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/cvs/deliantra/server/server/player.C
Revision: 1.147
Committed: Sun Jun 3 17:42:39 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.146: +2 -1 lines
Log Message:
its never working on first try

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors 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 /* This loads the first map an puts the player on it. */
153 static void
154 set_first_map (object *op)
155 {
156 op->contr->maplevel = first_map_path;
157 op->x = -1;
158 op->y = -1;
159 }
160
161 void
162 player::activate ()
163 {
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173 }
174
175 void
176 player::deactivate ()
177 {
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195 }
196
197 // connect the player with a specific client
198 // also changes, rationalises, and fixes some incorrect settings
199 void
200 player::connect (client *ns)
201 {
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->clone.name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288 }
289
290 void
291 player::disconnect ()
292 {
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 deactivate ();
309 }
310
311 // the need for this function can be explained
312 // by load_object not returning the object
313 void
314 player::set_object (object *op)
315 {
316 ob = observe = op;
317 ob->contr = this; /* this aren't yet in archetype */
318
319 ob->speed = 1.0f;
320 ob->speed_left = 0.5f;
321
322 ob->direction = 5; /* So player faces south */
323 }
324
325 void
326 player::set_observe (object *op)
327 {
328 observe = op ? op : ob;
329 do_los = 1;
330 }
331
332 player::player ()
333 {
334 /* There are some elements we want initialised to non zero value -
335 * we deal with that below this point.
336 */
337 outputs_sync = 4;
338 outputs_count = 4;
339 unapply = unapply_nochoice;
340
341 savebed_map = first_map_path; /* Init. respawn position */
342
343 gen_sp_armour = 10;
344 bowtype = bow_normal;
345 petmode = pet_normal;
346 listening = 10;
347 usekeys = containers;
348 peaceful = 1; /* default peaceful */
349 do_los = 1;
350
351 weapon_sp = 1.0f;
352 weapon_sp_left = 0.5f;
353 }
354
355 void
356 player::do_destroy ()
357 {
358 disconnect ();
359
360 attachable::do_destroy ();
361
362 if (ob)
363 {
364 ob->destroy_inv (false);
365 ob->destroy ();
366 }
367 }
368
369 player::~player ()
370 {
371 /* Clear item stack */
372 free (stack_items);
373 }
374
375 /* Tries to add player on the connection passed in ns.
376 * All we can really get in this is some settings like host and display
377 * mode.
378 */
379 player *
380 player::create ()
381 {
382 player *pl = new player;
383
384 pl->set_object (arch_to_object (get_player_archetype (0)));
385
386 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
389
390 set_first_map (pl->ob);
391
392 return pl;
393 }
394
395 /*
396 * get_player_archetype() return next player archetype from archetype
397 * list. Not very efficient routine, but used only creating new players.
398 * Note: there MUST be at least one player archetype!
399 */
400 archetype *
401 get_player_archetype (archetype *at)
402 {
403 archetype *start = at;
404
405 for (;;)
406 {
407 if (at == NULL || at->next == NULL)
408 at = first_archetype;
409 else
410 at = at->next;
411
412 if (at->clone.type == PLAYER)
413 return at;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 }
421 }
422
423 object *
424 get_nearest_player (object *mon)
425 {
426 object *op = NULL;
427 objectlink *ol;
428 unsigned lastdist;
429 rv_vector rv;
430
431 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
432 {
433 /* We should not find free objects on this friendly list, but it
434 * does periodically happen. Given that, lets deal with it.
435 * While unlikely, it is possible the next object on the friendly
436 * list is also free, so encapsulate this in a while loop.
437 */
438 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
439 {
440 object *tmp = ol->ob;
441
442 /* Can't do much more other than log the fact, because the object
443 * itself will have been cleared.
444 */
445 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
446 tmp->debug_desc ());
447 ol = ol->next;
448 remove_friendly_object (tmp);
449 if (!ol)
450 return op;
451 }
452
453 /* Remove special check for player from this. First, it looks to cause
454 * some crashes (ol->ob->contr not set properly?), but secondly, a more
455 * complicated method of state checking would be needed in any case -
456 * as it was, a clever player could type quit, and the function would
457 * skip them over while waiting for confirmation. Remove
458 * on_same_map check, as can_detect_enemy also does this
459 */
460 if (!can_detect_enemy (mon, ol->ob, &rv))
461 continue;
462
463 if (lastdist > rv.distance)
464 {
465 op = ol->ob;
466 lastdist = rv.distance;
467 }
468 }
469
470 for_all_players (pl)
471 if (can_detect_enemy (mon, pl->ob, &rv))
472 if (lastdist > rv.distance)
473 {
474 op = pl->ob;
475 lastdist = rv.distance;
476 }
477
478 #if 0
479 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
480 #endif
481 return op;
482 }
483
484 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
485 * result in a monster paths backtracking. It basically determines how large a
486 * detour a monster will take from the direction path when looking
487 * for a path to the player. The values are in the amount of direction
488 * the deviation is
489 */
490 #define DETOUR_AMOUNT 2
491
492 /* This is used to prevent infinite loops. Consider a case where the
493 * player is in a chamber (with gate closed), and monsters are outside.
494 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
495 * find a path into the chamber. This is a good thing, but since there
496 * is no real path, it will just keep circling the chamber for
497 * ever (this could be a nice effect for monsters, but not for the function
498 * to get stuck in. I think for the monsters, if max is reached and
499 * we return the first direction the creature could move would result in the
500 * circling behaviour. Unfortunately, this function is also used to determined
501 * if the creature should cast a spell, so returning a direction in that case
502 * is probably not a good thing.
503 */
504 #define MAX_SPACES 50
505
506 /*
507 * Returns the direction to the player, if valid. Returns 0 otherwise.
508 * modified to verify there is a path to the player. Does this by stepping towards
509 * player and if path is blocked then see if blockage is close enough to player that
510 * direction to player is changed (ie zig or zag). Continue zig zag until either
511 * reach player or path is blocked. Thus, will only return true if there is a free
512 * path to player. Though path may not be a straight line. Note that it will find
513 * player hiding along a corridor at right angles to the corridor with the monster.
514 *
515 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
516 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
517 * down corriders.
518 * 2) I think the old code was broken if the first direction the monster
519 * should move was blocked - the code would store the first direction without
520 * verifying that the player can actually move in that direction. The new
521 * code does not store anything in firstdir until we have verified that the
522 * monster can in fact move one space in that direction.
523 * 3) I'm not sure how good this code will be for moving multipart monsters,
524 * since only simple checks to blocked are being called, which could mean the monster
525 * is blocking itself.
526 */
527 int
528 path_to_player (object *mon, object *pl, unsigned mindiff)
529 {
530 rv_vector rv;
531 sint16 x, y;
532 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
533 maptile *m, *lastmap;
534
535 get_rangevector (mon, pl, &rv, 0);
536
537 if (rv.distance < mindiff)
538 return 0;
539
540 x = mon->x;
541 y = mon->y;
542 m = mon->map;
543 dir = rv.direction;
544 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
545 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
546
547 /* If we can't solve it within the search distance, return now. */
548 if (diff > max)
549 return 0;
550
551 while (diff > 1 && max > 0)
552 {
553 lastx = x;
554 lasty = y;
555 lastmap = m;
556 x = lastx + freearr_x[dir];
557 y = lasty + freearr_y[dir];
558
559 mflags = get_map_flags (m, &m, x, y, &x, &y);
560 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
561
562 /* Space is blocked - try changing direction a little */
563 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
564 && (m == mon->map && blocked_link (mon, m, x, y))))
565 {
566 /* recalculate direction from last good location. Possible
567 * we were not traversing ideal location before.
568 */
569 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
570 if (rv.direction != dir)
571 {
572 /* OK - says direction should be different - lets reset the
573 * the values so it will try again.
574 */
575 x = lastx;
576 y = lasty;
577 m = lastmap;
578 dir = firstdir = rv.direction;
579 }
580 else
581 {
582 /* direct path is blocked - try taking a side step to
583 * either the left or right.
584 * Note increase the values in the loop below to be
585 * more than -1/1 respectively will mean the monster takes
586 * bigger detour. Have to be careful about these values getting
587 * too big (3 or maybe 4 or higher) as the monster may just try
588 * stepping back and forth
589 */
590 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
591 {
592 if (i == 0)
593 continue; /* already did this, so skip it */
594 /* Use lastdir here - otherwise,
595 * since the direction that the creature should move in
596 * may change, you could get infinite loops.
597 * ie, player is northwest, but monster can only
598 * move west, so it does that. It goes some distance,
599 * gets blocked, finds that it should move north,
600 * can't do that, but now finds it can move east, and
601 * gets back to its original point. lastdir contains
602 * the last direction the creature has successfully
603 * moved.
604 */
605
606 x = lastx + freearr_x[absdir (lastdir + i)];
607 y = lasty + freearr_y[absdir (lastdir + i)];
608 m = lastmap;
609 mflags = get_map_flags (m, &m, x, y, &x, &y);
610 if (mflags & P_OUT_OF_MAP)
611 continue;
612 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
613 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
614 continue;
615 if (mflags & P_BLOCKSVIEW)
616 continue;
617
618 if (m == mon->map && blocked_link (mon, m, x, y))
619 break;
620 }
621 /* go through entire loop without finding a valid
622 * sidestep to take - thus, no valid path.
