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/cvs/deliantra/server/server/player.C
Revision: 1.137
Committed: Thu May 17 14:14:55 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.136: +9 -24 lines
Log Message:
remove superfluous/broken settings and related code

- COZY_SERVER:
  enabled most msall adjustments, changed digestion formula to the original one,
  party member treament w.r.t. pets enforced.
- PROHIBIT_PLAYERKILL: default
- real_wiz: removed and enforced
- create_home_portals: removed and enforced
- casting_time: removed and forced to be off (was crashing anyways)
- was_wiz flag removed and treated as off usually unless it was used
  in place of flag_wiz.
- do not save or restore wiz, wizcast and wizpass flags.

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <sproto.h>
27 #include <sounds.h>
28 #include <living.h>
29 #include <object.h>
30 #include <spells.h>
31 #include <skills.h>
32
33 #include <algorithm>
34 #include <functional>
35
36 playervec players;
37
38 void
39 display_motd (const object *op)
40 {
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65 }
66
67 void
68 send_rules (const object *op)
69 {
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100 }
101
102 void
103 send_news (const object *op)
104 {
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150 }
151
152 float
153 player::weapon_speed () const
154 {
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
156 }
157
158 /* This loads the first map an puts the player on it. */
159 static void
160 set_first_map (object *op)
161 {
162 op->contr->maplevel = first_map_path;
163 op->x = -1;
164 op->y = -1;
165 }
166
167 void
168 player::enter_map ()
169 {
170 object *tmp = object::create ();
171
172 EXIT_PATH (tmp) = maplevel;
173 EXIT_X (tmp) = ob->x;
174 EXIT_Y (tmp) = ob->y;
175 ob->enter_exit (tmp);
176
177 tmp->destroy ();
178 }
179
180 void
181 player::activate ()
182 {
183 if (active)
184 return;
185
186 players.insert (this);
187 ob->remove ();
188 ob->map = 0;
189 ob->activate_recursive ();
190 CLEAR_FLAG (ob, FLAG_FRIENDLY);
191 add_friendly_object (ob);
192 enter_map ();
193 }
194
195 void
196 player::deactivate ()
197 {
198 if (!active)
199 return;
200
201 terminate_all_pets (ob);
202 remove_friendly_object (ob);
203 ob->deactivate_recursive ();
204
205 if (ob->map)
206 maplevel = ob->map->path;
207
208 ob->remove ();
209 ob->map = 0;
210 party = 0;
211
212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
213
214 players.erase (this);
215 }
216
217 // connect the player with a specific client
218 // also changes, rationalises, and fixes some incorrect settings
219 void
220 player::connect (client *ns)
221 {
222 this->ns = ns;
223 ns->pl = this;
224
225 run_on = 0;
226 fire_on = 0;
227 ob->close_container (); //TODO: client-specific
228
229 ns->update_look = 0;
230 ns->look_position = 0;
231
232 clear_los (ob);
233
234 ns->reset_stats ();
235
236 /* make sure he's a player -- needed because of class change. */
237 ob->type = PLAYER; // we are paranoid
238 ob->race = ob->arch->clone.race;
239
240 ob->carrying = sum_weight (ob);
241 link_player_skills (ob);
242
243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
244
245 assign (title, ob->arch->clone.name);
246
247 /* if it's a dragon player, set the correct title here */
248 if (is_dragon_pl (ob))
249 {
250 object *tmp, *abil = 0, *skin = 0;
251
252 shstr_cmp dragon_ability_force ("dragon_ability_force");
253 shstr_cmp dragon_skin_force ("dragon_skin_force");
254
255 for (tmp = ob->inv; tmp; tmp = tmp->below)
256 if (tmp->type == FORCE)
257 if (tmp->arch->name == dragon_ability_force)
258 abil = tmp;
259 else if (tmp->arch->name == dragon_skin_force)
260 skin = tmp;
261
262 set_dragon_name (ob, abil, skin);
263 }
264
265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
266
267 esrv_new_player (this, ob->weight + ob->carrying);
268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
284
285 ob->update_stats ();
286 ns->floorbox_update ();
287
288 esrv_send_inventory (ob, ob);
289 esrv_add_spells (this, 0);
290
291 activate ();
292
293 send_rules (ob);
294 send_news (ob);
295 display_motd (ob);
296
297 INVOKE_PLAYER (CONNECT, this);
298 INVOKE_PLAYER (LOGIN, this);
299 }
300
301 void
302 player::disconnect ()
303 {
304 if (ns)
305 {
306 if (active)
307 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
308
309 INVOKE_PLAYER (DISCONNECT, this);
310
311 ns->reset_stats ();
312 ns->pl = 0;
313 ns = 0;
314 }
315
316 if (ob)
317 ob->close_container (); //TODO: client-specific
318
319 deactivate ();
320 }
321
322 // the need for this function can be explained
323 // by load_object not returning the object
324 void
325 player::set_object (object *op)
326 {
327 ob = op;
328 ob->contr = this; /* this aren't yet in archetype */
329
330 ob->speed_left = 0.5f;
331 ob->speed = 1.0f;
332 ob->direction = 5; /* So player faces south */
333 }
334
335 player::player ()
336 {
337 /* There are some elements we want initialised to non zero value -
338 * we deal with that below this point.
339 */
340 outputs_sync = 4;
341 outputs_count = 4;
342 unapply = unapply_nochoice;
343
344 savebed_map = first_map_path; /* Init. respawn position */
345
346 gen_sp_armour = 10;
347 bowtype = bow_normal;
348 petmode = pet_normal;
349 listening = 10;
350 usekeys = containers;
351 peaceful = 1; /* default peaceful */
352 do_los = 1;
353 }
354
355 void
356 player::do_destroy ()
357 {
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
363 {
364 ob->destroy_inv (false);
365 ob->destroy ();
366 }
367 }
368
369 player::~player ()
370 {
371 /* Clear item stack */
372 free (stack_items);
373 }
374
375 /* Tries to add player on the connection passed in ns.
376 * All we can really get in this is some settings like host and display
377 * mode.
378 */
379 player *
380 player::create ()
381 {
382 player *pl = new player;
383
384 pl->set_object (arch_to_object (get_player_archetype (0)));
385
386 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
389
390 set_first_map (pl->ob);
391
392 return pl;
393 }
394
395 /*
396 * get_player_archetype() return next player archetype from archetype
397 * list. Not very efficient routine, but used only creating new players.
398 * Note: there MUST be at least one player archetype!
399 */
400 archetype *
401 get_player_archetype (archetype *at)
402 {
403 archetype *start = at;
404
405 for (;;)
406 {
407 if (at == NULL || at->next == NULL)
408 at = first_archetype;
409 else
410 at = at->next;
411
412 if (at->clone.type == PLAYER)
413 return at;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 }
421 }
422
423 object *
424 get_nearest_player (object *mon)
425 {
426 object *op = NULL;
427 objectlink *ol;
428 unsigned lastdist;
429 rv_vector rv;
430
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 {
433 /* We should not find free objects on this friendly list, but it
434 * does periodically happen. Given that, lets deal with it.
435 * While unlikely, it is possible the next object on the friendly
436 * list is also free, so encapsulate this in a while loop.
437 */
438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
440 object *tmp = ol->ob;
441
442 /* Can't do much more other than log the fact, because the object
443 * itself will have been cleared.
444 */
445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
447 ol = ol->next;
448 remove_friendly_object (tmp);
449 if (!ol)
450 return op;
451 }
452
453 /* Remove special check for player from this. First, it looks to cause
454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
455 * complicated method of state checking would be needed in any case -
456 * as it was, a clever player could type quit, and the function would
457 * skip them over while waiting for confirmation. Remove
458 * on_same_map check, as can_detect_enemy also does this
459 */
460 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue;
462
463 if (lastdist > rv.distance)
464 {
465 op = ol->ob;
466 lastdist = rv.distance;
467 }
468 }
469
470 for_all_players (pl)
471 if (can_detect_enemy (mon, pl->ob, &rv))
472 if (lastdist > rv.distance)
473 {
474 op = pl->ob;
475 lastdist = rv.distance;
476 }
477
478 #if 0
479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
480 #endif
481 return op;
482 }
483
484 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
485 * result in a monster paths backtracking. It basically determines how large a
486 * detour a monster will take from the direction path when looking
487 * for a path to the player. The values are in the amount of direction
488 * the deviation is
489 */
490 #define DETOUR_AMOUNT 2
491
492 /* This is used to prevent infinite loops. Consider a case where the
493 * player is in a chamber (with gate closed), and monsters are outside.
494 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
495 * find a path into the chamber. This is a good thing, but since there
496 * is no real path, it will just keep circling the chamber for
497 * ever (this could be a nice effect for monsters, but not for the function
498 * to get stuck in. I think for the monsters, if max is reached and
499 * we return the first direction the creature could move would result in the
500 * circling behaviour. Unfortunately, this function is also used to determined
501 * if the creature should cast a spell, so returning a direction in that case
502 * is probably not a good thing.
503 */
504 #define MAX_SPACES 50
505
506 /*
507 * Returns the direction to the player, if valid. Returns 0 otherwise.
508 * modified to verify there is a path to the player. Does this by stepping towards
509 * player and if path is blocked then see if blockage is close enough to player that
510 * direction to player is changed (ie zig or zag). Continue zig zag until either
511 * reach player or path is blocked. Thus, will only return true if there is a free
512 * path to player. Though path may not be a straight line. Note that it will find
513 * player hiding along a corridor at right angles to the corridor with the monster.
514 *
515 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
516 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
517 * down corriders.
