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/cvs/deliantra/server/server/player.C
Revision: 1.163
Committed: Thu Aug 23 17:16:17 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.162: +4 -4 lines
Log Message:
cleanup

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