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/cvs/deliantra/server/server/player.C
Revision: 1.140
Committed: Fri May 18 13:15:29 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.139: +7 -6 lines
Log Message:
- fix oratory to correctly account to the oratory skill
- change the unapply logic to be more careful (basically
  ignore skills as they get unapplied a lot)

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 SKILL:
278 ob->flag [FLAG_APPLIED] = false;
279 break;
280
281 case WAND:
282 case ROD:
283 case HORN:
284 case BOW:
285 ranged_ob = op;
286 break;
287
288 case WEAPON:
289 combat_ob = op;
290 break;
291 }
292
293 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
294 ob->update_stats ();
295
296 ns->floorbox_update ();
297 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0);
299
300 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this);
308 }
309
310 void
311 player::disconnect ()
312 {
313 if (ns)
314 {
315 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317
318 INVOKE_PLAYER (DISCONNECT, this);
319
320 ns->reset_stats ();
321 ns->pl = 0;
322 ns = 0;
323 }
324
325 if (ob)
326 ob->close_container (); //TODO: client-specific
327
328 deactivate ();
329 }
330
331 // the need for this function can be explained
332 // by load_object not returning the object
333 void
334 player::set_object (object *op)
335 {
336 ob = op;
337 ob->contr = this; /* this aren't yet in archetype */
338
339 ob->speed_left = 0.5f;
340 ob->speed = 1.0f;
341 ob->direction = 5; /* So player faces south */
342 }
343
344 player::player ()
345 {
346 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point.
348 */
349 outputs_sync = 4;
350 outputs_count = 4;
351 unapply = unapply_nochoice;
352
353 savebed_map = first_map_path; /* Init. respawn position */
354
355 gen_sp_armour = 10;
356 bowtype = bow_normal;
357 petmode = pet_normal;
358 listening = 10;
359 usekeys = containers;
360 peaceful = 1; /* default peaceful */
361 do_los = 1;
362 }
363
364 void
365 player::do_destroy ()
366 {
367 disconnect ();
368
369 attachable::do_destroy ();
370
371 if (ob)
372 {
373 ob->destroy_inv (false);
374 ob->destroy ();
375 }
376 }
377
378 player::~player ()
379 {
380 /* Clear item stack */
381 free (stack_items);
382 }
383
384 /* Tries to add player on the connection passed in ns.
385 * All we can really get in this is some settings like host and display
386 * mode.
387 */
388 player *
389 player::create ()
390 {
391 player *pl = new player;
392
393 pl->set_object (arch_to_object (get_player_archetype (0)));
394
395 pl->ob->roll_stats ();
396 pl->ob->stats.wc = 2;
397 pl->ob->run_away = 25; /* Then we panick... */
398
399 set_first_map (pl->ob);
400
401 return pl;
402 }
403
404 /*
405 * get_player_archetype() return next player archetype from archetype
406 * list. Not very efficient routine, but used only creating new players.
407 * Note: there MUST be at least one player archetype!
408 */
409 archetype *
410 get_player_archetype (archetype *at)
411 {
412 archetype *start = at;
413
414 for (;;)
415 {
416 if (at == NULL || at->next == NULL)
417 at = first_archetype;
418 else
419 at = at->next;
420
421 if (at->clone.type == PLAYER)
422 return at;
423
424 if (at == start)
425 {
426 LOG (llevError, "No Player archetypes\n");
427 exit (-1);
428 }
429 }
430 }
431
432 object *
433 get_nearest_player (object *mon)
434 {
435 object *op = NULL;
436 objectlink *ol;
437 unsigned lastdist;
438 rv_vector rv;
439
440 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
441 {
442 /* We should not find free objects on this friendly list, but it
443 * does periodically happen. Given that, lets deal with it.
444 * While unlikely, it is possible the next object on the friendly
445 * list is also free, so encapsulate this in a while loop.
446 */
447 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
448 {
449 object *tmp = ol->ob;
450
451 /* Can't do much more other than log the fact, because the object
452 * itself will have been cleared.
453 */
454 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
455 tmp->debug_desc ());
456 ol = ol->next;
457 remove_friendly_object (tmp);
458 if (!ol)
459 return op;
460 }
461
462 /* Remove special check for player from this. First, it looks to cause
463 * some crashes (ol->ob->contr not set properly?), but secondly, a more
464 * complicated method of state checking would be needed in any case -
465 * as it was, a clever player could type quit, and the function would
466 * skip them over while waiting for confirmation. Remove
467 * on_same_map check, as can_detect_enemy also does this
468 */
469 if (!can_detect_enemy (mon, ol->ob, &rv))
470 continue;
471
472 if (lastdist > rv.distance)
473 {
474 op = ol->ob;
475 lastdist = rv.distance;
476 }
477 }
478
479 for_all_players (pl)
480 if (can_detect_enemy (mon, pl->ob, &rv))
481 if (lastdist > rv.distance)
482 {
483 op = pl->ob;
484 lastdist = rv.distance;
485 }
486
487 #if 0
488 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
489 #endif
490 return op;
491 }
492
493 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
494 * result in a monster paths backtracking. It basically determines how large a
495 * detour a monster will take from the direction path when looking
496 * for a path to the player. The values are in the amount of direction
497 * the deviation is
498 */
499 #define DETOUR_AMOUNT 2
500
501 /* This is used to prevent infinite loops. Consider a case where the
502 * player is in a chamber (with gate closed), and monsters are outside.
503 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
504 * find a path into the chamber. This is a good thing, but since there
505 * is no real path, it will just keep circling the chamber for
506 * ever (this could be a nice effect for monsters, but not for the function
507 * to get stuck in. I think for the monsters, if max is reached and
508 * we return the first direction the creature could move would result in the
509 * circling behaviour. Unfortunately, this function is also used to determined
510 * if the creature should cast a spell, so returning a direction in that case
511 * is probably not a good thing.
512 */
513 #define MAX_SPACES 50
514
515 /*
516 * Returns the direction to the player, if valid. Returns 0 otherwise.
517 * modified to verify there is a path to the player. Does this by stepping towards
518 * player and if path is blocked then see if blockage is close enough to player that
519 * direction to player is changed (ie zig or zag). Continue zig zag until either
520 * reach player or path is blocked. Thus, will only return true if there is a free
521 * path to player. Though path may not be a straight line. Note that it will find
522 * player hiding along a corridor at right angles to the corridor with the monster.
523 *
524 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
525 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
526 * down corriders.
527 * 2) I think the old code was broken if the first direction the monster
528 * should move was blocked - the code would store the first direction without
529 * verifying that the player can actually move in that direction. The new
530 * code does not store anything in firstdir until we have verified that the
531 * monster can in fact move one space in that direction.
532 * 3) I'm not sure how good this code will be for moving multipart monsters,
533 * since only simple checks to blocked are being called, which could mean the monster
534 * is blocking itself.
535 */
536 int
537 path_to_player (object *mon, object *pl, unsigned mindiff)
538 {
539 rv_vector rv;
540 sint16 x, y;
541 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
542 maptile *m, *lastmap;
543
544 get_rangevector (mon, pl, &rv, 0);
545
546 if (rv.distance < mindiff)
547 return 0;
548
549 x = mon->x;
550 y = mon->y;
551 m = mon->map;
552 dir = rv.direction;
553 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
554 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
555
556 /* If we can't solve it within the search distance, return now. */
557 if (diff > max)
558 return 0;
559
560 while (diff > 1 && max > 0)
561 {
562 lastx = x;
563 lasty = y;
564 lastmap = m;
565 x = lastx + freearr_x[dir];
566 y = lasty + freearr_y[dir];
567
568 mflags = get_map_flags (m, &m, x, y, &x, &y);
569 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
570
571 /* Space is blocked - try changing direction a little */
572 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
573 && (m == mon->map && blocked_link (mon, m, x, y))))
574 {
575 /* recalculate direction from last good location. Possible
576 * we were not traversing ideal location before.
577 */
578 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
579 if (rv.direction != dir)
580 {
581 /* OK - says direction should be different - lets reset the
582 * the values so it will try again.
583 */
584 x = lastx;
585 y = lasty;
586 m = lastmap;
587 dir = firstdir = rv.direction;
588 }
589 else
590 {
591 /* direct path is blocked - try taking a side step to
592 * either the left or right.
593 * Note increase the values in the loop below to be
594 * more than -1/1 respectively will mean the monster takes
595 * bigger detour. Have to be careful about these values getting
596 * too big (3 or maybe 4 or higher) as the monster may just try
597 * stepping back and forth
598 */
599 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
600 {
601 if (i == 0)
602 continue; /* already did this, so skip it */
603 /* Use lastdir here - otherwise,
604 * since the direction that the creature should move in
605 * may change, you could get infinite loops.
606 * ie, player is northwest, but monster can only
607 * move west, so it does that. It goes some distance,
608 * gets blocked, finds that it should move north,
609 * can't do that, but now finds it can move east, and
610 * gets back to its original point. lastdir contains
611 * the last direction the creature has successfully
612 * moved.
613 */
614
615 x = lastx + freearr_x[absdir (lastdir + i)];
616 y = lasty + freearr_y[absdir (lastdir + i)];
617 m = lastmap;
618 mflags = get_map_flags (m, &m, x, y, &x, &y);
619 if (mflags & P_OUT_OF_MAP)
620 continue;
621 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
622 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
623 continue;
624 if (mflags & P_BLOCKSVIEW)
625 continue;
626
627 if (m == mon->map && blocked_link (mon, m, x, y))
628 break;
629 }
630 /* go through entire loop without finding a valid
631 * sidestep to take - thus, no valid path.
632 */
633 if (i == (DETOUR_AMOUNT + 1))
634 return 0;
635 diff--;
636 lastdir = dir;
637 max--;
638 if (!firstdir)
639 firstdir = dir + i;
640 } /* else check alternate directions */
641 } /* if blocked */
642 else
643 {
644 /* we moved towards creature, so diff is less */
645 diff--;
646 max--;
647 lastdir = dir;
648 if (!firstdir)
649 firstdir = dir;
650 }
651
652 if (diff <= 1)
653 {
654 /* Recalculate diff (distance) because we may not have actually
655 * headed toward player for entire distance.
