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/cvs/deliantra/server/server/player.C
Revision: 1.103
Committed: Sat Feb 10 01:52:29 2007 UTC (17 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.102: +22 -23 lines
Log Message:
hell on earth, rewrote the container code
- it really was a mess before
- open/close events should now be very reliable.
- make container an object_ptr, just to be on the safe side
  (the old code is known to crash, the new code should be reliable, but...).
- its also smaller, much smaller/clearer in sourcecode size and a bit
  smaller in text segment size.

also disable big worldmap again: is this still causing memleaks?

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->close_container (); //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->close_container (); //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 = 0;
1390
1391 for (op = op->inv; op; op = op->below)
1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1393 tmp = find_arrow (op, type);
1394 else if (op->type == ARROW && op->race == type)
1395 return op;
1396
1397 return tmp;
1398 }
1399
1400 /*
1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1402 * against the target. A full test is not performed, simply a basic test
1403 * of resistances. The archer is making a quick guess at what he sees down
1404 * the hall. Failing that it does it's best to pick the highest plus arrow.
1405 */
1406 object *
1407 find_better_arrow (object *op, object *target, const char *type, int *better)
1408 {
1409 object *tmp = NULL, *arrow, *ntmp;
1410 int attacknum, attacktype, betterby = 0, i;
1411
1412 if (!type)
1413 return NULL;
1414
1415 for (arrow = op->inv; arrow; arrow = arrow->below)
1416 {
1417 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1418 {
1419 i = 0;
1420 ntmp = find_better_arrow (arrow, target, type, &i);
1421 if (i > betterby)
1422 {
1423 tmp = ntmp;
1424 betterby = i;
1425 }
1426 }
1427 else if (arrow->type == ARROW && arrow->race == type)
1428 {
1429 /* allways prefer assasination/slaying */
1430 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1431 {
1432 if (arrow->attacktype & AT_DEATH)
1433 {
1434 *better = 100;
1435 return arrow;
1436 }
1437 else
1438 {
1439 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * 2;
1441 }
1442 }
1443 else
1444 {
1445 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1446 {
1447 attacktype = 1 << attacknum;
1448 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1449 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1450 {
1451 tmp = arrow;
1452 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1453 }
1454 }
1455 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1456 {
1457 tmp = arrow;
1458 betterby = 2 + arrow->magic + arrow->stats.dam;
1459 }
1460 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1461 {
1462 tmp = arrow;
1463 betterby = 1 + arrow->magic + arrow->stats.dam;
1464 }
1465 }
1466 }
1467 }
1468 if (tmp == NULL && arrow == NULL)
1469 return find_arrow (op, type);
1470
1471 *better = betterby;
1472 return tmp;
1473 }
1474
1475 /* looks in a given direction, finds the first valid target, and calls
1476 * find_better_arrow to find a decent arrow to use.
1477 * op = the shooter
1478 * type = bow->race
1479 * dir = fire direction
1480 */
1481
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 /* find_key
1876 * We try to find a key for the door as passed. If we find a key
1877 * and successfully use it, we return the key, otherwise NULL
1878 * This function merges both normal and locked door, since the logic
1879 * for both is the same - just the specific key is different.
1880 * pl is the player,
1881 * inv is the objects inventory to searched
1882 * door is the door we are trying to match against.
1883 * This function can be called recursively to search containers.
1884 */
1885 object *
1886 find_key (object *pl, object *container, object *door)
1887 {
1888 object *tmp, *key;
1889
1890 /* Should not happen, but sanity checking is never bad */
1891 if (!container->inv)
1892 return 0;
1893
1894 /* First, lets try to find a key in the top level inventory */
1895 for (tmp = container->inv; tmp; tmp = tmp->below)
1896 {
1897 if (door->type == DOOR && tmp->type == KEY)
1898 break;
1899 /* For sanity, we should really check door type, but other stuff
1900 * (like containers) can be locked with special keys
1901 */
1902 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1903 break;
1904 }
1905
1906 /* No key found - lets search inventories now */
1907 /* If we find and use a key in an inventory, return at that time.
1908 * otherwise, if we search all the inventories and still don't find
1909 * a key, return
1910 */
1911 if (!tmp)
1912 {
1913 for (tmp = container->inv; tmp; tmp = tmp->below)
1914 {
1915 /* No reason to search empty containers */
1916 if (tmp->type == CONTAINER && tmp->inv)
1917 {
1918 if ((key = find_key (pl, tmp, door)))
1919 return key;
1920 }
1921 }
1922
1923 if (!tmp)
1924 return NULL;
1925 }
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
1958 return tmp;
1959 }
1960
1961 /* moved door processing out of move_player_attack.
1962 * returns 1 if player has opened the door with a key
1963 * such that the caller should not do anything more,
1964 * 0 otherwise
1965 */
1966 static int
1967 player_attack_door (object *op, object *door)
1968 {
1969 /* If its a door, try to find a use a key. If we do destroy the door,
1970 * might as well return immediately as there is nothing more to do -
1971 * otherwise, we fall through to the rest of the code.
1972 */
1973 object *key = find_key (op, op, door);
1974
1975 /* IF we found a key, do some extra work */
1976 if (key)
1977 {
1978 object *container = key->env;
1979
1980 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1981 if (action_makes_visible (op))
1982 make_visible (op);
1983 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1984 spring_trap (door->inv, op);
1985
1986 if (door->type == DOOR)
1987 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
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
1994 /* Do this after we print the message */
1995 decrease_ob (key); /* Use up one of the keys */
1996 /* Need to update the weight the container the key was in */
1997 if (container != op)
1998 esrv_update_item (UPD_WEIGHT, op, container);
1999
2000 return 1; /* Nothing more to do below */
2001 }
2002 else if (door->type == LOCKED_DOOR)
2003 {
2004 /* Might as well return now - no other way to open this */
2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2006 return 1;
2007 }
2008
2009 return 0;
2010 }
2011
2012 /* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons).
