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/cvs/deliantra/server/server/player.C
Revision: 1.96
Committed: Mon Jan 8 19:25:53 2007 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.95: +7 -13 lines
Log Message:
- bugfixes, bugfixes, bugfixes

File Contents

# Content
1 /*
2 * CrossFire, A Multiplayer game
3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <pwd.h>
27 #include <sproto.h>
28 #include <sounds.h>
29 #include <living.h>
30 #include <object.h>
31 #include <spells.h>
32 #include <skills.h>
33
34 #include <algorithm>
35 #include <functional>
36
37 playervec players;
38
39 void
40 display_motd (const object *op)
41 {
42 char buf[MAX_BUF];
43 char motd[HUGE_BUF];
44 FILE *fp;
45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
50 return;
51
52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
56 {
57 if (*buf == '#')
58 continue;
59
60 strncat (motd + size, buf, HUGE_BUF - size);
61 size += strlen (buf);
62 }
63
64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66 }
67
68 void
69 send_rules (const object *op)
70 {
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
90 {
91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
92 break;
93 }
94
95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101 }
102
103 void
104 send_news (const object *op)
105 {
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
145 }
146 }
147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
150 close_and_delete (fp, comp);
151 }
152
153 /* This loads the first map an puts the player on it. */
154 static void
155 set_first_map (object *op)
156 {
157 op->contr->maplevel = first_map_path;
158 op->x = -1;
159 op->y = -1;
160 }
161
162 void
163 player::enter_map ()
164 {
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173 }
174
175 void
176 player::activate ()
177 {
178 if (active)
179 return;
180
181 players.insert (this);
182 ob->remove ();
183 ob->map = 0;
184 ob->activate_recursive ();
185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
186 add_friendly_object (ob);
187 enter_map ();
188 }
189
190 void
191 player::deactivate ()
192 {
193 if (!active)
194 return;
195
196 terminate_all_pets (ob);
197 remove_friendly_object (ob);
198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206 }
207
208 // connect the player with a specific client
209 // also changed, rationalises, and fixes some incorrect settings
210 void
211 player::connect (client *ns)
212 {
213 this->ns = ns;
214 ns->pl = this;
215
216 run_on = 0;
217 fire_on = 0;
218
219 ns->update_look = 0;
220 ns->look_position = 0;
221
222 clear_los (ob);
223
224 ns->reset_stats ();
225
226 /* make sure he's a player -- needed because of class change. */
227 ob->type = PLAYER; // we are paranoid
228 ob->race = ob->arch->clone.race;
229
230 if (!legal_range (ob, shoottype))
231 shoottype = range_none;
232
233 ob->carrying = sum_weight (ob);
234 link_player_skills (ob);
235
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237
238 assign (title, ob->arch->clone.name);
239
240 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
241 * from the class, and not race. I don't see any way to get the class information
242 * to then update this. I don't think this will actually break anything - anyone
243 * that can use armour should be able to use a shield. What this may 'break'
244 * are features new characters get, eg, if someone starts up with a Q, they
245 * should be able to use a shield. However, old Q's won't get that advantage.
246 */
247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
248 SET_FLAG (ob, FLAG_USE_SHIELD);
249
250 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob))
252 {
253 object *tmp, *abil = 0, *skin = 0;
254
255 shstr_cmp dragon_ability_force ("dragon_ability_force");
256 shstr_cmp dragon_skin_force ("dragon_skin_force");
257
258 for (tmp = ob->inv; tmp; tmp = tmp->below)
259 if (tmp->type == FORCE)
260 if (tmp->arch->name == dragon_ability_force)
261 abil = tmp;
262 else if (tmp->arch->name == dragon_skin_force)
263 skin = tmp;
264
265 set_dragon_name (ob, abil, skin);
266 }
267
268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
269
270 esrv_new_player (this, ob->weight + ob->carrying);
271
272 ob->update_stats ();
273 ns->floorbox_update ();
274
275 esrv_send_inventory (ob, ob);
276 esrv_add_spells (this, 0);
277
278 activate ();
279
280 send_rules (ob);
281 send_news (ob);
282 display_motd (ob);
283
284 INVOKE_PLAYER (CONNECT, this);
285 INVOKE_PLAYER (LOGIN, this);
286 }
287
288 void
289 player::disconnect ()
290 {
291 if (ns)
292 {
293 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295
296 INVOKE_PLAYER (DISCONNECT, this);
297
298 ns->pl = 0;
299 this->ns = 0;
300 }
301
302 deactivate ();
303 }
304
305 // the need for this function can be explained
306 // by load_object not returning the object
307 void
308 player::set_object (object *op)
309 {
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316 ob->stats.wc = 2;
317 ob->run_away = 25; /* Then we panick... */
318
319 ob->roll_stats ();
320 }
321
322 player::player ()
323 {
324 /* There are some elements we want initialised to non zero value -
325 * we deal with that below this point.
326 */
327 outputs_sync = 16; /* Every 2 seconds */
328 outputs_count = 8; /* Keeps present behaviour */
329 unapply = unapply_nochoice;
330
331 savebed_map = first_map_path; /* Init. respawn position */
332
333 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal;
336 petmode = pet_normal;
337 listening = 10;
338 usekeys = containers;
339 peaceful = 1; /* default peaceful */
340 do_los = 1;
341 }
342
343 void
344 player::do_destroy ()
345 {
346 disconnect ();
347
348 attachable::do_destroy ();
349
350 if (ob)
351 {
352 ob->destroy_inv (false);
353 ob->destroy ();
354 }
355 }
356
357 player::~player ()
358 {
359 /* Clear item stack */
360 free (stack_items);
361 }
362
363 /* Tries to add player on the connection passed in ns.
364 * All we can really get in this is some settings like host and display
365 * mode.
366 */
367 player *
368 player::create ()
369 {
370 player *pl = new player;
371
372 pl->set_object (arch_to_object (get_player_archetype (0)));
373 set_first_map (pl->ob);
374
375 return pl;
376 }
377
378 /*
379 * get_player_archetype() return next player archetype from archetype
380 * list. Not very efficient routine, but used only creating new players.
381 * Note: there MUST be at least one player archetype!
382 */
383 archetype *
384 get_player_archetype (archetype *at)
385 {
386 archetype *start = at;
387
388 for (;;)
389 {
390 if (at == NULL || at->next == NULL)
391 at = first_archetype;
392 else
393 at = at->next;
394
395 if (at->clone.type == PLAYER)
396 return at;
397
398 if (at == start)
399 {
400 LOG (llevError, "No Player archetypes\n");
401 exit (-1);
402 }
403 }
404 }
405
406 object *
407 get_nearest_player (object *mon)
408 {
409 object *op = NULL;
410 objectlink *ol;
411 unsigned lastdist;
412 rv_vector rv;
413
414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
415 {
416 /* We should not find free objects on this friendly list, but it
417 * does periodically happen. Given that, lets deal with it.
418 * While unlikely, it is possible the next object on the friendly
419 * list is also free, so encapsulate this in a while loop.
420 */
421 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
422 {
423 object *tmp = ol->ob;
424
425 /* Can't do much more other than log the fact, because the object
426 * itself will have been cleared.
427 */
428 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
429 tmp->debug_desc ());
430 ol = ol->next;
431 remove_friendly_object (tmp);
432 if (!ol)
433 return op;
434 }
435
436 /* Remove special check for player from this. First, it looks to cause
437 * some crashes (ol->ob->contr not set properly?), but secondly, a more
438 * complicated method of state checking would be needed in any case -
439 * as it was, a clever player could type quit, and the function would
440 * skip them over while waiting for confirmation. Remove
441 * on_same_map check, as can_detect_enemy also does this
442 */
443 if (!can_detect_enemy (mon, ol->ob, &rv))
444 continue;
445
446 if (lastdist > rv.distance)
447 {
448 op = ol->ob;
449 lastdist = rv.distance;
450 }
451 }
452
453 for_all_players (pl)
454 if (can_detect_enemy (mon, pl->ob, &rv))
455 if (lastdist > rv.distance)
456 {
457 op = pl->ob;
458 lastdist = rv.distance;
459 }
460
461 #if 0
462 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
463 #endif
464 return op;
465 }
466
467 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
468 * result in a monster paths backtracking. It basically determines how large a
469 * detour a monster will take from the direction path when looking
470 * for a path to the player. The values are in the amount of direction
471 * the deviation is
472 */
473 #define DETOUR_AMOUNT 2
474
475 /* This is used to prevent infinite loops. Consider a case where the
476 * player is in a chamber (with gate closed), and monsters are outside.
477 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
478 * find a path into the chamber. This is a good thing, but since there
479 * is no real path, it will just keep circling the chamber for
480 * ever (this could be a nice effect for monsters, but not for the function
481 * to get stuck in. I think for the monsters, if max is reached and
482 * we return the first direction the creature could move would result in the
483 * circling behaviour. Unfortunately, this function is also used to determined
484 * if the creature should cast a spell, so returning a direction in that case
485 * is probably not a good thing.
486 */
487 #define MAX_SPACES 50
488
489 /*
490 * Returns the direction to the player, if valid. Returns 0 otherwise.
491 * modified to verify there is a path to the player. Does this by stepping towards
492 * player and if path is blocked then see if blockage is close enough to player that
493 * direction to player is changed (ie zig or zag). Continue zig zag until either
494 * reach player or path is blocked. Thus, will only return true if there is a free
495 * path to player. Though path may not be a straight line. Note that it will find
496 * player hiding along a corridor at right angles to the corridor with the monster.