623 */
624 if (i == (DETOUR_AMOUNT + 1))
625 return 0;
626 diff--;
627 lastdir = dir;
628 max--;
629 if (!firstdir)
630 firstdir = dir + i;
631 } /* else check alternate directions */
632 } /* if blocked */
633 else
634 {
635 /* we moved towards creature, so diff is less */
636 diff--;
637 max--;
638 lastdir = dir;
639 if (!firstdir)
640 firstdir = dir;
641 }
642
643 if (diff <= 1)
644 {
645 /* Recalculate diff (distance) because we may not have actually
646 * headed toward player for entire distance.
647 */
648 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
649 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
650 }
651
652 if (diff > max)
653 return 0;
654 }
655
656 /* If we reached the max, didn't find a direction in time */
657 if (!max)
658 return 0;
659
660 return firstdir;
661 }
662
663 void
664 give_initial_items (object *pl, treasurelist * items)
665 {
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670
671 for (op = pl->inv; op; op = next)
672 {
673 next = op->below;
674
675 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way
677 */
678 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
679 SET_FLAG (op, FLAG_APPLIED);
680
681 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions
683 */
684 if (pl->type == PLAYER)
685 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
687 (op->type == ARMOUR || op->type == BOOTS ||
688 op->type == CLOAK || op->type == HELMET ||
689 op->type == SHIELD || op->type == GLOVES ||
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 {
692 op->destroy ();
693 continue;
694 }
695 }
696
697 /* This really needs to be better - we should really give
698 * a substitute spellbook. The problem is that we don't really
699 * have a good idea what to replace it with (need something like
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */
703 if (op->type == SPELLBOOK || op->type == SKILL)
704 {
705 object *tmp;
706
707 for (tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 {
713 op->destroy ();
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
715 continue;
716 }
717
718 if (op->nrof > 1)
719 op->nrof = 1;
720 }
721
722 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726
727 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be
729 * merged properly.
730 */
731 if (need_identify (op))
732 {
733 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED);
736 }
737 if (op->type == SPELL)
738 {
739 op->destroy ();
740 continue;
741 }
742 else if (op->type == SKILL)
743 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0;
746 op->level = 1;
747 }
748 /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */
752
753 /* Need to set up the skill pointers */
754 link_player_skills (pl);
755 }
756
757 void
758 get_party_password (object *op, partylist *party)
759 {
760 if (party == NULL)
761 {
762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
763 return;
764 }
765
766 op->contr->write_buf[0] = '\0';
767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
768 op->contr->party_to_join = party;
769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
770 }
771
772 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773 static int
774 roll_stat (void)
775 {
776 int a[4], i, j, k;
777
778 for (i = 0; i < 4; i++)
779 a[i] = (int) rndm (6) + 1;
780
781 for (i = 0, j = 0, k = 7; i < 4; i++)
782 if (a[i] < k)
783 k = a[i], j = i;
784
785 for (i = 0, k = 0; i < 4; i++)
786 if (i != j)
787 k += a[i];
788
789 return k;
790 }
791
792 void
793 object::roll_stats ()
794 {
795 int statsort [NUM_STATS];
796
797 for (;;)
798 {
799 int sum = 0;
800 for (int i = NUM_STATS; i--; )
801 sum += statsort [i] = roll_stat ();
802
803 if (sum >= 82 && sum <= 116)
804 break;
805 }
806
807 // Sort the stats so that rerolling is easier...
808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
809
810 for (int i = 0; i < NUM_STATS; ++i)
811 stats.stat (i) = statsort [i];
812
813 stats.exp = 0;
814 stats.ac = 0;
815
816 stats.hp = stats.maxhp;
817 stats.sp = stats.maxsp;
818 stats.grace = stats.maxgrace;
819
820 if (contr)
821 {
822 contr->levhp[1] = 9;
823 contr->levsp[1] = 6;
824 contr->levgrace[1] = 3;
825
826 contr->orig_stats = stats;
827 }
828 }
829
830 void
831 object::swap_stats (int a, int b)
832 {
833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
834
835 for (int i = 0; i < NUM_STATS; ++i)
836 stats.stat (i) = contr->orig_stats.stat (i);
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
846 stats.hp = stats.maxhp;
847 stats.sp = stats.maxsp;
848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
856 contr->orig_stats = stats;
857 }
858 }
859
860 static void
861 start_info (object *op)
862 {
863 char buf[MAX_BUF];
864
865 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
866 new_draw_info (NDI_UNIQUE, 0, op, buf);
867 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
868 //new_draw_info (NDI_UNIQUE, 0, op, " ");
869 }
870
871 /* This function takes the key that is passed, and does the
872 * appropriate action with it (change race, or other things).
873 * The function name is for historical reasons - now we have
874 * separate race and class; this actually changes the RACE,
875 * not the class.
876 */
877 void
878 player::chargen_race_done ()
879 {
880 /* this must before then initial items are given */
881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
882
883 treasurelist *tl = treasurelist::find ("starting_wealth");
884 if (tl)
885 create_treasure (tl, ob, 0, 0, 0);
886
887 INVOKE_PLAYER (BIRTH, ob->contr);
888 INVOKE_PLAYER (LOGIN, ob->contr);
889
890 ob->contr->ns->state = ST_PLAYING;
891
892 if (ob->msg)
893 ob->msg = 0;
894
895 /* We create this now because some of the unique maps will need it
896 * to save here.
897 */
898 {
899 char buf[MAX_BUF];
900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
901 make_path_to_file (buf);
902 }
903
904 start_info (ob);
905 CLEAR_FLAG (ob, FLAG_WIZ);
906 give_initial_items (ob, ob->randomitems);
907 link_player_skills (ob);
908 esrv_send_inventory (ob, ob);
909 ob->update_stats ();
910
911 /* This moves the player to a different start map, if there
912 * is one for this race
913 */
914 if (*first_map_ext_path)
915 {
916 object *tmp;
917 char mapname[MAX_BUF];
918
919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
920 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y;
924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
925 * if the map isn't there, then stay on the
926 * default initial map */
927 tmp->destroy ();
928 }
929 else
930 LOG (llevDebug, "first_map_ext_path not set\n");
931 }
932
933 void
934 player::chargen_race_next ()
935 {
936 /* Following actually changes the race - this is the default command
937 * if we don't match with one of the options above.
938 */
939
940 do
941 {
942 shstr name = ob->name;
943 int x = ob->x, y = ob->y;
944
945 ob->remove_statbonus ();
946 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob);
949 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name;
952 ob->x = x;
953 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name);
957 ob->add_statbonus ();
958 }
959 while (!allowed_class (ob));
960
961 update_object (ob, UP_OBJ_FACE);
962 esrv_update_item (UPD_FACE, ob, ob);
963 ob->update_stats ();
964 ob->stats.hp = ob->stats.maxhp;
965 ob->stats.sp = ob->stats.maxsp;
966 ob->stats.grace = 0;
967 }
968
969 void
970 flee_player (object *op)
971 {
972 int dir, diff;
973 rv_vector rv;
974
975 if (op->stats.hp < 0)
976 {
977 LOG (llevDebug, "Fleeing player is dead.\n");
978 CLEAR_FLAG (op, FLAG_SCARED);
979 return;
980 }
981
982 if (op->enemy == NULL)
983 {
984 LOG (llevDebug, "Fleeing player had no enemy.\n");
985 CLEAR_FLAG (op, FLAG_SCARED);
986 return;
987 }
988
989 /* Seen some crashes here. Since we don't store an
990 * op->enemy_count, it is possible that something destroys the
991 * actual enemy, and the object is recycled.
992 */
993 if (op->enemy->map == NULL)
994 {
995 CLEAR_FLAG (op, FLAG_SCARED);
996 op->enemy = NULL;
997 return;
998 }
999
1000 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1001 {
1002 op->enemy = NULL;
1003 CLEAR_FLAG (op, FLAG_SCARED);
1004 return;
1005 }
1006
1007 get_rangevector (op, op->enemy, &rv, 0);
1008
1009 dir = absdir (4 + rv.direction);
1010 for (diff = 0; diff < 3; diff++)
1011 {
1012 int m = 1 - (RANDOM () & 2);
1013
1014 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1015 return;
1016 }
1017
1018 /* Cornered, get rid of scared */
1019 CLEAR_FLAG (op, FLAG_SCARED);
1020 op->enemy = NULL;
1021 }
1022
1023 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1024 * It returns 1 if the player should keep on moving, 0 if he should
1025 * stop.
1026 */
1027 int
1028 check_pick (object *op)
1029 {
1030 object *tmp, *next;
1031 int stop = 0;
1032 int wvratio;
1033 char putstring[128];
1034
1035 /* if you're flying, you cna't pick up anything */
1036 if (op->move_type & MOVE_FLYING)
1037 return 1;
1038
1039 next = op->below;
1040
1041 /* loop while there are items on the floor that are not marked as
1042 * destroyed */
1043 while (next && !next->destroyed ())
1044 {
1045 tmp = next;
1046 next = tmp->below;
1047
1048 if (op->destroyed ())
1049 return 0;
1050
1051 if (!can_pick (op, tmp))
1052 continue;
1053
1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1055 {
1056 if (item_matched_string (op, tmp, op->contr->search_str))
1057 pick_up (op, tmp);
1058 continue;
1059 }
1060
1061 /* high not bit set? We're using the old autopickup model */
1062 if (!(op->contr->mode & PU_NEWMODE))
1063 {
1064 switch (op->contr->mode)
1065 {
1066 case 0:
1067 return 1; /* don't pick up */
1068 case 1:
1069 pick_up (op, tmp);
1070 return 1;
1071 case 2:
1072 pick_up (op, tmp);
1073 return 0;
1074 case 3:
1075 return 0; /* stop before pickup */
1076 case 4:
1077 pick_up (op, tmp);
1078 break;
1079 case 5:
1080 pick_up (op, tmp);
1081 stop = 1;
1082 break;
1083 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1085 pick_up (op, tmp);
1086 break;
1087
1088 case 7:
1089 if (tmp->type == MONEY || tmp->type == GEM)
1090 pick_up (op, tmp);
1091 break;
1092
1093 default:
1094 /* use value density */
1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1097 pick_up (op, tmp);
1098 }
1099 }
1100 else
1101 { /* old model */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG)
1104 {
1105 /* some debugging code to figure out item information */
1106 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1115
1116 /* philosophy:
1117 * It's easy to grab an item type from a pile, as long as it's
1118 * generic. This takes no game-time. For more detailed pickups
1119 * and selections, select-items should be used. This is a
1120 * grab-as-you-run type mode that's really useful for arrows for
1121 * example.