2017 */
2018 void
2019 move_player_attack (object *op, int dir)
2020 {
2021 object *tmp, *mon;
2022 sint16 nx, ny;
2023 int on_battleground;
2024 maptile *m;
2025
2026 nx = freearr_x[dir] + op->x;
2027 ny = freearr_y[dir] + op->y;
2028
2029 on_battleground = op_on_battleground (op, 0, 0);
2030
2031 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses.
2039 */
2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2041 {
2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2043 {
2044 m = op->map->xy_find (nx, ny);
2045 if (!m)
2046 return; /* Don't think this should happen */
2047 }
2048 else
2049 m = op->map;
2050
2051 if (!(tmp = m->at (nx, ny).bot))
2052 return;
2053
2054 mon = 0;
2055 /* Go through all the objects, and find ones of interest. Only stop if
2056 * we find a monster - that is something we know we want to attack.
2057 * if its a door or barrel (can roll) see if there may be monsters
2058 * on the space
2059 */
2060 while (tmp)
2061 {
2062 if (tmp == op)
2063 {
2064 tmp = tmp->above;
2065 continue;
2066 }
2067
2068 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2069 {
2070 mon = tmp;
2071 break;
2072 }
2073
2074 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2075 mon = tmp;
2076
2077 tmp = tmp->above;
2078 }
2079
2080 if (!mon) /* This happens anytime the player tries to move */
2081 return; /* into a wall */
2082
2083 if (mon->head)
2084 mon = mon->head;
2085
2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2087 if (player_attack_door (op, mon))
2088 return;
2089
2090 /* The following deals with possibly attacking peaceful
2091 * or frienddly creatures. Basically, all players are considered
2092 * unaggressive. If the moving player has peaceful set, then the
2093 * object should be pushed instead of attacked. It is assumed that
2094 * if you are braced, you will not attack friends accidently,
2095 * and thus will not push them.
2096 */
2097
2098 /* If the creature is a pet, push it even if the player is not
2099 * peaceful. Our assumption is the creature is a pet if the
2100 * player owns it and it is either friendly or unagressive.
2101 */
2102 if ((op->type == PLAYER)
2103 #if COZY_SERVER
2104 &&
2105 ((mon->owner && mon->owner->contr
2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2107 #else
2108 && mon->owner == op
2109 #endif
2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2111 {
2112 /* If we're braced, we don't want to switch places with it */
2113 if (op->contr->braced)
2114 return;
2115
2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2117 (void) push_ob (mon, dir, op);
2118 if (op->contr->tmp_invis || op->hide)
2119 make_visible (op);
2120
2121 return;
2122 }
2123
2124 /* in certain circumstances, you shouldn't attack friendly
2125 * creatures. Note that if you are braced, you can't push
2126 * someone, but put it inside this loop so that you won't
2127 * attack them either.
2128 */
2129 if ((mon->type == PLAYER || mon->enemy != op) &&
2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2131 #ifdef PROHIBIT_PLAYERKILL
2132 (op->contr->peaceful
2133 || (mon->type == PLAYER
2134 && mon->contr->
2135 peaceful)) &&
2136 #else
2137 op->contr->peaceful &&
2138 #endif
2139 !on_battleground))
2140 {
2141 if (!op->contr->braced)
2142 {
2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2144 push_ob (mon, dir, op);
2145 }
2146 else
2147 new_draw_info (0, 0, op, "You withhold your attack");
2148
2149 if (op->contr->tmp_invis || op->hide)
2150 make_visible (op);
2151 }
2152
2153 /* If the object is a boulder or other rollable object, then
2154 * roll it if not braced. You can't roll it if you are braced.
2155 */
2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2157 {
2158 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op))
2160 make_visible (op);
2161 }
2162
2163 /* Any generic living creature. Including things like doors.
2164 * Way it works is like this: First, it must have some hit points
2165 * and be living. Then, it must be one of the following:
2166 * 1) Not a player, 2) A player, but of a different party. Note
2167 * that party_number -1 is no party, so attacks can still happen.
2168 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2171 {
2172
2173 /* If the player hasn't hit something this tick, and does
2174 * so, give them speed boost based on weapon speed. Doing
2175 * it here is better than process_players2, which basically
2176 * incurred a 1 tick offset.
2177 */
2178 if (!op->contr->has_hit)
2179 {
2180 op->speed_left += op->speed / op->contr->weapon_sp;
2181
2182 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2183 }
2184
2185 skill_attack (mon, op, 0, 0, 0);
2186
2187 /* If attacking another player, that player gets automatic
2188 * hitback, and doesn't loose luck either.
2189 * Disable hitback on the battleground or if the target is
2190 * the wiz.
2191 */
2192 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2193 {
2194 short luck = mon->stats.luck;
2195
2196 mon->contr->has_hit = 1;
2197 skill_attack (op, mon, 0, 0, 0);
2198 mon->stats.luck = luck;
2199 }
2200
2201 if (action_makes_visible (op))
2202 make_visible (op);
2203 }
2204 } /* if player should attack something */
2205 }
2206
2207 int
2208 move_player (object *op, int dir)
2209 {
2210 int pick;
2211
2212 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2213 return 0;
2214
2215 /* Sanity check: make sure dir is valid */
2216 if ((dir < 0) || (dir >= 9))
2217 {
2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2219 return 0;
2220 }
2221
2222 /* peterm: added following line */
2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2224 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2225
2226 op->facing = dir;
2227
2228 if (op->hide)
2229 do_hidden_move (op);
2230
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ;
2233 else if (op->contr->fire_on)
2234 fire (op, dir);
2235 else
2236 {
2237 move_player_attack (op, dir);
2238 pick = check_pick (op);
2239 }
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2245 op->direction = dir;
2246 else
2247 op->direction = 0;
2248
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 animate_object (op, op->facing);
2254 return 0;
2255 }
2256
2257 /* This is similar to handle_player, below, but is only used by the
2258 * new client/server stuff.
