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/cvs/deliantra/server/server/player.C
Revision: 1.150
Committed: Sun Jun 10 03:11:17 2007 UTC (16 years, 11 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.149: +2 -0 lines
Log Message:
adjust player destroy code for extra reference from observe

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * under the terms of the GNU General Public License as published by the Free
10 * Software Foundation; either version 2 of the License, or (at your option)
11 * any later version.
12 *
13 * This program is distributed in the hope that it will be useful, but
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * for more details.
17 *
18 * You should have received a copy of the GNU General Public License along
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <sproto.h>
27 #include <sounds.h>
28 #include <living.h>
29 #include <object.h>
30 #include <spells.h>
31 #include <skills.h>
32
33 #include <algorithm>
34 #include <functional>
35
36 playervec players;
37
38 void
39 display_motd (const object *op)
40 {
41 char buf[MAX_BUF];
42 char motd[HUGE_BUF];
43 FILE *fp;
44 int comp;
45 int size;
46
47 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
48 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
49 return;
50
51 motd[0] = '\0';
52 size = 0;
53
54 while (fgets (buf, MAX_BUF, fp))
55 {
56 if (*buf == '#')
57 continue;
58
59 strncat (motd + size, buf, HUGE_BUF - size);
60 size += strlen (buf);
61 }
62
63 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
64 close_and_delete (fp, comp);
65 }
66
67 void
68 send_rules (const object *op)
69 {
70 char buf[MAX_BUF];
71 char rules[HUGE_BUF];
72 FILE *fp;
73 int comp;
74 int size;
75
76 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
77 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
78 return;
79
80 rules[0] = '\0';
81 size = 0;
82
83 while (fgets (buf, MAX_BUF, fp))
84 {
85 if (*buf == '#')
86 continue;
87
88 if (size + strlen (buf) >= HUGE_BUF)
89 {
90 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
91 break;
92 }
93
94 strncat (rules + size, buf, HUGE_BUF - size);
95 size += strlen (buf);
96 }
97
98 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
99 close_and_delete (fp, comp);
100 }
101
102 void
103 send_news (const object *op)
104 {
105 char buf[MAX_BUF];
106 char news[HUGE_BUF];
107 char subject[MAX_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf (buf, "%s/%s", settings.confdir, settings.news);
113 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
114 return;
115
116 news[0] = '\0';
117 subject[0] = '\0';
118 size = 0;
119
120 while (fgets (buf, MAX_BUF, fp))
121 {
122 if (*buf == '#')
123 continue;
124
125 if (*buf == '%')
126 { /* send one news */
127 if (size > 0)
128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
129
130 strcpy (subject, buf + 1);
131 strip_endline (subject);
132 size = 0;
133 news[0] = '\0';
134 }
135 else
136 {
137 if (size + strlen (buf) >= HUGE_BUF)
138 {
139 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
140 break;
141 }
142 strncat (news + size, buf, HUGE_BUF - size);
143 size += strlen (buf);
144 }
145 }
146
147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
149 close_and_delete (fp, comp);
150 }
151
152 /* This loads the first map an puts the player on it. */
153 static void
154 set_first_map (object *op)
155 {
156 op->contr->maplevel = first_map_path;
157 op->x = -1;
158 op->y = -1;
159 }
160
161 void
162 player::activate ()
163 {
164 if (active)
165 return;
166
167 players.insert (this);
168 ob->remove ();
169 ob->map = 0;
170 ob->activate_recursive ();
171 CLEAR_FLAG (ob, FLAG_FRIENDLY);
172 add_friendly_object (ob);
173 }
174
175 void
176 player::deactivate ()
177 {
178 if (!active)
179 return;
180
181 terminate_all_pets (ob);
182 remove_friendly_object (ob);
183 ob->deactivate_recursive ();
184
185 if (ob->map)
186 maplevel = ob->map->path;
187
188 ob->remove ();
189 ob->map = 0;
190 party = 0;
191
192 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
193
194 players.erase (this);
195 }
196
197 // connect the player with a specific client
198 // also changes, rationalises, and fixes some incorrect settings
199 void
200 player::connect (client *ns)
201 {
202 this->ns = ns;
203 ns->pl = this;
204
205 run_on = 0;
206 fire_on = 0;
207 ob->close_container (); //TODO: client-specific
208
209 ns->update_look = 0;
210 ns->look_position = 0;
211
212 clear_los (this);
213
214 ns->reset_stats ();
215
216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->race;
219
220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob);
222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224
225 assign (title, ob->arch->object::name);
226
227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob))
229 {
230 object *tmp, *abil = 0, *skin = 0;
231
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE)
237 if (tmp->arch->archname == dragon_ability_force)
238 abil = tmp;
239 else if (tmp->arch->archname == dragon_skin_force)
240 skin = tmp;
241
242 set_dragon_name (ob, abil, skin);
243 }
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->flag [FLAG_READY_WEAPON] = false;
250 ob->flag [FLAG_READY_SKILL] = false;
251 ob->flag [FLAG_READY_BOW] = false;
252
253 for (object *op = ob->inv; op; op = op->below)
254 if (op->flag [FLAG_APPLIED])
255 switch (op->type)
256 {
257 case SKILL:
258 ob->flag [FLAG_APPLIED] = false;
259 break;
260
261 case WAND:
262 case ROD:
263 case HORN:
264 case BOW:
265 ranged_ob = op;
266 break;
267
268 case WEAPON:
269 combat_ob = op;
270 break;
271 }
272
273 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
274 ob->update_stats ();
275
276 ns->floorbox_update ();
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288 }
289
290 void
291 player::disconnect ()
292 {
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 ns = 0;
303 }
304
305 if (ob)
306 ob->close_container (); //TODO: client-specific
307
308 observe = ob;
309
310 deactivate ();
311 }
312
313 // the need for this function can be explained
314 // by load_object not returning the object
315 void
316 player::set_object (object *op)
317 {
318 ob = observe = op;
319 ob->contr = this; /* this aren't yet in archetype */
320
321 ob->speed = 1.0f;
322 ob->speed_left = 0.5f;
323
324 ob->direction = 5; /* So player faces south */
325 }
326
327 void
328 player::set_observe (object *op)
329 {
330 observe = op ? op : ob;
331 do_los = 1;
332 }
333
334 player::player ()
335 {
336 /* There are some elements we want initialised to non zero value -
337 * we deal with that below this point.
338 */
339 outputs_sync = 4;
340 outputs_count = 4;
341 unapply = unapply_nochoice;
342
343 savebed_map = first_map_path; /* Init. respawn position */
344
345 gen_sp_armour = 10;
346 bowtype = bow_normal;
347 petmode = pet_normal;
348 listening = 10;
349 usekeys = containers;
350 peaceful = 1; /* default peaceful */
351 do_los = 1;
352
353 weapon_sp = 1.0f;
354 weapon_sp_left = 0.5f;
355 }
356
357 void
358 player::do_destroy ()
359 {
360 disconnect ();
361
362 attachable::do_destroy ();
363
364 if (ob)
365 {
366 ob->destroy_inv (false);
367 ob->destroy ();
368 }
369 }
370
371 player::~player ()
372 {
373 /* Clear item stack */
374 free (stack_items);
375 }
376
377 /* Tries to add player on the connection passed in ns.
378 * All we can really get in this is some settings like host and display
379 * mode.
380 */
381 player *
382 player::create ()
383 {
384 player *pl = new player;
385
386 pl->set_object (arch_to_object (get_player_archetype (0)));
387
388 pl->ob->roll_stats ();
389 pl->ob->stats.wc = 2;
390 pl->ob->run_away = 25; /* Then we panick... */
391
392 set_first_map (pl->ob);
393
394 return pl;
395 }
396
397 /*
398 * get_player_archetype() return next player archetype from archetype
399 * list. Not very efficient routine, but used only creating new players.
400 * Note: there MUST be at least one player archetype!
401 */
402 archetype *
403 get_player_archetype (archetype *at)
404 {
405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
406
407 for (;;)
408 {
409 if (++i == archetypes.end ())
410 i = archetypes.begin ();
411 else if (*i == at)
412 cleanup ("not a single player archetype found");
413
414 if ((*i)->type == PLAYER)
415 return *i;
416 }
417 }
418
419 object *
420 get_nearest_player (object *mon)
421 {
422 object *op = NULL;
423 objectlink *ol;
424 unsigned lastdist;
425 rv_vector rv;
426
427 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
428 {
429 /* We should not find free objects on this friendly list, but it
430 * does periodically happen. Given that, lets deal with it.
431 * While unlikely, it is possible the next object on the friendly
432 * list is also free, so encapsulate this in a while loop.
433 */
434 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
435 {
436 object *tmp = ol->ob;
437
438 /* Can't do much more other than log the fact, because the object
439 * itself will have been cleared.
440 */
441 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
442 tmp->debug_desc ());
443 ol = ol->next;
444 remove_friendly_object (tmp);
445 if (!ol)
446 return op;
447 }
448
449 /* Remove special check for player from this. First, it looks to cause
450 * some crashes (ol->ob->contr not set properly?), but secondly, a more
451 * complicated method of state checking would be needed in any case -
452 * as it was, a clever player could type quit, and the function would
453 * skip them over while waiting for confirmation. Remove
454 * on_same_map check, as can_detect_enemy also does this
455 */
456 if (!can_detect_enemy (mon, ol->ob, &rv))
457 continue;
458
459 if (lastdist > rv.distance)
460 {
461 op = ol->ob;
462 lastdist = rv.distance;
463 }
464 }
465
466 for_all_players (pl)
467 if (can_detect_enemy (mon, pl->ob, &rv))
468 if (lastdist > rv.distance)
469 {
470 op = pl->ob;
471 lastdist = rv.distance;
472 }
473
474 #if 0
475 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
476 #endif
477 return op;
478 }
479
480 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
481 * result in a monster paths backtracking. It basically determines how large a
482 * detour a monster will take from the direction path when looking
483 * for a path to the player. The values are in the amount of direction
484 * the deviation is
485 */
486 #define DETOUR_AMOUNT 2
487
488 /* This is used to prevent infinite loops. Consider a case where the
489 * player is in a chamber (with gate closed), and monsters are outside.
