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/cvs/deliantra/server/server/player.C
Revision: 1.153
Committed: Tue Jul 10 05:51:38 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.152: +3 -7 lines
Log Message:
- improve dynbuf implementation further
- save now saves shstrs longer than HUGE_BUF, lets fix any brokenness remaining
  in the server...
- converted most describe_*-functions to dynbuf_text, making them likely
  faster (or maybe slower), while removing any hardcoded length limit.
- memory allocated for static dynbuf's is not being returned ever (at least
  not the initial chunk, maybe fix this?)
- implement framework for predeclared const shstrs for comparison purposes
  (shstrinc.h).
- enabled and enforced new material code.
- implement hack to clean up book titles.
- increases HUGE_BUF to 10240, to be similar to mac network packet size.

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
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #include <sproto.h>
26 #include <sounds.h>
27 #include <living.h>
28 #include <object.h>
29 #include <spells.h>
30 #include <skills.h>
31
32 #include <algorithm>
33 #include <functional>
34
35 playervec players;
36
37 void
38 display_motd (const object *op)
39 {
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64 }
65
66 void
67 send_rules (const object *op)
68 {
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99 }
100
101 void
102 send_news (const object *op)
103 {
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 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 */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149 }
150
151 /* This loads the first map an puts the player on it. */
152 static void
153 set_first_map (object *op)
154 {
155 op->contr->maplevel = first_map_path;
156 op->x = -1;
157 op->y = -1;
158 }
159
160 void
161 player::activate ()
162 {
163 if (active)
164 return;
165
166 players.insert (this);
167 ob->remove ();
168 ob->map = 0;
169 ob->activate_recursive ();
170 CLEAR_FLAG (ob, FLAG_FRIENDLY);
171 add_friendly_object (ob);
172 }
173
174 void
175 player::deactivate ()
176 {
177 if (!active)
178 return;
179
180 terminate_all_pets (ob);
181 remove_friendly_object (ob);
182 ob->deactivate_recursive ();
183
184 if (ob->map)
185 maplevel = ob->map->path;
186
187 ob->remove ();
188 ob->map = 0;
189 party = 0;
190
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192
193 players.erase (this);
194 }
195
196 // connect the player with a specific client
197 // also changes, rationalises, and fixes some incorrect settings
198 void
199 player::connect (client *ns)
200 {
201 this->ns = ns;
202 ns->pl = this;
203
204 run_on = 0;
205 fire_on = 0;
206 ob->close_container (); //TODO: client-specific
207
208 ns->update_look = 0;
209 ns->look_position = 0;
210
211 clear_los (this);
212
213 ns->reset_stats ();
214
215 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race;
218
219 ob->carrying = sum_weight (ob);
220 link_player_skills (ob);
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223
224 assign (title, ob->arch->object::name);
225
226 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob))
228 {
229 object *tmp, *abil = 0, *skin = 0;
230
231 for (tmp = ob->inv; tmp; tmp = tmp->below)
232 if (tmp->type == FORCE)
233 if (tmp->arch->archname == shstr_dragon_ability_force)
234 abil = tmp;
235 else if (tmp->arch->archname == shstr_dragon_skin_force)
236 skin = tmp;
237
238 set_dragon_name (ob, abil, skin);
239 }
240
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242
243 esrv_new_player (this, ob->weight + ob->carrying);
244
245 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false;
248
249 for (object *op = ob->inv; op; op = op->below)
250 if (op->flag [FLAG_APPLIED])
251 switch (op->type)
252 {
253 case SKILL:
254 ob->flag [FLAG_APPLIED] = false;
255 break;
256
257 case WAND:
258 case ROD:
259 case HORN:
260 case BOW:
261 ranged_ob = op;
262 break;
263
264 case WEAPON:
265 combat_ob = op;
266 break;
267 }
268
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats ();
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284 }
285
286 void
287 player::disconnect ()
288 {
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 ob->close_container (); //TODO: client-specific
303
304 observe = ob;
305
306 deactivate ();
307 }
308
309 // the need for this function can be explained
310 // by load_object not returning the object
311 void
312 player::set_object (object *op)
313 {
314 ob = observe = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed = 1.0f;
318 ob->speed_left = 0.5f;
319
320 ob->direction = 5; /* So player faces south */
321 }
322
323 void
324 player::set_observe (object *op)
325 {
326 observe = op ? op : ob;
327 do_los = 1;
328 }
329
330 player::player ()
331 {
332 /* There are some elements we want initialised to non zero value -
333 * we deal with that below this point.
334 */
335 outputs_sync = 4;
336 outputs_count = 4;
337 unapply = unapply_nochoice;
338
339 savebed_map = first_map_path; /* Init. respawn position */
340
341 gen_sp_armour = 10;
342 bowtype = bow_normal;
343 petmode = pet_normal;
344 listening = 10;
345 usekeys = containers;
346 peaceful = 1; /* default peaceful */
347 do_los = 1;
348
349 weapon_sp = 1.0f;
350 weapon_sp_left = 0.5f;
351 }
352
353 void
354 player::do_destroy ()
355 {
356 disconnect ();
357
358 attachable::do_destroy ();
359
360 if (ob)
361 {
362 ob->destroy_inv (false);
363 ob->destroy ();
364 }
365
366 ob = observe = 0;
367 }
368
369 player::~player ()
370 {
371 /* Clear item stack */
372 free (stack_items);
373 }
374
375 /* Tries to add player on the connection passed in ns.
376 * All we can really get in this is some settings like host and display
377 * mode.
378 */
379 player *
380 player::create ()
381 {
382 player *pl = new player;
383
384 pl->set_object (arch_to_object (get_player_archetype (0)));
385
386 pl->ob->roll_stats ();
387 pl->ob->stats.wc = 2;
388 pl->ob->run_away = 25; /* Then we panick... */
389
390 set_first_map (pl->ob);
391
392 return pl;
393 }
394
395 /*
396 * get_player_archetype() return next player archetype from archetype
397 * list. Not very efficient routine, but used only creating new players.
398 * Note: there MUST be at least one player archetype!
399 */
400 archetype *
401 get_player_archetype (archetype *at)
402 {
403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
404
405 for (;;)
406 {
407 if (++i == archetypes.end ())
408 i = archetypes.begin ();
409 else if (*i == at)
410 cleanup ("not a single player archetype found");
411
412 if ((*i)->type == PLAYER)
413 return *i;
414 }
415 }
416
417 object *
418 get_nearest_player (object *mon)
419 {
420 object *op = NULL;
421 objectlink *ol;
422 unsigned lastdist;
423 rv_vector rv;
424
425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 {
427 /* We should not find free objects on this friendly list, but it
428 * does periodically happen. Given that, lets deal with it.
429 * While unlikely, it is possible the next object on the friendly
430 * list is also free, so encapsulate this in a while loop.
431 */
432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
434 object *tmp = ol->ob;
435
436 /* Can't do much more other than log the fact, because the object
437 * itself will have been cleared.
438 */
439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
441 ol = ol->next;
442 remove_friendly_object (tmp);
443 if (!ol)
444 return op;
445 }
446
447 /* Remove special check for player from this. First, it looks to cause
448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
449 * complicated method of state checking would be needed in any case -
450 * as it was, a clever player could type quit, and the function would
451 * skip them over while waiting for confirmation. Remove
452 * on_same_map check, as can_detect_enemy also does this
453 */
454 if (!can_detect_enemy (mon, ol->ob, &rv))
455 continue;
456
457 if (lastdist > rv.distance)
458 {
459 op = ol->ob;
460 lastdist = rv.distance;
461 }
462 }
463
464 for_all_players (pl)
465 if (can_detect_enemy (mon, pl->ob, &rv))
466 if (lastdist > rv.distance)
467 {
468 op = pl->ob;
469 lastdist = rv.distance;
470 }
471
472 #if 0
473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
474 #endif
475 return op;
476 }
477
478 /* I believe this can safely go to 2, 3 is questionable, 4 will likely
479 * result in a monster paths backtracking. It basically determines how large a
480 * detour a monster will take from the direction path when looking
481 * for a path to the player. The values are in the amount of direction
482 * the deviation is
483 */
484 #define DETOUR_AMOUNT 2
485
486 /* This is used to prevent infinite loops. Consider a case where the
487 * player is in a chamber (with gate closed), and monsters are outside.
488 * with DETOUR_AMOUNT==2, the function will turn each corner, trying to
489 * find a path into the chamber. This is a good thing, but since there
490 * is no real path, it will just keep circling the chamber for
491 * ever (this could be a nice effect for monsters, but not for the function
492 * to get stuck in. I think for the monsters, if max is reached and
493 * we return the first direction the creature could move would result in the
494 * circling behaviour. Unfortunately, this function is also used to determined
495 * if the creature should cast a spell, so returning a direction in that case
496 * is probably not a good thing.
497 */
498 #define MAX_SPACES 50
499
500 /*
501 * Returns the direction to the player, if valid. Returns 0 otherwise.
502 * modified to verify there is a path to the player. Does this by stepping towards
503 * player and if path is blocked then see if blockage is close enough to player that
504 * direction to player is changed (ie zig or zag). Continue zig zag until either
505 * reach player or path is blocked. Thus, will only return true if there is a free
506 * path to player. Though path may not be a straight line. Note that it will find
507 * player hiding along a corridor at right angles to the corridor with the monster.
508 *
509 * Modified by MSW 2001-08-06 to handle tiled maps. Various notes:
510 * 1) With DETOUR_AMOUNT being 2, it should still go and find players hiding
511 * down corriders.
512 * 2) I think the old code was broken if the first direction the monster
513 * should move was blocked - the code would store the first direction without
514 * verifying that the player can actually move in that direction. The new
515 * code does not store anything in firstdir until we have verified that the
516 * monster can in fact move one space in that direction.
517 * 3) I'm not sure how good this code will be for moving multipart monsters,
518 * since only simple checks to blocked are being called, which could mean the monster
519 * is blocking itself.
520 */
521 int
522 path_to_player (object *mon, object *pl, unsigned mindiff)
523 {
524 rv_vector rv;
525 sint16 x, y;
526 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
527 maptile *m, *lastmap;
528
529 get_rangevector (mon, pl, &rv, 0);
530
531 if (rv.distance < mindiff)
532 return 0;
533
534 x = mon->x;
535 y = mon->y;
536 m = mon->map;
537 dir = rv.direction;
538 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
539 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
540
541 /* If we can't solve it within the search distance, return now. */
542 if (diff > max)
543 return 0;
544
545 while (diff > 1 && max > 0)
546 {
547 lastx = x;
548 lasty = y;
549 lastmap = m;
550 x = lastx + freearr_x[dir];
551 y = lasty + freearr_y[dir];
552
553 mflags = get_map_flags (m, &m, x, y, &x, &y);
554 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
555
556 /* Space is blocked - try changing direction a little */
557 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
558 && (m == mon->map && blocked_link (mon, m, x, y))))
559 {
560 /* recalculate direction from last good location. Possible
561 * we were not traversing ideal location before.
