ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
Revision: 1.139
Committed: Fri May 18 01:01:02 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.138: +10 -1 lines
Log Message:
more skill tuning:
- clear_skill is gone, use change_skill (0) instead.
- change_skill now clears the current_weapon.
- more intelligent weapon switching on unapply.
- be more clever when initially applying weapons
  on player load/connect.
- survive wrong setting of READY_WEAPON.

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 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
276 {
277 case WAND:
278 case ROD:
279 case HORN:
280 case BOW:
281 case SKILL_TOOL:
282 case WEAPON:
283 op->flag [FLAG_APPLIED] = false;
284 apply_special (ob, op, AP_APPLY);
285 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 }
291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
293 ob->update_stats ();
294
295 ns->floorbox_update ();
296 esrv_send_inventory (ob, ob);
297 esrv_add_spells (this, 0);
298
299 activate ();
300
301 send_rules (ob);
302 send_news (ob);
303 display_motd (ob);
304
305 INVOKE_PLAYER (CONNECT, this);
306 INVOKE_PLAYER (LOGIN, this);
307 }
308
309 void
310 player::disconnect ()
311 {
312 if (ns)
313 {
314 if (active)
315 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
316
317 INVOKE_PLAYER (DISCONNECT, this);
318
319 ns->reset_stats ();
320 ns->pl = 0;
321 ns = 0;
322 }
323
324 if (ob)
325 ob->close_container (); //TODO: client-specific
326
327 deactivate ();
328 }
329
330 // the need for this function can be explained
331 // by load_object not returning the object
332 void
333 player::set_object (object *op)
334 {
335 ob = op;
336 ob->contr = this; /* this aren't yet in archetype */
337
338 ob->speed_left = 0.5f;
339 ob->speed = 1.0f;
340 ob->direction = 5; /* So player faces south */
341 }
342
343 player::player ()
344 {
345 /* There are some elements we want initialised to non zero value -
346 * we deal with that below this point.
347 */
348 outputs_sync = 4;
349 outputs_count = 4;
350 unapply = unapply_nochoice;
351
352 savebed_map = first_map_path; /* Init. respawn position */
353
354 gen_sp_armour = 10;
355 bowtype = bow_normal;
356 petmode = pet_normal;
357 listening = 10;
358 usekeys = containers;
359 peaceful = 1; /* default peaceful */
360 do_los = 1;
361 }
362
363 void
364 player::do_destroy ()
365 {
366 disconnect ();
367
368 attachable::do_destroy ();
369
370 if (ob)
371 {
372 ob->destroy_inv (false);
373 ob->destroy ();
374 }
375 }
376
377 player::~player ()
378 {
379 /* Clear item stack */
380 free (stack_items);
381 }
382
383 /* Tries to add player on the connection passed in ns.
384 * All we can really get in this is some settings like host and display
385 * mode.
386 */
387 player *
388 player::create ()
389 {
390 player *pl = new player;
391
392 pl->set_object (arch_to_object (get_player_archetype (0)));
393
394 pl->ob->roll_stats ();
395 pl->ob->stats.wc = 2;
396 pl->ob->run_away = 25; /* Then we panick... */
397
398 set_first_map (pl->ob);
399
400 return pl;
401 }
402
403 /*
404 * get_player_archetype() return next player archetype from archetype
405 * list. Not very efficient routine, but used only creating new players.
406 * Note: there MUST be at least one player archetype!
407 */
408 archetype *
409 get_player_archetype (archetype *at)
410 {
411 archetype *start = at;
412
413 for (;;)
414 {
415 if (at == NULL || at->next == NULL)
416 at = first_archetype;
417 else
418 at = at->next;
419
420 if (at->clone.type == PLAYER)
421 return at;
422
423 if (at == start)
424 {
425 LOG (llevError, "No Player archetypes\n");
426 exit (-1);
427 }
428 }
429 }
430
431 object *
432 get_nearest_player (object *mon)
433 {
434 object *op = NULL;
435 objectlink *ol;
436 unsigned lastdist;
437 rv_vector rv;
438
439 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
440 {
441 /* We should not find free objects on this friendly list, but it
442 * does periodically happen. Given that, lets deal with it.
443 * While unlikely, it is possible the next object on the friendly
444 * list is also free, so encapsulate this in a while loop.
445 */
446 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
447 {
448 object *tmp = ol->ob;
449
450 /* Can't do much more other than log the fact, because the object
451 * itself will have been cleared.
452 */
453 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
454 tmp->debug_desc ());
455 ol = ol->next;
456 remove_friendly_object (tmp);
457 if (!ol)
458 return op;
459 }
460
461 /* Remove special check for player from this. First, it looks to cause
462 * some crashes (ol->ob->contr not set properly?), but secondly, a more
463 * complicated method of state checking would be needed in any case -
464 * as it was, a clever player could type quit, and the function would
465 * skip them over while waiting for confirmation. Remove
466 * on_same_map check, as can_detect_enemy also does this
467 */
468 if (!can_detect_enemy (mon, ol->ob, &rv))
469 continue;
470
471 if (lastdist > rv.distance)
472 {
473 op = ol->ob;
474 lastdist = rv.distance;
475 }
476 }
477
478 for_all_players (pl)
479 if (can_detect_enemy (mon, pl->ob, &rv))
480 if (lastdist > rv.distance)
481 {
482 op = pl->ob;
483 lastdist = rv.distance;
484 }
485
486 #if 0
487 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
488 #endif
489 return op;
490 }
491
492 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
493 * result in a monster paths backtracking. It basically determines how large a
494 * detour a monster will take from the direction path when looking
495 * for a path to the player. The values are in the amount of direction
496 * the deviation is
497 */
498 #define DETOUR_AMOUNT 2
499
500 /* This is used to prevent infinite loops. Consider a case where the
501 * player is in a chamber (with gate closed), and monsters are outside.
502 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
503 * find a path into the chamber. This is a good thing, but since there
504 * is no real path, it will just keep circling the chamber for
505 * ever (this could be a nice effect for monsters, but not for the function
506 * to get stuck in. I think for the monsters, if max is reached and
507 * we return the first direction the creature could move would result in the
508 * circling behaviour. Unfortunately, this function is also used to determined
509 * if the creature should cast a spell, so returning a direction in that case
510 * is probably not a good thing.
511 */
512 #define MAX_SPACES 50
513
514 /*
515 * Returns the direction to the player, if valid. Returns 0 otherwise.
516 * modified to verify there is a path to the player. Does this by stepping towards
517 * player and if path is blocked then see if blockage is close enough to player that
518 * direction to player is changed (ie zig or zag). Continue zig zag until either
519 * reach player or path is blocked. Thus, will only return true if there is a free
520 * path to player. Though path may not be a straight line. Note that it will find
521 * player hiding along a corridor at right angles to the corridor with the monster.
522 *
523 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
524 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
525 * down corriders.
526 * 2) I think the old code was broken if the first direction the monster
527 * should move was blocked - the code would store the first direction without
528 * verifying that the player can actually move in that direction. The new
529 * code does not store anything in firstdir until we have verified that the
530 * monster can in fact move one space in that direction.
531 * 3) I'm not sure how good this code will be for moving multipart monsters,
532 * since only simple checks to blocked are being called, which could mean the monster
533 * is blocking itself.
534 */
535 int
536 path_to_player (object *mon, object *pl, unsigned mindiff)
537 {
538 rv_vector rv;
539 sint16 x, y;
540 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
541 maptile *m, *lastmap;
542
543 get_rangevector (mon, pl, &rv, 0);
544
545 if (rv.distance < mindiff)
546 return 0;
547
548 x = mon->x;
549 y = mon->y;
550 m = mon->map;
551 dir = rv.direction;
552 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
553 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
554
555 /* If we can't solve it within the search distance, return now. */
556 if (diff > max)
557 return 0;
558
559 while (diff > 1 && max > 0)
560 {
561 lastx = x;
562 lasty = y;
563 lastmap = m;
564 x = lastx + freearr_x[dir];
565 y = lasty + freearr_y[dir];
566
567 mflags = get_map_flags (m, &m, x, y, &x, &y);
568 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
569
570 /* Space is blocked - try changing direction a little */
571 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
572 && (m == mon->map && blocked_link (mon, m, x, y))))
573 {
574 /* recalculate direction from last good location. Possible
575 * we were not traversing ideal location before.
576 */
577 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
578 if (rv.direction != dir)
579 {
580 /* OK - says direction should be different - lets reset the
581 * the values so it will try again.
582 */
583 x = lastx;
584 y = lasty;
585 m = lastmap;
586 dir = firstdir = rv.direction;
587 }
588 else
589 {
590 /* direct path is blocked - try taking a side step to
591 * either the left or right.
592 * Note increase the values in the loop below to be
593 * more than -1/1 respectively will mean the monster takes
594 * bigger detour. Have to be careful about these values getting
595 * too big (3 or maybe 4 or higher) as the monster may just try
596 * stepping back and forth
597 */
598 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
599 {
600 if (i == 0)
601 continue; /* already did this, so skip it */
602 /* Use lastdir here - otherwise,
603 * since the direction that the creature should move in
604 * may change, you could get infinite loops.
605 * ie, player is northwest, but monster can only
606 * move west, so it does that. It goes some distance,
607 * gets blocked, finds that it should move north,
608 * can't do that, but now finds it can move east, and
609 * gets back to its original point. lastdir contains
610 * the last direction the creature has successfully
611 * moved.
612 */
613
614 x = lastx + freearr_x[absdir (lastdir + i)];
615 y = lasty + freearr_y[absdir (lastdir + i)];
616 m = lastmap;
617 mflags = get_map_flags (m, &m, x, y, &x, &y);
618 if (mflags & P_OUT_OF_MAP)
619 continue;
620 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
621 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
622 continue;
623 if (mflags & P_BLOCKSVIEW)
624 continue;
625
626 if (m == mon->map && blocked_link (mon, m, x, y))
627 break;
628 }
629 /* go through entire loop without finding a valid
630 * sidestep to take - thus, no valid path.
631 */
632 if (i == (DETOUR_AMOUNT + 1))
633 return 0;
634 diff--;
635 lastdir = dir;
636 max--;
637 if (!firstdir)
638 firstdir = dir + i;
639 } /* else check alternate directions */
640 } /* if blocked */
641 else
642 {
643 /* we moved towards creature, so diff is less */
644 diff--;
645 max--;
646 lastdir = dir;
647 if (!firstdir)
648 firstdir = dir;
649 }
650
651 if (diff <= 1)
652 {
653 /* Recalculate diff (distance) because we may not have actually
654 * headed toward player for entire distance.