490 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
491 * find a path into the chamber. This is a good thing, but since there
492 * is no real path, it will just keep circling the chamber for
493 * ever (this could be a nice effect for monsters, but not for the function
494 * to get stuck in. I think for the monsters, if max is reached and
495 * we return the first direction the creature could move would result in the
496 * circling behaviour. Unfortunately, this function is also used to determined
497 * if the creature should cast a spell, so returning a direction in that case
498 * is probably not a good thing.
499 */
500 #define MAX_SPACES 50
501
502 /*
503 * Returns the direction to the player, if valid. Returns 0 otherwise.
504 * modified to verify there is a path to the player. Does this by stepping towards
505 * player and if path is blocked then see if blockage is close enough to player that
506 * direction to player is changed (ie zig or zag). Continue zig zag until either
507 * reach player or path is blocked. Thus, will only return true if there is a free
508 * path to player. Though path may not be a straight line. Note that it will find
509 * player hiding along a corridor at right angles to the corridor with the monster.
510 *
511 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
512 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
513 * down corriders.
514 * 2) I think the old code was broken if the first direction the monster
515 * should move was blocked - the code would store the first direction without
516 * verifying that the player can actually move in that direction. The new
517 * code does not store anything in firstdir until we have verified that the
518 * monster can in fact move one space in that direction.
519 * 3) I'm not sure how good this code will be for moving multipart monsters,
520 * since only simple checks to blocked are being called, which could mean the monster
521 * is blocking itself.
522 */
523 int
524 path_to_player (object *mon, object *pl, unsigned mindiff)
525 {
526 rv_vector rv;
527 sint16 x, y;
528 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
529 maptile *m, *lastmap;
530
531 get_rangevector (mon, pl, &rv, 0);
532
533 if (rv.distance < mindiff)
534 return 0;
535
536 x = mon->x;
537 y = mon->y;
538 m = mon->map;
539 dir = rv.direction;
540 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
541 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
542
543 /* If we can't solve it within the search distance, return now. */
544 if (diff > max)
545 return 0;
546
547 while (diff > 1 && max > 0)
548 {
549 lastx = x;
550 lasty = y;
551 lastmap = m;
552 x = lastx + freearr_x[dir];
553 y = lasty + freearr_y[dir];
554
555 mflags = get_map_flags (m, &m, x, y, &x, &y);
556 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
557
558 /* Space is blocked - try changing direction a little */
559 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
560 && (m == mon->map && blocked_link (mon, m, x, y))))
561 {
562 /* recalculate direction from last good location. Possible
563 * we were not traversing ideal location before.
564 */
565 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
566 if (rv.direction != dir)
567 {
568 /* OK - says direction should be different - lets reset the
569 * the values so it will try again.
570 */
571 x = lastx;
572 y = lasty;
573 m = lastmap;
574 dir = firstdir = rv.direction;
575 }
576 else
577 {
578 /* direct path is blocked - try taking a side step to
579 * either the left or right.
580 * Note increase the values in the loop below to be
581 * more than -1/1 respectively will mean the monster takes
582 * bigger detour. Have to be careful about these values getting
583 * too big (3 or maybe 4 or higher) as the monster may just try
584 * stepping back and forth
585 */
586 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
587 {
588 if (i == 0)
589 continue; /* already did this, so skip it */
590 /* Use lastdir here - otherwise,
591 * since the direction that the creature should move in
592 * may change, you could get infinite loops.
593 * ie, player is northwest, but monster can only
594 * move west, so it does that. It goes some distance,
595 * gets blocked, finds that it should move north,
596 * can't do that, but now finds it can move east, and
597 * gets back to its original point. lastdir contains
598 * the last direction the creature has successfully
599 * moved.
600 */
601
602 x = lastx + freearr_x[absdir (lastdir + i)];
603 y = lasty + freearr_y[absdir (lastdir + i)];
604 m = lastmap;
605 mflags = get_map_flags (m, &m, x, y, &x, &y);
606 if (mflags & P_OUT_OF_MAP)
607 continue;
608 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
609 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
610 continue;
611 if (mflags & P_BLOCKSVIEW)
612 continue;
613
614 if (m == mon->map && blocked_link (mon, m, x, y))
615 break;
616 }
617 /* go through entire loop without finding a valid
618 * sidestep to take - thus, no valid path.
619 */
620 if (i == (DETOUR_AMOUNT + 1))
621 return 0;
622 diff--;
623 lastdir = dir;
624 max--;
625 if (!firstdir)
626 firstdir = dir + i;
627 } /* else check alternate directions */
628 } /* if blocked */
629 else
630 {
631 /* we moved towards creature, so diff is less */
632 diff--;
633 max--;
634 lastdir = dir;
635 if (!firstdir)
636 firstdir = dir;
637 }
638
639 if (diff <= 1)
640 {
641 /* Recalculate diff (distance) because we may not have actually
642 * headed toward player for entire distance.
643 */
644 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
645 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
646 }
647
648 if (diff > max)
649 return 0;
650 }
651
652 /* If we reached the max, didn't find a direction in time */
653 if (!max)
654 return 0;
655
656 return firstdir;
657 }
658
659 void
660 give_initial_items (object *pl, treasurelist * items)
661 {
662 object *op, *next = NULL;
663
664 if (pl->randomitems != NULL)
665 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
666
667 for (op = pl->inv; op; op = next)
668 {
669 next = op->below;
670
671 /* Forces get applied per default, unless they have the
672 * flag "neutral" set. Sorry but I can't think of a better way
673 */
674 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
675 SET_FLAG (op, FLAG_APPLIED);
676
677 /* we never give weapons/armour if these cannot be used
678 * by this player due to race restrictions
679 */
680 if (pl->type == PLAYER)
681 {
682 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
683 (op->type == ARMOUR || op->type == BOOTS ||
684 op->type == CLOAK || op->type == HELMET ||
685 op->type == SHIELD || op->type == GLOVES ||
686 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
687 {
688 op->destroy ();
689 continue;
690 }
691 }
692
693 /* This really needs to be better - we should really give
694 * a substitute spellbook. The problem is that we don't really
695 * have a good idea what to replace it with (need something like
696 * a first level treasurelist for each skill.)
697 * remove duplicate skills also
698 */
699 if (op->type == SPELLBOOK || op->type == SKILL)
700 {
701 object *tmp;
702
703 for (tmp = op->below; tmp; tmp = tmp->below)
704 if (tmp->type == op->type && tmp->name == op->name)
705 break;
706
707 if (tmp)
708 {
709 op->destroy ();
710 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
711 continue;
712 }
713
714 if (op->nrof > 1)
715 op->nrof = 1;
716 }
717
718 if (op->type == SPELLBOOK && op->inv)
719 {
720 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
721 }
722
723 /* Give starting characters identified, uncursed, and undamned
724 * items. Just don't identify gold or silver, or it won't be
725 * merged properly.
726 */
727 if (need_identify (op))
728 {
729 SET_FLAG (op, FLAG_IDENTIFIED);
730 CLEAR_FLAG (op, FLAG_CURSED);
731 CLEAR_FLAG (op, FLAG_DAMNED);
732 }
733 if (op->type == SPELL)
734 {
735 op->destroy ();
736 continue;
737 }
738 else if (op->type == SKILL)
739 {
740 SET_FLAG (op, FLAG_CAN_USE_SKILL);
741 op->stats.exp = 0;
742 op->level = 1;
743 }
744 /* lock all 'normal items by default */
745 else
746 SET_FLAG (op, FLAG_INV_LOCKED);
747 } /* for loop of objects in player inv */
748
749 /* Need to set up the skill pointers */
750 link_player_skills (pl);
751 }
752
753 void
754 get_party_password (object *op, partylist *party)
755 {
756 if (party == NULL)
757 {
758 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
759 return;
760 }
761
762 op->contr->write_buf[0] = '\0';
763 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
764 op->contr->party_to_join = party;
765 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
766 }
767
768 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
769 static int
770 roll_stat (void)
771 {
772 int a[4], i, j, k;
773
774 for (i = 0; i < 4; i++)
775 a[i] = (int) rndm (6) + 1;
776
777 for (i = 0, j = 0, k = 7; i < 4; i++)
778 if (a[i] < k)
779 k = a[i], j = i;
780
781 for (i = 0, k = 0; i < 4; i++)
782 if (i != j)
783 k += a[i];
784
785 return k;
786 }
787
788 void
789 object::roll_stats ()
790 {
791 int statsort [NUM_STATS];
792
793 for (;;)
794 {
795 int sum = 0;
796 for (int i = NUM_STATS; i--; )
797 sum += statsort [i] = roll_stat ();
798
799 if (sum >= 82 && sum <= 116)
800 break;
801 }
802
803 // Sort the stats so that rerolling is easier...
804 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
805
806 for (int i = 0; i < NUM_STATS; ++i)
807 stats.stat (i) = statsort [i];
808
809 stats.exp = 0;
810 stats.ac = 0;
811
812 stats.hp = stats.maxhp;
813 stats.sp = stats.maxsp;
814 stats.grace = stats.maxgrace;
815
816 if (contr)
817 {
818 contr->levhp[1] = 9;
819 contr->levsp[1] = 6;
820 contr->levgrace[1] = 3;
821
822 contr->orig_stats = stats;
823 }
824 }
825
826 void
827 object::swap_stats (int a, int b)
828 {
829 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
830
831 for (int i = 0; i < NUM_STATS; ++i)
832 stats.stat (i) = contr->orig_stats.stat (i);
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->archname);
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->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->object::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 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1020 * It returns 1 if the player should keep on moving, 0 if he should
1021 * stop.
