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/cvs/deliantra/server/server/player.C
Revision: 1.101
Committed: Mon Jan 29 16:11:48 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.100: +19 -0 lines
Log Message:
- add visibility_at to players (only), might/should be an object method
- mood spells only affect visible spaces now.

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 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
202
203 // for weird reasons, this is often "ob", keeping a circular reference
204 ranges [range_skill] = 0;
205
206 players.erase (this);
207 }
208
209 // connect the player with a specific client
210 // also changed, rationalises, and fixes some incorrect settings
211 void
212 player::connect (client *ns)
213 {
214 this->ns = ns;
215 ns->pl = this;
216
217 run_on = 0;
218 fire_on = 0;
219 ob->container = 0; //TODO: client-specific
220
221 ns->update_look = 0;
222 ns->look_position = 0;
223
224 clear_los (ob);
225
226 ns->reset_stats ();
227
228 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race;
231
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
248 */
249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
251
252 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob))
254 {
255 object *tmp, *abil = 0, *skin = 0;
256
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force)
263 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force)
265 skin = tmp;
266
267 set_dragon_name (ob, abil, skin);
268 }
269
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271
272 esrv_new_player (this, ob->weight + ob->carrying);
273
274 ob->update_stats ();
275 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288 }
289
290 void
291 player::disconnect ()
292 {
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 this->ns = 0;
303 }
304
305 ob->container = 0; //TODO: client-specific
306 deactivate ();
307 }
308
309 // the need for this function can be explained
310 // by load_object not returning the object
311 void
312 player::set_object (object *op)
313 {
314 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed_left = 0.5;
318 ob->speed = 1.0;
319 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324 }
325
326 player::player ()
327 {
328 /* There are some elements we want initialised to non zero value -
329 * we deal with that below this point.
330 */
331 outputs_sync = 16; /* Every 2 seconds */
332 outputs_count = 8; /* Keeps present behaviour */
333 unapply = unapply_nochoice;
334
335 savebed_map = first_map_path; /* Init. respawn position */
336
337 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal;
340 petmode = pet_normal;
341 listening = 10;
342 usekeys = containers;
343 peaceful = 1; /* default peaceful */
344 do_los = 1;
345 }
346
347 void
348 player::do_destroy ()
349 {
350 disconnect ();
351
352 attachable::do_destroy ();
353
354 if (ob)
355 {
356 ob->destroy_inv (false);
357 ob->destroy ();
358 }
359 }
360
361 player::~player ()
362 {
363 /* Clear item stack */
364 free (stack_items);
365 }
366
367 /* Tries to add player on the connection passed in ns.
368 * All we can really get in this is some settings like host and display
369 * mode.
370 */
371 player *
372 player::create ()
373 {
374 player *pl = new player;
375
376 pl->set_object (arch_to_object (get_player_archetype (0)));
377 set_first_map (pl->ob);
378
379 return pl;
380 }
381
382 /*
383 * get_player_archetype() return next player archetype from archetype
384 * list. Not very efficient routine, but used only creating new players.
385 * Note: there MUST be at least one player archetype!
386 */
387 archetype *
388 get_player_archetype (archetype *at)
389 {
390 archetype *start = at;
391
392 for (;;)
393 {
394 if (at == NULL || at->next == NULL)
395 at = first_archetype;
396 else
397 at = at->next;
398
399 if (at->clone.type == PLAYER)
400 return at;
401
402 if (at == start)
403 {
404 LOG (llevError, "No Player archetypes\n");
405 exit (-1);
406 }
407 }
408 }
409
410 object *
411 get_nearest_player (object *mon)
412 {
413 object *op = NULL;
414 objectlink *ol;
415 unsigned lastdist;
416 rv_vector rv;
417
418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 {
420 /* We should not find free objects on this friendly list, but it
421 * does periodically happen. Given that, lets deal with it.
422 * While unlikely, it is possible the next object on the friendly
423 * list is also free, so encapsulate this in a while loop.
424 */
425 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
426 {
427 object *tmp = ol->ob;
428
429 /* Can't do much more other than log the fact, because the object
430 * itself will have been cleared.
431 */
432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
434 ol = ol->next;
435 remove_friendly_object (tmp);
436 if (!ol)
437 return op;
438 }
439
440 /* Remove special check for player from this. First, it looks to cause
441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
442 * complicated method of state checking would be needed in any case -
443 * as it was, a clever player could type quit, and the function would
444 * skip them over while waiting for confirmation. Remove
445 * on_same_map check, as can_detect_enemy also does this
446 */
447 if (!can_detect_enemy (mon, ol->ob, &rv))
448 continue;
449
450 if (lastdist > rv.distance)
451 {
452 op = ol->ob;
453 lastdist = rv.distance;
454 }
455 }
456
457 for_all_players (pl)
458 if (can_detect_enemy (mon, pl->ob, &rv))
459 if (lastdist > rv.distance)
460 {
461 op = pl->ob;
462 lastdist = rv.distance;
463 }
464
465 #if 0
466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
467 #endif
468 return op;
469 }
470
471 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
472 * result in a monster paths backtracking. It basically determines how large a
473 * detour a monster will take from the direction path when looking
474 * for a path to the player. The values are in the amount of direction
475 * the deviation is
476 */
477 #define DETOUR_AMOUNT 2
478
479 /* This is used to prevent infinite loops. Consider a case where the
480 * player is in a chamber (with gate closed), and monsters are outside.
481 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
482 * find a path into the chamber. This is a good thing, but since there
483 * is no real path, it will just keep circling the chamber for
484 * ever (this could be a nice effect for monsters, but not for the function
485 * to get stuck in. I think for the monsters, if max is reached and
486 * we return the first direction the creature could move would result in the
487 * circling behaviour. Unfortunately, this function is also used to determined
488 * if the creature should cast a spell, so returning a direction in that case
489 * is probably not a good thing.
490 */
491 #define MAX_SPACES 50
492
493 /*
494 * Returns the direction to the player, if valid. Returns 0 otherwise.
495 * modified to verify there is a path to the player. Does this by stepping towards
496 * player and if path is blocked then see if blockage is close enough to player that
497 * direction to player is changed (ie zig or zag). Continue zig zag until either
498 * reach player or path is blocked. Thus, will only return true if there is a free
499 * path to player. Though path may not be a straight line. Note that it will find
500 * player hiding along a corridor at right angles to the corridor with the monster.
501 *
502 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
503 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
504 * down corriders.
505 * 2) I think the old code was broken if the first direction the monster
506 * should move was blocked - the code would store the first direction without
507 * verifying that the player can actually move in that direction. The new
508 * code does not store anything in firstdir until we have verified that the
509 * monster can in fact move one space in that direction.
510 * 3) I'm not sure how good this code will be for moving multipart monsters,
511 * since only simple checks to blocked are being called, which could mean the monster
512 * is blocking itself.
513 */
514 int
515 path_to_player (object *mon, object *pl, unsigned mindiff)
516 {
517 rv_vector rv;
518 sint16 x, y;
519 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
520 maptile *m, *lastmap;
521
522 get_rangevector (mon, pl, &rv, 0);
523
524 if (rv.distance < mindiff)
525 return 0;
526
527 x = mon->x;
528 y = mon->y;
529 m = mon->map;
530 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
533
534 /* If we can't solve it within the search distance, return now. */
535 if (diff > max)
536 return 0;
537
538 while (diff > 1 && max > 0)
539 {
540 lastx = x;
541 lasty = y;
542 lastmap = m;
543 x = lastx + freearr_x[dir];
544 y = lasty + freearr_y[dir];
545
546 mflags = get_map_flags (m, &m, x, y, &x, &y);
547 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
548
549 /* Space is blocked - try changing direction a little */
550 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
551 && (m == mon->map && blocked_link (mon, m, x, y))))
552 {
553 /* recalculate direction from last good location. Possible
554 * we were not traversing ideal location before.
555 */
556 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
557 if (rv.direction != dir)
558 {
559 /* OK - says direction should be different - lets reset the
560 * the values so it will try again.
561 */
562 x = lastx;
563 y = lasty;
564 m = lastmap;
565 dir = firstdir = rv.direction;
566 }
567 else
568 {
569 /* direct path is blocked - try taking a side step to
570 * either the left or right.
571 * Note increase the values in the loop below to be
572 * more than -1/1 respectively will mean the monster takes
573 * bigger detour. Have to be careful about these values getting
574 * too big (3 or maybe 4 or higher) as the monster may just try
575 * stepping back and forth
576 */
577 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
578 {
579 if (i == 0)
580 continue; /* already did this, so skip it */
581 /* Use lastdir here - otherwise,
582 * since the direction that the creature should move in
583 * may change, you could get infinite loops.
584 * ie, player is northwest, but monster can only
585 * move west, so it does that. It goes some distance,
586 * gets blocked, finds that it should move north,
587 * can't do that, but now finds it can move east, and
588 * gets back to its original point. lastdir contains
589 * the last direction the creature has successfully
590 * moved.
591 */
592
593 x = lastx + freearr_x[absdir (lastdir + i)];
594 y = lasty + freearr_y[absdir (lastdir + i)];
595 m = lastmap;
596 mflags = get_map_flags (m, &m, x, y, &x, &y);
597 if (mflags & P_OUT_OF_MAP)
598 continue;
599 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
600 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
601 continue;
602 if (mflags & P_BLOCKSVIEW)
603 continue;
604
605 if (m == mon->map && blocked_link (mon, m, x, y))
606 break;
607 }
608 /* go through entire loop without finding a valid
609 * sidestep to take - thus, no valid path.
610 */
611 if (i == (DETOUR_AMOUNT + 1))
612 return 0;
613 diff--;
614 lastdir = dir;
615 max--;
616 if (!firstdir)
617 firstdir = dir + i;
618 } /* else check alternate directions */
619 } /* if blocked */
620 else
621 {
622 /* we moved towards creature, so diff is less */
623 diff--;
624 max--;
625 lastdir = dir;
626 if (!firstdir)
627 firstdir = dir;
628 }
629
630 if (diff <= 1)
631 {
632 /* Recalculate diff (distance) because we may not have actually
633 * headed toward player for entire distance.