656 */
657 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
658 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
659 }
660
661 if (diff > max)
662 return 0;
663 }
664
665 /* If we reached the max, didn't find a direction in time */
666 if (!max)
667 return 0;
668
669 return firstdir;
670 }
671
672 void
673 give_initial_items (object *pl, treasurelist * items)
674 {
675 object *op, *next = NULL;
676
677 if (pl->randomitems != NULL)
678 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
679
680 for (op = pl->inv; op; op = next)
681 {
682 next = op->below;
683
684 /* Forces get applied per default, unless they have the
685 * flag "neutral" set. Sorry but I can't think of a better way
686 */
687 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
688 SET_FLAG (op, FLAG_APPLIED);
689
690 /* we never give weapons/armour if these cannot be used
691 * by this player due to race restrictions
692 */
693 if (pl->type == PLAYER)
694 {
695 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
696 (op->type == ARMOUR || op->type == BOOTS ||
697 op->type == CLOAK || op->type == HELMET ||
698 op->type == SHIELD || op->type == GLOVES ||
699 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
700 {
701 op->destroy ();
702 continue;
703 }
704 }
705
706 /* This really needs to be better - we should really give
707 * a substitute spellbook. The problem is that we don't really
708 * have a good idea what to replace it with (need something like
709 * a first level treasurelist for each skill.)
710 * remove duplicate skills also
711 */
712 if (op->type == SPELLBOOK || op->type == SKILL)
713 {
714 object *tmp;
715
716 for (tmp = op->below; tmp; tmp = tmp->below)
717 if (tmp->type == op->type && tmp->name == op->name)
718 break;
719
720 if (tmp)
721 {
722 op->destroy ();
723 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
724 continue;
725 }
726
727 if (op->nrof > 1)
728 op->nrof = 1;
729 }
730
731 if (op->type == SPELLBOOK && op->inv)
732 {
733 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
734 }
735
736 /* Give starting characters identified, uncursed, and undamned
737 * items. Just don't identify gold or silver, or it won't be
738 * merged properly.
739 */
740 if (need_identify (op))
741 {
742 SET_FLAG (op, FLAG_IDENTIFIED);
743 CLEAR_FLAG (op, FLAG_CURSED);
744 CLEAR_FLAG (op, FLAG_DAMNED);
745 }
746 if (op->type == SPELL)
747 {
748 op->destroy ();
749 continue;
750 }
751 else if (op->type == SKILL)
752 {
753 SET_FLAG (op, FLAG_CAN_USE_SKILL);
754 op->stats.exp = 0;
755 op->level = 1;
756 }
757 /* lock all 'normal items by default */
758 else
759 SET_FLAG (op, FLAG_INV_LOCKED);
760 } /* for loop of objects in player inv */
761
762 /* Need to set up the skill pointers */
763 link_player_skills (pl);
764 }
765
766 void
767 get_party_password (object *op, partylist *party)
768 {
769 if (party == NULL)
770 {
771 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
772 return;
773 }
774
775 op->contr->write_buf[0] = '\0';
776 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
777 op->contr->party_to_join = party;
778 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
779 }
780
781 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
782 static int
783 roll_stat (void)
784 {
785 int a[4], i, j, k;
786
787 for (i = 0; i < 4; i++)
788 a[i] = (int) rndm (6) + 1;
789
790 for (i = 0, j = 0, k = 7; i < 4; i++)
791 if (a[i] < k)
792 k = a[i], j = i;
793
794 for (i = 0, k = 0; i < 4; i++)
795 if (i != j)
796 k += a[i];
797
798 return k;
799 }
800
801 void
802 object::roll_stats ()
803 {
804 int statsort [NUM_STATS];
805
806 for (;;)
807 {
808 int sum = 0;
809 for (int i = NUM_STATS; i--; )
810 sum += statsort [i] = roll_stat ();
811
812 if (sum >= 82 && sum <= 116)
813 break;
814 }
815
816 // Sort the stats so that rerolling is easier...
817 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
818
819 for (int i = 0; i < NUM_STATS; ++i)
820 stats.stat (i) = statsort [i];
821
822 stats.exp = 0;
823 stats.ac = 0;
824
825 stats.hp = stats.maxhp;
826 stats.sp = stats.maxsp;
827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
831 contr->levhp[1] = 9;
832 contr->levsp[1] = 6;
833 contr->levgrace[1] = 3;
834
835 contr->orig_stats = stats;
836 }
837 }
838
839 void
840 object::swap_stats (int a, int b)
841 {
842 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
843
844 for (int i = 0; i < NUM_STATS; ++i)
845 stats.stat (i) = contr->orig_stats.stat (i);
846
847 //TODO: the following code looks so borked and should, at the very least,
848 // be merged with the similar code in roll_stats
849 stats.ac = 0;
850
851 level = 1;
852 stats.exp = 0;
853 stats.ac = 0;
854
855 stats.hp = stats.maxhp;
856 stats.sp = stats.maxsp;
857 stats.grace = stats.maxgrace;
858
859 if (contr)
860 {
861 contr->levhp[1] = 9;
862 contr->levsp[1] = 6;
863 contr->levgrace[1] = 3;
864
865 contr->orig_stats = stats;
866 }
867 }
868
869 static void
870 start_info (object *op)
871 {
872 char buf[MAX_BUF];
873
874 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
875 new_draw_info (NDI_UNIQUE, 0, op, buf);
876 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
877 //new_draw_info (NDI_UNIQUE, 0, op, " ");
878 }
879
880 /* This function takes the key that is passed, and does the
881 * appropriate action with it (change race, or other things).
882 * The function name is for historical reasons - now we have
883 * separate race and class; this actually changes the RACE,
884 * not the class.
885 */
886 void
887 player::chargen_race_done ()
888 {
889 /* this must before then initial items are given */
890 esrv_new_player (ob->contr, ob->weight + ob->carrying);
891
892 treasurelist *tl = treasurelist::find ("starting_wealth");
893 if (tl)
894 create_treasure (tl, ob, 0, 0, 0);
895
896 INVOKE_PLAYER (BIRTH, ob->contr);
897 INVOKE_PLAYER (LOGIN, ob->contr);
898
899 ob->contr->ns->state = ST_PLAYING;
900
901 if (ob->msg)
902 ob->msg = 0;
903
904 /* We create this now because some of the unique maps will need it
905 * to save here.
906 */
907 {
908 char buf[MAX_BUF];
909 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
910 make_path_to_file (buf);
911 }
912
913 start_info (ob);
914 CLEAR_FLAG (ob, FLAG_WIZ);
915 give_initial_items (ob, ob->randomitems);
916 link_player_skills (ob);
917 esrv_send_inventory (ob, ob);
918 ob->update_stats ();
919
920 /* This moves the player to a different start map, if there
921 * is one for this race
922 */
923 if (*first_map_ext_path)
924 {
925 object *tmp;
926 char mapname[MAX_BUF];
927
928 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
929 tmp = object::create ();
930 EXIT_PATH (tmp) = mapname;
931 EXIT_X (tmp) = ob->x;
932 EXIT_Y (tmp) = ob->y;
933 ob->enter_exit (tmp); /* we don't really care if it succeeded;
934 * if the map isn't there, then stay on the
935 * default initial map */
936 tmp->destroy ();
937 }
938 else
939 LOG (llevDebug, "first_map_ext_path not set\n");
940 }
941
942 void
943 player::chargen_race_next ()
944 {
945 /* Following actually changes the race - this is the default command
946 * if we don't match with one of the options above.
947 */
948
949 do
950 {
951 shstr name = ob->name;
952 int x = ob->x, y = ob->y;
953
954 ob->remove_statbonus ();
955 ob->remove ();
956 ob->arch = get_player_archetype (ob->arch);
957 ob->arch->clone.copy_to (ob);
958 ob->instantiate ();
959 ob->stats = ob->contr->orig_stats;
960 ob->name = ob->name_pl = name;
961 ob->x = x;
962 ob->y = y;
963 SET_ANIMATION (ob, 2); /* So player faces south */
964 insert_ob_in_map (ob, ob->map, ob, 0);
965 assign (ob->contr->title, ob->arch->clone.name);
966 ob->add_statbonus ();
967 }
968 while (!allowed_class (ob));
969
970 update_object (ob, UP_OBJ_FACE);
971 esrv_update_item (UPD_FACE, ob, ob);
972 ob->update_stats ();
973 ob->stats.hp = ob->stats.maxhp;
974 ob->stats.sp = ob->stats.maxsp;
975 ob->stats.grace = 0;
976 }
977
978 void
979 flee_player (object *op)
980 {
981 int dir, diff;
982 rv_vector rv;
983
984 if (op->stats.hp < 0)
985 {
986 LOG (llevDebug, "Fleeing player is dead.\n");
987 CLEAR_FLAG (op, FLAG_SCARED);
988 return;
989 }
990
991 if (op->enemy == NULL)
992 {
993 LOG (llevDebug, "Fleeing player had no enemy.\n");
994 CLEAR_FLAG (op, FLAG_SCARED);
995 return;
996 }
997
998 /* Seen some crashes here. Since we don't store an
999 * op->enemy_count, it is possible that something destroys the
1000 * actual enemy, and the object is recycled.
1001 */
1002 if (op->enemy->map == NULL)
1003 {
1004 CLEAR_FLAG (op, FLAG_SCARED);
1005 op->enemy = NULL;
1006 return;
1007 }
1008
1009 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1010 {
1011 op->enemy = NULL;
1012 CLEAR_FLAG (op, FLAG_SCARED);
1013 return;
1014 }
1015
1016 get_rangevector (op, op->enemy, &rv, 0);
1017
1018 dir = absdir (4 + rv.direction);
1019 for (diff = 0; diff < 3; diff++)
1020 {
1021 int m = 1 - (RANDOM () & 2);
1022
1023 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1024 return;
1025 }
1026
1027 /* Cornered, get rid of scared */
1028 CLEAR_FLAG (op, FLAG_SCARED);
1029 op->enemy = NULL;
1030 }
1031
1032 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1033 * It returns 1 if the player should keep on moving, 0 if he should
1034 * stop.