1022 */
1023 int
1024 check_pick (object *op)
1025 {
1026 object *tmp, *next;
1027 int stop = 0;
1028 int wvratio;
1029 char putstring[128];
1030
1031 /* if you're flying, you cna't pick up anything */
1032 if (op->move_type & MOVE_FLYING)
1033 return 1;
1034
1035 next = op->below;
1036
1037 /* loop while there are items on the floor that are not marked as
1038 * destroyed */
1039 while (next && !next->destroyed ())
1040 {
1041 tmp = next;
1042 next = tmp->below;
1043
1044 if (op->destroyed ())
1045 return 0;
1046
1047 if (!can_pick (op, tmp))
1048 continue;
1049
1050 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1051 {
1052 if (item_matched_string (op, tmp, op->contr->search_str))
1053 pick_up (op, tmp);
1054 continue;
1055 }
1056
1057 /* high not bit set? We're using the old autopickup model */
1058 if (!(op->contr->mode & PU_NEWMODE))
1059 {
1060 switch (op->contr->mode)
1061 {
1062 case 0:
1063 return 1; /* don't pick up */
1064 case 1:
1065 pick_up (op, tmp);
1066 return 1;
1067 case 2:
1068 pick_up (op, tmp);
1069 return 0;
1070 case 3:
1071 return 0; /* stop before pickup */
1072 case 4:
1073 pick_up (op, tmp);
1074 break;
1075 case 5:
1076 pick_up (op, tmp);
1077 stop = 1;
1078 break;
1079 case 6:
1080 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1081 pick_up (op, tmp);
1082 break;
1083
1084 case 7:
1085 if (tmp->type == MONEY || tmp->type == GEM)
1086 pick_up (op, tmp);
1087 break;
1088
1089 default:
1090 /* use value density */
1091 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1092 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1093 pick_up (op, tmp);
1094 }
1095 }
1096 else
1097 { /* old model */
1098 /* NEW pickup handling */
1099 if (op->contr->mode & PU_DEBUG)
1100 {
1101 /* some debugging code to figure out item information */
1102 if (tmp->name != NULL)
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1104 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105 else
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1108
1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1110 }
1111
1112 /* philosophy:
1113 * It's easy to grab an item type from a pile, as long as it's
1114 * generic. This takes no game-time. For more detailed pickups
1115 * and selections, select-items should be used. This is a
1116 * grab-as-you-run type mode that's really useful for arrows for
1117 * example.
1118 * The drawback: right now it has no frontend, so you need to
1119 * stick the bits you want into a calculator in hex mode and then
1120 * convert to decimal and then 'pickup <#>
1121 */
1122
1123 /* the first two modes are exclusive: if NOTHING we return, if
1124 * STOP then we stop. All the rest are applied sequentially,
1125 * meaning if any test passes, the item gets picked up. */
1126
1127 /* if mode is set to pick nothing up, return */
1128
1129 if (op->contr->mode & PU_NOTHING)
1130 return 1;
1131
1132 /* if mode is set to stop when encountering objects, return */
1133 /* take STOP before INHIBIT since it doesn't actually pick
1134 * anything up */
1135
1136 if (op->contr->mode & PU_STOP)
1137 return 0;
1138
1139 /* useful for going into stores and not losing your settings... */
1140 /* and for battles wher you don't want to get loaded down while
1141 * fighting */
1142 if (op->contr->mode & PU_INHIBIT)
1143 return 1;
1144
1145 /* prevent us from turning into auto-thieves :) */
1146 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1147 continue;
1148
1149 /* ignore known cursed objects */
1150 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1151 continue;
1152
1153 /* all food and drink if desired */
1154 /* question: don't pick up known-poisonous stuff? */
1155 if (op->contr->mode & PU_FOOD)
1156 if (tmp->type == FOOD)
1157 {
1158 pick_up (op, tmp);
1159 continue;
1160 }
1161
1162 if (op->contr->mode & PU_DRINK)
1163 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1164 {
1165 pick_up (op, tmp);
1166 continue;
1167 }
1168
1169 if (op->contr->mode & PU_POTION)
1170 if (tmp->type == POTION)
1171 {
1172 pick_up (op, tmp);
1173 continue;
1174 }
1175
1176 /* spellbooks, skillscrolls and normal books/scrolls */
1177 if (op->contr->mode & PU_SPELLBOOK)
1178 if (tmp->type == SPELLBOOK)
1179 {
1180 pick_up (op, tmp);
1181 continue;
1182 }
1183
1184 if (op->contr->mode & PU_SKILLSCROLL)
1185 if (tmp->type == SKILLSCROLL)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_READABLES)
1192 if (tmp->type == BOOK || tmp->type == SCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 /* wands/staves/rods/horns */
1199 if (op->contr->mode & PU_MAGIC_DEVICE)
1200 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 /* pick up all magical items */
1207 if (op->contr->mode & PU_MAGICAL)
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 if (op->contr->mode & PU_VALUABLES)
1215 {
1216 if (tmp->type == MONEY || tmp->type == GEM)
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221 }
1222
1223 /* rings & amulets - talismans seems to be typed AMULET */
1224 if (op->contr->mode & PU_JEWELS)
1225 if (tmp->type == RING || tmp->type == AMULET)
1226 {
1227 pick_up (op, tmp);
1228 continue;
1229 }
1230
1231 /* we don't forget dragon food */
1232 if (op->contr->mode & PU_FLESH)
1233 if (tmp->type == FLESH)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 /* bows and arrows. Bows are good for selling! */
1240 if (op->contr->mode & PU_BOW)
1241 if (tmp->type == BOW)
1242 {
1243 pick_up (op, tmp);
1244 continue;
1245 }
1246
1247 if (op->contr->mode & PU_ARROW)
1248 if (tmp->type == ARROW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 /* all kinds of armor etc. */
1255 if (op->contr->mode & PU_ARMOUR)
1256 if (tmp->type == ARMOUR)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 if (op->contr->mode & PU_HELMET)
1263 if (tmp->type == HELMET)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_SHIELD)
1270 if (tmp->type == SHIELD)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_BOOTS)
1277 if (tmp->type == BOOTS)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_GLOVES)
1284 if (tmp->type == GLOVES)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_CLOAK)
1291 if (tmp->type == CLOAK)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 /* hoping to catch throwing daggers here */
1298 if (op->contr->mode & PU_MISSILEWEAPON)
1299 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1305 /* careful: chairs and tables are weapons! */
1306 if (op->contr->mode & PU_ALLWEAPON)
1307 {
1308 if (tmp->type == WEAPON && tmp->name != NULL)
1309 {
1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316 }
1317
1318 if (tmp->type == WEAPON && tmp->name == NULL)
1319 {
1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1321 {
1322 pick_up (op, tmp);
1323 continue;
1324 }
1325 }
1326 }
1327
1328 /* misc stuff that's useful */
1329 if (op->contr->mode & PU_KEY)
1330 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1331 {
1332 pick_up (op, tmp);
1333 continue;
1334 }
1335
1336 /* any of the last 4 bits set means we use the ratio for value
1337 * pickups */
1338 if (op->contr->mode & PU_RATIO)
1339 {
1340 /* use value density to decide what else to grab */
1341 /* >=7 was >= op->contr->mode */
1342 /* >=7 is the old standard setting. Now we take the last 4 bits
1343 * and multiply them by 5, giving 0..15*5== 5..75 */
1344 wvratio = (op->contr->mode & PU_RATIO) * 5;
1345 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1346 {
1347 pick_up (op, tmp);
1348 #if 0
1349 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1350 if (tmp->name != NULL)
1351 {
1352 fprintf (stderr, "%s", tmp->name);
1353 }
1354 else
1355 fprintf (stderr, "%s", tmp->arch->archname);
1356 fprintf (stderr, ",%d] = ", tmp->type);
1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1358 #endif
1359 continue;
1360 }
1361 }
1362 } /* the new pickup model */
1363 }
1364
1365 return !stop;
1366 }
1367
1368 /*
1369 * Find an arrow in the inventory and after that
1370 * in the right type container (quiver). Pointer to the
1371 * found object is returned.
1372 */
1373 object *
1374 find_arrow (object *op, const char *type)
1375 {
1376 object *tmp = 0;
1377
1378 for (op = op->inv; op; op = op->below)
1379 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1380 tmp = find_arrow (op, type);
1381 else if (op->type == ARROW && op->race == type)
1382 return op;
1383
1384 return tmp;
1385 }
1386
1387 /*
1388 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1389 * against the target. A full test is not performed, simply a basic test
1390 * of resistances. The archer is making a quick guess at what he sees down
1391 * the hall. Failing that it does it's best to pick the highest plus arrow.
1392 */
1393 object *
1394 find_better_arrow (object *op, object *target, const char *type, int *better)
1395 {
1396 object *tmp = NULL, *arrow, *ntmp;
1397 int attacknum, attacktype, betterby = 0, i;
1398
1399 if (!type)
1400 return NULL;
1401
1402 for (arrow = op->inv; arrow; arrow = arrow->below)
1403 {
1404 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1405 {
1406 i = 0;
1407 ntmp = find_better_arrow (arrow, target, type, &i);
1408 if (i > betterby)
1409 {
1410 tmp = ntmp;
1411 betterby = i;
1412 }
1413 }
1414 else if (arrow->type == ARROW && arrow->race == type)
1415 {
1416 /* allways prefer assasination/slaying */
1417 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1418 {
1419 if (arrow->attacktype & AT_DEATH)
1420 {
1421 *better = 100;
1422 return arrow;
1423 }
1424 else
1425 {
1426 tmp = arrow;
1427 betterby = (arrow->magic + arrow->stats.dam) * 2;
1428 }
1429 }
1430 else
1431 {
1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1433 {
1434 attacktype = 1 << attacknum;
1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1436 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1437 {
1438 tmp = arrow;
1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1440 }
1441 }
1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1443 {
1444 tmp = arrow;
1445 betterby = 2 + arrow->magic + arrow->stats.dam;
1446 }
1447 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1448 {
1449 tmp = arrow;
1450 betterby = 1 + arrow->magic + arrow->stats.dam;
1451 }
1452 }
1453 }
1454 }
1455 if (tmp == NULL && arrow == NULL)
1456 return find_arrow (op, type);
1457
1458 *better = betterby;
1459 return tmp;
1460 }
1461
1462 /* looks in a given direction, finds the first valid target, and calls
1463 * find_better_arrow to find a decent arrow to use.
1464 * op = the shooter
1465 * type = bow->race
1466 * dir = fire direction
1467 */
1468 object *
1469 pick_arrow_target (object *op, const char *type, int dir)
1470 {
1471 object *tmp = NULL;
1472 maptile *m;
1473 int i, mflags, found, number;
1474 sint16 x, y;
1475
1476 if (op->map == NULL)
1477 return find_arrow (op, type);
1478
1479 /* do a dex check */
1480 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1481 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1482 return find_arrow (op, type);
1483
1484 m = op->map;
1485 x = op->x;
1486 y = op->y;
1487
1488 /* find the first target */
1489 for (i = 0, found = 0; i < 20; i++)
1490 {
1491 x += freearr_x[dir];
1492 y += freearr_y[dir];
1493 mflags = get_map_flags (m, &m, x, y, &x, &y);
1494 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1495 {
1496 tmp = NULL;
1497 break;
1498 }
1499 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1500 {
1501 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1502 * perhaps a bad assumption.
