void
2338 remove_unpaid_objects (object *op, object *env)
2339 {
2340 while (op)
2341 {
2342 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2343
2344 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 {
2346 if (env->type == PLAYER)
2347 esrv_del_item (env->contr, op->count);
2348
2349 op->insert_at (env);
2350 }
2351 else if (op->inv)
2352 remove_unpaid_objects (op->inv, env);
2353
2354 op = next;
2355 }
2356 }
2357
2358 /*
2359 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory.
2364 */
2365 char *
2366 gravestone_text (object *op)
2367 {
2368 static char buf2[MAX_BUF];
2369 char buf[MAX_BUF];
2370 time_t now = time (NULL);
2371
2372 strcpy (buf2, " R.I.P.\n\n");
2373 if (op->type == PLAYER)
2374 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2375 else
2376 sprintf (buf, "%s\n", &op->name);
2377
2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf);
2380 if (op->type == PLAYER)
2381 sprintf (buf, "who was in level %d when killed\n", op->level);
2382 else
2383 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2384
2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2386 strcat (buf2, buf);
2387 if (op->type == PLAYER)
2388 {
2389 sprintf (buf, "by %s.\n\n", op->contr->killer);
2390 strncat (buf2, " ", 21 - strlen (buf) / 2);
2391 strcat (buf2, buf);
2392 }
2393
2394 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2395 strncat (buf2, " ", 20 - strlen (buf) / 2);
2396 strcat (buf2, buf);
2397
2398 return buf2;
2399 }
2400
2401 void
2402 do_some_living (object *op)
2403 {
2404 int last_food = op->stats.food;
2405 int gen_hp, gen_sp, gen_grace;
2406 int over_hp, over_sp, over_grace;
2407 int i;
2408 int rate_hp = 1200;
2409 int rate_sp = 2500;
2410 int rate_grace = 2000;
2411 const int max_hp = 1;
2412 const int max_sp = 1;
2413 const int max_grace = 1;
2414
2415 if (op->contr->hidden)
2416 {
2417 op->invisible = 1000;
2418 /* the socket code flashes the player visible/invisible
2419 * depending on the value of invisible, so we need to
2420 * alternate it here for it to work correctly.
2421 */
2422 if (pticks & 2)
2423 op->invisible--;
2424 }
2425 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2426 {
2427 if (!op->invisible--)
2428 {
2429 make_visible (op);
2430 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2431 }
2432 }
2433
2434 if (op->contr->ns->state == ST_PLAYING)
2435 {
2436 /* these next three if clauses make it possible to SLOW DOWN
2437 hp/grace/spellpoint regeneration. */
2438 if (op->contr->gen_hp >= 0)
2439 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2440 else
2441 {
2442 gen_hp = op->stats.maxhp;
2443 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2444 }
2445
2446 if (op->contr->gen_sp >= 0)
2447 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2448 else
2449 {
2450 gen_sp = op->stats.maxsp;
2451 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2452 }
2453
2454 if (op->contr->gen_grace >= 0)
2455 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2456 else
2457 {
2458 gen_grace = op->stats.maxgrace;
2459 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2460 }
2461
2462 /* Regenerate Spell Points */
2463 if (!op->contr->golem && --op->last_sp < 0)
2464 {
2465 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2466 if (op->stats.sp < op->stats.maxsp)
2467 {
2468 op->stats.sp++;
2469 /* dms do not consume food */
2470 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 {
2472 op->stats.food--;
2473 if (op->contr->digestion < 0)
2474 op->stats.food += op->contr->digestion;
2475 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food = last_food;
2477 }
2478 }
2479
2480 if (max_sp > 1)
2481 {
2482 over_sp = (gen_sp + 10) / rate_sp;
2483 if (over_sp > 0)
2484 {
2485 if (op->stats.sp < op->stats.maxsp)
2486 {
2487 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2488
2489 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2490 op->stats.sp--;
2491
2492 if (op->stats.sp > op->stats.maxsp)
2493 op->stats.sp = op->stats.maxsp;
2494 }
2495 op->last_sp = 0;
2496 }
2497 else