497 *
498 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
499 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
500 * down corriders.
501 * 2) I think the old code was broken if the first direction the monster
502 * should move was blocked - the code would store the first direction without
503 * verifying that the player can actually move in that direction. The new
504 * code does not store anything in firstdir until we have verified that the
505 * monster can in fact move one space in that direction.
506 * 3) I'm not sure how good this code will be for moving multipart monsters,
507 * since only simple checks to blocked are being called, which could mean the monster
508 * is blocking itself.
509 */
510 int
511 path_to_player (object *mon, object *pl, unsigned mindiff)
512 {
513 rv_vector rv;
514 sint16 x, y;
515 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
516 maptile *m, *lastmap;
517
518 get_rangevector (mon, pl, &rv, 0);
519
520 if (rv.distance < mindiff)
521 return 0;
522
523 x = mon->x;
524 y = mon->y;
525 m = mon->map;
526 dir = rv.direction;
527 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
528 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
529 /* If we can't solve it within the search distance, return now. */
530 if (diff > max)
531 return 0;
532 while (diff > 1 && max > 0)
533 {
534 lastx = x;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
539
540 mflags = get_map_flags (m, &m, x, y, &x, &y);
541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
542
543 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
547 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before.
549 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
551 if (rv.direction != dir)
552 {
553 /* OK - says direction should be different - lets reset the
554 * the values so it will try again.
555 */
556 x = lastx;
557 y = lasty;
558 m = lastmap;
559 dir = firstdir = rv.direction;
560 }
561 else
562 {
563 /* direct path is blocked - try taking a side step to
564 * either the left or right.
565 * Note increase the values in the loop below to be
566 * more than -1/1 respectively will mean the monster takes
567 * bigger detour. Have to be careful about these values getting
568 * too big (3 or maybe 4 or higher) as the monster may just try
569 * stepping back and forth
570 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
574 continue; /* already did this, so skip it */
575 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in
577 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance,
580 * gets blocked, finds that it should move north,
581 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully
584 * moved.
585 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap;
590 mflags = get_map_flags (m, &m, x, y, &x, &y);
591 if (mflags & P_OUT_OF_MAP)
592 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
596 if (mflags & P_BLOCKSVIEW)
597 continue;
598
599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
601 }
602 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path.
604 */
605 if (i == (DETOUR_AMOUNT + 1))
606 return 0;
607 diff--;
608 lastdir = dir;
609 max--;
610 if (!firstdir)
611 firstdir = dir + i;
612 } /* else check alternate directions */
613 } /* if blocked */
614 else
615 {
616 /* we moved towards creature, so diff is less */
617 diff--;
618 max--;
619 lastdir = dir;
620 if (!firstdir)
621 firstdir = dir;
622 }
623 if (diff <= 1)
624 {
625 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance.
627 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
629 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
630 }
631 if (diff > max)
632 return 0;
633 }
634 /* If we reached the max, didn't find a direction in time */
635 if (!max)
636 return 0;
637
638 return firstdir;
639 }
640
641 void
642 give_initial_items (object *pl, treasurelist * items)
643 {
644 object *op, *next = NULL;
645
646 if (pl->randomitems != NULL)
647 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
648
649 for (op = pl->inv; op; op = next)
650 {
651 next = op->below;
652
653 /* Forces get applied per default, unless they have the
654 * flag "neutral" set. Sorry but I can't think of a better way
655 */
656 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
657 SET_FLAG (op, FLAG_APPLIED);
658
659 /* we never give weapons/armour if these cannot be used
660 * by this player due to race restrictions
661 */
662 if (pl->type == PLAYER)
663 {
664 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
665 (op->type == ARMOUR || op->type == BOOTS ||
666 op->type == CLOAK || op->type == HELMET ||
667 op->type == SHIELD || op->type == GLOVES ||
668 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
669 {
670 op->destroy ();
671 continue;
672 }
673 }
674
675 /* This really needs to be better - we should really give
676 * a substitute spellbook. The problem is that we don't really
677 * have a good idea what to replace it with (need something like
678 * a first level treasurelist for each skill.)
679 * remove duplicate skills also
680 */
681 if (op->type == SPELLBOOK || op->type == SKILL)
682 {
683 object *tmp;
684
685 for (tmp = op->below; tmp; tmp = tmp->below)
686 if (tmp->type == op->type && tmp->name == op->name)
687 break;
688
689 if (tmp)
690 {
691 op->destroy ();
692 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
693 continue;
694 }
695
696 if (op->nrof > 1)
697 op->nrof = 1;
698 }
699
700 if (op->type == SPELLBOOK && op->inv)
701 {
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
703 }
704
705 /* Give starting characters identified, uncursed, and undamned
706 * items. Just don't identify gold or silver, or it won't be
707 * merged properly.
708 */
709 if (need_identify (op))
710 {
711 SET_FLAG (op, FLAG_IDENTIFIED);
712 CLEAR_FLAG (op, FLAG_CURSED);
713 CLEAR_FLAG (op, FLAG_DAMNED);
714 }
715 if (op->type == SPELL)
716 {
717 op->destroy ();
718 continue;
719 }
720 else if (op->type == SKILL)
721 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0;
724 op->level = 1;
725 }
726 /* lock all 'normal items by default */
727 else
728 SET_FLAG (op, FLAG_INV_LOCKED);
729 } /* for loop of objects in player inv */
730
731 /* Need to set up the skill pointers */
732 link_player_skills (pl);
733 }
734
735 void
736 get_party_password (object *op, partylist *party)
737 {
738 if (party == NULL)
739 {
740 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
741 return;
742 }
743
744 op->contr->write_buf[0] = '\0';
745 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
746 op->contr->party_to_join = party;
747 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
748 }
749
750 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
751 static int
752 roll_stat (void)
753 {
754 int a[4], i, j, k;
755
756 for (i = 0; i < 4; i++)
757 a[i] = (int) RANDOM () % 6 + 1;
758
759 for (i = 0, j = 0, k = 7; i < 4; i++)
760 if (a[i] < k)
761 k = a[i], j = i;
762
763 for (i = 0, k = 0; i < 4; i++)
764 if (i != j)
765 k += a[i];
766
767 return k;
768 }
769
770 void
771 object::roll_stats ()
772 {
773 int statsort [7];
774
775 for (;;)
776 {
777 int sum = 0;
778 for (int i = 7; i--; )
779 sum += statsort [i] = roll_stat ();
780
781 if (sum >= 82 && sum <= 116)
782 break;
783 }
784
785 // Sort the stats so that rerolling is easier...
786 std::sort (statsort, statsort + 7, std::greater<int>());
787
788 stats.Str = statsort[0];
789 stats.Dex = statsort[1];
790 stats.Con = statsort[2];
791 stats.Int = statsort[3];
792 stats.Wis = statsort[4];
793 stats.Pow = statsort[5];
794 stats.Cha = statsort[6];
795
796 stats.exp = 0;
797 stats.ac = 0;
798
799 stats.hp = stats.maxhp;
800 stats.sp = stats.maxsp;
801 stats.grace = stats.maxgrace;
802
803 if (contr)
804 {
805 contr->levhp[1] = 9;
806 contr->levsp[1] = 6;
807 contr->levgrace[1] = 3;
808
809 contr->orig_stats = stats;
810 }
811 }
812
813 void
814 object::swap_stats (int a, int b)
815 {
816 int tmp = get_attr_value (&contr->orig_stats, a);
817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
818 set_attr_value (&contr->orig_stats, b, tmp);
819
820 stats.Str = contr->orig_stats.Str;
821 stats.Dex = contr->orig_stats.Dex;
822 stats.Con = contr->orig_stats.Con;
823 stats.Int = contr->orig_stats.Int;
824 stats.Wis = contr->orig_stats.Wis;
825 stats.Pow = contr->orig_stats.Pow;
826 stats.Cha = contr->orig_stats.Cha;
827
828 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats
830 stats.ac = 0;
831
832 level = 1;
833 stats.exp = 0;
834 stats.ac = 0;
835
836 stats.hp = stats.maxhp;
837 stats.sp = stats.maxsp;
838 stats.grace = stats.maxgrace;
839
840 if (contr)
841 {
842 contr->levhp[1] = 9;
843 contr->levsp[1] = 6;
844 contr->levgrace[1] = 3;
845
846 contr->orig_stats = stats;
847 }
848 }
849
850 static void
851 start_info (object *op)
852 {
853 char buf[MAX_BUF];
854
855 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
856 new_draw_info (NDI_UNIQUE, 0, op, buf);
857 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
858 //new_draw_info (NDI_UNIQUE, 0, op, " ");
859 }
860
861 /* This function takes the key that is passed, and does the
862 * appropriate action with it (change race, or other things).
863 * The function name is for historical reasons - now we have
864 * separate race and class; this actually changes the RACE,
865 * not the class.