1503 */
1504 tmp = NULL;
1505 break;
1506 }
1507 if (mflags & P_IS_ALIVE)
1508 {
1509 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1510 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1511 {
1512 found++;
1513 break;
1514 }
1515 if (found)
1516 break;
1517 }
1518 }
1519 if (tmp == NULL)
1520 return find_arrow (op, type);
1521
1522 if (tmp->head)
1523 tmp = tmp->head;
1524
1525 return find_better_arrow (op, tmp, type, &i);
1526 }
1527
1528 /*
1529 * Creature fires a bow - op can be monster or player. Returns
1530 * 1 if bow was actually fired, 0 otherwise.
1531 * op is the object firing the bow.
1532 * part is for multipart creatures - the part firing the bow.
1533 * dir is the direction of fire.
1534 * wc_mod is any special modifier to give (used in special player fire modes)
1535 * sx, sy are coordinates to fire arrow from - also used in some of the special
1536 * player fire modes.
1537 */
1538 int
1539 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1540 {
1541 object *left, *bow;
1542 int mflags;
1543 maptile *m;
1544
1545 if (!dir)
1546 {
1547 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1548 return 0;
1549 }
1550
1551 if (op->contr)
1552 bow = op->current_weapon;
1553 else
1554 {
1555 for (bow = op->inv; bow; bow = bow->below)
1556 /* Don't check for applied - monsters don't apply bows - in that way, they
1557 * don't need to switch back and forth between bows and weapons.
1558 */
1559 if (bow->type == BOW)
1560 break;
1561
1562 if (!bow)
1563 {
1564 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1565 return 0;
1566 }
1567
1568 // optimisation: move object to top so we will find it quickly again
1569 if (bow->below)
1570 {
1571 bow->remove ();
1572 op->insert (bow);
1573 }
1574
1575 }
1576
1577 if (!bow->race || !bow->skill)
1578 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0;
1581 }
1582
1583 if (arrow == NULL)
1584 {
1585 if ((arrow = find_arrow (op, bow->race)) == NULL)
1586 {
1587 if (op->type == PLAYER)
1588 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1589 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1590 else
1591 CLEAR_FLAG (op, FLAG_READY_BOW);
1592
1593 return 0;
1594 }
1595 }
1596
1597 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1598 if (mflags & P_OUT_OF_MAP)
1599 return 0;
1600
1601 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1602 {
1603 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1604 return 0;
1605 }
1606
1607 /* this should not happen, but sometimes does */
1608 if (arrow->nrof == 0)
1609 {
1610 arrow->destroy ();
1611 return 0;
1612 }
1613
1614 left = arrow; /* these are arrows left to the player */
1615 arrow = get_split_ob (arrow, 1);
1616 if (!arrow)
1617 {
1618 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1619 return 0;
1620 }
1621
1622 arrow->set_owner (op);
1623 arrow->skill = bow->skill;
1624 arrow->direction = dir;
1625
1626 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1627 arrow->stats.hp = arrow->stats.dam;
1628 arrow->stats.grace = arrow->attacktype;
1629
1630 if (arrow->slaying)
1631 arrow->spellarg = strdup (arrow->slaying);
1632
1633 #if 0
1634 if (player *pl = op->contr)
1635 {
1636 float speed = pl->weapon_sp;
1637
1638 /* penalize ROF for bestarrow */
1639 if (pl->bowtype == bow_bestarrow)
1640 speed *= .9f;
1641 else
1642 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1643
1644 op->speed_left += speed - op->speed;
1645 }
1646 #endif
1647
1648 SET_ANIMATION (arrow, arrow->direction);
1649
1650 /* update the speed */
1651 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1652 + bow->stats.dam / 7.f;
1653
1654 arrow->set_speed (max (arrow->speed, 2.f));
1655 arrow->speed_left = 0;
1656
1657 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1658
1659 if (op->type == PLAYER)
1660 {
1661 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1662 wc -= dex_bonus[op->stats.Dex];
1663
1664 if (!arrow->slaying)
1665 arrow->slaying = op->slaying;
1666
1667 arrow->attacktype |= op->attacktype;
1668 }
1669 else
1670 {
1671 arrow->level = op->level;
1672 arrow->stats.wc -= bow->magic;
1673
1674 if (!arrow->slaying)
1675 arrow->slaying = bow->slaying;
1676
1677 arrow->attacktype |= bow->attacktype;
1678 }
1679
1680 wc -= arrow->level;
1681 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1682
1683 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1684 arrow->move_type = MOVE_FLY_LOW;
1685 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1686
1687 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1688 m->insert (arrow, sx, sy, op);
1689
1690 if (!arrow->destroyed ())
1691 move_arrow (arrow);
1692
1693 if (op->type == PLAYER)
1694 {
1695 if (left->destroyed ())
1696 esrv_del_item (op->contr, left->count);
1697 else
1698 esrv_send_item (op, left);
1699 }
1700
1701 return 1;
1702 }
1703
1704 /* Special fire code for players - this takes into
1705 * account the special fire modes players can have
1706 * but monsters can't. Putting that code here
1707 * makes the fire_bow code much cleaner.
1708 * this function should only be called if 'op' is a player,
1709 * hence the function name.
1710 */
1711 int
1712 player_fire_bow (object *op, int dir)
1713 {
1714 int ret = 0, wcmod = 0;
1715
1716 if (op->contr->bowtype == bow_bestarrow)
1717 {
1718 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1719 }
1720 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1721 {
1722 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1723 wcmod = -1;
1724
1725 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1726 }
1727 else if (op->contr->bowtype == bow_threewide)
1728 {
1729 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1730 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1732 }
1733 else if (op->contr->bowtype == bow_spreadshot)
1734 {
1735 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1737 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1738 }
1739 else
1740 {
1741 /* Simple case */
1742 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1743 }
1744
1745 return ret;
1746 }
1747
1748 /* Fires a misc (wand/rod/horn) object in 'dir'.
1749 * Broken apart from 'fire' to keep it more readable.
1750 */
1751 void
1752 fire_misc_object (object *op, int dir)
1753 {
1754 object *item = op->contr->ranged_ob;
1755
1756 if (!item)
1757 {
1758 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1759 return;
1760 }
1761
1762 if (!item->inv)
1763 {
1764 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1765 return;
1766 }
1767
1768 if (!op->change_weapon (item))
1769 return;
1770
1771 if (item->type == WAND)
1772 {
1773 if (item->stats.food <= 0)
1774 {
1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1777
1778 return;
1779 }
1780 }
1781 else if (item->type == ROD || item->type == HORN)
1782 {
1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1784 {
1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1786
1787 if (item->type == ROD)
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1789 else
1790 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1791
1792 return;
1793 }
1794 }
1795
1796 if (cast_spell (op, item, dir, item->inv, NULL))
1797 {
1798 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1799 if (item->type == WAND)
1800 {
1801 if (!(--item->stats.food))
1802 {
1803 object *tmp;
1804
1805 if (item->arch)
1806 {
1807 CLEAR_FLAG (item, FLAG_ANIMATE);
1808 item->face = item->arch->face;
1809 item->set_speed (0);
1810 }
1811
1812 if ((tmp = item->in_player ()))
1813 esrv_update_item (UPD_ANIM, tmp, item);
1814 }
1815 }
1816 else if (item->type == ROD || item->type == HORN)
1817 drain_rod_charge (item);
1818 }
1819 }
1820
1821 /* Received a fire command for the player - go and do it.
1822 */
1823 bool
1824 fire (object *op, int dir)
1825 {
1826 int spellcost = 0;
1827
1828 /* check for loss of invisiblity/hide */
1829 if (action_makes_visible (op))
1830 make_visible (op);
1831
1832 player *pl = op->contr;
1833
1834 if (pl->golem)
1835 {
1836 control_golem (op->contr->golem, dir);
1837 return false;
1838 }
1839
1840 object *ob = pl->ranged_ob;
1841
1842 if (!ob)
1843 return false;
1844
1845 if (!op->change_weapon (ob))
1846 return false;
1847
1848 if (op->speed_left > 0.f)
1849 --op->speed_left;
1850 else
1851 return false;
1852
1853 switch (ob->type)
1854 {
1855 case BOW:
1856 player_fire_bow (op, dir);
1857 break;
1858
1859 case SPELL:
1860 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1861 break;
1862
1863 case BUILDER:
1864 apply_map_builder (op, dir);
1865 break;
1866
1867 case SKILL:
1868 do_skill (op, op, ob, dir, 0);
1869 break;
1870
1871 default:
1872 fire_misc_object (op, dir);
1873 break;
1874 }
1875
1876 return true;
1877 }
1878
1879 /* find_key
1880 * We try to find a key for the door as passed. If we find a key
1881 * and successfully use it, we return the key, otherwise NULL
1882 * This function merges both normal and locked door, since the logic
1883 * for both is the same - just the specific key is different.
1884 * pl is the player,
1885 * inv is the objects inventory to searched
1886 * door is the door we are trying to match against.
1887 * This function can be called recursively to search containers.
1888 */
1889 object *
1890 find_key (object *pl, object *container, object *door)
1891 {
1892 object *tmp, *key;
1893
1894 /* Should not happen, but sanity checking is never bad */
1895 if (!container->inv)
1896 return 0;
1897
1898 /* First, lets try to find a key in the top level inventory */
1899 for (tmp = container->inv; tmp; tmp = tmp->below)
1900 {
1901 if (door->type == DOOR && tmp->type == KEY)
1902 break;
1903 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys
1905 */
1906 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1907 break;
1908 }
1909
1910 /* No key found - lets search inventories now */
1911 /* If we find and use a key in an inventory, return at that time.
1912 * otherwise, if we search all the inventories and still don't find
1913 * a key, return
1914 */
1915 if (!tmp)
1916 {
1917 for (tmp = container->inv; tmp; tmp = tmp->below)
1918 {
1919 /* No reason to search empty containers */
1920 if (tmp->type == CONTAINER && tmp->inv)
1921 {
1922 if ((key = find_key (pl, tmp, door)))
1923 return key;
1924 }
1925 }
1926
1927 if (!tmp)
1928 return NULL;
1929 }
1930
1931 /* We get down here if we have found a key. Now if its in a container,
1932 * see if we actually want to use it
1933 */
1934 if (pl != container)
1935 {
1936 /* Only let players use keys in containers */
1937 if (!pl->contr)
1938 return NULL;
1939 /* cases where this fails:
1940 * If we only search the player inventory, return now since we
1941 * are not in the players inventory.