1122 * The drawback: right now it has no frontend, so you need to
1123 * stick the bits you want into a calculator in hex mode and then
1124 * convert to decimal and then 'pickup <#>
1125 */
1126
1127 /* the first two modes are exclusive: if NOTHING we return, if
1128 * STOP then we stop. All the rest are applied sequentially,
1129 * meaning if any test passes, the item gets picked up. */
1130
1131 /* if mode is set to pick nothing up, return */
1132
1133 if (op->contr->mode & PU_NOTHING)
1134 return 1;
1135
1136 /* if mode is set to stop when encountering objects, return */
1137 /* take STOP before INHIBIT since it doesn't actually pick
1138 * anything up */
1139
1140 if (op->contr->mode & PU_STOP)
1141 return 0;
1142
1143 /* useful for going into stores and not losing your settings... */
1144 /* and for battles wher you don't want to get loaded down while
1145 * fighting */
1146 if (op->contr->mode & PU_INHIBIT)
1147 return 1;
1148
1149 /* prevent us from turning into auto-thieves :) */
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 continue;
1152
1153 /* ignore known cursed objects */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1155 continue;
1156
1157 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 {
1220 if (tmp->type == MONEY || tmp->type == GEM)
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225 }
1226
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON)
1311 {
1312 if (tmp->type == WEAPON && tmp->name != NULL)
1313 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320 }
1321
1322 if (tmp->type == WEAPON && tmp->name == NULL)
1323 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330 }
1331
1332 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */
1342 if (op->contr->mode & PU_RATIO)
1343 {
1344 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 {
1351 pick_up (op, tmp);
1352 #if 0
1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1354 if (tmp->name != NULL)
1355 {
1356 fprintf (stderr, "%s", tmp->name);
1357 }
1358 else
1359 fprintf (stderr, "%s", tmp->arch->name);
1360 fprintf (stderr, ",%d] = ", tmp->type);
1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1362 #endif
1363 continue;
1364 }
1365 }
1366 } /* the new pickup model */
1367 }
1368
1369 return !stop;
1370 }
1371
1372 /*
1373 * Find an arrow in the inventory and after that
1374 * in the right type container (quiver). Pointer to the
1375 * found object is returned.
1376 */
1377 object *
1378 find_arrow (object *op, const char *type)
1379 {
1380 object *tmp = 0;
1381
1382 for (op = op->inv; op; op = op->below)
1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1384 tmp = find_arrow (op, type);
1385 else if (op->type == ARROW && op->race == type)
1386 return op;
1387
1388 return tmp;
1389 }
1390
1391 /*
1392 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1393 * against the target. A full test is not performed, simply a basic test
1394 * of resistances. The archer is making a quick guess at what he sees down
1395 * the hall. Failing that it does it's best to pick the highest plus arrow.
1396 */
1397 object *
1398 find_better_arrow (object *op, object *target, const char *type, int *better)
1399 {
1400 object *tmp = NULL, *arrow, *ntmp;
1401 int attacknum, attacktype, betterby = 0, i;
1402
1403 if (!type)
1404 return NULL;
1405
1406 for (arrow = op->inv; arrow; arrow = arrow->below)
1407 {
1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409 {
1410 i = 0;
1411 ntmp = find_better_arrow (arrow, target, type, &i);
1412 if (i > betterby)
1413 {
1414 tmp = ntmp;
1415 betterby = i;
1416 }
1417 }
1418 else if (arrow->type == ARROW && arrow->race == type)
1419 {
1420 /* allways prefer assasination/slaying */
1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1422 {
1423 if (arrow->attacktype & AT_DEATH)
1424 {
1425 *better = 100;
1426 return arrow;
1427 }
1428 else
1429 {
1430 tmp = arrow;
1431 betterby = (arrow->magic + arrow->stats.dam) * 2;
1432 }
1433 }
1434 else
1435 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 {
1438 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1441 {
1442 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1444 }
1445 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 {
1448 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 }
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 {
1453 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 }
1456 }
1457 }
1458 }
1459 if (tmp == NULL && arrow == NULL)
1460 return find_arrow (op, type);
1461
1462 *better = betterby;
1463 return tmp;
1464 }
1465
1466 /* looks in a given direction, finds the first valid target, and calls
1467 * find_better_arrow to find a decent arrow to use.
1468 * op = the shooter
1469 * type = bow->race
1470 * dir = fire direction
1471 */
1472 object *
1473 pick_arrow_target (object *op, const char *type, int dir)
1474 {
1475 object *tmp = NULL;
1476 maptile *m;
1477 int i, mflags, found, number;
1478 sint16 x, y;
1479
1480 if (op->map == NULL)
1481 return find_arrow (op, type);
1482
1483 /* do a dex check */
1484 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1485 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1486 return find_arrow (op, type);
1487
1488 m = op->map;
1489 x = op->x;
1490 y = op->y;
1491
1492 /* find the first target */
1493 for (i = 0, found = 0; i < 20; i++)
1494 {
1495 x += freearr_x[dir];
1496 y += freearr_y[dir];
1497 mflags = get_map_flags (m, &m, x, y, &x, &y);
1498 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1499 {
1500 tmp = NULL;
1501 break;
1502 }
1503 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1504 {
1505 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1506 * perhaps a bad assumption.
1507 */
1508 tmp = NULL;
1509 break;
1510 }
1511 if (mflags & P_IS_ALIVE)
1512 {
1513 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1514 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1515 {
1516 found++;
1517 break;
1518 }
1519 if (found)
1520 break;
1521 }
1522 }
1523 if (tmp == NULL)
1524 return find_arrow (op, type);
1525
1526 if (tmp->head)
1527 tmp = tmp->head;
1528
1529 return find_better_arrow (op, tmp, type, &i);
1530 }
1531
1532 /*
1533 * Creature fires a bow - op can be monster or player. Returns
1534 * 1 if bow was actually fired, 0 otherwise.
1535 * op is the object firing the bow.
1536 * part is for multipart creatures - the part firing the bow.
1537 * dir is the direction of fire.
1538 * wc_mod is any special modifier to give (used in special player fire modes)
1539 * sx, sy are coordinates to fire arrow from - also used in some of the special
1540 * player fire modes.
1541 */
1542 int
1543 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1544 {
1545 object *left, *bow;
1546 int mflags;
1547 maptile *m;
1548
1549 if (!dir)
1550 {
1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1552 return 0;
1553 }
1554
1555 if (op->contr)
1556 bow = op->current_weapon;
1557 else
1558 {
1559 for (bow = op->inv; bow; bow = bow->below)
1560 /* Don't check for applied - monsters don't apply bows - in that way, they
1561 * don't need to switch back and forth between bows and weapons.
1562 */
1563 if (bow->type == BOW)
1564 break;
1565
1566 if (!bow)
1567 {
1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1569 return 0;
1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1579 }
1580
1581 if (!bow->race || !bow->skill)
1582 {
1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1584 return 0;
1585 }
1586
1587 if (arrow == NULL)
1588 {
1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1590 {
1591 if (op->type == PLAYER)
1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1594 else
1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1597 return 0;
1598 }
1599 }
1600
1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1602 if (mflags & P_OUT_OF_MAP)
1603 return 0;
1604
1605 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1606 {
1607 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1608 return 0;
1609 }
1610
1611 /* this should not happen, but sometimes does */
1612 if (arrow->nrof == 0)
1613 {
1614 arrow->destroy ();
1615 return 0;
1616 }
1617
1618 left = arrow; /* these are arrows left to the player */
1619 arrow = get_split_ob (arrow, 1);
1620 if (!arrow)
1621 {
1622 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1623 return 0;
1624 }
1625
1626 arrow->set_owner (op);
1627 arrow->skill = bow->skill;
1628 arrow->direction = dir;
1629
1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype;
1633
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 #if 0
1638 if (player *pl = op->contr)
1639 {
1640 float speed = pl->weapon_sp;
1641
1642 /* penalize ROF for bestarrow */
1643 if (pl->bowtype == bow_bestarrow)
1644 speed *= .9f;
1645 else
1646 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1647
1648 op->speed_left += speed - op->speed;
1649 }
1650 #endif
1651
1652 SET_ANIMATION (arrow, arrow->direction);
1653
1654 /* update the speed */
1655 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1656 + bow->stats.dam / 7.f;
1657
1658 arrow->set_speed (max (arrow->speed, 2.f));
1659 arrow->speed_left = 0;
1660
1661 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1662
1663 if (op->type == PLAYER)
1664 {
1665 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1666 wc -= dex_bonus[op->stats.Dex];
1667
1668 if (!arrow->slaying)
1669 arrow->slaying = op->slaying;
1670
1671 arrow->attacktype |= op->attacktype;
1672 }
1673 else
1674 {
1675 arrow->level = op->level;
1676 arrow->stats.wc -= bow->magic;
1677
1678 if (!arrow->slaying)
1679 arrow->slaying = bow->slaying;
1680
1681 arrow->attacktype |= bow->attacktype;
1682 }
1683
1684 wc -= arrow->level;
1685 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1686
1687 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1688 arrow->move_type = MOVE_FLY_LOW;
1689 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1690
1691 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1692 m->insert (arrow, sx, sy, op);
1693
1694 if (!arrow->destroyed ())
1695 move_arrow (arrow);
1696
1697 if (op->type == PLAYER)
1698 {
1699 if (left->destroyed ())
1700 esrv_del_item (op->contr, left->count);
1701 else
1702 esrv_send_item (op, left);
1703 }
1704
1705 return 1;
1706 }
1707
1708 /* Special fire code for players - this takes into
1709 * account the special fire modes players can have
1710 * but monsters can't. Putting that code here
1711 * makes the fire_bow code much cleaner.