634 */
635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
636 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
637 }
638
639 if (diff > max)
640 return 0;
641 }
642
643 /* If we reached the max, didn't find a direction in time */
644 if (!max)
645 return 0;
646
647 return firstdir;
648 }
649
650 void
651 give_initial_items (object *pl, treasurelist * items)
652 {
653 object *op, *next = NULL;
654
655 if (pl->randomitems != NULL)
656 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
657
658 for (op = pl->inv; op; op = next)
659 {
660 next = op->below;
661
662 /* Forces get applied per default, unless they have the
663 * flag "neutral" set. Sorry but I can't think of a better way
664 */
665 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
666 SET_FLAG (op, FLAG_APPLIED);
667
668 /* we never give weapons/armour if these cannot be used
669 * by this player due to race restrictions
670 */
671 if (pl->type == PLAYER)
672 {
673 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
674 (op->type == ARMOUR || op->type == BOOTS ||
675 op->type == CLOAK || op->type == HELMET ||
676 op->type == SHIELD || op->type == GLOVES ||
677 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
678 {
679 op->destroy ();
680 continue;
681 }
682 }
683
684 /* This really needs to be better - we should really give
685 * a substitute spellbook. The problem is that we don't really
686 * have a good idea what to replace it with (need something like
687 * a first level treasurelist for each skill.)
688 * remove duplicate skills also
689 */
690 if (op->type == SPELLBOOK || op->type == SKILL)
691 {
692 object *tmp;
693
694 for (tmp = op->below; tmp; tmp = tmp->below)
695 if (tmp->type == op->type && tmp->name == op->name)
696 break;
697
698 if (tmp)
699 {
700 op->destroy ();
701 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
702 continue;
703 }
704
705 if (op->nrof > 1)
706 op->nrof = 1;
707 }
708
709 if (op->type == SPELLBOOK && op->inv)
710 {
711 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
712 }
713
714 /* Give starting characters identified, uncursed, and undamned
715 * items. Just don't identify gold or silver, or it won't be
716 * merged properly.
717 */
718 if (need_identify (op))
719 {
720 SET_FLAG (op, FLAG_IDENTIFIED);
721 CLEAR_FLAG (op, FLAG_CURSED);
722 CLEAR_FLAG (op, FLAG_DAMNED);
723 }
724 if (op->type == SPELL)
725 {
726 op->destroy ();
727 continue;
728 }
729 else if (op->type == SKILL)
730 {
731 SET_FLAG (op, FLAG_CAN_USE_SKILL);
732 op->stats.exp = 0;
733 op->level = 1;
734 }
735 /* lock all 'normal items by default */
736 else
737 SET_FLAG (op, FLAG_INV_LOCKED);
738 } /* for loop of objects in player inv */
739
740 /* Need to set up the skill pointers */
741 link_player_skills (pl);
742 }
743
744 void
745 get_party_password (object *op, partylist *party)
746 {
747 if (party == NULL)
748 {
749 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
750 return;
751 }
752
753 op->contr->write_buf[0] = '\0';
754 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
755 op->contr->party_to_join = party;
756 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
757 }
758
759 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
760 static int
761 roll_stat (void)
762 {
763 int a[4], i, j, k;
764
765 for (i = 0; i < 4; i++)
766 a[i] = (int) rndm (6) + 1;
767
768 for (i = 0, j = 0, k = 7; i < 4; i++)
769 if (a[i] < k)
770 k = a[i], j = i;
771
772 for (i = 0, k = 0; i < 4; i++)
773 if (i != j)
774 k += a[i];
775
776 return k;
777 }
778
779 void
780 object::roll_stats ()
781 {
782 int statsort [7];
783
784 for (;;)
785 {
786 int sum = 0;
787 for (int i = 7; i--; )
788 sum += statsort [i] = roll_stat ();
789
790 if (sum >= 82 && sum <= 116)
791 break;
792 }
793
794 // Sort the stats so that rerolling is easier...
795 std::sort (statsort, statsort + 7, std::greater<int>());
796
797 stats.Str = statsort[0];
798 stats.Dex = statsort[1];
799 stats.Con = statsort[2];
800 stats.Int = statsort[3];
801 stats.Wis = statsort[4];
802 stats.Pow = statsort[5];
803 stats.Cha = statsort[6];
804
805 stats.exp = 0;
806 stats.ac = 0;
807
808 stats.hp = stats.maxhp;
809 stats.sp = stats.maxsp;
810 stats.grace = stats.maxgrace;
811
812 if (contr)
813 {
814 contr->levhp[1] = 9;
815 contr->levsp[1] = 6;
816 contr->levgrace[1] = 3;
817
818 contr->orig_stats = stats;
819 }
820 }
821
822 void
823 object::swap_stats (int a, int b)
824 {
825 int tmp = get_attr_value (&contr->orig_stats, a);
826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
827 set_attr_value (&contr->orig_stats, b, tmp);
828
829 stats.Str = contr->orig_stats.Str;
830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
845 stats.hp = stats.maxhp;
846 stats.sp = stats.maxsp;
847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
855 contr->orig_stats = stats;
856 }
857 }
858
859 static void
860 start_info (object *op)
861 {
862 char buf[MAX_BUF];
863
864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
865 new_draw_info (NDI_UNIQUE, 0, op, buf);
866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
868 }
869
870 /* This function takes the key that is passed, and does the
871 * appropriate action with it (change race, or other things).
872 * The function name is for historical reasons - now we have
873 * separate race and class; this actually changes the RACE,
874 * not the class.
875 */
876 int
877 key_change_class (object *op, char key)
878 {
879 int tmp_loop;
880
881 if (key == 'd' || key == 'D')
882 {
883 char buf[MAX_BUF];
884
885 /* this must before then initial items are given */
886 esrv_new_player (op->contr, op->weight + op->carrying);
887
888 treasurelist *tl = find_treasurelist ("starting_wealth");
889 if (tl)
890 create_treasure (tl, op, 0, 0, 0);
891
892 INVOKE_PLAYER (BIRTH, op->contr);
893 INVOKE_PLAYER (LOGIN, op->contr);
894
895 op->contr->ns->state = ST_PLAYING;
896
897 if (op->msg)
898 op->msg = NULL;
899
900 /* We create this now because some of the unique maps will need it
901 * to save here.
902 */
903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
904 make_path_to_file (buf);
905
906 start_info (op);
907 CLEAR_FLAG (op, FLAG_WIZ);
908 give_initial_items (op, op->randomitems);
909 link_player_skills (op);
910 esrv_send_inventory (op, op);
911 op->update_stats ();
912
913 /* This moves the player to a different start map, if there
914 * is one for this race
915 */
916 if (*first_map_ext_path)
917 {
918 object *tmp;
919 char mapname[MAX_BUF];
920
921 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
922 tmp = object::create ();
923 EXIT_PATH (tmp) = mapname;
924 EXIT_X (tmp) = op->x;
925 EXIT_Y (tmp) = op->y;
926 op->enter_exit (tmp); /* we don't really care if it succeeded;
927 * if the map isn't there, then stay on the
928 * default initial map */
929 tmp->destroy ();
930 }
931 else
932 LOG (llevDebug, "first_map_ext_path not set\n");
933
934 return 0;
935 }
936
937 /* Following actually changes the race - this is the default command
938 * if we don't match with one of the options above.
939 */
940
941 tmp_loop = 0;
942 while (!tmp_loop)
943 {
944 shstr name = op->name;
945 int x = op->x, y = op->y;
946
947 op->remove_statbonus ();
948 op->remove ();
949 op->arch = get_player_archetype (op->arch);
950 op->arch->clone.copy_to (op);
951 op->instantiate ();
952 op->stats = op->contr->orig_stats;
953 op->name = op->name_pl = name;
954 op->x = x;
955 op->y = y;
956 SET_ANIMATION (op, 2); /* So player faces south */
957 insert_ob_in_map (op, op->map, op, 0);
958 assign (op->contr->title, op->arch->clone.name);
959 op->add_statbonus ();
960 tmp_loop = allowed_class (op);
961 }
962
963 update_object (op, UP_OBJ_FACE);
964 esrv_update_item (UPD_FACE, op, op);
965 op->update_stats ();
966 op->stats.hp = op->stats.maxhp;
967 op->stats.sp = op->stats.maxsp;
968 op->stats.grace = 0;
969
970 if (op->msg)
971 new_draw_info (NDI_BLUE, 0, op, op->msg);
972
973 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
974 return 0;
975 }
976
977 void
978 flee_player (object *op)
979 {
980 int dir, diff;
981 rv_vector rv;
982
983 if (op->stats.hp < 0)
984 {
985 LOG (llevDebug, "Fleeing player is dead.\n");
986 CLEAR_FLAG (op, FLAG_SCARED);
987 return;
988 }
989
990 if (op->enemy == NULL)
991 {
992 LOG (llevDebug, "Fleeing player had no enemy.\n");
993 CLEAR_FLAG (op, FLAG_SCARED);
994 return;
995 }
996
997 /* Seen some crashes here. Since we don't store an
998 * op->enemy_count, it is possible that something destroys the
999 * actual enemy, and the object is recycled.
1000 */
1001 if (op->enemy->map == NULL)
1002 {
1003 CLEAR_FLAG (op, FLAG_SCARED);
1004 op->enemy = NULL;
1005 return;
1006 }
1007
1008 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1009 {
1010 op->enemy = NULL;
1011 CLEAR_FLAG (op, FLAG_SCARED);
1012 return;
1013 }
1014
1015 get_rangevector (op, op->enemy, &rv, 0);
1016
1017 dir = absdir (4 + rv.direction);
1018 for (diff = 0; diff < 3; diff++)
1019 {
1020 int m = 1 - (RANDOM () & 2);
1021
1022 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1023 return;
1024 }
1025
1026 /* Cornered, get rid of scared */
1027 CLEAR_FLAG (op, FLAG_SCARED);
1028 op->enemy = NULL;
1029 }
1030
1031
1032 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1033 * IT returns 1 if the player should keep on moving, 0 if he should
1034 * stop.