1942 * If the container is not active, return now since only active
1943 * containers can be used.
1944 * If we only search keyrings and the container does not have
1945 * a race/isn't a keyring.
1946 * No checking for all containers - to fall through past here,
1947 * inv must have been an container and must have been active.
1948 *
1949 * Change the color so that the message doesn't disappear with
1950 * all the others.
1951 */
1952 if (pl->contr->usekeys == key_inventory ||
1953 !QUERY_FLAG (container, FLAG_APPLIED) ||
1954 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1955 {
1956 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1957 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1958 return NULL;
1959 }
1960 }
1961
1962 return tmp;
1963 }
1964
1965 /* moved door processing out of move_player_attack.
1966 * returns 1 if player has opened the door with a key
1967 * such that the caller should not do anything more,
1968 * 0 otherwise
1969 */
1970 static int
1971 player_attack_door (object *op, object *door)
1972 {
1973 /* If its a door, try to find a key. If we do destroy the door,
1974 * might as well return immediately as there is nothing more to do -
1975 * otherwise, we fall through to the rest of the code.
1976 */
1977 object *key = find_key (op, op, door);
1978
1979 /* If we found a key, do some extra work */
1980 if (key)
1981 {
1982 object *container = key->env;
1983
1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1985
1986 if (action_makes_visible (op))
1987 make_visible (op);
1988
1989 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1990 spring_trap (door->inv, op);
1991
1992 if (door->type == DOOR)
1993 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 else if (door->type == LOCKED_DOOR)
1995 {
1996 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1997 remove_door2 (door); /* remove door without violence ;-) */
1998 }
1999
2000 /* Do this after we print the message */
2001 decrease_ob (key); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */
2003 if (container != op)
2004 esrv_update_item (UPD_WEIGHT, op, container);
2005
2006 return 1; /* Nothing more to do below */
2007 }
2008 else if (door->type == LOCKED_DOOR)
2009 {
2010 /* Might as well return now - no other way to open this */
2011 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2012 return 1;
2013 }
2014
2015 return 0;
2016 }
2017
2018 /* This function is just part of a breakup from move_player.
2019 * It should keep the code cleaner.
2020 * When this is called, the players direction has been updated
2021 * (taking into account confusion.) The player is also actually
2022 * going to try and move (not fire weapons).
2023 */
2024 bool
2025 move_player_attack (object *op, int dir)
2026 {
2027 int on_battleground;
2028
2029 sint16 nx = freearr_x[dir] + op->x;
2030 sint16 ny = freearr_y[dir] + op->y;
2031
2032 on_battleground = op_on_battleground (op, 0, 0);
2033
2034 if (out_of_map (op->map, nx, ny))
2035 return false;
2036
2037 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2038 {
2039 --op->speed_left;
2040 return true;
2041 }
2042
2043 /* If braced, or can't move to the square, and it is not out of the
2044 * map, attack it. Note order of if statement is important - don't
2045 * want to be calling move_ob if braced, because move_ob will move the
2046 * player. This is a pretty nasty hack, because if we could
2047 * move to some space, it then means that if we are braced, we should
2048 * do nothing at all. As it is, if we are braced, we go through
2049 * quite a bit of processing. However, it probably is less than what
2050 * move_ob uses.
2051 */
2052 maptile *m = op->map->xy_find (nx, ny);
2053
2054 /* Go through all the objects, and find ones of interest. Only stop if
2055 * we find a monster - that is something we know we want to attack.
2056 * if its a door or barrel (can roll) see if there may be monsters
2057 * on the space
2058 */
2059 object *mon;
2060 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2061 {
2062 if ((mon->flag [FLAG_ALIVE]
2063 || mon->type == LOCKED_DOOR
2064 || mon->flag [FLAG_CAN_ROLL])
2065 && mon != op)
2066 break;
2067 }
2068
2069 if (!mon) /* This happens anytime the player tries to move */
2070 return false; /* into a wall */
2071
2072 mon = mon->head_ ();
2073
2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (op->contr->weapon_sp_left > 0.f)
2076 if (player_attack_door (op, mon))
2077 {
2078 --op->contr->weapon_sp_left;
2079 return true;
2080 }
2081
2082 /* The following deals with possibly attacking peaceful
2083 * or friendly creatures. Basically, all players are considered
2084 * unaggressive. If the moving player has peaceful set, then the
2085 * object should be pushed instead of attacked. It is assumed that
2086 * if you are braced, you will not attack friends accidently,
2087 * and thus will not push them.
2088 */
2089
2090 /* If the creature is a pet, push it even if the player is not
2091 * peaceful. Our assumption is the creature is a pet if the
2092 * player owns it and it is either friendly or unagressive.
2093 */
2094 if (op->type == PLAYER
2095 && ((mon->owner && mon->owner->contr
2096 && same_party (mon->owner->contr->party, op->contr->party))
2097 || mon->owner == op)
2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2099 {
2100 /* If we're braced, we don't want to switch places with it */
2101 if (op->contr->braced)
2102 return false;
2103
2104 if (op->speed_left > 0.f)
2105 {
2106 --op->speed_left;
2107
2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 push_ob (mon, dir, op);
2110
2111 if (op->contr->tmp_invis || op->hide)
2112 make_visible (op);
2113
2114 return true;
2115 }
2116 else
2117 return false;
2118 }
2119
2120 /* in certain circumstances, you shouldn't attack friendly
2121 * creatures. Note that if you are braced, you can't push
2122 * someone, but put it inside this loop so that you won't
2123 * attack them either.
2124 */
2125 if ((mon->type == PLAYER || mon->enemy != op)
2126 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2127 && ((op->contr->peaceful
2128 || (mon->type == PLAYER && mon->contr->peaceful))
2129 && !on_battleground))
2130 {
2131 if (op->speed_left > 0.f)
2132 {
2133 --op->speed_left;
2134
2135 if (!op->contr->braced)
2136 {
2137 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2138 push_ob (mon, dir, op);
2139 }
2140 else
2141 new_draw_info (0, 0, op, "You withhold your attack");
2142
2143 if (op->contr->tmp_invis || op->hide)
2144 make_visible (op);
2145
2146 return true;
2147 }
2148 }
2149 /* If the object is a boulder or other rollable object, then
2150 * roll it if not braced. You can't roll it if you are braced.
2151 */
2152 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2153 {
2154 if (op->speed_left > 0.f)
2155 {
2156 --op->speed_left;
2157
2158 recursive_roll (mon, dir, op);
2159 if (action_makes_visible (op))
2160 make_visible (op);
2161
2162 return true;
2163 }
2164 }
2165 /* Any generic living creature. Including things like doors.
2166 * Way it works is like this: First, it must have some hit points
2167 * and be living. Then, it must be one of the following:
2168 * 1) Not a player, 2) A player, but of a different party. Note
2169 * that party_number -1 is no party, so attacks can still happen.
2170 */
2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2173 {
2174 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2175 {
2176 --op->contr->weapon_sp_left;
2177
2178 skill_attack (mon, op, 0, 0, 0);
2179
2180 if (action_makes_visible (op))
2181 make_visible (op);
2182
2183 return true;
2184 }
2185 }
2186
2187 return false;
2188 }
2189
2190 bool
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 bool retval;
2215
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on)
2219 retval = fire (op, dir);
2220 else
2221 {
2222 retval = move_player_attack (op, dir);
2223 pick = check_pick (op);
2224 }
2225
2226 /* Add special check for newcs players and fire on - this way, the
2227 * server can handle repeat firing.
2228 */
2229 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2230 op->direction = dir;
2231 else
2232 op->direction = 0;
2233
2234 /* Update how the player looks. Use the facing, so direction may
2235 * get reset to zero. This allows for full animation capabilities
2236 * for players.
2237 */
2238 animate_object (op, op->facing);
2239
2240 return retval;
2241 }
2242
2243 /* This is similar to handle_player, below, but is only used by the
2244 * new client/server stuff.
2245 * This is sort of special, in that the new client/server actually uses
2246 * the new speed values for commands.
2247 *
2248 * Returns true if there are more actions we can do. Should not do
2249 * many actions in a row, as that would be too unfair to other
2250 * players.
2251 */
2252 bool
2253 handle_newcs_player (object *op)
2254 {
2255 if (QUERY_FLAG (op, FLAG_SCARED))
2256 {
2257 if (op->speed_left > 0.f)
2258 {
2259 --op->speed_left;
2260 flee_player (op);
2261
2262 return true;
2263 }
2264 else
2265 return false;
2266 }
2267
2268 /* call this here - we also will call this in do_ericserver, but
2269 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here.
2271 */
2272 if (op->contr->ns->handle_command ())
2273 return true;
2274
2275 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2276 return move_player (op, op->direction);
2277
2278 return false;
2279 }
2280
2281 int
2282 save_life (object *op)
2283 {
2284 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2285 return 0;
2286
2287 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2288 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2289 {
2290 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2291 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2292
2293 if (op->contr)
2294 esrv_del_item (op->contr, tmp->count);
2295
2296 tmp->destroy ();
2297 CLEAR_FLAG (op, FLAG_LIFESAVE);
2298
2299 if (op->stats.hp < 0)
2300 op->stats.hp = op->stats.maxhp;
2301
2302 if (op->stats.food < 0)
2303 op->stats.food = 999;
2304
2305 op->update_stats ();
2306 return 1;
2307 }
2308
2309 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2310 CLEAR_FLAG (op, FLAG_LIFESAVE);
2311 enter_player_savebed (op); /* bring him home. */
2312 return 0;
2313 }
2314
2315 /* This goes throws the inventory and removes unpaid objects, and puts them
2316 * back in the map (location and map determined by values of env). This
2317 * function will descend into containers. op is the object to start the search
2318 * from.
2319 */
2320 void
2321 remove_unpaid_objects (object *op, object *env)
2322 {
2323 while (op)
2324 {
2325 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2326
2327 if (QUERY_FLAG (op, FLAG_UNPAID))
2328 {
2329 if (env->type == PLAYER)
2330 esrv_del_item (env->contr, op->count);
2331
2332 op->insert_at (env);
2333 }
2334 else if (op->inv)
2335 remove_unpaid_objects (op->inv, env);
2336
2337 op = next;
2338 }
2339 }
2340
2341 /*
2342 * Returns pointer a static string containing gravestone text
2343 * Moved from apply.c to player.c - player.c is what
2344 * actually uses this function. player.c may not be quite the
2345 * best, a misc file for object actions is probably better,
2346 * but there isn't one in the server directory.