562 */
563 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
564 if (rv.direction != dir)
565 {
566 /* OK - says direction should be different - lets reset the
567 * the values so it will try again.
568 */
569 x = lastx;
570 y = lasty;
571 m = lastmap;
572 dir = firstdir = rv.direction;
573 }
574 else
575 {
576 /* direct path is blocked - try taking a side step to
577 * either the left or right.
578 * Note increase the values in the loop below to be
579 * more than -1/1 respectively will mean the monster takes
580 * bigger detour. Have to be careful about these values getting
581 * too big (3 or maybe 4 or higher) as the monster may just try
582 * stepping back and forth
583 */
584 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
585 {
586 if (i == 0)
587 continue; /* already did this, so skip it */
588 /* Use lastdir here - otherwise,
589 * since the direction that the creature should move in
590 * may change, you could get infinite loops.
591 * ie, player is northwest, but monster can only
592 * move west, so it does that. It goes some distance,
593 * gets blocked, finds that it should move north,
594 * can't do that, but now finds it can move east, and
595 * gets back to its original point. lastdir contains
596 * the last direction the creature has successfully
597 * moved.
598 */
599
600 x = lastx + freearr_x[absdir (lastdir + i)];
601 y = lasty + freearr_y[absdir (lastdir + i)];
602 m = lastmap;
603 mflags = get_map_flags (m, &m, x, y, &x, &y);
604 if (mflags & P_OUT_OF_MAP)
605 continue;
606 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
607 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
608 continue;
609 if (mflags & P_BLOCKSVIEW)
610 continue;
611
612 if (m == mon->map && blocked_link (mon, m, x, y))
613 break;
614 }
615 /* go through entire loop without finding a valid
616 * sidestep to take - thus, no valid path.
617 */
618 if (i == (DETOUR_AMOUNT + 1))
619 return 0;
620 diff--;
621 lastdir = dir;
622 max--;
623 if (!firstdir)
624 firstdir = dir + i;
625 } /* else check alternate directions */
626 } /* if blocked */
627 else
628 {
629 /* we moved towards creature, so diff is less */
630 diff--;
631 max--;
632 lastdir = dir;
633 if (!firstdir)
634 firstdir = dir;
635 }
636
637 if (diff <= 1)
638 {
639 /* Recalculate diff (distance) because we may not have actually
640 * headed toward player for entire distance.
641 */
642 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
643 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
644 }
645
646 if (diff > max)
647 return 0;
648 }
649
650 /* If we reached the max, didn't find a direction in time */
651 if (!max)
652 return 0;
653
654 return firstdir;
655 }
656
657 void
658 give_initial_items (object *pl, treasurelist * items)
659 {
660 object *op, *next = NULL;
661
662 if (pl->randomitems != NULL)
663 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
664
665 for (op = pl->inv; op; op = next)
666 {
667 next = op->below;
668
669 /* Forces get applied per default, unless they have the
670 * flag "neutral" set. Sorry but I can't think of a better way
671 */
672 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
673 SET_FLAG (op, FLAG_APPLIED);
674
675 /* we never give weapons/armour if these cannot be used
676 * by this player due to race restrictions
677 */
678 if (pl->type == PLAYER)
679 {
680 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
681 (op->type == ARMOUR || op->type == BOOTS ||
682 op->type == CLOAK || op->type == HELMET ||
683 op->type == SHIELD || op->type == GLOVES ||
684 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
685 {
686 op->destroy ();
687 continue;
688 }
689 }
690
691 /* This really needs to be better - we should really give
692 * a substitute spellbook. The problem is that we don't really
693 * have a good idea what to replace it with (need something like
694 * a first level treasurelist for each skill.)
695 * remove duplicate skills also
696 */
697 if (op->type == SPELLBOOK || op->type == SKILL)
698 {
699 object *tmp;
700
701 for (tmp = op->below; tmp; tmp = tmp->below)
702 if (tmp->type == op->type && tmp->name == op->name)
703 break;
704
705 if (tmp)
706 {
707 op->destroy ();
708 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
709 continue;
710 }
711
712 if (op->nrof > 1)
713 op->nrof = 1;
714 }
715
716 if (op->type == SPELLBOOK && op->inv)
717 {
718 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
719 }
720
721 /* Give starting characters identified, uncursed, and undamned
722 * items. Just don't identify gold or silver, or it won't be
723 * merged properly.
724 */
725 if (need_identify (op))
726 {
727 SET_FLAG (op, FLAG_IDENTIFIED);
728 CLEAR_FLAG (op, FLAG_CURSED);
729 CLEAR_FLAG (op, FLAG_DAMNED);
730 }
731 if (op->type == SPELL)
732 {
733 op->destroy ();
734 continue;
735 }
736 else if (op->type == SKILL)
737 {
738 SET_FLAG (op, FLAG_CAN_USE_SKILL);
739 op->stats.exp = 0;
740 op->level = 1;
741 }
742 /* lock all 'normal items by default */
743 else
744 SET_FLAG (op, FLAG_INV_LOCKED);
745 } /* for loop of objects in player inv */
746
747 /* Need to set up the skill pointers */
748 link_player_skills (pl);
749 }
750
751 void
752 get_party_password (object *op, partylist *party)
753 {
754 if (party == NULL)
755 {
756 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
757 return;
758 }
759
760 op->contr->write_buf[0] = '\0';
761 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
762 op->contr->party_to_join = party;
763 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
764 }
765
766 /* This rolls four 1-6 rolls and sums the best 3 of the 4. */
767 static int
768 roll_stat (void)
769 {
770 int a[4], i, j, k;
771
772 for (i = 0; i < 4; i++)
773 a[i] = (int) rndm (6) + 1;
774
775 for (i = 0, j = 0, k = 7; i < 4; i++)
776 if (a[i] < k)
777 k = a[i], j = i;
778
779 for (i = 0, k = 0; i < 4; i++)
780 if (i != j)
781 k += a[i];
782
783 return k;
784 }
785
786 void
787 object::roll_stats ()
788 {
789 int statsort [NUM_STATS];
790
791 for (;;)
792 {
793 int sum = 0;
794 for (int i = NUM_STATS; i--; )
795 sum += statsort [i] = roll_stat ();
796
797 if (sum >= 82 && sum <= 116)
798 break;
799 }
800
801 // Sort the stats so that rerolling is easier...
802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
803
804 for (int i = 0; i < NUM_STATS; ++i)
805 stats.stat (i) = statsort [i];
806
807 stats.exp = 0;
808 stats.ac = 0;
809
810 stats.hp = stats.maxhp;
811 stats.sp = stats.maxsp;
812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
816 contr->levhp[1] = 9;
817 contr->levsp[1] = 6;
818 contr->levgrace[1] = 3;
819
820 contr->orig_stats = stats;
821 }
822 }
823
824 void
825 object::swap_stats (int a, int b)
826 {
827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
828
829 for (int i = 0; i < NUM_STATS; ++i)
830 stats.stat (i) = contr->orig_stats.stat (i);
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
852 }
853
854 static void
855 start_info (object *op)
856 {
857 char buf[MAX_BUF];
858
859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
860 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
863 }
864
865 /* This function takes the key that is passed, and does the
866 * appropriate action with it (change race, or other things).
867 * The function name is for historical reasons - now we have
868 * separate race and class; this actually changes the RACE,
869 * not the class.
870 */
871 void
872 player::chargen_race_done ()
873 {
874 /* this must before then initial items are given */
875 esrv_new_player (ob->contr, ob->weight + ob->carrying);
876
877 treasurelist *tl = treasurelist::find ("starting_wealth");
878 if (tl)
879 create_treasure (tl, ob, 0, 0, 0);
880
881 INVOKE_PLAYER (BIRTH, ob->contr);
882 INVOKE_PLAYER (LOGIN, ob->contr);
883
884 ob->contr->ns->state = ST_PLAYING;
885
886 if (ob->msg)
887 ob->msg = 0;
888
889 /* We create this now because some of the unique maps will need it
890 * to save here.
891 */
892 {
893 char buf[MAX_BUF];
894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
895 make_path_to_file (buf);
896 }
897
898 start_info (ob);
899 CLEAR_FLAG (ob, FLAG_WIZ);
900 give_initial_items (ob, ob->randomitems);
901 link_player_skills (ob);
902 esrv_send_inventory (ob, ob);
903 ob->update_stats ();
904
905 /* This moves the player to a different start map, if there
906 * is one for this race
907 */
908 if (*first_map_ext_path)
909 {
910 object *tmp;
911 char mapname[MAX_BUF];
912
913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
914 tmp = object::create ();
915 EXIT_PATH (tmp) = mapname;
916 EXIT_X (tmp) = ob->x;
917 EXIT_Y (tmp) = ob->y;
918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
919 * if the map isn't there, then stay on the
920 * default initial map */
921 tmp->destroy ();
922 }
923 else
924 LOG (llevDebug, "first_map_ext_path not set\n");
925 }
926
927 void
928 player::chargen_race_next ()
929 {
930 /* Following actually changes the race - this is the default command
931 * if we don't match with one of the options above.
932 */
933
934 do
935 {
936 shstr name = ob->name;
937 int x = ob->x, y = ob->y;
938
939 ob->remove_statbonus ();
940 ob->remove ();
941 ob->arch = get_player_archetype (ob->arch);
942 ob->arch->copy_to (ob);
943 ob->instantiate ();
944 ob->stats = ob->contr->orig_stats;
945 ob->name = ob->name_pl = name;
946 ob->x = x;
947 ob->y = y;
948 SET_ANIMATION (ob, 2); /* So player faces south */
949 insert_ob_in_map (ob, ob->map, ob, 0);
950 assign (ob->contr->title, ob->arch->object::name);
951 ob->add_statbonus ();
952 }
953 while (!allowed_class (ob));
954
955 update_object (ob, UP_OBJ_FACE);
956 esrv_update_item (UPD_FACE, ob, ob);
957 ob->update_stats ();
958 ob->stats.hp = ob->stats.maxhp;
959 ob->stats.sp = ob->stats.maxsp;
960 ob->stats.grace = 0;
961 }
962
963 void
964 flee_player (object *op)
965 {
966 int dir, diff;
967 rv_vector rv;
968
969 if (op->stats.hp < 0)
970 {
971 LOG (llevDebug, "Fleeing player is dead.\n");
972 CLEAR_FLAG (op, FLAG_SCARED);
973 return;
974 }
975
976 if (op->enemy == NULL)
977 {
978 LOG (llevDebug, "Fleeing player had no enemy.\n");
979 CLEAR_FLAG (op, FLAG_SCARED);
980 return;
981 }
982
983 /* Seen some crashes here. Since we don't store an
984 * op->enemy_count, it is possible that something destroys the
985 * actual enemy, and the object is recycled.