1035 */
1036 int
1037 check_pick (object *op)
1038 {
1039 object *tmp, *next;
1040 int stop = 0;
1041 int j, k, wvratio;
1042 char putstring[128], tmpstr[16];
1043
1044 /* if you're flying, you cna't pick up anything */
1045 if (op->move_type & MOVE_FLYING)
1046 return 1;
1047
1048 next = op->below;
1049
1050 /* loop while there are items on the floor that are not marked as
1051 * destroyed */
1052 while (next && !next->destroyed ())
1053 {
1054 tmp = next;
1055 next = tmp->below;
1056
1057 if (op->destroyed ())
1058 return 0;
1059
1060 if (!can_pick (op, tmp))
1061 continue;
1062
1063 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1064 {
1065 if (item_matched_string (op, tmp, op->contr->search_str))
1066 pick_up (op, tmp);
1067 continue;
1068 }
1069
1070 /* high not bit set? We're using the old autopickup model */
1071 if (!(op->contr->mode & PU_NEWMODE))
1072 {
1073 switch (op->contr->mode)
1074 {
1075 case 0:
1076 return 1; /* don't pick up */
1077 case 1:
1078 pick_up (op, tmp);
1079 return 1;
1080 case 2:
1081 pick_up (op, tmp);
1082 return 0;
1083 case 3:
1084 return 0; /* stop before pickup */
1085 case 4:
1086 pick_up (op, tmp);
1087 break;
1088 case 5:
1089 pick_up (op, tmp);
1090 stop = 1;
1091 break;
1092 case 6:
1093 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1094 pick_up (op, tmp);
1095 break;
1096
1097 case 7:
1098 if (tmp->type == MONEY || tmp->type == GEM)
1099 pick_up (op, tmp);
1100 break;
1101
1102 default:
1103 /* use value density */
1104 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1105 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1106 pick_up (op, tmp);
1107 }
1108 }
1109 else
1110 { /* old model */
1111 /* NEW pickup handling */
1112 if (op->contr->mode & PU_DEBUG)
1113 {
1114 /* some debugging code to figure out item information */
1115 if (tmp->name != NULL)
1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1117 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1118 else
1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1120 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1121
1122 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1123 }
1124
1125 /* philosophy:
1126 * It's easy to grab an item type from a pile, as long as it's
1127 * generic. This takes no game-time. For more detailed pickups
1128 * and selections, select-items should be used. This is a
1129 * grab-as-you-run type mode that's really useful for arrows for
1130 * example.
1131 * The drawback: right now it has no frontend, so you need to
1132 * stick the bits you want into a calculator in hex mode and then
1133 * convert to decimal and then 'pickup <#>
1134 */
1135
1136 /* the first two modes are exclusive: if NOTHING we return, if
1137 * STOP then we stop. All the rest are applied sequentially,
1138 * meaning if any test passes, the item gets picked up. */
1139
1140 /* if mode is set to pick nothing up, return */
1141
1142 if (op->contr->mode & PU_NOTHING)
1143 return 1;
1144
1145 /* if mode is set to stop when encountering objects, return */
1146 /* take STOP before INHIBIT since it doesn't actually pick
1147 * anything up */
1148
1149 if (op->contr->mode & PU_STOP)
1150 return 0;
1151
1152 /* useful for going into stores and not losing your settings... */
1153 /* and for battles wher you don't want to get loaded down while
1154 * fighting */
1155 if (op->contr->mode & PU_INHIBIT)
1156 return 1;
1157
1158 /* prevent us from turning into auto-thieves :) */
1159 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1160 continue;
1161
1162 /* ignore known cursed objects */
1163 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1164 continue;
1165
1166 /* all food and drink if desired */
1167 /* question: don't pick up known-poisonous stuff? */
1168 if (op->contr->mode & PU_FOOD)
1169 if (tmp->type == FOOD)
1170 {
1171 pick_up (op, tmp);
1172 continue;
1173 }
1174
1175 if (op->contr->mode & PU_DRINK)
1176 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_POTION)
1183 if (tmp->type == POTION)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 /* spellbooks, skillscrolls and normal books/scrolls */
1190 if (op->contr->mode & PU_SPELLBOOK)
1191 if (tmp->type == SPELLBOOK)
1192 {
1193 pick_up (op, tmp);
1194 continue;
1195 }
1196
1197 if (op->contr->mode & PU_SKILLSCROLL)
1198 if (tmp->type == SKILLSCROLL)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 if (op->contr->mode & PU_READABLES)
1205 if (tmp->type == BOOK || tmp->type == SCROLL)
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 /* wands/staves/rods/horns */
1212 if (op->contr->mode & PU_MAGIC_DEVICE)
1213 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1214 {
1215 pick_up (op, tmp);
1216 continue;
1217 }
1218
1219 /* pick up all magical items */
1220 if (op->contr->mode & PU_MAGICAL)
1221 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1222 {
1223 pick_up (op, tmp);
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_VALUABLES)
1228 {
1229 if (tmp->type == MONEY || tmp->type == GEM)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234 }
1235
1236 /* rings & amulets - talismans seems to be typed AMULET */
1237 if (op->contr->mode & PU_JEWELS)
1238 if (tmp->type == RING || tmp->type == AMULET)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 /* we don't forget dragon food */
1245 if (op->contr->mode & PU_FLESH)
1246 if (tmp->type == FLESH)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* bows and arrows. Bows are good for selling! */
1253 if (op->contr->mode & PU_BOW)
1254 if (tmp->type == BOW)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_ARROW)
1261 if (tmp->type == ARROW)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 /* all kinds of armor etc. */
1268 if (op->contr->mode & PU_ARMOUR)
1269 if (tmp->type == ARMOUR)
1270 {
1271 pick_up (op, tmp);
1272 continue;
1273 }
1274
1275 if (op->contr->mode & PU_HELMET)
1276 if (tmp->type == HELMET)
1277 {
1278 pick_up (op, tmp);
1279 continue;
1280 }
1281
1282 if (op->contr->mode & PU_SHIELD)
1283 if (tmp->type == SHIELD)
1284 {
1285 pick_up (op, tmp);
1286 continue;
1287 }
1288
1289 if (op->contr->mode & PU_BOOTS)
1290 if (tmp->type == BOOTS)
1291 {
1292 pick_up (op, tmp);
1293 continue;
1294 }
1295
1296 if (op->contr->mode & PU_GLOVES)
1297 if (tmp->type == GLOVES)
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 if (op->contr->mode & PU_CLOAK)
1304 if (tmp->type == CLOAK)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* hoping to catch throwing daggers here */
1311 if (op->contr->mode & PU_MISSILEWEAPON)
1312 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317
1318 /* careful: chairs and tables are weapons! */
1319 if (op->contr->mode & PU_ALLWEAPON)
1320 {
1321 if (tmp->type == WEAPON && tmp->name != NULL)
1322 {
1323 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1324 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330
1331 if (tmp->type == WEAPON && tmp->name == NULL)
1332 {
1333 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338 }
1339 }
1340
1341 /* misc stuff that's useful */
1342 if (op->contr->mode & PU_KEY)
1343 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1344 {
1345 pick_up (op, tmp);
1346 continue;
1347 }
1348
1349 /* any of the last 4 bits set means we use the ratio for value
1350 * pickups */
1351 if (op->contr->mode & PU_RATIO)
1352 {
1353 /* use value density to decide what else to grab */
1354 /* >=7 was >= op->contr->mode */
1355 /* >=7 is the old standard setting. Now we take the last 4 bits
1356 * and multiply them by 5, giving 0..15*5== 5..75 */
1357 wvratio = (op->contr->mode & PU_RATIO) * 5;
1358 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1359 {
1360 pick_up (op, tmp);
1361 #if 0
1362 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1363 if (tmp->name != NULL)
1364 {
1365 fprintf (stderr, "%s", tmp->name);
1366 }
1367 else
1368 fprintf (stderr, "%s", tmp->arch->name);
1369 fprintf (stderr, ",%d] = ", tmp->type);
1370 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1371 #endif
1372 continue;
1373 }
1374 }
1375 } /* the new pickup model */
1376 }
1377
1378 return !stop;
1379 }
1380
1381 /*
1382 * Find an arrow in the inventory and after that
1383 * in the right type container (quiver). Pointer to the
1384 * found object is returned.
1385 */
1386 object *
1387 find_arrow (object *op, const char *type)
1388 {
1389 object *tmp = NULL;
1390
1391 for (op = op->inv; op; op = op->below)
1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1393 tmp = find_arrow (op, type);
1394 else if (op->type == ARROW && op->race == type)
1395 return op;
1396 return tmp;
1397 }
1398
1399 /*
1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1401 * against the target. A full test is not performed, simply a basic test
1402 * of resistances. The archer is making a quick guess at what he sees down
1403 * the hall. Failing that it does it's best to pick the highest plus arrow.
1404 */
1405
1406 object *
1407 find_better_arrow (object *op, object *target, const char *type, int *better)
1408 {
1409 object *tmp = NULL, *arrow, *ntmp;
1410 int attacknum, attacktype, betterby = 0, i;
1411
1412 if (!type)
1413 return NULL;
1414
1415 for (arrow = op->inv; arrow; arrow = arrow->below)
1416 {
1417 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1418 {
1419 i = 0;
1420 ntmp = find_better_arrow (arrow, target, type, &i);
1421 if (i > betterby)
1422 {
1423 tmp = ntmp;
1424 betterby = i;
1425 }
1426 }
1427 else if (arrow->type == ARROW && arrow->race == type)
1428 {
1429 /* allways prefer assasination/slaying */
1430 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1431 {
1432 if (arrow->attacktype & AT_DEATH)
1433 {
1434 *better = 100;
1435 return arrow;
1436 }
1437 else
1438 {
1439 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * 2;
1441 }
1442 }
1443 else
1444 {
1445 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1446 {
1447 attacktype = 1 << attacknum;
1448 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1449 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1450 {
1451 tmp = arrow;
1452 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1453 }
1454 }
1455 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1456 {
1457 tmp = arrow;
1458 betterby = 2 + arrow->magic + arrow->stats.dam;
1459 }
1460 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1461 {
1462 tmp = arrow;
1463 betterby = 1 + arrow->magic + arrow->stats.dam;
1464 }
1465 }
1466 }
1467 }
1468 if (tmp == NULL && arrow == NULL)
1469 return find_arrow (op, type);
1470
1471 *better = betterby;
1472 return tmp;
1473 }
1474
1475 /* looks in a given direction, finds the first valid target, and calls
1476 * find_better_arrow to find a decent arrow to use.
1477 * op = the shooter
1478 * type = bow->race
1479 * dir = fire direction
1480 */
1481
1482 object *
1483 pick_arrow_target (object *op, const char *type, int dir)
1484 {
1485 object *tmp = NULL;
1486 maptile *m;
1487 int i, mflags, found, number;
1488 sint16 x, y;
1489
1490 if (op->map == NULL)
1491 return find_arrow (op, type);
1492
1493 /* do a dex check */
1494 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1495 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1496 return find_arrow (op, type);
1497
1498 m = op->map;
1499 x = op->x;
1500 y = op->y;
1501
1502 /* find the first target */
1503 for (i = 0, found = 0; i < 20; i++)
1504 {
1505 x += freearr_x[dir];
1506 y += freearr_y[dir];
1507 mflags = get_map_flags (m, &m, x, y, &x, &y);
1508 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1509 {
1510 tmp = NULL;
1511 break;
1512 }
1513 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1514 {
1515 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1516 * perhaps a bad assumption.