518 * 2) I think the old code was broken if the first direction the monster
519 * should move was blocked - the code would store the first direction without
520 * verifying that the player can actually move in that direction. The new
521 * code does not store anything in firstdir until we have verified that the
522 * monster can in fact move one space in that direction.
523 * 3) I'm not sure how good this code will be for moving multipart monsters,
524 * since only simple checks to blocked are being called, which could mean the monster
525 * is blocking itself.
526 */
527 int
528 path_to_player (object *mon, object *pl, unsigned mindiff)
529 {
530 rv_vector rv;
531 sint16 x, y;
532 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
533 maptile *m, *lastmap;
534
535 get_rangevector (mon, pl, &rv, 0);
536
537 if (rv.distance < mindiff)
538 return 0;
539
540 x = mon->x;
541 y = mon->y;
542 m = mon->map;
543 dir = rv.direction;
544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
547 /* If we can't solve it within the search distance, return now. */
548 if (diff > max)
549 return 0;
550
551 while (diff > 1 && max > 0)
552 {
553 lastx = x;
554 lasty = y;
555 lastmap = m;
556 x = lastx + freearr_x[dir];
557 y = lasty + freearr_y[dir];
558
559 mflags = get_map_flags (m, &m, x, y, &x, &y);
560 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
561
562 /* Space is blocked - try changing direction a little */
563 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
564 && (m == mon->map && blocked_link (mon, m, x, y))))
565 {
566 /* recalculate direction from last good location. Possible
567 * we were not traversing ideal location before.
568 */
569 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
570 if (rv.direction != dir)
571 {
572 /* OK - says direction should be different - lets reset the
573 * the values so it will try again.
574 */
575 x = lastx;
576 y = lasty;
577 m = lastmap;
578 dir = firstdir = rv.direction;
579 }
580 else
581 {
582 /* direct path is blocked - try taking a side step to
583 * either the left or right.
584 * Note increase the values in the loop below to be
585 * more than -1/1 respectively will mean the monster takes
586 * bigger detour. Have to be careful about these values getting
587 * too big (3 or maybe 4 or higher) as the monster may just try
588 * stepping back and forth
589 */
590 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
591 {
592 if (i == 0)
593 continue; /* already did this, so skip it */
594 /* Use lastdir here - otherwise,
595 * since the direction that the creature should move in
596 * may change, you could get infinite loops.
597 * ie, player is northwest, but monster can only
598 * move west, so it does that. It goes some distance,
599 * gets blocked, finds that it should move north,
600 * can't do that, but now finds it can move east, and
601 * gets back to its original point. lastdir contains
602 * the last direction the creature has successfully
603 * moved.
604 */
605
606 x = lastx + freearr_x[absdir (lastdir + i)];
607 y = lasty + freearr_y[absdir (lastdir + i)];
608 m = lastmap;
609 mflags = get_map_flags (m, &m, x, y, &x, &y);
610 if (mflags & P_OUT_OF_MAP)
611 continue;
612 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
613 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
614 continue;
615 if (mflags & P_BLOCKSVIEW)
616 continue;
617
618 if (m == mon->map && blocked_link (mon, m, x, y))
619 break;
620 }
621 /* go through entire loop without finding a valid
622 * sidestep to take - thus, no valid path.
623 */
624 if (i == (DETOUR_AMOUNT + 1))
625 return 0;
626 diff--;
627 lastdir = dir;
628 max--;
629 if (!firstdir)
630 firstdir = dir + i;
631 } /* else check alternate directions */
632 } /* if blocked */
633 else
634 {
635 /* we moved towards creature, so diff is less */
636 diff--;
637 max--;
638 lastdir = dir;
639 if (!firstdir)
640 firstdir = dir;
641 }
642
643 if (diff <= 1)
644 {
645 /* Recalculate diff (distance) because we may not have actually
646 * headed toward player for entire distance.
647 */
648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
650 }
651
652 if (diff > max)
653 return 0;
654 }
655
656 /* If we reached the max, didn't find a direction in time */
657 if (!max)
658 return 0;
659
660 return firstdir;
661 }
662
663 void
664 give_initial_items (object *pl, treasurelist * items)
665 {
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670
671 for (op = pl->inv; op; op = next)
672 {
673 next = op->below;
674
675 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way
677 */
678 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
679 SET_FLAG (op, FLAG_APPLIED);
680
681 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions
683 */
684 if (pl->type == PLAYER)
685 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
687 (op->type == ARMOUR || op->type == BOOTS ||
688 op->type == CLOAK || op->type == HELMET ||
689 op->type == SHIELD || op->type == GLOVES ||
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 {
692 op->destroy ();
693 continue;
694 }
695 }
696
697 /* This really needs to be better - we should really give
698 * a substitute spellbook. The problem is that we don't really
699 * have a good idea what to replace it with (need something like
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */
703 if (op->type == SPELLBOOK || op->type == SKILL)
704 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 {
713 op->destroy ();
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
715 continue;
716 }
717
718 if (op->nrof > 1)
719 op->nrof = 1;
720 }
721
722 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726
727 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be
729 * merged properly.
730 */
731 if (need_identify (op))
732 {
733 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED);
736 }
737 if (op->type == SPELL)
738 {
739 op->destroy ();
740 continue;
741 }
742 else if (op->type == SKILL)
743 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0;
746 op->level = 1;
747 }
748 /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */
752
753 /* Need to set up the skill pointers */
754 link_player_skills (pl);
755 }
756
757 void
758 get_party_password (object *op, partylist *party)
759 {
760 if (party == NULL)
761 {
762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
763 return;
764 }
765
766 op->contr->write_buf[0] = '\0';
767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
768 op->contr->party_to_join = party;
769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
770 }
771
772 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773 static int
774 roll_stat (void)
775 {
776 int a[4], i, j, k;
777
778 for (i = 0; i < 4; i++)
779 a[i] = (int) rndm (6) + 1;
780
781 for (i = 0, j = 0, k = 7; i < 4; i++)
782 if (a[i] < k)
783 k = a[i], j = i;
784
785 for (i = 0, k = 0; i < 4; i++)
786 if (i != j)
787 k += a[i];
788
789 return k;
790 }
791
792 void
793 object::roll_stats ()
794 {
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
799 int sum = 0;
800 for (int i = NUM_STATS; i--; )
801 sum += statsort [i] = roll_stat ();
802
803 if (sum >= 82 && sum <= 116)
804 break;
805 }
806
807 // Sort the stats so that rerolling is easier...
808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
809
810 for (int i = 0; i < NUM_STATS; ++i)
811 stats.stat (i) = statsort [i];
812
813 stats.exp = 0;
814 stats.ac = 0;
815
816 stats.hp = stats.maxhp;
817 stats.sp = stats.maxsp;
818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
826 contr->orig_stats = stats;
827 }
828 }
829
830 void
831 object::swap_stats (int a, int b)
832 {
833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
834
835 for (int i = 0; i < NUM_STATS; ++i)
836 stats.stat (i) = contr->orig_stats.stat (i);
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
846 stats.hp = stats.maxhp;
847 stats.sp = stats.maxsp;
848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
856 contr->orig_stats = stats;
857 }
858 }
859
860 static void
861 start_info (object *op)
862 {
863 char buf[MAX_BUF];
864
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf);
867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
869 }
870
871 /* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have
874 * separate race and class; this actually changes the RACE,
875 * not the class.
876 */
877 void
878 player::chargen_race_done ()
879 {
880 /* this must before then initial items are given */
881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
882
883 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl)
885 create_treasure (tl, ob, 0, 0, 0);
886
887 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, ob->contr);
889
890 ob->contr->ns->state = ST_PLAYING;
891
892 if (ob->msg)
893 ob->msg = 0;
894
895 /* We create this now because some of the unique maps will need it
896 * to save here.
897 */
898 {
899 char buf[MAX_BUF];
900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
901 make_path_to_file (buf);
902 }
903
904 start_info (ob);
905 CLEAR_FLAG (ob, FLAG_WIZ);
906 give_initial_items (ob, ob->randomitems);
907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob);
909 ob->update_stats ();
910
911 /* This moves the player to a different start map, if there
912 * is one for this race
913 */
914 if (*first_map_ext_path)
915 {
916 object *tmp;
917 char mapname[MAX_BUF];
918
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
920 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
925 * if the map isn't there, then stay on the
926 * default initial map */
927 tmp->destroy ();
928 }
929 else
930 LOG (llevDebug, "first_map_ext_path not set\n");
931 }
932
933 void
934 player::chargen_race_next ()
935 {
936 /* Following actually changes the race - this is the default command
937 * if we don't match with one of the options above.
938 */
939
940 do
941 {
942 shstr name = ob->name;
943 int x = ob->x, y = ob->y;
944
945 ob->remove_statbonus ();
946 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob);
949 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name;
952 ob->x = x;
953 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name);
957 ob->add_statbonus ();
958 }
959 while (!allowed_class (ob));
960
961 update_object (ob, UP_OBJ_FACE);
962 esrv_update_item (UPD_FACE, ob, ob);
963 ob->update_stats ();
964 ob->stats.hp = ob->stats.maxhp;
965 ob->stats.sp = ob->stats.maxsp;
966 ob->stats.grace = 0;
967 }
968
969 void
970 flee_player (object *op)
971 {
972 int dir, diff;
973 rv_vector rv;
974
975 if (op->stats.hp < 0)
976 {
977 LOG (llevDebug, "Fleeing player is dead.\n");
978 CLEAR_FLAG (op, FLAG_SCARED);
979 return;
980 }
981
982 if (op->enemy == NULL)
983 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED);
986 return;
987 }
988
989 /* Seen some crashes here. Since we don't store an
990 * op->enemy_count, it is possible that something destroys the
991 * actual enemy, and the object is recycled.