1712 * this function should only be called if 'op' is a player,
1713 * hence the function name.
1714 */
1715 int
1716 player_fire_bow (object *op, int dir)
1717 {
1718 int ret = 0, wcmod = 0;
1719
1720 if (op->contr->bowtype == bow_bestarrow)
1721 {
1722 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1723 }
1724 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1725 {
1726 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1727 wcmod = -1;
1728
1729 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1730 }
1731 else if (op->contr->bowtype == bow_threewide)
1732 {
1733 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1735 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1736 }
1737 else if (op->contr->bowtype == bow_spreadshot)
1738 {
1739 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1741 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1742 }
1743 else
1744 {
1745 /* Simple case */
1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1747 }
1748
1749 return ret;
1750 }
1751
1752 /* Fires a misc (wand/rod/horn) object in 'dir'.
1753 * Broken apart from 'fire' to keep it more readable.
1754 */
1755 void
1756 fire_misc_object (object *op, int dir)
1757 {
1758 object *item = op->contr->ranged_ob;
1759
1760 if (!item)
1761 {
1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1763 return;
1764 }
1765
1766 if (!item->inv)
1767 {
1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1769 return;
1770 }
1771
1772 if (!op->change_weapon (item))
1773 return;
1774
1775 if (item->type == WAND)
1776 {
1777 if (item->stats.food <= 0)
1778 {
1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781
1782 return;
1783 }
1784 }
1785 else if (item->type == ROD || item->type == HORN)
1786 {
1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1788 {
1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
1791 if (item->type == ROD)
1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1793 else
1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1795
1796 return;
1797 }
1798 }
1799
1800 if (cast_spell (op, item, dir, item->inv, NULL))
1801 {
1802 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1803 if (item->type == WAND)
1804 {
1805 if (!(--item->stats.food))
1806 {
1807 object *tmp;
1808
1809 if (item->arch)
1810 {
1811 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face;
1813 item->set_speed (0);
1814 }
1815
1816 if ((tmp = item->in_player ()))
1817 esrv_update_item (UPD_ANIM, tmp, item);
1818 }
1819 }
1820 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge (item);
1822 }
1823 }
1824
1825 /* Received a fire command for the player - go and do it.
1826 */
1827 bool
1828 fire (object *op, int dir)
1829 {
1830 int spellcost = 0;
1831
1832 /* check for loss of invisiblity/hide */
1833 if (action_makes_visible (op))
1834 make_visible (op);
1835
1836 player *pl = op->contr;
1837
1838 if (pl->golem)
1839 {
1840 control_golem (op->contr->golem, dir);
1841 return false;
1842 }
1843
1844 object *ob = pl->ranged_ob;
1845
1846 if (!ob)
1847 return false;
1848
1849 if (!op->change_weapon (ob))
1850 return false;
1851
1852 if (op->speed_left > 0.f)
1853 --op->speed_left;
1854 else
1855 return false;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
1860 player_fire_bow (op, dir);
1861 break;
1862
1863 case SPELL:
1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1865 break;
1866
1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
1876 fire_misc_object (op, dir);
1877 break;
1878 }
1879
1880 return true;
1881 }
1882
1883 /* find_key
1884 * We try to find a key for the door as passed. If we find a key
1885 * and successfully use it, we return the key, otherwise NULL
1886 * This function merges both normal and locked door, since the logic
1887 * for both is the same - just the specific key is different.
1888 * pl is the player,
1889 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers.
1892 */
1893 object *
1894 find_key (object *pl, object *container, object *door)
1895 {
1896 object *tmp, *key;
1897
1898 /* Should not happen, but sanity checking is never bad */
1899 if (!container->inv)
1900 return 0;
1901
1902 /* First, lets try to find a key in the top level inventory */
1903 for (tmp = container->inv; tmp; tmp = tmp->below)
1904 {
1905 if (door->type == DOOR && tmp->type == KEY)
1906 break;
1907 /* For sanity, we should really check door type, but other stuff
1908 * (like containers) can be locked with special keys
1909 */
1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1911 break;
1912 }
1913
1914 /* No key found - lets search inventories now */
1915 /* If we find and use a key in an inventory, return at that time.
1916 * otherwise, if we search all the inventories and still don't find
1917 * a key, return
1918 */
1919 if (!tmp)
1920 {
1921 for (tmp = container->inv; tmp; tmp = tmp->below)
1922 {
1923 /* No reason to search empty containers */
1924 if (tmp->type == CONTAINER && tmp->inv)
1925 {
1926 if ((key = find_key (pl, tmp, door)))
1927 return key;
1928 }
1929 }
1930
1931 if (!tmp)
1932 return NULL;
1933 }
1934
1935 /* We get down here if we have found a key. Now if its in a container,
1936 * see if we actually want to use it
1937 */
1938 if (pl != container)
1939 {
1940 /* Only let players use keys in containers */
1941 if (!pl->contr)
1942 return NULL;
1943 /* cases where this fails:
1944 * If we only search the player inventory, return now since we
1945 * are not in the players inventory.
1946 * If the container is not active, return now since only active
1947 * containers can be used.
1948 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active.
1952 *
1953 * Change the color so that the message doesn't disappear with
1954 * all the others.
1955 */
1956 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 {
1960 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1962 return NULL;
1963 }
1964 }
1965
1966 return tmp;
1967 }
1968
1969 /* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more,
1972 * 0 otherwise
1973 */
1974 static int
1975 player_attack_door (object *op, object *door)
1976 {
1977 /* If its a door, try to find a key. If we do destroy the door,
1978 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code.
1980 */
1981 object *key = find_key (op, op, door);
1982
1983 /* If we found a key, do some extra work */
1984 if (key)
1985 {
1986 object *container = key->env;
1987
1988 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989
1990 if (action_makes_visible (op))
1991 make_visible (op);
1992
1993 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1994 spring_trap (door->inv, op);
1995
1996 if (door->type == DOOR)
1997 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1998 else if (door->type == LOCKED_DOOR)
1999 {
2000 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2001 remove_door2 (door); /* remove door without violence ;-) */
2002 }
2003
2004 /* Do this after we print the message */
2005 decrease_ob (key); /* Use up one of the keys */
2006 /* Need to update the weight the container the key was in */
2007 if (container != op)
2008 esrv_update_item (UPD_WEIGHT, op, container);
2009
2010 return 1; /* Nothing more to do below */
2011 }
2012 else if (door->type == LOCKED_DOOR)
2013 {
2014 /* Might as well return now - no other way to open this */
2015 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2016 return 1;
2017 }
2018
2019 return 0;
2020 }
2021
2022 /* This function is just part of a breakup from move_player.
2023 * It should keep the code cleaner.
2024 * When this is called, the players direction has been updated
2025 * (taking into account confusion.) The player is also actually
2026 * going to try and move (not fire weapons).
2027 */
2028 bool
2029 move_player_attack (object *op, int dir)
2030 {
2031 int on_battleground;
2032
2033 sint16 nx = freearr_x[dir] + op->x;
2034 sint16 ny = freearr_y[dir] + op->y;
2035
2036 on_battleground = op_on_battleground (op, 0, 0);
2037
2038 if (out_of_map (op->map, nx, ny))
2039 return false;
2040
2041 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2042 {
2043 --op->speed_left;
2044 return true;
2045 }
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 maptile *m = op->map->xy_find (nx, ny);
2057
2058 /* Go through all the objects, and find ones of interest. Only stop if
2059 * we find a monster - that is something we know we want to attack.
2060 * if its a door or barrel (can roll) see if there may be monsters
2061 * on the space
2062 */
2063 object *mon;
2064 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2065 {
2066 if ((mon->flag [FLAG_ALIVE]
2067 || mon->type == LOCKED_DOOR
2068 || mon->flag [FLAG_CAN_ROLL])
2069 && mon != op)
2070 break;
2071 }
2072
2073 if (!mon) /* This happens anytime the player tries to move */
2074 return false; /* into a wall */
2075
2076 mon = mon->head_ ();
2077
2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (op->contr->weapon_sp_left > 0.f)
2080 if (player_attack_door (op, mon))
2081 {
2082 --op->contr->weapon_sp_left;
2083 return true;
2084 }
2085
2086 /* The following deals with possibly attacking peaceful
2087 * or friendly creatures. Basically, all players are considered
2088 * unaggressive. If the moving player has peaceful set, then the
2089 * object should be pushed instead of attacked. It is assumed that
2090 * if you are braced, you will not attack friends accidently,
2091 * and thus will not push them.