2347 */
2348 char *
2349 gravestone_text (object *op)
2350 {
2351 static char buf2[MAX_BUF];
2352 char buf[MAX_BUF];
2353 time_t now = time (NULL);
2354
2355 strcpy (buf2, " R.I.P.\n\n");
2356 if (op->type == PLAYER)
2357 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2358 else
2359 sprintf (buf, "%s\n", &op->name);
2360
2361 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf);
2363 if (op->type == PLAYER)
2364 sprintf (buf, "who was in level %d when killed\n", op->level);
2365 else
2366 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2367
2368 strncat (buf2, " ", 20 - strlen (buf) / 2);
2369 strcat (buf2, buf);
2370 if (op->type == PLAYER)
2371 {
2372 sprintf (buf, "by %s.\n\n", op->contr->killer);
2373 strncat (buf2, " ", 21 - strlen (buf) / 2);
2374 strcat (buf2, buf);
2375 }
2376
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf);
2380
2381 return buf2;
2382 }
2383
2384 void
2385 do_some_living (object *op)
2386 {
2387 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace;
2390 int i;
2391 int rate_hp = 1200;
2392 int rate_sp = 2500;
2393 int rate_grace = 2000;
2394 const int max_hp = 1;
2395 const int max_sp = 1;
2396 const int max_grace = 1;
2397
2398 if (op->contr->hidden)
2399 {
2400 op->invisible = 1000;
2401 /* the socket code flashes the player visible/invisible
2402 * depending on the value of invisible, so we need to
2403 * alternate it here for it to work correctly.
2404 */
2405 if (pticks & 2)
2406 op->invisible--;
2407 }
2408 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2409 {
2410 if (!op->invisible--)
2411 {
2412 make_visible (op);
2413 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2414 }
2415 }
2416
2417 if (op->contr->ns->state == ST_PLAYING)
2418 {
2419 /* these next three if clauses make it possible to SLOW DOWN
2420 hp/grace/spellpoint regeneration. */
2421 if (op->contr->gen_hp >= 0)
2422 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2423 else
2424 {
2425 gen_hp = op->stats.maxhp;
2426 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2427 }
2428
2429 if (op->contr->gen_sp >= 0)
2430 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2431 else
2432 {
2433 gen_sp = op->stats.maxsp;
2434 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2435 }
2436
2437 if (op->contr->gen_grace >= 0)
2438 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2439 else
2440 {
2441 gen_grace = op->stats.maxgrace;
2442 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2443 }
2444
2445 /* Regenerate Spell Points */
2446 if (!op->contr->golem && --op->last_sp < 0)
2447 {
2448 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2449 if (op->stats.sp < op->stats.maxsp)
2450 {
2451 op->stats.sp++;
2452 /* dms do not consume food */
2453 if (!QUERY_FLAG (op, FLAG_WIZ))
2454 {
2455 op->stats.food--;
2456 if (op->contr->digestion < 0)
2457 op->stats.food += op->contr->digestion;
2458 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2459 op->stats.food = last_food;
2460 }
2461 }
2462
2463 if (max_sp > 1)
2464 {
2465 over_sp = (gen_sp + 10) / rate_sp;
2466 if (over_sp > 0)
2467 {
2468 if (op->stats.sp < op->stats.maxsp)
2469 {
2470 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2471
2472 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2473 op->stats.sp--;
2474
2475 if (op->stats.sp > op->stats.maxsp)
2476 op->stats.sp = op->stats.maxsp;
2477 }
2478 op->last_sp = 0;
2479 }
2480 else
2481 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2482 }
2483 else
2484 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2485 }
2486
2487 /* Regenerate Grace */
2488 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2489 if (--op->last_grace < 0)
2490 {
2491 if (op->stats.grace < op->stats.maxgrace / 2)
2492 op->stats.grace++; /* no penalty in food for regaining grace */
2493
2494 if (max_grace > 1)
2495 {
2496 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2497 if (over_grace > 0)
2498 {
2499 op->stats.sp += over_grace
2500 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2501 op->last_grace = 0;
2502 }
2503 else
2504 {
2505 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2506 }
2507 }
2508 else
2509 {
2510 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 }
2512 /* wearing stuff doesn't detract from grace generation. */
2513 }
2514
2515 /* Regenerate Hit Points */
2516 if (--op->last_heal < 0)
2517 {
2518 if (op->stats.hp < op->stats.maxhp)
2519 {
2520 op->stats.hp++;
2521 /* dms do not consume food */
2522 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 {
2524 op->stats.food--;
2525 if (op->contr->digestion < 0)
2526 op->stats.food += op->contr->digestion;
2527 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 op->stats.food = last_food;
2529 }
2530 }
2531
2532 if (max_hp > 1)
2533 {
2534 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2535 if (over_hp > 0)
2536 {
2537 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2538 op->last_heal = 0;
2539 }
2540 else
2541 {
2542 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2543 }
2544 }
2545 else
2546 {
2547 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2548 }
2549 }
2550
2551 /* Digestion */
2552 if (--op->last_eat < 0)
2553 {
2554 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2555
2556 if (op->contr->gen_hp > 0)
2557 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2558 else
2559 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2560
2561 /* dms do not consume food */
2562 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 op->stats.food--;
2564 }
2565
2566 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 {
2568 object *tmp, *flesh = 0;
2569
2570 for (tmp = op->inv; tmp; tmp = tmp->below)
2571 {
2572 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2573 {
2574 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2575 {
2576 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2577 manual_apply (op, tmp, 0);
2578 if (op->stats.food >= 0 || op->stats.hp < 0)
2579 break;
2580 }
2581 else if (tmp->type == FLESH)
2582 flesh = tmp;
2583 } /* End if paid for object */
2584 } /* end of for loop */
2585
2586 /* If player is still starving, it means they don't have any food, so
2587 * eat flesh instead.
2588 */
2589 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2590 {
2591 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2592 manual_apply (op, flesh, 0);
2593 }
2594 }
2595
2596 while (op->stats.food < 0 && op->stats.hp >= 0)
2597 op->stats.food++, op->stats.hp--;
2598
2599 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2600 kill_player (op);
2601 }
2602 }
2603
2604 /* If the player should die (lack of hp, food, etc), we call this.
2605 * op is the player in jeopardy. If the player can not be saved (not
2606 * permadeath, no lifesave), this will take care of removing the player
2607 * file.
2608 */
2609 void
2610 kill_player (object *op)
2611 {
2612 char buf[MAX_BUF];
2613 int x, y;
2614
2615 //int i;
2616 maptile *map; /* this is for resurrection */
2617
2618 /* int z;
2619 int num_stats_lose;
2620 int lost_a_stat;
2621 int lose_this_stat;
2622 int this_stat; */
2623 int will_kill_again;
2624 archetype *at;
2625 object *tmp;
2626
2627 if (save_life (op))
2628 return;
2629
2630
2631 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2632 * in cities ONLY!!! It is very important that this doesn't get abused.
2633 * Look at op_on_battleground() for more info --AndreasV
2634 */
2635 if (op_on_battleground (op, &x, &y))
2636 {
2637 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2638 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2639
2640 /* restore player */
2641 at = archetype::find ("poisoning");
2642 if (object *tmp = present_arch_in_ob (at, op))
2643 {
2644 tmp->destroy ();
2645 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2646 }
2647
2648 at = archetype::find ("confusion");
2649 if (object *tmp = present_arch_in_ob (at, op))
2650 {
2651 tmp->destroy ();
2652 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2653 }
2654
2655 cure_disease (op, 0); /* remove any disease */
2656 op->stats.hp = op->stats.maxhp;
2657 if (op->stats.food <= 0)
2658 op->stats.food = 999;
2659
2660 /* create a bodypart-trophy to make the winner happy */
2661 if (object *tmp = arch_to_object (archetype::find ("finger")))
2662 {
2663 sprintf (buf, "%s's finger", &op->name);
2664 tmp->name = buf;
2665 sprintf (buf, " This finger has been cut off %s\n"
2666 " the %s, when he was defeated at\n level %d by %s.\n",
2667 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2668 tmp->msg = buf;
2669 tmp->value = 0, tmp->type = 0;
2670 tmp->materialname = "organics";
2671 tmp->insert_at (op, tmp);
2672 }
2673
2674 /* teleport defeated player to new destination */
2675 transfer_ob (op, x, y, 0, NULL);
2676 op->contr->braced = 0;
2677 return;
2678 }
2679
2680 INVOKE_PLAYER (DEATH, op->contr);
2681
2682 command_kill_pets (op, 0);
2683
2684 if (op->stats.food < 0)
2685 {
2686 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy (op->contr->killer, "starvation");
2688 }
2689 else
2690 sprintf (buf, "%s died.", &op->name);
2691
2692 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2693
2694 /* save the map location for corpse, gravestone */
2695 x = op->x;
2696 y = op->y;
2697 map = op->map;
2698
2699 /* NOT_PERMADEATH code. This basically brings the character back to
2700 * life if they are dead - it takes some exp and a random stat.
2701 * See the config.h file for a little more in depth detail about this.
2702 */
2703
2704 /* Basically two ways to go - remove a stat permanently, or just
2705 * make it depletion. This bunch of code deals with that aspect
2706 * of death.
2707 */
2708 #ifndef COZY_SERVER
2709 if (settings.balanced_stat_loss)
2710 {
2711 /* If stat loss is permanent, lose one stat only. */
2712 /* Lower level chars don't lose as many stats because they suffer
2713 more if they do. */
2714 /* Higher level characters can afford things such as potions of
2715 restoration, or better, stat potions. So we slug them that
2716 little bit harder. */
2717 /* GD */
2718 if (settings.stat_loss_on_death)
2719 num_stats_lose = 1;
2720 else
2721 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2722 }
2723 else
2724 num_stats_lose = 1;
2725
2726 lost_a_stat = 0;
2727
2728 for (z = 0; z < num_stats_lose; z++)
2729 {
2730 i = RANDOM () % NUM_STATS;
2731
2732 if (settings.stat_loss_on_death)
2733 {
2734 /* Pick a random stat and take a point off it. Tell the player
2735 * what he lost.