655 */
656 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
657 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
658 }
659
660 if (diff > max)
661 return 0;
662 }
663
664 /* If we reached the max, didn't find a direction in time */
665 if (!max)
666 return 0;
667
668 return firstdir;
669 }
670
671 void
672 give_initial_items (object *pl, treasurelist * items)
673 {
674 object *op, *next = NULL;
675
676 if (pl->randomitems != NULL)
677 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
678
679 for (op = pl->inv; op; op = next)
680 {
681 next = op->below;
682
683 /* Forces get applied per default, unless they have the
684 * flag "neutral" set. Sorry but I can't think of a better way
685 */
686 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
687 SET_FLAG (op, FLAG_APPLIED);
688
689 /* we never give weapons/armour if these cannot be used
690 * by this player due to race restrictions
691 */
692 if (pl->type == PLAYER)
693 {
694 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
695 (op->type == ARMOUR || op->type == BOOTS ||
696 op->type == CLOAK || op->type == HELMET ||
697 op->type == SHIELD || op->type == GLOVES ||
698 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
699 {
700 op->destroy ();
701 continue;
702 }
703 }
704
705 /* This really needs to be better - we should really give
706 * a substitute spellbook. The problem is that we don't really
707 * have a good idea what to replace it with (need something like
708 * a first level treasurelist for each skill.)
709 * remove duplicate skills also
710 */
711 if (op->type == SPELLBOOK || op->type == SKILL)
712 {
713 object *tmp;
714
715 for (tmp = op->below; tmp; tmp = tmp->below)
716 if (tmp->type == op->type && tmp->name == op->name)
717 break;
718
719 if (tmp)
720 {
721 op->destroy ();
722 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
723 continue;
724 }
725
726 if (op->nrof > 1)
727 op->nrof = 1;
728 }
729
730 if (op->type == SPELLBOOK && op->inv)
731 {
732 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
733 }
734
735 /* Give starting characters identified, uncursed, and undamned
736 * items. Just don't identify gold or silver, or it won't be
737 * merged properly.
738 */
739 if (need_identify (op))
740 {
741 SET_FLAG (op, FLAG_IDENTIFIED);
742 CLEAR_FLAG (op, FLAG_CURSED);
743 CLEAR_FLAG (op, FLAG_DAMNED);
744 }
745 if (op->type == SPELL)
746 {
747 op->destroy ();
748 continue;
749 }
750 else if (op->type == SKILL)
751 {
752 SET_FLAG (op, FLAG_CAN_USE_SKILL);
753 op->stats.exp = 0;
754 op->level = 1;
755 }
756 /* lock all 'normal items by default */
757 else
758 SET_FLAG (op, FLAG_INV_LOCKED);
759 } /* for loop of objects in player inv */
760
761 /* Need to set up the skill pointers */
762 link_player_skills (pl);
763 }
764
765 void
766 get_party_password (object *op, partylist *party)
767 {
768 if (party == NULL)
769 {
770 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
771 return;
772 }
773
774 op->contr->write_buf[0] = '\0';
775 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
776 op->contr->party_to_join = party;
777 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
778 }
779
780 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
781 static int
782 roll_stat (void)
783 {
784 int a[4], i, j, k;
785
786 for (i = 0; i < 4; i++)
787 a[i] = (int) rndm (6) + 1;
788
789 for (i = 0, j = 0, k = 7; i < 4; i++)
790 if (a[i] < k)
791 k = a[i], j = i;
792
793 for (i = 0, k = 0; i < 4; i++)
794 if (i != j)
795 k += a[i];
796
797 return k;
798 }
799
800 void
801 object::roll_stats ()
802 {
803 int statsort [NUM_STATS];
804
805 for (;;)
806 {
807 int sum = 0;
808 for (int i = NUM_STATS; i--; )
809 sum += statsort [i] = roll_stat ();
810
811 if (sum >= 82 && sum <= 116)
812 break;
813 }
814
815 // Sort the stats so that rerolling is easier...
816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
817
818 for (int i = 0; i < NUM_STATS; ++i)
819 stats.stat (i) = statsort [i];
820
821 stats.exp = 0;
822 stats.ac = 0;
823
824 stats.hp = stats.maxhp;
825 stats.sp = stats.maxsp;
826 stats.grace = stats.maxgrace;
827
828 if (contr)
829 {
830 contr->levhp[1] = 9;
831 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3;
833
834 contr->orig_stats = stats;
835 }
836 }
837
838 void
839 object::swap_stats (int a, int b)
840 {
841 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
842
843 for (int i = 0; i < NUM_STATS; ++i)
844 stats.stat (i) = contr->orig_stats.stat (i);
845
846 //TODO: the following code looks so borked and should, at the very least,
847 // be merged with the similar code in roll_stats
848 stats.ac = 0;
849
850 level = 1;
851 stats.exp = 0;
852 stats.ac = 0;
853
854 stats.hp = stats.maxhp;
855 stats.sp = stats.maxsp;
856 stats.grace = stats.maxgrace;
857
858 if (contr)
859 {
860 contr->levhp[1] = 9;
861 contr->levsp[1] = 6;
862 contr->levgrace[1] = 3;
863
864 contr->orig_stats = stats;
865 }
866 }
867
868 static void
869 start_info (object *op)
870 {
871 char buf[MAX_BUF];
872
873 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
874 new_draw_info (NDI_UNIQUE, 0, op, buf);
875 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
876 //new_draw_info (NDI_UNIQUE, 0, op, " ");
877 }
878
879 /* This function takes the key that is passed, and does the
880 * appropriate action with it (change race, or other things).
881 * The function name is for historical reasons - now we have
882 * separate race and class; this actually changes the RACE,
883 * not the class.
884 */
885 void
886 player::chargen_race_done ()
887 {
888 /* this must before then initial items are given */
889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
890
891 treasurelist *tl = treasurelist::find ("starting_wealth");
892 if (tl)
893 create_treasure (tl, ob, 0, 0, 0);
894
895 INVOKE_PLAYER (BIRTH, ob->contr);
896 INVOKE_PLAYER (LOGIN, ob->contr);
897
898 ob->contr->ns->state = ST_PLAYING;
899
900 if (ob->msg)
901 ob->msg = 0;
902
903 /* We create this now because some of the unique maps will need it
904 * to save here.
905 */
906 {
907 char buf[MAX_BUF];
908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
909 make_path_to_file (buf);
910 }
911
912 start_info (ob);
913 CLEAR_FLAG (ob, FLAG_WIZ);
914 give_initial_items (ob, ob->randomitems);
915 link_player_skills (ob);
916 esrv_send_inventory (ob, ob);
917 ob->update_stats ();
918
919 /* This moves the player to a different start map, if there
920 * is one for this race
921 */
922 if (*first_map_ext_path)
923 {
924 object *tmp;
925 char mapname[MAX_BUF];
926
927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
928 tmp = object::create ();
929 EXIT_PATH (tmp) = mapname;
930 EXIT_X (tmp) = ob->x;
931 EXIT_Y (tmp) = ob->y;
932 ob->enter_exit (tmp); /* we don't really care if it succeeded;
933 * if the map isn't there, then stay on the
934 * default initial map */
935 tmp->destroy ();
936 }
937 else
938 LOG (llevDebug, "first_map_ext_path not set\n");
939 }
940
941 void
942 player::chargen_race_next ()
943 {
944 /* Following actually changes the race - this is the default command
945 * if we don't match with one of the options above.
946 */
947
948 do
949 {
950 shstr name = ob->name;
951 int x = ob->x, y = ob->y;
952
953 ob->remove_statbonus ();
954 ob->remove ();
955 ob->arch = get_player_archetype (ob->arch);
956 ob->arch->clone.copy_to (ob);
957 ob->instantiate ();
958 ob->stats = ob->contr->orig_stats;
959 ob->name = ob->name_pl = name;
960 ob->x = x;
961 ob->y = y;
962 SET_ANIMATION (ob, 2); /* So player faces south */
963 insert_ob_in_map (ob, ob->map, ob, 0);
964 assign (ob->contr->title, ob->arch->clone.name);
965 ob->add_statbonus ();
966 }
967 while (!allowed_class (ob));
968
969 update_object (ob, UP_OBJ_FACE);
970 esrv_update_item (UPD_FACE, ob, ob);
971 ob->update_stats ();
972 ob->stats.hp = ob->stats.maxhp;
973 ob->stats.sp = ob->stats.maxsp;
974 ob->stats.grace = 0;
975 }
976
977 void
978 flee_player (object *op)
979 {
980 int dir, diff;
981 rv_vector rv;
982
983 if (op->stats.hp < 0)
984 {
985 LOG (llevDebug, "Fleeing player is dead.\n");
986 CLEAR_FLAG (op, FLAG_SCARED);
987 return;
988 }
989
990 if (op->enemy == NULL)
991 {
992 LOG (llevDebug, "Fleeing player had no enemy.\n");
993 CLEAR_FLAG (op, FLAG_SCARED);
994 return;
995 }
996
997 /* Seen some crashes here. Since we don't store an
998 * op->enemy_count, it is possible that something destroys the
999 * actual enemy, and the object is recycled.
1000 */
1001 if (op->enemy->map == NULL)
1002 {
1003 CLEAR_FLAG (op, FLAG_SCARED);
1004 op->enemy = NULL;
1005 return;
1006 }
1007
1008 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1009 {
1010 op->enemy = NULL;
1011 CLEAR_FLAG (op, FLAG_SCARED);
1012 return;
1013 }
1014
1015 get_rangevector (op, op->enemy, &rv, 0);
1016
1017 dir = absdir (4 + rv.direction);
1018 for (diff = 0; diff < 3; diff++)
1019 {
1020 int m = 1 - (RANDOM () & 2);
1021
1022 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1023 return;
1024 }
1025
1026 /* Cornered, get rid of scared */
1027 CLEAR_FLAG (op, FLAG_SCARED);
1028 op->enemy = NULL;
1029 }
1030
1031 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1032 * It returns 1 if the player should keep on moving, 0 if he should
1033 * stop.