1517 */
1518 tmp = NULL;
1519 break;
1520 }
1521 if (mflags & P_IS_ALIVE)
1522 {
1523 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1524 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1525 {
1526 found++;
1527 break;
1528 }
1529 if (found)
1530 break;
1531 }
1532 }
1533 if (tmp == NULL)
1534 return find_arrow (op, type);
1535
1536 if (tmp->head)
1537 tmp = tmp->head;
1538
1539 return find_better_arrow (op, tmp, type, &i);
1540 }
1541
1542 /*
1543 * Creature fires a bow - op can be monster or player. Returns
1544 * 1 if bow was actually fired, 0 otherwise.
1545 * op is the object firing the bow.
1546 * part is for multipart creatures - the part firing the bow.
1547 * dir is the direction of fire.
1548 * wc_mod is any special modifier to give (used in special player fire modes)
1549 * sx, sy are coordinates to fire arrow from - also used in some of the special
1550 * player fire modes.
1551 */
1552 int
1553 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1554 {
1555 object *left, *bow;
1556 int bowspeed, mflags;
1557 maptile *m;
1558
1559 if (!dir)
1560 {
1561 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1562 return 0;
1563 }
1564
1565 if (op->type == PLAYER)
1566 bow = op->contr->ranges[range_bow];
1567 else
1568 {
1569 for (bow = op->inv; bow; bow = bow->below)
1570 /* Don't check for applied - monsters don't apply bows - in that way, they
1571 * don't need to switch back and forth between bows and weapons.
1572 */
1573 if (bow->type == BOW)
1574 break;
1575
1576 if (!bow)
1577 {
1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1579 return 0;
1580 }
1581 }
1582
1583 if (!bow->race || !bow->skill)
1584 {
1585 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1586 return 0;
1587 }
1588
1589 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1590
1591 /* penalize ROF for bestarrow */
1592 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1593 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1594
1595 if (bowspeed < 1)
1596 bowspeed = 1;
1597
1598 if (arrow == NULL)
1599 {
1600 if ((arrow = find_arrow (op, bow->race)) == NULL)
1601 {
1602 if (op->type == PLAYER)
1603 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1604 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1605 else
1606 CLEAR_FLAG (op, FLAG_READY_BOW);
1607 return 0;
1608 }
1609 }
1610
1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1612 if (mflags & P_OUT_OF_MAP)
1613 return 0;
1614
1615 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1616 {
1617 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1618 return 0;
1619 }
1620
1621 /* this should not happen, but sometimes does */
1622 if (arrow->nrof == 0)
1623 {
1624 arrow->destroy ();
1625 return 0;
1626 }
1627
1628 left = arrow; /* these are arrows left to the player */
1629 arrow = get_split_ob (arrow, 1);
1630 if (!arrow)
1631 {
1632 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1633 return 0;
1634 }
1635
1636 arrow->set_owner (op);
1637 arrow->skill = bow->skill;
1638 arrow->direction = dir;
1639
1640 if (op->type == PLAYER)
1641 {
1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1643 op->update_stats ();
1644 }
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1648 arrow->stats.hp = arrow->stats.dam;
1649 arrow->stats.grace = arrow->attacktype;
1650 if (arrow->slaying != NULL)
1651 arrow->spellarg = strdup (arrow->slaying);
1652
1653 /* Note that this was different for monsters - they got their level
1654 * added to the damage. I think the strength bonus is more proper.
1655 */
1656
1657 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1658
1659 /* update the speed */
1660 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1661 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 1.0));
1664 arrow->speed_left = 0;
1665
1666 if (op->type == PLAYER)
1667 {
1668 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1669 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1670 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1671
1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1673 }
1674 else
1675 {
1676 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1677 arrow->level = op->level;
1678 }
1679
1680 if (arrow->attacktype == AT_PHYSICAL)
1681 arrow->attacktype |= bow->attacktype;
1682
1683 if (bow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1686 arrow->move_type = MOVE_FLY_LOW;
1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1688
1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1690 m->insert (arrow, sx, sy, op);
1691
1692 if (!arrow->destroyed ())
1693 move_arrow (arrow);
1694
1695 if (op->type == PLAYER)
1696 {
1697 if (left->destroyed ())
1698 esrv_del_item (op->contr, left->count);
1699 else
1700 esrv_send_item (op, left);
1701 }
1702
1703 return 1;
1704 }
1705
1706 /* Special fire code for players - this takes into
1707 * account the special fire modes players can have
1708 * but monsters can't. Putting that code here
1709 * makes the fire_bow code much cleaner.
1710 * this function should only be called if 'op' is a player,
1711 * hence the function name.
1712 */
1713 int
1714 player_fire_bow (object *op, int dir)
1715 {
1716 int ret = 0, wcmod = 0;
1717
1718 if (op->contr->bowtype == bow_bestarrow)
1719 {
1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1721 }
1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1723 {
1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1725 wcmod = -1;
1726
1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1728 }
1729 else if (op->contr->bowtype == bow_threewide)
1730 {
1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1733 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1734 }
1735 else if (op->contr->bowtype == bow_spreadshot)
1736 {
1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1740
1741 }
1742 else
1743 {
1744 /* Simple case */
1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1746 }
1747 return ret;
1748 }
1749
1750
1751 /* Fires a misc (wand/rod/horn) object in 'dir'.
1752 * Broken apart from 'fire' to keep it more readable.
1753 */
1754 void
1755 fire_misc_object (object *op, int dir)
1756 {
1757 object *item;
1758
1759 if (!op->contr->ranges[range_misc])
1760 {
1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1762 return;
1763 }
1764
1765 item = op->contr->ranges[range_misc];
1766 if (!item->inv)
1767 {
1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1769 return;
1770 }
1771 if (item->type == WAND)
1772 {
1773 if (item->stats.food <= 0)
1774 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777 return;
1778 }
1779 }
1780 else if (item->type == ROD || item->type == HORN)
1781 {
1782 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1783 {
1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1785 if (item->type == ROD)
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787 else
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1789 return;
1790 }
1791 }
1792
1793 if (cast_spell (op, item, dir, item->inv, NULL))
1794 {
1795 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1796 if (item->type == WAND)
1797 {
1798 if (!(--item->stats.food))
1799 {
1800 object *tmp;
1801
1802 if (item->arch)
1803 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face;
1806 item->set_speed (0);
1807 }
1808
1809 if ((tmp = item->in_player ()))
1810 esrv_update_item (UPD_ANIM, tmp, item);
1811 }
1812 }
1813 else if (item->type == ROD || item->type == HORN)
1814 drain_rod_charge (item);
1815 }
1816 }
1817
1818 /* Received a fire command for the player - go and do it.
1819 */
1820 void
1821 fire (object *op, int dir)
1822 {
1823 int spellcost = 0;
1824
1825 /* check for loss of invisiblity/hide */
1826 if (action_makes_visible (op))
1827 make_visible (op);
1828
1829 switch (op->contr->shoottype)
1830 {
1831 case range_none:
1832 return;
1833
1834 case range_bow:
1835 player_fire_bow (op, dir);
1836 return;
1837
1838 case range_magic: /* Casting spells */
1839 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1840 return;
1841
1842 case range_misc:
1843 fire_misc_object (op, dir);
1844 return;
1845
1846 case range_golem: /* Control summoned monsters from scrolls */
1847 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1848 {
1849 op->contr->ranges[range_golem] = 0;
1850 op->contr->shoottype = range_none;
1851 }
1852 else
1853 control_golem (op->contr->ranges[range_golem], dir);
1854 return;
1855
1856 case range_skill:
1857 if (!op->chosen_skill)
1858 {
1859 if (op->type == PLAYER)
1860 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1861 return;
1862 }
1863
1864 do_skill (op, op, op->chosen_skill, dir, NULL);
1865 return;
1866 case range_builder:
1867 apply_map_builder (op, dir);
1868 return;
1869 default:
1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1871 return;
1872 }
1873 }
1874
1875
1876
1877 /* find_key
1878 * We try to find a key for the door as passed. If we find a key
1879 * and successfully use it, we return the key, otherwise NULL
1880 * This function merges both normal and locked door, since the logic
1881 * for both is the same - just the specific key is different.
1882 * pl is the player,
1883 * inv is the objects inventory to searched
1884 * door is the door we are trying to match against.
1885 * This function can be called recursively to search containers.
1886 */
1887
1888 object *
1889 find_key (object *pl, object *container, object *door)
1890 {
1891 object *tmp, *key;
1892
1893 /* Should not happen, but sanity checking is never bad */
1894 if (container->inv == NULL)
1895 return NULL;
1896
1897 /* First, lets try to find a key in the top level inventory */
1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1899 {
1900 if (door->type == DOOR && tmp->type == KEY)
1901 break;
1902 /* For sanity, we should really check door type, but other stuff
1903 * (like containers) can be locked with special keys
1904 */
1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1906 break;
1907 }
1908 /* No key found - lets search inventories now */
1909 /* If we find and use a key in an inventory, return at that time.
1910 * otherwise, if we search all the inventories and still don't find
1911 * a key, return
1912 */
1913 if (!tmp)
1914 {
1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1916 {
1917 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv)
1919 {
1920 if ((key = find_key (pl, tmp, door)) != NULL)
1921 return key;
1922 }
1923 }
1924 if (!tmp)
1925 return NULL;
1926 }
1927 /* We get down here if we have found a key. Now if its in a container,
1928 * see if we actually want to use it
1929 */
1930 if (pl != container)
1931 {
1932 /* Only let players use keys in containers */
1933 if (!pl->contr)
1934 return NULL;
1935 /* cases where this fails:
1936 * If we only search the player inventory, return now since we
1937 * are not in the players inventory.
1938 * If the container is not active, return now since only active
1939 * containers can be used.
1940 * If we only search keyrings and the container does not have
1941 * a race/isn't a keyring.
1942 * No checking for all containers - to fall through past here,
1943 * inv must have been an container and must have been active.
1944 *
1945 * Change the color so that the message doesn't disappear with
1946 * all the others.
1947 */
1948 if (pl->contr->usekeys == key_inventory ||
1949 !QUERY_FLAG (container, FLAG_APPLIED) ||
1950 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1951 {
1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1953 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1954 return NULL;
1955 }
1956 }
1957 return tmp;
1958 }
1959
1960 /* moved door processing out of move_player_attack.
1961 * returns 1 if player has opened the door with a key
1962 * such that the caller should not do anything more,
1963 * 0 otherwise
1964 */
1965 static int
1966 player_attack_door (object *op, object *door)
1967 {
1968 /* If its a door, try to find a use a key. If we do destroy the door,
1969 * might as well return immediately as there is nothing more to do -
1970 * otherwise, we fall through to the rest of the code.