1035 */
1036 int
1037 check_pick (object *op)
1038 {
1039 object *tmp, *next;
1040 int stop = 0;
1041 int wvratio;
1042 char putstring[128];
1043
1044 /* if you're flying, you cna't pick up anything */
1045 if (op->move_type & MOVE_FLYING)
1046 return 1;
1047
1048 next = op->below;
1049
1050 /* loop while there are items on the floor that are not marked as
1051 * destroyed */
1052 while (next && !next->destroyed ())
1053 {
1054 tmp = next;
1055 next = tmp->below;
1056
1057 if (op->destroyed ())
1058 return 0;
1059
1060 if (!can_pick (op, tmp))
1061 continue;
1062
1063 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1064 {
1065 if (item_matched_string (op, tmp, op->contr->search_str))
1066 pick_up (op, tmp);
1067 continue;
1068 }
1069
1070 /* high not bit set? We're using the old autopickup model */
1071 if (!(op->contr->mode & PU_NEWMODE))
1072 {
1073 switch (op->contr->mode)
1074 {
1075 case 0:
1076 return 1; /* don't pick up */
1077 case 1:
1078 pick_up (op, tmp);
1079 return 1;
1080 case 2:
1081 pick_up (op, tmp);
1082 return 0;
1083 case 3:
1084 return 0; /* stop before pickup */
1085 case 4:
1086 pick_up (op, tmp);
1087 break;
1088 case 5:
1089 pick_up (op, tmp);
1090 stop = 1;
1091 break;
1092 case 6:
1093 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1094 pick_up (op, tmp);
1095 break;
1096
1097 case 7:
1098 if (tmp->type == MONEY || tmp->type == GEM)
1099 pick_up (op, tmp);
1100 break;
1101
1102 default:
1103 /* use value density */
1104 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1105 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1106 pick_up (op, tmp);
1107 }
1108 }
1109 else
1110 { /* old model */
1111 /* NEW pickup handling */
1112 if (op->contr->mode & PU_DEBUG)
1113 {
1114 /* some debugging code to figure out item information */
1115 if (tmp->name != NULL)
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118 else
1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1120 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121
1122 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1123 }
1124
1125 /* philosophy:
1126 * It's easy to grab an item type from a pile, as long as it's
1127 * generic. This takes no game-time. For more detailed pickups
1128 * and selections, select-items should be used. This is a
1129 * grab-as-you-run type mode that's really useful for arrows for
1130 * example.
1131 * The drawback: right now it has no frontend, so you need to
1132 * stick the bits you want into a calculator in hex mode and then
1133 * convert to decimal and then 'pickup <#>
1134 */
1135
1136 /* the first two modes are exclusive: if NOTHING we return, if
1137 * STOP then we stop. All the rest are applied sequentially,
1138 * meaning if any test passes, the item gets picked up. */
1139
1140 /* if mode is set to pick nothing up, return */
1141
1142 if (op->contr->mode & PU_NOTHING)
1143 return 1;
1144
1145 /* if mode is set to stop when encountering objects, return */
1146 /* take STOP before INHIBIT since it doesn't actually pick
1147 * anything up */
1148
1149 if (op->contr->mode & PU_STOP)
1150 return 0;
1151
1152 /* useful for going into stores and not losing your settings... */
1153 /* and for battles wher you don't want to get loaded down while
1154 * fighting */
1155 if (op->contr->mode & PU_INHIBIT)
1156 return 1;
1157
1158 /* prevent us from turning into auto-thieves :) */
1159 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1160 continue;
1161
1162 /* ignore known cursed objects */
1163 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1164 continue;
1165
1166 /* all food and drink if desired */
1167 /* question: don't pick up known-poisonous stuff? */
1168 if (op->contr->mode & PU_FOOD)
1169 if (tmp->type == FOOD)
1170 {
1171 pick_up (op, tmp);
1172 continue;
1173 }
1174
1175 if (op->contr->mode & PU_DRINK)
1176 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_POTION)
1183 if (tmp->type == POTION)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 /* spellbooks, skillscrolls and normal books/scrolls */
1190 if (op->contr->mode & PU_SPELLBOOK)
1191 if (tmp->type == SPELLBOOK)
1192 {
1193 pick_up (op, tmp);
1194 continue;
1195 }
1196
1197 if (op->contr->mode & PU_SKILLSCROLL)
1198 if (tmp->type == SKILLSCROLL)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 if (op->contr->mode & PU_READABLES)
1205 if (tmp->type == BOOK || tmp->type == SCROLL)
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 /* wands/staves/rods/horns */
1212 if (op->contr->mode & PU_MAGIC_DEVICE)
1213 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1214 {
1215 pick_up (op, tmp);
1216 continue;
1217 }
1218
1219 /* pick up all magical items */
1220 if (op->contr->mode & PU_MAGICAL)
1221 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1222 {
1223 pick_up (op, tmp);
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_VALUABLES)
1228 {
1229 if (tmp->type == MONEY || tmp->type == GEM)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234 }
1235
1236 /* rings & amulets - talismans seems to be typed AMULET */
1237 if (op->contr->mode & PU_JEWELS)
1238 if (tmp->type == RING || tmp->type == AMULET)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 /* we don't forget dragon food */
1245 if (op->contr->mode & PU_FLESH)
1246 if (tmp->type == FLESH)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* bows and arrows. Bows are good for selling! */
1253 if (op->contr->mode & PU_BOW)
1254 if (tmp->type == BOW)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_ARROW)
1261 if (tmp->type == ARROW)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 /* all kinds of armor etc. */
1268 if (op->contr->mode & PU_ARMOUR)
1269 if (tmp->type == ARMOUR)
1270 {
1271 pick_up (op, tmp);
1272 continue;
1273 }
1274
1275 if (op->contr->mode & PU_HELMET)
1276 if (tmp->type == HELMET)
1277 {
1278 pick_up (op, tmp);
1279 continue;
1280 }
1281
1282 if (op->contr->mode & PU_SHIELD)
1283 if (tmp->type == SHIELD)
1284 {
1285 pick_up (op, tmp);
1286 continue;
1287 }
1288
1289 if (op->contr->mode & PU_BOOTS)
1290 if (tmp->type == BOOTS)
1291 {
1292 pick_up (op, tmp);
1293 continue;
1294 }
1295
1296 if (op->contr->mode & PU_GLOVES)
1297 if (tmp->type == GLOVES)
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 if (op->contr->mode & PU_CLOAK)
1304 if (tmp->type == CLOAK)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* hoping to catch throwing daggers here */
1311 if (op->contr->mode & PU_MISSILEWEAPON)
1312 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317
1318 /* careful: chairs and tables are weapons! */
1319 if (op->contr->mode & PU_ALLWEAPON)
1320 {
1321 if (tmp->type == WEAPON && tmp->name != NULL)
1322 {
1323 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1324 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330
1331 if (tmp->type == WEAPON && tmp->name == NULL)
1332 {
1333 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338 }
1339 }
1340
1341 /* misc stuff that's useful */
1342 if (op->contr->mode & PU_KEY)
1343 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1344 {
1345 pick_up (op, tmp);
1346 continue;
1347 }
1348
1349 /* any of the last 4 bits set means we use the ratio for value
1350 * pickups */
1351 if (op->contr->mode & PU_RATIO)
1352 {
1353 /* use value density to decide what else to grab */
1354 /* >=7 was >= op->contr->mode */
1355 /* >=7 is the old standard setting. Now we take the last 4 bits
1356 * and multiply them by 5, giving 0..15*5== 5..75 */
1357 wvratio = (op->contr->mode & PU_RATIO) * 5;
1358 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1359 {
1360 pick_up (op, tmp);
1361 #if 0
1362 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1363 if (tmp->name != NULL)
1364 {
1365 fprintf (stderr, "%s", tmp->name);
1366 }
1367 else
1368 fprintf (stderr, "%s", tmp->arch->name);
1369 fprintf (stderr, ",%d] = ", tmp->type);
1370 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1371 #endif
1372 continue;
1373 }
1374 }
1375 } /* the new pickup model */
1376 }
1377
1378 return !stop;
1379 }
1380
1381 /*
1382 * Find an arrow in the inventory and after that
1383 * in the right type container (quiver). Pointer to the
1384 * found object is returned.
1385 */
1386 object *
1387 find_arrow (object *op, const char *type)
1388 {
1389 object *tmp = 0;
1390
1391 for (op = op->inv; op; op = op->below)
1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1393 tmp = find_arrow (op, type);
1394 else if (op->type == ARROW && op->race == type)
1395 return op;
1396
1397 return tmp;
1398 }
1399
1400 /*
1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1402 * against the target. A full test is not performed, simply a basic test
1403 * of resistances. The archer is making a quick guess at what he sees down
1404 * the hall. Failing that it does it's best to pick the highest plus arrow.
1405 */
1406 object *
1407 find_better_arrow (object *op, object *target, const char *type, int *better)
1408 {
1409 object *tmp = NULL, *arrow, *ntmp;
1410 int attacknum, attacktype, betterby = 0, i;
1411
1412 if (!type)
1413 return NULL;
1414
1415 for (arrow = op->inv; arrow; arrow = arrow->below)
1416 {
1417 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1418 {
1419 i = 0;
1420 ntmp = find_better_arrow (arrow, target, type, &i);
1421 if (i > betterby)
1422 {
1423 tmp = ntmp;
1424 betterby = i;
1425 }
1426 }
1427 else if (arrow->type == ARROW && arrow->race == type)
1428 {
1429 /* allways prefer assasination/slaying */
1430 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1431 {
1432 if (arrow->attacktype & AT_DEATH)
1433 {
1434 *better = 100;
1435 return arrow;
1436 }
1437 else
1438 {
1439 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * 2;
1441 }
1442 }
1443 else
1444 {
1445 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1446 {
1447 attacktype = 1 << attacknum;
1448 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1449 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1450 {
1451 tmp = arrow;
1452 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1453 }
1454 }
1455 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1456 {
1457 tmp = arrow;
1458 betterby = 2 + arrow->magic + arrow->stats.dam;
1459 }
1460 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1461 {
1462 tmp = arrow;
1463 betterby = 1 + arrow->magic + arrow->stats.dam;
1464 }
1465 }
1466 }
1467 }
1468 if (tmp == NULL && arrow == NULL)
1469 return find_arrow (op, type);
1470
1471 *better = betterby;
1472 return tmp;
1473 }
1474
1475 /* looks in a given direction, finds the first valid target, and calls
1476 * find_better_arrow to find a decent arrow to use.
1477 * op = the shooter
1478 * type = bow->race
1479 * dir = fire direction
1480 */
1481 object *
1482 pick_arrow_target (object *op, const char *type, int dir)
1483 {
1484 object *tmp = NULL;
1485 maptile *m;
1486 int i, mflags, found, number;
1487 sint16 x, y;
1488
1489 if (op->map == NULL)
1490 return find_arrow (op, type);
1491
1492 /* do a dex check */
1493 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1494 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1495 return find_arrow (op, type);
1496
1497 m = op->map;
1498 x = op->x;
1499 y = op->y;
1500
1501 /* find the first target */
1502 for (i = 0, found = 0; i < 20; i++)
1503 {
1504 x += freearr_x[dir];
1505 y += freearr_y[dir];
1506 mflags = get_map_flags (m, &m, x, y, &x, &y);
1507 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1508 {
1509 tmp = NULL;
1510 break;
1511 }
1512 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1513 {
1514 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1515 * perhaps a bad assumption.
1516 */
1517 tmp = NULL;
1518 break;
1519 }
1520 if (mflags & P_IS_ALIVE)
1521 {
1522 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1523 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1524 {
1525 found++;
1526 break;
1527 }
1528 if (found)
1529 break;
1530 }
1531 }
1532 if (tmp == NULL)
1533 return find_arrow (op, type);
1534
1535 if (tmp->head)
1536 tmp = tmp->head;
1537
1538 return find_better_arrow (op, tmp, type, &i);
1539 }
1540
1541 /*
1542 * Creature fires a bow - op can be monster or player. Returns
1543 * 1 if bow was actually fired, 0 otherwise.