866 */
867 int
868 key_change_class (object *op, char key)
869 {
870 int tmp_loop;
871
872 if (key == 'd' || key == 'D')
873 {
874 char buf[MAX_BUF];
875
876 /* this must before then initial items are given */
877 esrv_new_player (op->contr, op->weight + op->carrying);
878
879 treasurelist *tl = find_treasurelist ("starting_wealth");
880 if (tl)
881 create_treasure (tl, op, 0, 0, 0);
882
883 INVOKE_PLAYER (BIRTH, op->contr);
884 INVOKE_PLAYER (LOGIN, op->contr);
885
886 op->contr->ns->state = ST_PLAYING;
887
888 if (op->msg)
889 op->msg = NULL;
890
891 /* We create this now because some of the unique maps will need it
892 * to save here.
893 */
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
895 make_path_to_file (buf);
896
897 start_info (op);
898 CLEAR_FLAG (op, FLAG_WIZ);
899 give_initial_items (op, op->randomitems);
900 link_player_skills (op);
901 esrv_send_inventory (op, op);
902 op->update_stats ();
903
904 /* This moves the player to a different start map, if there
905 * is one for this race
906 */
907 if (*first_map_ext_path)
908 {
909 object *tmp;
910 char mapname[MAX_BUF];
911
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
913 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = op->x;
916 EXIT_Y (tmp) = op->y;
917 op->enter_exit (tmp); /* we don't really care if it succeeded;
918 * if the map isn't there, then stay on the
919 * default initial map */
920 tmp->destroy ();
921 }
922 else
923 LOG (llevDebug, "first_map_ext_path not set\n");
924
925 return 0;
926 }
927
928 /* Following actually changes the race - this is the default command
929 * if we don't match with one of the options above.
930 */
931
932 tmp_loop = 0;
933 while (!tmp_loop)
934 {
935 shstr name = op->name;
936 int x = op->x, y = op->y;
937
938 op->remove_statbonus ();
939 op->remove ();
940 op->arch = get_player_archetype (op->arch);
941 op->arch->clone.copy_to (op);
942 op->instantiate ();
943 op->stats = op->contr->orig_stats;
944 op->name = op->name_pl = name;
945 op->x = x;
946 op->y = y;
947 SET_ANIMATION (op, 2); /* So player faces south */
948 insert_ob_in_map (op, op->map, op, 0);
949 assign (op->contr->title, op->arch->clone.name);
950 op->add_statbonus ();
951 tmp_loop = allowed_class (op);
952 }
953
954 update_object (op, UP_OBJ_FACE);
955 esrv_update_item (UPD_FACE, op, op);
956 op->update_stats ();
957 op->stats.hp = op->stats.maxhp;
958 op->stats.sp = op->stats.maxsp;
959 op->stats.grace = 0;
960
961 if (op->msg)
962 new_draw_info (NDI_BLUE, 0, op, op->msg);
963
964 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
965 return 0;
966 }
967
968 void
969 flee_player (object *op)
970 {
971 int dir, diff;
972 rv_vector rv;
973
974 if (op->stats.hp < 0)
975 {
976 LOG (llevDebug, "Fleeing player is dead.\n");
977 CLEAR_FLAG (op, FLAG_SCARED);
978 return;
979 }
980
981 if (op->enemy == NULL)
982 {
983 LOG (llevDebug, "Fleeing player had no enemy.\n");
984 CLEAR_FLAG (op, FLAG_SCARED);
985 return;
986 }
987
988 /* Seen some crashes here. Since we don't store an
989 * op->enemy_count, it is possible that something destroys the
990 * actual enemy, and the object is recycled.
991 */
992 if (op->enemy->map == NULL)
993 {
994 CLEAR_FLAG (op, FLAG_SCARED);
995 op->enemy = NULL;
996 return;
997 }
998
999 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000 {
1001 op->enemy = NULL;
1002 CLEAR_FLAG (op, FLAG_SCARED);
1003 return;
1004 }
1005
1006 get_rangevector (op, op->enemy, &rv, 0);
1007
1008 dir = absdir (4 + rv.direction);
1009 for (diff = 0; diff < 3; diff++)
1010 {
1011 int m = 1 - (RANDOM () & 2);
1012
1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1014 return;
1015 }
1016
1017 /* Cornered, get rid of scared */
1018 CLEAR_FLAG (op, FLAG_SCARED);
1019 op->enemy = NULL;
1020 }
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 j, k, wvratio;
1033 char putstring[128], tmpstr[16];
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 = NULL;
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 return tmp;
1388 }
1389
1390 /*
1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1392 * against the target. A full test is not performed, simply a basic test
1393 * of resistances. The archer is making a quick guess at what he sees down
1394 * the hall. Failing that it does it's best to pick the highest plus arrow.
1395 */
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
1473 object *
1474 pick_arrow_target (object *op, const char *type, int dir)
1475 {
1476 object *tmp = NULL;
1477 maptile *m;
1478 int i, mflags, found, number;
1479 sint16 x, y;
1480
1481 if (op->map == NULL)
1482 return find_arrow (op, type);
1483
1484 /* do a dex check */
1485 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1486 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1487 return find_arrow (op, type);
1488
1489 m = op->map;
1490 x = op->x;
1491 y = op->y;
1492
1493 /* find the first target */
1494 for (i = 0, found = 0; i < 20; i++)
1495 {
1496 x += freearr_x[dir];
1497 y += freearr_y[dir];
1498 mflags = get_map_flags (m, &m, x, y, &x, &y);
1499 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1500 {
1501 tmp = NULL;
1502 break;
1503 }
1504 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1505 {
1506 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1507 * perhaps a bad assumption.
1508 */
1509 tmp = NULL;
1510 break;
1511 }
1512 if (mflags & P_IS_ALIVE)
1513 {
1514 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1515 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1516 {
1517 found++;
1518 break;
1519 }
1520 if (found)
1521 break;
1522 }
1523 }
1524 if (tmp == NULL)
1525 return find_arrow (op, type);
1526
1527 if (tmp->head)
1528 tmp = tmp->head;
1529
1530 return find_better_arrow (op, tmp, type, &i);
1531 }
1532
1533 /*
1534 * Creature fires a bow - op can be monster or player. Returns
1535 * 1 if bow was actually fired, 0 otherwise.
1536 * op is the object firing the bow.
1537 * part is for multipart creatures - the part firing the bow.
1538 * dir is the direction of fire.
1539 * wc_mod is any special modifier to give (used in special player fire modes)
1540 * sx, sy are coordinates to fire arrow from - also used in some of the special
1541 * player fire modes.
1542 */
1543 int
1544 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1545 {
1546 object *left, *bow;
1547 int bowspeed, mflags;
1548 maptile *m;
1549
1550 if (!dir)
1551 {
1552 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1553 return 0;
1554 }
1555
1556 if (op->type == PLAYER)
1557 bow = op->contr->ranges[range_bow];
1558 else
1559 {
1560 for (bow = op->inv; bow; bow = bow->below)
1561 /* Don't check for applied - monsters don't apply bows - in that way, they
1562 * don't need to switch back and forth between bows and weapons.
1563 */
1564 if (bow->type == BOW)
1565 break;
1566
1567 if (!bow)
1568 {
1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1570 return 0;
1571 }
1572 }
1573
1574 if (!bow->race || !bow->skill)
1575 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577 return 0;
1578 }
1579
1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1581
1582 /* penalize ROF for bestarrow */
1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1586 if (bowspeed < 1)
1587 bowspeed = 1;
1588
1589 if (arrow == NULL)
1590 {
1591 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 {
1593 if (op->type == PLAYER)
1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1595 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1596 else
1597 CLEAR_FLAG (op, FLAG_READY_BOW);
1598 return 0;
1599 }
1600 }
1601
1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1603 if (mflags & P_OUT_OF_MAP)
1604 return 0;
1605
1606 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1607 {
1608 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1609 return 0;
1610 }
1611
1612 /* this should not happen, but sometimes does */
1613 if (arrow->nrof == 0)
1614 {
1615 arrow->destroy ();
1616 return 0;
1617 }
1618
1619 left = arrow; /* these are arrows left to the player */
1620 arrow = get_split_ob (arrow, 1);
1621 if (!arrow)
1622 {
1623 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1624 return 0;
1625 }
1626
1627 arrow->set_owner (op);
1628 arrow->skill = bow->skill;
1629 arrow->direction = dir;
1630
1631 if (op->type == PLAYER)
1632 {
1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1634 op->update_stats ();
1635 }
1636
1637 SET_ANIMATION (arrow, arrow->direction);
1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641 if (arrow->slaying != NULL)
1642 arrow->spellarg = strdup (arrow->slaying);
1643
1644 /* Note that this was different for monsters - they got their level
1645 * added to the damage. I think the strength bonus is more proper.
1646 */
1647
1648 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1649
1650 /* update the speed */
1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1652 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1653
1654 arrow->set_speed (max (arrow->speed, 1.0));
1655 arrow->speed_left = 0;
1656
1657 if (op->type == PLAYER)
1658 {
1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1660 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1661 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1662
1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1664 }
1665 else
1666 {
1667 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1668 arrow->level = op->level;
1669 }
1670
1671 if (arrow->attacktype == AT_PHYSICAL)
1672 arrow->attacktype |= bow->attacktype;
1673
1674 if (bow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1677 arrow->move_type = MOVE_FLY_LOW;
1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1679
1680 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1681 m->insert (arrow, sx, sy, op);
1682
1683 if (!arrow->destroyed ())
1684 move_arrow (arrow);
1685
1686 if (op->type == PLAYER)
1687 {
1688 if (left->destroyed ())
1689 esrv_del_item (op->contr, left->count);
1690 else
1691 esrv_send_item (op, left);
1692 }
1693
1694 return 1;
1695 }
1696
1697 /* Special fire code for players - this takes into
1698 * account the special fire modes players can have
1699 * but monsters can't. Putting that code here
1700 * makes the fire_bow code much cleaner.