2092 */
2093
2094 /* If the creature is a pet, push it even if the player is not
2095 * peaceful. Our assumption is the creature is a pet if the
2096 * player owns it and it is either friendly or unagressive.
2097 */
2098 if (op->type == PLAYER
2099 && ((mon->owner && mon->owner->contr
2100 && same_party (mon->owner->contr->party, op->contr->party))
2101 || mon->owner == op)
2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2103 {
2104 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced)
2106 return false;
2107
2108 if (op->speed_left > 0.f)
2109 {
2110 --op->speed_left;
2111
2112 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2113 push_ob (mon, dir, op);
2114
2115 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op);
2117
2118 return true;
2119 }
2120 else
2121 return false;
2122 }
2123
2124 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push
2126 * someone, but put it inside this loop so that you won't
2127 * attack them either.
2128 */
2129 if ((mon->type == PLAYER || mon->enemy != op)
2130 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2131 && ((op->contr->peaceful
2132 || (mon->type == PLAYER && mon->contr->peaceful))
2133 && !on_battleground))
2134 {
2135 if (op->speed_left > 0.f)
2136 {
2137 --op->speed_left;
2138
2139 if (!op->contr->braced)
2140 {
2141 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2142 push_ob (mon, dir, op);
2143 }
2144 else
2145 new_draw_info (0, 0, op, "You withhold your attack");
2146
2147 if (op->contr->tmp_invis || op->hide)
2148 make_visible (op);
2149
2150 return true;
2151 }
2152 }
2153 /* If the object is a boulder or other rollable object, then
2154 * roll it if not braced. You can't roll it if you are braced.
2155 */
2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2157 {
2158 if (op->speed_left > 0.f)
2159 {
2160 --op->speed_left;
2161
2162 recursive_roll (mon, dir, op);
2163 if (action_makes_visible (op))
2164 make_visible (op);
2165
2166 return true;
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->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2179 {
2180 --op->contr->weapon_sp_left;
2181
2182 skill_attack (mon, op, 0, 0, 0);
2183
2184 if (action_makes_visible (op))
2185 make_visible (op);
2186
2187 return true;
2188 }
2189 }
2190
2191 return false;
2192 }
2193
2194 bool
2195 move_player (object *op, int dir)
2196 {
2197 int pick;
2198
2199 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2200 return 0;
2201
2202 /* Sanity check: make sure dir is valid */
2203 if ((dir < 0) || (dir >= 9))
2204 {
2205 LOG (llevError, "move_player: invalid direction %d\n", dir);
2206 return 0;
2207 }
2208
2209 /* peterm: added following line */
2210 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2211 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2212
2213 op->facing = dir;
2214
2215 if (op->hide)
2216 do_hidden_move (op);
2217
2218 bool retval;
2219
2220 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2221 retval = RESULT_INT (0);
2222 else if (op->contr->fire_on)
2223 retval = fire (op, dir);
2224 else
2225 {
2226 retval = move_player_attack (op, dir);
2227 pick = check_pick (op);
2228 }
2229
2230 /* Add special check for newcs players and fire on - this way, the
2231 * server can handle repeat firing.
2232 */
2233 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2234 op->direction = dir;
2235 else
2236 op->direction = 0;
2237
2238 /* Update how the player looks. Use the facing, so direction may
2239 * get reset to zero. This allows for full animation capabilities
2240 * for players.
2241 */
2242 animate_object (op, op->facing);
2243
2244 return retval;
2245 }
2246
2247 /* This is similar to handle_player, below, but is only used by the
2248 * new client/server stuff.
2249 * This is sort of special, in that the new client/server actually uses
2250 * the new speed values for commands.
2251 *
2252 * Returns true if there are more actions we can do. Should not do
2253 * many actions in a row, as that would be too unfair to other
2254 * players.
2255 */
2256 bool
2257 handle_newcs_player (object *op)
2258 {
2259 if (QUERY_FLAG (op, FLAG_SCARED))
2260 {
2261 if (op->speed_left > 0.f)
2262 {
2263 --op->speed_left;
2264 flee_player (op);
2265
2266 return true;
2267 }
2268 else
2269 return false;
2270 }
2271
2272 /* call this here - we also will call this in do_ericserver, but
2273 * the players time has been increased when doericserver has been
2274 * called, so we recheck it here.
2275 */
2276 if (op->contr->ns->handle_command ())
2277 return true;
2278
2279 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2280 return move_player (op, op->direction);
2281
2282 return false;
2283 }
2284
2285 int
2286 save_life (object *op)
2287 {
2288 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2289 return 0;
2290
2291 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2292 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2293 {
2294 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2295 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2296
2297 if (op->contr)
2298 esrv_del_item (op->contr, tmp->count);
2299
2300 tmp->destroy ();
2301 CLEAR_FLAG (op, FLAG_LIFESAVE);
2302
2303 if (op->stats.hp < 0)
2304 op->stats.hp = op->stats.maxhp;
2305
2306 if (op->stats.food < 0)
2307 op->stats.food = 999;
2308
2309 op->update_stats ();
2310 return 1;
2311 }
2312
2313 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2314 CLEAR_FLAG (op, FLAG_LIFESAVE);
2315 enter_player_savebed (op); /* bring him home. */
2316 return 0;
2317 }
2318
2319 /* This goes throws the inventory and removes unpaid objects, and puts them
2320 * back in the map (location and map determined by values of env). This
2321 * function will descend into containers. op is the object to start the search
2322 * from.
2323 */
2324 void
2325 remove_unpaid_objects (object *op, object *env)
2326 {
2327 while (op)
2328 {
2329 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2330
2331 if (QUERY_FLAG (op, FLAG_UNPAID))
2332 {
2333 if (env->type == PLAYER)
2334 esrv_del_item (env->contr, op->count);
2335
2336 op->insert_at (env);
2337 }
2338 else if (op->inv)
2339 remove_unpaid_objects (op->inv, env);
2340
2341 op = next;
2342 }
2343 }
2344
2345 /*
2346 * Returns pointer a static string containing gravestone text
2347 * Moved from apply.c to player.c - player.c is what
2348 * actually uses this function. player.c may not be quite the
2349 * best, a misc file for object actions is probably better,
2350 * but there isn't one in the server directory.
2351 */
2352 char *
2353 gravestone_text (object *op)
2354 {
2355 static char buf2[MAX_BUF];
2356 char buf[MAX_BUF];
2357 time_t now = time (NULL);
2358
2359 strcpy (buf2, " R.I.P.\n\n");
2360 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2362 else
2363 sprintf (buf, "%s\n", &op->name);
2364
2365 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf);
2367 if (op->type == PLAYER)
2368 sprintf (buf, "who was in level %d when killed\n", op->level);
2369 else
2370 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2371
2372 strncat (buf2, " ", 20 - strlen (buf) / 2);
2373 strcat (buf2, buf);
2374 if (op->type == PLAYER)
2375 {
2376 sprintf (buf, "by %s.\n\n", op->contr->killer);
2377 strncat (buf2, " ", 21 - strlen (buf) / 2);
2378 strcat (buf2, buf);
2379 }
2380
2381 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2382 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf);
2384
2385 return buf2;
2386 }
2387
2388 void
2389 do_some_living (object *op)
2390 {
2391 int last_food = op->stats.food;
2392 int gen_hp, gen_sp, gen_grace;
2393 int over_hp, over_sp, over_grace;
2394 int i;
2395 int rate_hp = 1200;
2396 int rate_sp = 2500;
2397 int rate_grace = 2000;
2398 const int max_hp = 1;
2399 const int max_sp = 1;
2400 const int max_grace = 1;
2401
2402 if (op->contr->hidden)
2403 {
2404 op->invisible = 1000;
2405 /* the socket code flashes the player visible/invisible
2406 * depending on the value of invisible, so we need to
2407 * alternate it here for it to work correctly.