2498 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2499 }
2500 else
2501 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2502 }
2503
2504 /* Regenerate Grace */
2505 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2506 if (--op->last_grace < 0)
2507 {
2508 if (op->stats.grace < op->stats.maxgrace / 2)
2509 op->stats.grace++; /* no penalty in food for regaining grace */
2510
2511 if (max_grace > 1)
2512 {
2513 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2514 if (over_grace > 0)
2515 {
2516 op->stats.sp += over_grace
2517 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2518 op->last_grace = 0;
2519 }
2520 else
2521 {
2522 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2523 }
2524 }
2525 else
2526 {
2527 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2528 }
2529 /* wearing stuff doesn't detract from grace generation. */
2530 }
2531
2532 /* Regenerate Hit Points */
2533 if (--op->last_heal < 0)
2534 {
2535 if (op->stats.hp < op->stats.maxhp)
2536 {
2537 op->stats.hp++;
2538 /* dms do not consume food */
2539 if (!QUERY_FLAG (op, FLAG_WIZ))
2540 {
2541 op->stats.food--;
2542 if (op->contr->digestion < 0)
2543 op->stats.food += op->contr->digestion;
2544 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2545 op->stats.food = last_food;
2546 }
2547 }
2548
2549 if (max_hp > 1)
2550 {
2551 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2552 if (over_hp > 0)
2553 {
2554 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2555 op->last_heal = 0;
2556 }
2557 else
2558 {
2559 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2560 }
2561 }
2562 else
2563 {
2564 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2565 }
2566 }
2567
2568 /* Digestion */
2569 if (--op->last_eat < 0)
2570 {
2571 #ifdef COZY_SERVER
2572 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2573 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2574 #else
2575 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2576 #endif
2577
2578 if (op->contr->gen_hp > 0)
2579 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2580 else
2581 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2582
2583 /* dms do not consume food */
2584 if (!QUERY_FLAG (op, FLAG_WIZ))
2585 op->stats.food--;
2586 }
2587
2588 if (op->stats.food < 0 && op->stats.hp >= 0)
2589 {
2590 object *tmp, *flesh = 0;
2591
2592 for (tmp = op->inv; tmp; tmp = tmp->below)
2593 {
2594 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2595 {
2596 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2597 {
2598 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2599 manual_apply (op, tmp, 0);
2600 if (op->stats.food >= 0 || op->stats.hp < 0)
2601 break;
2602 }
2603 else if (tmp->type == FLESH)
2604 flesh = tmp;
2605 } /* End if paid for object */
2606 } /* end of for loop */
2607
2608 /* If player is still starving, it means they don't have any food, so
2609 * eat flesh instead.
2610 */
2611 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2612 {
2613 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2614 manual_apply (op, flesh, 0);
2615 }
2616 }
2617
2618 while (op->stats.food < 0 && op->stats.hp >= 0)
2619 op->stats.food++, op->stats.hp--;
2620
2621 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2622 kill_player (op);
2623 }
2624 }
2625
2626 /* If the player should die (lack of hp, food, etc), we call this.
2627 * op is the player in jeopardy. If the player can not be saved (not
2628 * permadeath, no lifesave), this will take care of removing the player
2629 * file.
2630 */
2631 void
2632 kill_player (object *op)
2633 {
2634 char buf[MAX_BUF];
2635 int x, y;
2636
2637 //int i;
2638 maptile *map; /* this is for resurrection */
2639
2640 /* int z;
2641 int num_stats_lose;
2642 int lost_a_stat;
2643 int lose_this_stat;
2644 int this_stat; */
2645 int will_kill_again;
2646 archetype *at;
2647 object *tmp;
2648
2649 if (save_life (op))
2650 return;
2651
2652
2653 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2654 * in cities ONLY!!! It is very important that this doesn't get abused.