986 */
987 if (op->enemy->map == NULL)
988 {
989 CLEAR_FLAG (op, FLAG_SCARED);
990 op->enemy = NULL;
991 return;
992 }
993
994 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
995 {
996 op->enemy = NULL;
997 CLEAR_FLAG (op, FLAG_SCARED);
998 return;
999 }
1000
1001 get_rangevector (op, op->enemy, &rv, 0);
1002
1003 dir = absdir (4 + rv.direction);
1004 for (diff = 0; diff < 3; diff++)
1005 {
1006 int m = 1 - (RANDOM () & 2);
1007
1008 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1009 return;
1010 }
1011
1012 /* Cornered, get rid of scared */
1013 CLEAR_FLAG (op, FLAG_SCARED);
1014 op->enemy = NULL;
1015 }
1016
1017 /* check_pick sees if there is stuff to be picked up/picks up stuff.
1018 * It returns 1 if the player should keep on moving, 0 if he should
1019 * stop.
1020 */
1021 int
1022 check_pick (object *op)
1023 {
1024 object *tmp, *next;
1025 int stop = 0;
1026 int wvratio;
1027 char putstring[128];
1028
1029 /* if you're flying, you cna't pick up anything */
1030 if (op->move_type & MOVE_FLYING)
1031 return 1;
1032
1033 next = op->below;
1034
1035 /* loop while there are items on the floor that are not marked as
1036 * destroyed */
1037 while (next && !next->destroyed ())
1038 {
1039 tmp = next;
1040 next = tmp->below;
1041
1042 if (op->destroyed ())
1043 return 0;
1044
1045 if (!can_pick (op, tmp))
1046 continue;
1047
1048 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1049 {
1050 if (item_matched_string (op, tmp, op->contr->search_str))
1051 pick_up (op, tmp);
1052 continue;
1053 }
1054
1055 /* high not bit set? We're using the old autopickup model */
1056 if (!(op->contr->mode & PU_NEWMODE))
1057 {
1058 switch (op->contr->mode)
1059 {
1060 case 0:
1061 return 1; /* don't pick up */
1062 case 1:
1063 pick_up (op, tmp);
1064 return 1;
1065 case 2:
1066 pick_up (op, tmp);
1067 return 0;
1068 case 3:
1069 return 0; /* stop before pickup */
1070 case 4:
1071 pick_up (op, tmp);
1072 break;
1073 case 5:
1074 pick_up (op, tmp);
1075 stop = 1;
1076 break;
1077 case 6:
1078 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1079 pick_up (op, tmp);
1080 break;
1081
1082 case 7:
1083 if (tmp->type == MONEY || tmp->type == GEM)
1084 pick_up (op, tmp);
1085 break;
1086
1087 default:
1088 /* use value density */
1089 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1090 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1091 pick_up (op, tmp);
1092 }
1093 }
1094 else
1095 { /* old model */
1096 /* NEW pickup handling */
1097 if (op->contr->mode & PU_DEBUG)
1098 {
1099 /* some debugging code to figure out item information */
1100 if (tmp->name != NULL)
1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1103 else
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106
1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1108 }
1109
1110 /* philosophy:
1111 * It's easy to grab an item type from a pile, as long as it's
1112 * generic. This takes no game-time. For more detailed pickups
1113 * and selections, select-items should be used. This is a
1114 * grab-as-you-run type mode that's really useful for arrows for
1115 * example.
1116 * The drawback: right now it has no frontend, so you need to
1117 * stick the bits you want into a calculator in hex mode and then
1118 * convert to decimal and then 'pickup <#>
1119 */
1120
1121 /* the first two modes are exclusive: if NOTHING we return, if
1122 * STOP then we stop. All the rest are applied sequentially,
1123 * meaning if any test passes, the item gets picked up. */
1124
1125 /* if mode is set to pick nothing up, return */
1126
1127 if (op->contr->mode & PU_NOTHING)
1128 return 1;
1129
1130 /* if mode is set to stop when encountering objects, return */
1131 /* take STOP before INHIBIT since it doesn't actually pick
1132 * anything up */
1133
1134 if (op->contr->mode & PU_STOP)
1135 return 0;
1136
1137 /* useful for going into stores and not losing your settings... */
1138 /* and for battles wher you don't want to get loaded down while
1139 * fighting */
1140 if (op->contr->mode & PU_INHIBIT)
1141 return 1;
1142
1143 /* prevent us from turning into auto-thieves :) */
1144 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1145 continue;
1146
1147 /* ignore known cursed objects */
1148 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1149 continue;
1150
1151 /* all food and drink if desired */
1152 /* question: don't pick up known-poisonous stuff? */
1153 if (op->contr->mode & PU_FOOD)
1154 if (tmp->type == FOOD)
1155 {
1156 pick_up (op, tmp);
1157 continue;
1158 }
1159
1160 if (op->contr->mode & PU_DRINK)
1161 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1162 {
1163 pick_up (op, tmp);
1164 continue;
1165 }
1166
1167 if (op->contr->mode & PU_POTION)
1168 if (tmp->type == POTION)
1169 {
1170 pick_up (op, tmp);
1171 continue;
1172 }
1173
1174 /* spellbooks, skillscrolls and normal books/scrolls */
1175 if (op->contr->mode & PU_SPELLBOOK)
1176 if (tmp->type == SPELLBOOK)
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_SKILLSCROLL)
1183 if (tmp->type == SKILLSCROLL)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 if (op->contr->mode & PU_READABLES)
1190 if (tmp->type == BOOK || tmp->type == SCROLL)
1191 {
1192 pick_up (op, tmp);
1193 continue;
1194 }
1195
1196 /* wands/staves/rods/horns */
1197 if (op->contr->mode & PU_MAGIC_DEVICE)
1198 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 /* pick up all magical items */
1205 if (op->contr->mode & PU_MAGICAL)
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 if (op->contr->mode & PU_VALUABLES)
1213 {
1214 if (tmp->type == MONEY || tmp->type == GEM)
1215 {
1216 pick_up (op, tmp);
1217 continue;
1218 }
1219 }
1220
1221 /* rings & amulets - talismans seems to be typed AMULET */
1222 if (op->contr->mode & PU_JEWELS)
1223 if (tmp->type == RING || tmp->type == AMULET)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 /* we don't forget dragon food */
1230 if (op->contr->mode & PU_FLESH)
1231 if (tmp->type == FLESH)
1232 {
1233 pick_up (op, tmp);
1234 continue;
1235 }
1236
1237 /* bows and arrows. Bows are good for selling! */
1238 if (op->contr->mode & PU_BOW)
1239 if (tmp->type == BOW)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 if (op->contr->mode & PU_ARROW)
1246 if (tmp->type == ARROW)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* all kinds of armor etc. */
1253 if (op->contr->mode & PU_ARMOUR)
1254 if (tmp->type == ARMOUR)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_HELMET)
1261 if (tmp->type == HELMET)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 if (op->contr->mode & PU_SHIELD)
1268 if (tmp->type == SHIELD)
1269 {
1270 pick_up (op, tmp);
1271 continue;
1272 }
1273
1274 if (op->contr->mode & PU_BOOTS)
1275 if (tmp->type == BOOTS)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 if (op->contr->mode & PU_GLOVES)
1282 if (tmp->type == GLOVES)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_CLOAK)
1289 if (tmp->type == CLOAK)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* hoping to catch throwing daggers here */
1296 if (op->contr->mode & PU_MISSILEWEAPON)
1297 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 /* careful: chairs and tables are weapons! */
1304 if (op->contr->mode & PU_ALLWEAPON)
1305 {
1306 if (tmp->type == WEAPON && tmp->name != NULL)
1307 {
1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314 }
1315
1316 if (tmp->type == WEAPON && tmp->name == NULL)
1317 {
1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324 }
1325
1326 /* misc stuff that's useful */
1327 if (op->contr->mode & PU_KEY)
1328 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 /* any of the last 4 bits set means we use the ratio for value
1335 * pickups */
1336 if (op->contr->mode & PU_RATIO)
1337 {
1338 /* use value density to decide what else to grab */
1339 /* >=7 was >= op->contr->mode */
1340 /* >=7 is the old standard setting. Now we take the last 4 bits
1341 * and multiply them by 5, giving 0..15*5== 5..75 */
1342 wvratio = (op->contr->mode & PU_RATIO) * 5;
1343 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1344 {
1345 pick_up (op, tmp);
1346 #if 0
1347 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1348 if (tmp->name != NULL)
1349 {
1350 fprintf (stderr, "%s", tmp->name);
1351 }
1352 else
1353 fprintf (stderr, "%s", tmp->arch->archname);
1354 fprintf (stderr, ",%d] = ", tmp->type);
1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1356 #endif
1357 continue;
1358 }
1359 }
1360 } /* the new pickup model */
1361 }
1362
1363 return !stop;
1364 }
1365
1366 /*
1367 * Find an arrow in the inventory and after that
1368 * in the right type container (quiver). Pointer to the
1369 * found object is returned.
1370 */
1371 object *
1372 find_arrow (object *op, const char *type)
1373 {
1374 object *tmp = 0;
1375
1376 for (op = op->inv; op; op = op->below)
1377 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1378 tmp = find_arrow (op, type);
1379 else if (op->type == ARROW && op->race == type)
1380 return op;
1381
1382 return tmp;
1383 }
1384
1385 /*
1386 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1387 * against the target. A full test is not performed, simply a basic test
1388 * of resistances. The archer is making a quick guess at what he sees down
1389 * the hall. Failing that it does it's best to pick the highest plus arrow.