1701 * this function should only be called if 'op' is a player,
1702 * hence the function name.
1703 */
1704 int
1705 player_fire_bow (object *op, int dir)
1706 {
1707 int ret = 0, wcmod = 0;
1708
1709 if (op->contr->bowtype == bow_bestarrow)
1710 {
1711 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1712 }
1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1714 {
1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1716 wcmod = -1;
1717
1718 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1719 }
1720 else if (op->contr->bowtype == bow_threewide)
1721 {
1722 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1723 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1724 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1725 }
1726 else if (op->contr->bowtype == bow_spreadshot)
1727 {
1728 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1729 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1730 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1731
1732 }
1733 else
1734 {
1735 /* Simple case */
1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 }
1738 return ret;
1739 }
1740
1741
1742 /* Fires a misc (wand/rod/horn) object in 'dir'.
1743 * Broken apart from 'fire' to keep it more readable.
1744 */
1745 void
1746 fire_misc_object (object *op, int dir)
1747 {
1748 object *item;
1749
1750 if (!op->contr->ranges[range_misc])
1751 {
1752 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1753 return;
1754 }
1755
1756 item = op->contr->ranges[range_misc];
1757 if (!item->inv)
1758 {
1759 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1760 return;
1761 }
1762 if (item->type == WAND)
1763 {
1764 if (item->stats.food <= 0)
1765 {
1766 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1767 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1768 return;
1769 }
1770 }
1771 else if (item->type == ROD || item->type == HORN)
1772 {
1773 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1774 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1776 if (item->type == ROD)
1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1778 else
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1780 return;
1781 }
1782 }
1783
1784 if (cast_spell (op, item, dir, item->inv, NULL))
1785 {
1786 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1787 if (item->type == WAND)
1788 {
1789 if (!(--item->stats.food))
1790 {
1791 object *tmp;
1792
1793 if (item->arch)
1794 {
1795 CLEAR_FLAG (item, FLAG_ANIMATE);
1796 item->face = item->arch->clone.face;
1797 item->set_speed (0);
1798 }
1799
1800 if ((tmp = item->in_player ()))
1801 esrv_update_item (UPD_ANIM, tmp, item);
1802 }
1803 }
1804 else if (item->type == ROD || item->type == HORN)
1805 drain_rod_charge (item);
1806 }
1807 }
1808
1809 /* Received a fire command for the player - go and do it.
1810 */
1811 void
1812 fire (object *op, int dir)
1813 {
1814 int spellcost = 0;
1815
1816 /* check for loss of invisiblity/hide */
1817 if (action_makes_visible (op))
1818 make_visible (op);
1819
1820 switch (op->contr->shoottype)
1821 {
1822 case range_none:
1823 return;
1824
1825 case range_bow:
1826 player_fire_bow (op, dir);
1827 return;
1828
1829 case range_magic: /* Casting spells */
1830 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1831 return;
1832
1833 case range_misc:
1834 fire_misc_object (op, dir);
1835 return;
1836
1837 case range_golem: /* Control summoned monsters from scrolls */
1838 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1839 {
1840 op->contr->ranges[range_golem] = 0;
1841 op->contr->shoottype = range_none;
1842 }
1843 else
1844 control_golem (op->contr->ranges[range_golem], dir);
1845 return;
1846
1847 case range_skill:
1848 if (!op->chosen_skill)
1849 {
1850 if (op->type == PLAYER)
1851 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1852 return;
1853 }
1854
1855 do_skill (op, op, op->chosen_skill, dir, NULL);
1856 return;
1857 case range_builder:
1858 apply_map_builder (op, dir);
1859 return;
1860 default:
1861 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1862 return;
1863 }
1864 }
1865
1866
1867
1868 /* find_key
1869 * We try to find a key for the door as passed. If we find a key
1870 * and successfully use it, we return the key, otherwise NULL
1871 * This function merges both normal and locked door, since the logic
1872 * for both is the same - just the specific key is different.
1873 * pl is the player,
1874 * inv is the objects inventory to searched
1875 * door is the door we are trying to match against.
1876 * This function can be called recursively to search containers.
1877 */
1878
1879 object *
1880 find_key (object *pl, object *container, object *door)
1881 {
1882 object *tmp, *key;
1883
1884 /* Should not happen, but sanity checking is never bad */
1885 if (container->inv == NULL)
1886 return NULL;
1887
1888 /* First, lets try to find a key in the top level inventory */
1889 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1890 {
1891 if (door->type == DOOR && tmp->type == KEY)
1892 break;
1893 /* For sanity, we should really check door type, but other stuff
1894 * (like containers) can be locked with special keys
1895 */
1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1897 break;
1898 }
1899 /* No key found - lets search inventories now */
1900 /* If we find and use a key in an inventory, return at that time.
1901 * otherwise, if we search all the inventories and still don't find
1902 * a key, return
1903 */
1904 if (!tmp)
1905 {
1906 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1907 {
1908 /* No reason to search empty containers */
1909 if (tmp->type == CONTAINER && tmp->inv)
1910 {
1911 if ((key = find_key (pl, tmp, door)) != NULL)
1912 return key;
1913 }
1914 }
1915 if (!tmp)
1916 return NULL;
1917 }
1918 /* We get down here if we have found a key. Now if its in a container,
1919 * see if we actually want to use it
1920 */
1921 if (pl != container)
1922 {
1923 /* Only let players use keys in containers */
1924 if (!pl->contr)
1925 return NULL;
1926 /* cases where this fails:
1927 * If we only search the player inventory, return now since we
1928 * are not in the players inventory.
1929 * If the container is not active, return now since only active
1930 * containers can be used.
1931 * If we only search keyrings and the container does not have
1932 * a race/isn't a keyring.
1933 * No checking for all containers - to fall through past here,
1934 * inv must have been an container and must have been active.
1935 *
1936 * Change the color so that the message doesn't disappear with
1937 * all the others.
1938 */
1939 if (pl->contr->usekeys == key_inventory ||
1940 !QUERY_FLAG (container, FLAG_APPLIED) ||
1941 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1942 {
1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1944 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1945 return NULL;
1946 }
1947 }
1948 return tmp;
1949 }
1950
1951 /* moved door processing out of move_player_attack.
1952 * returns 1 if player has opened the door with a key
1953 * such that the caller should not do anything more,
1954 * 0 otherwise
1955 */
1956 static int
1957 player_attack_door (object *op, object *door)
1958 {
1959 /* If its a door, try to find a use a key. If we do destroy the door,
1960 * might as well return immediately as there is nothing more to do -
1961 * otherwise, we fall through to the rest of the code.
1962 */
1963 object *key = find_key (op, op, door);
1964
1965 /* IF we found a key, do some extra work */
1966 if (key)
1967 {
1968 object *container = key->env;
1969
1970 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1971 if (action_makes_visible (op))
1972 make_visible (op);
1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974 spring_trap (door->inv, op);
1975 if (door->type == DOOR)
1976 {
1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1978 }
1979 else if (door->type == LOCKED_DOOR)
1980 {
1981 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1982 remove_door2 (door); /* remove door without violence ;-) */
1983 }
1984 /* Do this after we print the message */
1985 decrease_ob (key); /* Use up one of the keys */
1986 /* Need to update the weight the container the key was in */
1987 if (container != op)
1988 esrv_update_item (UPD_WEIGHT, op, container);
1989 return 1; /* Nothing more to do below */
1990 }
1991 else if (door->type == LOCKED_DOOR)
1992 {
1993 /* Might as well return now - no other way to open this */
1994 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1;
1996 }
1997 return 0;
1998 }
1999
2000 /* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons).
2005 */
2006 void
2007 move_player_attack (object *op, int dir)
2008 {
2009 object *tmp, *mon;
2010 sint16 nx, ny;
2011 int on_battleground;
2012 maptile *m;
2013
2014 nx = freearr_x[dir] + op->x;
2015 ny = freearr_y[dir] + op->y;
2016
2017 on_battleground = op_on_battleground (op, 0, 0);
2018
2019 /* If braced, or can't move to the square, and it is not out of the
2020 * map, attack it. Note order of if statement is important - don't
2021 * want to be calling move_ob if braced, because move_ob will move the
2022 * player. This is a pretty nasty hack, because if we could
2023 * move to some space, it then means that if we are braced, we should
2024 * do nothing at all. As it is, if we are braced, we go through
2025 * quite a bit of processing. However, it probably is less than what
2026 * move_ob uses.
2027 */
2028 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2029 {
2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2031 {
2032 m = op->map->xy_find (nx, ny);
2033 if (!m)
2034 return; /* Don't think this should happen */
2035 }
2036 else
2037 m = op->map;
2038
2039 if (!(tmp = m->at (nx, ny).bot))
2040 return;
2041
2042 mon = 0;
2043 /* Go through all the objects, and find ones of interest. Only stop if
2044 * we find a monster - that is something we know we want to attack.