992 */
993 if (op->enemy->map == NULL)
994 {
995 CLEAR_FLAG (op, FLAG_SCARED);
996 op->enemy = NULL;
997 return;
998 }
999
1000 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 {
1002 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED);
1004 return;
1005 }
1006
1007 get_rangevector (op, op->enemy, &rv, 0);
1008
1009 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++)
1011 {
1012 int m = 1 - (RANDOM () & 2);
1013
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1015 return;
1016 }
1017
1018 /* Cornered, get rid of scared */
1019 CLEAR_FLAG (op, FLAG_SCARED);
1020 op->enemy = NULL;
1021 }
1022
1023 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1024 * It returns 1 if the player should keep on moving, 0 if he should
1025 * stop.
1026 */
1027 int
1028 check_pick (object *op)
1029 {
1030 object *tmp, *next;
1031 int stop = 0;
1032 int wvratio;
1033 char putstring[128];
1034
1035 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING)
1037 return 1;
1038
1039 next = op->below;
1040
1041 /* loop while there are items on the floor that are not marked as
1042 * destroyed */
1043 while (next && !next->destroyed ())
1044 {
1045 tmp = next;
1046 next = tmp->below;
1047
1048 if (op->destroyed ())
1049 return 0;
1050
1051 if (!can_pick (op, tmp))
1052 continue;
1053
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 {
1056 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp);
1058 continue;
1059 }
1060
1061 /* high not bit set? We're using the old autopickup model */
1062 if (!(op->contr->mode & PU_NEWMODE))
1063 {
1064 switch (op->contr->mode)
1065 {
1066 case 0:
1067 return 1; /* don't pick up */
1068 case 1:
1069 pick_up (op, tmp);
1070 return 1;
1071 case 2:
1072 pick_up (op, tmp);
1073 return 0;
1074 case 3:
1075 return 0; /* stop before pickup */
1076 case 4:
1077 pick_up (op, tmp);
1078 break;
1079 case 5:
1080 pick_up (op, tmp);
1081 stop = 1;
1082 break;
1083 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1085 pick_up (op, tmp);
1086 break;
1087
1088 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp);
1091 break;
1092
1093 default:
1094 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp);
1098 }
1099 }
1100 else
1101 { /* old model */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG)
1104 {
1105 /* some debugging code to figure out item information */
1106 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1115
1116 /* philosophy:
1117 * It's easy to grab an item type from a pile, as long as it's
1118 * generic. This takes no game-time. For more detailed pickups
1119 * and selections, select-items should be used. This is a
1120 * grab-as-you-run type mode that's really useful for arrows for
1121 * example.
1122 * The drawback: right now it has no frontend, so you need to
1123 * stick the bits you want into a calculator in hex mode and then
1124 * convert to decimal and then 'pickup <#>
1125 */
1126
1127 /* the first two modes are exclusive: if NOTHING we return, if
1128 * STOP then we stop. All the rest are applied sequentially,
1129 * meaning if any test passes, the item gets picked up. */
1130
1131 /* if mode is set to pick nothing up, return */
1132
1133 if (op->contr->mode & PU_NOTHING)
1134 return 1;
1135
1136 /* if mode is set to stop when encountering objects, return */
1137 /* take STOP before INHIBIT since it doesn't actually pick
1138 * anything up */
1139
1140 if (op->contr->mode & PU_STOP)
1141 return 0;
1142
1143 /* useful for going into stores and not losing your settings... */
1144 /* and for battles wher you don't want to get loaded down while
1145 * fighting */
1146 if (op->contr->mode & PU_INHIBIT)
1147 return 1;
1148
1149 /* prevent us from turning into auto-thieves :) */
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 continue;
1152
1153 /* ignore known cursed objects */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1155 continue;
1156
1157 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 {
1220 if (tmp->type == MONEY || tmp->type == GEM)
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225 }
1226
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON)
1311 {
1312 if (tmp->type == WEAPON && tmp->name != NULL)
1313 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320 }
1321
1322 if (tmp->type == WEAPON && tmp->name == NULL)
1323 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330 }
1331
1332 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */
1342 if (op->contr->mode & PU_RATIO)
1343 {
1344 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 {
1351 pick_up (op, tmp);
1352 #if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL)
1355 {
1356 fprintf (stderr, "%s", tmp->name);
1357 }
1358 else
1359 fprintf (stderr, "%s", tmp->arch->name);
1360 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362 #endif
1363 continue;
1364 }
1365 }
1366 } /* the new pickup model */
1367 }
1368
1369 return !stop;
1370 }
1371
1372 /*
1373 * Find an arrow in the inventory and after that
1374 * in the right type container (quiver). Pointer to the
1375 * found object is returned.
1376 */
1377 object *
1378 find_arrow (object *op, const char *type)
1379 {
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type)
1386 return op;
1387
1388 return tmp;
1389 }
1390
1391 /*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1393 * against the target. A full test is not performed, simply a basic test
1394 * of resistances. The archer is making a quick guess at what he sees down
1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1396 */
1397 object *
1398 find_better_arrow (object *op, object *target, const char *type, int *better)
1399 {
1400 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i;
1402
1403 if (!type)
1404 return NULL;
1405
1406 for (arrow = op->inv; arrow; arrow = arrow->below)
1407 {
1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409 {
1410 i = 0;
1411 ntmp = find_better_arrow (arrow, target, type, &i);
1412 if (i > betterby)
1413 {
1414 tmp = ntmp;
1415 betterby = i;
1416 }
1417 }
1418 else if (arrow->type == ARROW && arrow->race == type)
1419 {
1420 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1422 {
1423 if (arrow->attacktype & AT_DEATH)
1424 {
1425 *better = 100;
1426 return arrow;
1427 }
1428 else
1429 {
1430 tmp = arrow;
1431 betterby = (arrow->magic + arrow->stats.dam) * 2;
1432 }
1433 }
1434 else
1435 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 {
1438 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1441 {
1442 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1444 }
1445 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 {
1448 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 }
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 {
1453 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 }
1456 }
1457 }
1458 }
1459 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type);
1461
1462 *better = betterby;
1463 return tmp;
1464 }
1465
1466 /* looks in a given direction, finds the first valid target, and calls
1467 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter
1469 * type = bow->race
1470 * dir = fire direction
1471 */
1472 object *
1473 pick_arrow_target (object *op, const char *type, int dir)
1474 {
1475 object *tmp = NULL;
1476 maptile *m;
1477 int i, mflags, found, number;
1478 sint16 x, y;
1479
1480 if (op->map == NULL)
1481 return find_arrow (op, type);
1482
1483 /* do a dex check */
1484 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1485 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1486 return find_arrow (op, type);
1487
1488 m = op->map;
1489 x = op->x;
1490 y = op->y;
1491
1492 /* find the first target */
1493 for (i = 0, found = 0; i < 20; i++)
1494 {
1495 x += freearr_x[dir];
1496 y += freearr_y[dir];
1497 mflags = get_map_flags (m, &m, x, y, &x, &y);
1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 {
1500 tmp = NULL;
1501 break;
1502 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption.
1507 */
1508 tmp = NULL;
1509 break;
1510 }
1511 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1520 break;
1521 }
1522 }
1523 if (tmp == NULL)
1524 return find_arrow (op, type);
1525
1526 if (tmp->head)
1527 tmp = tmp->head;
1528
1529 return find_better_arrow (op, tmp, type, &i);
1530 }
1531
1532 /*
1533 * Creature fires a bow - op can be monster or player. Returns
1534 * 1 if bow was actually fired, 0 otherwise.
1535 * op is the object firing the bow.
1536 * part is for multipart creatures - the part firing the bow.
1537 * dir is the direction of fire.
1538 * wc_mod is any special modifier to give (used in special player fire modes)
1539 * sx, sy are coordinates to fire arrow from - also used in some of the special
1540 * player fire modes.
1541 */
1542 int
1543 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1544 {
1545 object *left, *bow;
1546 int mflags;
1547 maptile *m;
1548
1549 if (!dir)
1550 {
1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1552 return 0;
1553 }
1554
1555 if (op->contr)
1556 bow = op->current_weapon;
1557 else
1558 {
1559 for (bow = op->inv; bow; bow = bow->below)
1560 /* Don't check for applied - monsters don't apply bows - in that way, they
1561 * don't need to switch back and forth between bows and weapons.