1544 * op is the object firing the bow.
1545 * part is for multipart creatures - the part firing the bow.
1546 * dir is the direction of fire.
1547 * wc_mod is any special modifier to give (used in special player fire modes)
1548 * sx, sy are coordinates to fire arrow from - also used in some of the special
1549 * player fire modes.
1550 */
1551 int
1552 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1553 {
1554 object *left, *bow;
1555 int mflags;
1556 maptile *m;
1557
1558 if (!dir)
1559 {
1560 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1561 return 0;
1562 }
1563
1564 if (op->contr)
1565 bow = op->current_weapon;
1566 else
1567 {
1568 for (bow = op->inv; bow; bow = bow->below)
1569 /* Don't check for applied - monsters don't apply bows - in that way, they
1570 * don't need to switch back and forth between bows and weapons.
1571 */
1572 if (bow->type == BOW)
1573 break;
1574
1575 if (!bow)
1576 {
1577 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1578 return 0;
1579 }
1580
1581 // optimisation: move object to top so we will find it quickly again
1582 if (bow->below)
1583 {
1584 bow->remove ();
1585 op->insert (bow);
1586 }
1587
1588 }
1589
1590 if (!bow->race || !bow->skill)
1591 {
1592 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1593 return 0;
1594 }
1595
1596 if (arrow == NULL)
1597 {
1598 if ((arrow = find_arrow (op, bow->race)) == NULL)
1599 {
1600 if (op->type == PLAYER)
1601 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1602 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1603 else
1604 CLEAR_FLAG (op, FLAG_READY_BOW);
1605
1606 return 0;
1607 }
1608 }
1609
1610 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1611 if (mflags & P_OUT_OF_MAP)
1612 return 0;
1613
1614 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1615 {
1616 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1617 return 0;
1618 }
1619
1620 /* this should not happen, but sometimes does */
1621 if (arrow->nrof == 0)
1622 {
1623 arrow->destroy ();
1624 return 0;
1625 }
1626
1627 left = arrow; /* these are arrows left to the player */
1628 arrow = get_split_ob (arrow, 1);
1629 if (!arrow)
1630 {
1631 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1632 return 0;
1633 }
1634
1635 arrow->set_owner (op);
1636 arrow->skill = bow->skill;
1637 arrow->direction = dir;
1638
1639 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1640 arrow->stats.hp = arrow->stats.dam;
1641 arrow->stats.grace = arrow->attacktype;
1642
1643 if (arrow->slaying)
1644 arrow->spellarg = strdup (arrow->slaying);
1645
1646 if (player *pl = op->contr)
1647 {
1648 if (!pl->has_hit)
1649 {
1650 pl->has_hit = 1;
1651 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1652 }
1653 #if 0
1654 float speed = pl->weapon_sp;
1655
1656 /* penalize ROF for bestarrow */
1657 if (pl->bowtype == bow_bestarrow)
1658 speed *= .9f;
1659 else
1660 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1661
1662 op->speed_left += speed - op->speed;
1663 #endif
1664 }
1665
1666 SET_ANIMATION (arrow, arrow->direction);
1667
1668 /* update the speed */
1669 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1670 + bow->stats.dam / 7.0;
1671
1672 arrow->set_speed (max (arrow->speed, 2.0));
1673 arrow->speed_left = 0;
1674
1675 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1676
1677 if (op->type == PLAYER)
1678 {
1679 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1680 wc -= dex_bonus[op->stats.Dex];
1681
1682 if (!arrow->slaying)
1683 arrow->slaying = op->slaying;
1684
1685 arrow->attacktype |= op->attacktype;
1686 }
1687 else
1688 {
1689 arrow->level = op->level;
1690 arrow->stats.wc -= bow->magic;
1691
1692 if (!arrow->slaying)
1693 arrow->slaying = bow->slaying;
1694
1695 arrow->attacktype |= bow->attacktype;
1696 }
1697
1698 wc -= arrow->level;
1699 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1700
1701 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1702 arrow->move_type = MOVE_FLY_LOW;
1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1704
1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1706 m->insert (arrow, sx, sy, op);
1707
1708 if (!arrow->destroyed ())
1709 move_arrow (arrow);
1710
1711 if (op->type == PLAYER)
1712 {
1713 if (left->destroyed ())
1714 esrv_del_item (op->contr, left->count);
1715 else
1716 esrv_send_item (op, left);
1717 }
1718
1719 return 1;
1720 }
1721
1722 /* Special fire code for players - this takes into
1723 * account the special fire modes players can have
1724 * but monsters can't. Putting that code here
1725 * makes the fire_bow code much cleaner.
1726 * this function should only be called if 'op' is a player,
1727 * hence the function name.
1728 */
1729 int
1730 player_fire_bow (object *op, int dir)
1731 {
1732 int ret = 0, wcmod = 0;
1733
1734 if (op->contr->bowtype == bow_bestarrow)
1735 {
1736 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1737 }
1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1739 {
1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1741 wcmod = -1;
1742
1743 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1744 }
1745 else if (op->contr->bowtype == bow_threewide)
1746 {
1747 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1748 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1749 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1750 }
1751 else if (op->contr->bowtype == bow_spreadshot)
1752 {
1753 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1754 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1755 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1756 }
1757 else
1758 {
1759 /* Simple case */
1760 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1761 }
1762
1763 return ret;
1764 }
1765
1766 /* Fires a misc (wand/rod/horn) object in 'dir'.
1767 * Broken apart from 'fire' to keep it more readable.
1768 */
1769 void
1770 fire_misc_object (object *op, int dir)
1771 {
1772 object *item = op->contr->ranged_ob;
1773
1774 if (!item)
1775 {
1776 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1777 return;
1778 }
1779
1780 if (!item->inv)
1781 {
1782 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1783 return;
1784 }
1785
1786 if (!op->change_weapon (item))
1787 return;
1788
1789 if (item->type == WAND)
1790 {
1791 if (item->stats.food <= 0)
1792 {
1793 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1795
1796 return;
1797 }
1798 }
1799 else if (item->type == ROD || item->type == HORN)
1800 {
1801 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1802 {
1803 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804
1805 if (item->type == ROD)
1806 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1807 else
1808 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1809
1810 return;
1811 }
1812 }
1813
1814 if (cast_spell (op, item, dir, item->inv, NULL))
1815 {
1816 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1817 if (item->type == WAND)
1818 {
1819 if (!(--item->stats.food))
1820 {
1821 object *tmp;
1822
1823 if (item->arch)
1824 {
1825 CLEAR_FLAG (item, FLAG_ANIMATE);
1826 item->face = item->arch->clone.face;
1827 item->set_speed (0);
1828 }
1829
1830 if ((tmp = item->in_player ()))
1831 esrv_update_item (UPD_ANIM, tmp, item);
1832 }
1833 }
1834 else if (item->type == ROD || item->type == HORN)
1835 drain_rod_charge (item);
1836 }
1837 }
1838
1839 /* Received a fire command for the player - go and do it.
1840 */
1841 void
1842 fire (object *op, int dir)
1843 {
1844 int spellcost = 0;
1845
1846 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible (op))
1848 make_visible (op);
1849
1850 player *pl = op->contr;
1851
1852 if (pl->golem)
1853 {
1854 control_golem (op->contr->golem, dir);
1855 return;
1856 }
1857
1858 object *ob = pl->ranged_ob;
1859
1860 if (!ob)
1861 return;
1862
1863 if (!op->change_weapon (ob))
1864 return;
1865
1866 switch (ob->type)
1867 {
1868 case BOW:
1869 player_fire_bow (op, dir);
1870 break;
1871
1872 case SPELL:
1873 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1874 break;
1875
1876 case BUILDER:
1877 apply_map_builder (op, dir);
1878 break;
1879
1880 case SKILL:
1881 do_skill (op, op, ob, dir, 0);
1882 break;
1883
1884 default:
1885 fire_misc_object (op, dir);
1886 break;
1887 }
1888 }
1889
1890 /* find_key
1891 * We try to find a key for the door as passed. If we find a key
1892 * and successfully use it, we return the key, otherwise NULL
1893 * This function merges both normal and locked door, since the logic
1894 * for both is the same - just the specific key is different.
1895 * pl is the player,
1896 * inv is the objects inventory to searched
1897 * door is the door we are trying to match against.
1898 * This function can be called recursively to search containers.
1899 */
1900 object *
1901 find_key (object *pl, object *container, object *door)
1902 {
1903 object *tmp, *key;
1904
1905 /* Should not happen, but sanity checking is never bad */
1906 if (!container->inv)
1907 return 0;
1908
1909 /* First, lets try to find a key in the top level inventory */
1910 for (tmp = container->inv; tmp; tmp = tmp->below)
1911 {
1912 if (door->type == DOOR && tmp->type == KEY)
1913 break;
1914 /* For sanity, we should really check door type, but other stuff
1915 * (like containers) can be locked with special keys
1916 */
1917 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1918 break;
1919 }
1920
1921 /* No key found - lets search inventories now */
1922 /* If we find and use a key in an inventory, return at that time.
1923 * otherwise, if we search all the inventories and still don't find
1924 * a key, return
1925 */
1926 if (!tmp)
1927 {
1928 for (tmp = container->inv; tmp; tmp = tmp->below)
1929 {
1930 /* No reason to search empty containers */
1931 if (tmp->type == CONTAINER && tmp->inv)
1932 {
1933 if ((key = find_key (pl, tmp, door)))
1934 return key;
1935 }
1936 }
1937
1938 if (!tmp)
1939 return NULL;
1940 }
1941
1942 /* We get down here if we have found a key. Now if its in a container,
1943 * see if we actually want to use it
1944 */
1945 if (pl != container)
1946 {
1947 /* Only let players use keys in containers */
1948 if (!pl->contr)
1949 return NULL;
1950 /* cases where this fails:
1951 * If we only search the player inventory, return now since we
1952 * are not in the players inventory.
1953 * If the container is not active, return now since only active
1954 * containers can be used.
1955 * If we only search keyrings and the container does not have
1956 * a race/isn't a keyring.
1957 * No checking for all containers - to fall through past here,
1958 * inv must have been an container and must have been active.
1959 *
1960 * Change the color so that the message doesn't disappear with
1961 * all the others.
1962 */
1963 if (pl->contr->usekeys == key_inventory ||
1964 !QUERY_FLAG (container, FLAG_APPLIED) ||
1965 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1966 {
1967 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1968 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1969 return NULL;
1970 }
1971 }
1972
1973 return tmp;
1974 }
1975
1976 /* moved door processing out of move_player_attack.