2408 */
2409 if (pticks & 2)
2410 op->invisible--;
2411 }
2412 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2413 {
2414 if (!op->invisible--)
2415 {
2416 make_visible (op);
2417 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2418 }
2419 }
2420
2421 if (op->contr->ns->state == ST_PLAYING)
2422 {
2423 /* these next three if clauses make it possible to SLOW DOWN
2424 hp/grace/spellpoint regeneration. */
2425 if (op->contr->gen_hp >= 0)
2426 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2427 else
2428 {
2429 gen_hp = op->stats.maxhp;
2430 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2431 }
2432
2433 if (op->contr->gen_sp >= 0)
2434 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2435 else
2436 {
2437 gen_sp = op->stats.maxsp;
2438 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2439 }
2440
2441 if (op->contr->gen_grace >= 0)
2442 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2443 else
2444 {
2445 gen_grace = op->stats.maxgrace;
2446 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2447 }
2448
2449 /* Regenerate Spell Points */
2450 if (!op->contr->golem && --op->last_sp < 0)
2451 {
2452 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2453 if (op->stats.sp < op->stats.maxsp)
2454 {
2455 op->stats.sp++;
2456 /* dms do not consume food */
2457 if (!QUERY_FLAG (op, FLAG_WIZ))
2458 {
2459 op->stats.food--;
2460 if (op->contr->digestion < 0)
2461 op->stats.food += op->contr->digestion;
2462 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2463 op->stats.food = last_food;
2464 }
2465 }
2466
2467 if (max_sp > 1)
2468 {
2469 over_sp = (gen_sp + 10) / rate_sp;
2470 if (over_sp > 0)
2471 {
2472 if (op->stats.sp < op->stats.maxsp)
2473 {
2474 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2475
2476 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2477 op->stats.sp--;
2478
2479 if (op->stats.sp > op->stats.maxsp)
2480 op->stats.sp = op->stats.maxsp;
2481 }
2482 op->last_sp = 0;
2483 }
2484 else
2485 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2486 }
2487 else
2488 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2489 }
2490
2491 /* Regenerate Grace */
2492 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2493 if (--op->last_grace < 0)
2494 {
2495 if (op->stats.grace < op->stats.maxgrace / 2)
2496 op->stats.grace++; /* no penalty in food for regaining grace */
2497
2498 if (max_grace > 1)
2499 {
2500 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2501 if (over_grace > 0)
2502 {
2503 op->stats.sp += over_grace
2504 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2505 op->last_grace = 0;
2506 }
2507 else
2508 {
2509 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2510 }
2511 }
2512 else
2513 {
2514 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2515 }
2516 /* wearing stuff doesn't detract from grace generation. */
2517 }
2518
2519 /* Regenerate Hit Points */
2520 if (--op->last_heal < 0)
2521 {
2522 if (op->stats.hp < op->stats.maxhp)
2523 {
2524 op->stats.hp++;
2525 /* dms do not consume food */
2526 if (!QUERY_FLAG (op, FLAG_WIZ))
2527 {
2528 op->stats.food--;
2529 if (op->contr->digestion < 0)
2530 op->stats.food += op->contr->digestion;
2531 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2532 op->stats.food = last_food;
2533 }
2534 }
2535
2536 if (max_hp > 1)
2537 {
2538 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2539 if (over_hp > 0)
2540 {
2541 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2542 op->last_heal = 0;
2543 }
2544 else
2545 {
2546 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2547 }
2548 }
2549 else
2550 {
2551 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2552 }
2553 }
2554
2555 /* Digestion */
2556 if (--op->last_eat < 0)
2557 {
2558 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2559
2560 if (op->contr->gen_hp > 0)
2561 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2562 else
2563 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2564
2565 /* dms do not consume food */
2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2567 op->stats.food--;
2568 }
2569
2570 if (op->stats.food < 0 && op->stats.hp >= 0)
2571 {
2572 object *tmp, *flesh = 0;
2573
2574 for (tmp = op->inv; tmp; tmp = tmp->below)
2575 {
2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2577 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2579 {
2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2581 manual_apply (op, tmp, 0);
2582 if (op->stats.food >= 0 || op->stats.hp < 0)
2583 break;
2584 }
2585 else if (tmp->type == FLESH)
2586 flesh = tmp;
2587 } /* End if paid for object */
2588 } /* end of for loop */
2589
2590 /* If player is still starving, it means they don't have any food, so
2591 * eat flesh instead.
2592 */
2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2594 {
2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2596 manual_apply (op, flesh, 0);
2597 }
2598 }
2599
2600 while (op->stats.food < 0 && op->stats.hp >= 0)
2601 op->stats.food++, op->stats.hp--;
2602
2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2604 kill_player (op);
2605 }
2606 }
2607
2608 /* If the player should die (lack of hp, food, etc), we call this.
2609 * op is the player in jeopardy. If the player can not be saved (not
2610 * permadeath, no lifesave), this will take care of removing the player
2611 * file.
2612 */
2613 void
2614 kill_player (object *op)
2615 {
2616 char buf[MAX_BUF];
2617 int x, y;
2618
2619 //int i;
2620 maptile *map; /* this is for resurrection */
2621
2622 /* int z;
2623 int num_stats_lose;
2624 int lost_a_stat;
2625 int lose_this_stat;
2626 int this_stat; */
2627 int will_kill_again;
2628 archetype *at;
2629 object *tmp;
2630
2631 if (save_life (op))
2632 return;
2633
2634
2635 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2636 * in cities ONLY!!! It is very important that this doesn't get abused.
2637 * Look at op_on_battleground() for more info --AndreasV
2638 */
2639 if (op_on_battleground (op, &x, &y))
2640 {
2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2642 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2643
2644 /* restore player */
2645 at = archetype::find ("poisoning");
2646 if (object *tmp = present_arch_in_ob (at, op))
2647 {
2648 tmp->destroy ();
2649 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2650 }
2651
2652 at = archetype::find ("confusion");
2653 if (object *tmp = present_arch_in_ob (at, op))
2654 {
2655 tmp->destroy ();
2656 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2657 }
2658
2659 cure_disease (op, 0); /* remove any disease */
2660 op->stats.hp = op->stats.maxhp;
2661 if (op->stats.food <= 0)
2662 op->stats.food = 999;
2663
2664 /* create a bodypart-trophy to make the winner happy */
2665 if (object *tmp = arch_to_object (archetype::find ("finger")))
2666 {
2667 sprintf (buf, "%s's finger", &op->name);
2668 tmp->name = buf;
2669 sprintf (buf, " This finger has been cut off %s\n"
2670 " the %s, when he was defeated at\n level %d by %s.\n",
2671 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2672 tmp->msg = buf;
2673 tmp->value = 0, tmp->type = 0;
2674 tmp->materialname = "organics";
2675 tmp->insert_at (op, tmp);
2676 }
2677
2678 /* teleport defeated player to new destination */
2679 transfer_ob (op, x, y, 0, NULL);
2680 op->contr->braced = 0;
2681 return;
2682 }
2683
2684 INVOKE_PLAYER (DEATH, op->contr);
2685
2686 command_kill_pets (op, 0);
2687
2688 if (op->stats.food < 0)
2689 {
2690 sprintf (buf, "%s starved to death.", &op->name);
2691 strcpy (op->contr->killer, "starvation");
2692 }
2693 else
2694 sprintf (buf, "%s died.", &op->name);
2695
2696 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2697
2698 /* save the map location for corpse, gravestone */
2699 x = op->x;
2700 y = op->y;
2701 map = op->map;
2702
2703 /* NOT_PERMADEATH code. This basically brings the character back to
2704 * life if they are dead - it takes some exp and a random stat.
2705 * See the config.h file for a little more in depth detail about this.
2706 */
2707
2708 /* Basically two ways to go - remove a stat permanently, or just
2709 * make it depletion. This bunch of code deals with that aspect
2710 * of death.
2711 */
2712 #ifndef COZY_SERVER
2713 if (settings.balanced_stat_loss)
2714 {
2715 /* If stat loss is permanent, lose one stat only. */
2716 /* Lower level chars don't lose as many stats because they suffer
2717 more if they do. */
2718 /* Higher level characters can afford things such as potions of
2719 restoration, or better, stat potions. So we slug them that
2720 little bit harder. */
2721 /* GD */
2722 if (settings.stat_loss_on_death)
2723 num_stats_lose = 1;
2724 else
2725 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 }
2727 else
2728 num_stats_lose = 1;
2729
2730 lost_a_stat = 0;
2731
2732 for (z = 0; z < num_stats_lose; z++)
2733 {
2734 i = RANDOM () % NUM_STATS;
2735
2736 if (settings.stat_loss_on_death)
2737 {
2738 /* Pick a random stat and take a point off it. Tell the player
2739 * what he lost.
2740 */
2741 change_attr_value (&(op->stats), i, -1);
2742 check_stat_bounds (&(op->stats));
2743 change_attr_value (&(op->contr->orig_stats), i, -1);
2744 check_stat_bounds (&(op->contr->orig_stats));
2745 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2746 lost_a_stat = 1;
2747 }
2748 else
2749 {
2750 /* deplete a stat */
2751 archetype *deparch = archetype::find ("depletion");
2752 object *dep;
2753
2754 dep = present_arch_in_ob (deparch, op);
2755 if (!dep)
2756 {
2757 dep = arch_to_object (deparch);
2758 insert_ob_in_ob (dep, op);
2759 }
2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss)
2762 {
2763 /* GD */
2764 /* Get the stat that we're about to deplete. */
2765 this_stat = get_attr_value (&(dep->stats), i);
2766 if (this_stat < 0)
2767 {
2768 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2769 int keep_chance = this_stat * this_stat;
2770
2771 /* Yes, I am paranoid. Sue me. */
2772 if (keep_chance < 1)
2773 keep_chance = 1;
2774
2775 /* There is a maximum depletion total per level. */
2776 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2777 {
2778 lose_this_stat = 0;
2779 /* Take loss chance vs keep chance to see if we
2780 retain the stat. */
2781 }
2782 else
2783 {
2784 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2785 lose_this_stat = 0;
2786 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2787 this_stat, keep_chance, loss_chance,
2788 lose_this_stat?"LOSE":"KEEP"); */
2789 }
2790 }
2791 }
2792
2793 if (lose_this_stat)
2794 {
2795 this_stat = get_attr_value (&(dep->stats), i);
2796 /* We could try to do something clever like find another
2797 * stat to reduce if this fails. But chances are, if
2798 * stats have been depleted to -50, all are pretty low
2799 * and should be roughly the same, so it shouldn't make a
2800 * difference.
2801 */
2802 if (this_stat >= -50)
2803 {
2804 change_attr_value (&(dep->stats), i, -1);
2805 SET_FLAG (dep, FLAG_APPLIED);
2806 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2807 op->update_stats ();
2808 lost_a_stat = 1;
2809 }
2810 }
2811 }
2812 }
2813 /* If no stat lost, tell the player. */
2814 if (!lost_a_stat)
2815 {
2816 /* determine_god() seems to not work sometimes... why is this?