2259 * This is sort of special, in that the new client/server actually uses
2260 * the new speed values for commands.
2261 *
2262 * Returns true if there are more actions we can do.
2263 */
2264 int
2265 handle_newcs_player (object *op)
2266 {
2267 if (op->contr->hidden)
2268 {
2269 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly.
2273 */
2274 if (pticks & 2)
2275 op->invisible--;
2276 }
2277 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2278 {
2279 op->invisible--;
2280 if (!op->invisible)
2281 {
2282 make_visible (op);
2283 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2284 }
2285 }
2286
2287 if (QUERY_FLAG (op, FLAG_SCARED))
2288 {
2289 flee_player (op);
2290 /* If player is still scared, that is his action for this tick */
2291 if (QUERY_FLAG (op, FLAG_SCARED))
2292 {
2293 op->speed_left--;
2294 return 0;
2295 }
2296 }
2297
2298 /* I've been seeing crashes where the golem has been destroyed, but
2299 * the player object still points to the defunct golem. The code that
2300 * destroys the golem looks correct, and it doesn't always happen, so
2301 * put this in a a workaround to clean up the golem pointer.
2302 */
2303 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2304 op->contr->ranges[range_golem] = 0;
2305
2306 /* call this here - we also will call this in do_ericserver, but
2307 * the players time has been increased when doericserver has been
2308 * called, so we recheck it here.
2309 */
2310 if (op->contr->ns->handle_command ())
2311 return 1;
2312
2313 if (op->speed_left > 0)
2314 {
2315 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2316 {
2317 /* All move commands take 1 tick, at least for now */
2318 op->speed_left--;
2319
2320 /* Instead of all the stuff below, let move_player take care
2321 * of it. Also, some of the skill stuff is only put in
2322 * there, as well as the confusion stuff.
2323 */
2324 move_player (op, op->direction);
2325
2326 return op->speed_left > 0;
2327 }
2328 }
2329
2330 return 0;
2331 }
2332
2333 int
2334 save_life (object *op)
2335 {
2336 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2337 return 0;
2338
2339 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2340 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2341 {
2342 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2343 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2344
2345 if (op->contr)
2346 esrv_del_item (op->contr, tmp->count);
2347
2348 tmp->destroy ();
2349 CLEAR_FLAG (op, FLAG_LIFESAVE);
2350
2351 if (op->stats.hp < 0)
2352 op->stats.hp = op->stats.maxhp;
2353
2354 if (op->stats.food < 0)
2355 op->stats.food = 999;
2356
2357 op->update_stats ();
2358 return 1;
2359 }
2360
2361 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2362 CLEAR_FLAG (op, FLAG_LIFESAVE);
2363 enter_player_savebed (op); /* bring him home. */
2364 return 0;
2365 }
2366
2367 /* This goes throws the inventory and removes unpaid objects, and puts them
2368 * back in the map (location and map determined by values of env). This
2369 * function will descend into containers. op is the object to start the search
2370 * from.
2371 */
2372 void
2373 remove_unpaid_objects (object *op, object *env)
2374 {
2375 while (op)
2376 {
2377 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2378
2379 if (QUERY_FLAG (op, FLAG_UNPAID))
2380 {
2381 if (env->type == PLAYER)
2382 esrv_del_item (env->contr, op->count);
2383
2384 op->insert_at (env);
2385 }
2386 else if (op->inv)
2387 remove_unpaid_objects (op->inv, env);
2388
2389 op = next;
2390 }
2391 }
2392
2393 /*
2394 * Returns pointer a static string containing gravestone text
2395 * Moved from apply.c to player.c - player.c is what
2396 * actually uses this function. player.c may not be quite the
2397 * best, a misc file for object actions is probably better,
2398 * but there isn't one in the server directory.
2399 */
2400 char *
2401 gravestone_text (object *op)
2402 {
2403 static char buf2[MAX_BUF];
2404 char buf[MAX_BUF];
2405 time_t now = time (NULL);
2406
2407 strcpy (buf2, " R.I.P.\n\n");
2408 if (op->type == PLAYER)
2409 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2410 else
2411 sprintf (buf, "%s\n", &op->name);
2412
2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2414 strcat (buf2, buf);
2415 if (op->type == PLAYER)
2416 sprintf (buf, "who was in level %d when killed\n", op->level);
2417 else
2418 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2419
2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2421 strcat (buf2, buf);
2422 if (op->type == PLAYER)
2423 {
2424 sprintf (buf, "by %s.\n\n", op->contr->killer);
2425 strncat (buf2, " ", 21 - strlen (buf) / 2);
2426 strcat (buf2, buf);
2427 }
2428
2429 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2430 strncat (buf2, " ", 20 - strlen (buf) / 2);
2431 strcat (buf2, buf);
2432
2433 return buf2;
2434 }
2435
2436 void
2437 do_some_living (object *op)
2438 {
2439 int last_food = op->stats.food;
2440 int gen_hp, gen_sp, gen_grace;
2441 int over_hp, over_sp, over_grace;
2442 int i;
2443 int rate_hp = 1200;
2444 int rate_sp = 2500;
2445 int rate_grace = 2000;
2446 const int max_hp = 1;
2447 const int max_sp = 1;
2448 const int max_grace = 1;
2449
2450 if (op->contr->outputs_sync)
2451 {
2452 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2453 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2454 flush_output_element (op, &op->contr->outputs[i]);
2455 }
2456
2457 if (op->contr->ns->state == ST_PLAYING)
2458 {
2459 /* these next three if clauses make it possible to SLOW DOWN
2460 hp/grace/spellpoint regeneration. */
2461 if (op->contr->gen_hp >= 0)