1390 */
1391 object *
1392 find_better_arrow (object *op, object *target, const char *type, int *better)
1393 {
1394 object *tmp = NULL, *arrow, *ntmp;
1395 int attacknum, attacktype, betterby = 0, i;
1396
1397 if (!type)
1398 return NULL;
1399
1400 for (arrow = op->inv; arrow; arrow = arrow->below)
1401 {
1402 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1403 {
1404 i = 0;
1405 ntmp = find_better_arrow (arrow, target, type, &i);
1406 if (i > betterby)
1407 {
1408 tmp = ntmp;
1409 betterby = i;
1410 }
1411 }
1412 else if (arrow->type == ARROW && arrow->race == type)
1413 {
1414 /* allways prefer assasination/slaying */
1415 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1416 {
1417 if (arrow->attacktype & AT_DEATH)
1418 {
1419 *better = 100;
1420 return arrow;
1421 }
1422 else
1423 {
1424 tmp = arrow;
1425 betterby = (arrow->magic + arrow->stats.dam) * 2;
1426 }
1427 }
1428 else
1429 {
1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1431 {
1432 attacktype = 1 << attacknum;
1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1435 {
1436 tmp = arrow;
1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1438 }
1439 }
1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1441 {
1442 tmp = arrow;
1443 betterby = 2 + arrow->magic + arrow->stats.dam;
1444 }
1445 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1446 {
1447 tmp = arrow;
1448 betterby = 1 + arrow->magic + arrow->stats.dam;
1449 }
1450 }
1451 }
1452 }
1453 if (tmp == NULL && arrow == NULL)
1454 return find_arrow (op, type);
1455
1456 *better = betterby;
1457 return tmp;
1458 }
1459
1460 /* looks in a given direction, finds the first valid target, and calls
1461 * find_better_arrow to find a decent arrow to use.
1462 * op = the shooter
1463 * type = bow->race
1464 * dir = fire direction
1465 */
1466 object *
1467 pick_arrow_target (object *op, const char *type, int dir)
1468 {
1469 object *tmp = NULL;
1470 maptile *m;
1471 int i, mflags, found, number;
1472 sint16 x, y;
1473
1474 if (op->map == NULL)
1475 return find_arrow (op, type);
1476
1477 /* do a dex check */
1478 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1479 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1480 return find_arrow (op, type);
1481
1482 m = op->map;
1483 x = op->x;
1484 y = op->y;
1485
1486 /* find the first target */
1487 for (i = 0, found = 0; i < 20; i++)
1488 {
1489 x += freearr_x[dir];
1490 y += freearr_y[dir];
1491 mflags = get_map_flags (m, &m, x, y, &x, &y);
1492 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1493 {
1494 tmp = NULL;
1495 break;
1496 }
1497 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1498 {
1499 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1500 * perhaps a bad assumption.
1501 */
1502 tmp = NULL;
1503 break;
1504 }
1505 if (mflags & P_IS_ALIVE)
1506 {
1507 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1508 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1509 {
1510 found++;
1511 break;
1512 }
1513 if (found)
1514 break;
1515 }
1516 }
1517 if (tmp == NULL)
1518 return find_arrow (op, type);
1519
1520 if (tmp->head)
1521 tmp = tmp->head;
1522
1523 return find_better_arrow (op, tmp, type, &i);
1524 }
1525
1526 /*
1527 * Creature fires a bow - op can be monster or player. Returns
1528 * 1 if bow was actually fired, 0 otherwise.
1529 * op is the object firing the bow.
1530 * part is for multipart creatures - the part firing the bow.
1531 * dir is the direction of fire.
1532 * wc_mod is any special modifier to give (used in special player fire modes)
1533 * sx, sy are coordinates to fire arrow from - also used in some of the special
1534 * player fire modes.
1535 */
1536 int
1537 fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1538 {
1539 object *left, *bow;
1540 int mflags;
1541 maptile *m;
1542
1543 if (!dir)
1544 {
1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1546 return 0;
1547 }
1548
1549 if (op->contr)
1550 bow = op->current_weapon;
1551 else
1552 {
1553 for (bow = op->inv; bow; bow = bow->below)
1554 /* Don't check for applied - monsters don't apply bows - in that way, they
1555 * don't need to switch back and forth between bows and weapons.
1556 */
1557 if (bow->type == BOW)
1558 break;
1559
1560 if (!bow)
1561 {
1562 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1563 return 0;
1564 }
1565
1566 // optimisation: move object to top so we will find it quickly again
1567 if (bow->below)
1568 {
1569 bow->remove ();
1570 op->insert (bow);
1571 }
1572
1573 }
1574
1575 if (!bow->race || !bow->skill)
1576 {
1577 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1578 return 0;
1579 }
1580
1581 if (arrow == NULL)
1582 {
1583 if ((arrow = find_arrow (op, bow->race)) == NULL)
1584 {
1585 if (op->type == PLAYER)
1586 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1587 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1588 else
1589 CLEAR_FLAG (op, FLAG_READY_BOW);
1590
1591 return 0;
1592 }
1593 }
1594
1595 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1596 if (mflags & P_OUT_OF_MAP)
1597 return 0;
1598
1599 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1600 {
1601 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1602 return 0;
1603 }
1604
1605 /* this should not happen, but sometimes does */
1606 if (arrow->nrof == 0)
1607 {
1608 arrow->destroy ();
1609 return 0;
1610 }
1611
1612 left = arrow; /* these are arrows left to the player */
1613 arrow = get_split_ob (arrow, 1);
1614 if (!arrow)
1615 {
1616 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1617 return 0;
1618 }
1619
1620 arrow->set_owner (op);
1621 arrow->skill = bow->skill;
1622 arrow->direction = dir;
1623
1624 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1625 arrow->stats.hp = arrow->stats.dam;
1626 arrow->stats.grace = arrow->attacktype;
1627
1628 if (arrow->slaying)
1629 arrow->spellarg = strdup (arrow->slaying);
1630
1631 #if 0
1632 if (player *pl = op->contr)
1633 {
1634 float speed = pl->weapon_sp;
1635
1636 /* penalize ROF for bestarrow */
1637 if (pl->bowtype == bow_bestarrow)
1638 speed *= .9f;
1639 else
1640 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1641
1642 op->speed_left += speed - op->speed;
1643 }
1644 #endif
1645
1646 SET_ANIMATION (arrow, arrow->direction);
1647
1648 /* update the speed */
1649 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1650 + bow->stats.dam / 7.f;
1651
1652 arrow->set_speed (max (arrow->speed, 2.f));
1653 arrow->speed_left = 0;
1654
1655 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1656
1657 if (op->type == PLAYER)
1658 {
1659 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1660 wc -= dex_bonus[op->stats.Dex];
1661
1662 if (!arrow->slaying)
1663 arrow->slaying = op->slaying;
1664
1665 arrow->attacktype |= op->attacktype;
1666 }
1667 else
1668 {
1669 arrow->level = op->level;
1670 arrow->stats.wc -= bow->magic;
1671
1672 if (!arrow->slaying)
1673 arrow->slaying = bow->slaying;
1674
1675 arrow->attacktype |= bow->attacktype;
1676 }
1677
1678 wc -= arrow->level;
1679 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1680
1681 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1682 arrow->move_type = MOVE_FLY_LOW;
1683 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1684
1685 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1686 m->insert (arrow, sx, sy, op);
1687
1688 if (!arrow->destroyed ())
1689 move_arrow (arrow);
1690
1691 if (op->type == PLAYER)
1692 {
1693 if (left->destroyed ())
1694 esrv_del_item (op->contr, left->count);
1695 else
1696 esrv_send_item (op, left);
1697 }
1698
1699 return 1;
1700 }
1701
1702 /* Special fire code for players - this takes into
1703 * account the special fire modes players can have
1704 * but monsters can't. Putting that code here
1705 * makes the fire_bow code much cleaner.
1706 * this function should only be called if 'op' is a player,
1707 * hence the function name.
1708 */
1709 int
1710 player_fire_bow (object *op, int dir)
1711 {
1712 int ret = 0, wcmod = 0;
1713
1714 if (op->contr->bowtype == bow_bestarrow)
1715 {
1716 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1717 }
1718 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1719 {
1720 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1721 wcmod = -1;
1722
1723 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1724 }
1725 else if (op->contr->bowtype == bow_threewide)
1726 {
1727 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1729 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1730 }
1731 else if (op->contr->bowtype == bow_spreadshot)
1732 {
1733 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1734 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1735 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1736 }
1737 else
1738 {
1739 /* Simple case */
1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1741 }
1742
1743 return ret;
1744 }
1745
1746 /* Fires a misc (wand/rod/horn) object in 'dir'.
1747 * Broken apart from 'fire' to keep it more readable.
1748 */
1749 void
1750 fire_misc_object (object *op, int dir)
1751 {
1752 object *item = op->contr->ranged_ob;
1753
1754 if (!item)
1755 {
1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1757 return;
1758 }
1759
1760 if (!item->inv)
1761 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return;
1764 }
1765
1766 if (!op->change_weapon (item))
1767 return;
1768
1769 if (item->type == WAND)
1770 {
1771 if (item->stats.food <= 0)
1772 {
1773 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1774 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1775
1776 return;
1777 }
1778 }
1779 else if (item->type == ROD || item->type == HORN)
1780 {
1781 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1782 {
1783 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1784
1785 if (item->type == ROD)
1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1787 else
1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1789
1790 return;
1791 }
1792 }
1793
1794 if (cast_spell (op, item, dir, item->inv, NULL))
1795 {
1796 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1797 if (item->type == WAND)
1798 {
1799 if (!(--item->stats.food))
1800 {
1801 object *tmp;
1802
1803 if (item->arch)
1804 {
1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1806 item->face = item->arch->face;
1807 item->set_speed (0);
1808 }
1809
1810 if ((tmp = item->in_player ()))
1811 esrv_update_item (UPD_ANIM, tmp, item);
1812 }
1813 }
1814 else if (item->type == ROD || item->type == HORN)
1815 drain_rod_charge (item);
1816 }
1817 }
1818
1819 /* Received a fire command for the player - go and do it.
1820 */
1821 bool
1822 fire (object *op, int dir)
1823 {
1824 int spellcost = 0;
1825
1826 /* check for loss of invisiblity/hide */
1827 if (action_makes_visible (op))
1828 make_visible (op);
1829
1830 player *pl = op->contr;
1831
1832 if (pl->golem)
1833 {
1834 control_golem (op->contr->golem, dir);
1835 return false;
1836 }
1837
1838 object *ob = pl->ranged_ob;
1839
1840 if (!ob)
1841 return false;
1842
1843 if (!op->change_weapon (ob))
1844 return false;
1845
1846 if (op->speed_left > 0.f)
1847 --op->speed_left;
1848 else
1849 return false;
1850
1851 switch (ob->type)
1852 {
1853 case BOW:
1854 player_fire_bow (op, dir);
1855 break;
1856
1857 case SPELL:
1858 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1859 break;
1860
1861 case BUILDER:
1862 apply_map_builder (op, dir);
1863 break;
1864
1865 case SKILL:
1866 do_skill (op, op, ob, dir, 0);
1867 break;
1868
1869 default:
1870 fire_misc_object (op, dir);
1871 break;
1872 }
1873
1874 return true;
1875 }
1876
1877 /* find_key
1878 * We try to find a key for the door as passed. If we find a key
1879 * and successfully use it, we return the key, otherwise NULL
1880 * This function merges both normal and locked door, since the logic
1881 * for both is the same - just the specific key is different.