2655 * Look at op_on_battleground() for more info --AndreasV
2656 */
2657 if (op_on_battleground (op, &x, &y))
2658 {
2659 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2660 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2661
2662 /* restore player */
2663 at = archetype::find ("poisoning");
2664 if (object *tmp = present_arch_in_ob (at, op))
2665 {
2666 tmp->destroy ();
2667 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2668 }
2669
2670 at = archetype::find ("confusion");
2671 if (object *tmp = present_arch_in_ob (at, op))
2672 {
2673 tmp->destroy ();
2674 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2675 }
2676
2677 cure_disease (op, 0); /* remove any disease */
2678 op->stats.hp = op->stats.maxhp;
2679 if (op->stats.food <= 0)
2680 op->stats.food = 999;
2681
2682 /* create a bodypart-trophy to make the winner happy */
2683 if (object *tmp = arch_to_object (archetype::find ("finger")))
2684 {
2685 sprintf (buf, "%s's finger", &op->name);
2686 tmp->name = buf;
2687 sprintf (buf, " This finger has been cut off %s\n"
2688 " the %s, when he was defeated at\n level %d by %s.\n",
2689 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2690 tmp->msg = buf;
2691 tmp->value = 0, tmp->type = 0;
2692 tmp->materialname = "organics";
2693 tmp->insert_at (op, tmp);
2694 }
2695
2696 /* teleport defeated player to new destination */
2697 transfer_ob (op, x, y, 0, NULL);
2698 op->contr->braced = 0;
2699 return;
2700 }
2701
2702 INVOKE_PLAYER (DEATH, op->contr);
2703
2704 command_kill_pets (op, 0);
2705
2706 if (op->stats.food < 0)
2707 {
2708 sprintf (buf, "%s starved to death.", &op->name);
2709 strcpy (op->contr->killer, "starvation");
2710 }
2711 else
2712 sprintf (buf, "%s died.", &op->name);
2713
2714 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2715
2716 /* save the map location for corpse, gravestone */
2717 x = op->x;
2718 y = op->y;
2719 map = op->map;
2720
2721 /* NOT_PERMADEATH code. This basically brings the character back to
2722 * life if they are dead - it takes some exp and a random stat.
2723 * See the config.h file for a little more in depth detail about this.
2724 */
2725
2726 /* Basically two ways to go - remove a stat permanently, or just
2727 * make it depletion. This bunch of code deals with that aspect
2728 * of death.
2729 */
2730 #ifndef COZY_SERVER
2731 if (settings.balanced_stat_loss)
2732 {
2733 /* If stat loss is permanent, lose one stat only. */
2734 /* Lower level chars don't lose as many stats because they suffer
2735 more if they do. */
2736 /* Higher level characters can afford things such as potions of
2737 restoration, or better, stat potions. So we slug them that
2738 little bit harder. */
2739 /* GD */
2740 if (settings.stat_loss_on_death)
2741 num_stats_lose = 1;
2742 else
2743 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2744 }
2745 else
2746 num_stats_lose = 1;
2747
2748 lost_a_stat = 0;
2749
2750 for (z = 0; z < num_stats_lose; z++)
2751 {
2752 i = RANDOM () % NUM_STATS;
2753
2754 if (settings.stat_loss_on_death)
2755 {
2756 /* Pick a random stat and take a point off it. Tell the player
2757 * what he lost.
2758 */
2759 change_attr_value (&(op->stats), i, -1);
2760 check_stat_bounds (&(op->stats));
2761 change_attr_value (&(op->contr->orig_stats), i, -1);
2762 check_stat_bounds (&(op->contr->orig_stats));
2763 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2764 lost_a_stat = 1;
2765 }
2766 else
2767 {
2768 /* deplete a stat */
2769 archetype *deparch = archetype::find ("depletion");
2770 object *dep;
2771
2772 dep = present_arch_in_ob (deparch, op);
2773 if (!dep)
2774 {
2775 dep = arch_to_object (deparch);
2776 insert_ob_in_ob (dep, op);
2777 }
2778 lose_this_stat = 1;
2779 if (settings.balanced_stat_loss)
2780 {
2781 /* GD */
2782 /* Get the stat that we're about to deplete. */
2783 this_stat = get_attr_value (&(dep->stats), i);
2784 if (this_stat < 0)
2785 {
2786 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2787 int keep_chance = this_stat * this_stat;
2788
2789 /* Yes, I am paranoid. Sue me. */
2790 if (keep_chance < 1)
2791 keep_chance = 1;
2792
2793 /* There is a maximum depletion total per level. */
2794 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2795 {
2796 lose_this_stat = 0;
2797 /* Take loss chance vs keep chance to see if we
2798 retain the stat. */
2799 }
2800 else
2801 {
2802 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2803 lose_this_stat = 0;
2804 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2805 this_stat, keep_chance, loss_chance,
2806 lose_this_stat?"LOSE":"KEEP"); */
2807 }
2808 }
2809 }
2810
2811 if (lose_this_stat)
2812 {
2813 this_stat = get_attr_value (&(dep->stats), i);
2814 /* We could try to do something clever like find another
2815 * stat to reduce if this fails. But chances are, if
2816 * stats have been depleted to -50, all are pretty low
2817 * and should be roughly the same, so it shouldn't make a
2818 * difference.