1034 */
1035 int
1036 check_pick (object *op)
1037 {
1038 object *tmp, *next;
1039 int stop = 0;
1040 int wvratio;
1041 char putstring[128];
1042
1043 /* if you're flying, you cna't pick up anything */
1044 if (op->move_type & MOVE_FLYING)
1045 return 1;
1046
1047 next = op->below;
1048
1049 /* loop while there are items on the floor that are not marked as
1050 * destroyed */
1051 while (next && !next->destroyed ())
1052 {
1053 tmp = next;
1054 next = tmp->below;
1055
1056 if (op->destroyed ())
1057 return 0;
1058
1059 if (!can_pick (op, tmp))
1060 continue;
1061
1062 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1063 {
1064 if (item_matched_string (op, tmp, op->contr->search_str))
1065 pick_up (op, tmp);
1066 continue;
1067 }
1068
1069 /* high not bit set? We're using the old autopickup model */
1070 if (!(op->contr->mode & PU_NEWMODE))
1071 {
1072 switch (op->contr->mode)
1073 {
1074 case 0:
1075 return 1; /* don't pick up */
1076 case 1:
1077 pick_up (op, tmp);
1078 return 1;
1079 case 2:
1080 pick_up (op, tmp);
1081 return 0;
1082 case 3:
1083 return 0; /* stop before pickup */
1084 case 4:
1085 pick_up (op, tmp);
1086 break;
1087 case 5:
1088 pick_up (op, tmp);
1089 stop = 1;
1090 break;
1091 case 6:
1092 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1093 pick_up (op, tmp);
1094 break;
1095
1096 case 7:
1097 if (tmp->type == MONEY || tmp->type == GEM)
1098 pick_up (op, tmp);
1099 break;
1100
1101 default:
1102 /* use value density */
1103 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1104 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1105 pick_up (op, tmp);
1106 }
1107 }
1108 else
1109 { /* old model */
1110 /* NEW pickup handling */
1111 if (op->contr->mode & PU_DEBUG)
1112 {
1113 /* some debugging code to figure out item information */
1114 if (tmp->name != NULL)
1115 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1116 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1117 else
1118 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1119 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1120
1121 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1122 }
1123
1124 /* philosophy:
1125 * It's easy to grab an item type from a pile, as long as it's
1126 * generic. This takes no game-time. For more detailed pickups
1127 * and selections, select-items should be used. This is a
1128 * grab-as-you-run type mode that's really useful for arrows for
1129 * example.
1130 * The drawback: right now it has no frontend, so you need to
1131 * stick the bits you want into a calculator in hex mode and then
1132 * convert to decimal and then 'pickup <#>
1133 */
1134
1135 /* the first two modes are exclusive: if NOTHING we return, if
1136 * STOP then we stop. All the rest are applied sequentially,
1137 * meaning if any test passes, the item gets picked up. */
1138
1139 /* if mode is set to pick nothing up, return */
1140
1141 if (op->contr->mode & PU_NOTHING)
1142 return 1;
1143
1144 /* if mode is set to stop when encountering objects, return */
1145 /* take STOP before INHIBIT since it doesn't actually pick
1146 * anything up */
1147
1148 if (op->contr->mode & PU_STOP)
1149 return 0;
1150
1151 /* useful for going into stores and not losing your settings... */
1152 /* and for battles wher you don't want to get loaded down while
1153 * fighting */
1154 if (op->contr->mode & PU_INHIBIT)
1155 return 1;
1156
1157 /* prevent us from turning into auto-thieves :) */
1158 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1159 continue;
1160
1161 /* ignore known cursed objects */
1162 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1163 continue;
1164
1165 /* all food and drink if desired */
1166 /* question: don't pick up known-poisonous stuff? */
1167 if (op->contr->mode & PU_FOOD)
1168 if (tmp->type == FOOD)
1169 {
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 if (op->contr->mode & PU_DRINK)
1175 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1176 {
1177 pick_up (op, tmp);
1178 continue;
1179 }
1180
1181 if (op->contr->mode & PU_POTION)
1182 if (tmp->type == POTION)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 /* spellbooks, skillscrolls and normal books/scrolls */
1189 if (op->contr->mode & PU_SPELLBOOK)
1190 if (tmp->type == SPELLBOOK)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 if (op->contr->mode & PU_SKILLSCROLL)
1197 if (tmp->type == SKILLSCROLL)
1198 {
1199 pick_up (op, tmp);
1200 continue;
1201 }
1202
1203 if (op->contr->mode & PU_READABLES)
1204 if (tmp->type == BOOK || tmp->type == SCROLL)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* wands/staves/rods/horns */
1211 if (op->contr->mode & PU_MAGIC_DEVICE)
1212 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 /* pick up all magical items */
1219 if (op->contr->mode & PU_MAGICAL)
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225
1226 if (op->contr->mode & PU_VALUABLES)
1227 {
1228 if (tmp->type == MONEY || tmp->type == GEM)
1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1233 }
1234
1235 /* rings & amulets - talismans seems to be typed AMULET */
1236 if (op->contr->mode & PU_JEWELS)
1237 if (tmp->type == RING || tmp->type == AMULET)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* we don't forget dragon food */
1244 if (op->contr->mode & PU_FLESH)
1245 if (tmp->type == FLESH)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* bows and arrows. Bows are good for selling! */
1252 if (op->contr->mode & PU_BOW)
1253 if (tmp->type == BOW)
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_ARROW)
1260 if (tmp->type == ARROW)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 /* all kinds of armor etc. */
1267 if (op->contr->mode & PU_ARMOUR)
1268 if (tmp->type == ARMOUR)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_HELMET)
1275 if (tmp->type == HELMET)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_SHIELD)
1282 if (tmp->type == SHIELD)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_BOOTS)
1289 if (tmp->type == BOOTS)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 if (op->contr->mode & PU_GLOVES)
1296 if (tmp->type == GLOVES)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 if (op->contr->mode & PU_CLOAK)
1303 if (tmp->type == CLOAK)
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* hoping to catch throwing daggers here */
1310 if (op->contr->mode & PU_MISSILEWEAPON)
1311 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1317 /* careful: chairs and tables are weapons! */
1318 if (op->contr->mode & PU_ALLWEAPON)
1319 {
1320 if (tmp->type == WEAPON && tmp->name != NULL)
1321 {
1322 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1323 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1324 {
1325 pick_up (op, tmp);
1326 continue;
1327 }
1328 }
1329
1330 if (tmp->type == WEAPON && tmp->name == NULL)
1331 {
1332 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337 }
1338 }
1339
1340 /* misc stuff that's useful */
1341 if (op->contr->mode & PU_KEY)
1342 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1343 {
1344 pick_up (op, tmp);
1345 continue;
1346 }
1347
1348 /* any of the last 4 bits set means we use the ratio for value
1349 * pickups */
1350 if (op->contr->mode & PU_RATIO)
1351 {
1352 /* use value density to decide what else to grab */
1353 /* >=7 was >= op->contr->mode */
1354 /* >=7 is the old standard setting. Now we take the last 4 bits
1355 * and multiply them by 5, giving 0..15*5== 5..75 */
1356 wvratio = (op->contr->mode & PU_RATIO) * 5;
1357 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1358 {
1359 pick_up (op, tmp);
1360 #if 0
1361 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1362 if (tmp->name != NULL)
1363 {
1364 fprintf (stderr, "%s", tmp->name);
1365 }
1366 else
1367 fprintf (stderr, "%s", tmp->arch->name);
1368 fprintf (stderr, ",%d] = ", tmp->type);
1369 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1370 #endif
1371 continue;
1372 }
1373 }
1374 } /* the new pickup model */
1375 }
1376
1377 return !stop;
1378 }
1379
1380 /*
1381 * Find an arrow in the inventory and after that
1382 * in the right type container (quiver). Pointer to the
1383 * found object is returned.
1384 */
1385 object *
1386 find_arrow (object *op, const char *type)
1387 {
1388 object *tmp = 0;
1389
1390 for (op = op->inv; op; op = op->below)
1391 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1392 tmp = find_arrow (op, type);
1393 else if (op->type == ARROW && op->race == type)
1394 return op;
1395
1396 return tmp;
1397 }
1398
1399 /*
1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1401 * against the target. A full test is not performed, simply a basic test
1402 * of resistances. The archer is making a quick guess at what he sees down
1403 * the hall. Failing that it does it's best to pick the highest plus arrow.
1404 */
1405 object *
1406 find_better_arrow (object *op, object *target, const char *type, int *better)
1407 {
1408 object *tmp = NULL, *arrow, *ntmp;
1409 int attacknum, attacktype, betterby = 0, i;
1410
1411 if (!type)
1412 return NULL;
1413
1414 for (arrow = op->inv; arrow; arrow = arrow->below)
1415 {
1416 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1417 {
1418 i = 0;
1419 ntmp = find_better_arrow (arrow, target, type, &i);
1420 if (i > betterby)
1421 {
1422 tmp = ntmp;
1423 betterby = i;
1424 }
1425 }
1426 else if (arrow->type == ARROW && arrow->race == type)
1427 {
1428 /* allways prefer assasination/slaying */
1429 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1430 {
1431 if (arrow->attacktype & AT_DEATH)
1432 {
1433 *better = 100;
1434 return arrow;
1435 }
1436 else
1437 {
1438 tmp = arrow;
1439 betterby = (arrow->magic + arrow->stats.dam) * 2;
1440 }
1441 }
1442 else
1443 {
1444 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1445 {
1446 attacktype = 1 << attacknum;
1447 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1448 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1449 {
1450 tmp = arrow;
1451 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1452 }
1453 }
1454 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1455 {
1456 tmp = arrow;
1457 betterby = 2 + arrow->magic + arrow->stats.dam;
1458 }
1459 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1460 {
1461 tmp = arrow;
1462 betterby = 1 + arrow->magic + arrow->stats.dam;
1463 }
1464 }
1465 }
1466 }
1467 if (tmp == NULL && arrow == NULL)
1468 return find_arrow (op, type);
1469
1470 *better = betterby;
1471 return tmp;
1472 }
1473
1474 /* looks in a given direction, finds the first valid target, and calls
1475 * find_better_arrow to find a decent arrow to use.
1476 * op = the shooter
1477 * type = bow->race
1478 * dir = fire direction
1479 */
1480 object *
1481 pick_arrow_target (object *op, const char *type, int dir)
1482 {
1483 object *tmp = NULL;
1484 maptile *m;
1485 int i, mflags, found, number;
1486 sint16 x, y;
1487
1488 if (op->map == NULL)
1489 return find_arrow (op, type);
1490
1491 /* do a dex check */
1492 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1493 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1494 return find_arrow (op, type);
1495
1496 m = op->map;
1497 x = op->x;
1498 y = op->y;
1499
1500 /* find the first target */
1501 for (i = 0, found = 0; i < 20; i++)
1502 {
1503 x += freearr_x[dir];
1504 y += freearr_y[dir];
1505 mflags = get_map_flags (m, &m, x, y, &x, &y);
1506 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1507 {
1508 tmp = NULL;
1509 break;
1510 }
1511 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1512 {
1513 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1514 * perhaps a bad assumption.