1977 * returns 1 if player has opened the door with a key
1978 * such that the caller should not do anything more,
1979 * 0 otherwise
1980 */
1981 static int
1982 player_attack_door (object *op, object *door)
1983 {
1984 /* If its a door, try to find a use a key. If we do destroy the door,
1985 * might as well return immediately as there is nothing more to do -
1986 * otherwise, we fall through to the rest of the code.
1987 */
1988 object *key = find_key (op, op, door);
1989
1990 /* IF we found a key, do some extra work */
1991 if (key)
1992 {
1993 object *container = key->env;
1994
1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
1997 if (action_makes_visible (op))
1998 make_visible (op);
1999
2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 spring_trap (door->inv, op);
2002
2003 if (door->type == DOOR)
2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2005 else if (door->type == LOCKED_DOOR)
2006 {
2007 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2008 remove_door2 (door); /* remove door without violence ;-) */
2009 }
2010
2011 /* Do this after we print the message */
2012 decrease_ob (key); /* Use up one of the keys */
2013 /* Need to update the weight the container the key was in */
2014 if (container != op)
2015 esrv_update_item (UPD_WEIGHT, op, container);
2016
2017 return 1; /* Nothing more to do below */
2018 }
2019 else if (door->type == LOCKED_DOOR)
2020 {
2021 /* Might as well return now - no other way to open this */
2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2023 return 1;
2024 }
2025
2026 return 0;
2027 }
2028
2029 /* This function is just part of a breakup from move_player.
2030 * It should keep the code cleaner.
2031 * When this is called, the players direction has been updated
2032 * (taking into account confusion.) The player is also actually
2033 * going to try and move (not fire weapons).
2034 */
2035 void
2036 move_player_attack (object *op, int dir)
2037 {
2038 object *tmp, *mon;
2039 int on_battleground;
2040 maptile *m;
2041
2042 sint16 nx = freearr_x[dir] + op->x;
2043 sint16 ny = freearr_y[dir] + op->y;
2044
2045 on_battleground = op_on_battleground (op, 0, 0);
2046
2047 /* If braced, or can't move to the square, and it is not out of the
2048 * map, attack it. Note order of if statement is important - don't
2049 * want to be calling move_ob if braced, because move_ob will move the
2050 * player. This is a pretty nasty hack, because if we could
2051 * move to some space, it then means that if we are braced, we should
2052 * do nothing at all. As it is, if we are braced, we go through
2053 * quite a bit of processing. However, it probably is less than what
2054 * move_ob uses.
2055 */
2056 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2057 {
2058 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2059 {
2060 m = op->map->xy_find (nx, ny);
2061 if (!m)
2062 return; /* Don't think this should happen */
2063 }
2064 else
2065 m = op->map;
2066
2067 if (!(tmp = m->at (nx, ny).bot))
2068 return;
2069
2070 mon = 0;
2071 /* Go through all the objects, and find ones of interest. Only stop if
2072 * we find a monster - that is something we know we want to attack.
2073 * if its a door or barrel (can roll) see if there may be monsters
2074 * on the space
2075 */
2076 while (tmp)
2077 {
2078 if (tmp == op)
2079 {
2080 tmp = tmp->above;
2081 continue;
2082 }
2083
2084 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2085 {
2086 mon = tmp;
2087 break;
2088 }
2089
2090 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2091 mon = tmp;
2092
2093 tmp = tmp->above;
2094 }
2095
2096 if (!mon) /* This happens anytime the player tries to move */
2097 return; /* into a wall */
2098
2099 if (mon->head)
2100 mon = mon->head;
2101
2102 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2103 if (player_attack_door (op, mon))
2104 return;
2105
2106 /* The following deals with possibly attacking peaceful
2107 * or frienddly creatures. Basically, all players are considered
2108 * unaggressive. If the moving player has peaceful set, then the
2109 * object should be pushed instead of attacked. It is assumed that
2110 * if you are braced, you will not attack friends accidently,
2111 * and thus will not push them.
2112 */
2113
2114 /* If the creature is a pet, push it even if the player is not
2115 * peaceful. Our assumption is the creature is a pet if the
2116 * player owns it and it is either friendly or unagressive.
2117 */
2118 if (op->type == PLAYER
2119 && ((mon->owner && mon->owner->contr
2120 && same_party (mon->owner->contr->party, op->contr->party))
2121 || mon->owner == op)
2122 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2123 {
2124 /* If we're braced, we don't want to switch places with it */
2125 if (op->contr->braced)
2126 return;
2127
2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2129 push_ob (mon, dir, op);
2130 if (op->contr->tmp_invis || op->hide)
2131 make_visible (op);
2132
2133 return;
2134 }
2135
2136 /* in certain circumstances, you shouldn't attack friendly
2137 * creatures. Note that if you are braced, you can't push
2138 * someone, but put it inside this loop so that you won't
2139 * attack them either.
2140 */
2141 if ((mon->type == PLAYER || mon->enemy != op)
2142 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2143 && ((op->contr->peaceful
2144 || (mon->type == PLAYER && mon->contr->peaceful))
2145 && !on_battleground))
2146 {
2147 if (!op->contr->braced)
2148 {
2149 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2150 push_ob (mon, dir, op);
2151 }
2152 else
2153 new_draw_info (0, 0, op, "You withhold your attack");
2154
2155 if (op->contr->tmp_invis || op->hide)
2156 make_visible (op);
2157 }
2158
2159 /* If the object is a boulder or other rollable object, then
2160 * roll it if not braced. You can't roll it if you are braced.
2161 */
2162 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2163 {
2164 recursive_roll (mon, dir, op);
2165 if (action_makes_visible (op))
2166 make_visible (op);
2167 }
2168
2169 /* Any generic living creature. Including things like doors.
2170 * Way it works is like this: First, it must have some hit points
2171 * and be living. Then, it must be one of the following:
2172 * 1) Not a player, 2) A player, but of a different party. Note
2173 * that party_number -1 is no party, so attacks can still happen.
2174 */
2175 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2176 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2177 {
2178 if (!op->contr->has_hit)
2179 {
2180 op->contr->has_hit = 1;
2181 op->speed_left += op->contr->weapon_speed () - op->speed;
2182 }
2183
2184 skill_attack (mon, op, 0, 0, 0);
2185
2186 /* If attacking another player, that player gets automatic
2187 * hitback, and doesn't loose luck either.
2188 * Disable hitback on the battleground or if the target is
2189 * the wiz.
2190 */
2191 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2192 {
2193 short luck = mon->stats.luck;
2194
2195 mon->contr->has_hit = 1;
2196 skill_attack (op, mon, 0, 0, 0);
2197 mon->stats.luck = luck;
2198 }
2199
2200 if (action_makes_visible (op))
2201 make_visible (op);
2202 }
2203 } /* if player should attack something */
2204 }
2205
2206 int
2207 move_player (object *op, int dir)
2208 {
2209 int pick;
2210
2211 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2212 return 0;
2213
2214 /* Sanity check: make sure dir is valid */
2215 if ((dir < 0) || (dir >= 9))
2216 {
2217 LOG (llevError, "move_player: invalid direction %d\n", dir);
2218 return 0;
2219 }
2220
2221 /* peterm: added following line */
2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2223 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2224
2225 op->facing = dir;
2226
2227 if (op->hide)
2228 do_hidden_move (op);
2229
2230 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2231 /*nop */ ;
2232 else if (op->contr->fire_on)
2233 fire (op, dir);
2234 else
2235 {
2236 move_player_attack (op, dir);
2237 pick = check_pick (op);
2238 }
2239
2240 /* Add special check for newcs players and fire on - this way, the
2241 * server can handle repeat firing.
2242 */
2243 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2244 op->direction = dir;
2245 else
2246 op->direction = 0;
2247
2248 /* Update how the player looks. Use the facing, so direction may
2249 * get reset to zero. This allows for full animation capabilities
2250 * for players.
2251 */
2252 animate_object (op, op->facing);
2253 return 0;
2254 }
2255
2256 /* This is similar to handle_player, below, but is only used by the
2257 * new client/server stuff.
2258 * This is sort of special, in that the new client/server actually uses
2259 * the new speed values for commands.
2260 *
2261 * Returns true if there are more actions we can do.
2262 */
2263 int
2264 handle_newcs_player (object *op)
2265 {
2266 if (QUERY_FLAG (op, FLAG_SCARED))
2267 {
2268 flee_player (op);
2269
2270 /* If player is still scared, that is his action for this tick */
2271 if (op->flag [FLAG_SCARED])
2272 {
2273 --op->speed_left;
2274 return 0;
2275 }
2276 }
2277
2278 /* call this here - we also will call this in do_ericserver, but
2279 * the players time has been increased when doericserver has been
2280 * called, so we recheck it here.
2281 */
2282 if (op->contr->ns->handle_command ())
2283 return 1;
2284
2285 if (op->speed_left > 0.f)
2286 {
2287 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2288 {
2289 /* All move commands take 1 tick, at least for now */
2290 --op->speed_left;
2291
2292 /* Instead of all the stuff below, let move_player take care
2293 * of it. Also, some of the skill stuff is only put in
2294 * there, as well as the confusion stuff.
2295 */
2296 move_player (op, op->direction);
2297
2298 return op->speed_left > 0.f;
2299 }
2300 }
2301
2302 return 0;
2303 }
2304
2305 int
2306 save_life (object *op)
2307 {
2308 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2309 return 0;
2310
2311 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2312 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2313 {
2314 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2315 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2316
2317 if (op->contr)
2318 esrv_del_item (op->contr, tmp->count);
2319
2320 tmp->destroy ();
2321 CLEAR_FLAG (op, FLAG_LIFESAVE);
2322
2323 if (op->stats.hp < 0)
2324 op->stats.hp = op->stats.maxhp;
2325
2326 if (op->stats.food < 0)
2327 op->stats.food = 999;
2328
2329 op->update_stats ();
2330 return 1;
2331 }
2332
2333 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2334 CLEAR_FLAG (op, FLAG_LIFESAVE);
2335 enter_player_savebed (op); /* bring him home. */
2336 return 0;
2337 }
2338
2339 /* This goes throws the inventory and removes unpaid objects, and puts them
2340 * back in the map (location and map determined by values of env). This
2341 * function will descend into containers. op is the object to start the search
2342 * from.