2819 */
2820 if (this_stat >= -50)
2821 {
2822 change_attr_value (&(dep->stats), i, -1);
2823 SET_FLAG (dep, FLAG_APPLIED);
2824 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2825 op->update_stats ();
2826 lost_a_stat = 1;
2827 }
2828 }
2829 }
2830 }
2831 /* If no stat lost, tell the player. */
2832 if (!lost_a_stat)
2833 {
2834 /* determine_god() seems to not work sometimes... why is this?
2835 Should I be using something else? GD */
2836 const char *god = determine_god (op);
2837
2838 if (god && (strcmp (god, "none")))
2839 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2840 else
2841 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2842 }
2843 #else
2844 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2845 #endif
2846
2847 /* Put a gravestone up where the character 'almost' died. List the
2848 * exp loss on the stone.
2849 */
2850 tmp = arch_to_object (archetype::find ("gravestone"));
2851 sprintf (buf, "%s's gravestone", &op->name);
2852 tmp->name = buf;
2853 sprintf (buf, "%s's gravestones", &op->name);
2854 tmp->name_pl = buf;
2855 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);
2856 tmp->msg = buf;
2857 tmp->x = op->x, tmp->y = op->y;
2858 insert_ob_in_map (tmp, op->map, NULL, 0);
2859
2860 /**************************************/
2861 /* */
2862 /* Subtract the experience points, */
2863 /* if we died cause of food, give us */
2864 /* food, and reset HP's... */
2865 /* */
2866 /**************************************/
2867
2868 /* remove any poisoning and confusion the character may be suffering. */
2869 /* restore player */
2870 at = archetype::find ("poisoning");
2871 tmp = present_arch_in_ob (at, op);
2872
2873 if (tmp)
2874 {
2875 tmp->destroy ();
2876 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2877 }
2878
2879 at = archetype::find ("confusion");
2880 tmp = present_arch_in_ob (at, op);
2881 if (tmp)
2882 {
2883 tmp->destroy ();
2884 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2885 }
2886
2887 cure_disease (op, 0); /* remove any disease */
2888
2889 /*add_exp(op, (op->stats.exp * -0.20)); */
2890 apply_death_exp_penalty (op);
2891 if (op->stats.food < 100)
2892 op->stats.food = 900;
2893 op->stats.hp = op->stats.maxhp;
2894 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2895 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2896
2897 /*
2898 * Check to see if the player has any unpaid items. If so, remove them
2899 * and put them back in the map.
2900 */
2901 remove_unpaid_objects (op->inv, op);
2902
2903 /****************************************/
2904 /* */
2905 /* Move player to his current respawn- */
2906 /* position (usually last savebed) */
2907 /* */
2908 /****************************************/
2909
2910 enter_player_savebed (op);
2911
2912 op->contr->braced = 0;
2913
2914 /* it is possible that the player has blown something up
2915 * at his savebed location, and that can have long lasting
2916 * spell effects. So first see if there is a spell effect
2917 * on the space that might harm the player.