1882 * pl is the player,
1883 * inv is the objects inventory to searched
1884 * door is the door we are trying to match against.
1885 * This function can be called recursively to search containers.
1886 */
1887 object *
1888 find_key (object *pl, object *container, object *door)
1889 {
1890 object *tmp, *key;
1891
1892 /* Should not happen, but sanity checking is never bad */
1893 if (!container->inv)
1894 return 0;
1895
1896 /* First, lets try to find a key in the top level inventory */
1897 for (tmp = container->inv; tmp; tmp = tmp->below)
1898 {
1899 if (door->type == DOOR && tmp->type == KEY)
1900 break;
1901 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys
1903 */
1904 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 break;
1906 }
1907
1908 /* No key found - lets search inventories now */
1909 /* If we find and use a key in an inventory, return at that time.
1910 * otherwise, if we search all the inventories and still don't find
1911 * a key, return
1912 */
1913 if (!tmp)
1914 {
1915 for (tmp = container->inv; tmp; tmp = tmp->below)
1916 {
1917 /* No reason to search empty containers */
1918 if (tmp->type == CONTAINER && tmp->inv)
1919 {
1920 if ((key = find_key (pl, tmp, door)))
1921 return key;
1922 }
1923 }
1924
1925 if (!tmp)
1926 return NULL;
1927 }
1928
1929 /* We get down here if we have found a key. Now if its in a container,
1930 * see if we actually want to use it
1931 */
1932 if (pl != container)
1933 {
1934 /* Only let players use keys in containers */
1935 if (!pl->contr)
1936 return NULL;
1937 /* cases where this fails:
1938 * If we only search the player inventory, return now since we
1939 * are not in the players inventory.
1940 * If the container is not active, return now since only active
1941 * containers can be used.
1942 * If we only search keyrings and the container does not have
1943 * a race/isn't a keyring.
1944 * No checking for all containers - to fall through past here,
1945 * inv must have been an container and must have been active.
1946 *
1947 * Change the color so that the message doesn't disappear with
1948 * all the others.
1949 */
1950 if (pl->contr->usekeys == key_inventory ||
1951 !QUERY_FLAG (container, FLAG_APPLIED) ||
1952 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1953 {
1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1955 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1956 return NULL;
1957 }
1958 }
1959
1960 return tmp;
1961 }
1962
1963 /* moved door processing out of move_player_attack.
1964 * returns 1 if player has opened the door with a key
1965 * such that the caller should not do anything more,
1966 * 0 otherwise
1967 */
1968 static int
1969 player_attack_door (object *op, object *door)
1970 {
1971 /* If its a door, try to find a key. If we do destroy the door,
1972 * might as well return immediately as there is nothing more to do -
1973 * otherwise, we fall through to the rest of the code.
1974 */
1975 object *key = find_key (op, op, door);
1976
1977 /* If we found a key, do some extra work */
1978 if (key)
1979 {
1980 object *container = key->env;
1981
1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1983
1984 if (action_makes_visible (op))
1985 make_visible (op);
1986
1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op);
1989
1990 if (door->type == DOOR)
1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 else if (door->type == LOCKED_DOOR)
1993 {
1994 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1995 remove_door2 (door); /* remove door without violence ;-) */
1996 }
1997
1998 /* Do this after we print the message */
1999 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */
2001 if (container != op)
2002 esrv_update_item (UPD_WEIGHT, op, container);
2003
2004 return 1; /* Nothing more to do below */
2005 }
2006 else if (door->type == LOCKED_DOOR)
2007 {
2008 /* Might as well return now - no other way to open this */
2009 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2010 return 1;
2011 }
2012
2013 return 0;
2014 }
2015
2016 /* This function is just part of a breakup from move_player.
2017 * It should keep the code cleaner.
2018 * When this is called, the players direction has been updated
2019 * (taking into account confusion.) The player is also actually
2020 * going to try and move (not fire weapons).
2021 */
2022 bool
2023 move_player_attack (object *op, int dir)
2024 {
2025 int on_battleground;
2026
2027 sint16 nx = freearr_x[dir] + op->x;
2028 sint16 ny = freearr_y[dir] + op->y;
2029
2030 on_battleground = op_on_battleground (op, 0, 0);
2031
2032 if (out_of_map (op->map, nx, ny))
2033 return false;
2034
2035 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2036 {
2037 --op->speed_left;
2038 return true;
2039 }
2040
2041 /* If braced, or can't move to the square, and it is not out of the
2042 * map, attack it. Note order of if statement is important - don't
2043 * want to be calling move_ob if braced, because move_ob will move the
2044 * player. This is a pretty nasty hack, because if we could
2045 * move to some space, it then means that if we are braced, we should
2046 * do nothing at all. As it is, if we are braced, we go through
2047 * quite a bit of processing. However, it probably is less than what
2048 * move_ob uses.
2049 */
2050 maptile *m = op->map->xy_find (nx, ny);
2051
2052 /* Go through all the objects, and find ones of interest. Only stop if
2053 * we find a monster - that is something we know we want to attack.
2054 * if its a door or barrel (can roll) see if there may be monsters
2055 * on the space
2056 */
2057 object *mon;
2058 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2059 {
2060 if ((mon->flag [FLAG_ALIVE]
2061 || mon->type == LOCKED_DOOR
2062 || mon->flag [FLAG_CAN_ROLL])
2063 && mon != op)
2064 break;
2065 }
2066
2067 if (!mon) /* This happens anytime the player tries to move */
2068 return false; /* into a wall */
2069
2070 mon = mon->head_ ();
2071
2072 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2073 if (op->contr->weapon_sp_left > 0.f)
2074 if (player_attack_door (op, mon))
2075 {
2076 --op->contr->weapon_sp_left;
2077 return true;
2078 }
2079
2080 /* The following deals with possibly attacking peaceful
2081 * or friendly creatures. Basically, all players are considered
2082 * unaggressive. If the moving player has peaceful set, then the
2083 * object should be pushed instead of attacked. It is assumed that
2084 * if you are braced, you will not attack friends accidently,
2085 * and thus will not push them.
2086 */
2087
2088 /* If the creature is a pet, push it even if the player is not
2089 * peaceful. Our assumption is the creature is a pet if the
2090 * player owns it and it is either friendly or unagressive.
2091 */
2092 if (op->type == PLAYER
2093 && ((mon->owner && mon->owner->contr
2094 && same_party (mon->owner->contr->party, op->contr->party))
2095 || mon->owner == op)
2096 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2097 {
2098 /* If we're braced, we don't want to switch places with it */
2099 if (op->contr->braced)
2100 return false;
2101
2102 if (op->speed_left > 0.f)
2103 {
2104 --op->speed_left;
2105
2106 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2107 push_ob (mon, dir, op);
2108
2109 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op);
2111
2112 return true;
2113 }
2114 else
2115 return false;
2116 }
2117
2118 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't
2121 * attack them either.
2122 */
2123 if ((mon->type == PLAYER || mon->enemy != op)
2124 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2125 && ((op->contr->peaceful
2126 || (mon->type == PLAYER && mon->contr->peaceful))
2127 && !on_battleground))
2128 {
2129 if (op->speed_left > 0.f)
2130 {
2131 --op->speed_left;
2132
2133 if (!op->contr->braced)
2134 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2136 push_ob (mon, dir, op);
2137 }
2138 else
2139 new_draw_info (0, 0, op, "You withhold your attack");
2140
2141 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op);
2143
2144 return true;
2145 }
2146 }
2147 /* If the object is a boulder or other rollable object, then
2148 * roll it if not braced. You can't roll it if you are braced.
2149 */
2150 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2151 {
2152 if (op->speed_left > 0.f)
2153 {
2154 --op->speed_left;
2155
2156 recursive_roll (mon, dir, op);
2157 if (action_makes_visible (op))
2158 make_visible (op);
2159
2160 return true;
2161 }
2162 }
2163 /* Any generic living creature. Including things like doors.
2164 * Way it works is like this: First, it must have some hit points
2165 * and be living. Then, it must be one of the following:
2166 * 1) Not a player, 2) A player, but of a different party. Note
2167 * that party_number -1 is no party, so attacks can still happen.
2168 */
2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2171 {
2172 if (op->contr->weapon_sp_left > 0.f && !op->flag [FLAG_WIZPASS])
2173 {
2174 --op->contr->weapon_sp_left;
2175
2176 skill_attack (mon, op, 0, 0, 0);
2177
2178 if (action_makes_visible (op))
2179 make_visible (op);
2180
2181 return true;
2182 }
2183 }
2184
2185 return false;
2186 }
2187
2188 bool
2189 move_player (object *op, int dir)
2190 {
2191 int pick;
2192
2193 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2194 return 0;
2195
2196 /* Sanity check: make sure dir is valid */
2197 if ((dir < 0) || (dir >= 9))
2198 {
2199 LOG (llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2205 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2206
2207 op->facing = dir;
2208
2209 if (op->hide)
2210 do_hidden_move (op);
2211
2212 bool retval;
2213
2214 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2215 retval = RESULT_INT (0);
2216 else if (op->contr->fire_on)
2217 retval = fire (op, dir);
2218 else
2219 {
2220 retval = move_player_attack (op, dir);
2221 pick = check_pick (op);
2222 }
2223
2224 /* Add special check for newcs players and fire on - this way, the
2225 * server can handle repeat firing.
2226 */
2227 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2228 op->direction = dir;
2229 else
2230 op->direction = 0;
2231
2232 /* Update how the player looks. Use the facing, so direction may
2233 * get reset to zero. This allows for full animation capabilities
2234 * for players.
2235 */
2236 animate_object (op, op->facing);
2237
2238 return retval;
2239 }
2240
2241 /* This is similar to handle_player, below, but is only used by the
2242 * new client/server stuff.
2243 * This is sort of special, in that the new client/server actually uses
2244 * the new speed values for commands.
2245 *
2246 * Returns true if there are more actions we can do. Should not do
2247 * many actions in a row, as that would be too unfair to other
2248 * players.
2249 */
2250 bool
2251 handle_newcs_player (object *op)
2252 {
2253 if (QUERY_FLAG (op, FLAG_SCARED))
2254 {
2255 if (op->speed_left > 0.f)
2256 {
2257 --op->speed_left;
2258 flee_player (op);
2259
2260 return true;
2261 }
2262 else
2263 return false;
2264 }
2265
2266 /* call this here - we also will call this in do_ericserver, but
2267 * the players time has been increased when doericserver has been
2268 * called, so we recheck it here.