2343 */
2344 void
2345 remove_unpaid_objects (object *op, object *env)
2346 {
2347 while (op)
2348 {
2349 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2350
2351 if (QUERY_FLAG (op, FLAG_UNPAID))
2352 {
2353 if (env->type == PLAYER)
2354 esrv_del_item (env->contr, op->count);
2355
2356 op->insert_at (env);
2357 }
2358 else if (op->inv)
2359 remove_unpaid_objects (op->inv, env);
2360
2361 op = next;
2362 }
2363 }
2364
2365 /*
2366 * Returns pointer a static string containing gravestone text
2367 * Moved from apply.c to player.c - player.c is what
2368 * actually uses this function. player.c may not be quite the
2369 * best, a misc file for object actions is probably better,
2370 * but there isn't one in the server directory.
2371 */
2372 char *
2373 gravestone_text (object *op)
2374 {
2375 static char buf2[MAX_BUF];
2376 char buf[MAX_BUF];
2377 time_t now = time (NULL);
2378
2379 strcpy (buf2, " R.I.P.\n\n");
2380 if (op->type == PLAYER)
2381 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2382 else
2383 sprintf (buf, "%s\n", &op->name);
2384
2385 strncat (buf2, " ", 20 - strlen (buf) / 2);
2386 strcat (buf2, buf);
2387 if (op->type == PLAYER)
2388 sprintf (buf, "who was in level %d when killed\n", op->level);
2389 else
2390 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2391
2392 strncat (buf2, " ", 20 - strlen (buf) / 2);
2393 strcat (buf2, buf);
2394 if (op->type == PLAYER)
2395 {
2396 sprintf (buf, "by %s.\n\n", op->contr->killer);
2397 strncat (buf2, " ", 21 - strlen (buf) / 2);
2398 strcat (buf2, buf);
2399 }
2400
2401 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2402 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf);
2404
2405 return buf2;
2406 }
2407
2408 void
2409 do_some_living (object *op)
2410 {
2411 int last_food = op->stats.food;
2412 int gen_hp, gen_sp, gen_grace;
2413 int over_hp, over_sp, over_grace;
2414 int i;
2415 int rate_hp = 1200;
2416 int rate_sp = 2500;
2417 int rate_grace = 2000;
2418 const int max_hp = 1;
2419 const int max_sp = 1;
2420 const int max_grace = 1;
2421
2422 if (op->contr->hidden)
2423 {
2424 op->invisible = 1000;
2425 /* the socket code flashes the player visible/invisible
2426 * depending on the value of invisible, so we need to
2427 * alternate it here for it to work correctly.
2428 */
2429 if (pticks & 2)
2430 op->invisible--;
2431 }
2432 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2433 {
2434 if (!op->invisible--)
2435 {
2436 make_visible (op);
2437 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2438 }
2439 }
2440
2441 if (op->contr->ns->state == ST_PLAYING)
2442 {
2443 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */
2445 if (op->contr->gen_hp >= 0)
2446 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else
2448 {
2449 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2451 }
2452
2453 if (op->contr->gen_sp >= 0)
2454 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2455 else
2456 {
2457 gen_sp = op->stats.maxsp;
2458 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2459 }
2460
2461 if (op->contr->gen_grace >= 0)
2462 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2463 else
2464 {
2465 gen_grace = op->stats.maxgrace;
2466 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2467 }
2468
2469 /* Regenerate Spell Points */
2470 if (!op->contr->golem && --op->last_sp < 0)
2471 {
2472 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2473 if (op->stats.sp < op->stats.maxsp)
2474 {
2475 op->stats.sp++;
2476 /* dms do not consume food */
2477 if (!QUERY_FLAG (op, FLAG_WIZ))
2478 {
2479 op->stats.food--;
2480 if (op->contr->digestion < 0)
2481 op->stats.food += op->contr->digestion;
2482 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2483 op->stats.food = last_food;
2484 }
2485 }
2486
2487 if (max_sp > 1)
2488 {
2489 over_sp = (gen_sp + 10) / rate_sp;
2490 if (over_sp > 0)
2491 {
2492 if (op->stats.sp < op->stats.maxsp)
2493 {
2494 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2495
2496 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2497 op->stats.sp--;
2498
2499 if (op->stats.sp > op->stats.maxsp)
2500 op->stats.sp = op->stats.maxsp;
2501 }
2502 op->last_sp = 0;
2503 }
2504 else
2505 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2506 }
2507 else
2508 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2509 }
2510
2511 /* Regenerate Grace */
2512 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2513 if (--op->last_grace < 0)
2514 {
2515 if (op->stats.grace < op->stats.maxgrace / 2)
2516 op->stats.grace++; /* no penalty in food for regaining grace */
2517
2518 if (max_grace > 1)
2519 {
2520 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2521 if (over_grace > 0)
2522 {
2523 op->stats.sp += over_grace
2524 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2525 op->last_grace = 0;
2526 }
2527 else
2528 {
2529 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2530 }
2531 }
2532 else
2533 {
2534 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2535 }
2536 /* wearing stuff doesn't detract from grace generation. */
2537 }
2538
2539 /* Regenerate Hit Points */
2540 if (--op->last_heal < 0)
2541 {
2542 if (op->stats.hp < op->stats.maxhp)
2543 {
2544 op->stats.hp++;
2545 /* dms do not consume food */
2546 if (!QUERY_FLAG (op, FLAG_WIZ))
2547 {
2548 op->stats.food--;
2549 if (op->contr->digestion < 0)
2550 op->stats.food += op->contr->digestion;
2551 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2552 op->stats.food = last_food;
2553 }
2554 }
2555
2556 if (max_hp > 1)
2557 {
2558 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2559 if (over_hp > 0)
2560 {
2561 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2562 op->last_heal = 0;
2563 }
2564 else
2565 {
2566 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2567 }
2568 }
2569 else
2570 {
2571 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2572 }
2573 }
2574
2575 /* Digestion */
2576 if (--op->last_eat < 0)
2577 {
2578 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2579
2580 if (op->contr->gen_hp > 0)
2581 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2582 else
2583 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2584
2585 /* dms do not consume food */
2586 if (!QUERY_FLAG (op, FLAG_WIZ))
2587 op->stats.food--;
2588 }
2589
2590 if (op->stats.food < 0 && op->stats.hp >= 0)
2591 {
2592 object *tmp, *flesh = 0;
2593
2594 for (tmp = op->inv; tmp; tmp = tmp->below)
2595 {
2596 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2597 {
2598 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2599 {
2600 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2601 manual_apply (op, tmp, 0);
2602 if (op->stats.food >= 0 || op->stats.hp < 0)
2603 break;
2604 }
2605 else if (tmp->type == FLESH)
2606 flesh = tmp;
2607 } /* End if paid for object */
2608 } /* end of for loop */
2609
2610 /* If player is still starving, it means they don't have any food, so
2611 * eat flesh instead.
2612 */
2613 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2614 {
2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2616 manual_apply (op, flesh, 0);
2617 }
2618 }
2619
2620 while (op->stats.food < 0 && op->stats.hp >= 0)
2621 op->stats.food++, op->stats.hp--;
2622
2623 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2624 kill_player (op);
2625 }
2626 }
2627
2628 /* If the player should die (lack of hp, food, etc), we call this.
2629 * op is the player in jeopardy. If the player can not be saved (not
2630 * permadeath, no lifesave), this will take care of removing the player
2631 * file.
2632 */
2633 void
2634 kill_player (object *op)
2635 {
2636 char buf[MAX_BUF];
2637 int x, y;
2638
2639 //int i;
2640 maptile *map; /* this is for resurrection */
2641
2642 /* int z;
2643 int num_stats_lose;
2644 int lost_a_stat;
2645 int lose_this_stat;
2646 int this_stat; */
2647 int will_kill_again;
2648 archetype *at;
2649 object *tmp;
2650
2651 if (save_life (op))
2652 return;
2653
2654
2655 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2656 * in cities ONLY!!! It is very important that this doesn't get abused.
2657 * Look at op_on_battleground() for more info --AndreasV
2658 */
2659 if (op_on_battleground (op, &x, &y))
2660 {
2661 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2662 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2663
2664 /* restore player */
2665 at = archetype::find ("poisoning");
2666 if (object *tmp = present_arch_in_ob (at, op))
2667 {
2668 tmp->destroy ();
2669 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2670 }
2671
2672 at = archetype::find ("confusion");
2673 if (object *tmp = present_arch_in_ob (at, op))
2674 {
2675 tmp->destroy ();
2676 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2677 }
2678
2679 cure_disease (op, 0); /* remove any disease */
2680 op->stats.hp = op->stats.maxhp;
2681 if (op->stats.food <= 0)
2682 op->stats.food = 999;
2683
2684 /* create a bodypart-trophy to make the winner happy */
2685 if (object *tmp = arch_to_object (archetype::find ("finger")))
2686 {
2687 sprintf (buf, "%s's finger", &op->name);
2688 tmp->name = buf;
2689 sprintf (buf, " This finger has been cut off %s\n"
2690 " the %s, when he was defeated at\n level %d by %s.\n",
2691 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2692 tmp->msg = buf;
2693 tmp->value = 0, tmp->type = 0;
2694 tmp->materialname = "organics";
2695 tmp->insert_at (op, tmp);
2696 }
2697
2698 /* teleport defeated player to new destination */
2699 transfer_ob (op, x, y, 0, NULL);
2700 op->contr->braced = 0;
2701 return;
2702 }
2703
2704 INVOKE_PLAYER (DEATH, op->contr);
2705
2706 command_kill_pets (op, 0);
2707
2708 if (op->stats.food < 0)
2709 {
2710 sprintf (buf, "%s starved to death.", &op->name);
2711 strcpy (op->contr->killer, "starvation");
2712 }
2713 else
2714 sprintf (buf, "%s died.", &op->name);
2715
2716 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2717
2718 /* save the map location for corpse, gravestone */
2719 x = op->x;
2720 y = op->y;
2721 map = op->map;
2722
2723 /* NOT_PERMADEATH code. This basically brings the character back to
2724 * life if they are dead - it takes some exp and a random stat.
2725 * See the config.h file for a little more in depth detail about this.
2726 */
2727
2728 /* Basically two ways to go - remove a stat permanently, or just
2729 * make it depletion. This bunch of code deals with that aspect
2730 * of death.
2731 */
2732 #ifndef COZY_SERVER
2733 if (settings.balanced_stat_loss)
2734 {
2735 /* If stat loss is permanent, lose one stat only. */
2736 /* Lower level chars don't lose as many stats because they suffer
2737 more if they do. */
2738 /* Higher level characters can afford things such as potions of
2739 restoration, or better, stat potions. So we slug them that
2740 little bit harder. */
2741 /* GD */
2742 if (settings.stat_loss_on_death)
2743 num_stats_lose = 1;
2744 else
2745 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2746 }
2747 else
2748 num_stats_lose = 1;
2749
2750 lost_a_stat = 0;
2751
2752 for (z = 0; z < num_stats_lose; z++)
2753 {
2754 i = RANDOM () % NUM_STATS;
2755
2756 if (settings.stat_loss_on_death)
2757 {
2758 /* Pick a random stat and take a point off it. Tell the player
2759 * what he lost.