2918 */
2919 will_kill_again = 0;
2920 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2921 if (tmp->type == SPELL_EFFECT)
2922 will_kill_again |= tmp->attacktype;
2923
2924 if (will_kill_again)
2925 {
2926 object *force;
2927 int at;
2928
2929 force = get_archetype (FORCE_NAME);
2930 /* 50 ticks should be enough time for the spell to abate */
2931 force->speed = 0.1;
2932 force->speed_left = -5.0;
2933 SET_FLAG (force, FLAG_APPLIED);
2934 for (at = 0; at < NROFATTACKS; at++)
2935 if (will_kill_again & (1 << at))
2936 force->resist[at] = 100;
2937
2938 insert_ob_in_ob (force, op);
2939 op->update_stats ();
2940
2941 }
2942
2943 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2944 }
2945
2946 void
2947 loot_object (object *op)
2948 { /* Grab and destroy some treasure */
2949 object *tmp, *tmp2, *next;
2950
2951 op->close_container (); /* close open sack first */
2952
2953 for (tmp = op->inv; tmp; tmp = next)
2954 {
2955 next = tmp->below;
2956
2957 if (tmp->invisible)
2958 continue;
2959
2960 tmp->remove ();
2961 tmp->x = op->x, tmp->y = op->y;
2962
2963 if (tmp->type == CONTAINER)
2964 loot_object (tmp); /* empty container to ground */
2965
2966 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2967 {
2968 if (tmp->nrof > 1)
2969 {
2970 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2971 tmp2->destroy ();
2972 insert_ob_in_map (tmp, op->map, NULL, 0);
2973 }
2974 else
2975 tmp->destroy ();
2976 }
2977 else
2978 insert_ob_in_map (tmp, op->map, NULL, 0);
2979 }
2980 }
2981
2982 /*
2983 * fix_weight(): Check recursively the weight of all players, and fix
2984 * what needs to be fixed. Refresh windows and fix speed if anything
2985 * was changed.
2986 */
2987 void
2988 fix_weight (void)
2989 {
2990 for_all_players (pl)
2991 {
2992 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2993
2994 if (old == sum)
2995 continue;
2996 pl->ob->update_stats ();
2997 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2998 }
2999 }
3000
3001 void
3002 fix_luck (void)
3003 {
3004 for_all_players (pl)
3005 if (!pl->ob->contr->ns->state)
3006 pl->ob->change_luck (0);
3007 }
3008
3009 /* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object.
3012 */
3013 void
3014 cast_dust (object *op, object *throw_ob, int dir)
3015 {
3016 object *skop, *spob;
3017
3018 skop = find_skill_by_name (op, throw_ob->skill);
3019
3020 /* casting POTION 'dusts' is really a use_magic_item skill */
3021 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3022 {
3023 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3024 return;
3025 }
3026
3027 spob = throw_ob->inv;
3028
3029 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3030 // not pass NULL to cast_spell (which did indeed check itself, but
3031 // errors should be reported as early as possible IMHO)
3032 if (!spob)
3033 {
3034 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3035 return;
3036 }
3037
3038 if (op->type == PLAYER)
3039 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3040
3041 cast_spell (op, throw_ob, dir, spob, NULL);
3042
3043 throw_ob->destroy ();
3044 }
3045
3046 void
3047 make_visible (object *op)
3048 {
3049 op->hide = 0;
3050 op->invisible = 0;
3051 if (op->type == PLAYER)
3052 {
3053 op->contr->tmp_invis = 0;
3054 op->contr->invis_race = 0;
3055 }
3056
3057 update_object (op, UP_OBJ_CHANGE);
3058 }
3059
3060 int
3061 is_true_undead (object *op)
3062 {
3063 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3064 return 1;
3065
3066 return 0;
3067 }
3068
3069 /* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels
3071 * indicate greater hideability.
3072 */
3073
3074 int
3075 hideability (object *ob)
3076 {
3077 int i, level = 0, mflag;
3078 sint16 x, y;
3079
3080 if (!ob || !ob->map)
3081 return 0;
3082
3083 /* so, on normal lighted maps, its hard to hide */
3084 level = ob->map->darkness - 2;
3085
3086 /* this also picks up whether the object is glowing.