2462 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2463 else
2464 {
2465 gen_hp = op->stats.maxhp;
2466 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2467 }
2468
2469 if (op->contr->gen_sp >= 0)
2470 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2471 else
2472 {
2473 gen_sp = op->stats.maxsp;
2474 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2475 }
2476
2477 if (op->contr->gen_grace >= 0)
2478 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2479 else
2480 {
2481 gen_grace = op->stats.maxgrace;
2482 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2483 }
2484
2485 /* Regenerate Spell Points */
2486 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2487 {
2488 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2489 if (op->stats.sp < op->stats.maxsp)
2490 {
2491 op->stats.sp++;
2492 /* dms do not consume food */
2493 if (!QUERY_FLAG (op, FLAG_WIZ))
2494 {
2495 op->stats.food--;
2496 if (op->contr->digestion < 0)
2497 op->stats.food += op->contr->digestion;
2498 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2499 op->stats.food = last_food;
2500 }
2501 }
2502
2503 if (max_sp > 1)
2504 {
2505 over_sp = (gen_sp + 10) / rate_sp;
2506 if (over_sp > 0)
2507 {
2508 if (op->stats.sp < op->stats.maxsp)
2509 {
2510 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2511
2512 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2513 op->stats.sp--;
2514
2515 if (op->stats.sp > op->stats.maxsp)
2516 op->stats.sp = op->stats.maxsp;
2517 }
2518 op->last_sp = 0;
2519 }
2520 else
2521 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2522 }
2523 else
2524 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2525 }
2526
2527 /* Regenerate Grace */
2528 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2529 if (--op->last_grace < 0)
2530 {
2531 if (op->stats.grace < op->stats.maxgrace / 2)
2532 op->stats.grace++; /* no penalty in food for regaining grace */
2533
2534 if (max_grace > 1)
2535 {
2536 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2537 if (over_grace > 0)
2538 {
2539 op->stats.sp += over_grace
2540 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2541 op->last_grace = 0;
2542 }
2543 else
2544 {
2545 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2546 }
2547 }
2548 else
2549 {
2550 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2551 }
2552 /* wearing stuff doesn't detract from grace generation. */
2553 }
2554
2555 /* Regenerate Hit Points */
2556 if (--op->last_heal < 0)
2557 {
2558 if (op->stats.hp < op->stats.maxhp)
2559 {
2560 op->stats.hp++;
2561 /* dms do not consume food */
2562 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 {
2564 op->stats.food--;
2565 if (op->contr->digestion < 0)
2566 op->stats.food += op->contr->digestion;
2567 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2568 op->stats.food = last_food;
2569 }
2570 }
2571
2572 if (max_hp > 1)
2573 {
2574 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2575 if (over_hp > 0)
2576 {
2577 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2578 op->last_heal = 0;
2579 }
2580 else
2581 {
2582 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2583 }
2584 }
2585 else
2586 {
2587 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2588 }
2589 }
2590
2591 /* Digestion */
2592 if (--op->last_eat < 0)
2593 {
2594 #ifdef COZY_SERVER
2595 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2596 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2597 #else
2598 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2599 #endif
2600
2601 if (op->contr->gen_hp > 0)
2602 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2603 else
2604 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2605
2606 /* dms do not consume food */
2607 if (!QUERY_FLAG (op, FLAG_WIZ))
2608 op->stats.food--;
2609 }
2610
2611 if (op->stats.food < 0 && op->stats.hp >= 0)
2612 {
2613 object *tmp, *flesh = 0;
2614
2615 for (tmp = op->inv; tmp; tmp = tmp->below)
2616 {
2617 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2618 {
2619 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2620 {
2621 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2622 manual_apply (op, tmp, 0);
2623 if (op->stats.food >= 0 || op->stats.hp < 0)
2624 break;
2625 }
2626 else if (tmp->type == FLESH)
2627 flesh = tmp;
2628 } /* End if paid for object */
2629 } /* end of for loop */
2630
2631 /* If player is still starving, it means they don't have any food, so
2632 * eat flesh instead.
2633 */
2634 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2635 {
2636 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2637 manual_apply (op, flesh, 0);
2638 }
2639 }
2640
2641 while (op->stats.food < 0 && op->stats.hp >= 0)
2642 op->stats.food++, op->stats.hp--;
2643
2644 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2645 kill_player (op);
2646 }
2647 }
2648
2649 /* If the player should die (lack of hp, food, etc), we call this.
2650 * op is the player in jeopardy. If the player can not be saved (not
2651 * permadeath, no lifesave), this will take care of removing the player
2652 * file.
2653 */
2654 void
2655 kill_player (object *op)
2656 {
2657 char buf[MAX_BUF];
2658 int x, y;
2659
2660 //int i;
2661 maptile *map; /* this is for resurrection */
2662
2663 /* int z;
2664 int num_stats_lose;
2665 int lost_a_stat;
2666 int lose_this_stat;
2667 int this_stat; */
2668 int will_kill_again;
2669 archetype *at;
2670 object *tmp;
2671
2672 if (save_life (op))
2673 return;
2674
2675
2676 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2677 * in cities ONLY!!! It is very important that this doesn't get abused.