2045 * if its a door or barrel (can roll) see if there may be monsters
2046 * on the space
2047 */
2048 while (tmp)
2049 {
2050 if (tmp == op)
2051 {
2052 tmp = tmp->above;
2053 continue;
2054 }
2055
2056 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2057 {
2058 mon = tmp;
2059 break;
2060 }
2061
2062 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2063 mon = tmp;
2064
2065 tmp = tmp->above;
2066 }
2067
2068 if (!mon) /* This happens anytime the player tries to move */
2069 return; /* into a wall */
2070
2071 if (mon->head)
2072 mon = mon->head;
2073
2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (player_attack_door (op, mon))
2076 return;
2077
2078 /* The following deals with possibly attacking peaceful
2079 * or frienddly creatures. Basically, all players are considered
2080 * unaggressive. If the moving player has peaceful set, then the
2081 * object should be pushed instead of attacked. It is assumed that
2082 * if you are braced, you will not attack friends accidently,
2083 * and thus will not push them.
2084 */
2085
2086 /* If the creature is a pet, push it even if the player is not
2087 * peaceful. Our assumption is the creature is a pet if the
2088 * player owns it and it is either friendly or unagressive.
2089 */
2090 if ((op->type == PLAYER)
2091 #if COZY_SERVER
2092 &&
2093 ((mon->owner && mon->owner->contr
2094 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2095 #else
2096 && mon->owner == op
2097 #endif
2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2099 {
2100 /* If we're braced, we don't want to switch places with it */
2101 if (op->contr->braced)
2102 return;
2103
2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2105 (void) push_ob (mon, dir, op);
2106 if (op->contr->tmp_invis || op->hide)
2107 make_visible (op);
2108
2109 return;
2110 }
2111
2112 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't
2115 * attack them either.
2116 */
2117 if ((mon->type == PLAYER || mon->enemy != op) &&
2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2119 #ifdef PROHIBIT_PLAYERKILL
2120 (op->contr->peaceful
2121 || (mon->type == PLAYER
2122 && mon->contr->
2123 peaceful)) &&
2124 #else
2125 op->contr->peaceful &&
2126 #endif
2127 !on_battleground))
2128 {
2129 if (!op->contr->braced)
2130 {
2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2132 push_ob (mon, dir, op);
2133 }
2134 else
2135 new_draw_info (0, 0, op, "You withhold your attack");
2136
2137 if (op->contr->tmp_invis || op->hide)
2138 make_visible (op);
2139 }
2140
2141 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced.
2143 */
2144 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2145 {
2146 recursive_roll (mon, dir, op);
2147 if (action_makes_visible (op))
2148 make_visible (op);
2149 }
2150
2151 /* Any generic living creature. Including things like doors.
2152 * Way it works is like this: First, it must have some hit points
2153 * and be living. Then, it must be one of the following:
2154 * 1) Not a player, 2) A player, but of a different party. Note
2155 * that party_number -1 is no party, so attacks can still happen.
2156 */
2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 {
2160
2161 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit)
2167 {
2168 op->speed_left += op->speed / op->contr->weapon_sp;
2169
2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2171 }
2172
2173 skill_attack (mon, op, 0, 0, 0);
2174
2175 /* If attacking another player, that player gets automatic
2176 * hitback, and doesn't loose luck either.
2177 * Disable hitback on the battleground or if the target is
2178 * the wiz.
2179 */
2180 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2181 {
2182 short luck = mon->stats.luck;
2183
2184 mon->contr->has_hit = 1;
2185 skill_attack (op, mon, 0, 0, 0);
2186 mon->stats.luck = luck;
2187 }
2188
2189 if (action_makes_visible (op))
2190 make_visible (op);
2191 }
2192 } /* if player should attack something */
2193 }
2194
2195 int
2196 move_player (object *op, int dir)
2197 {
2198 int pick;
2199
2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2201 return 0;
2202
2203 /* Sanity check: make sure dir is valid */
2204 if ((dir < 0) || (dir >= 9))
2205 {
2206 LOG (llevError, "move_player: invalid direction %d\n", dir);
2207 return 0;
2208 }
2209
2210 /* peterm: added following line */
2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2213
2214 op->facing = dir;
2215
2216 if (op->hide)
2217 do_hidden_move (op);
2218
2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2220 /*nop */ ;
2221 else if (op->contr->fire_on)
2222 fire (op, dir);
2223 else
2224 {
2225 move_player_attack (op, dir);
2226 pick = check_pick (op);
2227 }
2228
2229 /* Add special check for newcs players and fire on - this way, the
2230 * server can handle repeat firing.
2231 */
2232 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2233 op->direction = dir;
2234 else
2235 op->direction = 0;
2236
2237 /* Update how the player looks. Use the facing, so direction may
2238 * get reset to zero. This allows for full animation capabilities
2239 * for players.
2240 */
2241 animate_object (op, op->facing);
2242 return 0;
2243 }
2244
2245 /* This is similar to handle_player, below, but is only used by the
2246 * new client/server stuff.
2247 * This is sort of special, in that the new client/server actually uses
2248 * the new speed values for commands.
2249 *
2250 * Returns true if there are more actions we can do.
2251 */
2252 int
2253 handle_newcs_player (object *op)
2254 {
2255 if (op->contr->hidden)
2256 {
2257 op->invisible = 1000;
2258 /* the socket code flashes the player visible/invisible
2259 * depending on the value of invisible, so we need to
2260 * alternate it here for it to work correctly.
2261 */
2262 if (pticks & 2)
2263 op->invisible--;
2264 }
2265 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2266 {
2267 op->invisible--;
2268 if (!op->invisible)
2269 {
2270 make_visible (op);
2271 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2272 }
2273 }
2274
2275 if (QUERY_FLAG (op, FLAG_SCARED))
2276 {
2277 flee_player (op);
2278 /* If player is still scared, that is his action for this tick */
2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 {
2281 op->speed_left--;
2282 return 0;
2283 }
2284 }
2285
2286 /* I've been seeing crashes where the golem has been destroyed, but
2287 * the player object still points to the defunct golem. The code that
2288 * destroys the golem looks correct, and it doesn't always happen, so
2289 * put this in a a workaround to clean up the golem pointer.
2290 */
2291 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2292 op->contr->ranges[range_golem] = 0;
2293
2294 /* call this here - we also will call this in do_ericserver, but
2295 * the players time has been increased when doericserver has been
2296 * called, so we recheck it here.
2297 */
2298 if (op->contr->ns->handle_command ())
2299 return 1;
2300
2301 if (op->speed_left > 0)
2302 {
2303 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2304 {
2305 /* All move commands take 1 tick, at least for now */
2306 op->speed_left--;
2307
2308 /* Instead of all the stuff below, let move_player take care
2309 * of it. Also, some of the skill stuff is only put in
2310 * there, as well as the confusion stuff.
2311 */
2312 move_player (op, op->direction);
2313
2314 return op->speed_left > 0;
2315 }
2316 }
2317
2318 return 0;
2319 }
2320
2321 int
2322 save_life (object *op)
2323 {
2324 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2325 return 0;
2326
2327 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2328 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2329 {
2330 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2331 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2332
2333 if (op->contr)
2334 esrv_del_item (op->contr, tmp->count);
2335
2336 tmp->destroy ();
2337 CLEAR_FLAG (op, FLAG_LIFESAVE);
2338
2339 if (op->stats.hp < 0)
2340 op->stats.hp = op->stats.maxhp;
2341
2342 if (op->stats.food < 0)
2343 op->stats.food = 999;
2344
2345 op->update_stats ();
2346 return 1;
2347 }
2348
2349 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2350 CLEAR_FLAG (op, FLAG_LIFESAVE);
2351 enter_player_savebed (op); /* bring him home. */
2352 return 0;
2353 }
2354
2355 /* This goes throws the inventory and removes unpaid objects, and puts them
2356 * back in the map (location and map determined by values of env). This
2357 * function will descend into containers. op is the object to start the search
2358 * from.
2359 */
2360 void
2361 remove_unpaid_objects (object *op, object *env)
2362 {
2363 object *next;
2364
2365 while (op)
2366 {
2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368
2369 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 {
2371 if (env->type == PLAYER)
2372 esrv_del_item (env->contr, op->count);
2373
2374 op->insert_at (env);
2375 }
2376 else if (op->inv)
2377 remove_unpaid_objects (op->inv, env);
2378
2379 op = next;
2380 }
2381 }
2382
2383 /*
2384 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory.