3087 * If you carry a light on a non-dark map, its not
3088 * as bad as carrying a light on a pitch dark map */
3089 if (has_carried_lights (ob))
3090 level = -(10 + (2 * ob->map->darkness));
3091
3092 /* scan through all nearby squares for terrain to hide in */
3093 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3094 {
3095 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3096 if (mflag & P_OUT_OF_MAP)
3097 {
3098 continue;
3099 }
3100 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3101 level += 2;
3102 else /* open terrain! */
3103 level -= 1;
3104 }
3105
3106 #if 0
3107 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3108 #endif
3109 return level;
3110 }
3111
3112 /* For Hidden creatures - a chance of becoming 'unhidden'
3113 * every time they move - as we subtract off 'invisibility'
3114 * AND, for players, if they move into a ridiculously unhideable
3115 * spot (surrounded by clear terrain in broad daylight). -b.t.
3116 */
3117
3118 void
3119 do_hidden_move (object *op)
3120 {
3121 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3122 object *skop;
3123
3124 if (!op || !op->map)
3125 return;
3126
3127 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3128
3129 /* its *extremely* hard to run and sneak/hide at the same time! */
3130 if (op->type == PLAYER && op->contr->run_on)
3131 if (!skop || num >= skop->level)
3132 {
3133 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3134 make_visible (op);
3135 return;
3136 }
3137 else
3138 num += 20;
3139
3140 num += op->map->difficulty;
3141 hide = hideability (op); /* modify by terrain hidden level */
3142 num -= hide;
3143
3144 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3145 {
3146 make_visible (op);
3147 if (op->type == PLAYER)
3148 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3149 }
3150 else if (op->type == PLAYER && skop)
3151 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3152 }
3153
3154 /* determine if who is standing near a hostile creature. */
3155
3156 int
3157 stand_near_hostile (object *who)
3158 {
3159 object *tmp = NULL;
3160 int i, friendly = 0, player = 0, mflags;
3161 maptile *m;
3162 sint16 x, y;
3163
3164 if (!who)
3165 return 0;
3166
3167 if (who->type == PLAYER)
3168 player = 1;
3169
3170 else
3171 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3172
3173 /* search adjacent squares */
3174 for (i = 1; i < 9; i++)
3175 {
3176 x = who->x + freearr_x[i];
3177 y = who->y + freearr_y[i];
3178 m = who->map;
3179 mflags = get_map_flags (m, &m, x, y, &x, &y);
3180 /* space must be blocked if there is a monster. If not
3181 * blocked, don't need to check this space.
3182 */
3183 if (mflags & P_OUT_OF_MAP)
3184 continue;
3185 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3186 continue;
3187
3188 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3189 {
3190 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3191 return 1;
3192 else if (tmp->type == PLAYER)
3193 {
3194 /*don't let a hidden DM prevent you from hiding */
3195 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3196 return 1;
3197 }
3198 }
3199 }
3200 return 0;
3201 }
3202
3203 /* check the player los field for viewability of the
3204 * object op. This function works fine for monsters,
3205 * but we dont worry if the object isnt the top one in
3206 * a pile (say a coin under a table would return "viewable"
3207 * by this routine). Another question, should we be
3208 * concerned with the direction the player is looking
3209 * in? Realistically, most of use cant see stuff behind
3210 * our backs...on the other hand, does the "facing" direction
3211 * imply the way your head, or body is facing? Its possible
3212 * for them to differ. Sigh, this fctn could get a bit more complex.
3213 * -b.t.
3214 * This function is now map tiling safe.
3215 */
3216
3217 int
3218 player_can_view (object *pl, object *op)
3219 {
3220 rv_vector rv;
3221 int dx, dy;
3222
3223 if (pl->type != PLAYER)
3224 {
3225 LOG (llevError, "player_can_view() called for non-player object\n");
3226 return -1;
3227 }
3228
3229 if (!pl || !op)
3230 return 0;
3231
3232 op = op->head_ ();
3233
3234 get_rangevector (pl, op, &rv, 0x1);
3235
3236 /* starting with the 'head' part, lets loop
3237 * through the object and find if it has any
3238 * part that is in the los array but isnt on
3239 * a blocked los square.