1971 */
1972 object *key = find_key (op, op, door);
1973
1974 /* IF we found a key, do some extra work */
1975 if (key)
1976 {
1977 object *container = key->env;
1978
1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1980 if (action_makes_visible (op))
1981 make_visible (op);
1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op);
1984 if (door->type == DOOR)
1985 {
1986 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1987 }
1988 else if (door->type == LOCKED_DOOR)
1989 {
1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1991 remove_door2 (door); /* remove door without violence ;-) */
1992 }
1993 /* Do this after we print the message */
1994 decrease_ob (key); /* Use up one of the keys */
1995 /* Need to update the weight the container the key was in */
1996 if (container != op)
1997 esrv_update_item (UPD_WEIGHT, op, container);
1998 return 1; /* Nothing more to do below */
1999 }
2000 else if (door->type == LOCKED_DOOR)
2001 {
2002 /* Might as well return now - no other way to open this */
2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2004 return 1;
2005 }
2006 return 0;
2007 }
2008
2009 /* This function is just part of a breakup from move_player.
2010 * It should keep the code cleaner.
2011 * When this is called, the players direction has been updated
2012 * (taking into account confusion.) The player is also actually
2013 * going to try and move (not fire weapons).
2014 */
2015 void
2016 move_player_attack (object *op, int dir)
2017 {
2018 object *tmp, *mon;
2019 sint16 nx, ny;
2020 int on_battleground;
2021 maptile *m;
2022
2023 nx = freearr_x[dir] + op->x;
2024 ny = freearr_y[dir] + op->y;
2025
2026 on_battleground = op_on_battleground (op, 0, 0);
2027
2028 /* If braced, or can't move to the square, and it is not out of the
2029 * map, attack it. Note order of if statement is important - don't
2030 * want to be calling move_ob if braced, because move_ob will move the
2031 * player. This is a pretty nasty hack, because if we could
2032 * move to some space, it then means that if we are braced, we should
2033 * do nothing at all. As it is, if we are braced, we go through
2034 * quite a bit of processing. However, it probably is less than what
2035 * move_ob uses.
2036 */
2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2038 {
2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2040 {
2041 m = op->map->xy_find (nx, ny);
2042 if (!m)
2043 return; /* Don't think this should happen */
2044 }
2045 else
2046 m = op->map;
2047
2048 if (!(tmp = m->at (nx, ny).bot))
2049 return;
2050
2051 mon = 0;
2052 /* Go through all the objects, and find ones of interest. Only stop if
2053 * we find a monster - that is something we know we want to attack.
2054 * if its a door or barrel (can roll) see if there may be monsters
2055 * on the space
2056 */
2057 while (tmp)
2058 {
2059 if (tmp == op)
2060 {
2061 tmp = tmp->above;
2062 continue;
2063 }
2064
2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 {
2067 mon = tmp;
2068 break;
2069 }
2070
2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp;
2073
2074 tmp = tmp->above;
2075 }
2076
2077 if (!mon) /* This happens anytime the player tries to move */
2078 return; /* into a wall */
2079
2080 if (mon->head)
2081 mon = mon->head;
2082
2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2084 if (player_attack_door (op, mon))
2085 return;
2086
2087 /* The following deals with possibly attacking peaceful
2088 * or frienddly creatures. Basically, all players are considered
2089 * unaggressive. If the moving player has peaceful set, then the
2090 * object should be pushed instead of attacked. It is assumed that
2091 * if you are braced, you will not attack friends accidently,
2092 * and thus will not push them.
2093 */
2094
2095 /* If the creature is a pet, push it even if the player is not
2096 * peaceful. Our assumption is the creature is a pet if the
2097 * player owns it and it is either friendly or unagressive.
2098 */
2099 if ((op->type == PLAYER)
2100 #if COZY_SERVER
2101 &&
2102 ((mon->owner && mon->owner->contr
2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2104 #else
2105 && mon->owner == op
2106 #endif
2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 {
2109 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced)
2111 return;
2112
2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2114 (void) push_ob (mon, dir, op);
2115 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op);
2117
2118 return;
2119 }
2120
2121 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push
2123 * someone, but put it inside this loop so that you won't
2124 * attack them either.
2125 */
2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2128 #ifdef PROHIBIT_PLAYERKILL
2129 (op->contr->peaceful
2130 || (mon->type == PLAYER
2131 && mon->contr->
2132 peaceful)) &&
2133 #else
2134 op->contr->peaceful &&
2135 #endif
2136 !on_battleground))
2137 {
2138 if (!op->contr->braced)
2139 {
2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2141 push_ob (mon, dir, op);
2142 }
2143 else
2144 new_draw_info (0, 0, op, "You withhold your attack");
2145
2146 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op);
2148 }
2149
2150 /* If the object is a boulder or other rollable object, then
2151 * roll it if not braced. You can't roll it if you are braced.
2152 */
2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2155 recursive_roll (mon, dir, op);
2156 if (action_makes_visible (op))
2157 make_visible (op);
2158 }
2159
2160 /* Any generic living creature. Including things like doors.
2161 * Way it works is like this: First, it must have some hit points
2162 * and be living. Then, it must be one of the following:
2163 * 1) Not a player, 2) A player, but of a different party. Note
2164 * that party_number -1 is no party, so attacks can still happen.
2165 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 {
2169
2170 /* If the player hasn't hit something this tick, and does
2171 * so, give them speed boost based on weapon speed. Doing
2172 * it here is better than process_players2, which basically
2173 * incurred a 1 tick offset.
2174 */
2175 if (!op->contr->has_hit)
2176 {
2177 op->speed_left += op->speed / op->contr->weapon_sp;
2178
2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 }
2181
2182 skill_attack (mon, op, 0, 0, 0);
2183
2184 /* If attacking another player, that player gets automatic
2185 * hitback, and doesn't loose luck either.
2186 * Disable hitback on the battleground or if the target is
2187 * the wiz.
2188 */
2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2190 {
2191 short luck = mon->stats.luck;
2192
2193 mon->contr->has_hit = 1;
2194 skill_attack (op, mon, 0, 0, 0);
2195 mon->stats.luck = luck;
2196 }
2197
2198 if (action_makes_visible (op))
2199 make_visible (op);
2200 }
2201 } /* if player should attack something */
2202 }
2203
2204 int
2205 move_player (object *op, int dir)
2206 {
2207 int pick;
2208
2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2210 return 0;
2211
2212 /* Sanity check: make sure dir is valid */
2213 if ((dir < 0) || (dir >= 9))
2214 {
2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2216 return 0;
2217 }
2218
2219 /* peterm: added following line */
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222
2223 op->facing = dir;
2224
2225 if (op->hide)
2226 do_hidden_move (op);
2227
2228 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229 /*nop */ ;
2230 else if (op->contr->fire_on)
2231 fire (op, dir);
2232 else
2233 {
2234 move_player_attack (op, dir);
2235 pick = check_pick (op);
2236 }
2237
2238 /* Add special check for newcs players and fire on - this way, the
2239 * server can handle repeat firing.
2240 */
2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2242 op->direction = dir;
2243 else
2244 op->direction = 0;
2245
2246 /* Update how the player looks. Use the facing, so direction may
2247 * get reset to zero. This allows for full animation capabilities
2248 * for players.
2249 */
2250 animate_object (op, op->facing);
2251 return 0;
2252 }
2253
2254 /* This is similar to handle_player, below, but is only used by the
2255 * new client/server stuff.
2256 * This is sort of special, in that the new client/server actually uses
2257 * the new speed values for commands.
2258 *
2259 * Returns true if there are more actions we can do.
2260 */
2261 int
2262 handle_newcs_player (object *op)
2263 {
2264 if (op->contr->hidden)
2265 {
2266 op->invisible = 1000;
2267 /* the socket code flashes the player visible/invisible
2268 * depending on the value of invisible, so we need to
2269 * alternate it here for it to work correctly.
2270 */
2271 if (pticks & 2)
2272 op->invisible--;
2273 }
2274 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2275 {
2276 op->invisible--;
2277 if (!op->invisible)
2278 {
2279 make_visible (op);
2280 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 }
2282 }
2283
2284 if (QUERY_FLAG (op, FLAG_SCARED))
2285 {
2286 flee_player (op);
2287 /* If player is still scared, that is his action for this tick */
2288 if (QUERY_FLAG (op, FLAG_SCARED))
2289 {
2290 op->speed_left--;
2291 return 0;
2292 }
2293 }
2294
2295 /* I've been seeing crashes where the golem has been destroyed, but
2296 * the player object still points to the defunct golem. The code that
2297 * destroys the golem looks correct, and it doesn't always happen, so
2298 * put this in a a workaround to clean up the golem pointer.
2299 */
2300 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2301 op->contr->ranges[range_golem] = 0;
2302
2303 /* call this here - we also will call this in do_ericserver, but
2304 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here.
2306 */
2307 if (op->contr->ns->handle_command ())
2308 return 1;
2309
2310 if (op->speed_left > 0)
2311 {
2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 {
2314 /* All move commands take 1 tick, at least for now */
2315 op->speed_left--;
2316
2317 /* Instead of all the stuff below, let move_player take care
2318 * of it. Also, some of the skill stuff is only put in
2319 * there, as well as the confusion stuff.
2320 */
2321 move_player (op, op->direction);
2322
2323 return op->speed_left > 0;
2324 }
2325 }
2326
2327 return 0;
2328 }
2329
2330 int
2331 save_life (object *op)
2332 {
2333 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2334 return 0;
2335
2336 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2337 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2338 {
2339 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2340 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2341
2342 if (op->contr)
2343 esrv_del_item (op->contr, tmp->count);
2344
2345 tmp->destroy ();
2346 CLEAR_FLAG (op, FLAG_LIFESAVE);
2347
2348 if (op->stats.hp < 0)
2349 op->stats.hp = op->stats.maxhp;
2350
2351 if (op->stats.food < 0)
2352 op->stats.food = 999;
2353
2354 op->update_stats ();
2355 return 1;
2356 }
2357
2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2359 CLEAR_FLAG (op, FLAG_LIFESAVE);
2360 enter_player_savebed (op); /* bring him home. */
2361 return 0;
2362 }
2363
2364 /* This goes throws the inventory and removes unpaid objects, and puts them
2365 * back in the map (location and map determined by values of env). This
2366 * function will descend into containers. op is the object to start the search
2367 * from.