2269 */
2270 if (op->contr->ns->handle_command ())
2271 return true;
2272
2273 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2274 return move_player (op, op->direction);
2275
2276 return false;
2277 }
2278
2279 int
2280 save_life (object *op)
2281 {
2282 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2283 return 0;
2284
2285 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2286 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2287 {
2288 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2289 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2290
2291 if (op->contr)
2292 esrv_del_item (op->contr, tmp->count);
2293
2294 tmp->destroy ();
2295 CLEAR_FLAG (op, FLAG_LIFESAVE);
2296
2297 if (op->stats.hp < 0)
2298 op->stats.hp = op->stats.maxhp;
2299
2300 if (op->stats.food < 0)
2301 op->stats.food = 999;
2302
2303 op->update_stats ();
2304 return 1;
2305 }
2306
2307 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2308 CLEAR_FLAG (op, FLAG_LIFESAVE);
2309 enter_player_savebed (op); /* bring him home. */
2310 return 0;
2311 }
2312
2313 /* This goes throws the inventory and removes unpaid objects, and puts them
2314 * back in the map (location and map determined by values of env). This
2315 * function will descend into containers. op is the object to start the search
2316 * from.
2317 */
2318 void
2319 remove_unpaid_objects (object *op, object *env)
2320 {
2321 while (op)
2322 {
2323 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2324
2325 if (QUERY_FLAG (op, FLAG_UNPAID))
2326 {
2327 if (env->type == PLAYER)
2328 esrv_del_item (env->contr, op->count);
2329
2330 op->insert_at (env);
2331 }
2332 else if (op->inv)
2333 remove_unpaid_objects (op->inv, env);
2334
2335 op = next;
2336 }
2337 }
2338
2339 /*
2340 * Returns pointer a static string containing gravestone text
2341 * Moved from apply.c to player.c - player.c is what
2342 * actually uses this function. player.c may not be quite the
2343 * best, a misc file for object actions is probably better,
2344 * but there isn't one in the server directory.
2345 */
2346 char *
2347 gravestone_text (object *op)
2348 {
2349 static char buf2[MAX_BUF];
2350 char buf[MAX_BUF];
2351 time_t now = time (NULL);
2352
2353 strcpy (buf2, " R.I.P.\n\n");
2354 if (op->type == PLAYER)
2355 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2356 else
2357 sprintf (buf, "%s\n", &op->name);
2358
2359 strncat (buf2, " ", 20 - strlen (buf) / 2);
2360 strcat (buf2, buf);
2361 if (op->type == PLAYER)
2362 sprintf (buf, "who was in level %d when killed\n", op->level);
2363 else
2364 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2365
2366 strncat (buf2, " ", 20 - strlen (buf) / 2);
2367 strcat (buf2, buf);
2368 if (op->type == PLAYER)
2369 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf);
2373 }
2374
2375 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2376 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf);
2378
2379 return buf2;
2380 }
2381
2382 void
2383 do_some_living (object *op)
2384 {
2385 int last_food = op->stats.food;
2386 int gen_hp, gen_sp, gen_grace;
2387 int over_hp, over_sp, over_grace;
2388 int i;
2389 int rate_hp = 1200;
2390 int rate_sp = 2500;
2391 int rate_grace = 2000;
2392 const int max_hp = 1;
2393 const int max_sp = 1;
2394 const int max_grace = 1;
2395
2396 if (op->contr->hidden)
2397 {
2398 op->invisible = 1000;
2399 /* the socket code flashes the player visible/invisible
2400 * depending on the value of invisible, so we need to
2401 * alternate it here for it to work correctly.
2402 */
2403 if (pticks & 2)
2404 op->invisible--;
2405 }
2406 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2407 {
2408 if (!op->invisible--)
2409 {
2410 make_visible (op);
2411 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2412 }
2413 }
2414
2415 if (op->contr->ns->state == ST_PLAYING)
2416 {
2417 /* these next three if clauses make it possible to SLOW DOWN
2418 hp/grace/spellpoint regeneration. */
2419 if (op->contr->gen_hp >= 0)
2420 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2421 else
2422 {
2423 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 }
2426
2427 if (op->contr->gen_sp >= 0)
2428 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2429 else
2430 {
2431 gen_sp = op->stats.maxsp;
2432 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2433 }
2434
2435 if (op->contr->gen_grace >= 0)
2436 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2437 else
2438 {
2439 gen_grace = op->stats.maxgrace;
2440 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2441 }
2442
2443 /* Regenerate Spell Points */
2444 if (!op->contr->golem && --op->last_sp < 0)
2445 {
2446 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2447 if (op->stats.sp < op->stats.maxsp)
2448 {
2449 op->stats.sp++;
2450 /* dms do not consume food */
2451 if (!QUERY_FLAG (op, FLAG_WIZ))
2452 {
2453 op->stats.food--;
2454 if (op->contr->digestion < 0)
2455 op->stats.food += op->contr->digestion;
2456 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2457 op->stats.food = last_food;
2458 }
2459 }
2460
2461 if (max_sp > 1)
2462 {
2463 over_sp = (gen_sp + 10) / rate_sp;
2464 if (over_sp > 0)
2465 {
2466 if (op->stats.sp < op->stats.maxsp)
2467 {
2468 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2469
2470 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2471 op->stats.sp--;
2472
2473 if (op->stats.sp > op->stats.maxsp)
2474 op->stats.sp = op->stats.maxsp;
2475 }
2476 op->last_sp = 0;
2477 }
2478 else
2479 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2480 }
2481 else
2482 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2483 }
2484
2485 /* Regenerate Grace */
2486 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2487 if (--op->last_grace < 0)
2488 {
2489 if (op->stats.grace < op->stats.maxgrace / 2)
2490 op->stats.grace++; /* no penalty in food for regaining grace */
2491
2492 if (max_grace > 1)
2493 {
2494 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2495 if (over_grace > 0)
2496 {
2497 op->stats.sp += over_grace
2498 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2499 op->last_grace = 0;
2500 }
2501 else
2502 {
2503 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2504 }
2505 }
2506 else
2507 {
2508 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2509 }
2510 /* wearing stuff doesn't detract from grace generation. */
2511 }
2512
2513 /* Regenerate Hit Points */
2514 if (--op->last_heal < 0)
2515 {
2516 if (op->stats.hp < op->stats.maxhp)
2517 {
2518 op->stats.hp++;
2519 /* dms do not consume food */
2520 if (!QUERY_FLAG (op, FLAG_WIZ))
2521 {
2522 op->stats.food--;
2523 if (op->contr->digestion < 0)
2524 op->stats.food += op->contr->digestion;
2525 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2526 op->stats.food = last_food;
2527 }
2528 }
2529
2530 if (max_hp > 1)
2531 {
2532 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2533 if (over_hp > 0)
2534 {
2535 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2536 op->last_heal = 0;
2537 }
2538 else
2539 {
2540 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2541 }
2542 }
2543 else
2544 {
2545 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2546 }
2547 }
2548
2549 /* Digestion */
2550 if (--op->last_eat < 0)
2551 {
2552 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2553
2554 if (op->contr->gen_hp > 0)
2555 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2556 else
2557 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2558
2559 /* dms do not consume food */
2560 if (!QUERY_FLAG (op, FLAG_WIZ))
2561 op->stats.food--;
2562 }
2563
2564 if (op->stats.food < 0 && op->stats.hp >= 0)
2565 {
2566 object *tmp, *flesh = 0;
2567
2568 for (tmp = op->inv; tmp; tmp = tmp->below)
2569 {
2570 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2571 {
2572 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2573 {
2574 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2575 manual_apply (op, tmp, 0);
2576 if (op->stats.food >= 0 || op->stats.hp < 0)
2577 break;
2578 }
2579 else if (tmp->type == FLESH)
2580 flesh = tmp;
2581 } /* End if paid for object */
2582 } /* end of for loop */
2583
2584 /* If player is still starving, it means they don't have any food, so
2585 * eat flesh instead.
2586 */
2587 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2588 {
2589 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2590 manual_apply (op, flesh, 0);
2591 }
2592 }
2593
2594 while (op->stats.food < 0 && op->stats.hp >= 0)
2595 op->stats.food++, op->stats.hp--;
2596
2597 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2598 kill_player (op);
2599 }
2600 }
2601
2602 /* If the player should die (lack of hp, food, etc), we call this.
2603 * op is the player in jeopardy. If the player can not be saved (not
2604 * permadeath, no lifesave), this will take care of removing the player
2605 * file.
2606 */
2607 void
2608 kill_player (object *op)
2609 {
2610 char buf[MAX_BUF];
2611 int x, y;
2612
2613 //int i;
2614 maptile *map; /* this is for resurrection */
2615
2616 /* int z;
2617 int num_stats_lose;
2618 int lost_a_stat;
2619 int lose_this_stat;
2620 int this_stat; */
2621 int will_kill_again;
2622 archetype *at;
2623 object *tmp;
2624
2625 if (save_life (op))
2626 return;
2627
2628
2629 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2630 * in cities ONLY!!! It is very important that this doesn't get abused.
2631 * Look at op_on_battleground() for more info --AndreasV
2632 */
2633 if (op_on_battleground (op, &x, &y))
2634 {
2635 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2636 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2637
2638 /* restore player */
2639 at = archetype::find ("poisoning");
2640 if (object *tmp = present_arch_in_ob (at, op))
2641 {
2642 tmp->destroy ();
2643 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2644 }
2645
2646 at = archetype::find ("confusion");
2647 if (object *tmp = present_arch_in_ob (at, op))
2648 {
2649 tmp->destroy ();
2650 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2651 }
2652
2653 cure_disease (op, 0); /* remove any disease */
2654 op->stats.hp = op->stats.maxhp;
2655 if (op->stats.food <= 0)
2656 op->stats.food = 999;
2657
2658 /* create a bodypart-trophy to make the winner happy */
2659 if (object *tmp = arch_to_object (archetype::find ("finger")))
2660 {
2661 sprintf (buf, "%s's finger", &op->name);
2662 tmp->name = buf;
2663 sprintf (buf, " This finger has been cut off %s\n"
2664 " the %s, when he was defeated at\n level %d by %s.\n",
2665 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2666 tmp->msg = buf;
2667 tmp->value = 0, tmp->type = 0;
2668 tmp->materialname = "organics";
2669 tmp->insert_at (op, tmp);
2670 }
2671
2672 /* teleport defeated player to new destination */
2673 transfer_ob (op, x, y, 0, NULL);
2674 op->contr->braced = 0;
2675 return;
2676 }
2677
2678 INVOKE_PLAYER (DEATH, op->contr);
2679
2680 command_kill_pets (op, 0);
2681
2682 if (op->stats.food < 0)
2683 {
2684 sprintf (buf, "%s starved to death.", &op->name);
2685 strcpy (op->contr->killer, "starvation");
2686 }
2687 else
2688 sprintf (buf, "%s died.", &op->name);
2689
2690 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2691
2692 /* save the map location for corpse, gravestone */
2693 x = op->x;
2694 y = op->y;
2695 map = op->map;
2696
2697 /* NOT_PERMADEATH code. This basically brings the character back to
2698 * life if they are dead - it takes some exp and a random stat.