2389 */
2390 char *
2391 gravestone_text (object *op)
2392 {
2393 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF];
2395 time_t now = time (NULL);
2396
2397 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2400 else
2401 sprintf (buf, "%s\n", &op->name);
2402
2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2404 strcat (buf2, buf);
2405 if (op->type == PLAYER)
2406 sprintf (buf, "who was in level %d when killed\n", op->level);
2407 else
2408 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2409
2410 strncat (buf2, " ", 20 - strlen (buf) / 2);
2411 strcat (buf2, buf);
2412 if (op->type == PLAYER)
2413 {
2414 sprintf (buf, "by %s.\n\n", op->contr->killer);
2415 strncat (buf2, " ", 21 - strlen (buf) / 2);
2416 strcat (buf2, buf);
2417 }
2418
2419 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2421 strcat (buf2, buf);
2422
2423 return buf2;
2424 }
2425
2426 void
2427 do_some_living (object *op)
2428 {
2429 int last_food = op->stats.food;
2430 int gen_hp, gen_sp, gen_grace;
2431 int over_hp, over_sp, over_grace;
2432 int i;
2433 int rate_hp = 1200;
2434 int rate_sp = 2500;
2435 int rate_grace = 2000;
2436 const int max_hp = 1;
2437 const int max_sp = 1;
2438 const int max_grace = 1;
2439
2440 if (op->contr->outputs_sync)
2441 {
2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2443 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2444 flush_output_element (op, &op->contr->outputs[i]);
2445 }
2446
2447 if (op->contr->ns->state == ST_PLAYING)
2448 {
2449 /* these next three if clauses make it possible to SLOW DOWN
2450 hp/grace/spellpoint regeneration. */
2451 if (op->contr->gen_hp >= 0)
2452 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2453 else
2454 {
2455 gen_hp = op->stats.maxhp;
2456 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2457 }
2458
2459 if (op->contr->gen_sp >= 0)
2460 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2461 else
2462 {
2463 gen_sp = op->stats.maxsp;
2464 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2465 }
2466
2467 if (op->contr->gen_grace >= 0)
2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2469 else
2470 {
2471 gen_grace = op->stats.maxgrace;
2472 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2473 }
2474
2475 /* Regenerate Spell Points */
2476 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2477 {
2478 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2479 if (op->stats.sp < op->stats.maxsp)
2480 {
2481 op->stats.sp++;
2482 /* dms do not consume food */
2483 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 {
2485 op->stats.food--;
2486 if (op->contr->digestion < 0)
2487 op->stats.food += op->contr->digestion;
2488 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food = last_food;
2490 }
2491 }
2492
2493 if (max_sp > 1)
2494 {
2495 over_sp = (gen_sp + 10) / rate_sp;
2496 if (over_sp > 0)
2497 {
2498 if (op->stats.sp < op->stats.maxsp)
2499 {
2500 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2501
2502 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2503 op->stats.sp--;
2504
2505 if (op->stats.sp > op->stats.maxsp)
2506 op->stats.sp = op->stats.maxsp;
2507 }
2508 op->last_sp = 0;
2509 }
2510 else
2511 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2512 }
2513 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 }
2516
2517 /* Regenerate Grace */
2518 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2519 if (--op->last_grace < 0)
2520 {
2521 if (op->stats.grace < op->stats.maxgrace / 2)
2522 op->stats.grace++; /* no penalty in food for regaining grace */
2523
2524 if (max_grace > 1)
2525 {
2526 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2527 if (over_grace > 0)
2528 {
2529 op->stats.sp += over_grace
2530 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2531 op->last_grace = 0;
2532 }
2533 else
2534 {
2535 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2536 }
2537 }
2538 else
2539 {
2540 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2541 }
2542 /* wearing stuff doesn't detract from grace generation. */
2543 }
2544
2545 /* Regenerate Hit Points */
2546 if (--op->last_heal < 0)
2547 {
2548 if (op->stats.hp < op->stats.maxhp)
2549 {
2550 op->stats.hp++;
2551 /* dms do not consume food */
2552 if (!QUERY_FLAG (op, FLAG_WIZ))
2553 {
2554 op->stats.food--;
2555 if (op->contr->digestion < 0)
2556 op->stats.food += op->contr->digestion;
2557 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2558 op->stats.food = last_food;
2559 }
2560 }
2561
2562 if (max_hp > 1)
2563 {
2564 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2565 if (over_hp > 0)
2566 {
2567 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2568 op->last_heal = 0;
2569 }
2570 else
2571 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2573 }
2574 }
2575 else
2576 {
2577 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578 }
2579 }
2580
2581 /* Digestion */
2582 if (--op->last_eat < 0)
2583 {
2584 #ifdef COZY_SERVER
2585 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2586 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2587 #else
2588 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2589 #endif
2590
2591 if (op->contr->gen_hp > 0)
2592 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2593 else
2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595
2596 /* dms do not consume food */
2597 if (!QUERY_FLAG (op, FLAG_WIZ))
2598 op->stats.food--;
2599 }
2600
2601 if (op->stats.food < 0 && op->stats.hp >= 0)
2602 {
2603 object *tmp, *flesh = 0;
2604
2605 for (tmp = op->inv; tmp; tmp = tmp->below)
2606 {
2607 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2608 {
2609 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2610 {
2611 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2612 manual_apply (op, tmp, 0);
2613 if (op->stats.food >= 0 || op->stats.hp < 0)
2614 break;
2615 }
2616 else if (tmp->type == FLESH)
2617 flesh = tmp;
2618 } /* End if paid for object */
2619 } /* end of for loop */
2620
2621 /* If player is still starving, it means they don't have any food, so
2622 * eat flesh instead.
2623 */
2624 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2625 {
2626 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2627 manual_apply (op, flesh, 0);
2628 }
2629 }
2630
2631 while (op->stats.food < 0 && op->stats.hp >= 0)
2632 op->stats.food++, op->stats.hp--;
2633
2634 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2635 kill_player (op);
2636 }
2637 }
2638
2639 /* If the player should die (lack of hp, food, etc), we call this.
2640 * op is the player in jeopardy. If the player can not be saved (not
2641 * permadeath, no lifesave), this will take care of removing the player
2642 * file.
2643 */
2644 void
2645 kill_player (object *op)
2646 {
2647 char buf[MAX_BUF];
2648 int x, y;
2649
2650 //int i;
2651 maptile *map; /* this is for resurrection */
2652
2653 /* int z;
2654 int num_stats_lose;
2655 int lost_a_stat;
2656 int lose_this_stat;
2657 int this_stat; */
2658 int will_kill_again;
2659 archetype *at;
2660 object *tmp;
2661
2662 if (save_life (op))
2663 return;
2664
2665
2666 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2667 * in cities ONLY!!! It is very important that this doesn't get abused.
2668 * Look at op_on_battleground() for more info --AndreasV
2669 */
2670 if (op_on_battleground (op, &x, &y))
2671 {
2672 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2673 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2674
2675 /* restore player */
2676 at = archetype::find ("poisoning");
2677 if (object *tmp = present_arch_in_ob (at, op))
2678 {
2679 tmp->destroy ();
2680 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2681 }
2682
2683 at = archetype::find ("confusion");
2684 if (object *tmp = present_arch_in_ob (at, op))
2685 {
2686 tmp->destroy ();
2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2688 }
2689
2690 cure_disease (op, 0); /* remove any disease */
2691 op->stats.hp = op->stats.maxhp;
2692 if (op->stats.food <= 0)
2693 op->stats.food = 999;
2694
2695 /* create a bodypart-trophy to make the winner happy */
2696 if (object *tmp = arch_to_object (archetype::find ("finger")))
2697 {
2698 sprintf (buf, "%s's finger", &op->name);
2699 tmp->name = buf;
2700 sprintf (buf, " This finger has been cut off %s\n"
2701 " the %s, when he was defeated at\n level %d by %s.\n",
2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2703 tmp->msg = buf;
2704 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2705 tmp->materialname = NULL;
2706 tmp->insert_at (op, tmp);
2707 }
2708
2709 /* teleport defeated player to new destination */
2710 transfer_ob (op, x, y, 0, NULL);
2711 op->contr->braced = 0;
2712 return;
2713 }
2714
2715 INVOKE_PLAYER (DEATH, op->contr);
2716
2717 command_kill_pets (op, 0);
2718
2719 if (op->stats.food < 0)
2720 {
2721 sprintf (buf, "%s starved to death.", &op->name);
2722 strcpy (op->contr->killer, "starvation");
2723 }
2724 else
2725 sprintf (buf, "%s died.", &op->name);
2726
2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2728
2729 /* save the map location for corpse, gravestone */
2730 x = op->x;
2731 y = op->y;
2732 map = op->map;
2733
2734 /* NOT_PERMADEATH code. This basically brings the character back to
2735 * life if they are dead - it takes some exp and a random stat.
2736 * See the config.h file for a little more in depth detail about this.
2737 */
2738
2739 /* Basically two ways to go - remove a stat permanently, or just
2740 * make it depletion. This bunch of code deals with that aspect
2741 * of death.
2742 */
2743 #ifndef COZY_SERVER
2744 if (settings.balanced_stat_loss)
2745 {
2746 /* If stat loss is permanent, lose one stat only. */
2747 /* Lower level chars don't lose as many stats because they suffer
2748 more if they do. */
2749 /* Higher level characters can afford things such as potions of
2750 restoration, or better, stat potions. So we slug them that
2751 little bit harder. */
2752 /* GD */
2753 if (settings.stat_loss_on_death)
2754 num_stats_lose = 1;
2755 else
2756 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2757 }
2758 else
2759 num_stats_lose = 1;
2760
2761 lost_a_stat = 0;
2762
2763 for (z = 0; z < num_stats_lose; z++)
2764 {
2765 i = RANDOM () % NUM_STATS;
2766
2767 if (settings.stat_loss_on_death)
2768 {
2769 /* Pick a random stat and take a point off it. Tell the player
2770 * what he lost.