2678 * Look at op_on_battleground() for more info --AndreasV
2679 */
2680 if (op_on_battleground (op, &x, &y))
2681 {
2682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2683 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2684
2685 /* restore player */
2686 at = archetype::find ("poisoning");
2687 if (object *tmp = present_arch_in_ob (at, op))
2688 {
2689 tmp->destroy ();
2690 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2691 }
2692
2693 at = archetype::find ("confusion");
2694 if (object *tmp = present_arch_in_ob (at, op))
2695 {
2696 tmp->destroy ();
2697 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2698 }
2699
2700 cure_disease (op, 0); /* remove any disease */
2701 op->stats.hp = op->stats.maxhp;
2702 if (op->stats.food <= 0)
2703 op->stats.food = 999;
2704
2705 /* create a bodypart-trophy to make the winner happy */
2706 if (object *tmp = arch_to_object (archetype::find ("finger")))
2707 {
2708 sprintf (buf, "%s's finger", &op->name);
2709 tmp->name = buf;
2710 sprintf (buf, " This finger has been cut off %s\n"
2711 " the %s, when he was defeated at\n level %d by %s.\n",
2712 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2713 tmp->msg = buf;
2714 tmp->value = 0, tmp->type = 0;
2715 tmp->materialname = "organics";
2716 tmp->insert_at (op, tmp);
2717 }
2718
2719 /* teleport defeated player to new destination */
2720 transfer_ob (op, x, y, 0, NULL);
2721 op->contr->braced = 0;
2722 return;
2723 }
2724
2725 INVOKE_PLAYER (DEATH, op->contr);
2726
2727 command_kill_pets (op, 0);
2728
2729 if (op->stats.food < 0)
2730 {
2731 sprintf (buf, "%s starved to death.", &op->name);
2732 strcpy (op->contr->killer, "starvation");
2733 }
2734 else
2735 sprintf (buf, "%s died.", &op->name);
2736
2737 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2738
2739 /* save the map location for corpse, gravestone */
2740 x = op->x;
2741 y = op->y;
2742 map = op->map;
2743
2744 /* NOT_PERMADEATH code. This basically brings the character back to
2745 * life if they are dead - it takes some exp and a random stat.
2746 * See the config.h file for a little more in depth detail about this.
2747 */
2748
2749 /* Basically two ways to go - remove a stat permanently, or just
2750 * make it depletion. This bunch of code deals with that aspect
2751 * of death.
2752 */
2753 #ifndef COZY_SERVER
2754 if (settings.balanced_stat_loss)
2755 {
2756 /* If stat loss is permanent, lose one stat only. */
2757 /* Lower level chars don't lose as many stats because they suffer
2758 more if they do. */
2759 /* Higher level characters can afford things such as potions of
2760 restoration, or better, stat potions. So we slug them that
2761 little bit harder. */
2762 /* GD */
2763 if (settings.stat_loss_on_death)
2764 num_stats_lose = 1;
2765 else
2766 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2767 }
2768 else
2769 num_stats_lose = 1;
2770
2771 lost_a_stat = 0;
2772
2773 for (z = 0; z < num_stats_lose; z++)
2774 {
2775 i = RANDOM () % NUM_STATS;
2776
2777 if (settings.stat_loss_on_death)
2778 {
2779 /* Pick a random stat and take a point off it. Tell the player
2780 * what he lost.
2781 */
2782 change_attr_value (&(op->stats), i, -1);
2783 check_stat_bounds (&(op->stats));
2784 change_attr_value (&(op->contr->orig_stats), i, -1);
2785 check_stat_bounds (&(op->contr->orig_stats));
2786 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2787 lost_a_stat = 1;
2788 }
2789 else
2790 {
2791 /* deplete a stat */
2792 archetype *deparch = archetype::find ("depletion");
2793 object *dep;
2794
2795 dep = present_arch_in_ob (deparch, op);
2796 if (!dep)
2797 {
2798 dep = arch_to_object (deparch);
2799 insert_ob_in_ob (dep, op);
2800 }
2801 lose_this_stat = 1;
2802 if (settings.balanced_stat_loss)
2803 {
2804 /* GD */
2805 /* Get the stat that we're about to deplete. */
2806 this_stat = get_attr_value (&(dep->stats), i);
2807 if (this_stat < 0)
2808 {
2809 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2810 int keep_chance = this_stat * this_stat;
2811
2812 /* Yes, I am paranoid. Sue me. */
2813 if (keep_chance < 1)
2814 keep_chance = 1;
2815
2816 /* There is a maximum depletion total per level. */
2817 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2818 {
2819 lose_this_stat = 0;
2820 /* Take loss chance vs keep chance to see if we
2821 retain the stat. */
2822 }
2823 else
2824 {
2825 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2826 lose_this_stat = 0;
2827 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2828 this_stat, keep_chance, loss_chance,
2829 lose_this_stat?"LOSE":"KEEP"); */
2830 }
2831 }
2832 }
2833
2834 if (lose_this_stat)
2835 {
2836 this_stat = get_attr_value (&(dep->stats), i);
2837 /* We could try to do something clever like find another
2838 * stat to reduce if this fails. But chances are, if
2839 * stats have been depleted to -50, all are pretty low
2840 * and should be roughly the same, so it shouldn't make a
2841 * difference.
2842 */
2843 if (this_stat >= -50)
2844 {
2845 change_attr_value (&(dep->stats), i, -1);
2846 SET_FLAG (dep, FLAG_APPLIED);
2847 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2848 op->update_stats ();
2849 lost_a_stat = 1;
2850 }
2851 }
2852 }
2853 }
2854 /* If no stat lost, tell the player. */
2855 if (!lost_a_stat)
2856 {
2857 /* determine_god() seems to not work sometimes... why is this?
2858 Should I be using something else? GD */
2859 const char *god = determine_god (op);
2860
2861 if (god && (strcmp (god, "none")))
2862 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2863 else
2864 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2865 }
2866 #else
2867 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2868 #endif
2869
2870 /* Put a gravestone up where the character 'almost' died. List the
2871 * exp loss on the stone.