1515 */
1516 tmp = NULL;
1517 break;
1518 }
1519 if (mflags & P_IS_ALIVE)
1520 {
1521 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1523 {
1524 found++;
1525 break;
1526 }
1527 if (found)
1528 break;
1529 }
1530 }
1531 if (tmp == NULL)
1532 return find_arrow (op, type);
1533
1534 if (tmp->head)
1535 tmp = tmp->head;
1536
1537 return find_better_arrow (op, tmp, type, &i);
1538 }
1539
1540 /*
1541 * Creature fires a bow - op can be monster or player. Returns
1542 * 1 if bow was actually fired, 0 otherwise.
1543 * op is the object firing the bow.
1544 * part is for multipart creatures - the part firing the bow.
1545 * dir is the direction of fire.
1546 * wc_mod is any special modifier to give (used in special player fire modes)
1547 * sx, sy are coordinates to fire arrow from - also used in some of the special
1548 * player fire modes.
1549 */
1550 int
1551 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1552 {
1553 object *left, *bow;
1554 int mflags;
1555 maptile *m;
1556
1557 if (!dir)
1558 {
1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1560 return 0;
1561 }
1562
1563 if (op->contr)
1564 bow = op->current_weapon;
1565 else
1566 {
1567 for (bow = op->inv; bow; bow = bow->below)
1568 /* Don't check for applied - monsters don't apply bows - in that way, they
1569 * don't need to switch back and forth between bows and weapons.
1570 */
1571 if (bow->type == BOW)
1572 break;
1573
1574 if (!bow)
1575 {
1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1577 return 0;
1578 }
1579
1580 // optimisation: move object to top so we will find it quickly again
1581 if (bow->below)
1582 {
1583 bow->remove ();
1584 op->insert (bow);
1585 }
1586
1587 }
1588
1589 if (!bow->race || !bow->skill)
1590 {
1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1592 return 0;
1593 }
1594
1595 if (arrow == NULL)
1596 {
1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1598 {
1599 if (op->type == PLAYER)
1600 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1601 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1602 else
1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1605 return 0;
1606 }
1607 }
1608
1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1610 if (mflags & P_OUT_OF_MAP)
1611 return 0;
1612
1613 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1614 {
1615 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1616 return 0;
1617 }
1618
1619 /* this should not happen, but sometimes does */
1620 if (arrow->nrof == 0)
1621 {
1622 arrow->destroy ();
1623 return 0;
1624 }
1625
1626 left = arrow; /* these are arrows left to the player */
1627 arrow = get_split_ob (arrow, 1);
1628 if (!arrow)
1629 {
1630 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1631 return 0;
1632 }
1633
1634 arrow->set_owner (op);
1635 arrow->skill = bow->skill;
1636 arrow->direction = dir;
1637
1638 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641
1642 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying);
1644
1645 if (player *pl = op->contr)
1646 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652 #if 0
1653 float speed = pl->weapon_sp;
1654
1655 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f;
1658 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660
1661 op->speed_left += speed - op->speed;
1662 #endif
1663 }
1664
1665 SET_ANIMATION (arrow, arrow->direction);
1666
1667 /* update the speed */
1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1669 + bow->stats.dam / 7.0;
1670
1671 arrow->set_speed (max (arrow->speed, 2.0));
1672 arrow->speed_left = 0;
1673
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1675
1676 if (op->type == PLAYER)
1677 {
1678 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1679 wc -= dex_bonus[op->stats.Dex];
1680
1681 if (!arrow->slaying)
1682 arrow->slaying = op->slaying;
1683
1684 arrow->attacktype |= op->attacktype;
1685 }
1686 else
1687 {
1688 arrow->level = op->level;
1689 arrow->stats.wc -= bow->magic;
1690
1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1694 arrow->attacktype |= bow->attacktype;
1695 }
1696
1697 wc -= arrow->level;
1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1699
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1701 arrow->move_type = MOVE_FLY_LOW;
1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1703
1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1705 m->insert (arrow, sx, sy, op);
1706
1707 if (!arrow->destroyed ())
1708 move_arrow (arrow);
1709
1710 if (op->type == PLAYER)
1711 {
1712 if (left->destroyed ())
1713 esrv_del_item (op->contr, left->count);
1714 else
1715 esrv_send_item (op, left);
1716 }
1717
1718 return 1;
1719 }
1720
1721 /* Special fire code for players - this takes into
1722 * account the special fire modes players can have
1723 * but monsters can't. Putting that code here
1724 * makes the fire_bow code much cleaner.
1725 * this function should only be called if 'op' is a player,
1726 * hence the function name.
1727 */
1728 int
1729 player_fire_bow (object *op, int dir)
1730 {
1731 int ret = 0, wcmod = 0;
1732
1733 if (op->contr->bowtype == bow_bestarrow)
1734 {
1735 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1736 }
1737 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1738 {
1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1740 wcmod = -1;
1741
1742 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1743 }
1744 else if (op->contr->bowtype == bow_threewide)
1745 {
1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1747 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1748 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1749 }
1750 else if (op->contr->bowtype == bow_spreadshot)
1751 {
1752 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1753 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1754 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1755 }
1756 else
1757 {
1758 /* Simple case */
1759 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1760 }
1761
1762 return ret;
1763 }
1764
1765 /* Fires a misc (wand/rod/horn) object in 'dir'.
1766 * Broken apart from 'fire' to keep it more readable.
1767 */
1768 void
1769 fire_misc_object (object *op, int dir)
1770 {
1771 object *item = op->contr->ranged_ob;
1772
1773 if (!item)
1774 {
1775 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1776 return;
1777 }
1778
1779 if (!item->inv)
1780 {
1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1782 return;
1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
1788 if (item->type == WAND)
1789 {
1790 if (item->stats.food <= 0)
1791 {
1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
1795 return;
1796 }
1797 }
1798 else if (item->type == ROD || item->type == HORN)
1799 {
1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1801 {
1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
1804 if (item->type == ROD)
1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1806 else
1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1808
1809 return;
1810 }
1811 }
1812
1813 if (cast_spell (op, item, dir, item->inv, NULL))
1814 {
1815 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1816 if (item->type == WAND)
1817 {
1818 if (!(--item->stats.food))
1819 {
1820 object *tmp;
1821
1822 if (item->arch)
1823 {
1824 CLEAR_FLAG (item, FLAG_ANIMATE);
1825 item->face = item->arch->clone.face;
1826 item->set_speed (0);
1827 }
1828
1829 if ((tmp = item->in_player ()))
1830 esrv_update_item (UPD_ANIM, tmp, item);
1831 }
1832 }
1833 else if (item->type == ROD || item->type == HORN)
1834 drain_rod_charge (item);
1835 }
1836 }
1837
1838 /* Received a fire command for the player - go and do it.
1839 */
1840 void
1841 fire (object *op, int dir)
1842 {
1843 int spellcost = 0;
1844
1845 /* check for loss of invisiblity/hide */
1846 if (action_makes_visible (op))
1847 make_visible (op);
1848
1849 player *pl = op->contr;
1850
1851 if (pl->golem)
1852 {
1853 control_golem (op->contr->golem, dir);
1854 return;
1855 }
1856
1857 object *ob = pl->ranged_ob;
1858
1859 if (!ob)
1860 return;
1861
1862 if (!op->change_weapon (ob))
1863 return;
1864
1865 switch (ob->type)
1866 {
1867 case BOW:
1868 player_fire_bow (op, dir);
1869 break;
1870
1871 case SPELL:
1872 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1873 break;
1874
1875 case BUILDER:
1876 apply_map_builder (op, dir);
1877 break;
1878
1879 case SKILL:
1880 do_skill (op, op, ob, dir, 0);
1881 break;
1882
1883 default:
1884 fire_misc_object (op, dir);
1885 break;
1886 }
1887 }
1888
1889 /* find_key
1890 * We try to find a key for the door as passed. If we find a key
1891 * and successfully use it, we return the key, otherwise NULL
1892 * This function merges both normal and locked door, since the logic
1893 * for both is the same - just the specific key is different.
1894 * pl is the player,
1895 * inv is the objects inventory to searched
1896 * door is the door we are trying to match against.
1897 * This function can be called recursively to search containers.
1898 */
1899 object *
1900 find_key (object *pl, object *container, object *door)
1901 {
1902 object *tmp, *key;
1903
1904 /* Should not happen, but sanity checking is never bad */
1905 if (!container->inv)
1906 return 0;
1907
1908 /* First, lets try to find a key in the top level inventory */
1909 for (tmp = container->inv; tmp; tmp = tmp->below)
1910 {
1911 if (door->type == DOOR && tmp->type == KEY)
1912 break;
1913 /* For sanity, we should really check door type, but other stuff
1914 * (like containers) can be locked with special keys
1915 */
1916 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1917 break;
1918 }
1919
1920 /* No key found - lets search inventories now */
1921 /* If we find and use a key in an inventory, return at that time.
1922 * otherwise, if we search all the inventories and still don't find
1923 * a key, return
1924 */
1925 if (!tmp)
1926 {
1927 for (tmp = container->inv; tmp; tmp = tmp->below)
1928 {
1929 /* No reason to search empty containers */
1930 if (tmp->type == CONTAINER && tmp->inv)
1931 {
1932 if ((key = find_key (pl, tmp, door)))
1933 return key;
1934 }
1935 }
1936
1937 if (!tmp)
1938 return NULL;
1939 }
1940
1941 /* We get down here if we have found a key. Now if its in a container,
1942 * see if we actually want to use it
1943 */
1944 if (pl != container)
1945 {
1946 /* Only let players use keys in containers */
1947 if (!pl->contr)
1948 return NULL;
1949 /* cases where this fails:
1950 * If we only search the player inventory, return now since we
1951 * are not in the players inventory.
1952 * If the container is not active, return now since only active
1953 * containers can be used.
1954 * If we only search keyrings and the container does not have
1955 * a race/isn't a keyring.
1956 * No checking for all containers - to fall through past here,
1957 * inv must have been an container and must have been active.
1958 *
1959 * Change the color so that the message doesn't disappear with
1960 * all the others.