2699 * See the config.h file for a little more in depth detail about this.
2700 */
2701
2702 /* Basically two ways to go - remove a stat permanently, or just
2703 * make it depletion. This bunch of code deals with that aspect
2704 * of death.
2705 */
2706 #ifndef COZY_SERVER
2707 if (settings.balanced_stat_loss)
2708 {
2709 /* If stat loss is permanent, lose one stat only. */
2710 /* Lower level chars don't lose as many stats because they suffer
2711 more if they do. */
2712 /* Higher level characters can afford things such as potions of
2713 restoration, or better, stat potions. So we slug them that
2714 little bit harder. */
2715 /* GD */
2716 if (settings.stat_loss_on_death)
2717 num_stats_lose = 1;
2718 else
2719 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2720 }
2721 else
2722 num_stats_lose = 1;
2723
2724 lost_a_stat = 0;
2725
2726 for (z = 0; z < num_stats_lose; z++)
2727 {
2728 i = RANDOM () % NUM_STATS;
2729
2730 if (settings.stat_loss_on_death)
2731 {
2732 /* Pick a random stat and take a point off it. Tell the player
2733 * what he lost.
2734 */
2735 change_attr_value (&(op->stats), i, -1);
2736 check_stat_bounds (&(op->stats));
2737 change_attr_value (&(op->contr->orig_stats), i, -1);
2738 check_stat_bounds (&(op->contr->orig_stats));
2739 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2740 lost_a_stat = 1;
2741 }
2742 else
2743 {
2744 /* deplete a stat */
2745 archetype *deparch = archetype::find ("depletion");
2746 object *dep;
2747
2748 dep = present_arch_in_ob (deparch, op);
2749 if (!dep)
2750 {
2751 dep = arch_to_object (deparch);
2752 insert_ob_in_ob (dep, op);
2753 }
2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss)
2756 {
2757 /* GD */
2758 /* Get the stat that we're about to deplete. */
2759 this_stat = get_attr_value (&(dep->stats), i);
2760 if (this_stat < 0)
2761 {
2762 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2763 int keep_chance = this_stat * this_stat;
2764
2765 /* Yes, I am paranoid. Sue me. */
2766 if (keep_chance < 1)
2767 keep_chance = 1;
2768
2769 /* There is a maximum depletion total per level. */
2770 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2771 {
2772 lose_this_stat = 0;
2773 /* Take loss chance vs keep chance to see if we
2774 retain the stat. */
2775 }
2776 else
2777 {
2778 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2779 lose_this_stat = 0;
2780 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2781 this_stat, keep_chance, loss_chance,
2782 lose_this_stat?"LOSE":"KEEP"); */
2783 }
2784 }
2785 }
2786
2787 if (lose_this_stat)
2788 {
2789 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a
2794 * difference.
2795 */
2796 if (this_stat >= -50)
2797 {
2798 change_attr_value (&(dep->stats), i, -1);
2799 SET_FLAG (dep, FLAG_APPLIED);
2800 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2801 op->update_stats ();
2802 lost_a_stat = 1;
2803 }
2804 }
2805 }
2806 }
2807 /* If no stat lost, tell the player. */
2808 if (!lost_a_stat)
2809 {
2810 /* determine_god() seems to not work sometimes... why is this?
2811 Should I be using something else? GD */
2812 const char *god = determine_god (op);
2813
2814 if (god && (strcmp (god, "none")))
2815 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2816 else
2817 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2818 }
2819 #else
2820 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2821 #endif
2822
2823 /* Put a gravestone up where the character 'almost' died. List the
2824 * exp loss on the stone.
2825 */
2826 tmp = arch_to_object (archetype::find ("gravestone"));
2827 sprintf (buf, "%s's gravestone", &op->name);
2828 tmp->name = buf;
2829 sprintf (buf, "%s's gravestones", &op->name);
2830 tmp->name_pl = buf;
2831 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);
2832 tmp->msg = buf;
2833 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL, 0);
2835
2836 /**************************************/
2837 /* */
2838 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */
2841 /* */
2842 /**************************************/
2843
2844 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */
2846 at = archetype::find ("poisoning");
2847 tmp = present_arch_in_ob (at, op);
2848
2849 if (tmp)
2850 {
2851 tmp->destroy ();
2852 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2853 }
2854
2855 at = archetype::find ("confusion");
2856 tmp = present_arch_in_ob (at, op);
2857 if (tmp)
2858 {
2859 tmp->destroy ();
2860 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2861 }
2862
2863 cure_disease (op, 0); /* remove any disease */
2864
2865 /*add_exp(op, (op->stats.exp * -0.20)); */
2866 apply_death_exp_penalty (op);
2867 if (op->stats.food < 100)
2868 op->stats.food = 900;
2869 op->stats.hp = op->stats.maxhp;
2870 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2871 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2872
2873 /*
2874 * Check to see if the player has any unpaid items. If so, remove them
2875 * and put them back in the map.
2876 */
2877 remove_unpaid_objects (op->inv, op);
2878
2879 /****************************************/
2880 /* */
2881 /* Move player to his current respawn- */
2882 /* position (usually last savebed) */
2883 /* */
2884 /****************************************/
2885
2886 enter_player_savebed (op);
2887
2888 op->contr->braced = 0;
2889
2890 /* it is possible that the player has blown something up
2891 * at his savebed location, and that can have long lasting
2892 * spell effects. So first see if there is a spell effect
2893 * on the space that might harm the player.
2894 */
2895 will_kill_again = 0;
2896 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2897 if (tmp->type == SPELL_EFFECT)
2898 will_kill_again |= tmp->attacktype;
2899
2900 if (will_kill_again)
2901 {
2902 object *force;
2903 int at;
2904
2905 force = get_archetype (FORCE_NAME);
2906 /* 50 ticks should be enough time for the spell to abate */
2907 force->speed = 0.1f;
2908 force->speed_left = -5.f;
2909 SET_FLAG (force, FLAG_APPLIED);
2910 for (at = 0; at < NROFATTACKS; at++)
2911 if (will_kill_again & (1 << at))
2912 force->resist[at] = 100;
2913
2914 insert_ob_in_ob (force, op);
2915 op->update_stats ();
2916
2917 }
2918
2919 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2920 }
2921
2922 void
2923 loot_object (object *op)
2924 { /* Grab and destroy some treasure */
2925 object *tmp, *tmp2, *next;
2926
2927 op->close_container (); /* close open sack first */
2928
2929 for (tmp = op->inv; tmp; tmp = next)
2930 {
2931 next = tmp->below;
2932
2933 if (tmp->invisible)
2934 continue;
2935
2936 tmp->remove ();
2937 tmp->x = op->x, tmp->y = op->y;
2938
2939 if (tmp->type == CONTAINER)
2940 loot_object (tmp); /* empty container to ground */
2941
2942 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2943 {
2944 if (tmp->nrof > 1)
2945 {
2946 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2947 tmp2->destroy ();
2948 insert_ob_in_map (tmp, op->map, NULL, 0);
2949 }
2950 else
2951 tmp->destroy ();
2952 }
2953 else
2954 insert_ob_in_map (tmp, op->map, NULL, 0);
2955 }
2956 }
2957
2958 /*
2959 * fix_weight(): Check recursively the weight of all players, and fix
2960 * what needs to be fixed. Refresh windows and fix speed if anything
2961 * was changed.
2962 */
2963 void
2964 fix_weight (void)
2965 {
2966 for_all_players (pl)
2967 {
2968 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
2969
2970 if (old == sum)
2971 continue;
2972 pl->ob->update_stats ();
2973 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2974 }
2975 }
2976
2977 void
2978 fix_luck (void)
2979 {
2980 for_all_players (pl)
2981 if (!pl->ob->contr->ns->state)
2982 pl->ob->change_luck (0);
2983 }
2984
2985 /* cast_dust() - handles op throwing objects of type 'DUST'.
2986 * This is much simpler in the new spell code - we basically
2987 * just treat this as any other spell casting object.
2988 */
2989 void
2990 cast_dust (object *op, object *throw_ob, int dir)
2991 {
2992 object *skop, *spob;
2993
2994 skop = find_skill_by_name (op, throw_ob->skill);
2995
2996 /* casting POTION 'dusts' is really a use_magic_item skill */
2997 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
2998 {
2999 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3000 return;
3001 }
3002
3003 spob = throw_ob->inv;
3004
3005 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3006 // not pass NULL to cast_spell (which did indeed check itself, but
3007 // errors should be reported as early as possible IMHO)
3008 if (!spob)
3009 {
3010 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3011 return;
3012 }
3013
3014 if (op->type == PLAYER)
3015 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3016
3017 cast_spell (op, throw_ob, dir, spob, NULL);
3018
3019 throw_ob->destroy ();
3020 }
3021
3022 void
3023 make_visible (object *op)
3024 {
3025 op->hide = 0;
3026 op->invisible = 0;
3027 if (op->type == PLAYER)
3028 {
3029 op->contr->tmp_invis = 0;
3030 op->contr->invis_race = 0;
3031 }
3032
3033 update_object (op, UP_OBJ_CHANGE);
3034 }
3035
3036 int
3037 is_true_undead (object *op)
3038 {
3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3040 return 1;
3041
3042 return 0;
3043 }
3044
3045 /* look at the surrounding terrain to determine
3046 * the hideability of this object. Positive levels
3047 * indicate greater hideability.
3048 */
3049
3050 int
3051 hideability (object *ob)
3052 {
3053 int i, level = 0, mflag;
3054 sint16 x, y;
3055
3056 if (!ob || !ob->map)
3057 return 0;
3058
3059 /* so, on normal lighted maps, its hard to hide */
3060 level = ob->map->darkness - 2;
3061
3062 /* this also picks up whether the object is glowing.
3063 * If you carry a light on a non-dark map, its not
3064 * as bad as carrying a light on a pitch dark map */
3065 if (has_carried_lights (ob))
3066 level = -(10 + (2 * ob->map->darkness));
3067
3068 /* scan through all nearby squares for terrain to hide in */
3069 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3070 {
3071 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3072 if (mflag & P_OUT_OF_MAP)
3073 {
3074 continue;
3075 }
3076 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3077 level += 2;
3078 else /* open terrain! */
3079 level -= 1;
3080 }
3081
3082 #if 0
3083 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3084 #endif
3085 return level;
3086 }
3087
3088 /* For Hidden creatures - a chance of becoming 'unhidden'
3089 * every time they move - as we subtract off 'invisibility'
3090 * AND, for players, if they move into a ridiculously unhideable
3091 * spot (surrounded by clear terrain in broad daylight). -b.t.