1562 */
1563 if (bow->type == BOW)
1564 break;
1565
1566 if (!bow)
1567 {
1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1569 return 0;
1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1579 }
1580
1581 if (!bow->race || !bow->skill)
1582 {
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1584 return 0;
1585 }
1586
1587 if (arrow == NULL)
1588 {
1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1590 {
1591 if (op->type == PLAYER)
1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1594 else
1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1597 return 0;
1598 }
1599 }
1600
1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1602 if (mflags & P_OUT_OF_MAP)
1603 return 0;
1604
1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1606 {
1607 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1608 return 0;
1609 }
1610
1611 /* this should not happen, but sometimes does */
1612 if (arrow->nrof == 0)
1613 {
1614 arrow->destroy ();
1615 return 0;
1616 }
1617
1618 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1);
1620 if (!arrow)
1621 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0;
1624 }
1625
1626 arrow->set_owner (op);
1627 arrow->skill = bow->skill;
1628 arrow->direction = dir;
1629
1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype;
1633
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr)
1638 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644 #if 0
1645 float speed = pl->weapon_sp;
1646
1647 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f;
1650 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652
1653 op->speed_left += speed - op->speed;
1654 #endif
1655 }
1656
1657 SET_ANIMATION (arrow, arrow->direction);
1658
1659 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661 + bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0;
1665
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1668 if (op->type == PLAYER)
1669 {
1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 wc -= dex_bonus[op->stats.Dex];
1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1677 }
1678 else
1679 {
1680 arrow->level = op->level;
1681 arrow->stats.wc -= bow->magic;
1682
1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1686 arrow->attacktype |= bow->attacktype;
1687 }
1688
1689 wc -= arrow->level;
1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1691
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1693 arrow->move_type = MOVE_FLY_LOW;
1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1695
1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1697 m->insert (arrow, sx, sy, op);
1698
1699 if (!arrow->destroyed ())
1700 move_arrow (arrow);
1701
1702 if (op->type == PLAYER)
1703 {
1704 if (left->destroyed ())
1705 esrv_del_item (op->contr, left->count);
1706 else
1707 esrv_send_item (op, left);
1708 }
1709
1710 return 1;
1711 }
1712
1713 /* Special fire code for players - this takes into
1714 * account the special fire modes players can have
1715 * but monsters can't. Putting that code here
1716 * makes the fire_bow code much cleaner.
1717 * this function should only be called if 'op' is a player,
1718 * hence the function name.
1719 */
1720 int
1721 player_fire_bow (object *op, int dir)
1722 {
1723 int ret = 0, wcmod = 0;
1724
1725 if (op->contr->bowtype == bow_bestarrow)
1726 {
1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1728 }
1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1730 {
1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1732 wcmod = -1;
1733
1734 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1735 }
1736 else if (op->contr->bowtype == bow_threewide)
1737 {
1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1740 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1741 }
1742 else if (op->contr->bowtype == bow_spreadshot)
1743 {
1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1745 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1747 }
1748 else
1749 {
1750 /* Simple case */
1751 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1752 }
1753
1754 return ret;
1755 }
1756
1757 /* Fires a misc (wand/rod/horn) object in 'dir'.
1758 * Broken apart from 'fire' to keep it more readable.
1759 */
1760 void
1761 fire_misc_object (object *op, int dir)
1762 {
1763 object *item = op->contr->ranged_ob;
1764
1765 if (!item)
1766 {
1767 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1768 return;
1769 }
1770
1771 if (!item->inv)
1772 {
1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1774 return;
1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
1780 if (item->type == WAND)
1781 {
1782 if (item->stats.food <= 0)
1783 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
1787 return;
1788 }
1789 }
1790 else if (item->type == ROD || item->type == HORN)
1791 {
1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1793 {
1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
1796 if (item->type == ROD)
1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else
1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800
1801 return;
1802 }
1803 }
1804
1805 if (cast_spell (op, item, dir, item->inv, NULL))
1806 {
1807 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1808 if (item->type == WAND)
1809 {
1810 if (!(--item->stats.food))
1811 {
1812 object *tmp;
1813
1814 if (item->arch)
1815 {
1816 CLEAR_FLAG (item, FLAG_ANIMATE);
1817 item->face = item->arch->clone.face;
1818 item->set_speed (0);
1819 }
1820
1821 if ((tmp = item->in_player ()))
1822 esrv_update_item (UPD_ANIM, tmp, item);
1823 }
1824 }
1825 else if (item->type == ROD || item->type == HORN)
1826 drain_rod_charge (item);
1827 }
1828 }
1829
1830 /* Received a fire command for the player - go and do it.
1831 */
1832 void
1833 fire (object *op, int dir)
1834 {
1835 int spellcost = 0;
1836
1837 /* check for loss of invisiblity/hide */
1838 if (action_makes_visible (op))
1839 make_visible (op);
1840
1841 player *pl = op->contr;
1842
1843 if (pl->golem)
1844 {
1845 control_golem (op->contr->golem, dir);
1846 return;
1847 }
1848
1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return;
1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
1860 player_fire_bow (op, dir);
1861 break;
1862
1863 case SPELL:
1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1865 break;
1866
1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
1876 fire_misc_object (op, dir);
1877 break;
1878 }
1879 }
1880
1881 /* find_key
1882 * We try to find a key for the door as passed. If we find a key
1883 * and successfully use it, we return the key, otherwise NULL
1884 * This function merges both normal and locked door, since the logic
1885 * for both is the same - just the specific key is different.
1886 * pl is the player,
1887 * inv is the objects inventory to searched
1888 * door is the door we are trying to match against.
1889 * This function can be called recursively to search containers.
1890 */
1891 object *
1892 find_key (object *pl, object *container, object *door)
1893 {
1894 object *tmp, *key;
1895
1896 /* Should not happen, but sanity checking is never bad */
1897 if (!container->inv)
1898 return 0;
1899
1900 /* First, lets try to find a key in the top level inventory */
1901 for (tmp = container->inv; tmp; tmp = tmp->below)
1902 {
1903 if (door->type == DOOR && tmp->type == KEY)
1904 break;
1905 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys
1907 */
1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 break;
1910 }
1911
1912 /* No key found - lets search inventories now */
1913 /* If we find and use a key in an inventory, return at that time.
1914 * otherwise, if we search all the inventories and still don't find
1915 * a key, return
1916 */
1917 if (!tmp)
1918 {
1919 for (tmp = container->inv; tmp; tmp = tmp->below)
1920 {
1921 /* No reason to search empty containers */
1922 if (tmp->type == CONTAINER && tmp->inv)
1923 {
1924 if ((key = find_key (pl, tmp, door)))
1925 return key;
1926 }
1927 }
1928
1929 if (!tmp)
1930 return NULL;
1931 }
1932
1933 /* We get down here if we have found a key. Now if its in a container,
1934 * see if we actually want to use it
1935 */
1936 if (pl != container)
1937 {
1938 /* Only let players use keys in containers */
1939 if (!pl->contr)
1940 return NULL;
1941 /* cases where this fails:
1942 * If we only search the player inventory, return now since we
1943 * are not in the players inventory.
1944 * If the container is not active, return now since only active
1945 * containers can be used.
1946 * If we only search keyrings and the container does not have
1947 * a race/isn't a keyring.
1948 * No checking for all containers - to fall through past here,
1949 * inv must have been an container and must have been active.
1950 *
1951 * Change the color so that the message doesn't disappear with
1952 * all the others.
1953 */
1954 if (pl->contr->usekeys == key_inventory ||
1955 !QUERY_FLAG (container, FLAG_APPLIED) ||
1956 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1957 {
1958 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1959 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1960 return NULL;
1961 }
1962 }
1963
1964 return tmp;
1965 }
1966
1967 /* moved door processing out of move_player_attack.
1968 * returns 1 if player has opened the door with a key
1969 * such that the caller should not do anything more,
1970 * 0 otherwise
1971 */
1972 static int
1973 player_attack_door (object *op, object *door)
1974 {
1975 /* If its a door, try to find a use a key. If we do destroy the door,
1976 * might as well return immediately as there is nothing more to do -
1977 * otherwise, we fall through to the rest of the code.
1978 */
1979 object *key = find_key (op, op, door);
1980
1981 /* IF we found a key, do some extra work */
1982 if (key)
1983 {
1984 object *container = key->env;
1985
1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
1988 if (action_makes_visible (op))
1989 make_visible (op);
1990
1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1992 spring_trap (door->inv, op);
1993
1994 if (door->type == DOOR)
1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1996 else if (door->type == LOCKED_DOOR)
1997 {
1998 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1999 remove_door2 (door); /* remove door without violence ;-) */
2000 }
2001
2002 /* Do this after we print the message */
2003 decrease_ob (key); /* Use up one of the keys */
2004 /* Need to update the weight the container the key was in */
2005 if (container != op)
2006 esrv_update_item (UPD_WEIGHT, op, container);
2007
2008 return 1; /* Nothing more to do below */
2009 }
2010 else if (door->type == LOCKED_DOOR)
2011 {
2012 /* Might as well return now - no other way to open this */
2013 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2014 return 1;
2015 }
2016
2017 return 0;
2018 }
2019
2020 /* This function is just part of a breakup from move_player.
2021 * It should keep the code cleaner.
2022 * When this is called, the players direction has been updated
2023 * (taking into account confusion.) The player is also actually
2024 * going to try and move (not fire weapons).
2025 */
2026 void
2027 move_player_attack (object *op, int dir)
2028 {
2029 object *tmp, *mon;
2030 int on_battleground;
2031 maptile *m;
2032
2033 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y;
2035
2036 on_battleground = op_on_battleground (op, 0, 0);
2037
2038 /* If braced, or can't move to the square, and it is not out of the
2039 * map, attack it. Note order of if statement is important - don't
2040 * want to be calling move_ob if braced, because move_ob will move the
2041 * player. This is a pretty nasty hack, because if we could
2042 * move to some space, it then means that if we are braced, we should
2043 * do nothing at all. As it is, if we are braced, we go through
2044 * quite a bit of processing. However, it probably is less than what
2045 * move_ob uses.
2046 */
2047 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2048 {
2049 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2050 {
2051 m = op->map->xy_find (nx, ny);
2052 if (!m)
2053 return; /* Don't think this should happen */
2054 }
2055 else
2056 m = op->map;
2057
2058 if (!(tmp = m->at (nx, ny).bot))
2059 return;
2060
2061 mon = 0;
2062 /* Go through all the objects, and find ones of interest. Only stop if
2063 * we find a monster - that is something we know we want to attack.