2760 */
2761 change_attr_value (&(op->stats), i, -1);
2762 check_stat_bounds (&(op->stats));
2763 change_attr_value (&(op->contr->orig_stats), i, -1);
2764 check_stat_bounds (&(op->contr->orig_stats));
2765 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2766 lost_a_stat = 1;
2767 }
2768 else
2769 {
2770 /* deplete a stat */
2771 archetype *deparch = archetype::find ("depletion");
2772 object *dep;
2773
2774 dep = present_arch_in_ob (deparch, op);
2775 if (!dep)
2776 {
2777 dep = arch_to_object (deparch);
2778 insert_ob_in_ob (dep, op);
2779 }
2780 lose_this_stat = 1;
2781 if (settings.balanced_stat_loss)
2782 {
2783 /* GD */
2784 /* Get the stat that we're about to deplete. */
2785 this_stat = get_attr_value (&(dep->stats), i);
2786 if (this_stat < 0)
2787 {
2788 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2789 int keep_chance = this_stat * this_stat;
2790
2791 /* Yes, I am paranoid. Sue me. */
2792 if (keep_chance < 1)
2793 keep_chance = 1;
2794
2795 /* There is a maximum depletion total per level. */
2796 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2797 {
2798 lose_this_stat = 0;
2799 /* Take loss chance vs keep chance to see if we
2800 retain the stat. */
2801 }
2802 else
2803 {
2804 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2805 lose_this_stat = 0;
2806 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2807 this_stat, keep_chance, loss_chance,
2808 lose_this_stat?"LOSE":"KEEP"); */
2809 }
2810 }
2811 }
2812
2813 if (lose_this_stat)
2814 {
2815 this_stat = get_attr_value (&(dep->stats), i);
2816 /* We could try to do something clever like find another
2817 * stat to reduce if this fails. But chances are, if
2818 * stats have been depleted to -50, all are pretty low
2819 * and should be roughly the same, so it shouldn't make a
2820 * difference.
2821 */
2822 if (this_stat >= -50)
2823 {
2824 change_attr_value (&(dep->stats), i, -1);
2825 SET_FLAG (dep, FLAG_APPLIED);
2826 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2827 op->update_stats ();
2828 lost_a_stat = 1;
2829 }
2830 }
2831 }
2832 }
2833 /* If no stat lost, tell the player. */
2834 if (!lost_a_stat)
2835 {
2836 /* determine_god() seems to not work sometimes... why is this?
2837 Should I be using something else? GD */
2838 const char *god = determine_god (op);
2839
2840 if (god && (strcmp (god, "none")))
2841 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2842 else
2843 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2844 }
2845 #else
2846 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2847 #endif
2848
2849 /* Put a gravestone up where the character 'almost' died. List the
2850 * exp loss on the stone.
2851 */
2852 tmp = arch_to_object (archetype::find ("gravestone"));
2853 sprintf (buf, "%s's gravestone", &op->name);
2854 tmp->name = buf;
2855 sprintf (buf, "%s's gravestones", &op->name);
2856 tmp->name_pl = buf;
2857 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);
2858 tmp->msg = buf;
2859 tmp->x = op->x, tmp->y = op->y;
2860 insert_ob_in_map (tmp, op->map, NULL, 0);
2861
2862 /**************************************/
2863 /* */
2864 /* Subtract the experience points, */
2865 /* if we died cause of food, give us */
2866 /* food, and reset HP's... */
2867 /* */
2868 /**************************************/
2869
2870 /* remove any poisoning and confusion the character may be suffering. */
2871 /* restore player */
2872 at = archetype::find ("poisoning");
2873 tmp = present_arch_in_ob (at, op);
2874
2875 if (tmp)
2876 {
2877 tmp->destroy ();
2878 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2879 }
2880
2881 at = archetype::find ("confusion");
2882 tmp = present_arch_in_ob (at, op);
2883 if (tmp)
2884 {
2885 tmp->destroy ();
2886 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2887 }
2888
2889 cure_disease (op, 0); /* remove any disease */
2890
2891 /*add_exp(op, (op->stats.exp * -0.20)); */
2892 apply_death_exp_penalty (op);
2893 if (op->stats.food < 100)
2894 op->stats.food = 900;
2895 op->stats.hp = op->stats.maxhp;
2896 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2897 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2898
2899 /*
2900 * Check to see if the player has any unpaid items. If so, remove them
2901 * and put them back in the map.
2902 */
2903 remove_unpaid_objects (op->inv, op);
2904
2905 /****************************************/
2906 /* */
2907 /* Move player to his current respawn- */
2908 /* position (usually last savebed) */
2909 /* */
2910 /****************************************/
2911
2912 enter_player_savebed (op);
2913
2914 op->contr->braced = 0;
2915
2916 /* it is possible that the player has blown something up
2917 * at his savebed location, and that can have long lasting
2918 * spell effects. So first see if there is a spell effect
2919 * on the space that might harm the player.
2920 */
2921 will_kill_again = 0;
2922 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2923 if (tmp->type == SPELL_EFFECT)
2924 will_kill_again |= tmp->attacktype;
2925
2926 if (will_kill_again)
2927 {
2928 object *force;
2929 int at;
2930
2931 force = get_archetype (FORCE_NAME);
2932 /* 50 ticks should be enough time for the spell to abate */
2933 force->speed = 0.1f;
2934 force->speed_left = -5.f;
2935 SET_FLAG (force, FLAG_APPLIED);
2936 for (at = 0; at < NROFATTACKS; at++)
2937 if (will_kill_again & (1 << at))
2938 force->resist[at] = 100;
2939
2940 insert_ob_in_ob (force, op);
2941 op->update_stats ();
2942
2943 }
2944
2945 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2946 }
2947
2948 void
2949 loot_object (object *op)
2950 { /* Grab and destroy some treasure */
2951 object *tmp, *tmp2, *next;
2952
2953 op->close_container (); /* close open sack first */
2954
2955 for (tmp = op->inv; tmp; tmp = next)
2956 {
2957 next = tmp->below;
2958
2959 if (tmp->invisible)
2960 continue;
2961
2962 tmp->remove ();
2963 tmp->x = op->x, tmp->y = op->y;
2964
2965 if (tmp->type == CONTAINER)
2966 loot_object (tmp); /* empty container to ground */
2967
2968 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2969 {
2970 if (tmp->nrof > 1)
2971 {
2972 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2973 tmp2->destroy ();
2974 insert_ob_in_map (tmp, op->map, NULL, 0);
2975 }
2976 else
2977 tmp->destroy ();
2978 }
2979 else
2980 insert_ob_in_map (tmp, op->map, NULL, 0);
2981 }
2982 }
2983
2984 /*
2985 * fix_weight(): Check recursively the weight of all players, and fix
2986 * what needs to be fixed. Refresh windows and fix speed if anything
2987 * was changed.
2988 */
2989 void
2990 fix_weight (void)
2991 {
2992 for_all_players (pl)
2993 {
2994 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2995
2996 if (old == sum)
2997 continue;
2998 pl->ob->update_stats ();
2999 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3000 }
3001 }
3002
3003 void
3004 fix_luck (void)
3005 {
3006 for_all_players (pl)
3007 if (!pl->ob->contr->ns->state)
3008 pl->ob->change_luck (0);
3009 }
3010
3011 /* cast_dust() - handles op throwing objects of type 'DUST'.
3012 * This is much simpler in the new spell code - we basically
3013 * just treat this as any other spell casting object.
3014 */
3015 void
3016 cast_dust (object *op, object *throw_ob, int dir)
3017 {
3018 object *skop, *spob;
3019
3020 skop = find_skill_by_name (op, throw_ob->skill);
3021
3022 /* casting POTION 'dusts' is really a use_magic_item skill */
3023 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3024 {
3025 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3026 return;
3027 }
3028
3029 spob = throw_ob->inv;
3030
3031 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3032 // not pass NULL to cast_spell (which did indeed check itself, but
3033 // errors should be reported as early as possible IMHO)
3034 if (!spob)
3035 {
3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3037 return;
3038 }
3039
3040 if (op->type == PLAYER)
3041 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3042
3043 cast_spell (op, throw_ob, dir, spob, NULL);
3044
3045 throw_ob->destroy ();
3046 }
3047
3048 void
3049 make_visible (object *op)
3050 {
3051 op->hide = 0;
3052 op->invisible = 0;
3053 if (op->type == PLAYER)
3054 {
3055 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0;
3057 }
3058
3059 update_object (op, UP_OBJ_CHANGE);
3060 }
3061
3062 int
3063 is_true_undead (object *op)
3064 {
3065 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3066 return 1;
3067
3068 return 0;
3069 }
3070
3071 /* look at the surrounding terrain to determine
3072 * the hideability of this object. Positive levels
3073 * indicate greater hideability.
3074 */
3075
3076 int
3077 hideability (object *ob)
3078 {
3079 int i, level = 0, mflag;
3080 sint16 x, y;
3081
3082 if (!ob || !ob->map)
3083 return 0;
3084
3085 /* so, on normal lighted maps, its hard to hide */
3086 level = ob->map->darkness - 2;
3087
3088 /* this also picks up whether the object is glowing.
3089 * If you carry a light on a non-dark map, its not
3090 * as bad as carrying a light on a pitch dark map */
3091 if (has_carried_lights (ob))
3092 level = -(10 + (2 * ob->map->darkness));
3093
3094 /* scan through all nearby squares for terrain to hide in */
3095 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3096 {
3097 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3098 if (mflag & P_OUT_OF_MAP)
3099 {
3100 continue;
3101 }
3102 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3103 level += 2;
3104 else /* open terrain! */
3105 level -= 1;
3106 }
3107
3108 #if 0
3109 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3110 #endif
3111 return level;
3112 }
3113
3114 /* For Hidden creatures - a chance of becoming 'unhidden'
3115 * every time they move - as we subtract off 'invisibility'
3116 * AND, for players, if they move into a ridiculously unhideable
3117 * spot (surrounded by clear terrain in broad daylight). -b.t.