3092 */
3093 void
3094 do_hidden_move (object *op)
3095 {
3096 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3097 object *skop;
3098
3099 if (!op || !op->map)
3100 return;
3101
3102 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3103
3104 /* its *extremely* hard to run and sneak/hide at the same time! */
3105 if (op->type == PLAYER && op->contr->run_on)
3106 if (!skop || num >= skop->level)
3107 {
3108 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3109 make_visible (op);
3110 return;
3111 }
3112 else
3113 num += 20;
3114
3115 num += op->map->difficulty;
3116 hide = hideability (op); /* modify by terrain hidden level */
3117 num -= hide;
3118
3119 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3120 {
3121 make_visible (op);
3122 if (op->type == PLAYER)
3123 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3124 }
3125 else if (op->type == PLAYER && skop)
3126 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3127 }
3128
3129 /* determine if who is standing near a hostile creature. */
3130
3131 int
3132 stand_near_hostile (object *who)
3133 {
3134 object *tmp = NULL;
3135 int i, friendly = 0, player = 0, mflags;
3136 maptile *m;
3137 sint16 x, y;
3138
3139 if (!who)
3140 return 0;
3141
3142 if (who->type == PLAYER)
3143 player = 1;
3144
3145 else
3146 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3147
3148 /* search adjacent squares */
3149 for (i = 1; i < 9; i++)
3150 {
3151 x = who->x + freearr_x[i];
3152 y = who->y + freearr_y[i];
3153 m = who->map;
3154 mflags = get_map_flags (m, &m, x, y, &x, &y);
3155 /* space must be blocked if there is a monster. If not
3156 * blocked, don't need to check this space.
3157 */
3158 if (mflags & P_OUT_OF_MAP)
3159 continue;
3160 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3161 continue;
3162
3163 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3164 {
3165 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3166 return 1;
3167 else if (tmp->type == PLAYER)
3168 {
3169 /*don't let a hidden DM prevent you from hiding */
3170 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3171 return 1;
3172 }
3173 }
3174 }
3175 return 0;
3176 }
3177
3178 /* check the player los field for viewability of the
3179 * object op. This function works fine for monsters,
3180 * but we dont worry if the object isnt the top one in
3181 * a pile (say a coin under a table would return "viewable"
3182 * by this routine). Another question, should we be
3183 * concerned with the direction the player is looking
3184 * in? Realistically, most of use cant see stuff behind
3185 * our backs...on the other hand, does the "facing" direction
3186 * imply the way your head, or body is facing? Its possible
3187 * for them to differ. Sigh, this fctn could get a bit more complex.
3188 * -b.t.
3189 * This function is now map tiling safe.
3190 */
3191
3192 int
3193 player_can_view (object *pl, object *op)
3194 {
3195 rv_vector rv;
3196 int dx, dy;
3197
3198 if (pl->type != PLAYER)
3199 {
3200 LOG (llevError, "player_can_view() called for non-player object\n");
3201 return -1;
3202 }
3203
3204 if (!pl || !op)
3205 return 0;
3206
3207 op = op->head_ ();
3208
3209 get_rangevector (pl, op, &rv, 0x1);
3210
3211 /* starting with the 'head' part, lets loop
3212 * through the object and find if it has any
3213 * part that is in the los array but isnt on
3214 * a blocked los square.
3215 * we use the archetype to figure out offsets.
3216 */
3217 while (op)
3218 {
3219 dx = rv.distance_x + op->arch->x;
3220 dy = rv.distance_y + op->arch->y;
3221
3222 /* only the viewable area the player sees is updated by LOS
3223 * code, so we need to restrict ourselves to that range of values
3224 * for any meaningful values.
3225 */
3226 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3227 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3228 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3229 return 1;
3230 op = op->more;
3231 }
3232 return 0;
3233 }
3234
3235 /* routine for both players and monsters. We call this when
3236 * there is a possibility for our action distrubing our hiding
3237 * place or invisiblity spell. Artefact invisiblity is not
3238 * effected by this. If we arent invisible to begin with, we
3239 * return 0.
3240 */
3241 int
3242 action_makes_visible (object *op)
3243 {
3244
3245 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3246 {
3247 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3248 return 0;
3249
3250 if (op->contr && op->contr->tmp_invis == 0)
3251 return 0;
3252
3253 /* If monsters, they should become visible */
3254 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3255 {
3256 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3257 return 1;
3258 }
3259 }
3260 return 0;
3261 }
3262
3263 /* op_on_battleground - checks if the given object op (usually
3264 * a player) is standing on a valid battleground-tile,
3265 * function returns TRUE/FALSE. If true x, y returns the battleground
3266 * -exit-coord. (and if x, y not NULL)
3267 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3268 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3269 * Default is to do the same as before, so only people wanting to have different points need worry about this
3270 */
3271 int
3272 op_on_battleground (object *op, int *x, int *y)
3273 {
3274 object *tmp;
3275
3276 /* A battleground-tile needs the following attributes to be valid:
3277 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3278 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3279 * and the exit-coordinates sp/hp must both be > 0.
3280 * => The intention here is to prevent abuse of the battleground-
3281 * feature (like pickable or hidden battleground tiles). */
3282 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3283 {
3284 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3285 {
3286 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3287 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3288 {
3289 /*before we assign the exit, check if this is a teambattle */
3290 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3291 {
3292 object *invtmp;
3293
3294 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3295 {
3296 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3297 {
3298 if (x != NULL && y != NULL)
3299 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3300 return 1;
3301 }
3302 }
3303 }
3304 if (x != NULL && y != NULL)
3305 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3306 return 1;
3307 }
3308 }
3309 }
3310 /* If we got here, did not find a battleground */
3311 return 0;
3312 }
3313
3314 /*
3315 * When a dragon-player gains a new stage of evolution,
3316 * he gets some treasure
3317 *
3318 * attributes:
3319 * object *who the dragon player
3320 * int atnr the attack-number of the ability focus
3321 * int level ability level
3322 */
3323 void
3324 dragon_ability_gain (object *who, int atnr, int level)
3325 {
3326 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */
3328 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i = 0, j = 0;
3332
3333 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE)
3335 trlist = treasurelist::find ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD)
3337 trlist = treasurelist::find ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = treasurelist::find ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON)
3341 trlist = treasurelist::find ("dragon_ability_poison");
3342
3343 if (trlist == NULL || who->type != PLAYER)
3344 return;
3345
3346 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3347
3348 if (!tr || !tr->item)
3349 {
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3351 return;
3352 }
3353
3354 /* everything seems okay - now bring on the gift: */
3355 item = tr->item;
3356
3357 if (item->type == SPELL)
3358 {
3359 if (check_spell_known (who, item->name))
3360 return;
3361
3362 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3363 do_learn_spell (who, item, 0);
3364 return;
3365 }
3366
3367 /* grant direct spell */
3368 if (item->type == SPELLBOOK)
3369 {
3370 if (!item->inv)
3371 {
3372 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 return;
3374 }
3375 if (check_spell_known (who, item->inv->name))
3376 return;
3377 if (item->invisible)
3378 {
3379 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3380 do_learn_spell (who, item->inv, 0);
3381 return;
3382 }
3383 }
3384 else if (item->type == SKILL_TOOL && item->invisible)
3385 {
3386 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3387 {
3388
3389 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3390 * in this way, if the player is missing any of the attacktypes, he gets
3391 * them. As it is now, if the player has any that match the granted skill,
3392 * but not all of them, he gets nothing.
3393 */
3394 if (!(skop->attacktype & item->attacktype))
3395 {
3396 /* Give new attacktype */
3397 skop->attacktype |= item->attacktype;
3398
3399 /* always add physical if there's none */
3400 skop->attacktype |= AT_PHYSICAL;
3401
3402 if (item->msg != NULL)
3403 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3404
3405 /* Give player new face */
3406 if (item->animation_id)
3407 {
3408 who->face = skop->face;
3409 who->animation_id = item->animation_id;
3410 who->anim_speed = item->anim_speed;
3411 who->last_anim = 0;
3412 who->state = 0;
3413 animate_object (who, who->direction);
3414 }
3415 }
3416 }
3417 }
3418 else if (item->type == FORCE)
3419 {
3420 /* forces in the treasurelist can alter the player's stats */
3421 object *skin;
3422
3423 /* first get the dragon skin force */
3424 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3425 ;
3426
3427 if (!skin)
3428 return;
3429
3430 /* adding new spellpath attunements */
3431 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3432 {
3433 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3434
3435 /* print message */
3436 sprintf (buf, "You feel attuned to ");
3437 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3438 {
3439 if (item->path_attuned & (1 << i))
3440 {
3441 if (j)
3442 strcat (buf, " and ");
3443 else
3444 j = 1;
3445 strcat (buf, spellpathnames[i]);
3446 }
3447 }
3448 strcat (buf, ".");
3449 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3450 }
3451
3452 /* evtl. adding flags: */
3453 if (QUERY_FLAG (item, FLAG_XRAYS))
3454 SET_FLAG (skin, FLAG_XRAYS);
3455 if (QUERY_FLAG (item, FLAG_STEALTH))
3456 SET_FLAG (skin, FLAG_STEALTH);
3457 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3458 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3459
3460 /* print message if there is one */
3461 if (item->msg != NULL)
3462 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3463 }
3464 else
3465 {
3466 /* generate misc. treasure */
3467 tmp = arch_to_object (tr->item);
3468 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3469 tmp = insert_ob_in_ob (tmp, who);
3470 if (who->type == PLAYER)
3471 esrv_send_item (who, tmp);
3472 }
3473 }
3474
3475 /**
3476 * Unready an object for a player. This function does nothing if the object was
3477 * not readied.
3478 */
3479 void
3480 player_unready_range_ob (player *pl, object *ob)
3481 {
3482 if (pl->ob->current_weapon == ob)
3483 pl->ob->current_weapon = 0;
3484
3485 if (pl->combat_ob == ob)
3486 pl->combat_ob = 0;
3487
3488 if (pl->ranged_ob == ob)
3489 pl->ranged_ob = 0;
3490 }
3491
3492 sint8
3493 player::visibility_at (maptile *map, int x, int y) const
3494 {
3495 if (!ns)
3496 return 0;
3497
3498 int dx, dy;
3499 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3500 return 0;
3501
3502 x += dx - ns->current_x + ns->mapx / 2;
3503 y += dy - ns->current_y + ns->mapy / 2;
3504
3505 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3506 return 0;
3507
3508 return 100 - blocked_los [x][y];
3509 }