2368 */
2369 void
2370 remove_unpaid_objects (object *op, object *env)
2371 {
2372 object *next;
2373
2374 while (op)
2375 {
2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2377
2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2379 {
2380 if (env->type == PLAYER)
2381 esrv_del_item (env->contr, op->count);
2382
2383 op->insert_at (env);
2384 }
2385 else if (op->inv)
2386 remove_unpaid_objects (op->inv, env);
2387
2388 op = next;
2389 }
2390 }
2391
2392 /*
2393 * Returns pointer a static string containing gravestone text
2394 * Moved from apply.c to player.c - player.c is what
2395 * actually uses this function. player.c may not be quite the
2396 * best, a misc file for object actions is probably better,
2397 * but there isn't one in the server directory.
2398 */
2399 char *
2400 gravestone_text (object *op)
2401 {
2402 static char buf2[MAX_BUF];
2403 char buf[MAX_BUF];
2404 time_t now = time (NULL);
2405
2406 strcpy (buf2, " R.I.P.\n\n");
2407 if (op->type == PLAYER)
2408 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2409 else
2410 sprintf (buf, "%s\n", &op->name);
2411
2412 strncat (buf2, " ", 20 - strlen (buf) / 2);
2413 strcat (buf2, buf);
2414 if (op->type == PLAYER)
2415 sprintf (buf, "who was in level %d when killed\n", op->level);
2416 else
2417 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2418
2419 strncat (buf2, " ", 20 - strlen (buf) / 2);
2420 strcat (buf2, buf);
2421 if (op->type == PLAYER)
2422 {
2423 sprintf (buf, "by %s.\n\n", op->contr->killer);
2424 strncat (buf2, " ", 21 - strlen (buf) / 2);
2425 strcat (buf2, buf);
2426 }
2427
2428 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2430 strcat (buf2, buf);
2431
2432 return buf2;
2433 }
2434
2435 void
2436 do_some_living (object *op)
2437 {
2438 int last_food = op->stats.food;
2439 int gen_hp, gen_sp, gen_grace;
2440 int over_hp, over_sp, over_grace;
2441 int i;
2442 int rate_hp = 1200;
2443 int rate_sp = 2500;
2444 int rate_grace = 2000;
2445 const int max_hp = 1;
2446 const int max_sp = 1;
2447 const int max_grace = 1;
2448
2449 if (op->contr->outputs_sync)
2450 {
2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2453 flush_output_element (op, &op->contr->outputs[i]);
2454 }
2455
2456 if (op->contr->ns->state == ST_PLAYING)
2457 {
2458 /* these next three if clauses make it possible to SLOW DOWN
2459 hp/grace/spellpoint regeneration. */
2460 if (op->contr->gen_hp >= 0)
2461 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2462 else
2463 {
2464 gen_hp = op->stats.maxhp;
2465 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2466 }
2467
2468 if (op->contr->gen_sp >= 0)
2469 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2470 else
2471 {
2472 gen_sp = op->stats.maxsp;
2473 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2474 }
2475
2476 if (op->contr->gen_grace >= 0)
2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2478 else
2479 {
2480 gen_grace = op->stats.maxgrace;
2481 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2482 }
2483
2484 /* Regenerate Spell Points */
2485 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2486 {
2487 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2488 if (op->stats.sp < op->stats.maxsp)
2489 {
2490 op->stats.sp++;
2491 /* dms do not consume food */
2492 if (!QUERY_FLAG (op, FLAG_WIZ))
2493 {
2494 op->stats.food--;
2495 if (op->contr->digestion < 0)
2496 op->stats.food += op->contr->digestion;
2497 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2498 op->stats.food = last_food;
2499 }
2500 }
2501
2502 if (max_sp > 1)
2503 {
2504 over_sp = (gen_sp + 10) / rate_sp;
2505 if (over_sp > 0)
2506 {
2507 if (op->stats.sp < op->stats.maxsp)
2508 {
2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2511 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2512 op->stats.sp--;
2513
2514 if (op->stats.sp > op->stats.maxsp)
2515 op->stats.sp = op->stats.maxsp;
2516 }
2517 op->last_sp = 0;
2518 }
2519 else
2520 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2521 }
2522 else
2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2524 }
2525
2526 /* Regenerate Grace */
2527 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2528 if (--op->last_grace < 0)
2529 {
2530 if (op->stats.grace < op->stats.maxgrace / 2)
2531 op->stats.grace++; /* no penalty in food for regaining grace */
2532
2533 if (max_grace > 1)
2534 {
2535 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2536 if (over_grace > 0)
2537 {
2538 op->stats.sp += over_grace
2539 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2540 op->last_grace = 0;
2541 }
2542 else
2543 {
2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2545 }
2546 }
2547 else
2548 {
2549 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2550 }
2551 /* wearing stuff doesn't detract from grace generation. */
2552 }
2553
2554 /* Regenerate Hit Points */
2555 if (--op->last_heal < 0)
2556 {
2557 if (op->stats.hp < op->stats.maxhp)
2558 {
2559 op->stats.hp++;
2560 /* dms do not consume food */
2561 if (!QUERY_FLAG (op, FLAG_WIZ))
2562 {
2563 op->stats.food--;
2564 if (op->contr->digestion < 0)
2565 op->stats.food += op->contr->digestion;
2566 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2567 op->stats.food = last_food;
2568 }
2569 }
2570
2571 if (max_hp > 1)
2572 {
2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2574 if (over_hp > 0)
2575 {
2576 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2577 op->last_heal = 0;
2578 }
2579 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 }
2583 }
2584 else
2585 {
2586 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2587 }
2588 }
2589
2590 /* Digestion */
2591 if (--op->last_eat < 0)
2592 {
2593 #ifdef COZY_SERVER
2594 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2595 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2596 #else
2597 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2598 #endif
2599
2600 if (op->contr->gen_hp > 0)
2601 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2602 else
2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604
2605 /* dms do not consume food */
2606 if (!QUERY_FLAG (op, FLAG_WIZ))
2607 op->stats.food--;
2608 }
2609
2610 if (op->stats.food < 0 && op->stats.hp >= 0)
2611 {
2612 object *tmp, *flesh = 0;
2613
2614 for (tmp = op->inv; tmp; tmp = tmp->below)
2615 {
2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2617 {
2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619 {
2620 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2621 manual_apply (op, tmp, 0);
2622 if (op->stats.food >= 0 || op->stats.hp < 0)
2623 break;
2624 }
2625 else if (tmp->type == FLESH)
2626 flesh = tmp;
2627 } /* End if paid for object */
2628 } /* end of for loop */
2629
2630 /* If player is still starving, it means they don't have any food, so
2631 * eat flesh instead.
2632 */
2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2634 {
2635 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2636 manual_apply (op, flesh, 0);
2637 }
2638 }
2639
2640 while (op->stats.food < 0 && op->stats.hp >= 0)
2641 op->stats.food++, op->stats.hp--;
2642
2643 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2644 kill_player (op);
2645 }
2646 }
2647
2648 /* If the player should die (lack of hp, food, etc), we call this.
2649 * op is the player in jeopardy. If the player can not be saved (not
2650 * permadeath, no lifesave), this will take care of removing the player
2651 * file.
2652 */
2653 void
2654 kill_player (object *op)
2655 {
2656 char buf[MAX_BUF];
2657 int x, y;
2658
2659 //int i;
2660 maptile *map; /* this is for resurrection */
2661
2662 /* int z;
2663 int num_stats_lose;
2664 int lost_a_stat;
2665 int lose_this_stat;
2666 int this_stat; */
2667 int will_kill_again;
2668 archetype *at;
2669 object *tmp;
2670
2671 if (save_life (op))
2672 return;
2673
2674
2675 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2676 * in cities ONLY!!! It is very important that this doesn't get abused.
2677 * Look at op_on_battleground() for more info --AndreasV
2678 */
2679 if (op_on_battleground (op, &x, &y))
2680 {
2681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2683
2684 /* restore player */
2685 at = archetype::find ("poisoning");
2686 if (object *tmp = present_arch_in_ob (at, op))
2687 {
2688 tmp->destroy ();
2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2690 }
2691
2692 at = archetype::find ("confusion");
2693 if (object *tmp = present_arch_in_ob (at, op))
2694 {
2695 tmp->destroy ();
2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2697 }
2698
2699 cure_disease (op, 0); /* remove any disease */
2700 op->stats.hp = op->stats.maxhp;
2701 if (op->stats.food <= 0)
2702 op->stats.food = 999;
2703
2704 /* create a bodypart-trophy to make the winner happy */
2705 if (object *tmp = arch_to_object (archetype::find ("finger")))
2706 {
2707 sprintf (buf, "%s's finger", &op->name);
2708 tmp->name = buf;
2709 sprintf (buf, " This finger has been cut off %s\n"
2710 " the %s, when he was defeated at\n level %d by %s.\n",
2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2712 tmp->msg = buf;
2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2714 tmp->materialname = NULL;
2715 tmp->insert_at (op, tmp);
2716 }
2717
2718 /* teleport defeated player to new destination */
2719 transfer_ob (op, x, y, 0, NULL);
2720 op->contr->braced = 0;
2721 return;
2722 }
2723
2724 INVOKE_PLAYER (DEATH, op->contr);
2725
2726 command_kill_pets (op, 0);
2727
2728 if (op->stats.food < 0)
2729 {
2730 sprintf (buf, "%s starved to death.", &op->name);
2731 strcpy (op->contr->killer, "starvation");
2732 }
2733 else
2734 sprintf (buf, "%s died.", &op->name);
2735
2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2737
2738 /* save the map location for corpse, gravestone */
2739 x = op->x;
2740 y = op->y;
2741 map = op->map;
2742
2743 /* NOT_PERMADEATH code. This basically brings the character back to
2744 * life if they are dead - it takes some exp and a random stat.
2745 * See the config.h file for a little more in depth detail about this.
2746 */
2747
2748 /* Basically two ways to go - remove a stat permanently, or just
2749 * make it depletion. This bunch of code deals with that aspect
2750 * of death.
2751 */
2752 #ifndef COZY_SERVER
2753 if (settings.balanced_stat_loss)
2754 {
2755 /* If stat loss is permanent, lose one stat only. */
2756 /* Lower level chars don't lose as many stats because they suffer
2757 more if they do. */
2758 /* Higher level characters can afford things such as potions of
2759 restoration, or better, stat potions. So we slug them that
2760 little bit harder. */
2761 /* GD */
2762 if (settings.stat_loss_on_death)
2763 num_stats_lose = 1;
2764 else
2765 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2766 }
2767 else
2768 num_stats_lose = 1;
2769
2770 lost_a_stat = 0;
2771
2772 for (z = 0; z < num_stats_lose; z++)
2773 {
2774 i = RANDOM () % NUM_STATS;
2775
2776 if (settings.stat_loss_on_death)
2777 {
2778 /* Pick a random stat and take a point off it. Tell the player
2779 * what he lost.