1961 */
1962 if (pl->contr->usekeys == key_inventory ||
1963 !QUERY_FLAG (container, FLAG_APPLIED) ||
1964 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1965 {
1966 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1967 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1968 return NULL;
1969 }
1970 }
1971
1972 return tmp;
1973 }
1974
1975 /* moved door processing out of move_player_attack.
1976 * returns 1 if player has opened the door with a key
1977 * such that the caller should not do anything more,
1978 * 0 otherwise
1979 */
1980 static int
1981 player_attack_door (object *op, object *door)
1982 {
1983 /* If its a door, try to find a use a key. If we do destroy the door,
1984 * might as well return immediately as there is nothing more to do -
1985 * otherwise, we fall through to the rest of the code.
1986 */
1987 object *key = find_key (op, op, door);
1988
1989 /* IF we found a key, do some extra work */
1990 if (key)
1991 {
1992 object *container = key->env;
1993
1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995
1996 if (action_makes_visible (op))
1997 make_visible (op);
1998
1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2000 spring_trap (door->inv, op);
2001
2002 if (door->type == DOOR)
2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2004 else if (door->type == LOCKED_DOOR)
2005 {
2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2007 remove_door2 (door); /* remove door without violence ;-) */
2008 }
2009
2010 /* Do this after we print the message */
2011 decrease_ob (key); /* Use up one of the keys */
2012 /* Need to update the weight the container the key was in */
2013 if (container != op)
2014 esrv_update_item (UPD_WEIGHT, op, container);
2015
2016 return 1; /* Nothing more to do below */
2017 }
2018 else if (door->type == LOCKED_DOOR)
2019 {
2020 /* Might as well return now - no other way to open this */
2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2022 return 1;
2023 }
2024
2025 return 0;
2026 }
2027
2028 /* This function is just part of a breakup from move_player.
2029 * It should keep the code cleaner.
2030 * When this is called, the players direction has been updated
2031 * (taking into account confusion.) The player is also actually
2032 * going to try and move (not fire weapons).
2033 */
2034 void
2035 move_player_attack (object *op, int dir)
2036 {
2037 object *tmp, *mon;
2038 int on_battleground;
2039 maptile *m;
2040
2041 sint16 nx = freearr_x[dir] + op->x;
2042 sint16 ny = freearr_y[dir] + op->y;
2043
2044 on_battleground = op_on_battleground (op, 0, 0);
2045
2046 /* If braced, or can't move to the square, and it is not out of the
2047 * map, attack it. Note order of if statement is important - don't
2048 * want to be calling move_ob if braced, because move_ob will move the
2049 * player. This is a pretty nasty hack, because if we could
2050 * move to some space, it then means that if we are braced, we should
2051 * do nothing at all. As it is, if we are braced, we go through
2052 * quite a bit of processing. However, it probably is less than what
2053 * move_ob uses.
2054 */
2055 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2056 {
2057 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2058 {
2059 m = op->map->xy_find (nx, ny);
2060 if (!m)
2061 return; /* Don't think this should happen */
2062 }
2063 else
2064 m = op->map;
2065
2066 if (!(tmp = m->at (nx, ny).bot))
2067 return;
2068
2069 mon = 0;
2070 /* Go through all the objects, and find ones of interest. Only stop if
2071 * we find a monster - that is something we know we want to attack.
2072 * if its a door or barrel (can roll) see if there may be monsters
2073 * on the space
2074 */
2075 while (tmp)
2076 {
2077 if (tmp == op)
2078 {
2079 tmp = tmp->above;
2080 continue;
2081 }
2082
2083 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2084 {
2085 mon = tmp;
2086 break;
2087 }
2088
2089 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2090 mon = tmp;
2091
2092 tmp = tmp->above;
2093 }
2094
2095 if (!mon) /* This happens anytime the player tries to move */
2096 return; /* into a wall */
2097
2098 if (mon->head)
2099 mon = mon->head;
2100
2101 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2102 if (player_attack_door (op, mon))
2103 return;
2104
2105 /* The following deals with possibly attacking peaceful
2106 * or frienddly creatures. Basically, all players are considered
2107 * unaggressive. If the moving player has peaceful set, then the
2108 * object should be pushed instead of attacked. It is assumed that
2109 * if you are braced, you will not attack friends accidently,
2110 * and thus will not push them.
2111 */
2112
2113 /* If the creature is a pet, push it even if the player is not
2114 * peaceful. Our assumption is the creature is a pet if the
2115 * player owns it and it is either friendly or unagressive.
2116 */
2117 if (op->type == PLAYER
2118 && ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party))
2120 || mon->owner == op)
2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2122 {
2123 /* If we're braced, we don't want to switch places with it */
2124 if (op->contr->braced)
2125 return;
2126
2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2128 push_ob (mon, dir, op);
2129 if (op->contr->tmp_invis || op->hide)
2130 make_visible (op);
2131
2132 return;
2133 }
2134
2135 /* in certain circumstances, you shouldn't attack friendly
2136 * creatures. Note that if you are braced, you can't push
2137 * someone, but put it inside this loop so that you won't
2138 * attack them either.
2139 */
2140 if ((mon->type == PLAYER || mon->enemy != op)
2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2142 && ((op->contr->peaceful
2143 || (mon->type == PLAYER && mon->contr->peaceful))
2144 && !on_battleground))
2145 {
2146 if (!op->contr->braced)
2147 {
2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2149 push_ob (mon, dir, op);
2150 }
2151 else
2152 new_draw_info (0, 0, op, "You withhold your attack");
2153
2154 if (op->contr->tmp_invis || op->hide)
2155 make_visible (op);
2156 }
2157
2158 /* If the object is a boulder or other rollable object, then
2159 * roll it if not braced. You can't roll it if you are braced.
2160 */
2161 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2162 {
2163 recursive_roll (mon, dir, op);
2164 if (action_makes_visible (op))
2165 make_visible (op);
2166 }
2167
2168 /* Any generic living creature. Including things like doors.
2169 * Way it works is like this: First, it must have some hit points
2170 * and be living. Then, it must be one of the following:
2171 * 1) Not a player, 2) A player, but of a different party. Note
2172 * that party_number -1 is no party, so attacks can still happen.
2173 */
2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2176 {
2177 if (!op->contr->has_hit)
2178 {
2179 op->contr->has_hit = 1;
2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2181 }
2182
2183 skill_attack (mon, op, 0, 0, 0);
2184
2185 /* If attacking another player, that player gets automatic
2186 * hitback, and doesn't loose luck either.
2187 * Disable hitback on the battleground or if the target is
2188 * the wiz.
2189 */
2190 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2191 {
2192 short luck = mon->stats.luck;
2193
2194 mon->contr->has_hit = 1;
2195 skill_attack (op, mon, 0, 0, 0);
2196 mon->stats.luck = luck;
2197 }
2198
2199 if (action_makes_visible (op))
2200 make_visible (op);
2201 }
2202 } /* if player should attack something */
2203 }
2204
2205 int
2206 move_player (object *op, int dir)
2207 {
2208 int pick;
2209
2210 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2211 return 0;
2212
2213 /* Sanity check: make sure dir is valid */
2214 if ((dir < 0) || (dir >= 9))
2215 {
2216 LOG (llevError, "move_player: invalid direction %d\n", dir);
2217 return 0;
2218 }
2219
2220 /* peterm: added following line */
2221 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2222 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2223
2224 op->facing = dir;
2225
2226 if (op->hide)
2227 do_hidden_move (op);
2228
2229 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2230 /*nop */ ;
2231 else if (op->contr->fire_on)
2232 fire (op, dir);
2233 else
2234 {
2235 move_player_attack (op, dir);
2236 pick = check_pick (op);
2237 }
2238
2239 /* Add special check for newcs players and fire on - this way, the
2240 * server can handle repeat firing.
2241 */
2242 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2243 op->direction = dir;
2244 else
2245 op->direction = 0;
2246
2247 /* Update how the player looks. Use the facing, so direction may
2248 * get reset to zero. This allows for full animation capabilities
2249 * for players.
2250 */
2251 animate_object (op, op->facing);
2252 return 0;
2253 }
2254
2255 /* This is similar to handle_player, below, but is only used by the
2256 * new client/server stuff.
2257 * This is sort of special, in that the new client/server actually uses
2258 * the new speed values for commands.
2259 *
2260 * Returns true if there are more actions we can do.
2261 */
2262 int
2263 handle_newcs_player (object *op)
2264 {
2265 if (QUERY_FLAG (op, FLAG_SCARED))
2266 {
2267 flee_player (op);
2268
2269 /* If player is still scared, that is his action for this tick */
2270 if (op->flag [FLAG_SCARED])
2271 {
2272 --op->speed_left;
2273 return 0;
2274 }
2275 }
2276
2277 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here.
2280 */
2281 if (op->contr->ns->handle_command ())
2282 return 1;
2283
2284 if (op->speed_left > 0.f)
2285 {
2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 {
2288 /* All move commands take 1 tick, at least for now */
2289 --op->speed_left;
2290
2291 /* Instead of all the stuff below, let move_player take care
2292 * of it. Also, some of the skill stuff is only put in
2293 * there, as well as the confusion stuff.
2294 */
2295 move_player (op, op->direction);
2296
2297 return op->speed_left > 0.f;
2298 }
2299 }
2300
2301 return 0;
2302 }
2303
2304 int
2305 save_life (object *op)
2306 {
2307 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2308 return 0;
2309
2310 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2311 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2312 {
2313 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2314 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2315
2316 if (op->contr)
2317 esrv_del_item (op->contr, tmp->count);
2318
2319 tmp->destroy ();
2320 CLEAR_FLAG (op, FLAG_LIFESAVE);
2321
2322 if (op->stats.hp < 0)
2323 op->stats.hp = op->stats.maxhp;
2324
2325 if (op->stats.food < 0)
2326 op->stats.food = 999;
2327
2328 op->update_stats ();
2329 return 1;
2330 }
2331
2332 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2333 CLEAR_FLAG (op, FLAG_LIFESAVE);
2334 enter_player_savebed (op); /* bring him home. */
2335 return 0;
2336 }
2337
2338 /* This goes throws the inventory and removes unpaid objects, and puts them
2339 * back in the map (location and map determined by values of env). This
2340 * function will descend into containers. op is the object to start the search
2341 * from.