2736 */
2737 change_attr_value (&(op->stats), i, -1);
2738 check_stat_bounds (&(op->stats));
2739 change_attr_value (&(op->contr->orig_stats), i, -1);
2740 check_stat_bounds (&(op->contr->orig_stats));
2741 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2742 lost_a_stat = 1;
2743 }
2744 else
2745 {
2746 /* deplete a stat */
2747 archetype *deparch = archetype::find ("depletion");
2748 object *dep;
2749
2750 dep = present_arch_in_ob (deparch, op);
2751 if (!dep)
2752 {
2753 dep = arch_to_object (deparch);
2754 insert_ob_in_ob (dep, op);
2755 }
2756 lose_this_stat = 1;
2757 if (settings.balanced_stat_loss)
2758 {
2759 /* GD */
2760 /* Get the stat that we're about to deplete. */
2761 this_stat = get_attr_value (&(dep->stats), i);
2762 if (this_stat < 0)
2763 {
2764 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2765 int keep_chance = this_stat * this_stat;
2766
2767 /* Yes, I am paranoid. Sue me. */
2768 if (keep_chance < 1)
2769 keep_chance = 1;
2770
2771 /* There is a maximum depletion total per level. */
2772 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2773 {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 }
2778 else
2779 {
2780 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2781 lose_this_stat = 0;
2782 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2783 this_stat, keep_chance, loss_chance,
2784 lose_this_stat?"LOSE":"KEEP"); */
2785 }
2786 }
2787 }
2788
2789 if (lose_this_stat)
2790 {
2791 this_stat = get_attr_value (&(dep->stats), i);
2792 /* We could try to do something clever like find another
2793 * stat to reduce if this fails. But chances are, if
2794 * stats have been depleted to -50, all are pretty low
2795 * and should be roughly the same, so it shouldn't make a
2796 * difference.
2797 */
2798 if (this_stat >= -50)
2799 {
2800 change_attr_value (&(dep->stats), i, -1);
2801 SET_FLAG (dep, FLAG_APPLIED);
2802 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2803 op->update_stats ();
2804 lost_a_stat = 1;
2805 }
2806 }
2807 }
2808 }
2809 /* If no stat lost, tell the player. */
2810 if (!lost_a_stat)
2811 {
2812 /* determine_god() seems to not work sometimes... why is this?
2813 Should I be using something else? GD */
2814 const char *god = determine_god (op);
2815
2816 if (god && (strcmp (god, "none")))
2817 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2818 else
2819 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2820 }
2821 #else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2823 #endif
2824
2825 /* Put a gravestone up where the character 'almost' died. List the
2826 * exp loss on the stone.
2827 */
2828 tmp = arch_to_object (archetype::find ("gravestone"));
2829 sprintf (buf, "%s's gravestone", &op->name);
2830 tmp->name = buf;
2831 sprintf (buf, "%s's gravestones", &op->name);
2832 tmp->name_pl = buf;
2833 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);
2834 tmp->msg = buf;
2835 tmp->x = op->x, tmp->y = op->y;
2836 insert_ob_in_map (tmp, op->map, NULL, 0);
2837
2838 /**************************************/
2839 /* */
2840 /* Subtract the experience points, */
2841 /* if we died cause of food, give us */
2842 /* food, and reset HP's... */
2843 /* */
2844 /**************************************/
2845
2846 /* remove any poisoning and confusion the character may be suffering. */
2847 /* restore player */
2848 at = archetype::find ("poisoning");
2849 tmp = present_arch_in_ob (at, op);
2850
2851 if (tmp)
2852 {
2853 tmp->destroy ();
2854 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2855 }
2856
2857 at = archetype::find ("confusion");
2858 tmp = present_arch_in_ob (at, op);
2859 if (tmp)
2860 {
2861 tmp->destroy ();
2862 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2863 }
2864
2865 cure_disease (op, 0); /* remove any disease */
2866
2867 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty (op);
2869 if (op->stats.food < 100)
2870 op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874
2875 /*
2876 * Check to see if the player has any unpaid items. If so, remove them
2877 * and put them back in the map.
2878 */
2879 remove_unpaid_objects (op->inv, op);
2880
2881 /****************************************/
2882 /* */
2883 /* Move player to his current respawn- */
2884 /* position (usually last savebed) */
2885 /* */
2886 /****************************************/
2887
2888 enter_player_savebed (op);
2889
2890 op->contr->braced = 0;
2891
2892 /* it is possible that the player has blown something up
2893 * at his savebed location, and that can have long lasting
2894 * spell effects. So first see if there is a spell effect
2895 * on the space that might harm the player.
2896 */
2897 will_kill_again = 0;
2898 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2899 if (tmp->type == SPELL_EFFECT)
2900 will_kill_again |= tmp->attacktype;
2901
2902 if (will_kill_again)
2903 {
2904 object *force;
2905 int at;
2906
2907 force = get_archetype (FORCE_NAME);
2908 /* 50 ticks should be enough time for the spell to abate */
2909 force->speed = 0.1f;
2910 force->speed_left = -5.f;
2911 SET_FLAG (force, FLAG_APPLIED);
2912 for (at = 0; at < NROFATTACKS; at++)
2913 if (will_kill_again & (1 << at))
2914 force->resist[at] = 100;
2915
2916 insert_ob_in_ob (force, op);
2917 op->update_stats ();
2918
2919 }
2920
2921 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2922 }
2923
2924 void
2925 loot_object (object *op)
2926 { /* Grab and destroy some treasure */
2927 object *tmp, *tmp2, *next;
2928
2929 op->close_container (); /* close open sack first */
2930
2931 for (tmp = op->inv; tmp; tmp = next)
2932 {
2933 next = tmp->below;
2934
2935 if (tmp->invisible)
2936 continue;
2937
2938 tmp->remove ();
2939 tmp->x = op->x, tmp->y = op->y;
2940
2941 if (tmp->type == CONTAINER)
2942 loot_object (tmp); /* empty container to ground */
2943
2944 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2945 {
2946 if (tmp->nrof > 1)
2947 {
2948 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2949 tmp2->destroy ();
2950 insert_ob_in_map (tmp, op->map, NULL, 0);
2951 }
2952 else
2953 tmp->destroy ();
2954 }
2955 else
2956 insert_ob_in_map (tmp, op->map, NULL, 0);
2957 }
2958 }
2959
2960 /*
2961 * fix_weight(): Check recursively the weight of all players, and fix
2962 * what needs to be fixed. Refresh windows and fix speed if anything
2963 * was changed.
2964 */
2965 void
2966 fix_weight (void)
2967 {
2968 for_all_players (pl)
2969 {
2970 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2971
2972 if (old == sum)
2973 continue;
2974 pl->ob->update_stats ();
2975 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2976 }
2977 }
2978
2979 void
2980 fix_luck (void)
2981 {
2982 for_all_players (pl)
2983 if (!pl->ob->contr->ns->state)
2984 pl->ob->change_luck (0);
2985 }
2986
2987 /* cast_dust() - handles op throwing objects of type 'DUST'.
2988 * This is much simpler in the new spell code - we basically
2989 * just treat this as any other spell casting object.
2990 */
2991 void
2992 cast_dust (object *op, object *throw_ob, int dir)
2993 {
2994 object *skop, *spob;
2995
2996 skop = find_skill_by_name (op, throw_ob->skill);
2997
2998 /* casting POTION 'dusts' is really a use_magic_item skill */
2999 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3000 {
3001 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3002 return;
3003 }
3004
3005 spob = throw_ob->inv;
3006
3007 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3008 // not pass NULL to cast_spell (which did indeed check itself, but
3009 // errors should be reported as early as possible IMHO)
3010 if (!spob)
3011 {
3012 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3013 return;
3014 }
3015
3016 if (op->type == PLAYER)
3017 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3018
3019 cast_spell (op, throw_ob, dir, spob, NULL);
3020
3021 throw_ob->destroy ();
3022 }
3023
3024 void
3025 make_visible (object *op)
3026 {
3027 op->hide = 0;
3028 op->invisible = 0;
3029 if (op->type == PLAYER)
3030 {
3031 op->contr->tmp_invis = 0;
3032 op->contr->invis_race = 0;
3033 }
3034
3035 update_object (op, UP_OBJ_CHANGE);
3036 }
3037
3038 int
3039 is_true_undead (object *op)
3040 {
3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3042 return 1;
3043
3044 return 0;
3045 }
3046
3047 /* look at the surrounding terrain to determine
3048 * the hideability of this object. Positive levels
3049 * indicate greater hideability.
3050 */
3051
3052 int
3053 hideability (object *ob)
3054 {
3055 int i, level = 0, mflag;
3056 sint16 x, y;
3057
3058 if (!ob || !ob->map)
3059 return 0;
3060
3061 /* so, on normal lighted maps, its hard to hide */
3062 level = ob->map->darkness - 2;
3063
3064 /* this also picks up whether the object is glowing.
3065 * If you carry a light on a non-dark map, its not
3066 * as bad as carrying a light on a pitch dark map */
3067 if (has_carried_lights (ob))
3068 level = -(10 + (2 * ob->map->darkness));
3069
3070 /* scan through all nearby squares for terrain to hide in */
3071 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3072 {
3073 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3074 if (mflag & P_OUT_OF_MAP)
3075 {
3076 continue;
3077 }
3078 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3079 level += 2;
3080 else /* open terrain! */
3081 level -= 1;
3082 }
3083
3084 #if 0
3085 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3086 #endif
3087 return level;
3088 }
3089
3090 /* For Hidden creatures - a chance of becoming 'unhidden'
3091 * every time they move - as we subtract off 'invisibility'
3092 * AND, for players, if they move into a ridiculously unhideable
3093 * spot (surrounded by clear terrain in broad daylight). -b.t.