2771 */
2772 change_attr_value (&(op->stats), i, -1);
2773 check_stat_bounds (&(op->stats));
2774 change_attr_value (&(op->contr->orig_stats), i, -1);
2775 check_stat_bounds (&(op->contr->orig_stats));
2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2777 lost_a_stat = 1;
2778 }
2779 else
2780 {
2781 /* deplete a stat */
2782 archetype *deparch = archetype::find ("depletion");
2783 object *dep;
2784
2785 dep = present_arch_in_ob (deparch, op);
2786 if (!dep)
2787 {
2788 dep = arch_to_object (deparch);
2789 insert_ob_in_ob (dep, op);
2790 }
2791 lose_this_stat = 1;
2792 if (settings.balanced_stat_loss)
2793 {
2794 /* GD */
2795 /* Get the stat that we're about to deplete. */
2796 this_stat = get_attr_value (&(dep->stats), i);
2797 if (this_stat < 0)
2798 {
2799 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2800 int keep_chance = this_stat * this_stat;
2801
2802 /* Yes, I am paranoid. Sue me. */
2803 if (keep_chance < 1)
2804 keep_chance = 1;
2805
2806 /* There is a maximum depletion total per level. */
2807 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2808 {
2809 lose_this_stat = 0;
2810 /* Take loss chance vs keep chance to see if we
2811 retain the stat. */
2812 }
2813 else
2814 {
2815 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2816 lose_this_stat = 0;
2817 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2818 this_stat, keep_chance, loss_chance,
2819 lose_this_stat?"LOSE":"KEEP"); */
2820 }
2821 }
2822 }
2823
2824 if (lose_this_stat)
2825 {
2826 this_stat = get_attr_value (&(dep->stats), i);
2827 /* We could try to do something clever like find another
2828 * stat to reduce if this fails. But chances are, if
2829 * stats have been depleted to -50, all are pretty low
2830 * and should be roughly the same, so it shouldn't make a
2831 * difference.
2832 */
2833 if (this_stat >= -50)
2834 {
2835 change_attr_value (&(dep->stats), i, -1);
2836 SET_FLAG (dep, FLAG_APPLIED);
2837 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2838 op->update_stats ();
2839 lost_a_stat = 1;
2840 }
2841 }
2842 }
2843 }
2844 /* If no stat lost, tell the player. */
2845 if (!lost_a_stat)
2846 {
2847 /* determine_god() seems to not work sometimes... why is this?
2848 Should I be using something else? GD */
2849 const char *god = determine_god (op);
2850
2851 if (god && (strcmp (god, "none")))
2852 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2853 else
2854 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2855 }
2856 #else
2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2858 #endif
2859
2860 /* Put a gravestone up where the character 'almost' died. List the
2861 * exp loss on the stone.
2862 */
2863 tmp = arch_to_object (archetype::find ("gravestone"));
2864 sprintf (buf, "%s's gravestone", &op->name);
2865 tmp->name = buf;
2866 sprintf (buf, "%s's gravestones", &op->name);
2867 tmp->name_pl = buf;
2868 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);
2869 tmp->msg = buf;
2870 tmp->x = op->x, tmp->y = op->y;
2871 insert_ob_in_map (tmp, op->map, NULL, 0);
2872
2873 /**************************************/
2874 /* */
2875 /* Subtract the experience points, */
2876 /* if we died cause of food, give us */
2877 /* food, and reset HP's... */
2878 /* */
2879 /**************************************/
2880
2881 /* remove any poisoning and confusion the character may be suffering. */
2882 /* restore player */
2883 at = archetype::find ("poisoning");
2884 tmp = present_arch_in_ob (at, op);
2885
2886 if (tmp)
2887 {
2888 tmp->destroy ();
2889 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2890 }
2891
2892 at = archetype::find ("confusion");
2893 tmp = present_arch_in_ob (at, op);
2894 if (tmp)
2895 {
2896 tmp->destroy ();
2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2898 }
2899
2900 cure_disease (op, 0); /* remove any disease */
2901
2902 /*add_exp(op, (op->stats.exp * -0.20)); */
2903 apply_death_exp_penalty (op);
2904 if (op->stats.food < 100)
2905 op->stats.food = 900;
2906 op->stats.hp = op->stats.maxhp;
2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2909
2910 /*
2911 * Check to see if the player is in a shop. IF so, then check to see if
2912 * the player has any unpaid items. If so, remove them and put them back
2913 * in the map.
2914 */
2915
2916 if (is_in_shop (op))
2917 remove_unpaid_objects (op->inv, op);
2918
2919 /****************************************/
2920 /* */
2921 /* Move player to his current respawn- */
2922 /* position (usually last savebed) */
2923 /* */
2924 /****************************************/
2925
2926 enter_player_savebed (op);
2927
2928 op->contr->braced = 0;
2929
2930 /* it is possible that the player has blown something up
2931 * at his savebed location, and that can have long lasting
2932 * spell effects. So first see if there is a spell effect
2933 * on the space that might harm the player.
2934 */
2935 will_kill_again = 0;
2936 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2937 if (tmp->type == SPELL_EFFECT)
2938 will_kill_again |= tmp->attacktype;
2939
2940 if (will_kill_again)
2941 {
2942 object *force;
2943 int at;
2944
2945 force = get_archetype (FORCE_NAME);
2946 /* 50 ticks should be enough time for the spell to abate */
2947 force->speed = 0.1;
2948 force->speed_left = -5.0;
2949 SET_FLAG (force, FLAG_APPLIED);
2950 for (at = 0; at < NROFATTACKS; at++)
2951 if (will_kill_again & (1 << at))
2952 force->resist[at] = 100;
2953
2954 insert_ob_in_ob (force, op);
2955 op->update_stats ();
2956
2957 }
2958
2959 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2960 }
2961
2962 void
2963 loot_object (object *op)
2964 { /* Grab and destroy some treasure */
2965 object *tmp, *tmp2, *next;
2966
2967 if (op->container)
2968 esrv_apply_container (op, op->container); /* close open sack first */
2969
2970 for (tmp = op->inv; tmp; tmp = next)
2971 {
2972 next = tmp->below;
2973
2974 if (tmp->invisible)
2975 continue;
2976
2977 tmp->remove ();
2978 tmp->x = op->x, tmp->y = op->y;
2979 if (tmp->type == CONTAINER)
2980 { /* empty container to ground */
2981 loot_object (tmp);
2982 }
2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2984 {
2985 if (tmp->nrof > 1)
2986 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2988 tmp2->destroy ();
2989 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 }
2991 else
2992 tmp->destroy ();
2993 }
2994 else
2995 insert_ob_in_map (tmp, op->map, NULL, 0);
2996 }
2997 }
2998
2999 /*
3000 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed.
3003 */
3004
3005 void
3006 fix_weight (void)
3007 {
3008 for_all_players (pl)
3009 {
3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3011
3012 if (old == sum)
3013 continue;
3014 pl->ob->update_stats ();
3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 }
3017 }
3018
3019 void
3020 fix_luck (void)
3021 {
3022 for_all_players (pl)
3023 if (!pl->ob->contr->ns->state)
3024 pl->ob->change_luck (0);
3025 }
3026
3027 /* cast_dust() - handles op throwing objects of type 'DUST'.
3028 * This is much simpler in the new spell code - we basically
3029 * just treat this as any other spell casting object.
3030 */
3031 void
3032 cast_dust (object *op, object *throw_ob, int dir)
3033 {
3034 object *skop, *spob;
3035
3036 skop = find_skill_by_name (op, throw_ob->skill);
3037
3038 /* casting POTION 'dusts' is really a use_magic_item skill */
3039 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3040 {
3041 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3042 return;
3043 }
3044
3045 spob = throw_ob->inv;
3046
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3048 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO)
3050 if (!spob)
3051 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3053 return;
3054 }
3055
3056 if (op->type == PLAYER)
3057 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3058
3059 cast_spell (op, throw_ob, dir, spob, NULL);
3060
3061 throw_ob->destroy ();
3062 }
3063
3064 void
3065 make_visible (object *op)
3066 {
3067 op->hide = 0;
3068 op->invisible = 0;
3069 if (op->type == PLAYER)
3070 {
3071 op->contr->tmp_invis = 0;
3072 op->contr->invis_race = 0;
3073 }
3074 update_object (op, UP_OBJ_FACE);
3075 }
3076
3077 int
3078 is_true_undead (object *op)
3079 {
3080 object *tmp = NULL;
3081
3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3083 return 1;
3084
3085 return 0;
3086 }
3087
3088 /* look at the surrounding terrain to determine
3089 * the hideability of this object. Positive levels
3090 * indicate greater hideability.
3091 */
3092
3093 int
3094 hideability (object *ob)
3095 {
3096 int i, level = 0, mflag;
3097 sint16 x, y;
3098
3099 if (!ob || !ob->map)
3100 return 0;
3101
3102 /* so, on normal lighted maps, its hard to hide */
3103 level = ob->map->darkness - 2;
3104
3105 /* this also picks up whether the object is glowing.
3106 * If you carry a light on a non-dark map, its not
3107 * as bad as carrying a light on a pitch dark map */
3108 if (has_carried_lights (ob))
3109 level = -(10 + (2 * ob->map->darkness));
3110
3111 /* scan through all nearby squares for terrain to hide in */
3112 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3113 {
3114 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3115 if (mflag & P_OUT_OF_MAP)
3116 {
3117 continue;
3118 }
3119 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3120 level += 2;
3121 else /* open terrain! */
3122 level -= 1;
3123 }
3124
3125 #if 0
3126 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3127 #endif
3128 return level;
3129 }
3130
3131 /* For Hidden creatures - a chance of becoming 'unhidden'
3132 * every time they move - as we subtract off 'invisibility'
3133 * AND, for players, if they move into a ridiculously unhideable
3134 * spot (surrounded by clear terrain in broad daylight). -b.t.