2342 */
2343 void
2344 remove_unpaid_objects (object *op, object *env)
2345 {
2346 while (op)
2347 {
2348 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2349
2350 if (QUERY_FLAG (op, FLAG_UNPAID))
2351 {
2352 if (env->type == PLAYER)
2353 esrv_del_item (env->contr, op->count);
2354
2355 op->insert_at (env);
2356 }
2357 else if (op->inv)
2358 remove_unpaid_objects (op->inv, env);
2359
2360 op = next;
2361 }
2362 }
2363
2364 /*
2365 * Returns pointer a static string containing gravestone text
2366 * Moved from apply.c to player.c - player.c is what
2367 * actually uses this function. player.c may not be quite the
2368 * best, a misc file for object actions is probably better,
2369 * but there isn't one in the server directory.
2370 */
2371 char *
2372 gravestone_text (object *op)
2373 {
2374 static char buf2[MAX_BUF];
2375 char buf[MAX_BUF];
2376 time_t now = time (NULL);
2377
2378 strcpy (buf2, " R.I.P.\n\n");
2379 if (op->type == PLAYER)
2380 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2381 else
2382 sprintf (buf, "%s\n", &op->name);
2383
2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2385 strcat (buf2, buf);
2386 if (op->type == PLAYER)
2387 sprintf (buf, "who was in level %d when killed\n", op->level);
2388 else
2389 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2390
2391 strncat (buf2, " ", 20 - strlen (buf) / 2);
2392 strcat (buf2, buf);
2393 if (op->type == PLAYER)
2394 {
2395 sprintf (buf, "by %s.\n\n", op->contr->killer);
2396 strncat (buf2, " ", 21 - strlen (buf) / 2);
2397 strcat (buf2, buf);
2398 }
2399
2400 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2401 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf);
2403
2404 return buf2;
2405 }
2406
2407 void
2408 do_some_living (object *op)
2409 {
2410 int last_food = op->stats.food;
2411 int gen_hp, gen_sp, gen_grace;
2412 int over_hp, over_sp, over_grace;
2413 int i;
2414 int rate_hp = 1200;
2415 int rate_sp = 2500;
2416 int rate_grace = 2000;
2417 const int max_hp = 1;
2418 const int max_sp = 1;
2419 const int max_grace = 1;
2420
2421 if (op->contr->hidden)
2422 {
2423 op->invisible = 1000;
2424 /* the socket code flashes the player visible/invisible
2425 * depending on the value of invisible, so we need to
2426 * alternate it here for it to work correctly.
2427 */
2428 if (pticks & 2)
2429 op->invisible--;
2430 }
2431 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2432 {
2433 if (!op->invisible--)
2434 {
2435 make_visible (op);
2436 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2437 }
2438 }
2439
2440 if (op->contr->ns->state == ST_PLAYING)
2441 {
2442 /* these next three if clauses make it possible to SLOW DOWN
2443 hp/grace/spellpoint regeneration. */
2444 if (op->contr->gen_hp >= 0)
2445 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2446 else
2447 {
2448 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 }
2451
2452 if (op->contr->gen_sp >= 0)
2453 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2454 else
2455 {
2456 gen_sp = op->stats.maxsp;
2457 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2458 }
2459
2460 if (op->contr->gen_grace >= 0)
2461 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2462 else
2463 {
2464 gen_grace = op->stats.maxgrace;
2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2466 }
2467
2468 /* Regenerate Spell Points */
2469 if (!op->contr->golem && --op->last_sp < 0)
2470 {
2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp++;
2475 /* dms do not consume food */
2476 if (!QUERY_FLAG (op, FLAG_WIZ))
2477 {
2478 op->stats.food--;
2479 if (op->contr->digestion < 0)
2480 op->stats.food += op->contr->digestion;
2481 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2482 op->stats.food = last_food;
2483 }
2484 }
2485
2486 if (max_sp > 1)
2487 {
2488 over_sp = (gen_sp + 10) / rate_sp;
2489 if (over_sp > 0)
2490 {
2491 if (op->stats.sp < op->stats.maxsp)
2492 {
2493 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2494
2495 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2496 op->stats.sp--;
2497
2498 if (op->stats.sp > op->stats.maxsp)
2499 op->stats.sp = op->stats.maxsp;
2500 }
2501 op->last_sp = 0;
2502 }
2503 else
2504 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2505 }
2506 else
2507 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2508 }
2509
2510 /* Regenerate Grace */
2511 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2512 if (--op->last_grace < 0)
2513 {
2514 if (op->stats.grace < op->stats.maxgrace / 2)
2515 op->stats.grace++; /* no penalty in food for regaining grace */
2516
2517 if (max_grace > 1)
2518 {
2519 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2520 if (over_grace > 0)
2521 {
2522 op->stats.sp += over_grace
2523 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2524 op->last_grace = 0;
2525 }
2526 else
2527 {
2528 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2529 }
2530 }
2531 else
2532 {
2533 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2534 }
2535 /* wearing stuff doesn't detract from grace generation. */
2536 }
2537
2538 /* Regenerate Hit Points */
2539 if (--op->last_heal < 0)
2540 {
2541 if (op->stats.hp < op->stats.maxhp)
2542 {
2543 op->stats.hp++;
2544 /* dms do not consume food */
2545 if (!QUERY_FLAG (op, FLAG_WIZ))
2546 {
2547 op->stats.food--;
2548 if (op->contr->digestion < 0)
2549 op->stats.food += op->contr->digestion;
2550 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2551 op->stats.food = last_food;
2552 }
2553 }
2554
2555 if (max_hp > 1)
2556 {
2557 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2558 if (over_hp > 0)
2559 {
2560 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2561 op->last_heal = 0;
2562 }
2563 else
2564 {
2565 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2566 }
2567 }
2568 else
2569 {
2570 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2571 }
2572 }
2573
2574 /* Digestion */
2575 if (--op->last_eat < 0)
2576 {
2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2578
2579 if (op->contr->gen_hp > 0)
2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2581 else
2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2583
2584 /* dms do not consume food */
2585 if (!QUERY_FLAG (op, FLAG_WIZ))
2586 op->stats.food--;
2587 }
2588
2589 if (op->stats.food < 0 && op->stats.hp >= 0)
2590 {
2591 object *tmp, *flesh = 0;
2592
2593 for (tmp = op->inv; tmp; tmp = tmp->below)
2594 {
2595 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2596 {
2597 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2598 {
2599 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2600 manual_apply (op, tmp, 0);
2601 if (op->stats.food >= 0 || op->stats.hp < 0)
2602 break;
2603 }
2604 else if (tmp->type == FLESH)
2605 flesh = tmp;
2606 } /* End if paid for object */
2607 } /* end of for loop */
2608
2609 /* If player is still starving, it means they don't have any food, so
2610 * eat flesh instead.
2611 */
2612 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2613 {
2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2615 manual_apply (op, flesh, 0);
2616 }
2617 }
2618
2619 while (op->stats.food < 0 && op->stats.hp >= 0)
2620 op->stats.food++, op->stats.hp--;
2621
2622 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2623 kill_player (op);
2624 }
2625 }
2626
2627 /* If the player should die (lack of hp, food, etc), we call this.
2628 * op is the player in jeopardy. If the player can not be saved (not
2629 * permadeath, no lifesave), this will take care of removing the player
2630 * file.
2631 */
2632 void
2633 kill_player (object *op)
2634 {
2635 char buf[MAX_BUF];
2636 int x, y;
2637
2638 //int i;
2639 maptile *map; /* this is for resurrection */
2640
2641 /* int z;
2642 int num_stats_lose;
2643 int lost_a_stat;
2644 int lose_this_stat;
2645 int this_stat; */
2646 int will_kill_again;
2647 archetype *at;
2648 object *tmp;
2649
2650 if (save_life (op))
2651 return;
2652
2653
2654 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2655 * in cities ONLY!!! It is very important that this doesn't get abused.
2656 * Look at op_on_battleground() for more info --AndreasV
2657 */
2658 if (op_on_battleground (op, &x, &y))
2659 {
2660 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2662
2663 /* restore player */
2664 at = archetype::find ("poisoning");
2665 if (object *tmp = present_arch_in_ob (at, op))
2666 {
2667 tmp->destroy ();
2668 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2669 }
2670
2671 at = archetype::find ("confusion");
2672 if (object *tmp = present_arch_in_ob (at, op))
2673 {
2674 tmp->destroy ();
2675 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2676 }
2677
2678 cure_disease (op, 0); /* remove any disease */
2679 op->stats.hp = op->stats.maxhp;
2680 if (op->stats.food <= 0)
2681 op->stats.food = 999;
2682
2683 /* create a bodypart-trophy to make the winner happy */
2684 if (object *tmp = arch_to_object (archetype::find ("finger")))
2685 {
2686 sprintf (buf, "%s's finger", &op->name);
2687 tmp->name = buf;
2688 sprintf (buf, " This finger has been cut off %s\n"
2689 " the %s, when he was defeated at\n level %d by %s.\n",
2690 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2691 tmp->msg = buf;
2692 tmp->value = 0, tmp->type = 0;
2693 tmp->materialname = "organics";
2694 tmp->insert_at (op, tmp);
2695 }
2696
2697 /* teleport defeated player to new destination */
2698 transfer_ob (op, x, y, 0, NULL);
2699 op->contr->braced = 0;
2700 return;
2701 }
2702
2703 INVOKE_PLAYER (DEATH, op->contr);
2704
2705 command_kill_pets (op, 0);
2706
2707 if (op->stats.food < 0)
2708 {
2709 sprintf (buf, "%s starved to death.", &op->name);
2710 strcpy (op->contr->killer, "starvation");
2711 }
2712 else
2713 sprintf (buf, "%s died.", &op->name);
2714
2715 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2716
2717 /* save the map location for corpse, gravestone */
2718 x = op->x;
2719 y = op->y;
2720 map = op->map;
2721
2722 /* NOT_PERMADEATH code. This basically brings the character back to
2723 * life if they are dead - it takes some exp and a random stat.
2724 * See the config.h file for a little more in depth detail about this.
2725 */
2726
2727 /* Basically two ways to go - remove a stat permanently, or just
2728 * make it depletion. This bunch of code deals with that aspect
2729 * of death.
2730 */
2731 #ifndef COZY_SERVER
2732 if (settings.balanced_stat_loss)
2733 {
2734 /* If stat loss is permanent, lose one stat only. */
2735 /* Lower level chars don't lose as many stats because they suffer
2736 more if they do. */
2737 /* Higher level characters can afford things such as potions of
2738 restoration, or better, stat potions. So we slug them that
2739 little bit harder. */
2740 /* GD */
2741 if (settings.stat_loss_on_death)
2742 num_stats_lose = 1;
2743 else
2744 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2745 }
2746 else
2747 num_stats_lose = 1;
2748
2749 lost_a_stat = 0;
2750
2751 for (z = 0; z < num_stats_lose; z++)
2752 {
2753 i = RANDOM () % NUM_STATS;
2754
2755 if (settings.stat_loss_on_death)
2756 {
2757 /* Pick a random stat and take a point off it. Tell the player
2758 * what he lost.