2780 */
2781 change_attr_value (&(op->stats), i, -1);
2782 check_stat_bounds (&(op->stats));
2783 change_attr_value (&(op->contr->orig_stats), i, -1);
2784 check_stat_bounds (&(op->contr->orig_stats));
2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2786 lost_a_stat = 1;
2787 }
2788 else
2789 {
2790 /* deplete a stat */
2791 archetype *deparch = archetype::find ("depletion");
2792 object *dep;
2793
2794 dep = present_arch_in_ob (deparch, op);
2795 if (!dep)
2796 {
2797 dep = arch_to_object (deparch);
2798 insert_ob_in_ob (dep, op);
2799 }
2800 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss)
2802 {
2803 /* GD */
2804 /* Get the stat that we're about to deplete. */
2805 this_stat = get_attr_value (&(dep->stats), i);
2806 if (this_stat < 0)
2807 {
2808 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2809 int keep_chance = this_stat * this_stat;
2810
2811 /* Yes, I am paranoid. Sue me. */
2812 if (keep_chance < 1)
2813 keep_chance = 1;
2814
2815 /* There is a maximum depletion total per level. */
2816 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2817 {
2818 lose_this_stat = 0;
2819 /* Take loss chance vs keep chance to see if we
2820 retain the stat. */
2821 }
2822 else
2823 {
2824 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2825 lose_this_stat = 0;
2826 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2827 this_stat, keep_chance, loss_chance,
2828 lose_this_stat?"LOSE":"KEEP"); */
2829 }
2830 }
2831 }
2832
2833 if (lose_this_stat)
2834 {
2835 this_stat = get_attr_value (&(dep->stats), i);
2836 /* We could try to do something clever like find another
2837 * stat to reduce if this fails. But chances are, if
2838 * stats have been depleted to -50, all are pretty low
2839 * and should be roughly the same, so it shouldn't make a
2840 * difference.
2841 */
2842 if (this_stat >= -50)
2843 {
2844 change_attr_value (&(dep->stats), i, -1);
2845 SET_FLAG (dep, FLAG_APPLIED);
2846 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2847 op->update_stats ();
2848 lost_a_stat = 1;
2849 }
2850 }
2851 }
2852 }
2853 /* If no stat lost, tell the player. */
2854 if (!lost_a_stat)
2855 {
2856 /* determine_god() seems to not work sometimes... why is this?
2857 Should I be using something else? GD */
2858 const char *god = determine_god (op);
2859
2860 if (god && (strcmp (god, "none")))
2861 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2862 else
2863 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2864 }
2865 #else
2866 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2867 #endif
2868
2869 /* Put a gravestone up where the character 'almost' died. List the
2870 * exp loss on the stone.
2871 */
2872 tmp = arch_to_object (archetype::find ("gravestone"));
2873 sprintf (buf, "%s's gravestone", &op->name);
2874 tmp->name = buf;
2875 sprintf (buf, "%s's gravestones", &op->name);
2876 tmp->name_pl = buf;
2877 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);
2878 tmp->msg = buf;
2879 tmp->x = op->x, tmp->y = op->y;
2880 insert_ob_in_map (tmp, op->map, NULL, 0);
2881
2882 /**************************************/
2883 /* */
2884 /* Subtract the experience points, */
2885 /* if we died cause of food, give us */
2886 /* food, and reset HP's... */
2887 /* */
2888 /**************************************/
2889
2890 /* remove any poisoning and confusion the character may be suffering. */
2891 /* restore player */
2892 at = archetype::find ("poisoning");
2893 tmp = present_arch_in_ob (at, op);
2894
2895 if (tmp)
2896 {
2897 tmp->destroy ();
2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2899 }
2900
2901 at = archetype::find ("confusion");
2902 tmp = present_arch_in_ob (at, op);
2903 if (tmp)
2904 {
2905 tmp->destroy ();
2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2907 }
2908
2909 cure_disease (op, 0); /* remove any disease */
2910
2911 /*add_exp(op, (op->stats.exp * -0.20)); */
2912 apply_death_exp_penalty (op);
2913 if (op->stats.food < 100)
2914 op->stats.food = 900;
2915 op->stats.hp = op->stats.maxhp;
2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2918
2919 /*
2920 * Check to see if the player is in a shop. IF so, then check to see if
2921 * the player has any unpaid items. If so, remove them and put them back
2922 * in the map.
2923 */
2924
2925 if (is_in_shop (op))
2926 remove_unpaid_objects (op->inv, op);
2927
2928 /****************************************/
2929 /* */
2930 /* Move player to his current respawn- */
2931 /* position (usually last savebed) */
2932 /* */
2933 /****************************************/
2934
2935 enter_player_savebed (op);
2936
2937 op->contr->braced = 0;
2938
2939 /* it is possible that the player has blown something up
2940 * at his savebed location, and that can have long lasting
2941 * spell effects. So first see if there is a spell effect
2942 * on the space that might harm the player.
2943 */
2944 will_kill_again = 0;
2945 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2946 if (tmp->type == SPELL_EFFECT)
2947 will_kill_again |= tmp->attacktype;
2948
2949 if (will_kill_again)
2950 {
2951 object *force;
2952 int at;
2953
2954 force = get_archetype (FORCE_NAME);
2955 /* 50 ticks should be enough time for the spell to abate */
2956 force->speed = 0.1;
2957 force->speed_left = -5.0;
2958 SET_FLAG (force, FLAG_APPLIED);
2959 for (at = 0; at < NROFATTACKS; at++)
2960 if (will_kill_again & (1 << at))
2961 force->resist[at] = 100;
2962
2963 insert_ob_in_ob (force, op);
2964 op->update_stats ();
2965
2966 }
2967
2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2969 }
2970
2971 void
2972 loot_object (object *op)
2973 { /* Grab and destroy some treasure */
2974 object *tmp, *tmp2, *next;
2975
2976 if (op->container)
2977 esrv_apply_container (op, op->container); /* close open sack first */
2978
2979 for (tmp = op->inv; tmp; tmp = next)
2980 {
2981 next = tmp->below;
2982
2983 if (tmp->invisible)
2984 continue;
2985
2986 tmp->remove ();
2987 tmp->x = op->x, tmp->y = op->y;
2988 if (tmp->type == CONTAINER)
2989 { /* empty container to ground */
2990 loot_object (tmp);
2991 }
2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2993 {
2994 if (tmp->nrof > 1)
2995 {
2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2997 tmp2->destroy ();
2998 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 }
3000 else
3001 tmp->destroy ();
3002 }
3003 else
3004 insert_ob_in_map (tmp, op->map, NULL, 0);
3005 }
3006 }
3007
3008 /*
3009 * fix_weight(): Check recursively the weight of all players, and fix
3010 * what needs to be fixed. Refresh windows and fix speed if anything
3011 * was changed.
3012 */
3013
3014 void
3015 fix_weight (void)
3016 {
3017 for_all_players (pl)
3018 {
3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3020
3021 if (old == sum)
3022 continue;
3023 pl->ob->update_stats ();
3024 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3025 }
3026 }
3027
3028 void
3029 fix_luck (void)
3030 {
3031 for_all_players (pl)
3032 if (!pl->ob->contr->ns->state)
3033 pl->ob->change_luck (0);
3034 }
3035
3036 /* cast_dust() - handles op throwing objects of type 'DUST'.
3037 * This is much simpler in the new spell code - we basically
3038 * just treat this as any other spell casting object.
3039 */
3040 void
3041 cast_dust (object *op, object *throw_ob, int dir)
3042 {
3043 object *skop, *spob;
3044
3045 skop = find_skill_by_name (op, throw_ob->skill);
3046
3047 /* casting POTION 'dusts' is really a use_magic_item skill */
3048 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3049 {
3050 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3051 return;
3052 }
3053
3054 spob = throw_ob->inv;
3055
3056 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3057 // not pass NULL to cast_spell (which did indeed check itself, but
3058 // errors should be reported as early as possible IMHO)
3059 if (!spob)
3060 {
3061 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3062 return;
3063 }
3064
3065 if (op->type == PLAYER)
3066 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3067
3068 cast_spell (op, throw_ob, dir, spob, NULL);
3069
3070 throw_ob->destroy ();
3071 }
3072
3073 void
3074 make_visible (object *op)
3075 {
3076 op->hide = 0;
3077 op->invisible = 0;
3078 if (op->type == PLAYER)
3079 {
3080 op->contr->tmp_invis = 0;
3081 op->contr->invis_race = 0;
3082 }
3083 update_object (op, UP_OBJ_FACE);
3084 }
3085
3086 int
3087 is_true_undead (object *op)
3088 {
3089 object *tmp = NULL;
3090
3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3092 return 1;
3093
3094 return 0;
3095 }
3096
3097 /* look at the surrounding terrain to determine
3098 * the hideability of this object. Positive levels
3099 * indicate greater hideability.
3100 */
3101
3102 int
3103 hideability (object *ob)
3104 {
3105 int i, level = 0, mflag;
3106 sint16 x, y;
3107
3108 if (!ob || !ob->map)
3109 return 0;
3110
3111 /* so, on normal lighted maps, its hard to hide */
3112 level = ob->map->darkness - 2;
3113
3114 /* this also picks up whether the object is glowing.
3115 * If you carry a light on a non-dark map, its not
3116 * as bad as carrying a light on a pitch dark map */
3117 if (has_carried_lights (ob))
3118 level = -(10 + (2 * ob->map->darkness));
3119
3120 /* scan through all nearby squares for terrain to hide in */
3121 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3122 {
3123 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3124 if (mflag & P_OUT_OF_MAP)
3125 {
3126 continue;
3127 }
3128 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3129 level += 2;
3130 else /* open terrain! */
3131 level -= 1;
3132 }
3133
3134 #if 0
3135 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3136 #endif
3137 return level;
3138 }
3139
3140 /* For Hidden creatures - a chance of becoming 'unhidden'
3141 * every time they move - as we subtract off 'invisibility'
3142 * AND, for players, if they move into a ridiculously unhideable
3143 * spot (surrounded by clear terrain in broad daylight). -b.t.