2872 */
2873 tmp = arch_to_object (archetype::find ("gravestone"));
2874 sprintf (buf, "%s's gravestone", &op->name);
2875 tmp->name = buf;
2876 sprintf (buf, "%s's gravestones", &op->name);
2877 tmp->name_pl = buf;
2878 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);
2879 tmp->msg = buf;
2880 tmp->x = op->x, tmp->y = op->y;
2881 insert_ob_in_map (tmp, op->map, NULL, 0);
2882
2883 /**************************************/
2884 /* */
2885 /* Subtract the experience points, */
2886 /* if we died cause of food, give us */
2887 /* food, and reset HP's... */
2888 /* */
2889 /**************************************/
2890
2891 /* remove any poisoning and confusion the character may be suffering. */
2892 /* restore player */
2893 at = archetype::find ("poisoning");
2894 tmp = present_arch_in_ob (at, op);
2895
2896 if (tmp)
2897 {
2898 tmp->destroy ();
2899 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2900 }
2901
2902 at = archetype::find ("confusion");
2903 tmp = present_arch_in_ob (at, op);
2904 if (tmp)
2905 {
2906 tmp->destroy ();
2907 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2908 }
2909
2910 cure_disease (op, 0); /* remove any disease */
2911
2912 /*add_exp(op, (op->stats.exp * -0.20)); */
2913 apply_death_exp_penalty (op);
2914 if (op->stats.food < 100)
2915 op->stats.food = 900;
2916 op->stats.hp = op->stats.maxhp;
2917 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2918 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2919
2920 /*
2921 * Check to see if the player is in a shop. IF so, then check to see if
2922 * the player has any unpaid items. If so, remove them and put them back
2923 * in the map.
2924 */
2925
2926 if (is_in_shop (op))
2927 remove_unpaid_objects (op->inv, op);
2928
2929 /****************************************/
2930 /* */
2931 /* Move player to his current respawn- */
2932 /* position (usually last savebed) */
2933 /* */
2934 /****************************************/
2935
2936 enter_player_savebed (op);
2937
2938 op->contr->braced = 0;
2939
2940 /* it is possible that the player has blown something up
2941 * at his savebed location, and that can have long lasting
2942 * spell effects. So first see if there is a spell effect
2943 * on the space that might harm the player.
2944 */
2945 will_kill_again = 0;
2946 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2947 if (tmp->type == SPELL_EFFECT)
2948 will_kill_again |= tmp->attacktype;
2949
2950 if (will_kill_again)
2951 {
2952 object *force;
2953 int at;
2954
2955 force = get_archetype (FORCE_NAME);
2956 /* 50 ticks should be enough time for the spell to abate */
2957 force->speed = 0.1;
2958 force->speed_left = -5.0;
2959 SET_FLAG (force, FLAG_APPLIED);
2960 for (at = 0; at < NROFATTACKS; at++)
2961 if (will_kill_again & (1 << at))
2962 force->resist[at] = 100;
2963
2964 insert_ob_in_ob (force, op);
2965 op->update_stats ();
2966
2967 }
2968
2969 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2970 }
2971
2972 void
2973 loot_object (object *op)
2974 { /* Grab and destroy some treasure */
2975 object *tmp, *tmp2, *next;
2976
2977 op->close_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
2989 if (tmp->type == CONTAINER)
2990 loot_object (tmp); /* empty container to ground */
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 void
3014 fix_weight (void)
3015 {
3016 for_all_players (pl)
3017 {
3018 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3019
3020 if (old == sum)
3021 continue;
3022 pl->ob->update_stats ();
3023 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3024 }
3025 }
3026
3027 void
3028 fix_luck (void)
3029 {
3030 for_all_players (pl)
3031 if (!pl->ob->contr->ns->state)
3032 pl->ob->change_luck (0);
3033 }
3034
3035 /* cast_dust() - handles op throwing objects of type 'DUST'.
3036 * This is much simpler in the new spell code - we basically
3037 * just treat this as any other spell casting object.
3038 */
3039 void
3040 cast_dust (object *op, object *throw_ob, int dir)
3041 {
3042 object *skop, *spob;
3043
3044 skop = find_skill_by_name (op, throw_ob->skill);
3045
3046 /* casting POTION 'dusts' is really a use_magic_item skill */
3047 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3048 {
3049 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3050 return;
3051 }
3052
3053 spob = throw_ob->inv;
3054
3055 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3056 // not pass NULL to cast_spell (which did indeed check itself, but
3057 // errors should be reported as early as possible IMHO)
3058 if (!spob)
3059 {
3060 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3061 return;
3062 }
3063
3064 if (op->type == PLAYER)
3065 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3066
3067 cast_spell (op, throw_ob, dir, spob, NULL);
3068
3069 throw_ob->destroy ();
3070 }
3071
3072 void
3073 make_visible (object *op)
3074 {
3075 op->hide = 0;
3076 op->invisible = 0;
3077 if (op->type == PLAYER)
3078 {
3079 op->contr->tmp_invis = 0;
3080 op->contr->invis_race = 0;
3081 }
3082 update_object (op, UP_OBJ_FACE);
3083 }
3084
3085 int
3086 is_true_undead (object *op)
3087 {
3088 object *tmp = NULL;
3089
3090 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3091 return 1;
3092
3093 return 0;
3094 }
3095
3096 /* look at the surrounding terrain to determine
3097 * the hideability of this object. Positive levels
3098 * indicate greater hideability.
3099 */
3100
3101 int
3102 hideability (object *ob)
3103 {
3104 int i, level = 0, mflag;
3105 sint16 x, y;
3106
3107 if (!ob || !ob->map)
3108 return 0;
3109
3110 /* so, on normal lighted maps, its hard to hide */
3111 level = ob->map->darkness - 2;
3112
3113 /* this also picks up whether the object is glowing.
3114 * If you carry a light on a non-dark map, its not
3115 * as bad as carrying a light on a pitch dark map */
3116 if (has_carried_lights (ob))
3117 level = -(10 + (2 * ob->map->darkness));
3118
3119 /* scan through all nearby squares for terrain to hide in */
3120 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3121 {
3122 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3123 if (mflag & P_OUT_OF_MAP)
3124 {
3125 continue;
3126 }
3127 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3128 level += 2;
3129 else /* open terrain! */
3130 level -= 1;
3131 }
3132
3133 #if 0
3134 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3135 #endif
3136 return level;
3137 }
3138
3139 /* For Hidden creatures - a chance of becoming 'unhidden'
3140 * every time they move - as we subtract off 'invisibility'
3141 * AND, for players, if they move into a ridiculously unhideable
3142 * spot (surrounded by clear terrain in broad daylight). -b.t.