2817 Should I be using something else? GD */
2818 const char *god = determine_god (op);
2819
2820 if (god && (strcmp (god, "none")))
2821 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2822 else
2823 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2824 }
2825 #else
2826 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2827 #endif
2828
2829 /* Put a gravestone up where the character 'almost' died. List the
2830 * exp loss on the stone.
2831 */
2832 tmp = arch_to_object (archetype::find ("gravestone"));
2833 sprintf (buf, "%s's gravestone", &op->name);
2834 tmp->name = buf;
2835 sprintf (buf, "%s's gravestones", &op->name);
2836 tmp->name_pl = buf;
2837 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);
2838 tmp->msg = buf;
2839 tmp->x = op->x, tmp->y = op->y;
2840 insert_ob_in_map (tmp, op->map, NULL, 0);
2841
2842 /**************************************/
2843 /* */
2844 /* Subtract the experience points, */
2845 /* if we died cause of food, give us */
2846 /* food, and reset HP's... */
2847 /* */
2848 /**************************************/
2849
2850 /* remove any poisoning and confusion the character may be suffering. */
2851 /* restore player */
2852 at = archetype::find ("poisoning");
2853 tmp = present_arch_in_ob (at, op);
2854
2855 if (tmp)
2856 {
2857 tmp->destroy ();
2858 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2859 }
2860
2861 at = archetype::find ("confusion");
2862 tmp = present_arch_in_ob (at, op);
2863 if (tmp)
2864 {
2865 tmp->destroy ();
2866 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2867 }
2868
2869 cure_disease (op, 0); /* remove any disease */
2870
2871 /*add_exp(op, (op->stats.exp * -0.20)); */
2872 apply_death_exp_penalty (op);
2873 if (op->stats.food < 100)
2874 op->stats.food = 900;
2875 op->stats.hp = op->stats.maxhp;
2876 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2877 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2878
2879 /*
2880 * Check to see if the player has any unpaid items. If so, remove them
2881 * and put them back in the map.
2882 */
2883 remove_unpaid_objects (op->inv, op);
2884
2885 /****************************************/
2886 /* */
2887 /* Move player to his current respawn- */
2888 /* position (usually last savebed) */
2889 /* */
2890 /****************************************/
2891
2892 enter_player_savebed (op);
2893
2894 op->contr->braced = 0;
2895
2896 /* it is possible that the player has blown something up
2897 * at his savebed location, and that can have long lasting
2898 * spell effects. So first see if there is a spell effect
2899 * on the space that might harm the player.
2900 */
2901 will_kill_again = 0;
2902 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2903 if (tmp->type == SPELL_EFFECT)
2904 will_kill_again |= tmp->attacktype;
2905
2906 if (will_kill_again)
2907 {
2908 object *force;
2909 int at;
2910
2911 force = get_archetype (FORCE_NAME);
2912 /* 50 ticks should be enough time for the spell to abate */
2913 force->speed = 0.1f;
2914 force->speed_left = -5.f;
2915 SET_FLAG (force, FLAG_APPLIED);
2916 for (at = 0; at < NROFATTACKS; at++)
2917 if (will_kill_again & (1 << at))
2918 force->resist[at] = 100;
2919
2920 insert_ob_in_ob (force, op);
2921 op->update_stats ();
2922
2923 }
2924
2925 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2926 }
2927
2928 void
2929 loot_object (object *op)
2930 { /* Grab and destroy some treasure */
2931 object *tmp, *tmp2, *next;
2932
2933 op->close_container (); /* close open sack first */
2934
2935 for (tmp = op->inv; tmp; tmp = next)
2936 {
2937 next = tmp->below;
2938
2939 if (tmp->invisible)
2940 continue;
2941
2942 tmp->remove ();
2943 tmp->x = op->x, tmp->y = op->y;
2944
2945 if (tmp->type == CONTAINER)
2946 loot_object (tmp); /* empty container to ground */
2947
2948 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2949 {
2950 if (tmp->nrof > 1)
2951 {
2952 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2953 tmp2->destroy ();
2954 insert_ob_in_map (tmp, op->map, NULL, 0);
2955 }
2956 else
2957 tmp->destroy ();
2958 }
2959 else
2960 insert_ob_in_map (tmp, op->map, NULL, 0);
2961 }
2962 }
2963
2964 /*
2965 * fix_weight(): Check recursively the weight of all players, and fix
2966 * what needs to be fixed. Refresh windows and fix speed if anything
2967 * was changed.
2968 */
2969 void
2970 fix_weight (void)
2971 {
2972 for_all_players (pl)
2973 {
2974 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2975
2976 if (old == sum)
2977 continue;
2978 pl->ob->update_stats ();
2979 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2980 }
2981 }
2982
2983 void
2984 fix_luck (void)
2985 {
2986 for_all_players (pl)
2987 if (!pl->ob->contr->ns->state)
2988 pl->ob->change_luck (0);
2989 }
2990
2991 /* cast_dust() - handles op throwing objects of type 'DUST'.
2992 * This is much simpler in the new spell code - we basically
2993 * just treat this as any other spell casting object.
2994 */
2995 void
2996 cast_dust (object *op, object *throw_ob, int dir)
2997 {
2998 object *skop, *spob;
2999
3000 skop = find_skill_by_name (op, throw_ob->skill);
3001
3002 /* casting POTION 'dusts' is really a use_magic_item skill */
3003 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3004 {
3005 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3006 return;
3007 }
3008
3009 spob = throw_ob->inv;
3010
3011 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3012 // not pass NULL to cast_spell (which did indeed check itself, but
3013 // errors should be reported as early as possible IMHO)
3014 if (!spob)
3015 {
3016 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3017 return;
3018 }
3019
3020 if (op->type == PLAYER)
3021 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3022
3023 cast_spell (op, throw_ob, dir, spob, NULL);
3024
3025 throw_ob->destroy ();
3026 }
3027
3028 void
3029 make_visible (object *op)
3030 {
3031 op->hide = 0;
3032 op->invisible = 0;
3033 if (op->type == PLAYER)
3034 {
3035 op->contr->tmp_invis = 0;
3036 op->contr->invis_race = 0;
3037 }
3038
3039 update_object (op, UP_OBJ_CHANGE);
3040 }
3041
3042 int
3043 is_true_undead (object *op)
3044 {
3045 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3046 return 1;
3047
3048 return 0;
3049 }
3050
3051 /* look at the surrounding terrain to determine
3052 * the hideability of this object. Positive levels
3053 * indicate greater hideability.
3054 */
3055
3056 int
3057 hideability (object *ob)
3058 {
3059 int i, level = 0, mflag;
3060 sint16 x, y;
3061
3062 if (!ob || !ob->map)
3063 return 0;
3064
3065 /* so, on normal lighted maps, its hard to hide */
3066 level = ob->map->darkness - 2;
3067
3068 /* this also picks up whether the object is glowing.
3069 * If you carry a light on a non-dark map, its not
3070 * as bad as carrying a light on a pitch dark map */
3071 if (has_carried_lights (ob))
3072 level = -(10 + (2 * ob->map->darkness));
3073
3074 /* scan through all nearby squares for terrain to hide in */
3075 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3076 {
3077 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3078 if (mflag & P_OUT_OF_MAP)
3079 {
3080 continue;
3081 }
3082 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3083 level += 2;
3084 else /* open terrain! */
3085 level -= 1;
3086 }
3087
3088 #if 0
3089 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3090 #endif
3091 return level;
3092 }
3093
3094 /* For Hidden creatures - a chance of becoming 'unhidden'
3095 * every time they move - as we subtract off 'invisibility'
3096 * AND, for players, if they move into a ridiculously unhideable
3097 * spot (surrounded by clear terrain in broad daylight). -b.t.
3098 */
3099 void
3100 do_hidden_move (object *op)
3101 {
3102 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3103 object *skop;
3104
3105 if (!op || !op->map)
3106 return;
3107
3108 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3109
3110 /* its *extremely* hard to run and sneak/hide at the same time! */
3111 if (op->type == PLAYER && op->contr->run_on)
3112 if (!skop || num >= skop->level)
3113 {
3114 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3115 make_visible (op);
3116 return;
3117 }
3118 else
3119 num += 20;
3120
3121 num += op->map->difficulty;
3122 hide = hideability (op); /* modify by terrain hidden level */
3123 num -= hide;
3124
3125 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3126 {
3127 make_visible (op);
3128 if (op->type == PLAYER)
3129 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3130 }
3131 else if (op->type == PLAYER && skop)
3132 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3133 }
3134
3135 /* determine if who is standing near a hostile creature. */
3136
3137 int
3138 stand_near_hostile (object *who)
3139 {
3140 object *tmp = NULL;
3141 int i, friendly = 0, player = 0, mflags;
3142 maptile *m;
3143 sint16 x, y;
3144
3145 if (!who)
3146 return 0;
3147
3148 if (who->type == PLAYER)
3149 player = 1;
3150
3151 else
3152 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3153
3154 /* search adjacent squares */
3155 for (i = 1; i < 9; i++)
3156 {
3157 x = who->x + freearr_x[i];
3158 y = who->y + freearr_y[i];
3159 m = who->map;
3160 mflags = get_map_flags (m, &m, x, y, &x, &y);
3161 /* space must be blocked if there is a monster. If not
3162 * blocked, don't need to check this space.