2064 * if its a door or barrel (can roll) see if there may be monsters
2065 * on the space
2066 */
2067 while (tmp)
2068 {
2069 if (tmp == op)
2070 {
2071 tmp = tmp->above;
2072 continue;
2073 }
2074
2075 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2076 {
2077 mon = tmp;
2078 break;
2079 }
2080
2081 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2082 mon = tmp;
2083
2084 tmp = tmp->above;
2085 }
2086
2087 if (!mon) /* This happens anytime the player tries to move */
2088 return; /* into a wall */
2089
2090 if (mon->head)
2091 mon = mon->head;
2092
2093 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2094 if (player_attack_door (op, mon))
2095 return;
2096
2097 /* The following deals with possibly attacking peaceful
2098 * or frienddly creatures. Basically, all players are considered
2099 * unaggressive. If the moving player has peaceful set, then the
2100 * object should be pushed instead of attacked. It is assumed that
2101 * if you are braced, you will not attack friends accidently,
2102 * and thus will not push them.
2103 */
2104
2105 /* If the creature is a pet, push it even if the player is not
2106 * peaceful. Our assumption is the creature is a pet if the
2107 * player owns it and it is either friendly or unagressive.
2108 */
2109 if (op->type == PLAYER
2110 && ((mon->owner && mon->owner->contr
2111 && same_party (mon->owner->contr->party, op->contr->party))
2112 || mon->owner == op)
2113 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2114 {
2115 /* If we're braced, we don't want to switch places with it */
2116 if (op->contr->braced)
2117 return;
2118
2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2120 push_ob (mon, dir, op);
2121 if (op->contr->tmp_invis || op->hide)
2122 make_visible (op);
2123
2124 return;
2125 }
2126
2127 /* in certain circumstances, you shouldn't attack friendly
2128 * creatures. Note that if you are braced, you can't push
2129 * someone, but put it inside this loop so that you won't
2130 * attack them either.
2131 */
2132 if ((mon->type == PLAYER || mon->enemy != op)
2133 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2134 && ((op->contr->peaceful
2135 || (mon->type == PLAYER && mon->contr->peaceful))
2136 && !on_battleground))
2137 {
2138 if (!op->contr->braced)
2139 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2141 push_ob (mon, dir, op);
2142 }
2143 else
2144 new_draw_info (0, 0, op, "You withhold your attack");
2145
2146 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op);
2148 }
2149
2150 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced.
2152 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op))
2157 make_visible (op);
2158 }
2159
2160 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen.
2165 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 {
2169 if (!op->contr->has_hit)
2170 {
2171 op->contr->has_hit = 1;
2172 op->speed_left += op->contr->weapon_speed () - op->speed;
2173 }
2174
2175 skill_attack (mon, op, 0, 0, 0);
2176
2177 /* If attacking another player, that player gets automatic
2178 * hitback, and doesn't loose luck either.
2179 * Disable hitback on the battleground or if the target is
2180 * the wiz.
2181 */
2182 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2183 {
2184 short luck = mon->stats.luck;
2185
2186 mon->contr->has_hit = 1;
2187 skill_attack (op, mon, 0, 0, 0);
2188 mon->stats.luck = luck;
2189 }
2190
2191 if (action_makes_visible (op))
2192 make_visible (op);
2193 }
2194 } /* if player should attack something */
2195 }
2196
2197 int
2198 move_player (object *op, int dir)
2199 {
2200 int pick;
2201
2202 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2203 return 0;
2204
2205 /* Sanity check: make sure dir is valid */
2206 if ((dir < 0) || (dir >= 9))
2207 {
2208 LOG (llevError, "move_player: invalid direction %d\n", dir);
2209 return 0;
2210 }
2211
2212 /* peterm: added following line */
2213 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2214 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2215
2216 op->facing = dir;
2217
2218 if (op->hide)
2219 do_hidden_move (op);
2220
2221 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2222 /*nop */ ;
2223 else if (op->contr->fire_on)
2224 fire (op, dir);
2225 else
2226 {
2227 move_player_attack (op, dir);
2228 pick = check_pick (op);
2229 }
2230
2231 /* Add special check for newcs players and fire on - this way, the
2232 * server can handle repeat firing.
2233 */
2234 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2235 op->direction = dir;
2236 else
2237 op->direction = 0;
2238
2239 /* Update how the player looks. Use the facing, so direction may
2240 * get reset to zero. This allows for full animation capabilities
2241 * for players.
2242 */
2243 animate_object (op, op->facing);
2244 return 0;
2245 }
2246
2247 /* This is similar to handle_player, below, but is only used by the
2248 * new client/server stuff.
2249 * This is sort of special, in that the new client/server actually uses
2250 * the new speed values for commands.
2251 *
2252 * Returns true if there are more actions we can do.
2253 */
2254 int
2255 handle_newcs_player (object *op)
2256 {
2257 if (QUERY_FLAG (op, FLAG_SCARED))
2258 {
2259 flee_player (op);
2260
2261 /* If player is still scared, that is his action for this tick */
2262 if (op->flag [FLAG_SCARED])
2263 {
2264 --op->speed_left;
2265 return 0;
2266 }
2267 }
2268
2269 /* call this here - we also will call this in do_ericserver, but
2270 * the players time has been increased when doericserver has been
2271 * called, so we recheck it here.
2272 */
2273 if (op->contr->ns->handle_command ())
2274 return 1;
2275
2276 if (op->speed_left > 0.f)
2277 {
2278 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2279 {
2280 /* All move commands take 1 tick, at least for now */
2281 --op->speed_left;
2282
2283 /* Instead of all the stuff below, let move_player take care
2284 * of it. Also, some of the skill stuff is only put in
2285 * there, as well as the confusion stuff.
2286 */
2287 move_player (op, op->direction);
2288
2289 return op->speed_left > 0.f;
2290 }
2291 }
2292
2293 return 0;
2294 }
2295
2296 int
2297 save_life (object *op)
2298 {
2299 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2300 return 0;
2301
2302 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2303 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2304 {
2305 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2306 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2307
2308 if (op->contr)
2309 esrv_del_item (op->contr, tmp->count);
2310
2311 tmp->destroy ();
2312 CLEAR_FLAG (op, FLAG_LIFESAVE);
2313
2314 if (op->stats.hp < 0)
2315 op->stats.hp = op->stats.maxhp;
2316
2317 if (op->stats.food < 0)
2318 op->stats.food = 999;
2319
2320 op->update_stats ();
2321 return 1;
2322 }
2323
2324 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2325 CLEAR_FLAG (op, FLAG_LIFESAVE);
2326 enter_player_savebed (op); /* bring him home. */
2327 return 0;
2328 }
2329
2330 /* This goes throws the inventory and removes unpaid objects, and puts them
2331 * back in the map (location and map determined by values of env). This
2332 * function will descend into containers. op is the object to start the search
2333 * from.
2334 */
2335 void
2336 remove_unpaid_objects (object *op, object *env)
2337 {
2338 while (op)
2339 {
2340 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341
2342 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 {
2344 if (env->type == PLAYER)
2345 esrv_del_item (env->contr, op->count);
2346
2347 op->insert_at (env);
2348 }
2349 else if (op->inv)
2350 remove_unpaid_objects (op->inv, env);
2351
2352 op = next;
2353 }
2354 }
2355
2356 /*
2357 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory.
2362 */
2363 char *
2364 gravestone_text (object *op)
2365 {
2366 static char buf2[MAX_BUF];
2367 char buf[MAX_BUF];
2368 time_t now = time (NULL);
2369
2370 strcpy (buf2, " R.I.P.\n\n");
2371 if (op->type == PLAYER)
2372 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2373 else
2374 sprintf (buf, "%s\n", &op->name);
2375
2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf);
2378 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2382
2383 strncat (buf2, " ", 20 - strlen (buf) / 2);
2384 strcat (buf2, buf);
2385 if (op->type == PLAYER)
2386 {
2387 sprintf (buf, "by %s.\n\n", op->contr->killer);
2388 strncat (buf2, " ", 21 - strlen (buf) / 2);
2389 strcat (buf2, buf);
2390 }
2391
2392 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2393 strncat (buf2, " ", 20 - strlen (buf) / 2);
2394 strcat (buf2, buf);
2395
2396 return buf2;
2397 }
2398
2399 void
2400 do_some_living (object *op)
2401 {
2402 int last_food = op->stats.food;
2403 int gen_hp, gen_sp, gen_grace;
2404 int over_hp, over_sp, over_grace;
2405 int i;
2406 int rate_hp = 1200;
2407 int rate_sp = 2500;
2408 int rate_grace = 2000;
2409 const int max_hp = 1;
2410 const int max_sp = 1;
2411 const int max_grace = 1;
2412
2413 if (op->contr->hidden)
2414 {
2415 op->invisible = 1000;
2416 /* the socket code flashes the player visible/invisible
2417 * depending on the value of invisible, so we need to
2418 * alternate it here for it to work correctly.