3143 */
3144
3145 void
3146 do_hidden_move (object *op)
3147 {
3148 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3149 object *skop;
3150
3151 if (!op || !op->map)
3152 return;
3153
3154 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3155
3156 /* its *extremely* hard to run and sneak/hide at the same time! */
3157 if (op->type == PLAYER && op->contr->run_on)
3158 if (!skop || num >= skop->level)
3159 {
3160 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3161 make_visible (op);
3162 return;
3163 }
3164 else
3165 num += 20;
3166
3167 num += op->map->difficulty;
3168 hide = hideability (op); /* modify by terrain hidden level */
3169 num -= hide;
3170
3171 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3172 {
3173 make_visible (op);
3174 if (op->type == PLAYER)
3175 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3176 }
3177 else if (op->type == PLAYER && skop)
3178 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3179 }
3180
3181 /* determine if who is standing near a hostile creature. */
3182
3183 int
3184 stand_near_hostile (object *who)
3185 {
3186 object *tmp = NULL;
3187 int i, friendly = 0, player = 0, mflags;
3188 maptile *m;
3189 sint16 x, y;
3190
3191 if (!who)
3192 return 0;
3193
3194 if (who->type == PLAYER)
3195 player = 1;
3196
3197 else
3198 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3199
3200 /* search adjacent squares */
3201 for (i = 1; i < 9; i++)
3202 {
3203 x = who->x + freearr_x[i];
3204 y = who->y + freearr_y[i];
3205 m = who->map;
3206 mflags = get_map_flags (m, &m, x, y, &x, &y);
3207 /* space must be blocked if there is a monster. If not
3208 * blocked, don't need to check this space.
3209 */
3210 if (mflags & P_OUT_OF_MAP)
3211 continue;
3212 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3213 continue;
3214
3215 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3216 {
3217 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3218 return 1;
3219 else if (tmp->type == PLAYER)
3220 {
3221 /*don't let a hidden DM prevent you from hiding */
3222 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3223 return 1;
3224 }
3225 }
3226 }
3227 return 0;
3228 }
3229
3230 /* check the player los field for viewability of the
3231 * object op. This function works fine for monsters,
3232 * but we dont worry if the object isnt the top one in
3233 * a pile (say a coin under a table would return "viewable"
3234 * by this routine). Another question, should we be
3235 * concerned with the direction the player is looking
3236 * in? Realistically, most of use cant see stuff behind
3237 * our backs...on the other hand, does the "facing" direction
3238 * imply the way your head, or body is facing? Its possible
3239 * for them to differ. Sigh, this fctn could get a bit more complex.
3240 * -b.t.
3241 * This function is now map tiling safe.
3242 */
3243
3244 int
3245 player_can_view (object *pl, object *op)
3246 {
3247 rv_vector rv;
3248 int dx, dy;
3249
3250 if (pl->type != PLAYER)
3251 {
3252 LOG (llevError, "player_can_view() called for non-player object\n");
3253 return -1;
3254 }
3255
3256 if (!pl || !op)
3257 return 0;
3258
3259 op = op->head_ ();
3260
3261 get_rangevector (pl, op, &rv, 0x1);
3262
3263 /* starting with the 'head' part, lets loop
3264 * through the object and find if it has any
3265 * part that is in the los array but isnt on
3266 * a blocked los square.
3267 * we use the archetype to figure out offsets.
3268 */
3269 while (op)
3270 {
3271 dx = rv.distance_x + op->arch->clone.x;
3272 dy = rv.distance_y + op->arch->clone.y;
3273
3274 /* only the viewable area the player sees is updated by LOS
3275 * code, so we need to restrict ourselves to that range of values
3276 * for any meaningful values.
3277 */
3278 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3279 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3280 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3281 return 1;
3282 op = op->more;
3283 }
3284 return 0;
3285 }
3286
3287 /* routine for both players and monsters. We call this when
3288 * there is a possibility for our action distrubing our hiding
3289 * place or invisiblity spell. Artefact invisiblity is not
3290 * effected by this. If we arent invisible to begin with, we
3291 * return 0.
3292 */
3293 int
3294 action_makes_visible (object *op)
3295 {
3296
3297 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3298 {
3299 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3300 return 0;
3301
3302 if (op->contr && op->contr->tmp_invis == 0)
3303 return 0;
3304
3305 /* If monsters, they should become visible */
3306 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3307 {
3308 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3309 return 1;
3310 }
3311 }
3312 return 0;
3313 }
3314
3315 /* op_on_battleground - checks if the given object op (usually
3316 * a player) is standing on a valid battleground-tile,
3317 * function returns TRUE/FALSE. If true x, y returns the battleground
3318 * -exit-coord. (and if x, y not NULL)
3319 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3320 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3321 * Default is to do the same as before, so only people wanting to have different points need worry about this
3322 */
3323 int
3324 op_on_battleground (object *op, int *x, int *y)
3325 {
3326 object *tmp;
3327
3328 /* A battleground-tile needs the following attributes to be valid:
3329 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3330 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3331 * and the exit-coordinates sp/hp must both be > 0.