3163 */
3164 if (mflags & P_OUT_OF_MAP)
3165 continue;
3166 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3167 continue;
3168
3169 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3170 {
3171 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3172 return 1;
3173 else if (tmp->type == PLAYER)
3174 {
3175 /*don't let a hidden DM prevent you from hiding */
3176 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3177 return 1;
3178 }
3179 }
3180 }
3181 return 0;
3182 }
3183
3184 /* check the player los field for viewability of the
3185 * object op. This function works fine for monsters,
3186 * but we dont worry if the object isnt the top one in
3187 * a pile (say a coin under a table would return "viewable"
3188 * by this routine). Another question, should we be
3189 * concerned with the direction the player is looking
3190 * in? Realistically, most of use cant see stuff behind
3191 * our backs...on the other hand, does the "facing" direction
3192 * imply the way your head, or body is facing? Its possible
3193 * for them to differ. Sigh, this fctn could get a bit more complex.
3194 * -b.t.
3195 * This function is now map tiling safe.
3196 */
3197
3198 int
3199 player_can_view (object *pl, object *op)
3200 {
3201 rv_vector rv;
3202 int dx, dy;
3203
3204 if (pl->type != PLAYER)
3205 {
3206 LOG (llevError, "player_can_view() called for non-player object\n");
3207 return -1;
3208 }
3209
3210 if (!pl || !op)
3211 return 0;
3212
3213 op = op->head_ ();
3214
3215 get_rangevector (pl, op, &rv, 0x1);
3216
3217 /* starting with the 'head' part, lets loop
3218 * through the object and find if it has any
3219 * part that is in the los array but isnt on
3220 * a blocked los square.
3221 * we use the archetype to figure out offsets.
3222 */
3223 while (op)
3224 {
3225 dx = rv.distance_x + op->arch->clone.x;
3226 dy = rv.distance_y + op->arch->clone.y;
3227
3228 /* only the viewable area the player sees is updated by LOS
3229 * code, so we need to restrict ourselves to that range of values
3230 * for any meaningful values.
3231 */
3232 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3233 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3234 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3235 return 1;
3236 op = op->more;
3237 }
3238 return 0;
3239 }
3240
3241 /* routine for both players and monsters. We call this when
3242 * there is a possibility for our action distrubing our hiding
3243 * place or invisiblity spell. Artefact invisiblity is not
3244 * effected by this. If we arent invisible to begin with, we
3245 * return 0.
3246 */
3247 int
3248 action_makes_visible (object *op)
3249 {
3250
3251 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3252 {
3253 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3254 return 0;
3255
3256 if (op->contr && op->contr->tmp_invis == 0)
3257 return 0;
3258
3259 /* If monsters, they should become visible */
3260 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3261 {
3262 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3263 return 1;
3264 }
3265 }
3266 return 0;
3267 }
3268
3269 /* op_on_battleground - checks if the given object op (usually
3270 * a player) is standing on a valid battleground-tile,
3271 * function returns TRUE/FALSE. If true x, y returns the battleground
3272 * -exit-coord. (and if x, y not NULL)
3273 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3274 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3275 * Default is to do the same as before, so only people wanting to have different points need worry about this
3276 */
3277 int
3278 op_on_battleground (object *op, int *x, int *y)
3279 {
3280 object *tmp;
3281
3282 /* A battleground-tile needs the following attributes to be valid:
3283 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3284 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3285 * and the exit-coordinates sp/hp must both be > 0.
3286 * => The intention here is to prevent abuse of the battleground-
3287 * feature (like pickable or hidden battleground tiles). */
3288 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3289 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3291 {
3292 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3293 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3294 {
3295 /*before we assign the exit, check if this is a teambattle */
3296 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3297 {
3298 object *invtmp;
3299
3300 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 {
3302 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3303 {
3304 if (x != NULL && y != NULL)
3305 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3306 return 1;
3307 }
3308 }
3309 }
3310 if (x != NULL && y != NULL)
3311 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3312 return 1;
3313 }
3314 }
3315 }
3316 /* If we got here, did not find a battleground */
3317 return 0;
3318 }
3319
3320 /*
3321 * When a dragon-player gains a new stage of evolution,
3322 * he gets some treasure
3323 *
3324 * attributes:
3325 * object *who the dragon player
3326 * int atnr the attack-number of the ability focus
3327 * int level ability level
3328 */
3329 void
3330 dragon_ability_gain (object *who, int atnr, int level)
3331 {
3332 treasurelist *trlist = NULL; /* treasurelist */
3333 treasure *tr; /* treasure */
3334 object *tmp, *skop; /* tmp. object */
3335 object *item; /* treasure object */
3336 char buf[MAX_BUF]; /* tmp. string buffer */
3337 int i = 0, j = 0;
3338
3339 /* get the appropriate treasurelist */
3340 if (atnr == ATNR_FIRE)
3341 trlist = treasurelist::find ("dragon_ability_fire");
3342 else if (atnr == ATNR_COLD)
3343 trlist = treasurelist::find ("dragon_ability_cold");
3344 else if (atnr == ATNR_ELECTRICITY)
3345 trlist = treasurelist::find ("dragon_ability_elec");
3346 else if (atnr == ATNR_POISON)
3347 trlist = treasurelist::find ("dragon_ability_poison");
3348
3349 if (trlist == NULL || who->type != PLAYER)
3350 return;
3351
3352 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3353
3354 if (!tr || !tr->item)
3355 {
3356 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3357 return;
3358 }
3359
3360 /* everything seems okay - now bring on the gift: */
3361 item = &(tr->item->clone);
3362
3363 if (item->type == SPELL)
3364 {
3365 if (check_spell_known (who, item->name))
3366 return;
3367
3368 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3369 do_learn_spell (who, item, 0);
3370 return;
3371 }
3372
3373 /* grant direct spell */
3374 if (item->type == SPELLBOOK)
3375 {
3376 if (!item->inv)
3377 {
3378 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3379 return;
3380 }
3381 if (check_spell_known (who, item->inv->name))
3382 return;
3383 if (item->invisible)
3384 {
3385 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3386 do_learn_spell (who, item->inv, 0);
3387 return;
3388 }
3389 }
3390 else if (item->type == SKILL_TOOL && item->invisible)
3391 {
3392 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3393 {
3394
3395 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3396 * in this way, if the player is missing any of the attacktypes, he gets
3397 * them. As it is now, if the player has any that match the granted skill,
3398 * but not all of them, he gets nothing.
3399 */
3400 if (!(skop->attacktype & item->attacktype))
3401 {
3402 /* Give new attacktype */
3403 skop->attacktype |= item->attacktype;
3404
3405 /* always add physical if there's none */
3406 skop->attacktype |= AT_PHYSICAL;
3407
3408 if (item->msg != NULL)
3409 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3410
3411 /* Give player new face */
3412 if (item->animation_id)
3413 {
3414 who->face = skop->face;
3415 who->animation_id = item->animation_id;
3416 who->anim_speed = item->anim_speed;
3417 who->last_anim = 0;
3418 who->state = 0;
3419 animate_object (who, who->direction);
3420 }
3421 }
3422 }
3423 }
3424 else if (item->type == FORCE)
3425 {
3426 /* forces in the treasurelist can alter the player's stats */
3427 object *skin;
3428
3429 /* first get the dragon skin force */
3430 shstr_cmp dragon_skin_force ("dragon_skin_force");
3431 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3432 ;
3433
3434 if (!skin)
3435 return;
3436
3437 /* adding new spellpath attunements */
3438 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3439 {
3440 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3441
3442 /* print message */
3443 sprintf (buf, "You feel attuned to ");
3444 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3445 {
3446 if (item->path_attuned & (1 << i))
3447 {
3448 if (j)
3449 strcat (buf, " and ");
3450 else
3451 j = 1;
3452 strcat (buf, spellpathnames[i]);
3453 }
3454 }
3455 strcat (buf, ".");
3456 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3457 }
3458
3459 /* evtl. adding flags: */
3460 if (QUERY_FLAG (item, FLAG_XRAYS))
3461 SET_FLAG (skin, FLAG_XRAYS);
3462 if (QUERY_FLAG (item, FLAG_STEALTH))
3463 SET_FLAG (skin, FLAG_STEALTH);
3464 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3465 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3466
3467 /* print message if there is one */
3468 if (item->msg != NULL)
3469 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3470 }
3471 else
3472 {
3473 /* generate misc. treasure */
3474 tmp = arch_to_object (tr->item);
3475 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3476 tmp = insert_ob_in_ob (tmp, who);
3477 if (who->type == PLAYER)
3478 esrv_send_item (who, tmp);
3479 }
3480 }
3481
3482 /**
3483 * Unready an object for a player. This function does nothing if the object was
3484 * not readied.
3485 */
3486 void
3487 player_unready_range_ob (player *pl, object *ob)
3488 {
3489 if (pl->ob->current_weapon == ob)
3490 pl->ob->current_weapon = 0;
3491
3492 if (pl->combat_ob == ob)
3493 pl->combat_ob = 0;
3494
3495 if (pl->ranged_ob == ob)
3496 pl->ranged_ob = 0;
3497 }
3498
3499 sint8
3500 player::visibility_at (maptile *map, int x, int y) const
3501 {
3502 if (!ns)
3503 return 0;
3504
3505 int dx, dy;
3506 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3507 return 0;
3508
3509 x += dx - ns->current_x + ns->mapx / 2;
3510 y += dy - ns->current_y + ns->mapy / 2;
3511
3512 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3513 return 0;
3514
3515 return 100 - blocked_los [x][y];
3516 }