2419 */
2420 if (pticks & 2)
2421 op->invisible--;
2422 }
2423 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2424 {
2425 if (!op->invisible--)
2426 {
2427 make_visible (op);
2428 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2429 }
2430 }
2431
2432 if (op->contr->ns->state == ST_PLAYING)
2433 {
2434 /* these next three if clauses make it possible to SLOW DOWN
2435 hp/grace/spellpoint regeneration. */
2436 if (op->contr->gen_hp >= 0)
2437 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2438 else
2439 {
2440 gen_hp = op->stats.maxhp;
2441 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2442 }
2443
2444 if (op->contr->gen_sp >= 0)
2445 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2446 else
2447 {
2448 gen_sp = op->stats.maxsp;
2449 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2450 }
2451
2452 if (op->contr->gen_grace >= 0)
2453 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2454 else
2455 {
2456 gen_grace = op->stats.maxgrace;
2457 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2458 }
2459
2460 /* Regenerate Spell Points */
2461 if (!op->contr->golem && --op->last_sp < 0)
2462 {
2463 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2464 if (op->stats.sp < op->stats.maxsp)
2465 {
2466 op->stats.sp++;
2467 /* dms do not consume food */
2468 if (!QUERY_FLAG (op, FLAG_WIZ))
2469 {
2470 op->stats.food--;
2471 if (op->contr->digestion < 0)
2472 op->stats.food += op->contr->digestion;
2473 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 op->stats.food = last_food;
2475 }
2476 }
2477
2478 if (max_sp > 1)
2479 {
2480 over_sp = (gen_sp + 10) / rate_sp;
2481 if (over_sp > 0)
2482 {
2483 if (op->stats.sp < op->stats.maxsp)
2484 {
2485 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2486
2487 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2488 op->stats.sp--;
2489
2490 if (op->stats.sp > op->stats.maxsp)
2491 op->stats.sp = op->stats.maxsp;
2492 }
2493 op->last_sp = 0;
2494 }
2495 else
2496 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2497 }
2498 else
2499 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2500 }
2501
2502 /* Regenerate Grace */
2503 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2504 if (--op->last_grace < 0)
2505 {
2506 if (op->stats.grace < op->stats.maxgrace / 2)
2507 op->stats.grace++; /* no penalty in food for regaining grace */
2508
2509 if (max_grace > 1)
2510 {
2511 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2512 if (over_grace > 0)
2513 {
2514 op->stats.sp += over_grace
2515 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2516 op->last_grace = 0;
2517 }
2518 else
2519 {
2520 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2521 }
2522 }
2523 else
2524 {
2525 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2526 }
2527 /* wearing stuff doesn't detract from grace generation. */
2528 }
2529
2530 /* Regenerate Hit Points */
2531 if (--op->last_heal < 0)
2532 {
2533 if (op->stats.hp < op->stats.maxhp)
2534 {
2535 op->stats.hp++;
2536 /* dms do not consume food */
2537 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 {
2539 op->stats.food--;
2540 if (op->contr->digestion < 0)
2541 op->stats.food += op->contr->digestion;
2542 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2543 op->stats.food = last_food;
2544 }
2545 }
2546
2547 if (max_hp > 1)
2548 {
2549 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2550 if (over_hp > 0)
2551 {
2552 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2553 op->last_heal = 0;
2554 }
2555 else
2556 {
2557 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2558 }
2559 }
2560 else
2561 {
2562 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2563 }
2564 }
2565
2566 /* Digestion */
2567 if (--op->last_eat < 0)
2568 {
2569 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2570
2571 if (op->contr->gen_hp > 0)
2572 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2573 else
2574 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2575
2576 /* dms do not consume food */
2577 if (!QUERY_FLAG (op, FLAG_WIZ))
2578 op->stats.food--;
2579 }
2580
2581 if (op->stats.food < 0 && op->stats.hp >= 0)
2582 {
2583 object *tmp, *flesh = 0;
2584
2585 for (tmp = op->inv; tmp; tmp = tmp->below)
2586 {
2587 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2588 {
2589 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2590 {
2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2592 manual_apply (op, tmp, 0);
2593 if (op->stats.food >= 0 || op->stats.hp < 0)
2594 break;
2595 }
2596 else if (tmp->type == FLESH)
2597 flesh = tmp;
2598 } /* End if paid for object */
2599 } /* end of for loop */
2600
2601 /* If player is still starving, it means they don't have any food, so
2602 * eat flesh instead.
2603 */
2604 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2605 {
2606 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2607 manual_apply (op, flesh, 0);
2608 }
2609 }
2610
2611 while (op->stats.food < 0 && op->stats.hp >= 0)
2612 op->stats.food++, op->stats.hp--;
2613
2614 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2615 kill_player (op);
2616 }
2617 }
2618
2619 /* If the player should die (lack of hp, food, etc), we call this.
2620 * op is the player in jeopardy. If the player can not be saved (not
2621 * permadeath, no lifesave), this will take care of removing the player
2622 * file.
2623 */
2624 void
2625 kill_player (object *op)
2626 {
2627 char buf[MAX_BUF];
2628 int x, y;
2629
2630 //int i;
2631 maptile *map; /* this is for resurrection */
2632
2633 /* int z;
2634 int num_stats_lose;
2635 int lost_a_stat;
2636 int lose_this_stat;
2637 int this_stat; */
2638 int will_kill_again;
2639 archetype *at;
2640 object *tmp;
2641
2642 if (save_life (op))
2643 return;
2644
2645
2646 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2647 * in cities ONLY!!! It is very important that this doesn't get abused.
2648 * Look at op_on_battleground() for more info --AndreasV
2649 */
2650 if (op_on_battleground (op, &x, &y))
2651 {
2652 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2653 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2654
2655 /* restore player */
2656 at = archetype::find ("poisoning");
2657 if (object *tmp = present_arch_in_ob (at, op))
2658 {
2659 tmp->destroy ();
2660 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2661 }
2662
2663 at = archetype::find ("confusion");
2664 if (object *tmp = present_arch_in_ob (at, op))
2665 {
2666 tmp->destroy ();
2667 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2668 }
2669
2670 cure_disease (op, 0); /* remove any disease */
2671 op->stats.hp = op->stats.maxhp;
2672 if (op->stats.food <= 0)
2673 op->stats.food = 999;
2674
2675 /* create a bodypart-trophy to make the winner happy */
2676 if (object *tmp = arch_to_object (archetype::find ("finger")))
2677 {
2678 sprintf (buf, "%s's finger", &op->name);
2679 tmp->name = buf;
2680 sprintf (buf, " This finger has been cut off %s\n"
2681 " the %s, when he was defeated at\n level %d by %s.\n",
2682 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2683 tmp->msg = buf;
2684 tmp->value = 0, tmp->type = 0;
2685 tmp->materialname = "organics";
2686 tmp->insert_at (op, tmp);
2687 }
2688
2689 /* teleport defeated player to new destination */
2690 transfer_ob (op, x, y, 0, NULL);
2691 op->contr->braced = 0;
2692 return;
2693 }
2694
2695 INVOKE_PLAYER (DEATH, op->contr);
2696
2697 command_kill_pets (op, 0);
2698
2699 if (op->stats.food < 0)
2700 {
2701 sprintf (buf, "%s starved to death.", &op->name);
2702 strcpy (op->contr->killer, "starvation");
2703 }
2704 else
2705 sprintf (buf, "%s died.", &op->name);
2706
2707 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2708
2709 /* save the map location for corpse, gravestone */
2710 x = op->x;
2711 y = op->y;
2712 map = op->map;
2713
2714 /* NOT_PERMADEATH code. This basically brings the character back to
2715 * life if they are dead - it takes some exp and a random stat.
2716 * See the config.h file for a little more in depth detail about this.
2717 */
2718
2719 /* Basically two ways to go - remove a stat permanently, or just
2720 * make it depletion. This bunch of code deals with that aspect
2721 * of death.
2722 */
2723 #ifndef COZY_SERVER
2724 if (settings.balanced_stat_loss)
2725 {
2726 /* If stat loss is permanent, lose one stat only. */
2727 /* Lower level chars don't lose as many stats because they suffer
2728 more if they do. */
2729 /* Higher level characters can afford things such as potions of
2730 restoration, or better, stat potions. So we slug them that
2731 little bit harder. */
2732 /* GD */
2733 if (settings.stat_loss_on_death)
2734 num_stats_lose = 1;
2735 else
2736 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2737 }
2738 else
2739 num_stats_lose = 1;
2740
2741 lost_a_stat = 0;
2742
2743 for (z = 0; z < num_stats_lose; z++)
2744 {
2745 i = RANDOM () % NUM_STATS;
2746
2747 if (settings.stat_loss_on_death)
2748 {
2749 /* Pick a random stat and take a point off it. Tell the player
2750 * what he lost.
2751 */
2752 change_attr_value (&(op->stats), i, -1);
2753 check_stat_bounds (&(op->stats));
2754 change_attr_value (&(op->contr->orig_stats), i, -1);
2755 check_stat_bounds (&(op->contr->orig_stats));
2756 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2757 lost_a_stat = 1;
2758 }
2759 else
2760 {
2761 /* deplete a stat */
2762 archetype *deparch = archetype::find ("depletion");
2763 object *dep;
2764
2765 dep = present_arch_in_ob (deparch, op);
2766 if (!dep)
2767 {
2768 dep = arch_to_object (deparch);
2769 insert_ob_in_ob (dep, op);
2770 }
2771 lose_this_stat = 1;
2772 if (settings.balanced_stat_loss)
2773 {
2774 /* GD */
2775 /* Get the stat that we're about to deplete. */
2776 this_stat = get_attr_value (&(dep->stats), i);
2777 if (this_stat < 0)
2778 {
2779 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2780 int keep_chance = this_stat * this_stat;
2781
2782 /* Yes, I am paranoid. Sue me. */
2783 if (keep_chance < 1)
2784 keep_chance = 1;
2785
2786 /* There is a maximum depletion total per level. */
2787 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2788 {
2789 lose_this_stat = 0;
2790 /* Take loss chance vs keep chance to see if we
2791 retain the stat. */
2792 }
2793 else
2794 {
2795 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2796 lose_this_stat = 0;
2797 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2798 this_stat, keep_chance, loss_chance,
2799 lose_this_stat?"LOSE":"KEEP"); */
2800 }
2801 }
2802 }
2803
2804 if (lose_this_stat)
2805 {
2806 this_stat = get_attr_value (&(dep->stats), i);
2807 /* We could try to do something clever like find another
2808 * stat to reduce if this fails. But chances are, if
2809 * stats have been depleted to -50, all are pretty low
2810 * and should be roughly the same, so it shouldn't make a
2811 * difference.