3135 */
3136
3137 void
3138 do_hidden_move (object *op)
3139 {
3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3141 object *skop;
3142
3143 if (!op || !op->map)
3144 return;
3145
3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3147
3148 /* its *extremely* hard to run and sneak/hide at the same time! */
3149 if (op->type == PLAYER && op->contr->run_on)
3150 if (!skop || num >= skop->level)
3151 {
3152 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3153 make_visible (op);
3154 return;
3155 }
3156 else
3157 num += 20;
3158
3159 num += op->map->difficulty;
3160 hide = hideability (op); /* modify by terrain hidden level */
3161 num -= hide;
3162
3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3164 {
3165 make_visible (op);
3166 if (op->type == PLAYER)
3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3168 }
3169 else if (op->type == PLAYER && skop)
3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3171 }
3172
3173 /* determine if who is standing near a hostile creature. */
3174
3175 int
3176 stand_near_hostile (object *who)
3177 {
3178 object *tmp = NULL;
3179 int i, friendly = 0, player = 0, mflags;
3180 maptile *m;
3181 sint16 x, y;
3182
3183 if (!who)
3184 return 0;
3185
3186 if (who->type == PLAYER)
3187 player = 1;
3188
3189 else
3190 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3191
3192 /* search adjacent squares */
3193 for (i = 1; i < 9; i++)
3194 {
3195 x = who->x + freearr_x[i];
3196 y = who->y + freearr_y[i];
3197 m = who->map;
3198 mflags = get_map_flags (m, &m, x, y, &x, &y);
3199 /* space must be blocked if there is a monster. If not
3200 * blocked, don't need to check this space.
3201 */
3202 if (mflags & P_OUT_OF_MAP)
3203 continue;
3204 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3205 continue;
3206
3207 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3208 {
3209 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3210 return 1;
3211 else if (tmp->type == PLAYER)
3212 {
3213 /*don't let a hidden DM prevent you from hiding */
3214 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3215 return 1;
3216 }
3217 }
3218 }
3219 return 0;
3220 }
3221
3222 /* check the player los field for viewability of the
3223 * object op. This function works fine for monsters,
3224 * but we dont worry if the object isnt the top one in
3225 * a pile (say a coin under a table would return "viewable"
3226 * by this routine). Another question, should we be
3227 * concerned with the direction the player is looking
3228 * in? Realistically, most of use cant see stuff behind
3229 * our backs...on the other hand, does the "facing" direction
3230 * imply the way your head, or body is facing? Its possible
3231 * for them to differ. Sigh, this fctn could get a bit more complex.
3232 * -b.t.
3233 * This function is now map tiling safe.
3234 */
3235
3236 int
3237 player_can_view (object *pl, object *op)
3238 {
3239 rv_vector rv;
3240 int dx, dy;
3241
3242 if (pl->type != PLAYER)
3243 {
3244 LOG (llevError, "player_can_view() called for non-player object\n");
3245 return -1;
3246 }
3247
3248 if (!pl || !op)
3249 return 0;
3250
3251 op = op->head_ ();
3252
3253 get_rangevector (pl, op, &rv, 0x1);
3254
3255 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any
3257 * part that is in the los array but isnt on
3258 * a blocked los square.
3259 * we use the archetype to figure out offsets.
3260 */
3261 while (op)
3262 {
3263 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y;
3265
3266 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3273 return 1;
3274 op = op->more;
3275 }
3276 return 0;
3277 }
3278
3279 /* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we
3283 * return 0.
3284 */
3285 int
3286 action_makes_visible (object *op)
3287 {
3288
3289 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290 {
3291 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3292 return 0;
3293
3294 if (op->contr && op->contr->tmp_invis == 0)
3295 return 0;
3296
3297 /* If monsters, they should become visible */
3298 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3299 {
3300 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3301 return 1;
3302 }
3303 }
3304 return 0;
3305 }
3306
3307 /* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile,
3309 * function returns TRUE/FALSE. If true x, y returns the battleground
3310 * -exit-coord. (and if x, y not NULL)
3311 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3312 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3313 * Default is to do the same as before, so only people wanting to have different points need worry about this
3314 */
3315 int
3316 op_on_battleground (object *op, int *x, int *y)
3317 {
3318 object *tmp;
3319
3320 /* A battleground-tile needs the following attributes to be valid:
3321 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3322 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3323 * and the exit-coordinates sp/hp must both be > 0.
3324 * => The intention here is to prevent abuse of the battleground-
3325 * feature (like pickable or hidden battleground tiles). */
3326 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3327 {
3328 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3329 {
3330 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3331 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3332 {
3333 /*before we assign the exit, check if this is a teambattle */
3334 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3335 {
3336 object *invtmp;
3337
3338 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3339 {
3340 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3341 {
3342 if (x != NULL && y != NULL)
3343 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3344 return 1;
3345 }
3346 }
3347 }
3348 if (x != NULL && y != NULL)
3349 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3350 return 1;
3351 }
3352 }
3353 }
3354 /* If we got here, did not find a battleground */
3355 return 0;
3356 }
3357
3358 /*
3359 * When a dragon-player gains a new stage of evolution,
3360 * he gets some treasure
3361 *
3362 * attributes:
3363 * object *who the dragon player
3364 * int atnr the attack-number of the ability focus
3365 * int level ability level
3366 */
3367 void
3368 dragon_ability_gain (object *who, int atnr, int level)
3369 {
3370 treasurelist *trlist = NULL; /* treasurelist */
3371 treasure *tr; /* treasure */
3372 object *tmp, *skop; /* tmp. object */
3373 object *item; /* treasure object */
3374 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0;
3376
3377 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire");
3380 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold");
3382 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec");
3384 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison");
3386
3387 if (trlist == NULL || who->type != PLAYER)
3388 return;
3389
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3391
3392 if (!tr || !tr->item)
3393 {
3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3395 return;
3396 }
3397
3398 /* everything seems okay - now bring on the gift: */
3399 item = &(tr->item->clone);
3400
3401 if (item->type == SPELL)
3402 {
3403 if (check_spell_known (who, item->name))
3404 return;
3405
3406 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3407 do_learn_spell (who, item, 0);
3408 return;
3409 }
3410
3411 /* grant direct spell */
3412 if (item->type == SPELLBOOK)
3413 {
3414 if (!item->inv)
3415 {
3416 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3417 return;
3418 }
3419 if (check_spell_known (who, item->inv->name))
3420 return;
3421 if (item->invisible)
3422 {
3423 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3424 do_learn_spell (who, item->inv, 0);
3425 return;
3426 }
3427 }
3428 else if (item->type == SKILL_TOOL && item->invisible)
3429 {
3430 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3431 {
3432
3433 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3434 * in this way, if the player is missing any of the attacktypes, he gets
3435 * them. As it is now, if the player has any that match the granted skill,
3436 * but not all of them, he gets nothing.
3437 */
3438 if (!(skop->attacktype & item->attacktype))
3439 {
3440 /* Give new attacktype */
3441 skop->attacktype |= item->attacktype;
3442
3443 /* always add physical if there's none */
3444 skop->attacktype |= AT_PHYSICAL;
3445
3446 if (item->msg != NULL)
3447 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3448
3449 /* Give player new face */
3450 if (item->animation_id)
3451 {
3452 who->face = skop->face;
3453 who->animation_id = item->animation_id;
3454 who->anim_speed = item->anim_speed;
3455 who->last_anim = 0;
3456 who->state = 0;
3457 animate_object (who, who->direction);
3458 }
3459 }
3460 }
3461 }
3462 else if (item->type == FORCE)
3463 {
3464 /* forces in the treasurelist can alter the player's stats */
3465 object *skin;
3466
3467 /* first get the dragon skin force */
3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3470 ;
3471
3472 if (!skin)
3473 return;
3474
3475 /* adding new spellpath attunements */
3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3477 {
3478 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3479
3480 /* print message */
3481 sprintf (buf, "You feel attuned to ");
3482 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3483 {
3484 if (item->path_attuned & (1 << i))
3485 {
3486 if (j)
3487 strcat (buf, " and ");
3488 else
3489 j = 1;
3490 strcat (buf, spellpathnames[i]);
3491 }
3492 }
3493 strcat (buf, ".");
3494 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3495 }
3496
3497 /* evtl. adding flags: */
3498 if (QUERY_FLAG (item, FLAG_XRAYS))
3499 SET_FLAG (skin, FLAG_XRAYS);
3500 if (QUERY_FLAG (item, FLAG_STEALTH))
3501 SET_FLAG (skin, FLAG_STEALTH);
3502 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3503 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3504
3505 /* print message if there is one */
3506 if (item->msg != NULL)
3507 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3508 }
3509 else
3510 {
3511 /* generate misc. treasure */
3512 tmp = arch_to_object (tr->item);
3513 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3514 tmp = insert_ob_in_ob (tmp, who);
3515 if (who->type == PLAYER)
3516 esrv_send_item (who, tmp);
3517 }
3518 }
3519
3520 /**
3521 * Unready an object for a player. This function does nothing if the object was
3522 * not readied.
3523 */
3524 void
3525 player_unready_range_ob (player *pl, object *ob)
3526 {
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3528 if (pl->ranges[i] == ob)
3529 {
3530 pl->ranges[i] = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534 }