3240 * we use the archetype to figure out offsets.
3241 */
3242 while (op)
3243 {
3244 dx = rv.distance_x + op->arch->clone.x;
3245 dy = rv.distance_y + op->arch->clone.y;
3246
3247 /* only the viewable area the player sees is updated by LOS
3248 * code, so we need to restrict ourselves to that range of values
3249 * for any meaningful values.
3250 */
3251 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3252 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3253 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3254 return 1;
3255 op = op->more;
3256 }
3257 return 0;
3258 }
3259
3260 /* routine for both players and monsters. We call this when
3261 * there is a possibility for our action distrubing our hiding
3262 * place or invisiblity spell. Artefact invisiblity is not
3263 * effected by this. If we arent invisible to begin with, we
3264 * return 0.
3265 */
3266 int
3267 action_makes_visible (object *op)
3268 {
3269
3270 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3271 {
3272 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3273 return 0;
3274
3275 if (op->contr && op->contr->tmp_invis == 0)
3276 return 0;
3277
3278 /* If monsters, they should become visible */
3279 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3280 {
3281 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3282 return 1;
3283 }
3284 }
3285 return 0;
3286 }
3287
3288 /* op_on_battleground - checks if the given object op (usually
3289 * a player) is standing on a valid battleground-tile,
3290 * function returns TRUE/FALSE. If true x, y returns the battleground
3291 * -exit-coord. (and if x, y not NULL)
3292 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3293 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3294 * Default is to do the same as before, so only people wanting to have different points need worry about this
3295 */
3296 int
3297 op_on_battleground (object *op, int *x, int *y)
3298 {
3299 object *tmp;
3300
3301 /* A battleground-tile needs the following attributes to be valid:
3302 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3303 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3304 * and the exit-coordinates sp/hp must both be > 0.
3305 * => The intention here is to prevent abuse of the battleground-
3306 * feature (like pickable or hidden battleground tiles). */
3307 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3308 {
3309 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3310 {
3311 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3312 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3313 {
3314 /*before we assign the exit, check if this is a teambattle */
3315 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3316 {
3317 object *invtmp;
3318
3319 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3320 {
3321 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3322 {
3323 if (x != NULL && y != NULL)
3324 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3325 return 1;
3326 }
3327 }
3328 }
3329 if (x != NULL && y != NULL)
3330 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3331 return 1;
3332 }
3333 }
3334 }
3335 /* If we got here, did not find a battleground */
3336 return 0;
3337 }
3338
3339 /*
3340 * When a dragon-player gains a new stage of evolution,
3341 * he gets some treasure
3342 *
3343 * attributes:
3344 * object *who the dragon player
3345 * int atnr the attack-number of the ability focus
3346 * int level ability level
3347 */
3348 void
3349 dragon_ability_gain (object *who, int atnr, int level)
3350 {
3351 treasurelist *trlist = NULL; /* treasurelist */
3352 treasure *tr; /* treasure */
3353 object *tmp, *skop; /* tmp. object */
3354 object *item; /* treasure object */
3355 char buf[MAX_BUF]; /* tmp. string buffer */
3356 int i = 0, j = 0;
3357
3358 /* get the appropriate treasurelist */
3359 if (atnr == ATNR_FIRE)
3360 trlist = treasurelist::find ("dragon_ability_fire");
3361 else if (atnr == ATNR_COLD)
3362 trlist = treasurelist::find ("dragon_ability_cold");
3363 else if (atnr == ATNR_ELECTRICITY)
3364 trlist = treasurelist::find ("dragon_ability_elec");
3365 else if (atnr == ATNR_POISON)
3366 trlist = treasurelist::find ("dragon_ability_poison");
3367
3368 if (trlist == NULL || who->type != PLAYER)
3369 return;
3370
3371 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3372
3373 if (!tr || !tr->item)
3374 {
3375 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3376 return;
3377 }
3378
3379 /* everything seems okay - now bring on the gift: */
3380 item = &(tr->item->clone);
3381
3382 if (item->type == SPELL)
3383 {
3384 if (check_spell_known (who, item->name))
3385 return;
3386
3387 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3388 do_learn_spell (who, item, 0);
3389 return;
3390 }
3391
3392 /* grant direct spell */
3393 if (item->type == SPELLBOOK)
3394 {
3395 if (!item->inv)
3396 {
3397 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3398 return;
3399 }
3400 if (check_spell_known (who, item->inv->name))
3401 return;
3402 if (item->invisible)
3403 {
3404 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3405 do_learn_spell (who, item->inv, 0);
3406 return;
3407 }
3408 }
3409 else if (item->type == SKILL_TOOL && item->invisible)
3410 {
3411 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3412 {
3413
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3415 * in this way, if the player is missing any of the attacktypes, he gets
3416 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing.