3094 */
3095 void
3096 do_hidden_move (object *op)
3097 {
3098 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3099 object *skop;
3100
3101 if (!op || !op->map)
3102 return;
3103
3104 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3105
3106 /* its *extremely* hard to run and sneak/hide at the same time! */
3107 if (op->type == PLAYER && op->contr->run_on)
3108 if (!skop || num >= skop->level)
3109 {
3110 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3111 make_visible (op);
3112 return;
3113 }
3114 else
3115 num += 20;
3116
3117 num += op->map->difficulty;
3118 hide = hideability (op); /* modify by terrain hidden level */
3119 num -= hide;
3120
3121 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3122 {
3123 make_visible (op);
3124 if (op->type == PLAYER)
3125 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3126 }
3127 else if (op->type == PLAYER && skop)
3128 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3129 }
3130
3131 /* determine if who is standing near a hostile creature. */
3132
3133 int
3134 stand_near_hostile (object *who)
3135 {
3136 object *tmp = NULL;
3137 int i, friendly = 0, player = 0, mflags;
3138 maptile *m;
3139 sint16 x, y;
3140
3141 if (!who)
3142 return 0;
3143
3144 if (who->type == PLAYER)
3145 player = 1;
3146
3147 else
3148 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3149
3150 /* search adjacent squares */
3151 for (i = 1; i < 9; i++)
3152 {
3153 x = who->x + freearr_x[i];
3154 y = who->y + freearr_y[i];
3155 m = who->map;
3156 mflags = get_map_flags (m, &m, x, y, &x, &y);
3157 /* space must be blocked if there is a monster. If not
3158 * blocked, don't need to check this space.
3159 */
3160 if (mflags & P_OUT_OF_MAP)
3161 continue;
3162 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 continue;
3164
3165 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3166 {
3167 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3168 return 1;
3169 else if (tmp->type == PLAYER)
3170 {
3171 /*don't let a hidden DM prevent you from hiding */
3172 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3173 return 1;
3174 }
3175 }
3176 }
3177 return 0;
3178 }
3179
3180 /* check the player los field for viewability of the
3181 * object op. This function works fine for monsters,
3182 * but we dont worry if the object isnt the top one in
3183 * a pile (say a coin under a table would return "viewable"
3184 * by this routine). Another question, should we be
3185 * concerned with the direction the player is looking
3186 * in? Realistically, most of use cant see stuff behind
3187 * our backs...on the other hand, does the "facing" direction
3188 * imply the way your head, or body is facing? Its possible
3189 * for them to differ. Sigh, this fctn could get a bit more complex.
3190 * -b.t.
3191 * This function is now map tiling safe.
3192 */
3193
3194 int
3195 player_can_view (object *pl, object *op)
3196 {
3197 rv_vector rv;
3198 int dx, dy;
3199
3200 if (pl->type != PLAYER)
3201 {
3202 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1;
3204 }
3205
3206 if (!pl || !op)
3207 return 0;
3208
3209 op = op->head_ ();
3210
3211 get_rangevector (pl, op, &rv, 0x1);
3212
3213 /* starting with the 'head' part, lets loop
3214 * through the object and find if it has any
3215 * part that is in the los array but isnt on
3216 * a blocked los square.
3217 * we use the archetype to figure out offsets.
3218 */
3219 while (op)
3220 {
3221 dx = rv.distance_x + op->arch->x;
3222 dy = rv.distance_y + op->arch->y;
3223
3224 /* only the viewable area the player sees is updated by LOS
3225 * code, so we need to restrict ourselves to that range of values
3226 * for any meaningful values.
3227 */
3228 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3229 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3230 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3231 return 1;
3232 op = op->more;
3233 }
3234 return 0;
3235 }
3236
3237 /* routine for both players and monsters. We call this when
3238 * there is a possibility for our action distrubing our hiding
3239 * place or invisiblity spell. Artefact invisiblity is not
3240 * effected by this. If we arent invisible to begin with, we
3241 * return 0.
3242 */
3243 int
3244 action_makes_visible (object *op)
3245 {
3246
3247 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3248 {
3249 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3250 return 0;
3251
3252 if (op->contr && op->contr->tmp_invis == 0)
3253 return 0;
3254
3255 /* If monsters, they should become visible */
3256 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3257 {
3258 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3259 return 1;
3260 }
3261 }
3262 return 0;
3263 }
3264
3265 /* op_on_battleground - checks if the given object op (usually
3266 * a player) is standing on a valid battleground-tile,
3267 * function returns TRUE/FALSE. If true x, y returns the battleground
3268 * -exit-coord. (and if x, y not NULL)
3269 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3270 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3271 * Default is to do the same as before, so only people wanting to have different points need worry about this
3272 */
3273 int
3274 op_on_battleground (object *op, int *x, int *y)
3275 {
3276 object *tmp;
3277
3278 /* A battleground-tile needs the following attributes to be valid:
3279 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3280 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3281 * and the exit-coordinates sp/hp must both be > 0.
3282 * => The intention here is to prevent abuse of the battleground-
3283 * feature (like pickable or hidden battleground tiles). */
3284 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3285 {
3286 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3287 {
3288 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3289 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3290 {
3291 /*before we assign the exit, check if this is a teambattle */
3292 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3293 {
3294 object *invtmp;
3295
3296 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3297 {
3298 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3299 {
3300 if (x != NULL && y != NULL)
3301 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1;
3303 }
3304 }
3305 }
3306 if (x != NULL && y != NULL)
3307 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1;
3309 }
3310 }
3311 }
3312 /* If we got here, did not find a battleground */
3313 return 0;
3314 }
3315
3316 /*
3317 * When a dragon-player gains a new stage of evolution,
3318 * he gets some treasure
3319 *
3320 * attributes:
3321 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus
3323 * int level ability level
3324 */
3325 void
3326 dragon_ability_gain (object *who, int atnr, int level)
3327 {
3328 treasurelist *trlist = NULL; /* treasurelist */
3329 treasure *tr; /* treasure */
3330 object *tmp, *skop; /* tmp. object */
3331 object *item; /* treasure object */
3332 char buf[MAX_BUF]; /* tmp. string buffer */
3333 int i = 0, j = 0;
3334
3335 /* get the appropriate treasurelist */
3336 if (atnr == ATNR_FIRE)
3337 trlist = treasurelist::find ("dragon_ability_fire");
3338 else if (atnr == ATNR_COLD)
3339 trlist = treasurelist::find ("dragon_ability_cold");
3340 else if (atnr == ATNR_ELECTRICITY)
3341 trlist = treasurelist::find ("dragon_ability_elec");
3342 else if (atnr == ATNR_POISON)
3343 trlist = treasurelist::find ("dragon_ability_poison");
3344
3345 if (trlist == NULL || who->type != PLAYER)
3346 return;
3347
3348 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3349
3350 if (!tr || !tr->item)
3351 {
3352 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3353 return;
3354 }
3355
3356 /* everything seems okay - now bring on the gift: */
3357 item = tr->item;
3358
3359 if (item->type == SPELL)
3360 {
3361 if (check_spell_known (who, item->name))
3362 return;
3363
3364 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365 do_learn_spell (who, item, 0);
3366 return;
3367 }
3368
3369 /* grant direct spell */
3370 if (item->type == SPELLBOOK)
3371 {
3372 if (!item->inv)
3373 {
3374 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3375 return;
3376 }
3377 if (check_spell_known (who, item->inv->name))
3378 return;
3379 if (item->invisible)
3380 {
3381 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3382 do_learn_spell (who, item->inv, 0);
3383 return;
3384 }
3385 }
3386 else if (item->type == SKILL_TOOL && item->invisible)
3387 {
3388 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3389 {
3390
3391 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3392 * in this way, if the player is missing any of the attacktypes, he gets
3393 * them. As it is now, if the player has any that match the granted skill,
3394 * but not all of them, he gets nothing.
3395 */
3396 if (!(skop->attacktype & item->attacktype))
3397 {
3398 /* Give new attacktype */
3399 skop->attacktype |= item->attacktype;
3400
3401 /* always add physical if there's none */
3402 skop->attacktype |= AT_PHYSICAL;
3403
3404 if (item->msg != NULL)
3405 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3406
3407 /* Give player new face */
3408 if (item->animation_id)
3409 {
3410 who->face = skop->face;
3411 who->animation_id = item->animation_id;
3412 who->anim_speed = item->anim_speed;
3413 who->last_anim = 0;
3414 who->state = 0;
3415 animate_object (who, who->direction);
3416 }
3417 }
3418 }
3419 }
3420 else if (item->type == FORCE)
3421 {
3422 /* forces in the treasurelist can alter the player's stats */
3423 object *skin;
3424
3425 /* first get the dragon skin force */
3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3428 ;
3429
3430 if (!skin)
3431 return;
3432
3433 /* adding new spellpath attunements */
3434 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3435 {
3436 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3437
3438 /* print message */
3439 sprintf (buf, "You feel attuned to ");
3440 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3441 {
3442 if (item->path_attuned & (1 << i))
3443 {
3444 if (j)
3445 strcat (buf, " and ");
3446 else
3447 j = 1;
3448 strcat (buf, spellpathnames[i]);
3449 }
3450 }
3451 strcat (buf, ".");
3452 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3453 }
3454
3455 /* evtl. adding flags: */
3456 if (QUERY_FLAG (item, FLAG_XRAYS))
3457 SET_FLAG (skin, FLAG_XRAYS);
3458 if (QUERY_FLAG (item, FLAG_STEALTH))
3459 SET_FLAG (skin, FLAG_STEALTH);
3460 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3461 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3462
3463 /* print message if there is one */
3464 if (item->msg != NULL)
3465 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3466 }
3467 else
3468 {
3469 /* generate misc. treasure */
3470 tmp = arch_to_object (tr->item);
3471 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3472 tmp = insert_ob_in_ob (tmp, who);
3473 if (who->type == PLAYER)
3474 esrv_send_item (who, tmp);
3475 }
3476 }
3477
3478 /**
3479 * Unready an object for a player. This function does nothing if the object was
3480 * not readied.
3481 */
3482 void
3483 player_unready_range_ob (player *pl, object *ob)
3484 {
3485 if (pl->ob->current_weapon == ob)
3486 pl->ob->current_weapon = 0;
3487
3488 if (pl->combat_ob == ob)
3489 pl->combat_ob = 0;
3490
3491 if (pl->ranged_ob == ob)
3492 pl->ranged_ob = 0;
3493 }
3494
3495 sint8
3496 player::visibility_at (maptile *map, int x, int y) const
3497 {
3498 if (!ns)
3499 return 0;
3500
3501 int dx, dy;
3502 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3503 return 0;
3504
3505 x += dx - ns->current_x + ns->mapx / 2;
3506 y += dy - ns->current_y + ns->mapy / 2;
3507
3508 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3509 return 0;
3510
3511 return 100 - blocked_los [x][y];
3512 }