3118 */
3119
3120 void
3121 do_hidden_move (object *op)
3122 {
3123 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3124 object *skop;
3125
3126 if (!op || !op->map)
3127 return;
3128
3129 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3130
3131 /* its *extremely* hard to run and sneak/hide at the same time! */
3132 if (op->type == PLAYER && op->contr->run_on)
3133 if (!skop || num >= skop->level)
3134 {
3135 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3136 make_visible (op);
3137 return;
3138 }
3139 else
3140 num += 20;
3141
3142 num += op->map->difficulty;
3143 hide = hideability (op); /* modify by terrain hidden level */
3144 num -= hide;
3145
3146 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3147 {
3148 make_visible (op);
3149 if (op->type == PLAYER)
3150 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3151 }
3152 else if (op->type == PLAYER && skop)
3153 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3154 }
3155
3156 /* determine if who is standing near a hostile creature. */
3157
3158 int
3159 stand_near_hostile (object *who)
3160 {
3161 object *tmp = NULL;
3162 int i, friendly = 0, player = 0, mflags;
3163 maptile *m;
3164 sint16 x, y;
3165
3166 if (!who)
3167 return 0;
3168
3169 if (who->type == PLAYER)
3170 player = 1;
3171
3172 else
3173 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3174
3175 /* search adjacent squares */
3176 for (i = 1; i < 9; i++)
3177 {
3178 x = who->x + freearr_x[i];
3179 y = who->y + freearr_y[i];
3180 m = who->map;
3181 mflags = get_map_flags (m, &m, x, y, &x, &y);
3182 /* space must be blocked if there is a monster. If not
3183 * blocked, don't need to check this space.
3184 */
3185 if (mflags & P_OUT_OF_MAP)
3186 continue;
3187 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3188 continue;
3189
3190 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3191 {
3192 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3193 return 1;
3194 else if (tmp->type == PLAYER)
3195 {
3196 /*don't let a hidden DM prevent you from hiding */
3197 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3198 return 1;
3199 }
3200 }
3201 }
3202 return 0;
3203 }
3204
3205 /* check the player los field for viewability of the
3206 * object op. This function works fine for monsters,
3207 * but we dont worry if the object isnt the top one in
3208 * a pile (say a coin under a table would return "viewable"
3209 * by this routine). Another question, should we be
3210 * concerned with the direction the player is looking
3211 * in? Realistically, most of use cant see stuff behind
3212 * our backs...on the other hand, does the "facing" direction
3213 * imply the way your head, or body is facing? Its possible
3214 * for them to differ. Sigh, this fctn could get a bit more complex.
3215 * -b.t.
3216 * This function is now map tiling safe.
3217 */
3218
3219 int
3220 player_can_view (object *pl, object *op)
3221 {
3222 rv_vector rv;
3223 int dx, dy;
3224
3225 if (pl->type != PLAYER)
3226 {
3227 LOG (llevError, "player_can_view() called for non-player object\n");
3228 return -1;
3229 }
3230
3231 if (!pl || !op)
3232 return 0;
3233
3234 op = op->head_ ();
3235
3236 get_rangevector (pl, op, &rv, 0x1);
3237
3238 /* starting with the 'head' part, lets loop
3239 * through the object and find if it has any
3240 * part that is in the los array but isnt on
3241 * a blocked los square.
3242 * we use the archetype to figure out offsets.
3243 */
3244 while (op)
3245 {
3246 dx = rv.distance_x + op->arch->clone.x;
3247 dy = rv.distance_y + op->arch->clone.y;
3248
3249 /* only the viewable area the player sees is updated by LOS
3250 * code, so we need to restrict ourselves to that range of values
3251 * for any meaningful values.
3252 */
3253 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3254 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3255 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3256 return 1;
3257 op = op->more;
3258 }
3259 return 0;
3260 }
3261
3262 /* routine for both players and monsters. We call this when
3263 * there is a possibility for our action distrubing our hiding
3264 * place or invisiblity spell. Artefact invisiblity is not
3265 * effected by this. If we arent invisible to begin with, we
3266 * return 0.
3267 */
3268 int
3269 action_makes_visible (object *op)
3270 {
3271
3272 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3273 {
3274 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3275 return 0;
3276
3277 if (op->contr && op->contr->tmp_invis == 0)
3278 return 0;
3279
3280 /* If monsters, they should become visible */
3281 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3282 {
3283 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3284 return 1;
3285 }
3286 }
3287 return 0;
3288 }
3289
3290 /* op_on_battleground - checks if the given object op (usually
3291 * a player) is standing on a valid battleground-tile,
3292 * function returns TRUE/FALSE. If true x, y returns the battleground
3293 * -exit-coord. (and if x, y not NULL)
3294 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3295 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3296 * Default is to do the same as before, so only people wanting to have different points need worry about this
3297 */
3298 int
3299 op_on_battleground (object *op, int *x, int *y)
3300 {
3301 object *tmp;
3302
3303 /* A battleground-tile needs the following attributes to be valid:
3304 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3305 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3306 * and the exit-coordinates sp/hp must both be > 0.
3307 * => The intention here is to prevent abuse of the battleground-
3308 * feature (like pickable or hidden battleground tiles). */
3309 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3310 {
3311 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3312 {
3313 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3314 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3315 {
3316 /*before we assign the exit, check if this is a teambattle */
3317 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3318 {
3319 object *invtmp;
3320
3321 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3322 {
3323 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3324 {
3325 if (x != NULL && y != NULL)
3326 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3327 return 1;
3328 }
3329 }
3330 }
3331 if (x != NULL && y != NULL)
3332 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3333 return 1;
3334 }
3335 }
3336 }
3337 /* If we got here, did not find a battleground */
3338 return 0;
3339 }
3340
3341 /*
3342 * When a dragon-player gains a new stage of evolution,
3343 * he gets some treasure
3344 *
3345 * attributes:
3346 * object *who the dragon player
3347 * int atnr the attack-number of the ability focus
3348 * int level ability level
3349 */
3350 void
3351 dragon_ability_gain (object *who, int atnr, int level)
3352 {
3353 treasurelist *trlist = NULL; /* treasurelist */
3354 treasure *tr; /* treasure */
3355 object *tmp, *skop; /* tmp. object */
3356 object *item; /* treasure object */
3357 char buf[MAX_BUF]; /* tmp. string buffer */
3358 int i = 0, j = 0;
3359
3360 /* get the appropriate treasurelist */
3361 if (atnr == ATNR_FIRE)
3362 trlist = treasurelist::find ("dragon_ability_fire");
3363 else if (atnr == ATNR_COLD)
3364 trlist = treasurelist::find ("dragon_ability_cold");
3365 else if (atnr == ATNR_ELECTRICITY)
3366 trlist = treasurelist::find ("dragon_ability_elec");
3367 else if (atnr == ATNR_POISON)
3368 trlist = treasurelist::find ("dragon_ability_poison");
3369
3370 if (trlist == NULL || who->type != PLAYER)
3371 return;
3372
3373 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3374
3375 if (!tr || !tr->item)
3376 {
3377 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3378 return;
3379 }
3380
3381 /* everything seems okay - now bring on the gift: */
3382 item = &(tr->item->clone);
3383
3384 if (item->type == SPELL)
3385 {
3386 if (check_spell_known (who, item->name))
3387 return;
3388
3389 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3390 do_learn_spell (who, item, 0);
3391 return;
3392 }
3393
3394 /* grant direct spell */
3395 if (item->type == SPELLBOOK)
3396 {
3397 if (!item->inv)
3398 {
3399 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 return;
3401 }
3402 if (check_spell_known (who, item->inv->name))
3403 return;
3404 if (item->invisible)
3405 {
3406 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3407 do_learn_spell (who, item->inv, 0);
3408 return;
3409 }
3410 }
3411 else if (item->type == SKILL_TOOL && item->invisible)
3412 {
3413 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3414 {
3415
3416 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3417 * in this way, if the player is missing any of the attacktypes, he gets
3418 * them. As it is now, if the player has any that match the granted skill,
3419 * but not all of them, he gets nothing.
3420 */
3421 if (!(skop->attacktype & item->attacktype))
3422 {
3423 /* Give new attacktype */
3424 skop->attacktype |= item->attacktype;
3425
3426 /* always add physical if there's none */
3427 skop->attacktype |= AT_PHYSICAL;
3428
3429 if (item->msg != NULL)
3430 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3431
3432 /* Give player new face */
3433 if (item->animation_id)
3434 {
3435 who->face = skop->face;
3436 who->animation_id = item->animation_id;
3437 who->anim_speed = item->anim_speed;
3438 who->last_anim = 0;
3439 who->state = 0;
3440 animate_object (who, who->direction);
3441 }
3442 }
3443 }
3444 }
3445 else if (item->type == FORCE)
3446 {
3447 /* forces in the treasurelist can alter the player's stats */
3448 object *skin;
3449
3450 /* first get the dragon skin force */
3451 shstr_cmp dragon_skin_force ("dragon_skin_force");
3452 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3453 ;
3454
3455 if (!skin)
3456 return;
3457
3458 /* adding new spellpath attunements */
3459 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3460 {
3461 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3462
3463 /* print message */
3464 sprintf (buf, "You feel attuned to ");
3465 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3466 {
3467 if (item->path_attuned & (1 << i))
3468 {
3469 if (j)
3470 strcat (buf, " and ");
3471 else
3472 j = 1;
3473 strcat (buf, spellpathnames[i]);
3474 }
3475 }
3476 strcat (buf, ".");
3477 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3478 }
3479
3480 /* evtl. adding flags: */
3481 if (QUERY_FLAG (item, FLAG_XRAYS))
3482 SET_FLAG (skin, FLAG_XRAYS);
3483 if (QUERY_FLAG (item, FLAG_STEALTH))
3484 SET_FLAG (skin, FLAG_STEALTH);
3485 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3486 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3487
3488 /* print message if there is one */
3489 if (item->msg != NULL)
3490 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3491 }
3492 else
3493 {
3494 /* generate misc. treasure */
3495 tmp = arch_to_object (tr->item);
3496 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3497 tmp = insert_ob_in_ob (tmp, who);
3498 if (who->type == PLAYER)
3499 esrv_send_item (who, tmp);
3500 }
3501 }
3502
3503 /**
3504 * Unready an object for a player. This function does nothing if the object was
3505 * not readied.
3506 */
3507 void
3508 player_unready_range_ob (player *pl, object *ob)
3509 {
3510 if (pl->ob->current_weapon == ob)
3511 pl->ob->current_weapon = 0;
3512
3513 if (pl->combat_ob == ob)
3514 pl->combat_ob = 0;
3515
3516 if (pl->ranged_ob == ob)
3517 pl->ranged_ob = 0;
3518 }
3519
3520 sint8
3521 player::visibility_at (maptile *map, int x, int y) const
3522 {
3523 if (!ns)
3524 return 0;
3525
3526 int dx, dy;
3527 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3528 return 0;
3529
3530 x += dx - ns->current_x + ns->mapx / 2;
3531 y += dy - ns->current_y + ns->mapy / 2;
3532
3533 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3534 return 0;
3535
3536 return 100 - blocked_los [x][y];
3537 }