3418 */
3419 if (!(skop->attacktype & item->attacktype))
3420 {
3421 /* Give new attacktype */
3422 skop->attacktype |= item->attacktype;
3423
3424 /* always add physical if there's none */
3425 skop->attacktype |= AT_PHYSICAL;
3426
3427 if (item->msg != NULL)
3428 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3429
3430 /* Give player new face */
3431 if (item->animation_id)
3432 {
3433 who->face = skop->face;
3434 who->animation_id = item->animation_id;
3435 who->anim_speed = item->anim_speed;
3436 who->last_anim = 0;
3437 who->state = 0;
3438 animate_object (who, who->direction);
3439 }
3440 }
3441 }
3442 }
3443 else if (item->type == FORCE)
3444 {
3445 /* forces in the treasurelist can alter the player's stats */
3446 object *skin;
3447
3448 /* first get the dragon skin force */
3449 shstr_cmp dragon_skin_force ("dragon_skin_force");
3450 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3451 ;
3452
3453 if (!skin)
3454 return;
3455
3456 /* adding new spellpath attunements */
3457 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3458 {
3459 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3460
3461 /* print message */
3462 sprintf (buf, "You feel attuned to ");
3463 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3464 {
3465 if (item->path_attuned & (1 << i))
3466 {
3467 if (j)
3468 strcat (buf, " and ");
3469 else
3470 j = 1;
3471 strcat (buf, spellpathnames[i]);
3472 }
3473 }
3474 strcat (buf, ".");
3475 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3476 }
3477
3478 /* evtl. adding flags: */
3479 if (QUERY_FLAG (item, FLAG_XRAYS))
3480 SET_FLAG (skin, FLAG_XRAYS);
3481 if (QUERY_FLAG (item, FLAG_STEALTH))
3482 SET_FLAG (skin, FLAG_STEALTH);
3483 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3484 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3485
3486 /* print message if there is one */
3487 if (item->msg != NULL)
3488 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3489 }
3490 else
3491 {
3492 /* generate misc. treasure */
3493 tmp = arch_to_object (tr->item);
3494 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3495 tmp = insert_ob_in_ob (tmp, who);
3496 if (who->type == PLAYER)
3497 esrv_send_item (who, tmp);
3498 }
3499 }
3500
3501 /**
3502 * Unready an object for a player. This function does nothing if the object was
3503 * not readied.
3504 */
3505 void
3506 player_unready_range_ob (player *pl, object *ob)
3507 {
3508 if (pl->ob->current_weapon == ob)
3509 pl->ob->current_weapon = 0;
3510
3511 if (pl->combat_ob == ob)
3512 pl->combat_ob = 0;
3513
3514 if (pl->ranged_ob == ob)
3515 pl->ranged_ob = 0;
3516 }
3517
3518 sint8
3519 player::visibility_at (maptile *map, int x, int y) const
3520 {
3521 if (!ns)
3522 return 0;
3523
3524 int dx, dy;
3525 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3526 return 0;
3527
3528 x += dx - ns->current_x + ns->mapx / 2;
3529 y += dy - ns->current_y + ns->mapy / 2;
3530
3531 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3532 return 0;
3533
3534 return 100 - blocked_los [x][y];
3535 }