2812 */
2813 if (this_stat >= -50)
2814 {
2815 change_attr_value (&(dep->stats), i, -1);
2816 SET_FLAG (dep, FLAG_APPLIED);
2817 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2818 op->update_stats ();
2819 lost_a_stat = 1;
2820 }
2821 }
2822 }
2823 }
2824 /* If no stat lost, tell the player. */
2825 if (!lost_a_stat)
2826 {
2827 /* determine_god() seems to not work sometimes... why is this?
2828 Should I be using something else? GD */
2829 const char *god = determine_god (op);
2830
2831 if (god && (strcmp (god, "none")))
2832 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2833 else
2834 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2835 }
2836 #else
2837 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2838 #endif
2839
2840 /* Put a gravestone up where the character 'almost' died. List the
2841 * exp loss on the stone.
2842 */
2843 tmp = arch_to_object (archetype::find ("gravestone"));
2844 sprintf (buf, "%s's gravestone", &op->name);
2845 tmp->name = buf;
2846 sprintf (buf, "%s's gravestones", &op->name);
2847 tmp->name_pl = buf;
2848 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);
2849 tmp->msg = buf;
2850 tmp->x = op->x, tmp->y = op->y;
2851 insert_ob_in_map (tmp, op->map, NULL, 0);
2852
2853 /**************************************/
2854 /* */
2855 /* Subtract the experience points, */
2856 /* if we died cause of food, give us */
2857 /* food, and reset HP's... */
2858 /* */
2859 /**************************************/
2860
2861 /* remove any poisoning and confusion the character may be suffering. */
2862 /* restore player */
2863 at = archetype::find ("poisoning");
2864 tmp = present_arch_in_ob (at, op);
2865
2866 if (tmp)
2867 {
2868 tmp->destroy ();
2869 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2870 }
2871
2872 at = archetype::find ("confusion");
2873 tmp = present_arch_in_ob (at, op);
2874 if (tmp)
2875 {
2876 tmp->destroy ();
2877 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2878 }
2879
2880 cure_disease (op, 0); /* remove any disease */
2881
2882 /*add_exp(op, (op->stats.exp * -0.20)); */
2883 apply_death_exp_penalty (op);
2884 if (op->stats.food < 100)
2885 op->stats.food = 900;
2886 op->stats.hp = op->stats.maxhp;
2887 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2888 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2889
2890 /*
2891 * Check to see if the player has any unpaid items. If so, remove them
2892 * and put them back in the map.
2893 */
2894 remove_unpaid_objects (op->inv, op);
2895
2896 /****************************************/
2897 /* */
2898 /* Move player to his current respawn- */
2899 /* position (usually last savebed) */
2900 /* */
2901 /****************************************/
2902
2903 enter_player_savebed (op);
2904
2905 op->contr->braced = 0;
2906
2907 /* it is possible that the player has blown something up
2908 * at his savebed location, and that can have long lasting
2909 * spell effects. So first see if there is a spell effect
2910 * on the space that might harm the player.
2911 */
2912 will_kill_again = 0;
2913 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2914 if (tmp->type == SPELL_EFFECT)
2915 will_kill_again |= tmp->attacktype;
2916
2917 if (will_kill_again)
2918 {
2919 object *force;
2920 int at;
2921
2922 force = get_archetype (FORCE_NAME);
2923 /* 50 ticks should be enough time for the spell to abate */
2924 force->speed = 0.1f;
2925 force->speed_left = -5.f;
2926 SET_FLAG (force, FLAG_APPLIED);
2927 for (at = 0; at < NROFATTACKS; at++)
2928 if (will_kill_again & (1 << at))
2929 force->resist[at] = 100;
2930
2931 insert_ob_in_ob (force, op);
2932 op->update_stats ();
2933
2934 }
2935
2936 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2937 }
2938
2939 void
2940 loot_object (object *op)
2941 { /* Grab and destroy some treasure */
2942 object *tmp, *tmp2, *next;
2943
2944 op->close_container (); /* close open sack first */
2945
2946 for (tmp = op->inv; tmp; tmp = next)
2947 {
2948 next = tmp->below;
2949
2950 if (tmp->invisible)
2951 continue;
2952
2953 tmp->remove ();
2954 tmp->x = op->x, tmp->y = op->y;
2955
2956 if (tmp->type == CONTAINER)
2957 loot_object (tmp); /* empty container to ground */
2958
2959 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2960 {
2961 if (tmp->nrof > 1)
2962 {
2963 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2964 tmp2->destroy ();
2965 insert_ob_in_map (tmp, op->map, NULL, 0);
2966 }
2967 else
2968 tmp->destroy ();
2969 }
2970 else
2971 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 }
2973 }
2974
2975 /*
2976 * fix_weight(): Check recursively the weight of all players, and fix
2977 * what needs to be fixed. Refresh windows and fix speed if anything
2978 * was changed.
2979 */
2980 void
2981 fix_weight (void)
2982 {
2983 for_all_players (pl)
2984 {
2985 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2986
2987 if (old == sum)
2988 continue;
2989 pl->ob->update_stats ();
2990 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2991 }
2992 }
2993
2994 void
2995 fix_luck (void)
2996 {
2997 for_all_players (pl)
2998 if (!pl->ob->contr->ns->state)
2999 pl->ob->change_luck (0);
3000 }
3001
3002 /* cast_dust() - handles op throwing objects of type 'DUST'.
3003 * This is much simpler in the new spell code - we basically
3004 * just treat this as any other spell casting object.
3005 */
3006 void
3007 cast_dust (object *op, object *throw_ob, int dir)
3008 {
3009 object *skop, *spob;
3010
3011 skop = find_skill_by_name (op, throw_ob->skill);
3012
3013 /* casting POTION 'dusts' is really a use_magic_item skill */
3014 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3015 {
3016 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3017 return;
3018 }
3019
3020 spob = throw_ob->inv;
3021
3022 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3023 // not pass NULL to cast_spell (which did indeed check itself, but
3024 // errors should be reported as early as possible IMHO)
3025 if (!spob)
3026 {
3027 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3028 return;
3029 }
3030
3031 if (op->type == PLAYER)
3032 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3033
3034 cast_spell (op, throw_ob, dir, spob, NULL);
3035
3036 throw_ob->destroy ();
3037 }
3038
3039 void
3040 make_visible (object *op)
3041 {
3042 op->hide = 0;
3043 op->invisible = 0;
3044 if (op->type == PLAYER)
3045 {
3046 op->contr->tmp_invis = 0;
3047 op->contr->invis_race = 0;
3048 }
3049
3050 update_object (op, UP_OBJ_CHANGE);
3051 }
3052
3053 int
3054 is_true_undead (object *op)
3055 {
3056 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3057 return 1;
3058
3059 return 0;
3060 }
3061
3062 /* look at the surrounding terrain to determine
3063 * the hideability of this object. Positive levels
3064 * indicate greater hideability.
3065 */
3066
3067 int
3068 hideability (object *ob)
3069 {
3070 int i, level = 0, mflag;
3071 sint16 x, y;
3072
3073 if (!ob || !ob->map)
3074 return 0;
3075
3076 /* so, on normal lighted maps, its hard to hide */
3077 level = ob->map->darkness - 2;
3078
3079 /* this also picks up whether the object is glowing.
3080 * If you carry a light on a non-dark map, its not
3081 * as bad as carrying a light on a pitch dark map */
3082 if (has_carried_lights (ob))
3083 level = -(10 + (2 * ob->map->darkness));
3084
3085 /* scan through all nearby squares for terrain to hide in */
3086 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3087 {
3088 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3089 if (mflag & P_OUT_OF_MAP)
3090 {
3091 continue;
3092 }
3093 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3094 level += 2;
3095 else /* open terrain! */
3096 level -= 1;
3097 }
3098
3099 #if 0
3100 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3101 #endif
3102 return level;
3103 }
3104
3105 /* For Hidden creatures - a chance of becoming 'unhidden'
3106 * every time they move - as we subtract off 'invisibility'
3107 * AND, for players, if they move into a ridiculously unhideable
3108 * spot (surrounded by clear terrain in broad daylight). -b.t.
3109 */
3110
3111 void
3112 do_hidden_move (object *op)
3113 {
3114 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115 object *skop;
3116
3117 if (!op || !op->map)
3118 return;
3119
3120 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121
3122 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if (op->type == PLAYER && op->contr->run_on)
3124 if (!skop || num >= skop->level)
3125 {
3126 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3127 make_visible (op);
3128 return;
3129 }
3130 else
3131 num += 20;
3132
3133 num += op->map->difficulty;
3134 hide = hideability (op); /* modify by terrain hidden level */
3135 num -= hide;
3136
3137 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3138 {
3139 make_visible (op);
3140 if (op->type == PLAYER)
3141 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3142 }
3143 else if (op->type == PLAYER && skop)
3144 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3145 }
3146
3147 /* determine if who is standing near a hostile creature. */
3148
3149 int
3150 stand_near_hostile (object *who)
3151 {
3152 object *tmp = NULL;
3153 int i, friendly = 0, player = 0, mflags;
3154 maptile *m;
3155 sint16 x, y;
3156
3157 if (!who)
3158 return 0;
3159
3160 if (who->type == PLAYER)
3161 player = 1;
3162
3163 else
3164 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3165
3166 /* search adjacent squares */
3167 for (i = 1; i < 9; i++)
3168 {
3169 x = who->x + freearr_x[i];
3170 y = who->y + freearr_y[i];
3171 m = who->map;
3172 mflags = get_map_flags (m, &m, x, y, &x, &y);
3173 /* space must be blocked if there is a monster. If not
3174 * blocked, don't need to check this space.