2759 */
2760 change_attr_value (&(op->stats), i, -1);
2761 check_stat_bounds (&(op->stats));
2762 change_attr_value (&(op->contr->orig_stats), i, -1);
2763 check_stat_bounds (&(op->contr->orig_stats));
2764 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2765 lost_a_stat = 1;
2766 }
2767 else
2768 {
2769 /* deplete a stat */
2770 archetype *deparch = archetype::find ("depletion");
2771 object *dep;
2772
2773 dep = present_arch_in_ob (deparch, op);
2774 if (!dep)
2775 {
2776 dep = arch_to_object (deparch);
2777 insert_ob_in_ob (dep, op);
2778 }
2779 lose_this_stat = 1;
2780 if (settings.balanced_stat_loss)
2781 {
2782 /* GD */
2783 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value (&(dep->stats), i);
2785 if (this_stat < 0)
2786 {
2787 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2788 int keep_chance = this_stat * this_stat;
2789
2790 /* Yes, I am paranoid. Sue me. */
2791 if (keep_chance < 1)
2792 keep_chance = 1;
2793
2794 /* There is a maximum depletion total per level. */
2795 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2796 {
2797 lose_this_stat = 0;
2798 /* Take loss chance vs keep chance to see if we
2799 retain the stat. */
2800 }
2801 else
2802 {
2803 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2804 lose_this_stat = 0;
2805 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2806 this_stat, keep_chance, loss_chance,
2807 lose_this_stat?"LOSE":"KEEP"); */
2808 }
2809 }
2810 }
2811
2812 if (lose_this_stat)
2813 {
2814 this_stat = get_attr_value (&(dep->stats), i);
2815 /* We could try to do something clever like find another
2816 * stat to reduce if this fails. But chances are, if
2817 * stats have been depleted to -50, all are pretty low
2818 * and should be roughly the same, so it shouldn't make a
2819 * difference.
2820 */
2821 if (this_stat >= -50)
2822 {
2823 change_attr_value (&(dep->stats), i, -1);
2824 SET_FLAG (dep, FLAG_APPLIED);
2825 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2826 op->update_stats ();
2827 lost_a_stat = 1;
2828 }
2829 }
2830 }
2831 }
2832 /* If no stat lost, tell the player. */
2833 if (!lost_a_stat)
2834 {
2835 /* determine_god() seems to not work sometimes... why is this?
2836 Should I be using something else? GD */
2837 const char *god = determine_god (op);
2838
2839 if (god && (strcmp (god, "none")))
2840 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2841 else
2842 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2843 }
2844 #else
2845 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2846 #endif
2847
2848 /* Put a gravestone up where the character 'almost' died. List the
2849 * exp loss on the stone.
2850 */
2851 tmp = arch_to_object (archetype::find ("gravestone"));
2852 sprintf (buf, "%s's gravestone", &op->name);
2853 tmp->name = buf;
2854 sprintf (buf, "%s's gravestones", &op->name);
2855 tmp->name_pl = buf;
2856 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);
2857 tmp->msg = buf;
2858 tmp->x = op->x, tmp->y = op->y;
2859 insert_ob_in_map (tmp, op->map, NULL, 0);
2860
2861 /**************************************/
2862 /* */
2863 /* Subtract the experience points, */
2864 /* if we died cause of food, give us */
2865 /* food, and reset HP's... */
2866 /* */
2867 /**************************************/
2868
2869 /* remove any poisoning and confusion the character may be suffering. */
2870 /* restore player */
2871 at = archetype::find ("poisoning");
2872 tmp = present_arch_in_ob (at, op);
2873
2874 if (tmp)
2875 {
2876 tmp->destroy ();
2877 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2878 }
2879
2880 at = archetype::find ("confusion");
2881 tmp = present_arch_in_ob (at, op);
2882 if (tmp)
2883 {
2884 tmp->destroy ();
2885 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2886 }
2887
2888 cure_disease (op, 0); /* remove any disease */
2889
2890 /*add_exp(op, (op->stats.exp * -0.20)); */
2891 apply_death_exp_penalty (op);
2892 if (op->stats.food < 100)
2893 op->stats.food = 900;
2894 op->stats.hp = op->stats.maxhp;
2895 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2896 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2897
2898 /*
2899 * Check to see if the player has any unpaid items. If so, remove them
2900 * and put them back in the map.
2901 */
2902 remove_unpaid_objects (op->inv, op);
2903
2904 /****************************************/
2905 /* */
2906 /* Move player to his current respawn- */
2907 /* position (usually last savebed) */
2908 /* */
2909 /****************************************/
2910
2911 enter_player_savebed (op);
2912
2913 op->contr->braced = 0;
2914
2915 /* it is possible that the player has blown something up
2916 * at his savebed location, and that can have long lasting
2917 * spell effects. So first see if there is a spell effect
2918 * on the space that might harm the player.
2919 */
2920 will_kill_again = 0;
2921 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2922 if (tmp->type == SPELL_EFFECT)
2923 will_kill_again |= tmp->attacktype;
2924
2925 if (will_kill_again)
2926 {
2927 object *force;
2928 int at;
2929
2930 force = get_archetype (FORCE_NAME);
2931 /* 50 ticks should be enough time for the spell to abate */
2932 force->speed = 0.1f;
2933 force->speed_left = -5.f;
2934 SET_FLAG (force, FLAG_APPLIED);
2935 for (at = 0; at < NROFATTACKS; at++)
2936 if (will_kill_again & (1 << at))
2937 force->resist[at] = 100;
2938
2939 insert_ob_in_ob (force, op);
2940 op->update_stats ();
2941
2942 }
2943
2944 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2945 }
2946
2947 void
2948 loot_object (object *op)
2949 { /* Grab and destroy some treasure */
2950 object *tmp, *tmp2, *next;
2951
2952 op->close_container (); /* close open sack first */
2953
2954 for (tmp = op->inv; tmp; tmp = next)
2955 {
2956 next = tmp->below;
2957
2958 if (tmp->invisible)
2959 continue;
2960
2961 tmp->remove ();
2962 tmp->x = op->x, tmp->y = op->y;
2963
2964 if (tmp->type == CONTAINER)
2965 loot_object (tmp); /* empty container to ground */
2966
2967 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2968 {
2969 if (tmp->nrof > 1)
2970 {
2971 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2972 tmp2->destroy ();
2973 insert_ob_in_map (tmp, op->map, NULL, 0);
2974 }
2975 else
2976 tmp->destroy ();
2977 }
2978 else
2979 insert_ob_in_map (tmp, op->map, NULL, 0);
2980 }
2981 }
2982
2983 /*
2984 * fix_weight(): Check recursively the weight of all players, and fix
2985 * what needs to be fixed. Refresh windows and fix speed if anything
2986 * was changed.
2987 */
2988 void
2989 fix_weight (void)
2990 {
2991 for_all_players (pl)
2992 {
2993 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2994
2995 if (old == sum)
2996 continue;
2997 pl->ob->update_stats ();
2998 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2999 }
3000 }
3001
3002 void
3003 fix_luck (void)
3004 {
3005 for_all_players (pl)
3006 if (!pl->ob->contr->ns->state)
3007 pl->ob->change_luck (0);
3008 }
3009
3010 /* cast_dust() - handles op throwing objects of type 'DUST'.
3011 * This is much simpler in the new spell code - we basically
3012 * just treat this as any other spell casting object.
3013 */
3014 void
3015 cast_dust (object *op, object *throw_ob, int dir)
3016 {
3017 object *skop, *spob;
3018
3019 skop = find_skill_by_name (op, throw_ob->skill);
3020
3021 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 {
3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3025 return;
3026 }
3027
3028 spob = throw_ob->inv;
3029
3030 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3031 // not pass NULL to cast_spell (which did indeed check itself, but
3032 // errors should be reported as early as possible IMHO)
3033 if (!spob)
3034 {
3035 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3036 return;
3037 }
3038
3039 if (op->type == PLAYER)
3040 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3041
3042 cast_spell (op, throw_ob, dir, spob, NULL);
3043
3044 throw_ob->destroy ();
3045 }
3046
3047 void
3048 make_visible (object *op)
3049 {
3050 op->hide = 0;
3051 op->invisible = 0;
3052 if (op->type == PLAYER)
3053 {
3054 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0;
3056 }
3057
3058 update_object (op, UP_OBJ_CHANGE);
3059 }
3060
3061 int
3062 is_true_undead (object *op)
3063 {
3064 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3065 return 1;
3066
3067 return 0;
3068 }
3069
3070 /* look at the surrounding terrain to determine
3071 * the hideability of this object. Positive levels
3072 * indicate greater hideability.
3073 */
3074
3075 int
3076 hideability (object *ob)
3077 {
3078 int i, level = 0, mflag;
3079 sint16 x, y;
3080
3081 if (!ob || !ob->map)
3082 return 0;
3083
3084 /* so, on normal lighted maps, its hard to hide */
3085 level = ob->map->darkness - 2;
3086
3087 /* this also picks up whether the object is glowing.
3088 * If you carry a light on a non-dark map, its not
3089 * as bad as carrying a light on a pitch dark map */
3090 if (has_carried_lights (ob))
3091 level = -(10 + (2 * ob->map->darkness));
3092
3093 /* scan through all nearby squares for terrain to hide in */
3094 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3095 {
3096 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3097 if (mflag & P_OUT_OF_MAP)
3098 {
3099 continue;
3100 }
3101 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3102 level += 2;
3103 else /* open terrain! */
3104 level -= 1;
3105 }
3106
3107 #if 0
3108 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3109 #endif
3110 return level;
3111 }
3112
3113 /* For Hidden creatures - a chance of becoming 'unhidden'
3114 * every time they move - as we subtract off 'invisibility'
3115 * AND, for players, if they move into a ridiculously unhideable
3116 * spot (surrounded by clear terrain in broad daylight). -b.t.