3144 */
3145
3146 void
3147 do_hidden_move (object *op)
3148 {
3149 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3150 object *skop;
3151
3152 if (!op || !op->map)
3153 return;
3154
3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3156
3157 /* its *extremely* hard to run and sneak/hide at the same time! */
3158 if (op->type == PLAYER && op->contr->run_on)
3159 if (!skop || num >= skop->level)
3160 {
3161 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3162 make_visible (op);
3163 return;
3164 }
3165 else
3166 num += 20;
3167
3168 num += op->map->difficulty;
3169 hide = hideability (op); /* modify by terrain hidden level */
3170 num -= hide;
3171
3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3173 {
3174 make_visible (op);
3175 if (op->type == PLAYER)
3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3177 }
3178 else if (op->type == PLAYER && skop)
3179 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3180 }
3181
3182 /* determine if who is standing near a hostile creature. */
3183
3184 int
3185 stand_near_hostile (object *who)
3186 {
3187 object *tmp = NULL;
3188 int i, friendly = 0, player = 0, mflags;
3189 maptile *m;
3190 sint16 x, y;
3191
3192 if (!who)
3193 return 0;
3194
3195 if (who->type == PLAYER)
3196 player = 1;
3197
3198 else
3199 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3200
3201 /* search adjacent squares */
3202 for (i = 1; i < 9; i++)
3203 {
3204 x = who->x + freearr_x[i];
3205 y = who->y + freearr_y[i];
3206 m = who->map;
3207 mflags = get_map_flags (m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space.
3210 */
3211 if (mflags & P_OUT_OF_MAP)
3212 continue;
3213 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3214 continue;
3215
3216 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3217 {
3218 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3219 return 1;
3220 else if (tmp->type == PLAYER)
3221 {
3222 /*don't let a hidden DM prevent you from hiding */
3223 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3224 return 1;
3225 }
3226 }
3227 }
3228 return 0;
3229 }
3230
3231 /* check the player los field for viewability of the
3232 * object op. This function works fine for monsters,
3233 * but we dont worry if the object isnt the top one in
3234 * a pile (say a coin under a table would return "viewable"
3235 * by this routine). Another question, should we be
3236 * concerned with the direction the player is looking
3237 * in? Realistically, most of use cant see stuff behind
3238 * our backs...on the other hand, does the "facing" direction
3239 * imply the way your head, or body is facing? Its possible
3240 * for them to differ. Sigh, this fctn could get a bit more complex.
3241 * -b.t.
3242 * This function is now map tiling safe.
3243 */
3244
3245 int
3246 player_can_view (object *pl, object *op)
3247 {
3248 rv_vector rv;
3249 int dx, dy;
3250
3251 if (pl->type != PLAYER)
3252 {
3253 LOG (llevError, "player_can_view() called for non-player object\n");
3254 return -1;
3255 }
3256
3257 if (!pl || !op)
3258 return 0;
3259
3260 op = op->head_ ();
3261
3262 get_rangevector (pl, op, &rv, 0x1);
3263
3264 /* starting with the 'head' part, lets loop
3265 * through the object and find if it has any
3266 * part that is in the los array but isnt on
3267 * a blocked los square.
3268 * we use the archetype to figure out offsets.
3269 */
3270 while (op)
3271 {
3272 dx = rv.distance_x + op->arch->clone.x;
3273 dy = rv.distance_y + op->arch->clone.y;
3274
3275 /* only the viewable area the player sees is updated by LOS
3276 * code, so we need to restrict ourselves to that range of values
3277 * for any meaningful values.
3278 */
3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3280 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3281 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3282 return 1;
3283 op = op->more;
3284 }
3285 return 0;
3286 }
3287
3288 /* routine for both players and monsters. We call this when
3289 * there is a possibility for our action distrubing our hiding
3290 * place or invisiblity spell. Artefact invisiblity is not
3291 * effected by this. If we arent invisible to begin with, we
3292 * return 0.
3293 */
3294 int
3295 action_makes_visible (object *op)
3296 {
3297
3298 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3299 {
3300 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3301 return 0;
3302
3303 if (op->contr && op->contr->tmp_invis == 0)
3304 return 0;
3305
3306 /* If monsters, they should become visible */
3307 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3308 {
3309 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3310 return 1;
3311 }
3312 }
3313 return 0;
3314 }
3315
3316 /* op_on_battleground - checks if the given object op (usually
3317 * a player) is standing on a valid battleground-tile,
3318 * function returns TRUE/FALSE. If true x, y returns the battleground
3319 * -exit-coord. (and if x, y not NULL)
3320 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3321 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3322 * Default is to do the same as before, so only people wanting to have different points need worry about this
3323 */
3324 int
3325 op_on_battleground (object *op, int *x, int *y)
3326 {
3327 object *tmp;
3328
3329 /* A battleground-tile needs the following attributes to be valid:
3330 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3331 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3332 * and the exit-coordinates sp/hp must both be > 0.
3333 * => The intention here is to prevent abuse of the battleground-
3334 * feature (like pickable or hidden battleground tiles). */
3335 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3336 {
3337 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3338 {
3339 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3340 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3341 {
3342 /*before we assign the exit, check if this is a teambattle */
3343 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3344 {
3345 object *invtmp;
3346
3347 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3348 {
3349 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3350 {
3351 if (x != NULL && y != NULL)
3352 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3353 return 1;
3354 }
3355 }
3356 }
3357 if (x != NULL && y != NULL)
3358 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3359 return 1;
3360 }
3361 }
3362 }
3363 /* If we got here, did not find a battleground */
3364 return 0;
3365 }
3366
3367 /*
3368 * When a dragon-player gains a new stage of evolution,
3369 * he gets some treasure
3370 *
3371 * attributes:
3372 * object *who the dragon player
3373 * int atnr the attack-number of the ability focus
3374 * int level ability level
3375 */
3376 void
3377 dragon_ability_gain (object *who, int atnr, int level)
3378 {
3379 treasurelist *trlist = NULL; /* treasurelist */
3380 treasure *tr; /* treasure */
3381 object *tmp, *skop; /* tmp. object */
3382 object *item; /* treasure object */
3383 char buf[MAX_BUF]; /* tmp. string buffer */
3384 int i = 0, j = 0;
3385
3386 /* get the appropriate treasurelist */
3387 if (atnr == ATNR_FIRE)
3388 trlist = find_treasurelist ("dragon_ability_fire");
3389 else if (atnr == ATNR_COLD)
3390 trlist = find_treasurelist ("dragon_ability_cold");
3391 else if (atnr == ATNR_ELECTRICITY)
3392 trlist = find_treasurelist ("dragon_ability_elec");
3393 else if (atnr == ATNR_POISON)
3394 trlist = find_treasurelist ("dragon_ability_poison");
3395
3396 if (trlist == NULL || who->type != PLAYER)
3397 return;
3398
3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3400
3401 if (!tr || !tr->item)
3402 {
3403 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3404 return;
3405 }
3406
3407 /* everything seems okay - now bring on the gift: */
3408 item = &(tr->item->clone);
3409
3410 if (item->type == SPELL)
3411 {
3412 if (check_spell_known (who, item->name))
3413 return;
3414
3415 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3416 do_learn_spell (who, item, 0);
3417 return;
3418 }
3419
3420 /* grant direct spell */
3421 if (item->type == SPELLBOOK)
3422 {
3423 if (!item->inv)
3424 {
3425 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3426 return;
3427 }
3428 if (check_spell_known (who, item->inv->name))
3429 return;
3430 if (item->invisible)
3431 {
3432 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3433 do_learn_spell (who, item->inv, 0);
3434 return;
3435 }
3436 }
3437 else if (item->type == SKILL_TOOL && item->invisible)
3438 {
3439 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3440 {
3441
3442 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3443 * in this way, if the player is missing any of the attacktypes, he gets
3444 * them. As it is now, if the player has any that match the granted skill,
3445 * but not all of them, he gets nothing.
3446 */
3447 if (!(skop->attacktype & item->attacktype))
3448 {
3449 /* Give new attacktype */
3450 skop->attacktype |= item->attacktype;
3451
3452 /* always add physical if there's none */
3453 skop->attacktype |= AT_PHYSICAL;
3454
3455 if (item->msg != NULL)
3456 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3457
3458 /* Give player new face */
3459 if (item->animation_id)
3460 {
3461 who->face = skop->face;
3462 who->animation_id = item->animation_id;
3463 who->anim_speed = item->anim_speed;
3464 who->last_anim = 0;
3465 who->state = 0;
3466 animate_object (who, who->direction);
3467 }
3468 }
3469 }
3470 }
3471 else if (item->type == FORCE)
3472 {
3473 /* forces in the treasurelist can alter the player's stats */
3474 object *skin;
3475
3476 /* first get the dragon skin force */
3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3478 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3479 ;
3480
3481 if (!skin)
3482 return;
3483
3484 /* adding new spellpath attunements */
3485 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3486 {
3487 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3488
3489 /* print message */
3490 sprintf (buf, "You feel attuned to ");
3491 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3492 {
3493 if (item->path_attuned & (1 << i))
3494 {
3495 if (j)
3496 strcat (buf, " and ");
3497 else
3498 j = 1;
3499 strcat (buf, spellpathnames[i]);
3500 }
3501 }
3502 strcat (buf, ".");
3503 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3504 }
3505
3506 /* evtl. adding flags: */
3507 if (QUERY_FLAG (item, FLAG_XRAYS))
3508 SET_FLAG (skin, FLAG_XRAYS);
3509 if (QUERY_FLAG (item, FLAG_STEALTH))
3510 SET_FLAG (skin, FLAG_STEALTH);
3511 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3512 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3513
3514 /* print message if there is one */
3515 if (item->msg != NULL)
3516 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3517 }
3518 else
3519 {
3520 /* generate misc. treasure */
3521 tmp = arch_to_object (tr->item);
3522 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3523 tmp = insert_ob_in_ob (tmp, who);
3524 if (who->type == PLAYER)
3525 esrv_send_item (who, tmp);
3526 }
3527 }
3528
3529 /**
3530 * Unready an object for a player. This function does nothing if the object was
3531 * not readied.
3532 */
3533 void
3534 player_unready_range_ob (player *pl, object *ob)
3535 {
3536 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3537 if (pl->ranges[i] == ob)
3538 {
3539 pl->ranges[i] = 0;
3540 if (pl->shoottype == i)
3541 pl->shoottype = range_none;
3542 }
3543 }
3544
3545 sint8
3546 player::visibility_at (maptile *map, int x, int y) const
3547 {
3548 if (!ns)
3549 return 0;
3550
3551 int dx, dy;
3552 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3553 return 0;
3554
3555 x += dx - ns->current_x + ns->mapx / 2;
3556 y += dy - ns->current_y + ns->mapy / 2;
3557
3558 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3559 return 0;
3560
3561 return 100 - blocked_los [x][y];
3562 }