3332 * => The intention here is to prevent abuse of the battleground-
3333 * feature (like pickable or hidden battleground tiles). */
3334 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3335 {
3336 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3337 {
3338 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3339 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3340 {
3341 /*before we assign the exit, check if this is a teambattle */
3342 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3343 {
3344 object *invtmp;
3345
3346 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3347 {
3348 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3349 {
3350 if (x != NULL && y != NULL)
3351 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3352 return 1;
3353 }
3354 }
3355 }
3356 if (x != NULL && y != NULL)
3357 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3358 return 1;
3359 }
3360 }
3361 }
3362 /* If we got here, did not find a battleground */
3363 return 0;
3364 }
3365
3366 /*
3367 * When a dragon-player gains a new stage of evolution,
3368 * he gets some treasure
3369 *
3370 * attributes:
3371 * object *who the dragon player
3372 * int atnr the attack-number of the ability focus
3373 * int level ability level
3374 */
3375 void
3376 dragon_ability_gain (object *who, int atnr, int level)
3377 {
3378 treasurelist *trlist = NULL; /* treasurelist */
3379 treasure *tr; /* treasure */
3380 object *tmp, *skop; /* tmp. object */
3381 object *item; /* treasure object */
3382 char buf[MAX_BUF]; /* tmp. string buffer */
3383 int i = 0, j = 0;
3384
3385 /* get the appropriate treasurelist */
3386 if (atnr == ATNR_FIRE)
3387 trlist = find_treasurelist ("dragon_ability_fire");
3388 else if (atnr == ATNR_COLD)
3389 trlist = find_treasurelist ("dragon_ability_cold");
3390 else if (atnr == ATNR_ELECTRICITY)
3391 trlist = find_treasurelist ("dragon_ability_elec");
3392 else if (atnr == ATNR_POISON)
3393 trlist = find_treasurelist ("dragon_ability_poison");
3394
3395 if (trlist == NULL || who->type != PLAYER)
3396 return;
3397
3398 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3399
3400 if (!tr || !tr->item)
3401 {
3402 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3403 return;
3404 }
3405
3406 /* everything seems okay - now bring on the gift: */
3407 item = &(tr->item->clone);
3408
3409 if (item->type == SPELL)
3410 {
3411 if (check_spell_known (who, item->name))
3412 return;
3413
3414 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3415 do_learn_spell (who, item, 0);
3416 return;
3417 }
3418
3419 /* grant direct spell */
3420 if (item->type == SPELLBOOK)
3421 {
3422 if (!item->inv)
3423 {
3424 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3425 return;
3426 }
3427 if (check_spell_known (who, item->inv->name))
3428 return;
3429 if (item->invisible)
3430 {
3431 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3432 do_learn_spell (who, item->inv, 0);
3433 return;
3434 }
3435 }
3436 else if (item->type == SKILL_TOOL && item->invisible)
3437 {
3438 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3439 {
3440
3441 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3442 * in this way, if the player is missing any of the attacktypes, he gets
3443 * them. As it is now, if the player has any that match the granted skill,
3444 * but not all of them, he gets nothing.
3445 */
3446 if (!(skop->attacktype & item->attacktype))
3447 {
3448 /* Give new attacktype */
3449 skop->attacktype |= item->attacktype;
3450
3451 /* always add physical if there's none */
3452 skop->attacktype |= AT_PHYSICAL;
3453
3454 if (item->msg != NULL)
3455 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3456
3457 /* Give player new face */
3458 if (item->animation_id)
3459 {
3460 who->face = skop->face;
3461 who->animation_id = item->animation_id;
3462 who->anim_speed = item->anim_speed;
3463 who->last_anim = 0;
3464 who->state = 0;
3465 animate_object (who, who->direction);
3466 }
3467 }
3468 }
3469 }
3470 else if (item->type == FORCE)
3471 {
3472 /* forces in the treasurelist can alter the player's stats */
3473 object *skin;
3474
3475 /* first get the dragon skin force */
3476 shstr_cmp dragon_skin_force ("dragon_skin_force");
3477 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3478 ;
3479
3480 if (!skin)
3481 return;
3482
3483 /* adding new spellpath attunements */
3484 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3485 {
3486 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3487
3488 /* print message */
3489 sprintf (buf, "You feel attuned to ");
3490 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3491 {
3492 if (item->path_attuned & (1 << i))
3493 {
3494 if (j)
3495 strcat (buf, " and ");
3496 else
3497 j = 1;
3498 strcat (buf, spellpathnames[i]);
3499 }
3500 }
3501 strcat (buf, ".");
3502 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3503 }
3504
3505 /* evtl. adding flags: */
3506 if (QUERY_FLAG (item, FLAG_XRAYS))
3507 SET_FLAG (skin, FLAG_XRAYS);
3508 if (QUERY_FLAG (item, FLAG_STEALTH))
3509 SET_FLAG (skin, FLAG_STEALTH);
3510 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3511 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3512
3513 /* print message if there is one */
3514 if (item->msg != NULL)
3515 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3516 }
3517 else
3518 {
3519 /* generate misc. treasure */
3520 tmp = arch_to_object (tr->item);
3521 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3522 tmp = insert_ob_in_ob (tmp, who);
3523 if (who->type == PLAYER)
3524 esrv_send_item (who, tmp);
3525 }
3526 }
3527
3528 /**
3529 * Unready an object for a player. This function does nothing if the object was
3530 * not readied.
3531 */
3532 void
3533 player_unready_range_ob (player *pl, object *ob)
3534 {
3535 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3536 if (pl->ranges[i] == ob)
3537 {
3538 pl->ranges[i] = 0;
3539 if (pl->shoottype == i)
3540 pl->shoottype = range_none;
3541 }
3542 }
3543
3544 sint8
3545 player::visibility_at (maptile *map, int x, int y) const
3546 {
3547 if (!ns)
3548 return 0;
3549
3550 int dx, dy;
3551 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3552 return 0;
3553
3554 x += dx - ns->current_x + ns->mapx / 2;
3555 y += dy - ns->current_y + ns->mapy / 2;
3556
3557 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3558 return 0;
3559
3560 return 100 - blocked_los [x][y];
3561 }