3117 */
3118
3119 void
3120 do_hidden_move (object *op)
3121 {
3122 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3123 object *skop;
3124
3125 if (!op || !op->map)
3126 return;
3127
3128 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3129
3130 /* its *extremely* hard to run and sneak/hide at the same time! */
3131 if (op->type == PLAYER && op->contr->run_on)
3132 if (!skop || num >= skop->level)
3133 {
3134 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3135 make_visible (op);
3136 return;
3137 }
3138 else
3139 num += 20;
3140
3141 num += op->map->difficulty;
3142 hide = hideability (op); /* modify by terrain hidden level */
3143 num -= hide;
3144
3145 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3146 {
3147 make_visible (op);
3148 if (op->type == PLAYER)
3149 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3150 }
3151 else if (op->type == PLAYER && skop)
3152 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3153 }
3154
3155 /* determine if who is standing near a hostile creature. */
3156
3157 int
3158 stand_near_hostile (object *who)
3159 {
3160 object *tmp = NULL;
3161 int i, friendly = 0, player = 0, mflags;
3162 maptile *m;
3163 sint16 x, y;
3164
3165 if (!who)
3166 return 0;
3167
3168 if (who->type == PLAYER)
3169 player = 1;
3170
3171 else
3172 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3173
3174 /* search adjacent squares */
3175 for (i = 1; i < 9; i++)
3176 {
3177 x = who->x + freearr_x[i];
3178 y = who->y + freearr_y[i];
3179 m = who->map;
3180 mflags = get_map_flags (m, &m, x, y, &x, &y);
3181 /* space must be blocked if there is a monster. If not
3182 * blocked, don't need to check this space.
3183 */
3184 if (mflags & P_OUT_OF_MAP)
3185 continue;
3186 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3187 continue;
3188
3189 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3190 {
3191 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3192 return 1;
3193 else if (tmp->type == PLAYER)
3194 {
3195 /*don't let a hidden DM prevent you from hiding */
3196 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3197 return 1;
3198 }
3199 }
3200 }
3201 return 0;
3202 }
3203
3204 /* check the player los field for viewability of the
3205 * object op. This function works fine for monsters,
3206 * but we dont worry if the object isnt the top one in
3207 * a pile (say a coin under a table would return "viewable"
3208 * by this routine). Another question, should we be
3209 * concerned with the direction the player is looking
3210 * in? Realistically, most of use cant see stuff behind
3211 * our backs...on the other hand, does the "facing" direction
3212 * imply the way your head, or body is facing? Its possible
3213 * for them to differ. Sigh, this fctn could get a bit more complex.
3214 * -b.t.
3215 * This function is now map tiling safe.
3216 */
3217
3218 int
3219 player_can_view (object *pl, object *op)
3220 {
3221 rv_vector rv;
3222 int dx, dy;
3223
3224 if (pl->type != PLAYER)
3225 {
3226 LOG (llevError, "player_can_view() called for non-player object\n");
3227 return -1;
3228 }
3229
3230 if (!pl || !op)
3231 return 0;
3232
3233 op = op->head_ ();
3234
3235 get_rangevector (pl, op, &rv, 0x1);
3236
3237 /* starting with the 'head' part, lets loop
3238 * through the object and find if it has any
3239 * part that is in the los array but isnt on
3240 * a blocked los square.
3241 * we use the archetype to figure out offsets.
3242 */
3243 while (op)
3244 {
3245 dx = rv.distance_x + op->arch->clone.x;
3246 dy = rv.distance_y + op->arch->clone.y;
3247
3248 /* only the viewable area the player sees is updated by LOS
3249 * code, so we need to restrict ourselves to that range of values
3250 * for any meaningful values.
3251 */
3252 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3253 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3254 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3255 return 1;
3256 op = op->more;
3257 }
3258 return 0;
3259 }
3260
3261 /* routine for both players and monsters. We call this when
3262 * there is a possibility for our action distrubing our hiding
3263 * place or invisiblity spell. Artefact invisiblity is not
3264 * effected by this. If we arent invisible to begin with, we
3265 * return 0.
3266 */
3267 int
3268 action_makes_visible (object *op)
3269 {
3270
3271 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3272 {
3273 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3274 return 0;
3275
3276 if (op->contr && op->contr->tmp_invis == 0)
3277 return 0;
3278
3279 /* If monsters, they should become visible */
3280 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3281 {
3282 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3283 return 1;
3284 }
3285 }
3286 return 0;
3287 }
3288
3289 /* op_on_battleground - checks if the given object op (usually
3290 * a player) is standing on a valid battleground-tile,
3291 * function returns TRUE/FALSE. If true x, y returns the battleground
3292 * -exit-coord. (and if x, y not NULL)
3293 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3294 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3295 * Default is to do the same as before, so only people wanting to have different points need worry about this
3296 */
3297 int
3298 op_on_battleground (object *op, int *x, int *y)
3299 {
3300 object *tmp;
3301
3302 /* A battleground-tile needs the following attributes to be valid:
3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3309 {
3310 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3311 {
3312 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3313 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3314 {
3315 /*before we assign the exit, check if this is a teambattle */
3316 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3317 {
3318 object *invtmp;
3319
3320 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3321 {
3322 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3323 {
3324 if (x != NULL && y != NULL)
3325 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3326 return 1;
3327 }
3328 }
3329 }
3330 if (x != NULL && y != NULL)
3331 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1;
3333 }
3334 }
3335 }
3336 /* If we got here, did not find a battleground */
3337 return 0;
3338 }
3339
3340 /*
3341 * When a dragon-player gains a new stage of evolution,
3342 * he gets some treasure
3343 *
3344 * attributes:
3345 * object *who the dragon player
3346 * int atnr the attack-number of the ability focus
3347 * int level ability level
3348 */
3349 void
3350 dragon_ability_gain (object *who, int atnr, int level)
3351 {
3352 treasurelist *trlist = NULL; /* treasurelist */
3353 treasure *tr; /* treasure */
3354 object *tmp, *skop; /* tmp. object */
3355 object *item; /* treasure object */
3356 char buf[MAX_BUF]; /* tmp. string buffer */
3357 int i = 0, j = 0;
3358
3359 /* get the appropriate treasurelist */
3360 if (atnr == ATNR_FIRE)
3361 trlist = treasurelist::find ("dragon_ability_fire");
3362 else if (atnr == ATNR_COLD)
3363 trlist = treasurelist::find ("dragon_ability_cold");
3364 else if (atnr == ATNR_ELECTRICITY)
3365 trlist = treasurelist::find ("dragon_ability_elec");
3366 else if (atnr == ATNR_POISON)
3367 trlist = treasurelist::find ("dragon_ability_poison");
3368
3369 if (trlist == NULL || who->type != PLAYER)
3370 return;
3371
3372 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3373
3374 if (!tr || !tr->item)
3375 {
3376 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3377 return;
3378 }
3379
3380 /* everything seems okay - now bring on the gift: */
3381 item = &(tr->item->clone);
3382
3383 if (item->type == SPELL)
3384 {
3385 if (check_spell_known (who, item->name))
3386 return;
3387
3388 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3389 do_learn_spell (who, item, 0);
3390 return;
3391 }
3392
3393 /* grant direct spell */
3394 if (item->type == SPELLBOOK)
3395 {
3396 if (!item->inv)
3397 {
3398 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 return;
3400 }
3401 if (check_spell_known (who, item->inv->name))
3402 return;
3403 if (item->invisible)
3404 {
3405 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3406 do_learn_spell (who, item->inv, 0);
3407 return;
3408 }
3409 }
3410 else if (item->type == SKILL_TOOL && item->invisible)
3411 {
3412 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3413 {
3414
3415 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3416 * in this way, if the player is missing any of the attacktypes, he gets
3417 * them. As it is now, if the player has any that match the granted skill,
3418 * but not all of them, he gets nothing.
3419 */
3420 if (!(skop->attacktype & item->attacktype))
3421 {
3422 /* Give new attacktype */
3423 skop->attacktype |= item->attacktype;
3424
3425 /* always add physical if there's none */
3426 skop->attacktype |= AT_PHYSICAL;
3427
3428 if (item->msg != NULL)
3429 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3430
3431 /* Give player new face */
3432 if (item->animation_id)
3433 {
3434 who->face = skop->face;
3435 who->animation_id = item->animation_id;
3436 who->anim_speed = item->anim_speed;
3437 who->last_anim = 0;
3438 who->state = 0;
3439 animate_object (who, who->direction);
3440 }
3441 }
3442 }
3443 }
3444 else if (item->type == FORCE)
3445 {
3446 /* forces in the treasurelist can alter the player's stats */
3447 object *skin;
3448
3449 /* first get the dragon skin force */
3450 shstr_cmp dragon_skin_force ("dragon_skin_force");
3451 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3452 ;
3453
3454 if (!skin)
3455 return;
3456
3457 /* adding new spellpath attunements */
3458 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3459 {
3460 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3461
3462 /* print message */
3463 sprintf (buf, "You feel attuned to ");
3464 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3465 {
3466 if (item->path_attuned & (1 << i))
3467 {
3468 if (j)
3469 strcat (buf, " and ");
3470 else
3471 j = 1;
3472 strcat (buf, spellpathnames[i]);
3473 }
3474 }
3475 strcat (buf, ".");
3476 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3477 }
3478
3479 /* evtl. adding flags: */
3480 if (QUERY_FLAG (item, FLAG_XRAYS))
3481 SET_FLAG (skin, FLAG_XRAYS);
3482 if (QUERY_FLAG (item, FLAG_STEALTH))
3483 SET_FLAG (skin, FLAG_STEALTH);
3484 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3485 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3486
3487 /* print message if there is one */
3488 if (item->msg != NULL)
3489 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3490 }
3491 else
3492 {
3493 /* generate misc. treasure */
3494 tmp = arch_to_object (tr->item);
3495 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3496 tmp = insert_ob_in_ob (tmp, who);
3497 if (who->type == PLAYER)
3498 esrv_send_item (who, tmp);
3499 }
3500 }
3501
3502 /**
3503 * Unready an object for a player. This function does nothing if the object was
3504 * not readied.
3505 */
3506 void
3507 player_unready_range_ob (player *pl, object *ob)
3508 {
3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3511
3512 if (pl->combat_ob == ob)
3513 pl->combat_ob = 0;
3514
3515 if (pl->ranged_ob == ob)
3516 pl->ranged_ob = 0;
3517 }
3518
3519 sint8
3520 player::visibility_at (maptile *map, int x, int y) const
3521 {
3522 if (!ns)
3523 return 0;
3524
3525 int dx, dy;
3526 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3527 return 0;
3528
3529 x += dx - ns->current_x + ns->mapx / 2;
3530 y += dy - ns->current_y + ns->mapy / 2;
3531
3532 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3533 return 0;
3534
3535 return 100 - blocked_los [x][y];
3536 }