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/cvs/deliantra/server/server/player.C
Revision: 1.114
Committed: Wed Apr 25 18:47:51 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.113: +2 -7 lines
Log Message:
rewrote output buffer handling. the new system:
- outputs messages immediately.
- suppresses following duplicates.
- enforces a minimum setting.
- is, as usual, faster and leaner.

the only problem is that the code worked out of the box, which is not reassuring.

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