3175 */
3176 if (mflags & P_OUT_OF_MAP)
3177 continue;
3178 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3179 continue;
3180
3181 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3182 {
3183 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3184 return 1;
3185 else if (tmp->type == PLAYER)
3186 {
3187 /*don't let a hidden DM prevent you from hiding */
3188 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3189 return 1;
3190 }
3191 }
3192 }
3193 return 0;
3194 }
3195
3196 /* check the player los field for viewability of the
3197 * object op. This function works fine for monsters,
3198 * but we dont worry if the object isnt the top one in
3199 * a pile (say a coin under a table would return "viewable"
3200 * by this routine). Another question, should we be
3201 * concerned with the direction the player is looking
3202 * in? Realistically, most of use cant see stuff behind
3203 * our backs...on the other hand, does the "facing" direction
3204 * imply the way your head, or body is facing? Its possible
3205 * for them to differ. Sigh, this fctn could get a bit more complex.
3206 * -b.t.
3207 * This function is now map tiling safe.
3208 */
3209
3210 int
3211 player_can_view (object *pl, object *op)
3212 {
3213 rv_vector rv;
3214 int dx, dy;
3215
3216 if (pl->type != PLAYER)
3217 {
3218 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1;
3220 }
3221
3222 if (!pl || !op)
3223 return 0;
3224
3225 op = op->head_ ();
3226
3227 get_rangevector (pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while (op)
3236 {
3237 dx = rv.distance_x + op->arch->clone.x;
3238 dy = rv.distance_y + op->arch->clone.y;
3239
3240 /* only the viewable area the player sees is updated by LOS
3241 * code, so we need to restrict ourselves to that range of values
3242 * for any meaningful values.
3243 */
3244 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3245 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3246 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3247 return 1;
3248 op = op->more;
3249 }
3250 return 0;
3251 }
3252
3253 /* routine for both players and monsters. We call this when
3254 * there is a possibility for our action distrubing our hiding
3255 * place or invisiblity spell. Artefact invisiblity is not
3256 * effected by this. If we arent invisible to begin with, we
3257 * return 0.
3258 */
3259 int
3260 action_makes_visible (object *op)
3261 {
3262
3263 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3264 {
3265 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3266 return 0;
3267
3268 if (op->contr && op->contr->tmp_invis == 0)
3269 return 0;
3270
3271 /* If monsters, they should become visible */
3272 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3273 {
3274 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3275 return 1;
3276 }
3277 }
3278 return 0;
3279 }
3280
3281 /* op_on_battleground - checks if the given object op (usually
3282 * a player) is standing on a valid battleground-tile,
3283 * function returns TRUE/FALSE. If true x, y returns the battleground
3284 * -exit-coord. (and if x, y not NULL)
3285 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3286 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3287 * Default is to do the same as before, so only people wanting to have different points need worry about this
3288 */
3289 int
3290 op_on_battleground (object *op, int *x, int *y)
3291 {
3292 object *tmp;
3293
3294 /* A battleground-tile needs the following attributes to be valid:
3295 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3296 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3297 * and the exit-coordinates sp/hp must both be > 0.
3298 * => The intention here is to prevent abuse of the battleground-
3299 * feature (like pickable or hidden battleground tiles). */
3300 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3301 {
3302 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3303 {
3304 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3305 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3306 {
3307 /*before we assign the exit, check if this is a teambattle */
3308 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3309 {
3310 object *invtmp;
3311
3312 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3313 {
3314 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3315 {
3316 if (x != NULL && y != NULL)
3317 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3318 return 1;
3319 }
3320 }
3321 }
3322 if (x != NULL && y != NULL)
3323 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3324 return 1;
3325 }
3326 }
3327 }
3328 /* If we got here, did not find a battleground */
3329 return 0;
3330 }
3331
3332 /*
3333 * When a dragon-player gains a new stage of evolution,
3334 * he gets some treasure
3335 *
3336 * attributes:
3337 * object *who the dragon player
3338 * int atnr the attack-number of the ability focus
3339 * int level ability level
3340 */
3341 void
3342 dragon_ability_gain (object *who, int atnr, int level)
3343 {
3344 treasurelist *trlist = NULL; /* treasurelist */
3345 treasure *tr; /* treasure */
3346 object *tmp, *skop; /* tmp. object */
3347 object *item; /* treasure object */
3348 char buf[MAX_BUF]; /* tmp. string buffer */
3349 int i = 0, j = 0;
3350
3351 /* get the appropriate treasurelist */
3352 if (atnr == ATNR_FIRE)
3353 trlist = treasurelist::find ("dragon_ability_fire");
3354 else if (atnr == ATNR_COLD)
3355 trlist = treasurelist::find ("dragon_ability_cold");
3356 else if (atnr == ATNR_ELECTRICITY)
3357 trlist = treasurelist::find ("dragon_ability_elec");
3358 else if (atnr == ATNR_POISON)
3359 trlist = treasurelist::find ("dragon_ability_poison");
3360
3361 if (trlist == NULL || who->type != PLAYER)
3362 return;
3363
3364 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3365
3366 if (!tr || !tr->item)
3367 {
3368 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3369 return;
3370 }
3371
3372 /* everything seems okay - now bring on the gift: */
3373 item = &(tr->item->clone);
3374
3375 if (item->type == SPELL)
3376 {
3377 if (check_spell_known (who, item->name))
3378 return;
3379
3380 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3381 do_learn_spell (who, item, 0);
3382 return;
3383 }
3384
3385 /* grant direct spell */
3386 if (item->type == SPELLBOOK)
3387 {
3388 if (!item->inv)
3389 {
3390 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3391 return;
3392 }
3393 if (check_spell_known (who, item->inv->name))
3394 return;
3395 if (item->invisible)
3396 {
3397 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3398 do_learn_spell (who, item->inv, 0);
3399 return;
3400 }
3401 }
3402 else if (item->type == SKILL_TOOL && item->invisible)
3403 {
3404 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3405 {
3406
3407 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3408 * in this way, if the player is missing any of the attacktypes, he gets
3409 * them. As it is now, if the player has any that match the granted skill,
3410 * but not all of them, he gets nothing.
3411 */
3412 if (!(skop->attacktype & item->attacktype))
3413 {
3414 /* Give new attacktype */
3415 skop->attacktype |= item->attacktype;
3416
3417 /* always add physical if there's none */
3418 skop->attacktype |= AT_PHYSICAL;
3419
3420 if (item->msg != NULL)
3421 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3422
3423 /* Give player new face */
3424 if (item->animation_id)
3425 {
3426 who->face = skop->face;
3427 who->animation_id = item->animation_id;
3428 who->anim_speed = item->anim_speed;
3429 who->last_anim = 0;
3430 who->state = 0;
3431 animate_object (who, who->direction);
3432 }
3433 }
3434 }
3435 }
3436 else if (item->type == FORCE)
3437 {
3438 /* forces in the treasurelist can alter the player's stats */
3439 object *skin;
3440
3441 /* first get the dragon skin force */
3442 shstr_cmp dragon_skin_force ("dragon_skin_force");
3443 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3444 ;
3445
3446 if (!skin)
3447 return;
3448
3449 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3451 {
3452 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3453
3454 /* print message */
3455 sprintf (buf, "You feel attuned to ");
3456 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3457 {
3458 if (item->path_attuned & (1 << i))
3459 {
3460 if (j)
3461 strcat (buf, " and ");
3462 else
3463 j = 1;
3464 strcat (buf, spellpathnames[i]);
3465 }
3466 }
3467 strcat (buf, ".");
3468 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3469 }
3470
3471 /* evtl. adding flags: */
3472 if (QUERY_FLAG (item, FLAG_XRAYS))
3473 SET_FLAG (skin, FLAG_XRAYS);
3474 if (QUERY_FLAG (item, FLAG_STEALTH))
3475 SET_FLAG (skin, FLAG_STEALTH);
3476 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3477 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3478
3479 /* print message if there is one */
3480 if (item->msg != NULL)
3481 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3482 }
3483 else
3484 {
3485 /* generate misc. treasure */
3486 tmp = arch_to_object (tr->item);
3487 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3488 tmp = insert_ob_in_ob (tmp, who);
3489 if (who->type == PLAYER)
3490 esrv_send_item (who, tmp);
3491 }
3492 }
3493
3494 /**
3495 * Unready an object for a player. This function does nothing if the object was
3496 * not readied.
3497 */
3498 void
3499 player_unready_range_ob (player *pl, object *ob)
3500 {
3501 if (pl->ob->current_weapon == ob)
3502 pl->ob->current_weapon = 0;
3503
3504 if (pl->combat_ob == ob)
3505 pl->combat_ob = 0;
3506
3507 if (pl->ranged_ob == ob)
3508 pl->ranged_ob = 0;
3509 }
3510
3511 sint8
3512 player::visibility_at (maptile *map, int x, int y) const
3513 {
3514 if (!ns)
3515 return 0;
3516
3517 int dx, dy;
3518 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3519 return 0;
3520
3521 x += dx - ns->current_x + ns->mapx / 2;
3522 y += dy - ns->current_y + ns->mapy / 2;
3523
3524 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3525 return 0;
3526
3527 return 100 - blocked_los [x][y];
3528 }